Victoria 3

Victoria 3

(Update for 1.8) Economic and Financial Mod (E&F) - V4
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Update: Jun 2 @ 2:11pm

Hot fixe

Update: Jun 1 @ 6:06am

Update V.4.0.3 and Change Log Update

- Modification in the buy package that triggered chain errors.,
- Modification for IRAQ regarding currency switching; the country continuously switches between the Iraqi dinar and the US dollar.,
- Bug fix on Forex when buying or selling currencies; the amounts on each side were not properly recorded.,
- Visual improvements to Forex.,
- Modification, bug fixes, and GUI enhancements for the trade balance. It is now correctly indexed according to the country's monetary parity law. Information in the economic panel is also correctly displayed.,
- Added a new section in the economic panel to track the current statuses and crises in the country.,
- Major correction for the Global Metal Price & Monetary System Projection tab. Previously, when changing parity, the trade balance was not converted according to the country's monetary law. For example, someone who switched from silver parity to gold kept the same amount of metal (which didn't make sense). Now, the gold equivalent will be taken into account when calculating the money value, based on the monetary law you choose.,
- Similarly, when switching from a standard silver or bimetallic standard to a gold standard, mainly towards the end of the game, when the majority of your national capacity is made up of the trade balance, this created a large gap in the money value without modifying the gold equivalent. This gap could create currency crises. Now, a currency crisis will no longer occur if the country is under foreign exchange control. This provides a one-year protection if the gap was too large.,
- Fixed a bug where certain currencies could simultaneously be in both balanced currency and extreme week currency.,
- Improved the interface to display the leading countries in various fields (e.g., financial, growth, trade balance, etc.).

Update: Jun 1 @ 5:18am

Update: Mar 31 @ 7:49am

Hot Fixe

Update: Mar 29 @ 1:50pm

### Patch Notes Update V.4.0.2

#### Fixes
- Fixed an issue with monetary overproduction Previously some countries accumulated a large amount of their own currency in the reserves of a foreign central bank artificially increasing their national wealth Now in cases of overproduction the affected currency's value will automatically be set to 0 limiting the impact on central banks holding this currency
- Fixed a bug in the calculation of the amount needed to buy a foreign currency via Forex When a currency was pegged to silver the gold parity was incorrectly displayed and used in the calculation instead of the silver parity This is now fixed
- Fixed an issue where buildings added by the E&F mod started without employees They will now start with a full workforce
- Adjusted the financial center subsidy mechanism Previously financial centers were subsidized if their occupancy fell below 75 This mechanic now applies only to the AI and no longer to the player
- Added new textures and text for colonies and chartered companies in the subject management panel

#### Various Improvements
- Reworked silver mines Previously silver mines were hardcoded into map_data causing incompatibilities with mods that added new resources through this file Now the maximum number of silver mines a state can own is determined by a modifier applied to the state
- Changed the way silver mines are constructed In earlier versions many silver mines were queued for construction via private construction at the start of the game Now they will be directly created However some countries such as Russia will still have a few mines pending construction
- Removed the urban center currency consumption and reintroduced the pop need for currency and financial products This adjustment stabilizes currency demand

#### Regarding the Private Construction Sector PCS
- Until now PCS was an unbalanced feature The way construction is handled in Victoria 3 is costly and slow which penalizes countries Increasing construction points and privatizing the system reduces costs and speeds up construction while also making it dependent on the private sector with both benefits and drawbacks
- The current issue is that PCS levels up too quickly generates too many shares and eliminates CS Construction Sectors too fast making them obsolete To address this PCS level caps will now be determined dynamically This change ensures CS remain useful during the first 20 to 30 years of gameplay

#### PCS Improvements
- Every country with a financial center will now start with a level 5 PCS in its capital
- Disabled automatic PCS creation every year based on the number of CS
- Introduced a PCS level cap per state based on
- The number of Urban Centers in the state
- The Base Rate Percentage
- If the Base Rate Percentage is 1 or lower the PCS max level equals the number of Urban Centers
- If the Base Rate Percentage is 10 the PCS max level is 1
- The maximum PCS level a state can support will be displayed in the potential resources tab of the state information panel
- The maximum and actual levels may differ due to Base Rate Percentage increases depopulation or deindustrialization

Update: Nov 22, 2024 @ 5:28pm

Hotfix

Update: Nov 22, 2024 @ 10:48am

Hotfix

Update: Nov 22, 2024 @ 7:29am

update for 1.8

Update: Nov 18, 2024 @ 4:10pm

Update: Jul 20, 2024 @ 10:55am