Victoria 3

Victoria 3

Grey's Urban Synergy Unleashed
Showing 1-10 of 25 entries
< 1  2  3 >
Update: Jul 16 @ 1:08am

V1.4 (still)
- Manually forces the AI to stop subsidizing buildings it shouldn't
- No longer touches the default strategy

Update: Jul 14 @ 8:37pm

V1.4 (still)
- Updated all localizations for new content
- State traits which improve electricity output now also improve high voltage electricity output
- Bug fixes to new company founding requirements
- Large ports that are subsidized will be checked once per year and have subsidies forcibly turned off to avoid issues
- Tech bonuses to port throughput heavily nerfed
- Port bonuses to urban centre throughput heavily nerfed
- Urban centre bonuses to light industry halved (industrialised China will still be strong, that's life)
- Urban centre construction penalties rebalanced (thanks ziqibielai for providing *helpful* information)
- Auto-expand triggers properly extended to hydroelectric power plants

Update: Jul 13 @ 6:01am

V1.4
- MAJOR: Added 3 new companies that address urban synergy buildings
- Reduced urbanization from ports now that they're unlimited
- Reduced power plant workforce requirements in line with vanilla
- Public Greens now reliably limited by urbanization and arable land
- Tweaked clippers and logistics trade conditions to improve trade functions
- Pops can consume merchant marine for leisure if there's nothing else around
- Ensured trade centers cannot become stuck and unable to hire

Update: Jul 10 @ 9:17pm

V1.3 (still - 1.3.8)
- Updated for all 1.9.6 changes
- Public Green output and employment rebalanced
- Issues with inland trade centres in river provinces fixed
- Trade Centre pm management improved

Update: Jul 5 @ 7:39pm

V1.3 (still)
- Updated all harbour state traits.

Update: Jul 4 @ 9:49pm

V1.3 (still)
- Ports throughput bonus to urban centres is now workforce based
- Both Ports provide an unscaled +10% to urban centres (cities on a river and a coast stack)
- Ports provide some immigration attraction
- Port transport and logistics outputs reduced
- Power grids key off hydropower now
- UC's give workforce scaled throughput bonuses to power grids from arcades and streetlighting
- Power grids give workforce scaled throughput bonuses to power plants (1% to thermal, 2% to hydro)
- Power grid workforce requirements reduced
- Public Greens give a level scaled throughput bonus to UC's off of Seasonal Festival
- PG input resources rebalanced to favour paper more
- UC's current bonus to PG's now scales from 1%->2% as you progress through the base PM's
- UC scaling migration attraction reduced
- Urbanization from company HQ's reduced
- Gov admin workforce requirements from secondary PM's reduced
- Owner building PM's for all government types aligned

Update: Jun 29 @ 6:43am

V1.3 (still)
- Adjusted migration attraction bonuses from urban centres
- Added French localization by Zhikan

Update: Jun 26 @ 9:58pm

V1.3 (still)
- Default AI strategy updated for 1.9.4
- Public Greens max level now limited by size of the urban centre
- Port profitability rebalanced
- Rail, & Government buildings rebalanced to use fewer people
- Railways now consume merchant marine for higher logistics pm's
- Urban Centers provide migration attraction (people want to live in cities)
- Fixed missing localisations and updated some translations

Update: Jun 23 @ 7:22pm

V1.3 (still)
- Fixed trade centre pm & hiring bugs
- Fixed modifier length for canal accident
- Updated all companies based on ports/shipyards, railways, or power plants
- Updated some localisations

Update: Jun 22 @ 1:07am

V1.3 (still)
- Updated the default AI strategy
- Fixed several company and technology bonuses
- Removed outdated land trade related on_actions and modifiers
- Updated a truckload of localisations