Victoria 3

Victoria 3

More Granularity in Construction Production Methods
24 Comments
TescoBoy Sep 30, 2024 @ 2:49am 
maybe because it's broken and over a year out of date
Muhammadonov Sep 29, 2024 @ 11:30pm 
When I use your mod, I can't find the temporary expenses in economy tooltip when using a percentage method
alexander.julian.erhard Mar 19, 2024 @ 3:25pm 
In case anyone wants to use this mod for patch 1.5+ (I think that´s where it broke) due to no input goods being used anymore:

You can repair the mod for 1.5+ by going to common -> production_methods -> CoGr_construction_intermediate and changing every line
"building_input_..."
you find to
"goods_input_..."

And to preserve the 10% Laborer mortality, add

"
unscaled = {
building_laborers_mortality_mult = 0.1
}
"

to each building_modifiers.


I haven´t tested whether that change would break the mod for pre patch 1.5 though.
TescoBoy Nov 19, 2023 @ 2:45am 
Can you update the mod please, the options to build at 25% - 50% - 75% do not require any goods, so it's now very exploitable
Commissar Ruthven Jun 10, 2023 @ 7:40am 
A blessing from the mod gods
NyQuist  [author] Apr 19, 2023 @ 9:40am 
@Revolt: Thanks again :) I will leave it up though, it just appears that a decent proportion of people got used to changing construction methods from the buildings panel and don't have much use for this mod. But it is good that it exists for the rest of us :)
Revolt Apr 18, 2023 @ 2:59pm 
can confirm it is an epic mod, i would honestly repost the mod to see if it will reach more people
NyQuist  [author] Mar 20, 2023 @ 2:42pm 
Done! I also noticed that some parameters had changed for arc-welding in 1.2 so I made changes accordingly. Let me know if you have more issues.
NyQuist  [author] Mar 20, 2023 @ 1:28pm 
Ok thanks for the report, I will look into it.
SimplyExisting Mar 16, 2023 @ 3:12pm 
I also have this problem. Consumption taxes no longer work.
Benjamín Mar 14, 2023 @ 6:52am 
in 1.2 with the mod enabled you can't add consumption taxes
NyQuist  [author] Jan 24, 2023 @ 3:04am 
@Dacios: From what I have seen in the game files the AI uses the "most productive" production method by default. If I understand this correctly then it means that the AI would always use the most advanced method, in which case the AI would never pick any of the options provided by the mod. This mod doesn't really add a new mechanic to the game, just a bunch of production methods (and a bit of UI), and the AI already has code to interact with production methods.
Dacios Jan 23, 2023 @ 8:39pm 
How would the AI interact with the new mechanics?
NyQuist  [author] Jan 17, 2023 @ 9:12am 
@Thadom69: Thank you, I think so too :) I hope that Paradox makes it possible to make this kind of gradual change for all production methods, right now it can get tedious.
@Mesikta: Thanks :)
Thadom570 Jan 17, 2023 @ 4:41am 
This mod makes sense, it beats me having to mange my construction buildings one by one for this same effect.
Meskita Jan 14, 2023 @ 3:03pm 
Nice
NyQuist  [author] Jan 14, 2023 @ 12:12pm 
@Ivanacco1: Sure as long as you include proper credits :) I see that you have a pdf that includes links to the original mods so that will do.
Ivanacco1 Jan 14, 2023 @ 9:55am 
This is a really cool mod!.
Do you mind if we use it on the Great Rework
NyQuist  [author] Jan 13, 2023 @ 10:49am 
@法里奥: Yes I have actually found a way to do that but it would deactivate achievements. To do it properly I have to wait until Paradox makes scripted_gui work in Vic 3. It is definitely on my watchlist!
法里奥 Jan 13, 2023 @ 12:00am 
I think that all we need is a way to change the throughput of the building_construction_sector. Add more product method may not a good idea.
NyQuist  [author] Jan 12, 2023 @ 3:05am 
@Revolt: Thanks :)
Revolt Jan 11, 2023 @ 8:06pm 
testing out soon but seems like good mod too bad it didnt get placed better in algorithm
NyQuist  [author] Jan 7, 2023 @ 12:22pm 
@Holy Doggo: indeed I tried to add this too (in the form of the 5 coin levels that are already used in other places) but I haven't found a good way yet.
Holy Doggo Jan 7, 2023 @ 9:20am 
construction is one of the things that i think could do with a slider, to modify the amount being spent on it in terms of wages and having the buttons for the building production method type