Victoria 3

Victoria 3

Increase Arable Land
37 Comments
багаж лодкой Jul 24 @ 11:07am 
Can you make it compatible with Project Variety?
SpaceMan_Sp1ff  [author] Jun 25 @ 8:50am 
Updated. I only tested briefly, but should work. Let me know of any issues.

@ZEEDLINK Sorry, because the mod is journal entry driven, I don't know how to make it work with investment rights.
ZEEDLINK Jun 23 @ 8:49am 
Is it possible to build for AI, with investment rights?
Pury Jun 21 @ 8:23am 
Ok, thank you!
SpaceMan_Sp1ff  [author] Jun 21 @ 8:20am 
I haven’t updated it yet. I will probably jump back into the game in the next couple of weeks and update mods then.
Pury Jun 20 @ 12:14pm 
Working in 1.9?
Pury Feb 22 @ 3:07pm 
Ok thx.
Lazy Invincible General Feb 21 @ 11:27pm 
I do not think there is a cap on how many times you can do it btw
Lazy Invincible General Feb 21 @ 11:26pm 
no, every time you build a irrigation network you get 40 land. if you have researched the advanced irrigation network you get 80 land
Pury Feb 21 @ 9:45pm 
So you can add 80 arable land maximum per state?
Lazy Invincible General Jan 24 @ 10:44am 
its working now, thanks
SpaceMan_Sp1ff  [author] Jan 21 @ 9:22pm 
Should work now. I updated it on my end but it must not have made it into the steam version.
Lazy Invincible General Jan 21 @ 1:53pm 
hey you need to update the UI components of the mod for 1.8, other wise it just breaks a bunch of stuff
Lotl Dec 23, 2024 @ 10:08pm 
this appears to remove all building icons
Kurt Jul 8, 2024 @ 9:14am 
Thank you, it's an awesome mod 👍
Would it be possible to make the button "remove as canal survey site" also remove the local irrigation site (or maybe all irrigation sites)?
Like MasterOfGrey mine also get's stuck on a survey site sometimes and no matter how many canals I build it doesn't want to move. I tried looking at the code but not sure where to start.
SpaceMan_Sp1ff  [author] Jun 25, 2024 @ 12:13pm 
Should work for 1.7 now. Let me know of any issues. There is no easy way to fix the issues caused by starting a second survey while building a canal, so I guess just build one at a time.
Kurt Jun 25, 2024 @ 2:21am 
Hey already miss your mod, hope you will make it work for 1.7 :)
MasterOfGrey Jun 14, 2024 @ 5:04am 
FYI it is possible to survey a second state while building in the first one.
This causes the JE to retarget to the second state for the arable land created by the canal in the first one.
After this, it is bugged permanently, and every canal built from then on sends the arable land to the second state.
SpaceMan_Sp1ff  [author] Jun 11, 2024 @ 4:25pm 
Ok. I’ll update after SoI.
MasterOfGrey Jun 10, 2024 @ 8:08pm 
FYI, this causes the Cultural Communities section of the state UI to be hidden now.
News_12 May 29, 2024 @ 9:58am 
Such a useful mod
JustAnotherYuri Feb 6, 2024 @ 10:59am 
You definetly should add ai_weight to canal techs, otherwise AI just doesn't properly research social techs beyond 3rd era.
MasterOfGrey Jan 31, 2024 @ 8:05pm 
Oh exciting, I'll give it another go in my next run :)
SpaceMan_Sp1ff  [author] Jan 31, 2024 @ 7:46pm 
@materofgrey It should be work now. Sorry for the delay. RL has been busy. Let me know if there are issues.
SpaceMan_Sp1ff  [author] Dec 27, 2023 @ 5:22pm 
@masterofgrey I will take a look, hopefully I can sort it, but I’m not certain.
MasterOfGrey Dec 27, 2023 @ 2:03pm 
This currently breaks the interface for state occupation during war.
SpaceMan_Sp1ff  [author] Nov 21, 2023 @ 8:40am 
Updated for 1.5, let me know of any issues.
SpaceMan_Sp1ff  [author] Sep 24, 2023 @ 1:40pm 
@ harbingerofelves I feel like that might unbalance the game a bit, especially in terms of migration. I am working on some other mods right now anyway. If you want to, you can use whatever part of the mod you want to make something like that, but I don’t think I will make.
harbingerofelves Sep 24, 2023 @ 12:31pm 
Thoughts on 'brute forcing' this for the AI, like having an event that builds one or more for the ai every few years?
Sklo Sep 17, 2023 @ 5:50am 
great mod, unfortunately breaks Foreign Investment and Dividend, both mods add absolute necessary functionality to the game
SpaceMan_Sp1ff  [author] Sep 15, 2023 @ 5:36pm 
That’s intentional. The AI already struggles, and I don’t think it would benefit from access to technology and decisions it wouldn’t know what to do with.
Hyperspearman.Swf - TheRyuSword Sep 11, 2023 @ 7:59am 
The AI currently can't research your tech, is that intentional?
SpaceMan_Sp1ff  [author] Aug 27, 2023 @ 6:12am 
@Shushu Thanks! I will take a look!
SpaceMan_Sp1ff  [author] Aug 27, 2023 @ 6:11am 
There is only one canal building, you can expand it once for each survey done. The increased cost for 80 arable land comes with the decision modifier (600 bureaucracy) after the second canal tech is researched. The second tech also gives improved PMs for the canal building. Unfortunately, you can “upgrade” your old 40 arable land increases into 80 arable land increases.
Alaskan Bull Walrus Aug 27, 2023 @ 12:56am 
Can I upgrade the weaker canal to advanced later on, or is it just one or the other and that's the end of it?
elainafan4life Aug 24, 2023 @ 3:46pm 
Hey, use this IrrigationBuilding dds [drive.google.com] instead. I just happenned to be doing some frames for the tno mod so I had the frame ready. :P
Water Tower Aug 24, 2023 @ 10:09am 
Finally, i can hydrate my brothers in Sahara.