Victoria 3

Victoria 3

Better trade routes
41 Comments
kakarotmm12 Jun 11 @ 2:29pm 
Does this lag? Wanna FINALLY finish my first campaign, and any performance issues mean a lot. Other trade mods that focus on volume lag, so i'm curious if this does.
JFKwasAFK Dec 7, 2024 @ 8:44am 
Is this compatible with the Trade Rework mod? I'd love something that both increases size AND productivity of trade routes.
TheGamingNot Nov 4, 2024 @ 6:44pm 
if your looking for a mod focused on volume instead of profit then you can use my mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3205454881

but i would argue this makes more profit then focusing profit
MasterOfGrey Oct 8, 2024 @ 3:27pm 
This mod works fine on its own and doesn't need an update for 1.7.

However, since Henrax isn't around much anymore, these changes have been included (and slightly updated) in my new general economy tweak mod Soft Econ Adjustments: https://steamcommunity.com/sharedfiles/filedetails/?id=3345217364
Ferrous Jun 29, 2024 @ 8:15pm 
This doesn't need an update for 1.7
diecicatorce Jun 29, 2024 @ 11:48am 
Update for 1.7 please?
HimitsuHimetsu Feb 7, 2024 @ 6:03am 
I’d say change the growth rate of trade depending on the country’s rank
Affine Jan 25, 2024 @ 7:20am 
This clearly ‘maximizes’ profits. However, if we try to expand our economy by relying on exports, we will quickly reach our growth limit. This is because product sales volume decreases in order to ‘maximize’ profits. For example, if you were an independent India and tried to use the profits from exporting opium to China to grow your economy, you would quickly reach your limit.
Alex Jan 13, 2024 @ 8:35am 
Hmm, I may need to play-test it some more and see if the trade centers could be the issue. They've grown to level 80-89 and are draining way too many educated pops. But joining a customs union would require too many convoys. Damn this unfinished game and its awful balance.
Alex Jan 13, 2024 @ 8:31am 
But what if I'm not looking for the trade route to be more "profitable", but to lower the construction costs by importing more wood?

I've cut the "productivity threshold" by half, and it is slightly better now.
Henrax le Chamalax  [author] Jan 13, 2024 @ 8:25am 
@Alex If you hover over the X, you will know why the trade route is not growing. It's usually because it would become less profitable if it increased.
Alex Jan 12, 2024 @ 7:00am 
The issue with customs unions turned out to be an "unintended side-effect" of another mod, so scratch that one.

The problem with trade routes is that they won't increase due to "this trade route is predicted to remain at level X under current market conditions". This is despite the fact that my price is in the "golden coins" area, and the other side's still deep in "silver".
Henrax le Chamalax  [author] Jan 12, 2024 @ 6:51am 
@Alex this mod doesn't change the parameters that will make GP agree to a custom union. But obsession is not one of them.

For your other point, can you tell me what does the tooltip say about why it will remain at this level ? Is it because they would lose profitability if they did ?
Alex Jan 9, 2024 @ 1:04pm 
Also, the great powers are very reluctant to agree to a customs union, despite prospective advantages (like being obsessed with coffee I'm producing in bulk).
Alex Jan 9, 2024 @ 1:01pm 
Somehow this mod is making the situation way worse. I'm having massive shortages, but the trade routes say "will remain at this level under curent market conditions". The trade routes are profitable, covered by a trade agreement, and are land-based.
see two Dec 27, 2023 @ 2:20am 
oh really? I for sure thought it was based on trade route lvl, not amount of goods, Nice then
Henrax le Chamalax  [author] Dec 26, 2023 @ 3:28pm 
@see two No, land trade value is based on the number of goods, not the trade route level. If anything, since the bureaucracy cost of trade routes is reduced, it's a slight buff to land trade.
see two Dec 23, 2023 @ 2:34am 
this mod heavily nerfs land trade routes, since, while the amount of goods traded per level of route is reduced, the maximum lvl. of land trade routes is same as vanilla, resulting in less potential trading
Henrax le Chamalax  [author] Dec 17, 2023 @ 11:41am 
Thank you for your feedbacks! I agree with you 一直喝一直爽, it can take a lot of time to trade routes to grow for a country like China. Unfortunately, it's an "all or nothing" kind of thing so I prefer to make it work for almost all countries to the detriment of China which already plays so differently than any other nation.

@Brki : No it's a define that applies to all trade routes. I don't know how to make it more flexible. I made a suggestion on discord for it to be possible (basically have it as a variable for trade routes instead of a general define) so it may change in the future. I would even love it if you would subsidise larger trade route (instead of just level 1) if they are unprofitable so you can flood other markets with cheap goods at a cost.
Brki Dec 14, 2023 @ 12:05pm 
sounds amazing but I can see pros and cons for this approach. I could see a variant where I would allow non profitable trading for certain goods in order to get the price down or be able to consume more of it. Would it be possible to add a control per goods item? (perhaps next to the tariffs options)
一直喝一直爽 Dec 14, 2023 @ 9:58am 
Thanks! Great mod. I played this mod with China for a while now and want to share my observations. While noting that your designed helps make smaller countries trading more viable, China suffers (I don't mean suffer for the game play, but suffer for economy growth) from the slower trade ramping speed a little. For example, sometimes switching to newly researched production method create a huge surplus. In vanilla, we can get rid of that surplus quickly with starting a few trade route with major powers. With this mod, I'll need to consider slowly switching PM one province at a time to wait for trade routes ramp up. The increased micro-management is fun to me, but might not felt the same for everyone. I think one way to smooth this experience is to adjust how you "increase is size slower" to consider production order quantity.
Lyra Dec 13, 2023 @ 6:36pm 
sounds like a great idea but more trade routes definitely seems to create lag in my experience
Henrax le Chamalax  [author] Dec 11, 2023 @ 7:54am 
@Taylor : I didn't do enough observer games to know for sure. Overall countries seem to have more flourishing economies because trade give them money they can invest in construction. Sol overall is a bit higher than without the mod I guess.

@starchitec : You're right about urbanization per level, I will patch this. I think employment is good because if I reduce it it makes trade even more op.
Henrax le Chamalax  [author] Dec 11, 2023 @ 7:53am 
Hey, thank to all of you for your feedbacks.

This mod doesn't buff ai in any way. It just changes the decision-making of trade route growth. With this mod, all trade routes will increase only if that would make them earn more money. In Vanilla, trade routes will increase as long as their productivity is above 6. That means in Vanilla a fully developed trade route is by definition unprofitable.

Yes it will give ai more money, because trade is suddenly profitable. That means more tax money for sure. It will also give you more money, as long as you interact with trade.

It will increase the number of trade routes and may impact performance. I'm pretty sure any mod that will make the economy more efficient will increase lag anyway. I didn't notice any significant difference in my playthroughs in terms of performance.
Xinzhi DU Dec 10, 2023 @ 5:35pm 
This mod will make your CPU boommmmmmm~
Solmyr Dec 10, 2023 @ 9:06am 
Seems to increase game lag by a lot, since there are many more trade routes in the world with this mod.
starchitec Dec 10, 2023 @ 8:46am 
I think you may also want to reduce the employment and urbanization per level of trade centers- since you reduced the volume of goods per level, you will have higher level trade routes, employing far more clerks than you would without the mod to move the same amount of goods.
brickvapie Dec 10, 2023 @ 7:04am 
For me, it does give too much buffs. But if your really going to complain about AI issues in a mod that just released and still under fixes, and you cant tolerate dealing with more challenging AI, just deactivate the mod until its fixed (I this message is hostile, I just couldn't find another way to put it)
Leto Dec 10, 2023 @ 4:31am 
Is it my imagination, or is the mod giving AI far too much money? ... someone here said it gives the AI massive bonuses, I don't know, but I've noticed that the AI has a lot more money
Taylor Dec 10, 2023 @ 3:16am 
cool idea, do you notice large differences in the world because of it? i just wonder if its overpowered or something to that effect
S. Erdem Dec 10, 2023 @ 2:32am 
BOR WHY DID NOT YOU SAY THAT YOU ARE BUFFING AI FOR NO REASON? You said that you are going to fix trade but suddenly you are giving a sh*t ton of buffes to AI!!!!! I hate you!
Henrax le Chamalax  [author] Dec 9, 2023 @ 5:05am 
@Norym Why would that be a problem ?
Norym Dec 9, 2023 @ 1:06am 
seems good for exports, but what about playing as import heavy small countries?
Henrax le Chamalax  [author] Dec 7, 2023 @ 3:38am 
@laocoon1997 I decreased trade quantities and trade route growth so trade route can actually choose the right size. Bureaucracy cost is because it made it almost impossible to trade for smaller countries. Overall this is mostly done so smaller countries can actually use trade now.
koa Dec 6, 2023 @ 10:44pm 
Brilliant idea!
laocoon1997 Dec 5, 2023 @ 10:43pm 
Hi, I see you decreased the admin cost from 20 to 8, and decreased base trade quantity from 5 to 3. Just curious, what would be affected in the actual game?
see two Dec 4, 2023 @ 1:44pm 
I was also thinking of making a mod that would give you a penalty for having unbalanced trade deficit (i.e. more imports than exports, or other way round), but idk how to
Henrax le Chamalax  [author] Dec 4, 2023 @ 1:30pm 
@Bile Yes it should be no problem to install it mid game. You just need a few weeks for the trade routes to update.
Bill Dec 4, 2023 @ 12:26pm 
Actually really realistic, no one export stuff in the real world for no profit, everyone is trying tor make money.
Batolargji Dec 4, 2023 @ 10:52am 
Can it be installed mid game?
see two Dec 4, 2023 @ 8:46am 
sounds good, i'll give it a try