Victoria 3

Victoria 3

[1.9] Economic and Financial Mod (E&F) - V4
797 Comments
Timmy TooThicc 4 hours ago 
It seems that when I'm in any war for more than a few months, I get forced into Fiat Standard even though my dollar is doing well. It just instantly goes to a value of 0 and then every country massively sells off the currency, which in turn then plummets my GDP. Is this a known bug with the 1.9 update of this mod? I never had it in the previous versions and it's been killing my runs 😟
Rorak 22 hours ago 
I cannot find the forex page, where is it please?
kjujp Jun 22 @ 7:01am 
My mistake, only technologies do not have Free company charters.
sfingers02 Jun 22 @ 6:54am 
@EBTX Is it possible to add a parameter to increase the interest rate further and decrease the investment pool growth more?
EBTX_  [author] Jun 22 @ 6:52am 
sfingers02

Two things: first, the base rate only manages the pool's growth through direct transfers from the central bank to the private bank (investment pool), so growth of $200 million per week is natural given a GDP of $4.5 billion.

Second, I'll be releasing an update in a few hours that will focus on the investment pool's consumption throughout the party

Finally, with $4.5 billion of GDP, you're at the limits of the game and the mod, so this kind of problem seems normal to me
sfingers02 Jun 22 @ 6:08am 
@EBTX_ Even with the base rate at the maximum of 10%, with a GDP of 4.5 billion as the US, the investment pool grows at a rate of 200 million per week, leaving me with an investment pool of 600 billion. If there is a way to increase the interest rate past 10% I do not see it.
EBTX_  [author] Jun 22 @ 6:06am 
kjujp

I modified this for tech and for law I do not modify vanilla law
kjujp Jun 22 @ 5:59am 
And some economic laws also do not gave company charters.

Is this the intended effect?
kjujp Jun 22 @ 4:54am 
Hey, should it be that the technologies that gave company charters in vanilla do not provide them in this mod?
EBTX_  [author] Jun 22 @ 12:33am 
以核为贵

in the economic panel you have a section that shows you your metal reserve by type of metal
EBTX_  [author] Jun 22 @ 12:32am 
Kololi,

export to promote production
EBTX_  [author] Jun 22 @ 12:31am 
zongrui55

Yes, and for the second part of your text, yes, I'm thinking about it and it's in the works, with prestigious gold and silver assets, such as Mexican silver or Brazilian gold, as well as specific market bonds produced by the FC
EBTX_  [author] Jun 22 @ 12:30am 
Nimrod

I saw that I will re-activate the exchange of currency goods to solve the problem
EBTX_  [author] Jun 22 @ 12:29am 
sfingers02

you have to manage the pool growth with the base rate
Azure Moonlight Jun 21 @ 9:26pm 
I've noticed that subjugation of countries will cause them to stop creating currency nor will they change to your's.

As Greece I made the ottomans a protectorate after forming Byzantium, and now their gdp has tanked and all buildings fired everyone as there's no currency.
sfingers02 Jun 21 @ 7:05pm 
In very large economies, the investment pools bloat massively and cause the currency to lose value very quickly, could investment pool maybe be exempted from circulation or could a mechanism to drain the investment pool be created?
Nimrod Jun 21 @ 5:18am 
Yeah, I just came here to report that treaty ports dont work, since my home currency cant be traded there...
zongrui55 Jun 21 @ 1:10am 
Can we allow currency to be traded? Because of the treaty port issue, the other party's market does not have our currency. We often suffer losses and are punished. (Or the buildings in the treaty port also use the other party's currency, whichever is easier. After all, updating is still quite hard.) I have another special idea. Can we use the characteristics of precious commodities to realize the unique stocks and bonds of each country? Of course, this is just an idea. There is no need to implement it separately. It is a lot of work to implement it.
QiJi Jun 21 @ 12:09am 
It seems that there is something wrong with the Treaty Port. All buildings in E&F require currency, and in 1.9 the treaty port uses the market of the country where it is located, and my currency does not exist in that market.
Nekololi Jun 20 @ 9:22pm 
I have one issue when playing as Argentina the gold has price of 1 so it impossible to produce and you are not getting anything from minting so you have -2k income in comparison with vanilla Argentina has stable economy
以核为贵 Jun 20 @ 6:42pm 
How can a country on the silver standard check its gold reserves?
tankiforever2010 Jun 20 @ 3:13pm 
but, besides all, the mod is very cool, this is so awsome:steamthumbsup::steamthumbsup:, but im too stupid to understand it, and there are no translation:steamsad::steamsad::steamsad:
tankiforever2010 Jun 20 @ 3:09pm 
in almost every european country company overflow at the start, i dont think that was an error, and i am waiting for video tutorial:steamsad:
_Ex0dus_ Jun 20 @ 1:55pm 
This mod makes it so prussia instantly puts me into "over company limits"
18507982222 Jun 20 @ 10:57am 
This mod is incompatible with TGR (The Great Revision), and the financial interface will be overwritten. What should I do?
Bum Beat Jun 20 @ 6:10am 
thx)
EBTX_  [author] Jun 20 @ 6:07am 
Bum Beat:

Yep!
Bum Beat Jun 20 @ 6:05am 
its it?)
EBTX_  [author] Jun 19 @ 1:55pm 
Bum Beat:
it is deactivated with the new commercial system but it will be restored to the same in the next update
Bum Beat Jun 19 @ 1:08pm 
trade balance? -18 always and for everyone
IvanFTW Jun 19 @ 11:27am 
God damn man
sfingers02 Jun 19 @ 9:11am 
I found the specific issue. In common/script_values/01_economic_currency_scripted_value.txt, lines 296751-296753 there is a statement to use Caribbean dollar if Afro-American is the primary culture. Unfortunately when Afro-American is added to USA through the events it changes the currency. To fix, remove the
AND = {
country_has_primary_culture = cu:afro_american
}
from the file.
sfingers02 Jun 19 @ 8:31am 
Found why- the add_primary_culture and remove_primary_culture effects seem to trigger something that replaces the US Dollar with the Caribbean dollar. Unintended maybe?
sfingers02 Jun 19 @ 8:03am 
The US dollar seems to get randomly replaced by the caribbean dollar any time I trigger an event from the console, is there a reason for this?
2051009106 Jun 19 @ 5:12am 
Can we separate automobile production from the power machinery factory? The initial situation is that there is no rubber, which even halves the production of trains.
I thought I was the only one who had a problem. The rubber I couldn't get has been driving me crazy since 1836
sfingers02 Jun 18 @ 7:28pm 
@EBTX_ specifically go to the ef_01_industry.txt file in "common/buildings/" and find building_motor_industry around line 322, delete the production method group pmg_automobile_production and the issue is fixed. Also automobile industries needs the manufacturing stock production method.
sfingers02 Jun 18 @ 7:26pm 
Yeah @Vonlutt @EBTX_ the issue is caused by the motor industries building in the buildings file having the production method group of pmg_automobile_production. Just delete the automobile production group from motor industries and the problem is fixed. 1 minute fix.
Karl Marx Jun 18 @ 7:08pm 
Also experiencing the same issue. Please fix soon as possible. games literally unplayable once you even get trains/
Vonlutt Jun 18 @ 4:22pm 
Ah, sfingers02 has the same issue so its not just me thankfully. This issue grinds the economies to a near halt for anything that requires engines, world production in 1866 is .04 engines.
Vonlutt Jun 18 @ 4:20pm 
Unsubscribed and resubscribed. So I may be having issues with the mod - another major issue I'm having, and it is only with and only using this mod as I triple checked, motor industries are not separated when I have the mod activated which means it demands rubber to create engines which can't be done and grinds engine production to almost zero for decades. Anybody else having these issues or am I just having really bad luck?
EBTX_  [author] Jun 18 @ 10:56am 
Vonlutt

I think you have the steam mod update bug, unsubscribe, resubscribe
sfingers02 Jun 18 @ 8:30am 
also the United States keeps using the Caribbean dollar for some reason
sfingers02 Jun 18 @ 7:28am 
one bug- with this mod motor industries still have the automobile production method group, but automobile industries have been moved to a different building
Vonlutt Jun 17 @ 9:45pm 
Crashing a bunch with the update.
[SN]Mike28282 Jun 17 @ 5:59pm 
Hi!

Do you have any plans to do add features regarding companies?
Moeshevik Jun 17 @ 5:10pm 
I've never expected this Gargantua would get an update on day1, EBTX goated:Intelligentsia:
maxipanchox Jun 17 @ 5:00pm 
I don't know how to have zero inflation. If I don't have high inflation, my currency increases in price a lot and I can't export, so I have a constant inflation of 50% to keep it stable.
sfingers02 Jun 17 @ 3:02pm 
@YourMom.Com yeah so what? you're literally combing steam comment sections to shit on people reporting what mods are working and not working with the update
Alhelhast Jun 17 @ 10:54am 
Update 1.9 pls