Victoria 3

Victoria 3

Economic and Financial Mod (E&F) - V4
994 Comments
EBTX_  [author] Nov 18 @ 4:12am 
TRC_Mario

No, but you can use the game in Spanish and the things belonging to the mod will be in English
TRC_Mario Nov 17 @ 4:00pm 
the mod will be in spanish?
EBTX_  [author] Nov 13 @ 12:14am 
ricardo.poter

Because Morocco, Oman, and Mascara were such lovely deserts in the 19th century but not exactly the kind of places where you’d expect to find national private bank
EBTX_  [author] Nov 13 @ 12:12am 
Herold II

?

You are playing a country with 2 states, because what you are saying never happens
EBTX_  [author] Nov 13 @ 12:11am 
雷霆星夜57

No in my game
EBTX_  [author] Nov 13 @ 12:11am 
NovemberBlues

For Standard Oil, the mod is supposed to replace the vanilla version, but it currently works in a very unpredictable way. This will be fixed after the game’s V1.10 update, which will introduce new modding features that should prevent this kind of issue.

Regarding the spawning of companies like Pennsylvania Railroad, the mod forces these companies to appear on their historical founding dates, but normally this should only apply to the AI. So I’ll look into it. And if you exceed your company limit, lower the base rate.
NovemberBlues Nov 12 @ 11:18pm 
Additionally, removing those companies results in the mod forcing them back in.
NovemberBlues Nov 12 @ 11:15pm 
There's a bug with companies in the latest version (V4 in Nov 12, 2025). Playing USA there are two Standard Oils. The first being the "Standard Oil" the Vanilla version, the second being "Standard Oil Company" the mod version with premium oil and premium railroad stock.

I found out because the mod forcibly adds Companies into my Company slots, the second time it happened it pushed me over the Company limit. The first time it happened Pennsylvania Railroad was added to the Company Slots.
雷霆星夜57 Nov 4 @ 5:17am 
Prussia's silver production has a bug; all its production methods have been unlocked.
Herold II Nov 3 @ 4:51pm 
Could you please make so that a tiny civil war is not game ending? Because even if ONE state rebels your GDP drops like 90% and it's basically over for you...
-gensen Nov 1 @ 5:28am 
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ricardo.poter Oct 30 @ 9:55am 
Why Morocco, Oman, Máscara. ... Havent private banks, and Otomano empire and Egypt do have?
EBTX_  [author] Oct 30 @ 4:09am 
Soter - Dave

It depends on many factors; if there is a regional crisis, local economies can all trigger a crisis, which is often the case in the Zollverein: if Prussia enters a crisis, all the countries of the union enter a crisis.
Soter - Dave Oct 30 @ 3:46am 
So, the tail end of 1841 rolls around and I get spammed with various nations in economic turmoil. Can the AI not handle this mod?
DJHonore Oct 29 @ 9:06pm 
I've removed every mod except this one and yet artillery seems to be unproducible for whatever reason
=PRC=DKnight Oct 28 @ 7:32pm 
Hi I’ve noticed an issue. While playing, as a country with a relatively low GDP per capita, I produced an excess of bonds. When I transferred goods to the UK, these bonds— which are nearly worthless in my home country— could be dumped there, bringing my country a positive cash flow gain of over 200k.
However, in the real world, I believe commercial bonds from poor countries should be even less valuable in developed countries and would not generate such high returns. Additionally, during trade, the fleet is sometimes not consumed, and I’m still not sure if this is due to the mod.
The Don Oct 28 @ 8:37am 
Im sorry if its in the guide (its long) but im really struggling with the fact that most states go bankrupt all the time unless they are super powers. But more so that my subjects always ending up not having enough of their local currency.
FreetheBrain Oct 28 @ 3:13am 
When can we expect a fix to the artillery foundry bug that doesn't require us to edit local mod files?

I've been playing on a virtual machine lately (Vicky performance is impeccable that way), but I can't edit the local files there.
DivineEnema Oct 27 @ 5:11pm 
Since mod owner hasnt updated this major bug, heres how to fix the artillery issue

FIX TO ARTILLERY ISSUE from Kollo:

A recent update changed what artillery foundries are called in the game code (from "bg_artillery_foundaries" to "bg_artillery_foundries"). The mod still refers to artillery buildings as "bg_artillery_foundaries", which breaks them and basically removes the building from the game.

Open the mod folder, open common, then buildings, and open file "ef_01_industry". Search up the artillery_foundries and change it to the new name mentioned above.
Manuel Troncoso Oct 26 @ 4:09pm 
@ricardo.poter It worked! Thank you!!
So if anyone has the same problem:
The building files on the mod said: "building_group = bg_artillery_foundaries" and it should be "building_group = bg_artillery_foundries"
ricardo.poter Oct 26 @ 2:33pm 
You have to find the file in the mod in your computer and change foundaries for foundries
Manuel Troncoso Oct 26 @ 1:38pm 
Great mod, cant wait to try it out.
But it seems to completely delete the "artillery Foundry" building. The is no one in all the world. So all armies have no organization.
I tried running the game only with this mod, so I am certain this is the mod with the issue.
Clockworker Oct 18 @ 9:34am 
Is there no comment on deleting starting companies? Was that a conscious choice or a bug? Because I'm not allowed to reform it, meanwhile other countries are able to retain their companies far over the max limit.
htt Oct 17 @ 8:19pm 
Why is there no exchange mechanism for commodity production? When the puppet country imports raw materials for production, the goods produced are not calculated at the exchange rate of the suzerain country. This seems to indicate a problem with the exchange rate mechanism between the puppet country and the suzerain country. Was it intentionally designed this way?
Stеам Space Whale Oct 17 @ 2:36pm 
Love the idea of the mod! I've noticed the very first purchase of the debt is "free" and money are not removed from the treasury (for a moment it made me think it spends national reserve metals), but then I purchased 2nd time and it worked correctly spending my (vanilla) treasury. This gives you free income from the very first purchase of debt.
As for balance, it's not bad but, AI's acceptance for stockpile access is way too high. Making it harder to access stockpile (and give access to yours) would make playing as developed nations much more challenging. Also, I'd restrict stockpile access to ability to do good transfer treaties, so if I'm Switzerland I should not be able to access lucrative stockpiles like Russia's.
EBTX_  [author] Oct 17 @ 1:59pm 
mucize torbacı

It was a long time ago and there is no bug on the central bank levels
dokumacı kızlar Oct 17 @ 12:08pm 
Check "Central Bank level cap" thread in discussions, 2nd page. I posted it long ago. I had China with 900M GDP and my central bank was capped to 240 something.
EBTX_  [author] Oct 17 @ 11:32am 
mucize torbacı

I don't know what you call a bug, the central bank capped lvl is at 5000lvl which corresponds to 5B of GDP
dokumacı kızlar Oct 17 @ 5:40am 
Thanks for the reply. It is the greatest mod i've played though. It was so easy back then when you could control trade manually with no obstacles at all. Idk what would be the outcome for landlocked countries with current state of the game where you must have treaties to trade. Coastal would still have massive advantage in regards of stockpile exploit. I will try it sometime.

I have a question btw. Are central bank level cap bug and similar bugs got fixed?
ricardo.poter Oct 17 @ 3:59am 
My total support ebtx_. Continue making better this mod. Thanks
EBTX_  [author] Oct 16 @ 2:45pm 
mucize torbacı:

I've played with this mod enough and seen people write message like you to say that you're right. Indeed, when you play with a large nation that already has a well-established currency at the start of the game and if you know how to manage your economy and finances well, then you can quickly dominate.

But I invite you to play with Serbia, Colombia, Persia, Morocco, Egypt, ... 95% of countries that do not have a bank at the start of the game have an already established currency to see that "the cheat" as you say turns into an unplayable challenge
dokumacı kızlar Oct 14 @ 8:18am 
This mode feels like cheat code despite seems good. Simply sell stockpile, turn it into quick big cash, invest in construction heavily, export tons of goods, pump your credit score, get tons of investment, make your currency number one, buy your currency from market, dominate stock markets worldwide, boost your economy even further. This is that easy, you can achieve it pretty quickly even with a small landlocked country. AI seems pretty bad that it can't use stockpiles in their best favor. They invest in you when you get to a certain point so you can snowball investments and scam everyone with bonds and currency.
snipman80 Oct 13 @ 9:33pm 
By far one of my favorite mods. I just wish it was compatible with more mods. I'd love to play this with one of the modern day mods.
UXIQVO Oct 13 @ 8:53am 
fire mod ! can't wait for it to be upgraded, should be in base game !
LoveShacker Oct 12 @ 8:03am 
artillery still broken
Clockworker Oct 9 @ 11:02am 
It deletes my starting companies and gave me a gold and silver company. But other countries retain their starting companies?
DivineEnema Oct 8 @ 2:03pm 
FIX TO ARTILLERY ISSUE from Kollo:

A recent update changed what artillery foundries are called in the game code (from "bg_artillery_foundaries" to "bg_artillery_foundries"). The mod still refers to artillery buildings as "bg_artillery_foundaries", which breaks them and basically removes the building from the game.

Open the mod folder, open common, then buildings, and open file "ef_01_industry". Search up the artillery_foundries and change it to the new name mentioned above.
Fred Oct 8 @ 12:45pm 
Artillery Foundry doesnt show up as a building option
HiddenPrior Oct 8 @ 8:57am 
Has anyone made a collection or combined mod using this mod? It suspect it will be difficult to determine which mods are compatible otherwise. I really love this mod, and would love to combine it with the Ultra Historical Series (maybe once they update to 1.10) if it is possible, though I suspect a lit of compatibility work will be needed.
DivineEnema Oct 7 @ 6:22pm 
artillery are gone in this mod.
Apostolos Oct 7 @ 10:41am 
Can you please have artillery back? Thanks
Sarpedon Oct 6 @ 2:00pm 
stock exchanges in my save dont produce agriculture or railroad stock despite all being privatised all 15 levels. is there a problem with me or mod?
以核为贵 Oct 5 @ 7:17pm 
我想知道为什么我的上海证券交易所永远招不到人,ai的证券交易所就可以?
I wonder why my Shanghai Stock Exchange can never recruit people, but the AI stock exchange can?
EBTX_  [author] Oct 5 @ 5:00am 
anthony

Stock exchanges are buildings that can be bought by any company in the field, so no, if you want to take control of them you have to nationalize them.
anthony Oct 4 @ 5:46pm 
Can't we let French banks control the Brussels stock exchange?
EBTX_  [author] Oct 4 @ 4:06pm 
chivu
no
EBTX_  [author] Oct 4 @ 4:06pm 
anthony
what are you talking about
EBTX_  [author] Oct 4 @ 4:06pm 
anthony

because it was a foreign company and Stock Exchanges never disappear when they are historical
EBTX_  [author] Oct 4 @ 4:04pm 
Kollo

Yes!
@Kollo true dude,I lost all my cannons in my last gamesave:ArmedForces: