Victoria 3

Victoria 3

[1.12] Industry Realism
112 Comments
chrism Dec 19 @ 11:10am 
Many thanks for the update to 1.12. :-)
Norr Dec 13 @ 5:40am 
what about just adding more production method fine control for now? -10 all the way to -60? -75? -100? so we can more adjust it, using more softwood in the early game and nearly only hardwood in the late game? also incorporate "minor modification to logging camps" so move chainsaws to main pm as one extra base pm to get rid of oil dependancy on the advanced pm plus increase production level as a bonus
ExpedientFalcon  [author] Dec 12 @ 9:26am 
Ideally I would prefer having the hardwood good completely removed. The reason this was moved away from was because it increases compatibility issues with several other mods where hardwood is used for things. If someone wanted to make a no hardwood patch, that should be possible, but I'm not sure I want to maintain that version since it isn't as simple as making logging camps stop producing hardwood, you also have to make everyone stop wanting to consume it.
mrmaynard Dec 12 @ 8:44am 
Cant play without this mod, although hardwood still does suck a bit
Norr Dec 12 @ 5:18am 
TT
ExpedientFalcon  [author] Dec 11 @ 8:15am 
Not if you ask like that.
Norr Dec 10 @ 11:55pm 
look bro, your solution to hardwood sucks, so can you just not touch it so i can download other hardwood adjustment mods and it doesnt conflict with yours?
Norr Nov 21 @ 11:12pm 
NOOOOO can you please make a no hardwood version its fine i only use that and no other mod!! please
Blue Division Oct 12 @ 6:21am 
Im such an idiot to run this and utopia at the same time. Anyone got any solutions to that or am i done?
OboySnifferen Oct 1 @ 5:31pm 
@Galadriel I just made a compatch for this mod and More Unique Companies so the beer companies from it should use the distilleries from this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3578531834
DukeChillington Sep 24 @ 3:05pm 
Thanks it solved the problem
ExpedientFalcon  [author] Sep 23 @ 10:46pm 
@DukeChillington Can you give more details? The mod was updated for the new states, so there should not be any errors. It's also possible your Vic 3 install hasn't pulled the new version of the mod yet--you can force this by deleting it from your mods folder (steamapps\workshop\content\529340\3214935635) and having Steam Verify Game Files.
DukeChillington Sep 23 @ 10:31pm 
Error with new states
EatTheRich Sep 23 @ 9:44pm 
ExpedientFalcon is the hero the victoria 3 community needs.
Thanks for updating the mod :steamthumbsup:
ExpedientFalcon  [author] Sep 21 @ 11:40am 
@Galadriel Yes, unfortunately it appears this is due to a mod incompatibility. There would need to be a compatch between this mod and More Unique Companies to fix that issue.
Galadriel Sep 17 @ 5:58am 
Hello, I'm playing this awesome mod with More Unique Company, and got the beer company not producing prestige goods, because there is no company directly related to distillery but with Groceries Company which does not produce liquor, is there any connection?
Milk Jug|mode: santa believer Aug 11 @ 11:22am 
thanks for the reply! After testing some stuff and making some changes, i agree. Now I usually get error messages like this:
[20:16:28][pdx_assert.cpp:628]: Assertion failed: New generated leader Character Leopold Bór-Komorowski (5376) for Interest Group Intelligentsia (363) was not set as the interest group's leader during character generation

maybe a PEC issue
ExpedientFalcon  [author] Aug 11 @ 12:19am 
Those errors are likely unrelated to the crashes, as the game will fall back to a default production method (and then the AI will fix it) when that happens. They've been in the logs for a while, and while they are annoying, they don't appear to harm anything other than cluttering up the logs. It's likely your crashes are coming from a different mod. It's not impossible that it's this mod, but I've been playing through with no issues.
I keep crashing, and stuff like this in regards to production methods fills the error log:
[16:14:51][jomini_script_system.cpp:247]: Script system error!
Error: create_building effect [ Invalid production method: pm_simple_ranch ]
Script location: common/history/buildings/11_east_asia.txt:3361

[16:14:51][jomini_script_system.cpp:247]: Script system error!
Error: create_building effect [ Invalid production method: pm_ceramics ]
Script location: common/history/buildings/11_east_asia.txt:3413

[16:14:51][jomini_script_system.cpp:247]: Script system error!
Error: create_building effect [ Invalid production method: pm_no_hardwood ]
Script location: common/history/buildings/11_east_asia.txt:3426

I suspect this is an issue from this mod, as it changes production methods. Not sure if it is the main reason i'm crashing though
ExpedientFalcon  [author] Aug 7 @ 2:11pm 
For now I've rebalanced the ratio to give even more normal wood. I was originally unsure of what the ideal ratio would be, since late game requires more hardwood for a variety of things. If there continue to be balance issues then I'll look at a different approach.
SCHEMIXUS Aug 7 @ 2:34am 
im having troubles whatever i do there is almost everytime wood shortage. Meanwhile enormous amount of hardwood surplus. In my opinion making only the logging camps like it was in vanilla could be more managable. Thank you in advance.
ExpedientFalcon  [author] Aug 6 @ 5:05am 
It was the auto-formatter... well, partly. Vic3's translation files don't use a standard yml format but they put it into yml files. So when the IDE auto-formats it, it breaks the game's ability to read the translations. Paradox... why not just use standard yml format???
ExpedientFalcon  [author] Aug 6 @ 5:00am 
I'm not entirely sure how that happened, something must have gotten borked in the publish. I'll get it fixed today.
Fireiy Aug 6 @ 12:52am 
Localization for several buildings in english appear to have been broken, including fruit orchards, wool farms, distilleries, luxury furniture, pottery mills and tailoring workshops.
clauviadius Aug 5 @ 9:16pm 
I said why just yesterday I found no hardwood but today it suddenly comes out. turned out to be new update here lol

but after the update most of the new buildings (luxury tailor/furniture workshops) are displayed as tag name (like building_tailoring_workshops) rather than normal names, is this expected?
ZEEDLINK Aug 5 @ 5:55pm 
I was looking for a mod like this, thanks.
FelixDaCat Aug 3 @ 1:32pm 
Anyone knows of a patch between this and Basileia Romaion?
MrBlazzar™ Aug 3 @ 9:05am 
I forgot to put the part that is the issue: Basically they both add/change resources to states and this seems to make things like the new hardwood from this mod not spawn in any state in the world.
MrBlazzar™ Aug 3 @ 9:04am 
Any chance for a patch with Heart of Appalachia, An Atompunk Mod ?

Great mod though
Adei Jul 17 @ 7:32pm 
incredible mod, because i realize that you sometimes do compatibility mods, could i hope for a compatibility mod with More unique companies? With the addition of prestige goods, half the companies cant even produce their own prestige goods. anyway good day
chrism Jul 10 @ 9:37am 
Hello ExpedientFalcon. First of, I'm deeply impressed by your work as (imo) full good production separation has always been the missing economic part of vanilla Vic3 and the changing efforts on the world map to separate everything must have been immense. :-) I will definitely try this once the final v1.9.7 hotfix (summer pause) comes out.
limao Jul 4 @ 7:28pm 
any chance for a tech and res patch?
ghoetlol Jul 3 @ 9:36pm 
I have another save file with the same three mod playing as Egypt, haven't played enough time on it as my America save, but the problem has not occurred yet. BTW it is not caused by companies as I tried to disband all of them but the problem still exist. I've yet been able to reproduce the problem in other games and no others here seems to have this issue, so maybe it is a fluke and I'm SOL?
ExpedientFalcon  [author] Jul 2 @ 10:33pm 
@LAFN1996 Thanks, I will fix that within the next couple of days

@ghoetlol Is it only happening in that same save file, or does it persist if you start a new save file? Sometimes Vic 3 mods can leave remnants that persist in a save file even if you delete the mod.

@EatTheRich Check out An Economist Plays on Youtube, he has a Discord server with a mod list which includes this mod and many others. My personal mod list differs slightly, the biggest change being that I like to run BPM rather than PEC.
EatTheRich Jul 1 @ 4:34pm 
Hi expedient, what kind of mods do you like to run in combination with Industry Realism?

do you maybe have a mod list?:steamsunny:
ghoetlol Jul 1 @ 3:32am 
Hi! I was playing US with this mod and two other cheat mod. Initially it was all fine but after a certain time point opening the market interface crashes my game. It kept happening even after I set this mod as the only one running. Got any idea why? Thanks!
LAFN1996 Jun 30 @ 2:42am 
Klabin Irmaos (and probaby some other companies) has their prestige goods as a variant of hardwood, plz fix it. Thx
ExpedientFalcon  [author] Jun 23 @ 1:26am 
@Norym thanks, I agree that does make more sense. I will also update this within the hour.
ExpedientFalcon  [author] Jun 23 @ 1:24am 
@Antroid Thanks, this will be fixed in the next patch (coming within the hour). It's a bit odd that this is also the behavior in the base game, although the base game does have livestock ranches as part of the basic fabrics company, having meat as the prestige good doesn't make a whole lot of sense...
Antroid Jun 22 @ 8:00pm 
company_basic_fabrics has prestige_good_generic_meat despite not being able to own meat
OrdinalChaos Jun 21 @ 10:48am 
Ah my bad I see in in the description now. Not compatible with mods that change the location of states
Norr Jun 21 @ 7:35am 
since maison company is now only luxury clothing, what about changing the industry charter from cotton to silk?
Norr Jun 21 @ 7:34am 
hmmmm what about consider coal to oil being nerfed to the last tier?
ExpedientFalcon  [author] Jun 21 @ 12:17am 
@OrdinalChaos I am not seeing this issue. Are you playing with any other mods? There may be a mod conflict causing this.
OrdinalChaos Jun 20 @ 1:06pm 
So It looks like glass-works don't have any input or output goods
Polka Jun 19 @ 3:10am 
the update is a life saviour.
Qsepe11 Apr 27 @ 11:24pm 
I like this mod, your idea is wonderful👍👍👍 However, this mod is not compatible with "Controllable Private Construction" mod which could give Private Construction AI a smarter brain. If you are willing to create a Compatch for "Controllable Private Construction", it would be a great job!
Babanın Tüfeği Apr 14 @ 2:17pm 
Hello, this is a great mod. I also got the forced automobile production bug on motor industries. It is caused by Controllable Private Construction mod. https://steamcommunity.com/sharedfiles/filedetails/?id=3278770055
I think both these mods change production methods.
ByKalitos ESP Apr 9 @ 5:24am 
First of All Thank you for this fantastic mod. It will be amazing if you could make a compatch with this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3459869359
ExpedientFalcon  [author] Apr 8 @ 8:10am 
@TonySify I am not seeing the same issue. Do you have other mods enabled? It may be a mod compatibility issue.