Victoria 3

Victoria 3

The Great Revision Series: International Trade - 1.9.7
49 Comments
Sarpedon Jul 19 @ 10:19am 
is this compatible with Economic and Financial Mod?
SASCO  [author] Jul 19 @ 8:35am 
@Excaliju You right. during the creation of these companies we put by mistake silk prestige good instead of clothes.
We'll fix that in the next update :)
Excaliju Jul 18 @ 7:22pm 
Any chance you could look at the company "Italiana Confindustria"? It seems that it overwrites "Mantero Seta" in a weird way that results in that company having a prestige good (Como Silk) that it can't produce with it's available industry rights. Not sure if this is intended (the company was really profitable) but it's prestige good and prosperity bonuses didn't align with the company.
alqamar.alaswad Jul 12 @ 3:32am 
Cool, thanks, @sasco!
SASCO  [author] Jul 12 @ 3:16am 
Hello Guys!
@IronPrats with the new patch now the specialization in TGR is even better, you can try yourself, you will not be disappointed :)

@alqamar.alaswad yes, you can play with MR and TGR together :)
IronPrats Jul 5 @ 2:34am 
How does this work with the latest patch considering they've fleshed out economy in the same direction this mod intended to?
Bruce Wayne Jul 3 @ 10:51am 
You changed how the nations develop so everyone isnt going for industrialization focus? LOVE THAT. More roleplay!
alqamar.alaswad Jun 28 @ 10:58pm 
Is this compatible with Morgenröte?

I absolutely love what you are trying to do (ideas seem fantastic), but I really love Morgenröte's additions to the game.
SASCO  [author] Jun 25 @ 9:51am 
Thanks i really appreciate you like this mod :)

No, you can continue to play with your existing savegame.
Just to let you know, during these days i'll probably make further updates.

You can still play with your existing save, but if you want have some of the upcoming features (like obsessions) you'll need to start a new game
Burn Cali Burn Jun 25 @ 9:34am 
Hey, thx for your work. is a new game required for it to work and avoid issues?
SASCO  [author] Jun 25 @ 9:23am 
Hi!
The structure is as per vanilla, this mod just add some extra companies at the start of the game
Senju Bolsorama Jun 25 @ 6:00am 
Did this mod changed companies?
SASCO  [author] Jun 23 @ 1:12pm 
@Maxor_XV I'm planning to change name and graphic of some of the companies, so the starter will be also better to see :)
Maxor_XV Jun 22 @ 12:53pm 
Philips is making banas due this mod lol
SASCO  [author] Jun 22 @ 10:58am 
Hi Guys!

@Mycelia - Esactly, unfortunately i'm busy in these days, but i'm trying to collect the needed screenshot, so i can update the images :)

@Darth Ginny - Yes, i removed and reworked the system :)
Darth Ginny Jun 22 @ 10:25am 
Hey. With these changes, did you also remove most of the techs that increase max companies?
Mycelia Jun 22 @ 1:32am 
You should update the images to reflect the new huge changes to trade. It's not a huge concern, seems like way too much work to do but I just wanted to point it out bc it's outdated now. 👍
SASCO  [author] Mar 11 @ 2:20pm 
Hey, sorry for the late reply. :)
Mmm that file is unlocking some technologies at the start of the game, but seems strange that cause the error.
from what i understood the mod doesn't create the urban centers.
I'll try to give a look into Grey's Urban Synergy Unleashed, to understand what is the problem
(shiny) DiamondNova Mar 11 @ 12:16pm 
I've found the problem is caused by GRPROD_global.txt file in history folder, no idea why tho.
(shiny) DiamondNova Mar 10 @ 4:16pm 
It seems to be not compatible with Grey's Urban Synergy Unleashed. "Urban Synergy Urbanism" modifier makes that no Urban Centers are present in the game.
Rusher Mar 7 @ 12:57am 
Hello! Why did you remove free trade from laws? I think it's quite essential sometimes to remove all tariffs
SASCO  [author] Mar 5 @ 1:27pm 
Hi Hern!
I'm not sure i understood.
Are you saying that at the start of the game there is a shortage of hardwood?
Hern the Hunter Mar 5 @ 10:04am 
Power plants and Markets are now calling for Hardwood which does not exist in the world with this series of mods. I saw this start with the new update and not before.
SASCO  [author] Mar 3 @ 11:06am 
Hi! Just updated the mod with the fix :)
To be honest, it was intended. I changed the PM to balance the export of steel instead of the local consumption, but different players didn't like it.
Now it is like in vanilla.
For the balance i'll study a different solution. Thanks for the feedback! i appreciate you like the mod!
zarecaus000 Mar 2 @ 1:15pm 
Hi, there seems to be a problem where the steel tools production method doesn't actually consume steel. This actually upsets the balance of things quite alot. Otherwise this is a pretty fun mod. Trade is certainly improved.
SASCO  [author] Feb 27 @ 4:05am 
Hi!
I created a smooth version for the companies, ant this should remove the incompatibility.
This weekend i'll update the mod :)
Sir Packet Lossalot Feb 6 @ 11:32pm 
Hi, great mod, but it conflicts with Better Companies mod, which affects companies as well. When both are enabled - you are unable to establish new companies, only those added by other mods, not present in Vanilla, like Unique Companies mod. Just letting you know
Apalm [SWE] Feb 3 @ 2:01am 
Ah that sounds about right i did not see that everything was inside the same (). I fix it pretty easaly myself by making a seperate file
SASCO  [author] Jan 31 @ 1:16am 
Hi @Apalm!
Thanks for the tip.

Honestly i tried in a previous version to keep only the variable that i changed, but i notice that doing so i lost all the other variable in Vanilla when i launched the game.

i think because all these variable are inside the command "base_values = { }"

So when i segregate only the modifiers i need, the game overwrite the vanilla ones with these.
For this i keeped all the Vanilla modifiers.

I don't know how to solve this honestly.
Apalm [SWE] Jan 29 @ 11:47pm 
I think mod compadibility would get better if you only had the modiifers that you accualy cahnges in the static_modifer file. For example i play a mod that changes so that minting is not based on GDP but bacuse you have all the vanilla modifiers in that file it overwrites the mod. Try only having the changes to tax rate and your only changes in that file
Trash at **** Jan 29 @ 2:55pm 
I notice that when this mod is activated, base construction cost is 50 instead of 10. Is this intentional? Is this effect for both AI and player? Because it is a pretty huge buff for every nation, but especially unrecognised ones.
The Prince Dec 3, 2024 @ 8:05am 
@SASCO, I shall. And thank you for all your hard work on the mods! =)
SASCO  [author] Dec 2, 2024 @ 11:39am 
It's a good country to play! even if a bit challenging. :)
i really hope that in future PDX add a lot of more flavor, because the game really need it.
So, enjoy your gameplay! :D
The Prince Dec 1, 2024 @ 4:46pm 
@SASCO I love playing Japan and industrializing but I'm trying to play other countries too!
Maybe I will try Ottoman Empire or USA. :D
SASCO  [author] Dec 1, 2024 @ 10:06am 
Happy that you like it! :D
Enjoy your game?
PS. which is your favourite Nation to play?
The Prince Dec 1, 2024 @ 8:38am 
@SASCO Ahh I see! I am understanding your vision more =) Thank you for the reply and all the work you do and I can't wait to play more.
SASCO  [author] Dec 1, 2024 @ 2:27am 
and least but not last, there is a final effect, positive and negative.

Imagine you have great relationship with a nation which you export/import tons of goods. Your economy is making a lot of money from tariffs and from prosperity from the market.

But then that country declare war to your ally... what will you do? will you join your ally to honor the pact, but you will great damage your economy? or you will betray your ally to avoid this?

you see? THIS is the final goal of this mod, create a system which even the choose of the trade partner is important, and this will influence your geopolitical choices :)
SASCO  [author] Dec 1, 2024 @ 2:23am 
Hi, I'm so happy you like the mod!

the reason is simple but very efficient: having a company at the start of the game will allow every country to specialize to produce specific types of goods in long term.

This produce 2 important effect:
-All the economies will be different from eachother already from the start of the game (In vanilla instead even after setting up some companies, at the end of the game, every country has the same economy)

-when you set your long term strategy, you will know which country will be your supplier for any specific good, because you know that that country statistically will produce more goods related to that specific company and in the other way around, you will know to which country you can export more goods.

Furthermore, this is dynamic, because of the law of demand/offer, so this make the game more interesting :)
The Prince Nov 30, 2024 @ 11:39pm 
I am liking the mod so far! :) I was just curious what was the reasoning for having some countries start with 3 companies? When I first started a game I was surprised to see 3/3 companies.
SASCO  [author] Nov 27, 2024 @ 11:26pm 
Hi!
Yes i reworked a bit the trade, now should be more balanced, but anyway keep the improvement.
This is a major feature, so i'll keep an eye on this to continue to balance better i can.
Dunkin' Darius Nov 27, 2024 @ 11:52am 
I think this might be overdoing it a bit as trade routes now go deep into the red and still grow, even when not subsidizing the trade center.
SASCO  [author] Sep 29, 2024 @ 9:25am 
Hi @Hadi!

As i told you now the trade will be definitively faster, and the quantity of convoys that every country will use is really huge.
This was necessary to avoid to block the Nations to use the construction sector to build only ports and ports.
Furthermore, this is made so also to avoid to make the countries to spend tons of money on the ports itself, because without it would be really unbalanced.
Hadi Sep 29, 2024 @ 6:29am 
@Sasco currently the amount of convoys nations have is hellishly high and legit noone runs out of convoys, maybe only make the 5% more then vanilla or vanilla cause like why do u need so many convoys
SASCO  [author] Sep 29, 2024 @ 5:50am 
Hi @Hadi!
The reason is that now, having the trade improved, the production method for convoys must be balanced, or you would need to build hundred and hundred of ports levels (which is not even possible, being a limit based per technology level).
Hadi Sep 27, 2024 @ 7:14am 
Why did u ''fix'' trade by just giving everyon thousands of convoys
牛奶大魔王 Sep 13, 2024 @ 9:13pm 
also submod could add my translated link?
https://steamcommunity.com/sharedfiles/filedetails/?id=2880069248
mamelou Sep 11, 2024 @ 3:33am 
THX for this mod i always want to improve economic IA and that's help !
SASCO  [author] Sep 10, 2024 @ 10:16am 
Hi @Dex!

i think the reason is because changing law, the building changes the pops that works there.
I never experienced this issue, but now i try to make some test. Thanks to pointed out.

So at the end the trade get fixed, or the trade route didn't come back on the previous levels?

Let me know please, if there is a continuous problem with that, i must look the code.
Dex Sep 10, 2024 @ 3:33am 
Hi SASCO,

Using this mod in my playset I came across this strange behaviour:

When I enacted Free Trade my main Trade Centers got all removed and only the Trade Centers in my colonies remained.
The remaining Trade Centers were unable to employ staff and so all my trade routes lost size and profitability.
This was the only mod that implemented changes to trade.

Can you think of anything that might cause this behaviour?

Thank you!