Victoria 3

Victoria 3

Grey's Soft Econ Adjustments
113 Comments
MasterOfGrey  [author] Jun 29 @ 4:46pm 
This mod doesn't touch ports in any way.
kenken244 Jun 29 @ 3:42pm 
I noticed that with this mod active, the AI really likes to construct a stupid amount of ports in a single state. this was a vanilla bug, but it was supposed to be fixed in 1.9.3, so I am wondering if maybe whatever they did to fix it was overwritten by this mod?
Ἀλληκτώ Jun 27 @ 12:59am 
I see. I use your other mods, but not USU: usually it turbocharges growth too much and my performance decreases, but I like a lot new immigration system in Pop Adjustments
MasterOfGrey  [author] Jun 26 @ 6:52pm 
Thanks for flagging this as being missing from the description. It was recently included as a change:

"Vanilla values result in a much larger investment pool than a small country can reasonably use.
Additionally, the cutoff needs to be lower than the point where countries are able to obtain investment rights in other large economies to avoid ridiculous cases like Belgium owning a majority of USA's GDP [because of the advantage from the reinvestment multiplier]."

If you're using my other mods too the issue is probably related to some stuff in USU that hasn't been fully updated to meet the new balance.
Ἀλληκτώ Jun 26 @ 5:23pm 
Hi. When I enable this mode, I notice that Investment pool dividends multiplier for smaller economies get significantly reduced. Is it inteded to be so? Couldn't find info about it in the description. This decrease in investment seems to make AI countries do much worse economy wise
Spartytheknight Jun 23 @ 2:21pm 
smarter ai was building almost only tools for me. The best thing to do is for your to stop subsidizing your ports. It seems to want to build what you subsidize to make you angry
MasterOfGrey  [author] Jun 23 @ 6:27am 
This mod has no impact on AI building decisions
Gitmont y Cor Jun 23 @ 6:18am 
With Smarter Ai (1.9) AI seems to be building mostly ports and useless stuff like that. AI's GDP is not moving for 30 years that I tested. So maybe there's no compatibility
Nosfer 😂👌🏻 Jun 22 @ 10:59am 
oh I see, sorry for misunderstanding there :D
it's all good bro, it was vanilla bug that got fixed, played with this mod and never had a problem since
MasterOfGrey  [author] Jun 22 @ 7:39am 
But on your point, I haven’t been able to replicate the problem so all I can suggest is that you verify your game files.
MasterOfGrey  [author] Jun 22 @ 7:01am 
Not you, I deleted the other guy who was all over the place.
Nosfer 😂👌🏻 Jun 22 @ 6:57am 
nvm it's like we speaking different languages
MasterOfGrey  [author] Jun 22 @ 6:41am 
Put comments on the correct mod.
Nosfer 😂👌🏻 Jun 20 @ 12:02am 
but I guess it was vanilla issue, but it fixed itself when I disabled this mod so I thought it's a mod bug
Nosfer 😂👌🏻 Jun 20 @ 12:02am 
I wasn't talking about this case btw, my queue was stuck not building anything for like 10 years
1230james Jun 19 @ 8:55pm 
Simple solution: ignore the people 😎
MasterOfGrey  [author] Jun 19 @ 5:04pm 
In vanilla people complain that late game the private queue builds hundreds of useless buildings in states with no workforce to employ in them.

In the mod people complain when the private queue stops building because you have no jobseekers to employ in them…

There’s no winning.
Nosfer 😂👌🏻 Jun 19 @ 3:49pm 
maybe it was vanilla bug because something like that was mentioned in recent patchnote though :D
Juiposa Jun 19 @ 9:30am 
Okay yea unsub/resub worked. Thanks Steam for the jebait.
Nosfer 😂👌🏻 Jun 19 @ 6:40am 
hey dude I noticed another bug
played with this and your private construction mod
after some time I noticed that there's no private construction happening despite having big investment pool
disabled PC mod, but it didn't change anything
disabled this mod while leaving PC mod on and everything works now
Nosfer 😂👌🏻 Jun 19 @ 4:47am 
yeah took me 2 resubscribes to mod to fix trade centers not giving any trade capacity, works fine now
MasterOfGrey  [author] Jun 18 @ 6:07pm 
Ohhh, that was a result of one of the defines not being respected. This was the vanilla bug trade-off.

I think that particular define has been fixed in the 1.9 update, if you still notice the problem please let me know. They only fixed some of the vanilla define issues, but if the issue still occurs there may be better trade-offs to make now.
Kaiserin_Amy Jun 18 @ 6:03pm 
we talked about this on the 15th of may
MasterOfGrey  [author] Jun 18 @ 5:58pm 
This only affects dividend payouts to the government if you're in debt. I haven't heard of this being an issue at all?
Kaiserin_Amy Jun 18 @ 5:44pm 
Does this mod still have the issue with to high of a dividend payout
MasterOfGrey  [author] Jun 18 @ 5:05pm 
They're definitely doing it with the version saved on this end. It's possible steam didn't update your mods - you may need to unsub + resub to force it to update.
MasterOfGrey  [author] Jun 18 @ 4:57pm 
What the… alright, will check on that in a minite
Juiposa Jun 18 @ 4:26pm 
Yep can confirm RE: trade centres. They weren't giving me trade cap, disabled this mod, and now they're fine.
DeluvianSenecca Jun 18 @ 8:48am 
Love your work
Nosfer 😂👌🏻 Jun 18 @ 7:57am 
trade centers don't give trade capacity rn
MasterOfGrey  [author] Jun 18 @ 6:14am 
V1.8
- Update for Vanilla 1.9 (Charters of Commerce)
- Nerf reinvestment efficiency GDP scaling
- Lack of Literacy now affects MAPI (max 5% penalty)
MasterOfGrey  [author] Jun 8 @ 6:01pm 
The best place to connect with me is on the discord for the modding co-op: https://github.com/Victoria-3-Modding-Co-op
But we can connect on Steam if you don't use discord - my responses will be less timely though.
0kram Jun 8 @ 3:48pm 
@MasterOfGrey I'm working on the "1000 and 1 company" mod specifically for Tech & Res in 1.9. Since I definitely need to change the economic component of at least the goods, can we contact up in Steam or somewhere else for cooperation?
MasterOfGrey  [author] Jun 5 @ 5:13pm 
You tell me.
DivineEnema Jun 5 @ 8:40am 
Is this compatible with E&F?
MasterOfGrey  [author] May 29 @ 5:05am 
So, 1.9 is right around the corner and I am excited to spend a chunk of time on modding and playing it. I've also just finished up with a very busy time in my life, and part of that is that I am currently unemployed.

So, since I have no job and I'm about to spend a chunk of time on modding when the update drops, I have now set up a Patreon on the off chance anyone would like to support me with a couple dollars. Link [patreon.com]

I will of course keep modding either way, but I would appreciate anything at all that people might be willing to send my way.
MasterOfGrey  [author] May 16 @ 5:39pm 
No, that's the problem.
The mod fixes the issue I deem to be the larger problem.
When the next update comes in a couple of weeks, things will change again.
Kaiserin_Amy May 16 @ 9:58am 
is there a way to circumvent this issue?
MasterOfGrey  [author] May 15 @ 4:59pm 
There are some base game functions that are actually just broken at the moment.
As a result this mod currently trades off on a couple issues.
So like what you're seeing occasionally happens, to be able fix another issue that is much more problematic if it occurs later in the game.

The next patch to the base game should fix/change a lot of these things - and this will be updated accordingly.
Kaiserin_Amy May 15 @ 1:26pm 
For reasons that I don't quite get, since it shouldn't edit any of those changes, it makes my semi profitable buildings pay out dividends that are higher than the profit itself, causing it to downsize and instead loose money. Even when a building makes lots of profits I encounter situations where a Building refuses to pay anything into the cash reserves and instead pays everything out as government dividends. But I'm not sure why, I repeatedly tried it with and without the mod and the behaviour always occured only with this one.
MasterOfGrey  [author] May 13 @ 9:53pm 
This mod is primarily about the trade and goods modifications
Phecus May 13 @ 7:57am 
I would like to see a light mode that excludes the price range and trade route system. The government dividend system is a very innovative and attractive system, but in the case of trade routes, there are cases where users have other modes that suit their tastes.
MasterOfGrey  [author] Mar 27 @ 3:01pm 
Yes, they do
KeinNiemand Mar 27 @ 4:43am 
Changing the price span seems like a massive, fundamental change to the game, maybe have a lite version of the mod?
Also do the trade changes increase overall trade volume/decrease convoy cost?
CountCristo Feb 15 @ 5:06am 
Makes sense - thanks for the info!
MasterOfGrey  [author] Feb 14 @ 3:56pm 
That depends a lot on how much AI economies grow - this makes the AI do a lot more intelligent trading and large trade volumes can cause lag towards the late game.
However, for at least the first ~50 years this one should cause the least lag of pretty much all of my mods.
CountCristo Feb 14 @ 8:43am 
Thanks a lot for this and other mods - much appreciated!

When you say this is a bit more lightweight than soft pop does that mean I can assume it has a similar relativly small performance impact? Thanks!
Somali Pirate Jamaad Feb 5 @ 6:49am 
i guess thats the best option i got. thanks for the tips
MasterOfGrey  [author] Feb 5 @ 4:18am 
Farms will downsize on their own if you can make profitable export industries out of higher-value goods.
If you run out of pops after that point, you're meant to be finding foreign investment opportunities. Go explore other wealth-building options that aren't just building factories, they exist.
Somali Pirate Jamaad Feb 4 @ 11:53pm 
even if you do all of that, if you can stop the aristocrats from investing in agriculture and be able to delete the farms they ve built after you enacted laissez faire, you will still run out of pops in around 1-2 years afterwards, and have to wait for research to be finished