Victoria 3

Victoria 3

Grey's Soft Econ Adjustments
145 Comments
MasterOfGrey  [author] Oct 29 @ 4:56am 
Trade hubs downsize based on unused trade capacity, not profits.
arenam Oct 29 @ 2:51am 
The downsize time seems to heavily clash with trade hubs, they're downsizing all the time, even when consistently profitable
clauviadius Oct 18 @ 7:08am 
sorry I subscribed your smarter private construction allocation mod, and it automatically subscribed soft econ adj & urban center synergy mods, so I cannot locate exactly which mod caused this alert.

Construction seems very unbalanced, in vanilla game now (1.11), 1 level of construction sector employs 1k workers; but when the mod's on it cost 2k workers with much less country construction power added? feel like I might waste all my manpower in construction industry
clauviadius Oct 18 @ 6:49am 
how to block the "have un-used construction" popup/alert? It always pops up around monthly even though I have both government & private construction queue in full
ahimsaboy Oct 3 @ 11:23pm 
Thanks. It doesn't seem so. I have a case now where investors are expanding a building while it's also marked for downsizing. The building has full cash reserves and is fully staffed. I appreciate the info on vanilla bugs.
MasterOfGrey  [author] Oct 3 @ 5:32am 
Idk, vanilla has had major downsizing bugs recently, and I don't know yet if they were properly fixed in the last hotfix.
ahimsaboy Oct 3 @ 1:41am 
Can you help me understand the downsizing algorithm? First, I have a 2 unit steel mill at 47% employment and hiring and 60% cash reserve and growing, and it's marked for downsizing. Second, my railroad company built a railroad that was marked for removal the same month it was built because no employees could be found at opening. Granted, in both of these cases, they probably wouldn't be downsized, but it does seem like new or profitable but understaffed buildings shouldn't be considered for downsizing at all.
Kaiser AVH Sep 29 @ 1:27pm 
Hi! Is this mod compatible with the latest patch?
If not, could you please let us know if/when you plan to update it?
Thanks in advance and great work!
MasterOfGrey  [author] Sep 17 @ 8:55pm 
That's likely the base game issue - company owned buildings aren't downsizing. This cannot be fixed with a mod.
vitorzanca Sep 17 @ 8:52pm 
I am having problems with the autonomous downsizing, it's not working properly in the late game
MasterOfGrey  [author] Sep 11 @ 4:44pm 
That seems horrifically unlikely…
Rejs Sep 11 @ 7:49am 
Just a heads up, I'm not too sure why, but this mod seems to be preventing the opium crisis event from firing when I play as Qing.
MasterOfGrey  [author] Aug 23 @ 3:48am 
Updated:
- Tweaked the penalty to tariff efficiency from lack of bureaucracy so that your tariff settings don't reset when you hit max penalty. (Mercantilism *export* tariffs will still reset, but this is unavoidable without buffing mercantilism or significantly nerfing the penalty effect.)
DudeChris33 Aug 21 @ 10:48pm 
thank you :)
MasterOfGrey  [author] Aug 20 @ 5:33pm 
Bizarre, alright, I’ll make the penalty max out at -99% and hopefully that’ll sort it out
DudeChris33 Aug 20 @ 4:01pm 
it changed my settings when it hit -100%
MasterOfGrey  [author] Aug 20 @ 3:56pm 
That shouldn’t change the setting, just how effective it is?
DudeChris33 Aug 20 @ 3:37pm 
it comes from dropping tariff efficiency to 0
MasterOfGrey  [author] Aug 20 @ 2:46pm 
This mod does not have a mechanism to do that
DudeChris33 Aug 20 @ 2:01pm 
this mod hurts a lot because if you drop in bureaucracy it resets all your tariff settings to 0 even once you go positive again
MasterOfGrey  [author] Aug 12 @ 2:01am 
Yeah all good, I should have updated that long ago - have done so now
Vseman Aug 11 @ 10:38pm 
Thank you, I only ask for transparency, this situation is something that I think many others can stumble upon
MasterOfGrey  [author] Aug 11 @ 6:52pm 
I will update the descriptions. I do not endorse de-localizing the local goods. This is largely why I made Urban Synergy Unleashed - so they would work properly without the insanity.
Vseman Aug 11 @ 6:01pm 
Hi, Grey! It was a long and painful process of troubleshooting a problem of mine, but I found out that your Private construction mod and this one both seem to cause it. https://steamcommunity.com/sharedfiles/filedetails/?id=3530901138 This mod makes electricity, transportation and services non-local and tradable, your mods block this change. I don't know if you're gonna change it or anything, but I thought you should know, since I didn't find anything indicating such an incompatiability, especially in the private construction mod, which explicitly states that it's compatible with everything. Thanks anyway, I love your mods, but can't run them together with the one I sent, which I find crucial for my mental sanity, so that I don't have to click a dozen states to enable electricity PMs
EinZwei Aug 1 @ 8:43am 
How does it work with Tech & Res? What about E&F?
MasterOfGrey  [author] Jul 31 @ 1:57am 
Updated:
- Changed the impact of devastation to hurt local construction more, and construction efficiency less.
MasterOfGrey  [author] Jul 30 @ 10:16pm 
Yes, currently working on a workflow issue that came about on that last update.
LordTurnip Jul 30 @ 10:07pm 
Cant see the description for this mod anymore. Might have disappeared in an update?
MasterOfGrey  [author] Jul 23 @ 6:18pm 
SPA currently has a check in it that's preventing a vanilla bug from messing with something - but that check spams the error log. It can be safely ignored.
I'm looking for an alternative but I've been busy and sick this week
Gabriel Jul 23 @ 3:56pm 
Is it normal that when i'm using this mod (combined with Pops Adjustments) I got thousands upon thousands of error logs?
MasterOfGrey  [author] Jul 16 @ 5:35pm 
That has nothing to do with this mod, there's a job satisfaction issue in the game right now. A fix will be included in Soft Pop Adjustments (because job satisfaction is linked to migration) later today.
中单天才 Jul 16 @ 7:52am 
Sorry, my English sucks. I found that during the middle of the game, the job satisfaction of self-sufficient farmers was too high, which led them to be unwilling to change jobs. Is this the expected effect? How to deal with this phenomenon if not.
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