Victoria 3

Victoria 3

Grey's Urban Synergy Unleashed
196 Comments
MasterOfGrey  [author] Jul 16 @ 7:43am 
You should look harder?
Having any urban centre gives you +2, then you get 1 per 10 levels.
V.F.E Jul 16 @ 7:33am 
Thanks! Is there a ratio of how much urban centres needed? Because when i hover over urban centers it only shows bonus public green throughput.
MasterOfGrey  [author] Jul 16 @ 12:27am 
None. Urban centres increase the public green building cap.
V.F.E Jul 16 @ 12:22am 
Which tech increases the Public Green building cap? It starts at 3, but I need 5 for the company.
MasterOfGrey  [author] Jul 15 @ 10:29pm 
Yes, it acts as a counterbalance to the workforce scaled bonus from urban centres.
People like living in cities, and *to a degree*, a trade centre is an attractive place to be.
At a certain point though, a city that is disproportionately reliant on trade becomes less desirable as a place to live.
alanbf1992 Jul 15 @ 10:17pm 
I don't know if the trade center reducing migration attraction is working as designed or not, in code it looks like maybe?, but it isn't mentioned anywhere in the page.

In case it isn't:

level_scaled isn't affected by throughput, but workforce_scaled is, so if you do

level_scaled = { state_migration_pull_add = 0.1 }
workforce_scaled = { state_migration_pull_add = -0.1 }

After just a few levels and a company with trade center rights -> the migration attraction turns negative. In an industrial city it can turn really negative.
Saltmarine Jul 12 @ 8:50am 
i don't know how github works nor you have it linked here but i suggest either removing state construction efficiency maluses from urban centers or adding lategame laws that heavily mitigate the maluses in combination with arc-welded buildings + HV arcades. take for example tokyo. insane urbanization yet it has no problems building anything thanks to good zoning laws, no nimbies, efficient administration.
PoKa Jul 12 @ 6:48am 
Can you make a compatch with tech res?
MasterOfGrey  [author] Jul 12 @ 6:30am 
Well if you would like to propose some numbers on the github I can test them out.
Saltmarine Jul 12 @ 6:20am 
interventionism, getting investment rights in other countries, occasionally nationalizing non-company buildings so the company can scoop them up, industrializing fast, encouraging exports to stimmy industrial goods. other companies aren't as good in terms of levels, tools one reaching ~15k levels, ~12k for engines. steel is just the most used good throughout the game by quite a bit, add in the inputs to it to the company and volia, 32k levels of company hq which own pretty much the entire base heavy industry.

i know how it works, i've snooped around your code and made some changes which i recommended in my previous post so that i could build literally anything in a meaningful amount of time in those certain states which are heavily urbanized.
MasterOfGrey  [author] Jul 12 @ 5:46am 
I mean that's insane. I don't know what you're doing to have done that. Most reasonable people consider 3k company levels to be a big company, nevermind 32k...

I need you to understand though, this penalty isn't "on top" of anything.

Each UC gives +1% construction efficiency as a base, each *fully employed* give -1%.
The penalty comes about purely and exclusively from the throughput bonus of the urban centres, because the throughput bonus affects the -1% but not the +1%.

I can't reduce the malus at all without causing smaller UC's to give a construction bonus instead, even when fully employed.
The efficiency malus is *entirely* a product of the degree of success, it's *exactly* proportional to it.
Saltmarine Jul 12 @ 5:09am 
the AI has no relevance in my complaints. if you manage your companies well, they're not stacked in one province. the numbers i've achieved are just from one state with one company HQ. iron, prestige steel and coal company froms the start of the game is just that good. 25k company levels in 1890, 32k in 1910.
MasterOfGrey  [author] Jul 12 @ 5:05am 
The AI certainly does not get states with urban centres of 300+ levels. I have a test game right now in 1905 and the highest I can find is 143.

I suggest that a player should maybe learn not to put all their company HQ's all in the same state...

Or perhaps, you are using some mods that are not interacting very well here?
Saltmarine Jul 12 @ 4:53am 
this btw was from a campaign i've played until 1910
Saltmarine Jul 12 @ 4:53am 
when reaching urban center levels of 300+, those provinces become unbuildable in thanks to >-200% construction efficiency and this is a huge problem for your capital or any region with company headquarters. Nothing will get built in them until far beyond the scope of the game. i get why you did that but consider that company headquarters, financial districts and so on can reach to levels so high that by 1900 you will have urbanization of 1200+. Hell, even Beijing had an urban center level of 800+ and that was without any company headquarters. This brings us to another point - such insane urbanization creates throughput bonuses for textile mills, food industries and furniture manufacturies of >2000%. This needs to go, it is absolutely insane and overtuned. The game isn't balanced around numbers this high. I'd suggest cutting the construction efficiency malus from workforce of urban centers to 1/5 and removing throughput bonuses for industries.
Nixon Now Jul 11 @ 8:11pm 
@MasterofGrey

Apologies for my earlier comment, as it appears I was wrong about Urban Synergy Unleashed being the cause of the IGs spawning in, as it happened in my latest game with the mod disabled. Thank you for the quick response, though!
jmiller5067 Jul 11 @ 4:32pm 
Unfortunately Historical Population Growth and Resources specifically breaks the subsistence farms producing transportation, which breaks the early game. Both of these mods are very interesting and the only conflict seems to be the subsistence farm issue. Any chance for a compatch? No worries if not, I am already grateful for your great work!
MasterOfGrey  [author] Jul 11 @ 3:09am 
Yes, I've just not got to it yet
SandersV Jul 11 @ 3:01am 
Is it ever planned tech&res mod compatch?
MasterOfGrey  [author] Jul 10 @ 9:53pm 
Mod Updated v1.3.8
- Updated for all 1.9.6 changes
- Public Green output and employment rebalanced
- Issues with inland trade centres in river provinces fixed
- Trade Centre pm management improved

@man
Yes, at a certain point urbanism slows further urbanism due to the constraints of building in a heavily utilised urban centre.

@624932690
The birth rate bonus only comes from *unoccupied* arable land. Qing is just like that.
(Also, Qing's historical challenge in this era was mass unemployment, so appropriate.)

@Cinders_
Basically, yes.

@Nixon Now
Absolutely no idea, nothing this mod touches should have anything to do with that. I suggest BPM is piggybacking off something not-very-robust in vanilla that they shouldn't be.
Nixon Now Jul 10 @ 9:44pm 
Any idea why this mod would cause BPM to spawn in all IGs immediately, including those locked behind events and technologies, but specifically in Texas? Removing this mod fixed the issue, but it sucks because it's a great mod and I enjoy playing with it.
Cinders_ Jul 10 @ 11:53am 
does this mod make services consumption scale with wealth so that capitalists consume much more services than laborers?
624932690 Jul 10 @ 10:27am 
Just feel like the birth rate buff from subsistence is wayyyy too high - Qing gets infinite population even when devastation, unemployment, etc
man Jul 9 @ 9:49am 
Hello, is it an intentional feature that state construction efficiency for urban centres declines at max employment?

This means that in urbanised states with 100+ UCs it can take near a hundred weeks to build stuff like power plants and is very dampening for tall gameplay with a limited amount of states.
MasterOfGrey  [author] Jul 6 @ 5:39am 
Yes, don't use the encourage agriculture degree on states with masses of peasant farms.
I am looking into a solution to do things without causing this extreme negative.
Two_Thrones Jul 6 @ 5:13am 
Hello!

Something with this mod in particular is causing Subsistence Rice Paddies to make a state's Max Infra from Population to go negative.
MasterOfGrey  [author] Jul 5 @ 6:12pm 
@EinZwei The description now calls out the bit about the subsistence changes.
You are correct that it advantages the USA some, but it works well for the rest of the world and it helps global population get to about the right point - which was the first priority.
I'm looking into alternative ways to do this, and to fix the issue with this boosting the USA - if I find a way that works, the bonus will be removed from this mod.
MasterOfGrey  [author] Jul 5 @ 12:53am 
(For some general context, since the AI builds a lot better now, a lot of the construction buffs in this mod have been tuned down.)
MasterOfGrey  [author] Jul 4 @ 9:55pm 
Mod updated with a significant rebalance:
- Ports throughput bonus to urban centres is now workforce based
- Both Ports provide an unscaled +10% to urban centres (cities on a river and a coast stack)
- Ports provide some immigration attraction
- Port transport and logistics outputs reduced
- Power grids key off hydropower now
- UC's give workforce scaled throughput bonuses to power grids from arcades and streetlighting
- Power grids give workforce scaled throughput bonuses to power plants (1% to thermal, 2% to hydro)
- Power grid workforce requirements reduced
- Public Greens give a level scaled throughput bonus to UC's off of Seasonal Festival
- PG input resources rebalanced to favour paper more
- UC's current bonus to PG's now scales from 1%->2% as you progress through the base PM's
- UC scaling migration attraction reduced
- Urbanization from company HQ's reduced
- Gov admin workforce requirements from secondary PM's reduced
- Owner building PM's for all government types aligned
hegel with cream cheese Jul 3 @ 5:34pm 
Gotcha. Thanks!!!
MasterOfGrey  [author] Jul 3 @ 4:59pm 
It's in \common\production_methods\yMoG_USU_road_carts_subsistence.txt
hegel with cream cheese Jul 3 @ 11:43am 
Hiya! https://steamcommunity.com/sharedfiles/filedetails/?id=3372727920 is what I'm using. It _might_ be unlisted though, LMK if I need to link a similar mod.

I don't mind if you can't fix it/make a compatch/whatever, but would you be able to know what files I would need to edit to remove the birthrate boost?
MasterOfGrey  [author] Jul 2 @ 3:17pm 
Thank you for letting me know. It is a bit awkward to update for the beta while most people are still on the main patch, but I will at least have the update ready for when 1.9.6 gets fully released.
If I get a chance I’ll put out a separate beta compatible version.
Winged Storm Jul 2 @ 1:05pm 
1.9.6, in beta this week, added a new prestige good for AP Moller and canal companies. Any plans to update?
EinZwei Jul 2 @ 8:01am 
Doesn't the subsistence farm changes ALWAYS heavily advantage the united states in an unrealistic way though? Like, whether the arable land in north dakota is 200 or 500, it doesn't make sense for the population to start replicating like a petri dish just because there's land to tend to; it also disincentivizes migration because, well, people will just unnaturally reproduce more. so the historical impetus isn't really as there. I'd prefer it if the bonus was capped (so you don't need a compatch for every mod/update that changes agricultural land), removed, or just put in a separate mod. it's also not mentioned anywhere in the mod page that this is a change
MasterOfGrey  [author] Jun 30 @ 7:23pm 
An unavoidable consequence without messing with history files that I'd rather not touch. GB needs to do a few things to balance the budget at game start.
This sort of thing should be expected when using mods that substantially alter the economics. I have ensured that the AI can handle it.
Alma_Negra Jun 30 @ 7:20pm 
Starting GB with this mod puts my deficit spending in the high double digit thousands.

Is this intended?
MasterOfGrey  [author] Jun 30 @ 5:51pm 
Sounds like the two mods need a compatibility patch
EinZwei Jun 30 @ 2:13pm 
I can't speak for hegel but the mod I'm using is Explorable Real-World Resources and the subsistence farm changes causes INSANE birth rates. Like I'm playing the USA and I got annual growth rates of 6-10% It also doesn't make sense bc just because a state has more arable land doesn't mean people are going to be going to be intentionally having children just to claim more land. Really sucks bc I love both of these mods but this conflict is kinda gamebreaking.
Jemnite Jun 29 @ 10:14am 
This is a very strange one off case but something about this mod causes infrastructure in Chongqing (Chinese state) on week 3 tick to drop into negative values. I suspect it has something to do with a weird interaction with one of the scripted triggers since it doesn't happen at game start and only starts when you get it run for a few ticks. This happens to no other state as far as I can tell.
mage. Jun 28 @ 8:10pm 
also playing with only this mod, seems like the trade cap bonus is missing from natural harbors, is that intentional?
MasterOfGrey  [author] Jun 28 @ 5:17pm 
It is intended and is balanced (as best as possible) for the arable land in vanilla. What mods are you using which increas arable land?
hegel with cream cheese Jun 28 @ 3:56pm 
Hi! This and the ranch production rework seem to change the subsistence farm birth rate +% in a way that explodes population growth if you use mods that increase arable land. Is this a bug or something that's intended/unfixable?
MasterOfGrey  [author] Jun 27 @ 5:30pm 
@LuuBluum that's cause of their navy, it's now the same as pre-1.9, they work it out.

@Jeff.Mathis.24 I have updated the description. I will not be making a compatibility patch with E&F unless someone wants to pay me for it, but I will list it on here if someone makes it.

@iamcarles This was adjusted in the last update <24 hours ago.
ubuprojex Jun 27 @ 4:57pm 
Something is up with the AI performance with this mod. I notice way lower GDPs and empty construction queues when I switch to other countries. Maybe the starting budget situation is too tough for them to deal with?
Jeff.Mathis.24 Jun 27 @ 4:57pm 
Grey love your work but PLEASE put in the compatibility notes if Economic & financial Overhaul is compatible or not (and if not PLEASE make a patch). I know you allready do alot and have your handsfull with all the updates to the base game but I think E&F and USU would go great together :P
LuuBluum Jun 27 @ 12:12pm 
Looks like the balancing did alleviate British spending a bit, but it's still awfully high in 1836. 77k/week, mostly spending on military.
force200 Jun 27 @ 12:03pm 
I would have to be done by someone who actually knows what they're doing.
MasterOfGrey  [author] Jun 26 @ 10:03pm 
Mod Updated - V1.3.4
- Default AI strategy updated for 1.9.4
- Public Greens max level now limited by size of the urban centre
- Port profitability rebalanced
- Rail, & Government buildings rebalanced to use fewer people
- Railways now consume merchant marine for higher logistics pm's
- Urban Centers provide migration attraction (people want to live in cities)
- Fixed missing localisations and updated some translations
kenken244 Jun 26 @ 6:53pm 
I noticed with this mod in the newest update that ports are insanely profitable, even with extremely low prices on all output goods and above average prices on their input goods, they still make bank, and its all my private construction wants to invest in. even the world market price for all port related goods is extremely low. it could probably use some tweaking, as It has basically made railroads obsolete in coastal states, and everyone is drowning in merchant marine and logistics services