Victoria 3

Victoria 3

Grey's Ranch Production Rework
75 Comments
CY-RPG Jul 5 @ 7:58am 
The production seems to be too high (19) compare to my farm (7). Hence AI only building ranch:wowsfishpalm:
MasterOfGrey  [author] Jun 19 @ 5:01pm 
And now, ranches provide some limited amount of transport at the basic level
Zangi Jun 19 @ 2:22pm 
From the last version, requiring transportation at the basic level of ranches... kinda makes ranches useless till you unlock railroads.
MasterOfGrey  [author] Jun 19 @ 3:30am 
V1.2
- Updated (and rebalanced) for 1.9
- Fertiliser production nerfed
- Beasts of Burden pm provides early transport
MasterOfGrey  [author] Jun 17 @ 4:48pm 
Yeah, this is getting re-balanced in the next update
Saltmarine Jun 17 @ 4:35pm 
fertilizer production is way overtuned from ranches, makes fertilizer plants useless.
MangoFoalix Jun 12 @ 12:55am 
I must of glazed over that when I read the description, huh.
Thanks for putting up with my idiocy then, my bad dude.
MasterOfGrey  [author] Jun 12 @ 12:15am 
It says it right in T&R's description:
"This mod may be not compatible with mods that change vanilla techs, buildings, production methods and military units."

Those four things represent a very large cross-section of mods.
MangoFoalix Jun 11 @ 11:56pm 
are you telling me that tech & res is by design not supposed to work with most mods?
MasterOfGrey  [author] Jun 11 @ 6:54pm 
Most mods don't work with Tech and Res... that's the nature of T&R
MangoFoalix Jun 11 @ 11:56am 
I think this mod does not work with Tech & Res
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.
gumlawk Apr 17 @ 1:56pm 
For some reason the mod isn't doing anything for me I have it installed it checked the integrity of the files changed to the last version of the game before going I even unsubscribed and then resubscribe so i'm wondering what the problem might be?
MasterOfGrey  [author] Apr 12 @ 6:29pm 
Load order does not matter - and thank you for raising it, I have added this note to the collection description.
Abracadabralicious Apr 12 @ 11:26am 
This question isn't specific to this mod but to all of your wonderful mods, is there a recommended load order for them (the ones listed on 'Grey's Little Reworks' collection)? Or is it fine to order them however which way and they'd still function regardless?
eliadil Apr 8 @ 10:18am 
how can i remove the transport isue? i cant find it in any file
MasterOfGrey  [author] Mar 5 @ 6:59pm 
Cheers, I should note that this is balanced in the context of my other Food Industry Rework mod.
And the transport issue is intentional. Unrefrigerated transport without some level of transport infrastructure was a bad time.
Ellisten Mar 5 @ 6:48pm 
nice mod, i've been trying to make argentina play in a somewhat historical way for a while to minimal success.

there are some small issues i've noticed though:
- unrefrigerated transport having a transportation cost means any state without rail or urban centers is going to have an automatic -50% to ranches.
- grocery production in refined products is a good idea but i think it's overtuned, food industries (roughly) convert 1 wheat to 1.5 groceries, or 1 food to 2.25 food, with a minimum employment of 2,5k, whereas full eggs & dairy converts 1 food to 2.5 food with a minimum employment of 1.4k. imo just a small production of groceries and the scaling food industry throughput would be good, so you can build ranches to establish a consumer base for groceries cheaply then use food industries to fulfill it as it scales up
Kurt Feb 27 @ 2:10pm 
@MasterOfGrey damn, it's so good though and it's not like they actually do anything with the farm stuff
MasterOfGrey  [author] Feb 26 @ 7:59pm 
Project Variety doesn't play well with many mods, lol.
Kurt Feb 26 @ 11:19am 
The fertilized plantations idea is cool but it doesn't seem to play well with many mods, with project variety most PM's are missing
MasterOfGrey  [author] Feb 25 @ 2:50pm 
I'll have to check, it used to work out fine - but fortunately that's not a big problem
GAMERFANAT1C Feb 25 @ 12:59pm 
Thanks for the suggestion. I've tried out that mod and have found it increases the production of (most) agricultural buildings to at least sustainable levels, if not profitable. Both of these feel like must-haves.

I could be managing load order wrong, but it doesn't seem to be terribly compatible with your military rework as the tractors in that mod use engines instead of automobiles. Not a deal-breaker, but am I wondering if it is just something I'm doing wrong or if a compatch would be needed.
MasterOfGrey  [author] Feb 4 @ 3:53pm 
I strongly recommend "Fertilised Plantations and Other Agricultural Tweaks" https://steamcommunity.com/sharedfiles/filedetails/?id=3306984118

This is basically equivalent to what I would do if I reworked other agricultural buildings.
GAMERFANAT1C Feb 4 @ 9:36am 
I know I've already made a similar comment, but are there any plans to rework the other agricultural buildings? As it stands, you'll never run into a situation where say wheat farms consistently make more than £50 per week and more than 50% employment.

Having now played with this mod for a couple games, I'm liking that I actually end up using my arable land in my homelands (thankfully, Paradox did make most plantations somewhat profitable). The problem is that ranches are the only viable building there, which even the private sector seems to realise and respond to. I end up in a situation where my entire rural population are almost exclusively ranchers and it takes me out of the game for a hot minute.

I'm only asking this because this mod and your other mods show that you know how to make actually useful production methods for some of the more neglected industries in this game, without just making them go-to buildings in every situation.
Arjhan Jan 23 @ 1:56pm 
Love the whole suite of mods. Two minor criticisms. 1. This makes it rather hard to get fertilizer plants profitable, which is a bit strange for the time period, see the green revolution. 2. A lot of historically pastural societies were based in lands that would be extremely marginal for grain production. It's unfortunate there's not a good way to model this with the arable land system.
MasterOfGrey  [author] Jan 16 @ 2:14pm 
Two reasons:
1) Their design meant that it was impossible for meat to become a major demand in the late game, despite that being historically exactly when it should be.
2) Some nations were historically viable almost solely due to their animal herding skills, and this was a key sector of the economy in many parts of the world, but in vanilla they would be unable to avoid abject poverty.
GAMERFANAT1C Jan 16 @ 6:20am 
Can I ask what made you choose ranches specifically? While I do agree they suck ass in vanilla, I find that's the case for every agriculture building that isn't cotton, dye, opium, or silk, so I'm curious as to what made you decide to work on ranches over all the others.
salmans Jan 9 @ 10:49pm 
Thank you.Get well soon.
BeheadThoseWhoInsultKane Jan 9 @ 7:45pm 
Thank you and get well! :yay:
Evpira Jan 9 @ 7:15pm 
Thank you. Your mods are awesome!
MasterOfGrey  [author] Jan 9 @ 7:00pm 
Ah, I messed up and had a minus sign where I shouldn't have... I need to stop modding when I'm kinda sick.

I have updated with a fix just now.
Berecles Jan 9 @ 4:20pm 
its 1858:
Qing -6% birthrate -25mil of people every year
Super germany (me) -1% -1mil people
British Raj: -4% birthrate -5mil people

its declining very fast, declining globaly
MasterOfGrey  [author] Jan 9 @ 3:03pm 
Please check if they're using the encourage agriculture decree on states affected, or if it is actually global.
I'm not well today and can't spend a lot of time on testing, but that's a serious issue so if you can confirm I'll push a hotfix.
salmans Jan 9 @ 2:27pm 
The update may have broken down
Population is declining in all countries
MasterOfGrey  [author] Jan 8 @ 3:59pm 
Note: ranches are now explicitly less profitable than the food industries from my food industry rework. Turns out I had made a change on my spreadsheet that I hadn't included in the mod which was further exacerbating issues.
MasterOfGrey  [author] Jan 8 @ 3:58pm 
Updated:
- Nerfed groceries, and tooling PM's don't scale as quickly or as high.
- The later cheese PM's now improve local food industry throughput.
- (trial feature still in testing) Halved all the subsistence pop growth impacts.
MasterOfGrey  [author] Jan 7 @ 5:53pm 
The 2 problems with balancing this btw are that:

1) the "Encourage Agricultural Industry" decree causes the negative balancing component to get boosted for subsistence farms - so if the negative and positive components are too close, then using the decree results in a substantial -ve population growth when subsistence farms are full in places like China.

and 2) if an African power arises and industrialises, the continent is severely underpopulated and doesn't actually experience the sort of growth that it should in that scenario. <- and this requires a moderately high growth rate.
MasterOfGrey  [author] Jan 7 @ 5:37pm 
Oh geez I just looked. I don't think I realised before just how much arable land the USA has.
MasterOfGrey  [author] Jan 7 @ 5:15pm 
Hmmm... that's interesting...
Because the way this works is that it's only a % modifier affecting the existing growth from sol.
i.e. If sol is producing 4%, it's not adding x% to 4, it's adding x% *of* 4. So even like 100% bonus is only improving 4% to 8%.
Texas at the start has what, 38k people? (Not counting indians?)
So like yeah, those areas should be experiencing high growth, but it should still be proportional to what they are starting from...
FiestaMasta Jan 7 @ 4:58pm 
Part 2

One way to see what I am talking about is to look at Texas, California, or any of the Midwestern states that have huge Subsistence Farms, but low population.

At several points during my Mexico playthrough, early game ~1850. Any state that has open employment for Subsistence Buildings but had low Pop was getting crazy population growth. And not the migration kind. Raw Pop growth.

I think at one point Texas and California were netting 1.5M pop annually EACH just from raw growth.I think I tripled the population of "old" mexico borders in the span of 15-25 years. 1836-1860.

Same I could tell for the other states like Nebraska, Oklahoma, Kansas, etc, for the US.

Definitely made for super interesting golden decades for Mexico and a metric ton of Land-Based Tax. Though by 1895, the same issues that are present for Qing in 1840 start cropping up with several 100K unemployed growing drastically.
FiestaMasta Jan 7 @ 4:58pm 
I think the fixes helped a lot. So +1 for sure.

I will say the Pop Growth issues are still prevalent. Not sure how much you want to take it on yourself to "Fix" vs. "Your Desired Effect". But thought I'd illustrate what's happening for your info.

While I agree for historical challenge Population management for Qing could be written in as a "Feature". The crazy pop growth effects many other parts of the world that I would say do not have this feature.
MasterOfGrey  [author] Jan 5 @ 6:59pm 
Have tweaked things, should probably be ok now.
MasterOfGrey  [author] Jan 5 @ 6:38pm 
It is probably this mod as some changes were made that would affect that.

I endeavoured to balance it for a particular condition, but I think I might have had another mod affecting my balancing efforts.

However, *some* increased growth for Qing is desirable. The population growth during the first 20-30 years of the game was substantial and was responsible for the devastating impact of the famines in 1876 (where ~13 million died).

I do need to look at it, because it's overtuned, and I thank you for flagging that.
Early game Qing is *supposed* to be running into population challenges though.
FiestaMasta Jan 5 @ 4:57pm 
Part 2

Qing is an extreme example, very difficult to survive the first 20 years now compared to before. Less extreme is Japan, but same issues still arise.

~1880 I started to try to vassalize parts of SA such as Argentina/Chile/Peru-Bolivia and using the subject interaction suite to promote Japan so I could ship them all my unemployed. Then I realized they had the same situation. Massive population boom to the point where all of South America was completely capped on peasants. Same as Mid-West and West Coast of USA.

Like I said, not sure if its this mod. I will test and reach back out, but it did start recently when I added it.
FiestaMasta Jan 5 @ 4:57pm 
@MasterOfGrey

Do you know if you modified any of the pop demands i.e preferences for grain/meat/etc.

I'm seeing some strange behavior in my Qing & Japan runs. It could very well be another mod that was updated but wanted to check here first since it started soon after adding this Ranch Overhaul.

Best way I can describe is that almost all of Qing goes into massive starvation. Within 10 years the price of grain has skyrocketed, subsistence farms don't seem to be sustaining the pops anymore.

I also see massive unemployment at ratios I haven't seen in awhile since the mortality fix. I haven't seen this since maybe 1.6 since unemployed generally dies off if the carrying capacity of all of your subsistence agriculture is capped out.
MasterOfGrey  [author] Jan 3 @ 4:03pm 
Updated with minor fixes/tweaks just now.
MasterOfGrey  [author] Jan 3 @ 3:40pm 
Aye, personally I recommend using one of the mods that allows fertilisation of plantations, or which adds other uses for fertilisers as "chemicals" in other industries.

This is however, historical. Despite the first artificial fertiliser being invented in 1837, it wasn't until 1945 that commercially produced fertiliser really started to take up a sizeable share of the fertiliser market. Prior to that fertilisers were overwhelmingly either animal manure or potash.
Blue Spirit Jan 3 @ 8:31am 
I feel like the fertiliser output is a bit too much. I don't even need to build a fertiliser factory. Great mods btw, thx Grey