Victoria 3

Victoria 3

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Crun's Sane Construction
   
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Oct 31, 2022 @ 3:28pm
Nov 15, 2022 @ 12:07am
23 Change Notes ( view )

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Crun's Sane Construction

Description
Construction Overhaul
  • Construction now requires the Materials Trade Good to produce, which can be traded and taxed much like any other good and which is also consumed by all buildings as upkeep.

  • Construction Sectors now scale with State Urbanization instead of needing to be built and have a PM to upscale/downscale their workforce at the expense of increased mortality (and Materials demand).

  • Materials are produced by Urban Centers (from varying input goods based on their construction method PM - Wooden, Iron-Frame, Steel-Frame, Arc-Welded), as well as by Subsistence buildings (at a flat rate per worker).

  • Building Construction costs were rebalanced and overall increased.

Military Changes
  • Combat Width
    Infrastructure Scaling : 50% -> 500% (with diminishing returns)
    Quality compensation factor : Removed. (was up to +100/200% for attacker/defender)
    Technology : Added. +10% per Military PM-unlocking technology (+150% with all)
    Randomness : 33-100% -> 50-100% (attacker), 50-100% -> 75-100% (defender)

  • Combat Mechanics
    Adjustments to combat lethality and morale loss, battle progress rate and progress loss on battle start to allow for quicker and more dynamic wars.

  • War Support
    War Exhaustion and its sources have been adjusted and War Support now goes from 100 to 0, rather than from 100 to -100. A nation still cannot be force capitulated unless its war goals are occupied - except for civil wars, where the side that reaches 0 War Support first is now annexed by the other.

  • Warfare AI
    The AI is much more willing to engage in negotiated peace offers against players and other AI nations both, and its mobilization priorities and tactical choices have been adjusted, leading to far fewer forever-wars and cripplefights between peer nations.

Other Changes
  • A plethora of AI tweaks to make it better at the economy, war and politics.

  • Wage and taxation level effects have been adjusted. You can no longer sit at minimal military and government wages outside of war without dire consequences, and taxation levels now also affect loyalist growth from SoL changes.

  • Many laws, especially military-related ones, have been adjusted to make them more competitive with one another.

  • Lots of unlisted minor changes, tweaks and fixes.

Reasoning
  • Construction
    The vanilla implementation of Construction Sectors not only makes gameplay a chore where the optimal gameplay loop consists of spamming them and minimizing their input good costs all game long while largely ignoring everything else in comparison, but it also creates unnecessary AI issues. The changes aim to fix this and make gameplay more engaging while adding meaningful choices without removing any.

  • Military
    Under the vanilla combat system, having more troops assigned to a front is actively detrimential as long as you can fill the tiny combat widths. Since 50 quality regiments beat up 3000 while costing nothing and accruing practically no attrition in comparison, the vanilla game disincentivizes having an army that is anything but small, an issue which is compounded by the fact that due to vanilla combat width related mechanics, reinforcements actively hurt your combat effectiveness. On top of this all lies the extreme randomness of combat, overall resulting in a system that is both extremely exploitable and hardly realistic or understandable for the average player.

    The changes aim to fix the most glaring issues. In practice, battle sizes are between 700% (on the low end) and 250% (on the high end) of vanilla and further increased by technology, while being quicker to resolve and carrying a certain snowball effect, so while you can still be fine without as many troops as your enemy so long as you fill the (now far greater) combat width, if you don't have sufficient reserves and happen to lose a battle, chances are your army will stumble into the next one still demoralized, spiraling more and more into a total rout across a front.
Popular Discussions View All (1)
5
Jan 8, 2023 @ 9:40am
Bug Reports
Crunbum
18 Comments
VagrantHero Jan 15, 2024 @ 5:51pm 
Any possibility of an update for newest version? The construction changes in particular are very interesting.
russell_conklin Dec 14, 2022 @ 6:30pm 
Do you still think you're liable to release a construction-only submod now that 1.1 is out?
Crunbum  [author] Dec 1, 2022 @ 5:12am 
@aaroncapp1
A combined level 500 of barracks, let alone all that in one state, would require a population of ~100m for the AI to want so I find that extremely unusual, and never seen it happen myself. Could that be a mod conflict, maybe?

The AI only builds barracks to its desired military power, which is 1 per 200k people, or enough to employ 0.5% of its population. On their default strategy anyway, they might build a bit more/less depending on their wider goals. Are you sure you are not talking about conscription centers? Those are capped at 100/state in vanilla, which is easy to reach and weakens high pop provinces considerably.
Lucky Dec 1, 2022 @ 1:31am 
also why did you get rid of the barracks cap? i noticed the AI goes crazy with it GB had a level 500 one in london.
Lucky Dec 1, 2022 @ 1:22am 
as the usa and holding only the continental usa i was able to get 1B GDP by 1900, if you cant build an economy then it might be you, not the mod.
Crunbum  [author] Nov 30, 2022 @ 10:45am 
So let me get things straight - the two major nations that notoriously had the most trouble industrializing in real life industrialize slowly, in a mod that in general slows industrialization down compared to vanilla? And doubling your GDP within the starting 20 years before the major growth boom from electricity and the like even happens is "having basically nothing to show for it"? As an isolationist society that refuses to build things that benefit from its actual law set and is trying to kickstart the Meji at the expense of its economy?

Russia usually ends up being quite strong and Japan actually reforms in the mod, unlike in vanilla. I even saw China turn into a republic once and it wasn't even lategame. If the AI can do it, so can the player. GDP grows slowly, yes - because tripling it every five years like in vanilla is just nonsense. Realism aside, not immediately having a bazillion factories and actually having to choose what you pursue as a result is good.
whitemage_of_doom Nov 29, 2022 @ 12:16pm 
@crunbum
Japan and Russia did not take 20 years with literally zero industry to show for it.
I was running from day 1, low taxes, maxed wages, 75% construction, 20 years in and I had basically nothing to show for it. Just mines I didn't actually need.

Also yeah steel was the only thing worth it, since the only thing that matters is construction cost to urbanization ratio and factories are less effcient than agricultural buildings at urbanization my population but don't give me capitalists to pass free trade, just more useless fucking aristocrats.
SoL doesn't matter because again money doesn't improve urbanization, the only thing that matters is min/maxing the construction to urbanization ratio.

I love the IDEA that urban centers and economic health correlate to construction, but 20 years and i still haven't meaningfully industrialized i'm just sitting around waiting is BORING.
Crunbum  [author] Nov 29, 2022 @ 7:29am 
@RedWalrus
I will probably upload a construction-only submod after 1.1 releases and I start turning this into an overhaul, which might be shortly after or a bit later, depending on when I have the time.

The current version is a pre-release of sorts that I got out on the workshop early because the later I did that, the harder it would be to get enough ratings to gain visibility, plus I find it fun to play with and I imagine some others do too, gauging from its ratings, which currently number in double digits and are 100% positive.
Crunbum  [author] Nov 29, 2022 @ 6:53am 
That's on top of just stockpiling the gold, of course, which pre-industrial age societies have done quite a lot historically, with their upper strata ending up filthy rich. There's a reason the Spanish had entire fleets bringing gold from America back home.

As for Steel factories being "the only good factory" as far as construction to urbanization rates are concerned, they... are not? Iirc they are just the only "Heavy Industry" tier building that doesn't require any research, and heavy industry buildings simply offer the most urbanization per construction. I might standardize the cost to urbanization ratio in the future if it feels wrong.
Crunbum  [author] Nov 29, 2022 @ 6:53am 
If you have more than enough gold (most nations do not, in fact), you can do things like:

- Conquer aggressively - wars are now more expensive to support.
- Bankroll other nations for favours
- Improve your SoL, which will result in more growth and migration, snowballing over time.

There are a lot of means of doing the latter, such as cutting Taxes (which also means a lot more loyalists and fewer radicals now), increasing Wages, passing Social Security laws, or even changing the Taxation Laws (All of them are now competitive depending on the state of the economy, but if you have too much money you could simply switch to a less profitable one, stealing less money from people and watching their SoL soar.)