Victoria 3

Victoria 3

Not enough ratings
Small Businesses
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
393.641 KB
Nov 19, 2022 @ 3:37pm
Dec 11, 2022 @ 10:58pm
5 Change Notes ( view )

Subscribe to download
Small Businesses

Description
Welcome to the Small Businesses Mod! This is a mod created to represent Small Businesses within Victoria 3 in cities.

Small Businesses employ laborers, clerks, shopkeepers, and eventually machinists to create manufactured goods, such as groceries, small arms, furniture, clothing, and more! They work at a more efficient rate than factories, requiring less goods and less laborers to produce more amounts of goods. The Small Business building will show up under development in the building tabs (I have attempted for it to show up under Urban instead, but have had little success). Small Businesses level up at the same rate as Urban Centers do -- based on the urbanization level of the state.

From my experience in-game with the mod, small businesses tend to have the highest or second highest wages/the most efficient buildings. One key difference between small businesses and factories is that they do not have the publicly traded production method; instead, they just have privately owned, government run, and worker co-operatives. If you would like to use this mod as part of your mod or collection, go right ahead, but please credit me and let me know (so that I can check it out!). Same goes for localization for other languages -- if you want to do that, I would be happy to include it!

I am relatively new at modding, and this is my first (published) attempt at mods, so any and all critiques, tips, and helpful comments are appreciated! Have a good day and enjoy the mod!

Update 12/12/2022:
Modified worker numbers to include more shopkeepers per level and reduce laborers and clerks.
Modified machine production method to include an unscaled modifier that increases throughput output for small businesses instead of direct increases to outputs (untested).
13 Comments
ubermann Jun 10, 2024 @ 9:26am 
will this be updated?
Tigress  [author] Jan 26, 2023 @ 9:16pm 
@Zom Yes! I am just at a busy point in my final semester at university right now, so I haven't had much time to update. I am also waiting for patch 1.2 to drop/become more announced before working on an update, just to make sure there's no waste of time coding something that ends up being taken out or the system changing. As soon as I get some free time, though, I will be trying to do some bugfixing!
Floor Jan 26, 2023 @ 12:17pm 
Is this mod still being updated/worked on?
harbingerofelves Dec 30, 2022 @ 7:17pm 
Specifically the problem appears to be "building_small_business_throughput_mult = 0.30" as an input under electrical production method. removing that and it fixes the runaway throughput bonus.
harbingerofelves Dec 30, 2022 @ 5:30pm 
At the moment, electrified workshops throughput modifier stacks, so if you have 2 buildings, its 60% and if you have, say, 33, its 990% increased throughput, and if you subsidize that, on the weekly tick it jumps up to 160610% throughput, and its short on all goods and costs millions in subsidies, and then next week it jumps to 1.5 million percent throughput, and it just keeps going up until you are literally trillions in debt in one week, meaning that this mod is unusable with command economy.
dedjustded Dec 21, 2022 @ 4:17pm 
tbh if I could make a recommendation, a better way of working would be to model it to work the same as the trade center, where it's just taxes paid while consuming a little bit of every possible resource, that or at least lower the output of the current buildings cause they're just frankly OP atm. :)
hmmmm Dec 2, 2022 @ 1:18pm 
I would say this mod works really well with profitable urban industries, as it halves the production on both this and services for requiring 200 urbanisation for a level, so that balances it out. Otherwise it does overproduce just a little, and leads to sugar being even more bottle-necked and a massive oversupply of firearms that make arms factories very unprofitable and unable to export the excess.
Tigress  [author] Dec 2, 2022 @ 7:24am 
@Kenny_Batman Yeah, I agree; however, the only problem is that I don't want it to be *super* unbalanced in regards to making the workforce a small amount of pops and therefore make them way way more profitable than factories. Though, I may choose to scale down the production of goods by the building and lower the workforce and introduce more shopkeepers -- it's something I played with a little bit in an unreleased patch. Thank you for the comment and for playing! I'll keep you updated on if I change anything; an update probably won't be until after I finish finals (which will be Thursday of next week).
Kenny_Batman Dec 1, 2022 @ 6:11pm 
Idea itself is great, but since its SMALL busnesses - mustn't it be waaay more shopkeepers and less of others pops inside?

Like, generic family bakery down the street wrere one whole family works in-game should look like "one shopkeeper+his dependents and one or two laborers+their dependents equals 10 pops in total",
and not like "one shopkeeper, two clerks, elewen workers, and all their's dependents; 50 people owerall" - that's whole medium sized factory...
hmmmm Nov 23, 2022 @ 9:57pm 
Thanks for the speedy update, all the bugs have been fixed, now just to test it out with my many, many mods and see if it's all balanced and playing well for a full game. Seems to be good so far. :)