Victoria 3

Victoria 3

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Upgraded Railways
   
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1.162 MB
Mar 10 @ 12:13am
Apr 7 @ 9:45pm
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Upgraded Railways

In 1 collection by Fangslash
Upgraded Infrastructure
2 items
Description
This is a railway overhaul mod aimed to upgrade vanilla railways, so they are more useful and more realistic.

Summary
Separate Freight and Passenger Operations: Base PM was changed to Freight operation, freight generates significantly less transportation but gives bonus to market access for its state. Secondary PM was changed to passenger service that generates the majority of transport.

Tech rebalance: Changed market access techs to better service the new system, now railroads are more important for market access

Rail Gauge: Inspired by "Make My Railway Profitable Again!" mod, railways can now have different track gauges which changes its production characteristics.

Automation: Now railways can be automated to reduce labour requirements.

Profitable and productive railways: Railways now have comparable productivity to consumer goods factories without throughput Bonus. They are still slightly worse than everything else, but it no longer the money sink they are in vanilla.

Details

Technology Changes
Stock Exchange now provides 5% MAPI, down from vanilla's 10%.

Zeppelin no longer provides market access, instead it provides a reduction for military goods. This makes ensure it is still one of the better techs in game.

Pave roads now provides 5% MAPI.

Production Methods

Base PM: Decides the type of locomotives used for freight. Different types of locomotives gives a fixed amount of market access, plus 0.1% for each additional level.

Workers represents manager, train driver, stoker, and locomotive maintenance crew.

Early Trains: +15 infrastructure, +2.5%+0.1% per level market access. -3 engine, -2 coal. +500 Clerks, +1500 Labourer, +500 Machinist.

Steam Trains: +20 infrastructure, +3.65%+0.15% per level market access. -3 engine, -6 coal. +500 Clerks, +1000 Labourer, +750 Machinist.

Electric Trains: +30 infrastructure, +5%+0.2% per level market access. -3 engine, -10 electricity. +500 Clerks, +750 Labourer, +750 Machinist. Has no pollution.

Diesel Trains: +40 infrastructure, +10%+0.2% per level market access. -3 engine, -9 oil. +500 Clerks, +750 Labourer, +750 Machinist.

This is designed so that electric and diesel have the same base cost to operate, but diesel gives significantly more infrastructure and market access. Since infrastructure is abundant and market access can be capped, more populated states with higher level railways will benefit from electric railways, while rural areas are best suited for diesel trains.



Secondary PM: Decides what passenger carriage the railway is running, which determines the amount of transport the building generates.

Workers represents service attendants, conductor, and train cart maintenance crew.

Cargo Prioritization: +500 Labourer, +500 Machinist. the lack of passenger service reduces labour required for maintenance and loading.

Wooden Passenger Carriages: +30 transport. -8 woods. +500 Clerks, +1500 Labourer, +500 Machinist.

Steel Passenger Carriages: +50 transport. -1 engines, -5 steel. +500 Clerks, +1250 Labourer, +750 Machinist.

Modern Passenger Carriages: +80 transport. -2 engines, -5 electricity, -5 steel. +500 Clerks, +1000 Labourer, +1000 Machinist.

This is designed so it is possible to run freight-only rails using Cargo Prioritiztion PM. Combined with automation, a freight-only railway can suppress the labour requirement to an absolute insane level, but you won't be able to generate too much transport.


Gauge PM: Decides the width of gauge the railway is using.
Worker represents track maintenance crew.
Narrow Gauge Rails: No effect.
medium Gauge Rails: +10 Transport, +500 Labourer.
Broad Gauge Rails: +20 Transport, +1500 Labourer.

Narrow gauges are best suited for sparsely populated states, medium gauges are the best on a per-worker basis, broad gauges are best on a per-construction basis.


Automatic PM: reduces the need for conductor and maintenance.
Manual Operation: No Effect.
Steam Powered Stokers: +2 tools, +5 coal, -1000 labourer. Automates engine works using steam power.
Electrified Operator and Maintenance: +2 engines, +7 electricity, -1000 labourer, - 750 machinist, +250 engineer. Automated carriage operation, maintenance, and services using electric power.
Automated Railway Services: +3 engine, +10 electricity, - 1250 labourer, - 750 machinist, -250 clerks, +250 engineer. Automated driving, and signalling.

Compatibility
Not compatible with mods that changes the railway building and production method.

Future plan
It might be good to make a completely separate railway building that handles transportation and let the old railway handle infrastructure

Translations
German localisation by Ragnarus

Thanks for providing localizations for this mod!

Credit
Stock photo from Pexel under CC0

This mod started off as a personal project to make "Make My Railway Profitable Again!" and "Economic and Financial Mod (E&F) - V3" compatible and balanced, but in the process I've decided to completely rewrite the railway overhaul. Part of this mod is inspired these great mods.

Make My Railway Profitable Again!
Economic and Financial Mod (E&F) - V3

Check out my other mods!
Upgraded Ports
Popular Discussions View All (1)
1
Mar 10 @ 12:47pm
German ltranslation
Ragnarus
3 Comments
Fangslash  [author] Apr 7 @ 9:46pm 
@Nicci thanks, should be fixed
Nicci Apr 7 @ 6:22pm 
and at line 229 "building_capitalists_share_add" should be "building_capitalists_shares_add"
Nicci Apr 7 @ 6:18pm 
TA_production.txt and pm_railways.txt should be saved with UTF-8 with BOM to remove the errors in the error log.