Victoria 3

Victoria 3

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Grey's Soft Econ Adjustments
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8 Oct, 2024 @ 3:47am
9 Oct @ 2:25pm
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Grey's Soft Econ Adjustments

In 3 collections by MasterOfGrey
Grey's Little Reworks
11 items
Grey's Essential Recommendations
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Grey's Starter Pack
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Description

(and onwards)
[github.com][discord.gg]
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.7.6
*Some weirdness may occur on removal.

A companion to my Soft Pop Adjustments mod, this one is a little more lightweight.
This here is a collection of minor economic tweaks designed with the intent of providing a richer and more responsive economic simulation.


Features:
Government Dividends:
Government dividends efficiency no longer gets worse when you're in debt - this is because that's not how government dividends work. When the government is in debt the pops own that debt, and when the government owns profitable assets in the economy while in debt then pop are more equipped to use that service in ways which directly offset government outlays and improve the serviceability of that debt.
Which is to say, being in debt now improves government dividends efficiency.

Goods and Trade:
Reduced the employee requirements for trade centres.
Bureaucracy deficits reduce the effectiveness of tariffs.
Additionally, the min/max price of goods is now 90% from base price, instead of 75%, and limits around buy/sell and shortages have been tweaked.

Buildings & Cash Management:
Buildings will downsize in only 3 months now.
Additionally, the maximum amount that owners are allowed to leave in the building cash reserves is increased substantially. This stops premature bankruptcy and downsizing when the owner buildings still have plenty of money to pay their dividends. (They will still take as much as they need to support the owner building's pops.)

Miscellaneous:
Other minor tweaks include:
  • Higher minimum construction efficiency
  • Adjusted hiring practices
  • Nerf reinvestment efficiency GDP scaling for small countries
  • Peasants demand more from the market
  • Devastation doesn't hit construction efficiency so hard, but utterly nerfs local construction production


This mod has been set up to overwrite any conflicts so that things stay in balance with each other.
It touches very little, really, and should be compatible with basically anything - though it may not work 100% with mods that change local goods into normal tradeable goods. (I designed Urban Synergy Unleashed to make local goods better to manage.)

Having said that, some specific callouts:
  • Victoria Tweaks Mod - These changes are similar to VTM where applicable, so it works with VTM by design.
  • All AI Mods - KAI, LAI, Smarter AI, etc. are all compatible, don't worry.


Why?
This improves the underlying economic simulation for the AI and other functions that usually happen below the players awareness. This helps to clean up edge case issues with vanilla and extra content from mods.


This effectively supercedes the following mods:
  • 'Better trade routes' by Henrax Le Chamalax
  • 'Trade Rework' by TheGamingNot
  • 'Minor Economy Modifications' by Alderon Tyran
It also serves as a less severe alternative to 'Vince's Downsize Buildings'.

Thank you to all the listed authors for their work which provided insights into creating this lite whole-of-system rework.

#Economics #Credit #Rework
#Trade #Tax #SEA #GSEA
You can support me on Patreon: [patreon.com]
143 Comments
clauviadius 18 Oct @ 7:08am 
sorry I subscribed your smarter private construction allocation mod, and it automatically subscribed soft econ adj & urban center synergy mods, so I cannot locate exactly which mod caused this alert.

Construction seems very unbalanced, in vanilla game now (1.11), 1 level of construction sector employs 1k workers; but when the mod's on it cost 2k workers with much less country construction power added? feel like I might waste all my manpower in construction industry
clauviadius 18 Oct @ 6:49am 
how to block the "have un-used construction" popup/alert? It always pops up around monthly even though I have both government & private construction queue in full
ahimsaboy 3 Oct @ 11:23pm 
Thanks. It doesn't seem so. I have a case now where investors are expanding a building while it's also marked for downsizing. The building has full cash reserves and is fully staffed. I appreciate the info on vanilla bugs.
MasterOfGrey  [author] 3 Oct @ 5:32am 
Idk, vanilla has had major downsizing bugs recently, and I don't know yet if they were properly fixed in the last hotfix.
ahimsaboy 3 Oct @ 1:41am 
Can you help me understand the downsizing algorithm? First, I have a 2 unit steel mill at 47% employment and hiring and 60% cash reserve and growing, and it's marked for downsizing. Second, my railroad company built a railroad that was marked for removal the same month it was built because no employees could be found at opening. Granted, in both of these cases, they probably wouldn't be downsized, but it does seem like new or profitable but understaffed buildings shouldn't be considered for downsizing at all.
Kaiser AVH 29 Sep @ 1:27pm 
Hi! Is this mod compatible with the latest patch?
If not, could you please let us know if/when you plan to update it?
Thanks in advance and great work!
MasterOfGrey  [author] 17 Sep @ 8:55pm 
That's likely the base game issue - company owned buildings aren't downsizing. This cannot be fixed with a mod.
vitorzanca 17 Sep @ 8:52pm 
I am having problems with the autonomous downsizing, it's not working properly in the late game
MasterOfGrey  [author] 11 Sep @ 4:44pm 
That seems horrifically unlikely…
Rejs 11 Sep @ 7:49am 
Just a heads up, I'm not too sure why, but this mod seems to be preventing the opium crisis event from firing when I play as Qing.