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Alsadius

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Sep 26, 2006
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I'm working on a small mod to add a new category of production methods to government admin buildings, to give players a bit more ability to structure their bureaucracy. I'm trying to get it to work, but so far it's just not giving me anything. It doesn't screw anything up, but it also doesn't add a new PM category at all.

I've spoilered the code below:
Added the following to Victoria 3\game\common\production_method_groups\07_government.txt
pmg_government_administration_focus = {
texture = "gfx/interface/icons/generic_icons/mixed_icon_ownership.dds"
ai_selection = most_productive

production_methods = {
pm_bureaucracy_focus
pm_tax_focus
pm_authority_focus
pm_influence_focus
pm_comprehensive_administration
}
}

Added the following to Victoria 3\game\common\production_methods\07_government.txt
pm_bureaucracy_focus = { #Vanilla behavior
texture = "gfx/interface/icons/production_method_icons/simple_organization.dds"
}

pm_tax_focus = {
texture = "gfx/interface/icons/production_method_icons/power_of_the_purse.dds"

unlocking_technologies = {
central_archives
}

country_modifiers = {
workforce_scaled = {
country_bureaucracy_add = -20
}
}

state_modifiers = {
workforce_scaled = {
state_tax_capacity_add = 10
}
}
}

pm_authority_focus = {
texture = "gfx/interface/icons/production_method_icons/luxury_furniture.dds"

unlocking_technologies = {
identification_documents
}

country_modifiers = {
workforce_scaled = {
country_bureaucracy_add = -20
country_authority_add = 5
}
}
}

pm_influence_focus = {
texture = "gfx/interface/icons/production_method_icons/arcades.dds"

unlocking_technologies = {
philosophical_pragmatism
}

country_modifiers = {
workforce_scaled = {
country_bureaucracy_add = -20
country_influence_add = 5
}
}
}

pm_comprehensive_administration = {
texture = "gfx/interface/icons/production_method_icons/scholastic_education.dds"

unlocking_technologies = {
central_planning
}

country_modifiers = {
workforce_scaled = {
country_bureaucracy_add = -40
country_authority_add = 5
country_influence_add = 5
}
}
state_modifiers = {
workforce_scaled = {
state_tax_capacity_add = 10
}
}
}

Is this a GUI thing? I've just used icons from other buildings, and the category icon is the same one used for the professionalism and religion categories. I don't think I need to do a GUI mod to get the fourth slot to appear, do I?

I'm a bit stumped here, tbh. I thought it'd be pretty simple, but clearly I'm missing something important somewhere.

Thanks.
 
Did you add the new PM group to the government building file?
Thank you! That fixed it.

Still some work to do with getting the icons and localization right, but it seems functional now. I'll probably be putting it up on Steam Workshop tomorrow, after getting that sorted out.
 
Okay, new problem - it doesn't seem to be working.

I've uploaded it to Steam Workshop, I've subscribed to the mod there, and I've removed my local copy of the mod (since apparently local versions can screw with the downloaded ones). And when I load up the game, I don't get any errors, but I also don't get any new production methods.

If I overwrite my game's main files with these, then I get the new methods added, so the files are clearly right. But I guess having them as a mod doesn't do the job? IDK. Even in debug mode, I don't know how to check which files are actively being used and which aren't, so I'm not sure how I can check if the mod files are being pulled in properly or not.

The mod is unlisted until I've got it working, but here's the link for anyone who wants to test: https://steamcommunity.com/sharedfiles/filedetails/?id=2882963429

Thanks again.
 
I had the same question and figured it out. The folders need to be setup so it's mod\mod name\common and not with the game folder like in the Victoria 3 directory. That makes sense on retrospect because the game files are the only ones you can mod.
 
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