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Hi @Question
Thank you for your effort!

Lotus Ai have been updated. Are your fixes still compatible?
Load the bug fix mod at the top. I dont know what the lotus mod does exactly but if its AI changes only, it wont affect the bug fixes and such.

Hi,
Had some problems with this mod. Got Karl Marx to spawn in my country at age 32. He promptly died at the ripe old age of 33. Any ideas about that?

Otherwise it looks pretty good. Thanks for putting it together.
The mod only changes death chance to start at age 50, i can only assume that something else killed or retired him...perhaps an event did it.

Version 1.04 has been uploaded btw.
 
Ok thanks. Perhaps I missed something.

Victoria 3 handles politicians in a very problematic way. There is an event which has a chance of 50 percent to fire every year, killing the leader of a political party. If you are very unlucky, Karl Marx could've been killed this way. Whereas rulers and military leaders seem to have chosen wisely when confronted with a collection of Holy Grails, politicians may have a very short lifespan.
 
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I updated the state traits to include some regional specific bonus agriculture modifiers to also include plantations. Not sure if them being left out was intentional or not, but I wanted it in my game, so see below if you want to include it with the mod.

state_trait_good_soils = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.1
building_group_bg_plantations_throughput_mult = 0.1
}
}

state_trait_terra_rossa = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_central_valley = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.2
building_group_bg_plantations_throughput_mult = 0.2
}
}

state_trait_la_costa = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.1
building_group_bg_plantations_throughput_mult = 0.1
}
}

state_trait_pantanal = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
state_infrastructure_mult = -0.1
}
}

state_trait_pampas = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_nile_river = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.2
building_group_bg_plantations_throughput_mult = 0.2
state_infrastructure_add = 20
}
}

state_trait_indus_valley = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.2
building_group_bg_plantations_throughput_mult = 0.2
}
}

state_trait_ganges_river = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
state_infrastructure_add = 20
}
}

state_trait_bengal_delta = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.25
building_group_bg_plantations_throughput_mult = 0.25
}
}

state_trait_cauvery_delta = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.2
building_group_bg_plantations_throughput_mult = 0.2
}
}

state_trait_irrwaddy_delta = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_mekong_delta = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_chao_phraya_delta = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_the_loess_plateau = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_the_red_basin = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_volcanic_soil = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.2
building_group_bg_plantations_throughput_mult = 0.2
}
}
 
Thanks a bunch for the mod! It definitely fixes a lot of the weirder design decisions I've seen so far.

For some reason though, I'm not seeing the decision to switch between combat methods pop up. I have the latest version and started a new game, but don't see the option at all.

I turned off the rest of my mods and still can't see the option anywhere -- could you explain what file you're using to adjust combat width and all of that? If I can't get the decision I'm comfortable messing with the files myself, but haven't been able to find which file you're using for the heavier combat changes.

Edit: just saw that you posted the filepath in a post above
 
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Thanks a bunch for the mod! It definitely fixes a lot of the weirder design decisions I've seen so far.

For some reason though, I'm not seeing the decision to switch between combat methods pop up. I have the latest version and started a new game, but don't see the option at all.

I turned off the rest of my mods and still can't see the option anywhere -- could you explain what file you're using to adjust combat width and all of that? If I can't get the decision I'm comfortable messing with the files myself, but haven't been able to find which file you're using for the heavier combat changes.

Edit: just saw that you posted the filepath in a post above
Woops, i forgot to include the decisions file in the last release. I will be uploading a new version shortly.
 
I updated the state traits to include some regional specific bonus agriculture modifiers to also include plantations. Not sure if them being left out was intentional or not, but I wanted it in my game, so see below if you want to include it with the mod.

state_trait_good_soils = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.1
building_group_bg_plantations_throughput_mult = 0.1
}
}

state_trait_terra_rossa = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_central_valley = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.2
building_group_bg_plantations_throughput_mult = 0.2
}
}

state_trait_la_costa = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.1
building_group_bg_plantations_throughput_mult = 0.1
}
}

state_trait_pantanal = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
state_infrastructure_mult = -0.1
}
}

state_trait_pampas = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_nile_river = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.2
building_group_bg_plantations_throughput_mult = 0.2
state_infrastructure_add = 20
}
}

state_trait_indus_valley = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.2
building_group_bg_plantations_throughput_mult = 0.2
}
}

state_trait_ganges_river = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
state_infrastructure_add = 20
}
}

state_trait_bengal_delta = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.25
building_group_bg_plantations_throughput_mult = 0.25
}
}

state_trait_cauvery_delta = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.2
building_group_bg_plantations_throughput_mult = 0.2
}
}

state_trait_irrwaddy_delta = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_mekong_delta = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_chao_phraya_delta = {
icon = "gfx/interface/icons/state_trait_icons/river.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_the_loess_plateau = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_the_red_basin = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.15
building_group_bg_plantations_throughput_mult = 0.15
}
}

state_trait_volcanic_soil = {
icon = "gfx/interface/icons/state_trait_icons/good_soils.dds"

modifier = {
building_group_bg_agriculture_throughput_mult = 0.2
building_group_bg_plantations_throughput_mult = 0.2
}
}
Thanks, i will include these with the next version as well.

Version 1.05 has been uploaded, if you are using Anbeeld's AI mod, you will want to load this after his mod.
 
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Since you decided to take upon yourself quite the task of fixing the game while pdx is presumable trying to finish the bloody game (and I mean it gratefully, not sarcastically) - you might want to look into potentially fixing stuff with wages.
I think raising the wage weight for capitalists and aristocrats from measly 6 to something around 20 or much more could be nice way of reflecting the reality of industrialization. It might break the game though, so that's just a thought. It is located in pop_types
Another thing, much less breaking - adjust auto-wage increase. Right now every 26 weeks any industry with profitability >20% always increase wages for everyone. That not only totally nonsensical, it is actually bad for your own economy in a way. This part located in defines:

BUILDING_INITIAL_WAGE_WEEKS = 2 # A building will not adjust its wages for the first this many weeks of its existence
MAX_WAGE_STEP_CHANGE = 0.1 # Wage rates can change at most this much each week
SUBSIDIES_MIN_GAIN = 0 # If a building is subsidized, it will always collect enough subsidies to ensure at least this weekly cash reserve growth
HIRING_RATE = 0.1 # Weekly hiring limit applied in a building per profession as a ratio of full employment
EMPLOYMENT_PROPORTIONALITY_LIMIT = 0.1 # A building cannot have a difference of ratio of full employment between any two professions greater than this limit
BUILDING_INIT_PROFIT_TARGET_MIN = 0.10 # Minimum % income a building wants to have as profit during initialization (will decrease wages towards this)
BUILDING_INIT_PROFIT_TARGET_MAX = 0.20 # Maximum % income a building wants to have as profit during initialization (will increase wages towards this)
BUILDING_PROFIT_TARGET_TO_RAISE_WAGES = 0.2 # Required profit margin raise wages no matter what, with BUILDING_WEEKS_BETWEEN_PAY_RAISES weeks cooldown
BUILDING_WEEKS_BETWEEN_PAY_RAISES = 26 # Cooldown between pay raises no matter what

Again, much testing needed with various numbers to see what sticks. But again, I think it might be worth it.
Anyway, still great mod. Basically must-have at this point, along with AI mod.
Wish we could fix absurd trade route logic, but as far as I can see it is hardcoded.
 
Since you decided to take upon yourself quite the task of fixing the game while pdx is presumable trying to finish the bloody game (and I mean it gratefully, not sarcastically) - you might want to look into potentially fixing stuff with wages.
I think raising the wage weight for capitalists and aristocrats from measly 6 to something around 20 or much more could be nice way of reflecting the reality of industrialization. It might break the game though, so that's just a thought. It is located in pop_types
Another thing, much less breaking - adjust auto-wage increase. Right now every 26 weeks any industry with profitability >20% always increase wages for everyone. That not only totally nonsensical, it is actually bad for your own economy in a way. This part located in defines:

BUILDING_INITIAL_WAGE_WEEKS = 2 # A building will not adjust its wages for the first this many weeks of its existence
MAX_WAGE_STEP_CHANGE = 0.1 # Wage rates can change at most this much each week
SUBSIDIES_MIN_GAIN = 0 # If a building is subsidized, it will always collect enough subsidies to ensure at least this weekly cash reserve growth
HIRING_RATE = 0.1 # Weekly hiring limit applied in a building per profession as a ratio of full employment
EMPLOYMENT_PROPORTIONALITY_LIMIT = 0.1 # A building cannot have a difference of ratio of full employment between any two professions greater than this limit
BUILDING_INIT_PROFIT_TARGET_MIN = 0.10 # Minimum % income a building wants to have as profit during initialization (will decrease wages towards this)
BUILDING_INIT_PROFIT_TARGET_MAX = 0.20 # Maximum % income a building wants to have as profit during initialization (will increase wages towards this)
BUILDING_PROFIT_TARGET_TO_RAISE_WAGES = 0.2 # Required profit margin raise wages no matter what, with BUILDING_WEEKS_BETWEEN_PAY_RAISES weeks cooldown
BUILDING_WEEKS_BETWEEN_PAY_RAISES = 26 # Cooldown between pay raises no matter what

Again, much testing needed with various numbers to see what sticks. But again, I think it might be worth it.
Anyway, still great mod. Basically must-have at this point, along with AI mod.
Wish we could fix absurd trade route logic, but as far as I can see it is hardcoded.
I think raising wage weights is a bad idea, buildings already have profitability issues due to them raising wages like crazy, raising the multiplier will make it worse.

Code:
 BUILDING_PROFIT_TARGET_TO_RAISE_WAGES = 0.2    # Required profit margin raise wages no matter what, with BUILDING_WEEKS_BETWEEN_PAY_RAISES weeks cooldown

For this part, its tricky, i can change it to a higher number but that may result in the old vic 2 problem where buildings just hoard money uselessly instead of passing it to the pops. Im not quite sure how profits are distributed in vic 3 either. If the building is at max cash reserve, where does all the extra money go to? If it goes to dividends, then raising the min wage increase will just mean that pops that can get dividends will get richer at the expense of those who dont.

What i have tried is setting
Code:
MAXIMUM_WAGE_RATE = 5000
. This seems to set the max wage rate to something like 26 pounds per annum which helps somewhat in stopping wages from spiraling to ridiculous levels, but i am unsure how this will affect vanilla as i am using my own economy changes with very different values for building output.

At what wage level do you see buildings being just barely profitable in your games?
 
HI, thanks!

Could you be bothered to consider the compatibility with Lotus AI Strategy Mod?

 
I think raising wage weights is a bad idea, buildings already have profitability issues due to them raising wages like crazy, raising the multiplier will make it worse.
If I understand weight mechanic - this shouldn't change profitability, only the way profits are split. At least I tried to change capi and aristo wage weight to 20 and did micro test run for 5 years and the world hadn't collapsed. Would be intresting what would happen with politics in the long run, since industrialists have like 40% in France from the start

If it goes to dividends, then raising the min wage increase will just mean that pops that can get dividends will get richer at the expense of those who dont.

To be fair, that's what supposed to happen. Capitalists should have obscene wages and SOL, while the labourer have just above the sustinanse farming. So they would be powerful as hell and in traditional societies you would change one evil (landonwers) to another. And since you need instury - the clout would grow and grow, blocking any kind of social reform. Again, much like it happened IRL. In the current game logic you would be forever stuck at 60% industrialists, I think. Though, there is political weight fro workers... Dunno how it would play out.

At what wage level do you see buildings being just barely profitable in your games?
Honesly can't really answer that since I played vanilla AI, so by mid-game I'm the leading producer of everything. I always focus on having no good having +50% market price - so runaway wages lead to higher SOL, I build more stuff to satisfy new needs and voila, we have a grey-goo-type of neverending growth. There is a need for everything - if not on my market, then on someone's else. At some point this should stop, but by 1890 it still didn't. And to be fair it would be quite a challenge - to reach a point where I could supply the entire world plus my own pops with everything they need so that profitability could not go up or even stay the same and would have to go down, but I digress.

I would check my russia game for exact numbers, maybe I could find something useful. Maybe I could find some barely-profitable stuff. Would post when I get the chance
 
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HI, thanks!

Could you be bothered to consider the compatibility with Lotus AI Strategy Mod?

Which part of it is incompatible? Have you tried running both mods together? I think his mod is mostly based on ai_strategies, which this mod doesn't touch, so there shouldnt be a problem.
 
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If I understand weight mechanic - this shouldn't change profitability, only the way profits are split. At least I tried to change capi and aristo wage weight to 20 and did micro test run for 5 years and the world hadn't collapsed. Would be intresting what would happen with politics in the long run, since industrialists have like 40% in France from the start
Wage weight should be the multiplier of the base wage. If you mouse over the building's wages, you can see the wage breakdown, laborers get 1x of the base wage, farmers get 1.5 and it scales up from there.

To be fair, that's what supposed to happen. Capitalists should have obscene wages and SOL, while the labourer have just above the sustinanse farming. So they would be powerful as hell and in traditional societies you would change one evil (landonwers) to another. And since you need instury - the clout would grow and grow, blocking any kind of social reform. Again, much like it happened IRL. In the current game logic you would be forever stuck at 60% industrialists, I think. Though, there is political weight fro workers... Dunno how it would play out.

I think there would be significant balance issues with this that would be best tackled in a seperate mod. IMHO the game places far too much importance on switching to proportional taxation as it is, you are seriously hampered by lack of money till you do it, then suddenly you get flooded with cash.
 
Which part of it is incompatible? Have you tried running both mods together? I think his mod is mostly based on ai_strategies, which this mod doesn't touch, so there shouldnt be a problem.
Nono, Im not implying that anything is incompatible. Im just asking whether it is or not :)
 
At what wage level do you see buildings being just barely profitable in your games?
So, here is a case: regular game, Russia, 1.0.6, no mods, AI is braindead as usual, 1889, 1b gdp, 120m total pop, 74% literacy.
State have 280k peasants, average wage is 0.38, 13 sol and literacy 84% for the biggest pop (213k)
lvl 12 rye farm:
built decades ago
full employment
middle range PMs
average wage is 8.96
laborer wage is 6.78
balance is around 0 (+ and - 11.8k) - it goes up and down a bit, since both outputs are -26% and -12%, while inputs are -18% and +20%
lvl 51 textile mill
built few years ago
full employment
top PM (2/3 in automation)
wage is 10.8
laborer wage is 6.11
balance is +90k (+453K - 362k) and cash reserves are not even full

move forward 1 year - textile mill laborer wage is 6.63, farmer is the same. Also, no buildings in the state or in the country
 
Nono, Im not implying that anything is incompatible. Im just asking whether it is or not :)
I havent looked at the files but it should be largely compatible because this mod doesnt touch ai_strategies, try loading Lotus AI below this mod and see how it goes.

So, here is a case: regular game, Russia, 1.0.6, no mods, AI is braindead as usual, 1889, 1b gdp, 120m total pop, 74% literacy.
State have 280k peasants, average wage is 0.38, 13 sol and literacy 84% for the biggest pop (213k)
lvl 12 rye farm:
built decades ago
full employment
middle range PMs
average wage is 8.96
laborer wage is 6.78
balance is around 0 (+ and - 11.8k) - it goes up and down a bit, since both outputs are -26% and -12%, while inputs are -18% and +20%
lvl 51 textile mill
built few years ago
full employment
top PM (2/3 in automation)
wage is 10.8
laborer wage is 6.11
balance is +90k (+453K - 362k) and cash reserves are not even full

move forward 1 year - textile mill laborer wage is 6.63, farmer is the same. Also, no buildings in the state or in the country
Hmm, so base wage is about 6-7? What is your SOL like?
 
Hmm, so base wage is about 6-7? What is your SOL like?
Around 15 for basic workers.

As a test I did a run when I basically prohibited the wage raising - sol went steadly up, but not in an insane manner.
So I think wage autoupgrade should be just disabled..

Literally 45 minutes ago Wiz posted - in 1.1 wage would go up only to compete with workers or to prevent worker leave:
 
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I feel like decoupling fixes and tweaks would be a better idea. It is hard to see what is a tweak and what is a bug fix looking at update logs. There are also multiple mods with tweaks and fixes, like universal bug fix mod or lotus (I think it changes how AI desires peace by the way, so similar files).
 
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