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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:
Since 1.1 shouldnt be that far away i dont think i will risk breaking stuff by changing wages in this mod.

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).
Compatability with other mods is always going to be an issue, but at the moment i dont want to maintain multiple mods because its much harder to keep track of everything. Im having enough trouble making sure that one mod has all the right files as it is. I do get that its hard to keep track of whats in the mod at this point so i will probably do a feature list when i update the mod for 1.1.

Also just updated the mod to 1.06.
 
Since 1.1 shouldnt be that far away i dont think i will risk breaking stuff by changing wages in this mod.


Compatability with other mods is always going to be an issue, but at the moment i dont want to maintain multiple mods because its much harder to keep track of everything. Im having enough trouble making sure that one mod has all the right files as it is. I do get that its hard to keep track of whats in the mod at this point so i will probably do a feature list when i update the mod for 1.1.

Also just updated the mod to 1.06.
Perhaps its better to have 2 separate mod, one mod dedicates to bug fix and the other is about balance tweaks, so its eaiser to know their feautures and have more options to customize the game
 
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Could you increase the naval training rate? Its too slow in vanilla, only 3-6 person per week, it makes harder to get a power navy from scratch like japan.
Unless you have some throughput modifiers or you are using carriers/submarines, you should get at least 3 training rate per level(more if you have advanced production methods). So you can get much faster training if you build big naval bases. The naval bases are relatively cheap, so you can build them much bigger than you need and then reduce the size when they are almost filled to the level which you want.
 
Perhaps its better to have 2 separate mod, one mod dedicates to bug fix and the other is about balance tweaks, so its eaiser to know their feautures and have more options to customize the game
Yea, i addressed this above, right now it would take more work to maintain two mods, and the mod is still mostly fixes and workarounds as it is.

Could you increase the naval training rate? Its too slow in vanilla, only 3-6 person per week, it makes harder to get a power navy from scratch like japan.
I could, but the problem is that would require editing naval base production methods which would break compatability with any mod that edits naval unit stats. Im sure there are mods that already increase the training rate so you can just load them after this mod.

Also for anyone using the lotus AI mod, load this mod AFTER their mod, as the lotus AI mod contains many fixes from this mod, but some are outdated.
 
Could you increase the naval training rate? Its too slow in vanilla, only 3-6 person per week, it makes harder to get a power navy from scratch like japan.
Since the current implementation of navy is pretty wild (navy = land units on water with slower replenishment rates), instead of, you know, spending months and years building actual ships - it is WAI to be honest. I have an issue with that since in reality, when building ship - it is a very segmented thing. IE you either have a fresh ship(=full damage output), it is damaged (=reduced output damage) or sunk. If some ships are lost after the battle - you don't have them at all, until they moment they are replaced. And right now after the loss you immediately start 'replenishing' ship strength, so in 2 months you already can put somewhat of a fight.

I would argue that in the current form drastically increasing navy recruitment rate=cheating, since you would be simulating creation of a big and powerful navy from scratch in a fraction of a time it actually should take.

That being said, there are some things you could do using the current game mechanics:
- recruitment rate tied to building level (same with barracks), so every additional navy base would recruit additional sailors. lvl 1 give you 5 per week, lvl 40 gives you 200. Since buildings don't have upkeep per se, rather they consume goods as needed, afaik there is no practical difference between lvl1 and lvl40 navy base in terms of expenses:
- nay recruitment rate also affected by production method 'navy tradition' or what's its name - the last one. Better this particular PM - the better
- lastly iirc the edict 'conscription effort' also affects navy bases (but not sure).

In case of Japan - the whole country is a singular military HQ, so either build lvl1 navy base in every state at the very start of the game and gradually level them up as they fill up. Or put few max level in most populous states. The end result in terms of available 'ships' and their 'construction speed' is the same, I think. Also practically there is no need of a fleet +100 imo
 
Since the current implementation of navy is pretty wild (navy = land units on water with slower replenishment rates), instead of, you know, spending months and years building actual ships - it is WAI to be honest. I have an issue with that since in reality, when building ship - it is a very segmented thing. IE you either have a fresh ship(=full damage output), it is damaged (=reduced output damage) or sunk. If some ships are lost after the battle - you don't have them at all, until they moment they are replaced. And right now after the loss you immediately start 'replenishing' ship strength, so in 2 months you already can put somewhat of a fight.

I would argue that in the current form drastically increasing navy recruitment rate=cheating, since you would be simulating creation of a big and powerful navy from scratch in a fraction of a time it actually should take.

That being said, there are some things you could do using the current game mechanics:
- recruitment rate tied to building level (same with barracks), so every additional navy base would recruit additional sailors. lvl 1 give you 5 per week, lvl 40 gives you 200. Since buildings don't have upkeep per se, rather they consume goods as needed, afaik there is no practical difference between lvl1 and lvl40 navy base in terms of expenses:
- nay recruitment rate also affected by production method 'navy tradition' or what's its name - the last one. Better this particular PM - the better
- lastly iirc the edict 'conscription effort' also affects navy bases (but not sure).

In case of Japan - the whole country is a singular military HQ, so either build lvl1 navy base in every state at the very start of the game and gradually level them up as they fill up. Or put few max level in most populous states. The end result in terms of available 'ships' and their 'construction speed' is the same, I think. Also practically there is no need of a fleet +100 imo
The problem is that creation of naval units is tied to naval bases, not ship yards. The bottleneck was building ships, since stuff like battleships took a long time to build. But in vic 3, there is no building of the ship, its all based on employment. The end result is that you take years to train up the crew before the ship can set sail, during which time you have unemployed people just sitting around...you cant train and employ them as sailors while building the ship, nor can you build spare ships and put them in reserve to quickly activate them when needed.

Trying to use real life logic here doesnt work when the mechanics have been dumbed down to employment = ships.
 
Trying to use real life logic here doesnt work when the mechanics have been dumbed down to employment = ships.
Well, as I mentioned, the current system is bonkers. And would remain that way for a long time, considering the huge list of other stuff in dire need of fixing. And no way any mod can fix that. So we have to just deal with that for now.
In any case the game would be considered 'fully' released in about major 5 patches anyhow. Since right now it should be labeled as 'prerelease beta', considering amount of broken and missing things. 1.1 is almost here, 1.2 is already being prepared judging by some comments by devs. So in a year's time, if the world won't be erased by certain psychopath, Vic3 could be good
 
I found that by using this mod the ai market price changes drastically due to changing productions methods all at once. For example I was playing serbia, the price of tools in ottoman market changes from -75% to 75% every week, it occurs because the ottomans has changes their production method for all their logging camps and ranches to use tools, which creates a input shortage of tools, the next week they change all their production method back which creates an excessvie supply of tools, this problem repeats it self but doesnt happen with the mod deactivated.
Captura de pantalla 2022-12-01 183825.png

Captura de pantalla 2022-12-01 183859.png
 
I found that by using this mod the ai market price changes drastically due to changing productions methods all at once. For example I was playing serbia, the price of tools in ottoman market changes from -75% to 75% every week, it occurs because the ottomans has changes their production method for all their logging camps and ranches to use tools, which creates a input shortage of tools, the next week they change all their production method back which creates an excessvie supply of tools, this problem repeats it self but doesnt happen with the mod deactivated.View attachment 921821
View attachment 921822
I noticed this too. Half of the countries including great ones like France and Russia destroy their economy. Their GDP is volatile, falls off 50% in 5 years, and then and slowly recovers over 15. Their graphs spike constantly showing the production changes.
 
There's an error on line 365 of events\german_unification.txt, that prevents the event from firing.

Code:
country_rank < ROOT #rank_value:major_power

Probably needs to be changed to ROOT:country_rank (edit: this doesn't work either, resetting to original fixes it)

Log looks like this:

Code:
[14:27:43][jomini_scriptvalue.cpp:1057]: Value of wrong type in ' file: events/german_unification.txt line: 365'. Got value of type 'country'

This prevents NGF formation.
 
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I noticed this too. Half of the countries including great ones like France and Russia destroy their economy. Their GDP is volatile, falls off 50% in 5 years, and then and slowly recovers over 15. Their graphs spike constantly showing the production changes.
I did include a few lines in the defines to try and make the AI upgrade production methods more often, i will tweak this in the next version.

There's an error on line 365 of events\german_unification.txt, that prevents the event from firing.

Code:
country_rank < ROOT #rank_value:major_power

Probably needs to be changed to ROOT:country_rank (edit: this doesn't work either, resetting to original fixes it)

Log looks like this:

Code:
[14:27:43][jomini_scriptvalue.cpp:1057]: Value of wrong type in ' file: events/german_unification.txt line: 365'. Got value of type 'country'

This prevents NGF formation.

Thanks for the report, i actually fixed this but the file was not updated in the last version by mistake. This will be fixed in the next version.

ETA on the 1.1 update?

No clue, it takes a lot of time to go through all the files to check the differences. Im doing it now though.
 
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Thanks for the update, but you forgot to adjust the legitmacy system in 1.1, currently the voting systems only have the base legitmacy, dont have from government clout or from votes, here in vanilla wealth voting has +70 legitmacy from government clout and +50 legitmacy from votes.
1670422068467.png
 
Vanilla have fixed the bug where you still suffer from malaria/severe malaria if you researched the tech after the colony is already started. The mod still have this bug.
 
Thanks for the update, but you forgot to adjust the legitmacy system in 1.1, currently the voting systems only have the base legitmacy, dont have from government clout or from votes, here in vanilla wealth voting has +70 legitmacy from government clout and +50 legitmacy from votes.
View attachment 924513
Thanks for the update, will fix this shortly.

Also the ai still cant manage their production method
View attachment 924549
Odd, right now the only production methods related stuff in the defines is this :

Code:
PRODUCTION_METHOD_PROFIT_FACTOR = 2 #1 # Per pound of profit the produced goods would generate
  
    PRODUCTION_METHOD_CHANCE_TO_CHANGE = 1 #0.1 # Chance that the AI will consider changing a production method when evaluating methods

Maybe the AI needs more time to adjust to a new production method, i will try removing it to see if it works better.

Vanilla have fixed the bug where you still suffer from malaria/severe malaria if you researched the tech after the colony is already started. The mod still have this bug.
I dont see how thats possible because thats a hardcoded issue and is impossible to mod, nor does this mod touch malaria at all.

Edit : Just uploaded 1.1a.
 
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