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A complete revision of PM more balanced and more comfortable to play...
Hello, this mod was inspired by the need to be able to block the main production methods of buildings that have two production lines, with the aim of being able to better control the supply to the market.
It was very annoying for me to have to create infinite sawmills to get "hardwood" when I could no longer get more from the import routes, while my surplus of wood and the impossibility of exporting/blocking it made profitability drop to the ground, and this is just an example.
While creating the mod new ideas arose about production methods that in my opinion were not well balanced especially in the middle / end of the game...
- It is possible to block all main production methods of all industries with few exceptions, for example farms.
- Buildings can only have 1 method blocked at the same time, industry cannot be completely blocked. But it is possible to have both methods working at the same time, like in the standar vanilla game.
- The special production methods that reduce employees (green icon) are focused on the main good, for example. You will not be able to activate them if you have normal clothing manufacturing blocked.
- Before when we produced a secondary good such as luxury clothing, an amount of the main good (clothing) was discounted. Secondary goods now have their own input goods.
- Two new production methods have been created in the liquor industry, now you can use your large surplus of grain to make whiskey (liquor) or to make rum(liquor) whit sugar.
- In the farms I have separated the fruits from the sugar production by means of a new production method "sugar beet". Here I have kept the traditional method of exchanging grain for the secondary good because it is more productive for farms and because fruit and sugar already have their own means of production through plantations.
- Also in the farms I have created an advanced production method for wine "family wine cellars" that is unlocked with "aniline" technology. Here I had the same problem as in the "hardwood" example above.
- Before, the shipyard and firearms industries simply exchanged the primary good for the secondary. For example, rifles for artillery without the need for other input goods or labor. Now these secondary production lines have their own needs. It is also possible to block your main production lines.
- I have implemented two new production methods for "hardwood", the "sawmills" (steelworking tech) and the "electrical sawmills" (electrical generation tech) the difference here is that you can only have 1 sawmill active at a time. Example if you have active the "sawmill" or the "electric sawmill" of hardwood you can only have the "simple forestry" or "blocked" in the production of normal wood. The reason for this is to maintain a balance in the profitability of the business. look at it this way, sawmills (advanced production methods) can only be used for 1 type of good, so it is possible to diversify production.
- I have tried to balance everything with logic so that the factories are profitable without falling into an excess that could disrupt the economy and without the user suffering uncomfortable changes so that only things that improve the game experience are appreciable.
* If you have any suggestions or notice something isn't working right, please let me know. More things will be revised in the future like fixing the excess grain of the vanilla game.
* This mod is not compatible with other mods that change production methods.
* Can work with mods like "AROai", it seems that the ai of the game in vanilla uses the most productive pm by default. There should be no problem.
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REQUIREMENTS
Victoria 3
Full game
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