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Smarter Private Construction Expand file tree Collapse file tree 4 files changed +14
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lines changed Original file line number Diff line number Diff line change 99 " Economy And Buildings" ,
1010 " Fixes" ,
1111 " Gameplay" ,
12- " 1.9" ,
13- " 1.10"
12+ " 1.12"
1413 ],
1514 "relationships" : [],
1615 "game_custom_data" : {
Original file line number Diff line number Diff line change 11[img]https://i.imgur.com/7xuCZqW.png[/img]
2- [img]https://img.shields.io/badge/Supports_Game_Version-1.10 -blue[/img] (and onwards)
2+ [img]https://img.shields.io/badge/Supports_Game_Version-1.12 -blue[/img] (and onwards)
33[url=https://github.com/MasterOfGrey/Grey-Victoria3-Reworks][img]https://img.shields.io/github/v/tag/MasterOfGrey/Grey-Victoria3-Reworks?sort=date&filter=*SPC-*&label=Mod%20Tag%20%26%20Version&color=7700CF[/img][/url][url=https://discord.gg/SnUghEkQQz][img]https://img.shields.io/discord/1377452253715107912?&label=Discord&color=7700CF[/img][/url]
44Please consider rating this if you like it! It really helps out.
55[spoiler]Originally made for: Version 1.5.12[/spoiler]
Original file line number Diff line number Diff line change 1- bg_power = {
1+ # Can't use INJECT because economy_of_scale_ai_factor values will stack.
2+ REPLACE_OR_CREATE:bg_power = {
23 category = development
34
45 lens = development
1314 default_auto_expand_rule = yes
1415 }
1516
16- economy_of_scale_ai_factor = 0.5 # Stops the AI from deciding to overbuild a local good just because economy of scale applies
17+ economy_of_scale_ai_factor = 0.5 # Stops the AI from deciding to overbuild a local good just because economy of scale applies
1718 foreign_investment_ai_factor = 0.5
1819
1920 infrastructure_usage_per_level = 2
2021
2122 urbanization = 10
23+
24+ self_investment_chance_modifier = yes
2225}
2326
24- bg_private_infrastructure = {
27+ REPLACE_OR_CREATE: bg_private_infrastructure = {
2528 parent_group = bg_infrastructure
2629
2730 is_government_funded = no
@@ -31,7 +34,7 @@ bg_private_infrastructure = {
3134
3235 cash_reserves_max = 25000
3336
34- economy_of_scale_ai_factor = 0.5 # Stops the AI from deciding to overbuild a local good just because economy of scale applies
37+ economy_of_scale_ai_factor = 0.5 # Stops the AI from deciding to overbuild a local good just because economy of scale applies
3538
3639 urbanization = 5
3740}
Original file line number Diff line number Diff line change 55####################
66# Original: STAPLE #
77
8- fabric = {
9- texture = "gfx/interface/icons/goods_icons/fabric.dds"
10- cost = 20
8+ TRY_INJECT:fabric = {
119 category = industrial
12-
13- prestige_factor = 3
14-
15- traded_quantity = 10 # 200
16- convoy_cost_multiplier = 0.25
17-
18- consumption_tax_cost = 300
1910}
2011
21- wood = {
22- texture = "gfx/interface/icons/goods_icons/wood.dds"
23- cost = 20
12+ TRY_INJECT:wood = {
2413 category = industrial
25-
26- prestige_factor = 3
27-
28- traded_quantity = 10 # 200
29- convoy_cost_multiplier = 0.25
30-
31- consumption_tax_cost = 300
3214}
3315
34- transportation = {
35- texture = "gfx/interface/icons/goods_icons/transportation.dds"
36- cost = 30
16+ TRY_INJECT:transportation = {
3717 category = industrial
38- local = yes
39-
40- consumption_tax_cost = 200
4118}
4219
43- electricity = {
44- texture = "gfx/interface/icons/goods_icons/electricity.dds"
45- cost = 30
20+ TRY_INJECT:electricity = {
4621 category = industrial
47- local = yes
48-
49- consumption_tax_cost = 200
5022}
5123
52- merchant_marine = {
53- texture = "gfx/interface/icons/goods_icons/merchant_marine.dds"
54- cost = 50
24+ TRY_INJECT:merchant_marine = {
5525 category = industrial
56-
57- prestige_factor = 8
58- traded_quantity = 4 # 200
59- convoy_cost_multiplier = 0.05
6026}
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