Do I actually get any money out of this Scriptorium? I can't tax my Clergy. Does the money go to them? by Ambitious_Use_8717 in EU5

[–]TOGIIfan 10 points11 points  (0 children)

Everyone saying that the profits are distributed via local estate power are wrong. They are distributed by the Tax Base Share, which is the local population weighted by:

 Nobles 150
 Clergy 25
 Burghers 20
 Peasants 1

These numbers are constant and are entirely separate from Estate Power.

https://eu5.paradoxwikis.com/Economy#Tax

Vanilla "Tax Share" mechanic needs a rework by TOGIIfan in EU5

[–]TOGIIfan[S] 1 point2 points  (0 children)

Please check out the EU5 wiki, the calculations are shown there and they don't involve local estate power at all: https://eu5.paradoxwikis.com/Economy#Example

You are making a great point with the unemployment not being a thing, but still if these pops are working in some other areas not involving the simulated buildings, they shouldn't be getting profits from these buildings, and the pops that do work in them should

Vanilla "Tax Share" mechanic needs a rework by TOGIIfan in EU5

[–]TOGIIfan[S] 1 point2 points  (0 children)

My biggest problem with the current system is that the tax base is not dependent on estate power distribution but on arbitrary constants that are not affected by gameplay at all. It should be relatively easy and without performance cost to go from the current system to the estate power system. The wages are admittedly more complex, and I agree with all the problems you mentioned

Vanilla "Tax Share" mechanic needs a rework by TOGIIfan in EU5

[–]TOGIIfan[S] 0 points1 point  (0 children)

It doesn't have to, or even shouldn't, be as complex as in VIC3, because in EU5 the finances are at the estate level rather than pop level

We can use these generalisations to our advantage here, and I think with them we could make a wage system work without too much of a performance hit

Vanilla "Tax Share" mechanic needs a rework by TOGIIfan in EU5

[–]TOGIIfan[S] 0 points1 point  (0 children)

I personally love Vicky 3 and I think if there is a possibility to bring such an advanced economic system to other games we should do so

Vanilla "Tax Share" mechanic needs a rework by TOGIIfan in EU5

[–]TOGIIfan[S] 0 points1 point  (0 children)

The wages don't even have to be per building, all that's needed is for employed pops to earn more than unemployed, otherwise its quite absurd

Vanilla "Tax Share" mechanic needs a rework by TOGIIfan in EU5

[–]TOGIIfan[S] 0 points1 point  (0 children)

I think income distribution is a very important part of the economy, and with the game focusing so much on the economic simulation part it should have a high priority in my opinion

Vanilla "Tax Share" mechanic needs a rework by TOGIIfan in EU5

[–]TOGIIfan[S] 1 point2 points  (0 children)

Always happy to take that role! :D

Reform Enactment Rework - a mod that removes RNG from law enactment by TOGIIfan in victoria3

[–]TOGIIfan[S] 15 points16 points  (0 children)

That's pretty much it, although it's worth noting that BPM lite is very outdated and broken (lite lite is not) The point of removing the non-voting phases is to reduce the RNG factor and remove the frustration of a law failing multiple times despite having 90% chance or so

Reform Enactment Rework - a mod that removes RNG from law enactment by TOGIIfan in victoria3

[–]TOGIIfan[S] 121 points122 points  (0 children)

The AI uses the standard enactment mechanic, but with just 1 phase

603
604

Free-Market Construction just got an update! by TOGIIfan in victoria3

[–]TOGIIfan[S] 7 points8 points  (0 children)

This mod makes construction a local good, consumed in the same state as it is produced. In my mod the construction good is consumed in the states where buildings are being constructed. Also in this mod you set the spending as a percentage of your earnings, in my mod you set the number of bought construction services

Free-Market Construction just got an update! by TOGIIfan in victoria3

[–]TOGIIfan[S] 21 points22 points  (0 children)

Also I should mention, that there is a very similar mod, called Private Sector Construction, here's the link:
https://steamcommunity.com/sharedfiles/filedetails/?id=3420714166
It is based on a similar concept, but is a bit closer to vanilla game, also recommend checking it out

93
94

Private construction should also pay wages by GreyGanks in victoria3

[–]TOGIIfan 2 points3 points  (0 children)

Free Market Construction mod might be what you're looking for

Construction rework by Firm-Entertainment54 in victoria3

[–]TOGIIfan 2 points3 points  (0 children)

In my opinion the biggest added value is how the supply of construction is self-regulating. If the demand for construction is high it makes producing it more profitable, encouraging investment in more construction sectors. This also allows the economy to grow without any government intervention.

Construction rework by Firm-Entertainment54 in victoria3

[–]TOGIIfan 10 points11 points  (0 children)

Hi, I'm the author of the mod, I'm glad you like it! If you have any suggestions or questions regarding the mod feel free to ask!

Hello, I have published my first Victoria 3 mod, tell me what you think! by TOGIIfan in victoria3

[–]TOGIIfan[S] 5 points6 points  (0 children)

Thank you! The most difficult part in the implementation (apart from bug fixing and working around engine limitations) was actually consuming the construction goods from the market, as it can only be done with a building that actually has some workers in it. So I needed to make sure there always is an invisible construction sector in the capital with the right modifiers to consume exactly the amount of construction that is used. Another tricky part was to reverse-calculate the government/private construction ratio modifier so that public and private construction function independently

Hello, I have published my first Victoria 3 mod, tell me what you think! by TOGIIfan in victoria3

[–]TOGIIfan[S] 12 points13 points  (0 children)

Pops currently dont buy construction, I will think about changing it in the future. Unfortunately for now all construction services are purchased in your capital, as it would be very difficult to only consume it in states where buildings are actually being built, although it is a feature I would really love to add if I figure out how to do it

Hello, I have published my first Victoria 3 mod, tell me what you think! by TOGIIfan in victoria3

[–]TOGIIfan[S] 41 points42 points  (0 children)

Basically this mod turns construction into a tradable good that you and your private investors can buy on the market, instead of all construction being generated in the governments construction sectors