MAPI, Railroad and Port Tweaks
**Updated for 1.10**
MRPT is a lightweight mod that adds common sense changes to MAPI, Railroads and Ports.
I was never happy with the way the MAPI mechanic or railroads were utilized in the game and tried a few mods to make it work but was never truly satisfied. Thus my modding adventure began.
What does this Mod Improve?
– Makes Railroads and Ports more impactful to the economy by adding adding MAPI bonuses with up to 5% each depending on PM.
– Changes which technologies that add MAPI bonuses to more sensible technologies. Road Maintenance decree now adds a small percentage of MAPI.
– Adds a small amount iron/steel as an input good(how are you gonna have railroad tracks without these?) and adjusts other inputs and outputs accordingly to keep the same profit margins.
– Makes railroads slightly more profitable once you research steam trains by separating the wagons PM into 2, Passenger and Cargo trains. This also doubles how much transportation is provided by each level and adds corresponding inputs to counteract the profit gains.
– Adds automation PMs highlighting important railroad technologies of the 19th century to reduce workforce count by a small percentage. This may or may not make your railroads more profitable. The main goal is reduce workforce
– Adds a slight AI weight to the new MAPI technologies so the AI takes advantage of MAPI bonuses which means better AI economies.
Change notes:
– Changes the base MAPI value from 75% to 70%
– Traditionalism penalty lowered from -15% to -10%
– Market capital adds +2.5%
– Road maintenance decree adds +2.5%
– Stock Exchange bonus reduced from +10% to +5%
– Combustion Engine adds +2.5%
– Central Planning adds +2.5%
– Macroeconomics adds +2.5%
– Paved Roads now add +5%
– Ports add +2% with anchorage, +3% with cargo ports, +4% with industrial ports and +5% with modern ports
– Railroads provide +1% with experimental trains, +3% with steam, +4% with electric and +5% with diesel
– Unincorporated states have a 5% penalty
– All Railroad techs now require an input of 2 steel/iron.(With adjustments to other inputs and outputs based on PM to keep profit margins the same)
– Zeppelins provide +5% prestige instead
– Adds Cargo Railroad PMs and Automation PMs to railroads increasing state infrastructure and transportation output
– Added a slight AI weight to research railways, Port tech, and MAPI technologies
– Split the passenger trains PM into 2 covering both Passenger and Cargo to increase transportation output for each level
– Adds railroad automation PMs, long tube boiler, mechanical coal stoker and steam donkey to reduce workforce by a small %
– Urban Center PM – Public Trams add 1%
– Urban Center PM – Public Motor Carriages adds 2.5%
– Urban Center PM – Electric Streetlights now adds 2 electricity (1/5 scaled workforce and inputs from early Power Plant PM)
Without state traits or Decrees:
– Max Land MAPI: 95% = 70% + 17.5%-Tech + 5%-trains + 2.5% Urban Center PMs
– Max Coast MAPI: 97.5% = 70% + 17.5%-Tech + 5%-Trains + 5%-Port + 2.5% Urban Center PMs
– Road Maintenance decree adds 2.5%
– State traits(Rivers and Natural Harbors) as well as Market capital can add another 5% and 2.5% respectively
– Adjusted transportation outputs to make railroads slightly more profitable
Special Thanks to the authors of Make my Railway Profitable Again and Railway Automatic Expansion Fixed for finding the scrap game files for gauge PMs and fixing the auto-expansion logic of railroads
Revisions:
Old revisions of this mod are available below. Click the link to download.
