Grey’s Urban Synergy Unleashed

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Authors: MasterOfGrey, BrokenRobot, Paradox Mod Manager

Last revision: 30 May at 14:57 UTC (21)

File size: 8.53 MB

On Steam Workshop

Description:


(and onwards)
[github.com][discord.gg]
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.8.2

The Community Modding Framework is Required.
The others are Recommended.

*MUST have a new game – your save will explode if you either add or remove this mid-game.

This mod started as a compatibility patch designed to make 11 different mods work together. At a certain point it ended up becoming its own thing.
So, this reworks the whole urban buildings environment, and a few related touch points, to create a system with in-built synergies. Urbanization gradually increases the total construction capacity (without necessarily costing the government), railways are profitable throughout the game and have additional options, ports contribute to the transport economy, rivers can now have portage, power plants have more diversity and can be extended to powering a distribution grid (adapted from ‘Power Plants+’).

All in all, it is a system that has been designed to round off some of the sharp edge-case corners in the urban economy, and to ensure that the AI can naturally benefit from the same things the player can.

Features:
Logistics Services

Infrastructure now produces a new good called ‘Logistics Services’. While transport is the capacity to move goods locally, Logistics represents the ability to organise goods to be transported – which can be done locally or coordinated from afar. Trade Centers in states without Ports use Logistics Services instead of Merchant Marine.

Urban Center & Electricity Rework

Urban Centers require twice as much urbanization per level now, and the primary PM has been rebalanced and now produces a small amount of construction. Streetlighting has been expanded to also infer general urban electricity supply and these PM’s are designed to interact with the Power Plant rework to ensure that the AI can transition to a distribution grid for electricity successfully. The Power Plants adapted from ‘Power Plants+’, have been reworked to ensure the AI can understand them.
Urban Centres also have mixed impacts on construction based on size and employment. See the FAQ.

Transportation Rework

Railways have been split into Railway Terminal and Railways to fix AI subsidy behaviours.
Railways, Ports, & River Ports are all profitable providers of transport throughout the game, and both contribute to MAPI. Additionally, the transport economy no longer starts from 0. Subsistence farms provide transport, and basic road cart pm’s consume it, so right from the start there is some transport floating around the local market. This greatly smooths out the initial industrialisation via rail. Late game pop automobile consumption has also been limited to a mere 12.5%.

Services Rework

In addition to the rebalance of Urban Centers – Government Admins now produce a small amount of services and extra PM’s. A new Public Green building is available to provide services. This building uses arable land, so it is naturally limited and competes with agriculture for arable land.
As part of this, Manor Houses now directly reduce state tax capacity as they use their position to try and evade taxation, and financial districts contribute to urbanization which helps to produce the services their pops consume.

Construction Rework:

PM’s for construction sectors have been scaled down to 40% of their original sizes. So, in the early game it’s much easier for small AI nations to maintain at least 1 wooden construction sector – which is critical to enabling the autonomous investment queue. A dynamic country modifier increases the maximum number of construction sectors to compensate so that total capacity is unchanged and no compatibility issues are introduced with technologies.

Extra Consumption:

Some buildings now consume additional goods: Naval buildings consume additional supplies to represent the specific goods in excess of pop consumption that the government would fund to support the crews while they maintain a fleet at sea. Ports also consume groceries as supplies proportional to the modernness.

Subsistence Changes:

Subsistence farms now produce small amounts of transport, services, & logistics to smooth out the economic demand shifts. This also contains an experimental boost to pop growth from empty subsistence farms that helps global population reach its intended target.


This tries to be self-contained and avoid conflicting with things it doesn’t need to.
However, it’s a decent sized mod so compatibility is an issue in lots of cases.
For full details on compatibility go to the discussion post here: Full Compatibility Notes
#Safe for: #KAI #PDT #TTS

Built-in compatibility for:
Use my compatches for:
  • Locomotion Land, Water, & Air (LLWA): ‘USU & LLWA

Other available compatibility patches:



Can you change <insert language> localisation?
If you send it to me I will add it.

My power plants aren’t producing power?
-> Read the Full Compatibility Notes

Re: Cheap Transport, Urban Centres, Construction, Trade Centers, etc.
-> Read the Full FAQ


Many thanks to nahantelhe, Ferrous, ovnxize, Starry Inori, 1230james and Grimhat for their works which inspired this.

Major Thanks to BrokenRobot, without whom my sanity would never have endured long enough for this to be published.

Language Support:

Most Localizations are done by Machine Translation!
-> Replacements are welcome from anyone!

Credit will be given to to providers of localisation content:

  • French: Zhikan

Other Translation Mods:
Independent Vietnamese Translation: [Vietnamese] Grey’s Mod

#Rework #Services #MAPI
#Electricity #Urbanization
#Trade #Economy #USU #GUSU
[ko-fi.com] or [link.hrzn.rocks]