Victoria 3

Victoria 3

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Civil Aviation and Airfields
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Oct 28, 2022 @ 11:57pm
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Civil Aviation and Airfields

Description
Have you ever wondered why Victoria games have historically lacked civil aviation? Have you ever wanted something that could usefully sustain the demand for your aircraft industries outside of wartime? Wonder no more; Airfields are here!

This mod adds airports/airfields to the game. Requires researching aeroplanes military tech to build. Typically they are available and viable to be built ~1915ish, which is around the time the first commercial airfields began appearing according to wikipedia.

Airfields are infrastructure buildings that consume a variety of goods (aeroplanes and oil, namely) and produce a new mod-created luxury good, Flights. Flights can be used to meet the free movement needs of pops with a wealth level over 15 and there is an extremely high (3.0) chance of a cultural obsession with flights.

Flights are like transportation (basically transportation : flights as furniture : luxury furniture), but costlier, and wealthier pops tend to desire the novelty of flight over other forms of transportation, hence why they are luxury goods with a high chance of cultural obsession.

There are a variety of production methods for airfields, from private charters to international layovers. They require increasingly complex supply chains to support and they produce Flights more efficiently as they scale. Airfields with high-end production methods also produce migration attraction to the states where they are built due to the large influx of air travel to and from the region either domestic or international.

Secondary production method for Airfields is cargo. No Cargo, Air Mail, and Air Freight are the three options. Air Freight offsets a small amount the infrastructure cost of airports and produces a small amount of transportation and consumes wood for crates and Air Mail increases state bureacratic throughput slightly and consumes paper.

Bear with me on the balancing, I am still working on it. Also FYI it is supposed to be hard to make airfields profitable, this is meant to be a challenge (the airline industry on average has never in history been profitable and this is meant to reflect that). Government run or privately owned airports are probably easier to make work, and it's up to you to decide if they are worth building for the migration attraction the higher-level production methods create.

I've created custom art assets in GIMP (files included in the download for anyone who wants to see how I did it). The airfields image i rendered in blender with various 3d models from sketchfab and other sites and did some overlay texturing in GIMP to put some nice greebles on it. Tried to get as close to the vanilla art style as possible using transportation and railroads as visual and code reference but lmk if you can tell. Feel free to remix and use this as a template for making more mods, please credit if you do.
12 Comments
DarthYa'll  [author] Jul 4, 2023 @ 1:35pm 
Go for it @marco! I'm not on here much, feel free to take it and use however you like
Marco Dandolo Dec 19, 2022 @ 3:17am 
Salve!

I've had a project to expand aviation since Victoria 2 and I'd like to include in my own mod (Morgenröte) a few concepts that I already had in Victoria 2 but couldn't implement due to limited modding possibilities back then: airports, new aircraft technologies and Events like the first transatlantic flight or the Schneider Trophy.

That's why I stumbled across your mod more by accident, which already anticipates a lot of what I imagined. May I take it as a basis and expand it? Of course I would mention you and refer to your project.

Thanks in advance, here are two links to show what I mean.

https://forum.paradoxplaza.com/forum/threads/gott-mit-uns-a-flavour-mini-mod-events-and-decisions.612930/page-3#post-28444175

https://steamcommunity.com/sharedfiles/filedetails/?id=2889925770
The.Bat Nov 24, 2022 @ 10:17pm 
Very cool concept, hope you keep it going!
DarthYa'll  [author] Nov 2, 2022 @ 1:20pm 
@jtm85 spanish localization link appears to have been removed by steam but happy to add
DarthYa'll  [author] Nov 2, 2022 @ 1:18pm 
I was toying with the air freight method having a (small and innefficient amount) of transportation/convoys for landlocked states (functioning sort of like an inland port) but not sure that makes sense since this would mean the airport would sort of compete with itself economically in goods production. I'll run the math when I have time. Maybe as a secondary prod method that would work.

Airfields in this implementation are intended to be far less efficient than railroads at producing transportation in the bulk cargo sense as this was true in the early 19th century due to high costs (still true today). I will try to find a way to make them profitable in a period-correct sense but feel free to copy the mod if you like and tune to your liking (just please give credit).
DarthYa'll  [author] Nov 2, 2022 @ 1:18pm 
@likesupreme163 @luigil101 if you look at the game files, Flights are a goods substitution for pops for transportation (similar to automobiles). Basically it replaces transportation as far as pops of a high wealth level are concerned, which improves QOL iirc. Since that is the probably the closest historical interpretation of airfields prior to really the 1940s (they weren't used much for air freight/transport due to very high costs prior to that time) that is the primary purpose of airfields as far as this mod goes in terms of design intent.
jtm85 Oct 31, 2022 @ 2:36pm 
Luigil101 Oct 31, 2022 @ 4:08am 
even if its technically realistic, it being non-profitable on purpose feels extremely janky
seconding the need for a lot more transportation output, given that transport is literally what flights are
友军Allies Oct 31, 2022 @ 3:32am 
Producing only one luxury item is of little use,Can we get some transportation out of the airport
DarthYa'll  [author] Oct 30, 2022 @ 3:17pm 
Happy to! If you've got localization files I'd be happy to throw them in