Victoria 3

Victoria 3

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Forts & Engineers
   
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File Size
Posted
Updated
1.532 MB
Jul 16, 2023 @ 12:01pm
Mar 3 @ 4:32pm
11 Change Notes ( view )

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Forts & Engineers

In 2 collections by 1230james
The Imperialist's Inventory of Implements
127 items
James's Vic3 Mods
31 items
Description
Forts & Engineers
Defend your nation!

Please note that the content in the screenshots were for a pre-1.5 version of the mod and does not fully reflect the current status of the mod.

Overview
Forts & Engineers (FAE) is a mod that aims to implement a land fortifications mechanic to the game. Somewhat inspired by Forts! by Reptilian_brain, although I prefer FAE's implementation of the concept.

With FAE, all countries can now build Fortifications, a new building type meant to represent a network of forts and defensive structures in the state. It comes with multiple new production methods, simulating the evolution from old star-shaped bastion forts with cannons mounted on parapets to concrete bunkers and artillery turrets. It also adds a new Combat Engineers specialist company to land armies to counter the imposing challenges of sieging forts.

Fortifications are unlocked with Standing Army, and can be built once in each state you control. This limit will increase over time as technologies are researched, such as Napoleonic Warfare, Field Works and Defense in Depth, up to a limit of 10. Building more forts in a state will make them stronger and provide more benefits, as dictated by the production methods you select for them.

Forts can only be used by defenders who are defending in a state either owned by themselves or an ally in the war. They will contribute their defense, kill rate, and reduction in enemy occupation speed to the commander for the duration of any battle that meets these requirements. If left unopposed, the fort will provide its maximum benefits.

Combat Engineers are a new mobilization option for armies. They provide a very small combat bonus on the surface, but their main power is in directly combatting forts. The more Combat Engineers that are present in a battle against a defender with Fortifications, the smaller the benefits from the Fortifications become. Equipping your whole army with Combat Engineers can turn daunting fortresses into minor inconveniences.

The Multi-line Production Methods Framework mod is REQUIRED as a dependency! It can be installed here.

Detailed Description
A full, in-depth breakdown & explanation of the mechanics of FAE can be found in this post.

Foreign Languages
Русский / Russian
• Deutsch / German (Partial)
• Polski / Polish (Partial)
• 한국어 / Korean (Partial)
简体中文 / Chinese
Français / French

Mod Compatibility
FAE makes changes to the following technologies:
• Standing Army
• Napoleonic Warfare
• Field Works
• Breech-Loading Artillery
• Defense in Depth
• Concrete Fortifications
• Dynamite
FAE uses these most of these technologies to grant countries additional max levels for Fortifications. In the event another mod overwrites these technologies without preserving the max levels modifiers in them, FAE will attempt to use a fallback system that grants the missing levels through a static modifier applied to the given country, keeping FAE compatible with these mods.

In the case of Dynamite, it adds additional sieging power to Combat Engineers, but this effect is actually driven by hardcoded values in a math formula and the modifier on the technology is purely for aesthetic/information purposes. If another mod overwrites the Dynamite tech and causes it to lose the modifier FAE adds to it, there will be no issues.

All other mods should work without issues.

Loading Order
FAE requires the Multi-line Production Methods Framework for proper functionality. There are no special requirements with regards to which order FAE and MPM need to be placed relative to each other; feel free to place them anywhere.

DLC Requirements
This mod does not rely on any DLC features, so you should not need any DLCs.

Permissions
YES, you may include this mod in any modpacks/collections/whatever.
YES, you may use this mod as a base to create your own. Credit and a link back here would be very much appreciated!
YES, you may translate this mod into other languages.

Credits
The building icon is a touched up version of Tom Darden's photograph of Fort McHenry[www.nps.gov]

Thanks to the following people for their localizations:
• German: Rammstein20
• Polish: WarpWhistle79
• Korean: Blessing

Links
GitHub repository[github.com]
Victoria 3 Modding Co-op Discord server[discord.gg]
Popular Discussions View All (3)
0
Oct 21, 2023 @ 7:26pm
Korean Localisation
Blessing
0
Jul 16, 2023 @ 3:30pm
Polish Localization
WarpWhistle79
111 Comments
1230james  [author] Apr 2 @ 6:43pm 
I should elaborate

FAE only requires the multiline PMs. I am very strongly against the idea of forcing any sort of software to use a dependency that includes features that aren't necessary. The idea is categorically idiotic.

If for whatever reason a user cant or doesnt want to use CMF then they can use MPM because MPM is the smallest dependency available. Discontinuing or disguising that is extremely disingenuous.

And here you come acting like CMF can act like a perfect replacement? What a fucking joke

Yes CMF has the same feature because I let them copy it in, line for line , but you would have to be insane to think this means CMF wholly supersedes it.
1230james  [author] Apr 2 @ 5:52pm 
I'm going to say this nicely

Please fuck off
sebastianroczz Apr 2 @ 5:38pm 
it lists it as a requirement though, it should list CMF with instead and description should be updated
1230james  [author] Apr 1 @ 6:49pm 
You can use either. CMF includes MPM in it.
sebastianroczz Apr 1 @ 6:37pm 
shouldent need multiline porduction framework and should instead need the community modding framework
1230james  [author] Mar 3 @ 4:33pm 
Should be fixed now. Be sure to unsubscribe and resubscribe to the mod to force Steam to download the update. Thanks for the report!
1230james  [author] Mar 3 @ 4:26pm 
Yes it was a typo on my part. What's happening is that some logic that's meant to get the AI to mothball stuff when it'd be appropriate to (since otherwise they're super clueless) is affecting players too because I forgot to add a check to make sure it only acts upon AI countries.

I'll push a fix in a moment.
1230james  [author] Mar 3 @ 4:09pm 
Uhhhh that may or may not be a small but significant typo on my part

I just got home from work; I'll take a quick look after I settle in for the evening
superduck500 Mar 3 @ 3:44pm 
my forts keep getting mothballed while the A.I's dont. are their known mod incompatibilities? i have the multi-line mod installed.
1230james  [author] Jan 28 @ 11:50am 
Forgot to mention
@Sir Packet Lossalot - Mod has been updated and the AI will build forts now.

Check the change notes for details