Victoria 3

Victoria 3

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[1.12] Industry Realism
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Apr 6, 2024 @ 9:35pm
Dec 14 @ 12:41pm
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[1.12] Industry Realism

Description
Tested With V3 Version: 1.12.0

** If anyone experiences any bugs, please report them in the comments. **

  • Reworks buildings that have multiple potential outputs to only have one primary output, except shipyards. Why? Shipyards represent a technological progression. All of the other buildings represent two separate outputs that should be coming from two separate factories.
  • Creates a new building type for the alternate outputs
  • Some building inputs were changed to be more historically accurate
  • Places those new buildings in appropriate states on the starting map
  • Updates companies and events around those buildings in ways that hopefully make sense
  • Adds some buildings for artificially creating oil and rubber, quite far in the tech tree, to make playing tall more viable

Full list of building changes:

  • Food Industry: now only produces groceries
  • Distillery: new building uses sugar to produce rum, or grain to produce grain alcohol (vodka, beer, sake, etc.), both represented by generic "liquor" good
  • Textile Mills: now only produces normal clothing
  • Tailoring Workshop: new building produces luxury clothing
  • Furniture Manufacturies: now only produces normal furniture
  • Luxury Furniture Manufacturies: new building produces luxury furniture
  • Glassworks: now only produces glass
  • Pottery Mills: new building produces porcelain
  • Synthetics Plants: now called dye plants, they produce dye from coal
  • Rayon Plants: new building, produces synthetic silk from wood
  • Motor Industry: now only makes engines
  • Automobile Factory: now only makes automobiles
  • War Machines Industry: new building, makes tanks
  • Aircraft Industry: new building, makes aeroplanes
  • Electrics Industry: renamed to Telephone Industry, now only makes telephones
  • Radio Industry: new building, makes radios
  • All Farms: no longer have the option to produce fruit
  • Rye Farms: no longer produce potatoes
  • Fruit Orchards: new farm building, produces fruit and a small amount of sugar
  • Livestock Ranches: now produce meat and a small amount of fabric (leather) and fertilizer. input goods have also been rebalanced. cows and pigs eat a lot.
  • Wool Farms: new building, produces fabric and a small amount of fertilizer
  • Logging Camps: now produce both wood and hardwood at a 80/20 split
  • Previous revisions have attempted to either distribute hardwood across the world in realistic locations, but this led to balance issues, or to remove hardwood as a resource, but this led to incompatibility issues with several mods and made maintaining the mod more painful. So this approach seems to be the most reasonable one at the moment.
  • This change has been added in a backwards-compatible way. Trade routes may need a few in-game months to respond after loading an existing save, but the game will reach an equilibirium with hardwood as a resource again.
  • Synthetic Rubber Plants: new building, unlocks from Plastics, produces rubber from liquor and sulfur (historical precedent: https://en.wikipedia.org/wiki/Polybutadiene#History )
  • Synthetic Fuel Plants: new building, unlocks from Electric Arc Process, produces oil from coal and iron (historical precedent: https://en.wikipedia.org/wiki/Fischer%E2%80%93Tropsch_process#History )

Why no synthetic this or that?

There simply wasn't historic precedent for things such as synthetic coffee, tea, or opium. Synthetic opiates, for example, were not invented until 1960, which does not fit the timeframe of the game.

Why use this instead of Industry Expanded?

I wanted a mod that does not introduce any new goods. Industry Expanded is a great mod, it's simply not what I'm looking for. I wanted something lighter weight. You're free to choose whichever one you prefer.

Compatibility

This mod is compatible with most mods that do not touch the buildings above or alter the start locations of buildings on the map.

  • Compatible with BPM.
  • Incompatible with Industry Expanded, for obvious reasons.
  • Incompatible with any mods that alter locations of states or goods on the map
  • Updating list of compatches for 1.12 coming soon
111 Comments
Norr Dec 13 @ 5:40am 
what about just adding more production method fine control for now? -10 all the way to -60? -75? -100? so we can more adjust it, using more softwood in the early game and nearly only hardwood in the late game? also incorporate "minor modification to logging camps" so move chainsaws to main pm as one extra base pm to get rid of oil dependancy on the advanced pm plus increase production level as a bonus
ExpedientFalcon  [author] Dec 12 @ 9:26am 
Ideally I would prefer having the hardwood good completely removed. The reason this was moved away from was because it increases compatibility issues with several other mods where hardwood is used for things. If someone wanted to make a no hardwood patch, that should be possible, but I'm not sure I want to maintain that version since it isn't as simple as making logging camps stop producing hardwood, you also have to make everyone stop wanting to consume it.
mrmaynard Dec 12 @ 8:44am 
Cant play without this mod, although hardwood still does suck a bit
Norr Dec 12 @ 5:18am 
TT
ExpedientFalcon  [author] Dec 11 @ 8:15am 
Not if you ask like that.
Norr Dec 10 @ 11:55pm 
look bro, your solution to hardwood sucks, so can you just not touch it so i can download other hardwood adjustment mods and it doesnt conflict with yours?
Norr Nov 21 @ 11:12pm 
NOOOOO can you please make a no hardwood version its fine i only use that and no other mod!! please
Blue Division Oct 12 @ 6:21am 
Im such an idiot to run this and utopia at the same time. Anyone got any solutions to that or am i done?
OboySnifferen Oct 1 @ 5:31pm 
@Galadriel I just made a compatch for this mod and More Unique Companies so the beer companies from it should use the distilleries from this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3578531834
DukeChillington Sep 24 @ 3:05pm 
Thanks it solved the problem