Victoria 3

Victoria 3

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Sustainable Resource Buildings Expansion
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6.109 MB
Sep 3, 2024 @ 8:46pm
May 10 @ 11:25pm
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Sustainable Resource Buildings Expansion

In 1 collection by zzzwww
zw's Vic3 Mods
17 items
Description
This mod cannot be installed mid-game. Starting a new game is required.

Updates
11.05.2025
  • Optimized scripts and button layout.
  • Fixed a bug that caused arable land couldn't be added in subjects.
  • Fixed a bug that caused AI countries sometimes couldn't increase NRB max levels.
  • Added notifications that show in feed when max level is increased.

What does the mod do?
  • This mod is aiming to solve the late game resource shortage while trying to maintain the game balance and the characteristics of different regions.

  • It adds:

    • New Resource Buildings with New Mechanisms to determine the resource cap
    • New Technologies to unlock the above buildings and to Add Arable Land
    • New Journal Entries to unlock these new technologies

  • Simply adding unlimited resource might ruin the game balance and make all states lose their characteristics. To avoid that, this mod introduces some mechanisms to limit:

    • When and where these new buildings can be built
    • How many current levels can be built

  • This means although resources are unlimited for long term, their locations and extraction rate are limited.

How does it work?
  1. The New Journal Entries (JEs) will be activated if there are already enormous resources being sold in the market but the demand still cannot be met (image 6~7).

  2. The technologies to unlock the New Resource Buildings (NRBs) and to Add Arable Land will be acquired after Completing the JEs.

  3. These NRBs and the resources they produce are:

    • Coal Mining Center -> Coal
    • Sulfur Mining Center -> Sulfur
    • Iron Metallurgical Center -> Iron
    • Lead Metallurgical Center -> Lead
    • Oil Exploration Center -> Oil
    • Oceanic Fishery Port -> Fish
    • Synthetics Rubber Plants -> Rubber
    • Composite Wood Factory -> Wood and Hardwood

  4. NRBs can only be built in states that are already producing plenty of the corresponding resources, which means controlling regions that are rich in resources is still important (image 8~11).

  5. NRBs have max levels, but these max levels can be gradually increased (image 4), which means although the total max level can be increased unlimited times, controlling more resource producing states would make this process much faster.

  6. For Coal, Iron, Sulfur, Lead and Oil, only one type of the NRBs can be built in a state, e.g., it's impossible to have both "Oil Exploration Center" and "Coal Mining Center" in the same state, so controlling different states for different resources is still important.

    Important: To make sure the NRBs' type in a state can always be decided carefully, private sector won't build them until the government sector built the first one in a state.

  7. Arable land can be increased once a year when available arable land is countrywide insufficient. Only arable land in states that have great agricultural potential will be increased and the number of states are limited by agricultural budget (image 5 and 12), which means controlling agricultural regions is still important for corps production.

Features of the new resource buildings
  • Each NRB has almost the same productivity and profit as its vanilla building, but double the construction points and needs more infrastructures.

  • NRBs can be built in subjects. To do that, either the subject needs to unlock the NRBs or "Technology Transfer (TT)" needs to be enabled first (except NRBs for wood and rubber). TT costs money and has a chance each month to increase the max levels of the corresponding NRBs in subjects.

  • If you want to build a NRB in a foreign country other than subjects, then this country has to unlock this NRB first (except NRBs for wood and rubber).

  • If both an overlord and its subject A have unlocked a NRB, then its max level in subject A is determined by:
    max level A = max level from overlord TT + max level from subject A itself.

  • If a subject was transferred to a new overlord, the "max level from overlord TT" would be preserved, the new overlord can't increase it until they can provide higher levels than the previous overlord:

  • If both an overlord A and its subject B have unlocked a NRB, then both A and B can increase its max level in B's subject C:
    max level C from TT = maximum(max level from A TT, max level from B TT)

AI Behaviour
  • AI countries are also allowed to complete the JEs.

  • AI countries will also try to use the features when certain conditions are met.

  • When AIs decide what to build, they consider each NRB as its vanilla building, except "Synthetics Rubber Industries" as heavy industry and "Composite Wood Industries" as light industry.

  • Because technically resources are unlimited, AIs are less willing to build them in foreign countries when they are also domestically available.

Small Country Patch

Compatibility
  • No vanilla files are overwritten so it should be compatible with most mods.

Localization
  • English, Chinese.
    Other languages use English text.

All My Vic3 Mods
Up-to-date mod collection: zw's Vic3 Mods
92 Comments
Caesar's the Imperator Apr 28 @ 8:33am 
is it compatible with morgenrote?, great work tho, I have tried it alongwith kuromi's ai and somehow Russia, uk & German able to touch 1b gdp
八爪蜘蛛米海尔 Apr 25 @ 2:20am 
大佬能做个e&f的版本吗,e&f里工厂or矿场分别能产出制造业证券和矿业证券。只要在新加的资源建筑里加入证券就行了
TheStaticZ Apr 10 @ 10:42pm 
Ok
zzzwww  [author] Apr 10 @ 7:50pm 
@TheStaticZ There is no plans for compatch at the moment but I'm not sure if a compatch is always necessary, since this mod should be compatible with most mods even many total conversion mods. As long as the vanilla resource buildings as well as a few technologies are still available (so the requirements in image 7 - 12 can be met), then they are usually compatible.
TheStaticZ Apr 9 @ 6:53am 
Great mod! If it could be added or patched with tech56 or extended time line tech, it would be even better :)
zzzwww  [author] Mar 23 @ 6:43am 
@✠︎ Pedro Alvi ✠ This mod doesn't overwrite any files. As long as the vanilla resources and resource buildings as well as a few technologies are still available (so the requirements in image 7 - 12 can be met), then they should be compatible.
✠︎ Pedro Alvi ✠ Mar 20 @ 12:14pm 
this would be great with a compatibility patch with e&f
zzzwww  [author] Mar 14 @ 6:59am 
@하루닷지 It's likely you have building mods that are incompatible with each other (not with this mod).
하루닷지 Mar 14 @ 5:29am 
PAPER IS ZERO .. ERROR does not working paper factory
check please
zzzwww  [author] Mar 8 @ 10:26pm 
@Calista Calliopée Manstainne
我的确先做了一个内置新游戏规则的版本,但最后没选用的原因是:
1. 运行过一次的mod游戏规则,如果之后禁用但没完全删除mod,会导致其在error log中报错(但这并不实际影响游戏的正常运作),debug的时候容易触发强迫症。
2. 可能会略微增加脚本的计算量,虽然略微但的确增加了一点。