Victoria 3

Victoria 3

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Workshops, taverns and houses
   
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337.887 KB
Aug 23 @ 8:59pm
Aug 27 @ 9:25pm
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Workshops, taverns and houses

Description
A simple mod that uses the "urbanization" system to build a number of structures that replace "for now" missing mechanics/structures. Compatible with most mods, only basic resources and mechanics are used

Workshops produce a few basic industrial goods, consuming resources used/produced by industry. They are essentially the equivalent of the "craftsmen" from Victoria II. Link to image[i.imgur.com]
Taverns create a system of cafes or coffee houses, which played an important role in this era. However, my main goal was to make all countries consume imported colonial/agricultural goods. Link to image[i.imgur.com]
Housing implements the mechanics of providing public utilities rather than specifically "sleeping space". Housing "consumes" the means of provision in the form of: industrial goods and heating resources.Link to image[i.imgur.com]

Chinese localization by 牛奶大魔王
15 Comments
Ordo  [author] Nov 21 @ 6:12pm 
они сразу есть и никуда не пропадают, просто их не найти через интерфейс провинции, а только через общий интерфейс строений
akex.kov96 Nov 21 @ 7:21am 
Друг, не слушай их, у них проблемы со вкусом, по моему эти картинки отлично передают как дух игры, так и отражают суть твоего посыла, мне лично - нравится)) мот тоже классный) я правда не совсем понял, с какого момента появляются кустарные мастерские, и почему они иногда пропадают?
Ordo  [author] Sep 26 @ 6:31pm 
whatever you want...:steambored:
Saltmarine Sep 26 @ 8:52am 
using ai slop while having a good quality mod is pretty cringe. it does you a disservice. at any point there's no reason to use ai slop. you'll never get people with positive reactions, only neutral or worse.
Ordo  [author] Sep 26 @ 6:42am 
cringe bro..:steamthumbsdown:
Saltmarine Sep 26 @ 5:45am 
it'd be nice if you changed the icons from ai slop to literally anything else
Ordo  [author] Aug 29 @ 12:28am 
its compatible with everything i know
Mr. Mamamoo마마무 Aug 28 @ 11:30pm 
is it compatible with morgenrote and LLWA?
Ordo  [author] Aug 26 @ 3:22am 
this building does not consumes infrastructure, only one production method, thats can be turned off
studentprawauj1 Aug 26 @ 12:24am 
Level scaled influence on infrastructure can really mess a save (I believe only housing does this?). Essentially this mechanic turned my prosperous empire into badlands with 50% of population starving to death and negative value of infrastructure almost everywhere. Maybe it’s happened due to adding the mod mid-save, but I don’t see a reason for such a punitive infrastructure debuff.