Victoria 3

Victoria 3

Unlocked Buildings
9 Comments
Zargachi Jan 31, 2024 @ 4:39pm 
update pls?
qtwqwd Apr 25, 2023 @ 8:37pm 
I want build the resource buildings in a state where the resource is already present. The following code is for that purpose for resource buildings in victoria 3 > game > common > buildings
possible = {
owner = {
is_ai = no
has_technology_researched = shaft_mining
}
has_potential_resource = bg_lead_mining
}
It works, but I don't have idea how to realize it in case of arable buildings like farms and plantations. Can you help me?
[DvanB] xilu  [author] Nov 19, 2022 @ 3:18am 
@Cloak&Dagger: The mod files weren't that enlightening for me, but I got it working for decrees by trying my second guess based on the modifier name.
With that in mind I could theoretically apply all modifiers from events, decrees, IGs, etc. to the new buildings groups. However, that would also mean that this mod would no longer be patch-independent...
Decrees should be safe by just adding a copy of it which also applies to the new buildings. For everything else adding it copy is not possible (e.g. I don't want duplicate events), so it depends how easily I can automate the search&replace procedure
SEMI Nov 14, 2022 @ 10:37pm 
wow This is a mod I was hoping for
Cloak&Dagger Nov 12, 2022 @ 11:35am 
I think this other mod that adds buildings to the industry list does have them working with modifiers. You can download it and check out their coding:

https://steamcommunity.com/sharedfiles/filedetails/?id=2880058429&
[DvanB] xilu  [author] Nov 12, 2022 @ 8:32am 
@Cloak&Dagger: I found what I would need to change for that, but I don't know how modifiers apply to building groups. For instance 'building_group_bg_agriculture_throughput_mult': Is there a) a definition where the building group 'bg_agriculture' is assigned to this modifier (which I can't find) or b) does the modifier act by its name, e.g. 'building_group_[my custom bg name]_throughput_mult'?

Maybe I'll be able to test the latter option tomorrow.
Cloak&Dagger Nov 11, 2022 @ 2:35pm 
Could you make these building get throughput improvements like normal? The political group bonuses and state authority enactments don't seem to boost them.
[DvanB] xilu  [author] Nov 6, 2022 @ 2:39am 
@17715682931 thanks for your comment. I actually forgot to set 'ai_value= 0' for the agriculture buildings and logging/fishing camps. Mines and plantations were fine.
17715682931 Nov 5, 2022 @ 7:59pm 
AI unlocked too?