Victoria 3

Victoria 3

Industry Expanded Core v13.1.2
651 Comments
Mar 27 @ 6:21am 
based
Боцман  [author]
Mar 12 @ 3:53pm 
will be updated when the game becomes interesting
Sorry, this ♥♥♥♥ is just too boring. I've returned to vic2
Mar 4 @ 1:11am 
plz update T.T
Feb 6 @ 10:00pm 
He was a good mod RIP
Jan 17 @ 1:35pm 
new year, not new update tho?
Dec 18, 2025 @ 10:17am 
please update
Dec 14, 2025 @ 11:23pm 
update?
Dec 12, 2025 @ 6:10am 
Is it compatible with Tech and Res? Or is there any compatch between these game-changing mods?
Nov 23, 2025 @ 4:23am 
Thanks! Haven't try this mod for a while. Will play it again!
Боцман  [author]
Nov 23, 2025 @ 4:21am 
@My medallion is humming
Artisans are a thing in IEX UrbanismPlus module. It's not like in vic2, but yes, you can get basic consumer or industrial goods, including lumber, engines, and steel.
Nov 23, 2025 @ 4:11am 
I think the artisan mechanic like in Vic2 would be great for simulating how people got goods before the Industrial Revolution.

Since subsistence farms already produce liquor, grain, and food, maybe letting them produce some basic lumber as well could work?
Боцман  [author]
Nov 23, 2025 @ 1:44am 
yo bro yo bro i didn't respond immediately so you need more comments to get my attention that's right

No lumber mills at game start is not critical, since all buildings that consume lumber have PMs that consume wood instead. Lumber mills are cheap to construct as well
I will probably add them at start if I can get my hands on it once I have the mood to get back to this game
Nov 22, 2025 @ 8:58pm 
yo bro, pls add lumber buidling at game start to all nations hellooo
Nov 22, 2025 @ 4:42am 
I think you should distribute some hardwood buildings at game start to all nations, otherwise theyll ALL start with hardwood crisis
Nov 16, 2025 @ 5:36am 
@Боцман the game give me warning that the mod is outdated and says it's for 1.10.3
Боцман  [author]
Nov 14, 2025 @ 8:38pm 
It works for 1.11
Nov 14, 2025 @ 1:39pm 
pls update
Oct 21, 2025 @ 9:52am 
ok, thx for your work and time
Боцман  [author]
Oct 21, 2025 @ 12:06am 
yeah i should, just haven't updated those mods in a while
Oct 20, 2025 @ 9:33am 
@Боцман
cool
can you then change the game versions in the mods so that it does not cause confusion?
Боцман  [author]
Oct 20, 2025 @ 5:33am 
@BlakeDake
Exactly. Game doesn't read a mod's code to give you a warning. It checks for the game version that a modder put in the mod, so if actual version and the one in the mod don't match, it'll give you warnings anyway even if there are no real issues
Oct 19, 2025 @ 12:00am 
so the popup at the start of the game that says that the mods are for older versions and that instability may occur should be ignored?
Боцман  [author]
Oct 18, 2025 @ 3:21pm 
@BlakeDake
All addons work with the newest version. I did not update those which didn't need one.
Oct 18, 2025 @ 11:40am 
Should I revert back to 1.9.8 if I want to play with all add-ons mods? Load ship and road says so in the mod description
Oct 18, 2025 @ 6:56am 
Thank you,sir:steamhappy:
Боцман  [author]
Oct 18, 2025 @ 4:44am 
I see. I'll address this when I work on the next update
Oct 17, 2025 @ 9:49pm 
And,furthermore, the AI doesn't seem to adjust the PMs of its urban centers. I've even witnessed the AI-controlled UK constructing buildings in the Greater London with the penalty stacked to -83%. When making foreign investments in AI nations, I'm forced to endure the same penalties because the AI fails to optimize its PMs—a classic Paradox issue, of course.
I mean,could adjustments be made to the tech tree to either prevent urban centers from growing too rapidly or to slightly reduce the severity of these penalties?
Oct 17, 2025 @ 9:37pm 
'In my previous USA campaign, the development of gold mines and oil caused a massive and uncontrolled influx of POPs into TX and CA. This led to these two states surpassing 15.0 M population before1890. Even with the most advanced PMs enabled, they still suffered from the maximum -65% penalty.
In another campaign as China, every state had a massive unemployed population. Even by utilizing the highest PMs, it was impossible to prevent the penalty from exceeding -50% before eliminating the unemployed population (while a significant number of yeomen farmers still remained).
For most European nations, it's indeed difficult to encounter penalties as high as -50%. However, this isn't necessarily the case for countries with populations exceeding a hundred million, like China,India,or in the late game of United States and Russia.
Боцман  [author]
Oct 17, 2025 @ 8:18am 
@AXAS
Focus on levelling up urban center PMs and try spreading industry across different states. With best PMs, maluses are really tiny for each level. I can't say it's ever become a major problem in my playthroughs
Oct 17, 2025 @ 7:26am 
The mod UrbanismPLus has a great concept, but its issues are also quite pronounced. In the game, the expansion of urban centers occurs too easily and accelerates excessively with technological progress. While more advanced production methods can reduce penalties, this benefit is often negated by the rapid growth of urban centers. For provinces with large populations or those requiring substantial manpower to develop resources, the construction penalty can easily stack up to -65% or even higher. Even with a fully staffed construction sector and edicts in place, the situation remains largely unmanageable. This is particularly noticeable when playing as nations like China or when developing resource-rich states such as California or Texas in the United States.
Oct 8, 2025 @ 8:32am 
None of the factories in my electronics business are producing, maybe there's something wrong with this mod
Oct 8, 2025 @ 5:41am 
@Боцман
I made a mistake. It was caused by another mod.
Боцман  [author]
Oct 6, 2025 @ 4:32am 
@Exbuar,
Can you tell more about it? Which technology got what? Where was it taken from?
Oct 6, 2025 @ 4:28am 
In version 1.10.3, the upper limit for the classification of medical institutions has been incorporated into the technology tree. We hope that the technology tree can be updated.
Oct 3, 2025 @ 2:20am 
@Боцман
I find it far too easy to pass the second agricultural revolution. More time should be spent taking peasants into farmers, and a larger part of the economy should be dedicated to farming directly.
Fertilizers are also far too early, you can get it industrially in a year or two, while IRL it took until 1903 for the first industrial method, in the Birkeland-Eide method.

I just believe that the game makes it far too simple to attain enough food for the increasing population, at most youre building the odd farm or fishery, while irl there were lenghty agricultural changes that led to the opportunity of increased agricultural efficency that led to the food surplus that was necessary for proper industrialization.
Oct 3, 2025 @ 1:11am 
@Боцман yup i am sure, kinda strange i know but i found the way to fix it, tnx to Z_nan :)
by the way @Боцман tnx for your mod) cant play in vic3 without this mod)
Боцман  [author]
Oct 2, 2025 @ 11:36pm 
@Z_nan,
I have PM reworks in mind, but no ideas how I could shift the situation you're talking about. Farming takes a lot of arable land, though. In large economies you cannot really rely on imports if you want your food industries to be profitable. So if I want to make player to build more farms - arable land becomes an issue.
Боцман  [author]
Oct 2, 2025 @ 11:33pm 
@General Johnny, you sure you have the mod updated? There is no way they are still broken
Oct 2, 2025 @ 11:18pm 
still cant build artillery factories :(
Oct 2, 2025 @ 12:48pm 
Copy, do you think it might be possible with a more realistic rework of farming and the food situation? Right now theres a far too small need for farming and similar, so its possible to have a far too high % of population in non farm industry early.
Боцман  [author]
Oct 2, 2025 @ 7:15am 
@Z_nan,
It is intended. These PMs now consume transportation, but in exchange, they save a lot more workforce than in vanilla. So you should build railways for transportation. Otherwise, urban centers could flood your market with transportation making your railways unprofitable.
Боцман  [author]
Oct 2, 2025 @ 7:13am 
Artillery is fixed.
Turned out that paradox fixed a typo in the building group that artillery foundries was a part of. This breaked all the mods that used artillery building, but were not overriding the building group.
Oct 2, 2025 @ 5:30am 
Appears to be an issue with the public transport options for urban centers, they cost transport, not provide.
Oct 2, 2025 @ 4:36am 
A fix for the artillery foundries issues, theres a minute bug within the zov_iexcore_Overrides file.
Under the building definition for artillery foundries you can find this:

building_artillery_foundries = {
building_group = bg_artillery_foundaries
icon = "gfx/interface/icons/building_icons/artillery_foundry.dds"
city_type = city
levels_per_mesh = 5

ai_nationalization_desire = 0.5 # AI generally does not want to privatize military goods industries

unlocking_technologies = {
gunsmithing
}

production_method_groups = {
pmg_foundries
pmg_automation_building_2500
}

required_construction = construction_cost_high
ownership_type = self

background = "gfx/interface/icons/building_icons/backgrounds/building_panel_bg_heavy_industry.dds"
}

Changing building_group = bg_artillery_foundaries into building_group = bg_artillery_foundries fixes the issue, theres simply one a inserted wrongly.
Oct 1, 2025 @ 1:31pm 
Is anybody else experiencing the problem where artillery foundries don't exist? The technology that unlocks them exists, and it says that it unlocks them, but they simply do not exist. It's not a mod conflict.
Боцман  [author]
Oct 1, 2025 @ 4:13am 
@KONGV0
I meant it to be like that. Until I do some work to balance the research properly, it's a temporary measure.
Oct 1, 2025 @ 2:38am 
Here is a BUG report:
country_literacy_rate = {
icon = gfx/interface/icons/timed_modifier_icons/modifier_lightbulb_positive.dds
country_weekly_innovation_max_add = 150
country_weekly_innovation_add = 150 !!!!!:steamfacepalm:
}
In your base static_modifier, it has a big problem with this weekly innovation add it should be fixed as " country_tech_spread_add = 75 " like the original version or do you have any specific reason for this, please explain it to the public. Thanks for your mod working.:steamhappy:
Sep 21, 2025 @ 4:09am 
Meant to add housing would also be a major one since it's a major requirement for human needs
Sep 21, 2025 @ 4:05am 
Concrete should be a good imo. Building expansion mod has some great things to go off of.
Боцман  [author]
Sep 21, 2025 @ 2:33am 
@BBMM, there are copper mines, do you know that?