Victoria 3

Victoria 3

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Timber to Steel - Naval Expansion Mod
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72.142 MB
May 27, 2023 @ 12:41pm
Aug 12 @ 6:03pm
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Timber to Steel - Naval Expansion Mod

Description
Timber to Steel
Timber to Steel is a mod focused on the naval aspect of Victoria 3. Although it can't fundamentally change the mechanics of the game, it adds new buildings, production methods, goods, events and other additions, to give a fuller naval experience.

Notice
The mod has been updated to 1.7, and should be working now.

Main Features
  • New Unit Types: The mod adds several unit types, such as Screw Frigates, Pre-Dreadnoughts and Fleet Carriers, to smooth out the tech tree and provide a more uniform progression.
  • New Research System: Modern ship types such as dreadnoughts are now researched through a journal entry, with additional requirements.
  • New Unit attributes such as armor, penetration, and torpedoes, which can trigger certain battle conditions.
  • Navy Professionalism: Each country has a level of Navy Professionalism, that can be increased or lowered through events or decisions. It impacts a navy's combat performance and might trigger additional events.
  • Buying and Selling of Ships: Countries that don't have access to advanced ship technology might instead choose to purchase the capability from another power, for a cost.
  • Naval Treaties: Late in the game, Great Powers might call a disarmament conference and agree to downsize their navies.
And more: New events, journal entries, characters, etc.

Planned Content
Future content will hopefully include integrating Voice of the People content, a way to exercise gunboat diplomacy, orders to blockade enemies at war, and more events and flavor for existing features.

Translation
Thanks to Koyomim for the Brazilian Portuguese translation.
The Chinese translation is included in
https://steamcommunity.com/sharedfiles/filedetails/?id=2880069248&tscn=1701765105

Contact
For feedback, suggestions or bug reports, visit the #timber-to-steel channel on the Victoria 3 Modding Co-op Discord Server
https://discord.gg/RdUEKRjZHj
171 Comments
indexo4  [author] Aug 10 @ 6:03pm 
@Farelin
I appreciate the effort, but I believe it would be better if translations were made in a separate mod. I can't guarantee they would stay updated as the mod changes.
Farelin Aug 2 @ 5:18am 
I've done the localization in Russian. Add to the mod
https://drive.google.com/file/d/1LeAzTcXXxKtlCYxtEYpBOz8GLOHjgcvO/view?usp=sharing
Meaty Citadel Jul 24 @ 5:26am 
can i use this with total conversions e.g. divergences?
indexo4  [author] Jul 23 @ 5:04pm 
As far as I know, it should be compatible with 1.9.7
cmiln01 Jul 23 @ 2:08am 
Please update to 1.9.7
indexo4  [author] Jul 10 @ 2:34pm 
Mod should be updated to 1.9.6
1230james Jul 7 @ 7:12am 
@Stoogie
They're meant to be unlocked via journal. Check your decisions after you research Pre-Dreadnoughts.
Ghost_Warrior Jul 7 @ 2:23am 
Was looking at the files and I noticed your modifier_types_definitions don't have ai_value.
I think it would be important for the AI to add some in comparison to the vanilla ones so the AI knows what to go after.
For example i think the Navy Professionalism and Armor ones should have some defined ai_value, while the Unit Specific Offense/Defense ones should probably just have ai_value=0. And also zero for the goods/buildings ones.
Stoogie Jul 7 @ 1:33am 
I've discovered that the "Steel Shipbuilding", "Turbine-Powered Ships", and "Large-Scale Shipbuilding" techs do not exist in the tech tree, making it impossible to build dreadnoughts and forcing me to keep building man-o-wars. It seems to me that these techs should simply be incorporated into the tech that unlocked the units in question, rather than be a separate technology.