Victoria 3

Victoria 3

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Industry Realism
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2.939 MB
Apr 6, 2024 @ 9:35pm
Aug 12 @ 6:04am
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Industry Realism

Description
Tested With V3 Version: 1.9.8

** If anyone experiences any bugs, please report them in the comments. **

  • Reworks buildings that have multiple potential outputs to only have one primary output, except shipyards. Why? Shipyards represent a technological progression. All of the other buildings represent two separate outputs that should be coming from two separate factories.
  • Creates a new building type for the alternate outputs
  • Some building inputs were changed to be more historically accurate
  • Places those new buildings in appropriate states on the starting map
  • Updates companies and events around those buildings in ways that hopefully make sense
  • Adds some buildings for artificially creating oil and rubber, quite far in the tech tree, to make playing tall more viable

Full list of building changes:

  • Food Industry: now only produces groceries
  • Distillery: new building uses sugar to produce rum, or grain to produce grain alcohol (vodka, beer, sake, etc.), both represented by generic "liquor" good
  • Textile Mills: now only produces normal clothing
  • Tailoring Workshop: new building produces luxury clothing
  • Furniture Manufacturies: now only produces normal furniture
  • Luxury Furniture Manufacturies: new building produces luxury furniture
  • Glassworks: now only produces glass
  • Pottery Mills: new building produces porcelain
  • Synthetics Plants: now called dye plants, they produce dye from coal
  • Rayon Plants: new building, produces synthetic silk from wood
  • Motor Industry: now only makes engines
  • Automobile Factory: now only makes automobiles
  • War Machines Industry: new building, makes tanks
  • Aircraft Industry: new building, makes aeroplanes
  • Electrics Industry: renamed to Telephone Industry, now only makes telephones
  • Radio Industry: new building, makes radios
  • All Farms: no longer have the option to produce fruit
  • Rye Farms: no longer produce potatoes
  • Fruit Orchards: new farm building, produces fruit and a small amount of sugar
  • Livestock Ranches: now produce meat and a small amount of fabric (leather) and fertilizer. input goods have also been rebalanced. cows and pigs eat a lot.
  • Wool Farms: new building, produces fabric and a small amount of fertilizer
  • Logging Camps: now produce both wood and hardwood at a 80/20 split
  • Previous revisions have attempted to either distribute hardwood across the world in realistic locations, but this led to balance issues, or to remove hardwood as a resource, but this led to incompatibility issues with several mods and made maintaining the mod more painful. So this approach seems to be the most reasonable one at the moment.
  • This change has been added in a backwards-compatible way. Trade routes may need a few in-game months to respond after loading an existing save, but the game will reach an equilibirium with hardwood as a resource again.
  • Synthetic Rubber Plants: new building, unlocks from Plastics, produces rubber from liquor and sulfur (historical precedent: https://en.wikipedia.org/wiki/Polybutadiene#History )
  • Synthetic Fuel Plants: new building, unlocks from Electric Arc Process, produces oil from coal and iron (historical precedent: https://en.wikipedia.org/wiki/Fischer%E2%80%93Tropsch_process#History )

Why no synthetic this or that?

There simply wasn't historic precedent for things such as synthetic coffee, tea, or opium. Synthetic opiates, for example, were not invented until 1960, which does not fit the timeframe of the game.

Why use this instead of Industry Expanded?

I wanted a mod that does not introduce any new goods. Industry Expanded is a great mod, it's simply not what I'm looking for. I wanted something lighter weight. You're free to choose whichever one you prefer.

Compatibility

This mod is compatible with most mods that do not touch the buildings above or alter the start locations of buildings on the map.

96 Comments
thanks for the reply! After testing some stuff and making some changes, i agree. Now I usually get error messages like this:
[20:16:28][pdx_assert.cpp:628]: Assertion failed: New generated leader Character Leopold Bór-Komorowski (5376) for Interest Group Intelligentsia (363) was not set as the interest group's leader during character generation

maybe a PEC issue
ExpedientFalcon  [author] Aug 11 @ 12:19am 
Those errors are likely unrelated to the crashes, as the game will fall back to a default production method (and then the AI will fix it) when that happens. They've been in the logs for a while, and while they are annoying, they don't appear to harm anything other than cluttering up the logs. It's likely your crashes are coming from a different mod. It's not impossible that it's this mod, but I've been playing through with no issues.
I keep crashing, and stuff like this in regards to production methods fills the error log:
[16:14:51][jomini_script_system.cpp:247]: Script system error!
Error: create_building effect [ Invalid production method: pm_simple_ranch ]
Script location: common/history/buildings/11_east_asia.txt:3361

[16:14:51][jomini_script_system.cpp:247]: Script system error!
Error: create_building effect [ Invalid production method: pm_ceramics ]
Script location: common/history/buildings/11_east_asia.txt:3413

[16:14:51][jomini_script_system.cpp:247]: Script system error!
Error: create_building effect [ Invalid production method: pm_no_hardwood ]
Script location: common/history/buildings/11_east_asia.txt:3426

I suspect this is an issue from this mod, as it changes production methods. Not sure if it is the main reason i'm crashing though
ExpedientFalcon  [author] Aug 7 @ 2:11pm 
For now I've rebalanced the ratio to give even more normal wood. I was originally unsure of what the ideal ratio would be, since late game requires more hardwood for a variety of things. If there continue to be balance issues then I'll look at a different approach.
SCHEMIXUS Aug 7 @ 2:34am 
im having troubles whatever i do there is almost everytime wood shortage. Meanwhile enormous amount of hardwood surplus. In my opinion making only the logging camps like it was in vanilla could be more managable. Thank you in advance.
ExpedientFalcon  [author] Aug 6 @ 5:05am 
It was the auto-formatter... well, partly. Vic3's translation files don't use a standard yml format but they put it into yml files. So when the IDE auto-formats it, it breaks the game's ability to read the translations. Paradox... why not just use standard yml format???
ExpedientFalcon  [author] Aug 6 @ 5:00am 
I'm not entirely sure how that happened, something must have gotten borked in the publish. I'll get it fixed today.
Fireiy Aug 6 @ 12:52am 
Localization for several buildings in english appear to have been broken, including fruit orchards, wool farms, distilleries, luxury furniture, pottery mills and tailoring workshops.
clauviadius Aug 5 @ 9:16pm 
I said why just yesterday I found no hardwood but today it suddenly comes out. turned out to be new update here lol

but after the update most of the new buildings (luxury tailor/furniture workshops) are displayed as tag name (like building_tailoring_workshops) rather than normal names, is this expected?
ZEEDLINK Aug 5 @ 5:55pm 
I was looking for a mod like this, thanks.