Victoria 3

Victoria 3

41 ratings
Industry Realism
2
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
9.511 MB
Apr 6, 2024 @ 9:35pm
Jul 4 @ 7:20am
39 Change Notes ( view )

Subscribe to download
Industry Realism

Description
Tested With V3 Version: 1.9.5

** 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 only produce wood
  • Hardwood is no longer a good. It has been consolidated into Wood. The line between what items should be made of hardwood or softwood, both in real life and in game, is blurry, and how to produce hardwood and softwood has been a pain point in this mod since the beginning. Therefore, the simplest approach has been to merge them into one good.
  • This change has been added in a backwards-compatible way. After the update, any hardwood logging camps in your existing saves will now produce wood instead. When you start a new game, there will only be logging camps. In both cases, nothing in the world will produce or require hardwood.
  • 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.

81 Comments
limao Jul 4 @ 7:28pm 
any chance for a tech and res patch?
ghoetlol Jul 3 @ 9:36pm 
I have another save file with the same three mod playing as Egypt, haven't played enough time on it as my America save, but the problem has not occurred yet. BTW it is not caused by companies as I tried to disband all of them but the problem still exist. I've yet been able to reproduce the problem in other games and no others here seems to have this issue, so maybe it is a fluke and I'm SOL?
ExpedientFalcon  [author] Jul 2 @ 10:33pm 
@LAFN1996 Thanks, I will fix that within the next couple of days

@ghoetlol Is it only happening in that same save file, or does it persist if you start a new save file? Sometimes Vic 3 mods can leave remnants that persist in a save file even if you delete the mod.

@EatTheRich Check out An Economist Plays on Youtube, he has a Discord server with a mod list which includes this mod and many others. My personal mod list differs slightly, the biggest change being that I like to run BPM rather than PEC.
EatTheRich Jul 1 @ 4:34pm 
Hi expedient, what kind of mods do you like to run in combination with Industry Realism?

do you maybe have a mod list?:steamsunny:
ghoetlol Jul 1 @ 3:32am 
Hi! I was playing US with this mod and two other cheat mod. Initially it was all fine but after a certain time point opening the market interface crashes my game. It kept happening even after I set this mod as the only one running. Got any idea why? Thanks!
LAFN1996 Jun 30 @ 2:42am 
Klabin Irmaos (and probaby some other companies) has their prestige goods as a variant of hardwood, plz fix it. Thx
ExpedientFalcon  [author] Jun 23 @ 1:26am 
@Norym thanks, I agree that does make more sense. I will also update this within the hour.
ExpedientFalcon  [author] Jun 23 @ 1:24am 
@Antroid Thanks, this will be fixed in the next patch (coming within the hour). It's a bit odd that this is also the behavior in the base game, although the base game does have livestock ranches as part of the basic fabrics company, having meat as the prestige good doesn't make a whole lot of sense...
Antroid Jun 22 @ 8:00pm 
company_basic_fabrics has prestige_good_generic_meat despite not being able to own meat
OrdinalChaos Jun 21 @ 10:48am 
Ah my bad I see in in the description now. Not compatible with mods that change the location of states