Victoria 3

Victoria 3

195 ratings
Gas, Guns, Garb, and Grub
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678.862 KB
28 Apr, 2023 @ 10:41pm
6 Jul @ 3:02pm
16 Change Notes ( view )

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Gas, Guns, Garb, and Grub

In 2 collections by 1230james
The Imperialist's Inventory of Implements
127 items
James's Vic3 Mods
32 items
Description
Gas, Guns, Garb, and Grub
Expanded military logistics representing fuel, weapons, uniforms, and rations

Overview
Gas, Guns, Garb, and Grub (GGGG, 4G) is a mod which adjusts naval units and adds army mobilization options to replicate the need and development of fuel, firearms, fashion, and food for your military.

4G adds new mobilization options to implement most of its changes. Changes include three new mobilization option groups with all-new mobilization options allowing you to outfit your armies with the latest in uniform archetypes and furnish your soldiers with increasingly fresh rations as technology develops. A third mobilization option group serves to make gun-related technologies more impactful by adding mobilization options to represent firearms development. As better types of firearms are developed, your infantry can go to battle with increasingly powerful weapons - or if times get rough, they may be forced to fight with more primitive arms.

Naval unit types are also adjusted to include coal and oil usage to better represent the cost of operation of more advanced warships sailing under power.

For more in-depth details, check the Detailed Rundown pinned discussion!

Foreign Languages
• Русский / Russian
简体中文 / Chinese
Français / French
한국어 / Korean
Türkçe / Turkish

Related Mods
Lock and Loaded - adds MOs for ammunition and related PMs for ammunition factories

Mod Compatibility
Players using Timber to Steel no longer need a compatibility patch, as TTS adds fuel to naval units by itself and the two mods otherwise do not collide.

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This mod overwrites the following vanilla files:
gui/panel_military.gui
This file defines the entirety of the Military panel. 4G makes minor changes to the Mobilization tab here to reorganize the layout of mobilization options to fit the extra options it adds.

This mod overwrites the definitions of the following units:
combat_unit_type_monitor combat_unit_type_destroyer combat_unit_type_torpedo_boat combat_unit_type_scout_cruiser combat_unit_type_ironclad combat_unit_type_dreadnought combat_unit_type_battleship combat_unit_type_submarine combat_unit_type_carrier
All units were changed to add coal or oil as input goods and to have their upgrade restrictions removed, but were otherwise unchanged.

This mod overwrites the definition of the following event:
technology_events.50
This event is the can opener event (titled "Can-Do Attitude"). Its trigger behavior has been tweaked slightly such that it only fires when having adopted certain PMs added by this mod.

In short: this mod is NOT COMPATIBLE or may behave strangely if combined with mods that do any of the following:
• Change the Military panel UI
• Change the can-opener event
• Change most of the vanilla navy unit types

This mod also comes with events that have hard-coded research bonuses based on the vanilla tech tree. These events may behave strangely if the tech tree is modified. The society technology tree is not used by this mod, so changes to the society tech tree will not impact this mod.

For modders: Please check the GitHub repository for a couple more notes regarding making compatibility patches or tweaks.

Loading Order
This mod works alone and may be placed anywhere.

If you're having troubles with getting the mod to work correctly with other mods, try placing this mod lower in (towards the bottom of) your mod playset.

DLC Requirements
This mod does not rely on any DLC features, so you should not need any DLCs.

Permissions
YES, you may include this mod in any modpacks/collections/whatever.
YES, you may use this mod as a base to create your own. Credit and a link back here would be very much appreciated!
YES, you may translate this mod into other languages. DO upload your translation as a separate submod to the Steam Workshop - I don't like maintaining translations in the main mod. I will link translations here if you make them and post them to the workshop.

Credits
• Many thanks to Asayano_Tangke for help with creating some of the flavor text.
• Inspired by the Guns of Glory mod
• CrazyZombie for his Russian localization

Links
GitHub repository[github.com]
Paradox Mods page[mods.paradoxplaza.com] (no longer maintained)
134 Comments
KKT 6 Jul @ 3:11pm 
Yayyy! Thank u kindly for the update! :steamhappy:
1230james  [author] 6 Jul @ 3:04pm 
Should be good to go for 1.9 now, thanks for waiting
Kadaeux 1 Jul @ 5:17am 
ur cute and so are ur mods
1230james  [author] 30 Jun @ 8:05pm 
@xDreamZ
Got uhhhhhh a little bit distracted over the last weekend so I ended up taking an impromptu break from modding. I have a long weekend for July 4 and the end of this week so I'll try to hammer out some overdue mod updates then. Can't guarantee that this one in particular will be ready this weekend but I'll try to make an effort.

@BBMM
As expected - they slightly changed how manpower in military units are defined in 1.9 so this using pre-1.9 definitions will cause navies to hire nobody. It will be addressed.
BBMM 30 Jun @ 5:26am 
Hi dude,this mod may cause numbers of soldier in navy base to 0.which means I can't employ anyone to my navy base and I can't have even one ship in my fleet.This problem occurs in 1.9.5
xDreamZ 29 Jun @ 3:04pm 
when can we aspect a update
1230james  [author] 23 Jun @ 5:57am 
I'll mark the mod as 1.8 for now
Moeshevik 23 Jun @ 2:10am 
military_formation_panel.gui needs a tweak to better fit the MOs ui when multi-select formations:ArmedForces:
1230james  [author] 22 Jun @ 11:46am 
iirc the current name is Primitive Weapons.

The idea was to have a significant gap between armies with guns and armies without guns. I thought it would make more sense to give the no-guns a debuff that Flintlocks cancel out rather than starting from 0 and having Flintlocks boost stats up, since doing it this way would avoid any downstream effects of everyone having +25% stats for the whole game.
Pamparampampamparam 22 Jun @ 11:19am 
It seems redundant that Flintlocks would give +25% stats while melee weapons would give -25% stats. You could keep one modifier while changing the other to just have no effect. Also think that 'Melee Weapons' should be 'Personal Weapons' to reflect the variety of weapons you'd find in an unstandardized army. Apologies if that screenshot is outdated as well.