Victoria 3

Victoria 3

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Sustainable Resource Buildings Expansion
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6.109 MB
3 Sep, 2024 @ 8:46pm
18 Jun @ 7:26am
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Sustainable Resource Buildings Expansion

In 1 collection by zzzwww
zw's Vic3 Mods
17 items
Description
This mod cannot be installed mid-game. Starting a new game is required.

Updates
18.06.2025
  • Updated for 1.9.

What does the mod do?
  • This mod is aiming to solve the late game resource shortage while trying to maintain the game balance and the characteristics of different regions.

  • It adds:

    • New Resource Buildings with New Mechanisms to determine the resource cap
    • New Technologies to unlock the above buildings and to Add Arable Land
    • New Journal Entries to unlock these new technologies

  • Simply adding unlimited resource might ruin the game balance and make all states lose their characteristics. To avoid that, this mod introduces some mechanisms to limit:

    • When and where these new buildings can be built
    • How many current levels can be built

  • This means although resources are unlimited for long term, their locations and extraction rate are limited.

How does it work?
  1. The New Journal Entries (JEs) will be activated if there are already enormous resources being sold in the market but the demand still cannot be met (image 6~7).

  2. The technologies to unlock the New Resource Buildings (NRBs) and to Add Arable Land will be acquired after Completing the JEs.

  3. These NRBs and the resources they produce are:

    • Coal Mining Center -> Coal
    • Sulfur Mining Center -> Sulfur
    • Iron Metallurgical Center -> Iron
    • Lead Metallurgical Center -> Lead
    • Oil Exploration Center -> Oil
    • Oceanic Fishery Port -> Fish
    • Synthetics Rubber Plants -> Rubber
    • Composite Wood Factory -> Wood and Hardwood

  4. NRBs can only be built in states that are already producing plenty of the corresponding resources, which means controlling regions that are rich in resources is still important (image 8~11).

  5. NRBs have max levels, but these max levels can be gradually increased (image 4), which means although the total max level can be increased unlimited times, controlling more resource producing states would make this process much faster.

  6. For Coal, Iron, Sulfur, Lead and Oil, only one type of the NRBs can be built in a state, e.g., it's impossible to have both "Oil Exploration Center" and "Coal Mining Center" in the same state, so controlling different states for different resources is still important.

    Important: To make sure the NRBs' type in a state can always be decided carefully, private sector won't build them until the government sector built the first one in a state.

  7. Arable land can be increased once a year when available arable land is countrywide insufficient. Only arable land in states that have great agricultural potential will be increased and the number of states are limited by agricultural budget (image 5 and 12), which means controlling agricultural regions is still important for corps production.

Features of the new resource buildings
  • Each NRB has almost the same productivity and profit as its vanilla building, but double the construction points and needs more infrastructures.

  • NRBs can be built in subjects. To do that, either the subject needs to unlock the NRBs or "Technology Transfer (TT)" needs to be enabled first (except NRBs for wood and rubber). TT costs money and has a chance each month to increase the max levels of the corresponding NRBs in subjects.

  • If you want to build a NRB in a foreign country other than subjects, then this country has to unlock this NRB first (except NRBs for wood and rubber).

  • If both an overlord and its subject A have unlocked a NRB, then its max level in subject A is determined by:
    max level A = max level from overlord TT + max level from subject A itself.

  • If a subject was transferred to a new overlord, the "max level from overlord TT" would be preserved, the new overlord can't increase it until they can provide higher levels than the previous overlord:

  • If both an overlord A and its subject B have unlocked a NRB, then both A and B can increase its max level in B's subject C:
    max level C from TT = maximum(max level from A TT, max level from B TT)

AI Behaviour
  • AI countries are also allowed to complete the JEs.

  • AI countries will also try to use the features when certain conditions are met.

  • When AIs decide what to build, they consider each NRB as its vanilla building, except "Synthetics Rubber Industries" as heavy industry and "Composite Wood Industries" as light industry.

  • Because technically resources are unlimited, AIs are less willing to build them in foreign countries when they are also domestically available.

Small Country Patch

Compatibility
  • No vanilla files are overwritten so it should be compatible with most mods.

Localization
  • English, Chinese.
    Other languages use English text.

All My Vic3 Mods
Up-to-date mod collection: zw's Vic3 Mods
101 Comments
应该不行,不在公司的产业内
五条健 30 Jun @ 9:41pm 
想请教一下,mod添加的额外资源建筑,能否像原版建筑一样被公司收购,受到公司的加成,还有名贵商品的加成等等这些东西呢?
zzzwww  [author] 27 Jun @ 8:16am 
@咖啡不加糖 我不是很确定你说的“第一个图片的资料”是什么还有为什么他们要“在游戏里”,但日志条目有显示条件和激活条件,显示条件满足后日志条目会出现在未激活日志里,两个条件都满足后日志条目才会激活,这是游戏的自带的机制,而且所有的条件在图片7里都说明了。
咖啡不加糖 27 Jun @ 2:14am 
mod添加的日志条目不显示
现在的问题是:第一个图片的资料,在游戏里都没有找到,我开很多工厂调试,也不出来日志
HazelThyme 26 Jun @ 10:49am 
Is there any reason you are preventing multiple centers from being built in the same province?
zzzwww  [author] 25 Jun @ 9:26pm 
@咖啡不加糖 如果你指的是“mod添加的日志条目不显示”:
1. “当市场中已有大量资源在售,但需求仍无法被满足时,新日志条目将会被激活(图片6~7)。”
2. 建议先阅读mod描述。
咖啡不加糖 25 Jun @ 8:57pm 
为什么添加的MOD在日志都不显示了
Aurelius 23 Jun @ 7:39am 
期待大佬下次更新,能把新增加资源建筑的公司做出来,这样就可以享受新版本的公司超高加成和名贵产品了
jwanakin 20 Jun @ 2:54pm 
Thanks for the 1.9 update my G.
Caesar's the Imperator 28 Apr @ 8:33am 
is it compatible with morgenrote?, great work tho, I have tried it alongwith kuromi's ai and somehow Russia, uk & German able to touch 1b gdp