Victoria 3

Victoria 3

Heart of Appalachia, An Atompunk Mod
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Update: 15 Jul, 2024 @ 12:46am

Updated description for launching nuclear strike for better clarity.

Farms and plantations no longer employs clergy.

Nerfed Re-balanced mega greenhouse and advanced production method in plantations.

Added a diplomatic action to give certain techs.

Ever wanted to exploit cheap labor help your spherelings develop an up-and-running mega-greenhouse plantation industry, but find that maximum level you can invest is 0 because they don't have tech? Well, now you can benevolently give them a non-researchable tech that does nothing other than adding max level of certain buildings, and a few tech that give them advanced production method. Don't worry--they still need proper research to build the building themselves.

AI will always agree to such proposal. The proposal is possible only if you have investment rights, investment agreement, or in same power bloc, and the receiver does not have the tech already researched.

Update: 11 Jul, 2024 @ 4:07am

Peasant Levies no longer give conscript artillery and cavalry.

Update: 9 Jul, 2024 @ 12:01am

Update: 4 Jul, 2024 @ 1:39am

Update: 28 Jun, 2024 @ 7:23pm

Vanilla electric generator is back now.

AI no longer subsidize railroads.

Update: 27 Jun, 2024 @ 7:20pm

Doubled resource for Russia region.

Nuclear strike now limited to direct initiator/target, and great powers.

Update: 27 Jun, 2024 @ 12:56am

Fixed modifier adding issue.

Minor revision to English description of certain tech (and grammar mistakes. Insert [English is not my first language] excuse here).

更新科技部分的中文翻译(ChatGPT 机翻润色)

Update: 25 Jun, 2024 @ 4:49am

1.7 Compatible

Update: 7 May, 2024 @ 3:15pm

Changes:

Updated the random map generator script. The map resource generator python notebook (in the files, not in game) now support using fixed random seeds.

If you start a new game, you would see a different initial resource distribution (different from last version)

Fixed map issues with South America.

Added 2 new intermediate naval units (tier-4 tech, 'long lance cruiser' and 'atomic dreadnought')

Rebalanced the cost and stats of naval units (mod only. vanilla stats remained the same)

Rebalanced military industry production methods.

Certain military units/mobilization options may now be unlocked by production tech in addition to military ones.

Slightly (+20 per level) increased mechanists employment of advanced automation production method (tier-5 techs) at the cost of slightly less (-10 per level) engineer employment.

Update: 19 Mar, 2024 @ 10:02am

This update is mainly on rebalancing.

SAVEGAME NOT COMPATIBLE

Changes:

Re-balanced all production methods. Nerfed productivity for mid-game and increased late-game productivity. Removed laborer job with late game automation.

Removed Cloning Vats as AI are too stupid to handle it. The technology "Human Cloning" Now give a flat bonus to birth rate of accepted cultures.

Added much higher SOL Expectations from technologies.

Removed some technology in base game.

Moved some technologies to military technology tab.

Slightly nerfed military unit statistics.