Victoria 3

Victoria 3

Industry Expanded Core v13.0 [BETA 4]
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Update: 7 Jul @ 11:22pm

v13.0 BETA 4
Additions
-Added new building - Wiremills. It produces new trade goods - Wire, which will be commonly used in other industries.
-Added new technology - Metal Threading. It unlocks the new Wiremills building.
-Added new technology - Precise Metalworking. It unlocks several PMs for Wiremills, Glassworks and Textile Mills
-Reworked and rebalanced Motor Industries building, re-adding Experimental Engines PM
-Iron icon and name were changed to represent both iron and copper.
-Goods shortage penalty will decay much quicker.
-Nationalized buildings no longer reduce economy of scale
Pop Changes
-Pops will be less likely to consume services as Free Movement need.
-Pop with wealth level 10-14 will now consume Coffee and Tea at expense consuming fewer of other goods.
Other Tech Changes
-Vacuum Canning tech is now Era 2 (was Era 3) and unlocked after Baking Powder
-Pasteurization tech is now Era 3 (was Era 4) and unlocked after Vacuum Canning and Shift Work
-Oil Turbine tech is now Era 4 (was Era 5)
-Steam Turbine tech is now Era 3 (was Era 4)
-A lot more techs changed requirements

Update: 3 Jul @ 5:27pm

v13.0 BETA 3
-Reworked and rebalanced Furniture Manufactories building, re-adding Home Appliences PM
-Reworked and rebalanced Glassworks building, re-adding Houseware PMs
-Divided Trade Center employment by 10
-Lowering taxes now improves investment pool contribution efficiency
-Plastics Tech is now locked beyond Oil Processing tech

-Fixed Assembly Lines icon was missing
-Fixed Wrought Iron Tools were unlocked by a wrong tech
-Fixed Fuel Input localization

Update: 23 Jun @ 4:01pm

Update: 23 Jun @ 7:17am

v13.0 BETA 2
Added
-Refining tech
-Oil Refinery
-Fuel trade good
-Mobilization options that consumed oil now consume fuel
-Combustion Engine Derricks consume fuel instead of oil
-Late mining PMs consume fuel instead of oil
-Modern Ports now consume fuel
-New automation for Arms Industries and Artillery Foundries

Load, Ship & Road
-Reworked Railway PMs
-Added High-Speed Trains PMs

Update: 22 Jun @ 6:56am

Update: 22 Jun @ 5:13am

v13.0 BETA 1 for Vic3 1.9
We now have discord server! https://discord.gg/3QBTCvjzug

Removed
-Removed literally everything

Re-Added
-Road Networks (now in a seperate mod, check description)
-Paper Mills Rework
-Textile Mills Rework
-Automatic Machines, Mechanical Production, Electrification technologies
-Auto-Expansion rules to many buildings (now in a seperate mod, check description)
-Difficult Terrain (now in a seperate mod, check description)

Update: 14 Apr @ 1:27am

v12.5
-Extended Canning now needs electricity instead of oil.
-Fixed Anchorage PM for Port was giving country-wide MAPI modifier instead of local.

Update: 3 Apr @ 9:23am

v12.4
-Added +3% MAPI for Port building.
-Moved MAPI modifiers from Road Network and Railroad PMs and moved them to respective technologies. It may be less realistic and make less sense, but it's better for AI and is less annoying to deal with. Exception is latter railway PMs.
-Reduced Road Network transportation output.
-Balanced Luxury Clothes silk inputs.
-Reworked Fishing Wharves and Chemical Plants auto-expansion conditions.
-Removed Hauling PMG from Rice Farms
-Fixed Joint Electric Trains employment.

Update: 27 Jan @ 12:08pm

v12.3.1
-Removed Sugar from basic food needs since it would be overconsumed in some cases.

Update: 27 Jan @ 5:49am

v12.3
Additions
-Reworked Glassworks:
Added new PMG: Houseware with PMs:
- Wooden Appliances
- Metallic Utensils
- Houseware Plastics (this one was moved from main PMG)
Added new middle automation PM - Glass Rollers.
Glassworks is now more profitable than before.
Tweaks/Fixes
-Road Networks cost reduced from 600 to 400 construction.
-Food Standardization power bloc principle now has +5% food security instead of 0.5 SoL.
-Electric Streetlights PM now employs machinists instead of labourers.
-Railroads now will not auto-expand until Transportation is 25% higher than base price.
-Fixed Gas Streetlights PM for Urban Centers was more productive than it should.
-Fixed Munition Plants missing "Filler" PMG.