Victoria 3

Victoria 3

Industry Expanded Core v13.0 [BETA 4]
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Update: 24 Jul, 2024 @ 3:09pm

v11.4
-Transportation is now a non-local good (does anyone like microing railroad PMs so they don't drain your budget?)
-Fixed auto expansion in states with insufficient infrastructure.
-Reverted base MAPI to 75%. It being 90% was not intentional.
-USA, UK, Belgium, Prussia and France start with Mechanical Production tech researched.
-Added starting Luxury Clothes Factories to UK. No starting employment, needs some time to hire.
-Chainsaws PM now consumes Fuel instead of Oil and gives a little Wood output bonus.
-IEX doesn't apply "Difficult Terrain" state traits if VTM is active. VTM should be loaded after IEX.
-Removed +10% construction efficiency from Road Maintainance decree.
Innovation Tweaks:
-Base weekly innovation cap reduced 75 >> 60 (50 in vanilla)
-Base weekly innovation increased 50 >> 60
-Literacy scaled weekly innovation cap increased 150 >> 180
-Literacy scaled weekly tech spread increased 75 >> 90

Update: 24 Jul, 2024 @ 5:41am

v11.3
-Reworked automation for Food Industries, added a new PM, unlocked by Steam Turbine.
-Reworked Furniture Manufactories. Luxury Furniture production can now be adjusted better.
-Re-Added Tractors for Rice Farms.
-Adjusted pop growth and migration logic.
-Adjusted pop needs.
-Removed one late game PM from Tooling Workshops. It uses both rubber and plastic.
-Nerfed Privately Funded Secondary Education institution.
-Fixed Landing Craft tech wouldn't give its bonus.
-Improved Logging Camps Auto-Expansion logic.
-Fixed paper and transportation output modifier loc.
-Fixed missing meshes errors.
Innovation cap adjustments are back:
- Innovation cap 50 >> 75
- Base tech spread 25 >> 40

Update: 22 Jul, 2024 @ 4:38am

v11.2
-Removed Copper and Machine Parts trade goods due to balance issues (mostly AI and a major early game economic slowdown))
-Iron renamed to Metals, Steel renamed to Alloys, also new icons.
-Fixed more errors. Mod should be fully playable now.

Update: 20 Jul, 2024 @ 2:32pm

v11.1
-Removed ownership PMGs from buildings where they remained.
-Fixed missing modifiers from technologies.
-Fixed some critical errors.
-Fixed some loc issues.

Update: 20 Jul, 2024 @ 9:36am

Update: 20 Jul, 2024 @ 9:10am

Update: 20 Jul, 2024 @ 9:07am

v11.0
Industry Rework
Production methods were reworked for some industrial buildings to fit the following scheme:
- PM1: Assembly Method (tools, equipment, power and additional materials used to manufacture the good)
- PM2: Base (materials used for the main output)
For example, now you can apply your advanced technology to produce more paper more efficiently, though you don't have any sulfur. But if you get sulfur, you can further increase your paper production efficiency.
Military-Industrial Complex
Owner pops employed in military factories (arty, small arms, munitions, shipyards) can now join Armed Forces IG, boosting its influence from military production.
Secondary Education
A new institution was added, Secondary Education. You can use it to improve literacy of your pops. The institution is unlocked by a new law group, which becomes accessible after researching respective technology in the society tech tree. Many ideologies that should have but didn't, now do care about education system.
Other Features
-Construction efficiency debuffs in densely forested states can now be negated by researching Steam Donkey
-Construction efficiency debuffs in mountainous states can now be negated by researching Dynamite and Pneumatic Tools.
-Added a Refining Concern company, providing buffs to Oil Refineries, Sugar Substitute Factories and Synthetic Plants.
-Reworked Machine Parts Factories, added 2 new PMs - Simplified Machines and Compact Machines. Machine Parts can now be produced without Copper.
-Added an option to produce Artillery without Copper using 2 new PMs (less efficiently than WITH)
-Oil Refineries now have an option to produce synthetic oil only.
-Added Luxury Clothes Factories as a seperate building. Completely reworked textile mills.
Tweaks
-Nationalized buildings don't reduce maximum economy of scale modifier.
-Electricity is now a non-local trade good.
-Output shortage penalty now comes if any input good is 30% above base price, rather than 50%.
-Oil Streetlights PM now provides infrastructure.
-Nerfed Promote Social Mobility decree, but reduced authority cost.
-Reworked Electric Streetlights PM.
-Halved Barracks construction cost.
-Increased base max Road Network level by 1.
-Increased base tech spread from 25 to 40.
-Increased university innovation output.
-Added -10% enactment time to Identification Documents tech.
-Reduced employment of officers for earlier training methods.
-Publicly Traded PM for Distilleries is available with Pot Stills PM, not only Patent.
-Combustion Engine Derricks PM for Oil Rigs now uses Fuel instead of Crude Oil.
-Wine production for Distilleries is available without tech requirements.
-Removed Petcoke from Oil Refineries

Update: 12 May, 2024 @ 4:16pm

v10.5
-Fixed high-speed diesel trains needed electricity and didn't produce pollution.
-Fixed "Full Chemical Treatment" PM for Lumber Mills could be activated without state electricity supply.
-Fixed Lumber Mills couldn't auto-expand.
-Moved "Patent Stills" PM from Crystal Glass tech to Shift Work tech.
-Fixed forestry ownership PMG localization.
-Fixed AI would not research Gravel Roads tech.

Update: 29 Apr, 2024 @ 5:35am

Update: 24 Mar, 2024 @ 1:14am

v10.4
-Added machine parts and copper priorities to AI strategies. This should make AI build them more.
-Reduced low SoL negative impact on capitalist/aristocrat qualifications.
-Buffed Lumber Mills
-Fixed various russian localization issues
-Fixed no localization for fuel input multiplier
-Massive auto-expand improvements. Many buildings. now should auto-expand if good's market price is higher than base price.
-Fixed Copper Mines didn't have a mesh.