Victoria 3

Victoria 3

Industry Realism
Showing 11-20 of 43 entries
< 1  2  3  4  5 >
Update: 8 Jan @ 1:46pm

- Fix an issue where translation files could conflict with another mod's, causing translation strings to not display in-game

Update: 29 Dec, 2024 @ 11:43pm

- Updates to French localization

Update: 11 Dec, 2024 @ 5:49am

- Update for 1.8.6

Update: 5 Dec, 2024 @ 4:57am

- Update for 1.8.4

Update: 1 Dec, 2024 @ 11:18am

- Fixes for state traits and technology which grants hardwood throughput.

Update: 30 Nov, 2024 @ 7:26pm

- Hardwood is no longer a good. It has been consolidated into Wood. The line between what items should be made of hardwood or softwood, both in real life and in game, is blurry, and how to produce hardwood and softwood has been a pain point in this mod since the beginning. Therefore, the simplest approach has been to merge them into one good.
- This change has been added in a backwards-compatible way. After the update, any hardwood logging camps in your existing saves will now produce wood instead. When you start a new game, there will only be logging camps. In both cases, nothing in the world will produce or require hardwood.

Update: 28 Nov, 2024 @ 1:08am

- Fix the Guinness company to look at distilleries instead of food industries

Update: 26 Nov, 2024 @ 9:12pm

- Remove the override for the 00_default_ai_strategies file
I had been debating this for a while. The changes made to this file were to make the AI more likely to try to obtain silk and hardwood if they have the luxury buildings instead of the normal ones. However, due to the way the file is designed, the only way to make those changes was to override the entirety of the default AI strategies. This was really suboptimal, as it made this mod conflict with any other mod that wanted to change the AI strategies. This includes mods where it really matters, such as the Unofficial Hotfix Mod, Kuromi's AI, and VTM.
After two patch cycles debating this, and seeing more prevalence and stability from custom AI mods, I decided to remove this override. The upsides of improved compatibility should far outweigh the minor downsides to the AI (they should be able to figure out anyway that if they have a production method that requires silk or hardwood, they should probably try to get some of that).

Update: 24 Nov, 2024 @ 9:53am

- Per feedback, add a small amount of hardwood production to logging camps

Update: 21 Nov, 2024 @ 2:41pm

- Fix an issue where most of western Europe did not have starting buildings