Victoria 3

Victoria 3

Fertilised Plantations & Other Agricultural Tweaks
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Update: 27 Jul @ 1:24am

- Reverted Tractors to using Engines rather than Automobiles, to avoid them being de facto locked behind combustion engines tech

Update: 27 Jul @ 1:19am

- Fixed a bug that meant the increased potash and charcoal production PMs weren't actually used
- Added Fur Production/Increased Fur Production PMs to Logging Camps that produce Silk (representing fur trapping)

Update: 23 Jul @ 12:42am

- Fixed a possible bug with the interim non-English localisation files
- Added Aquaculture to Rice Farms, a secondary pm that produces Fish
- Added Palm Groves to Millet Farms, a secondary pm that produces Liquor and Oil
- Allowed plantations to use tractors

Update: 13 Jul @ 5:49am

Updated to have a basic compatibility for non-English languages, though those production methods without localisation in the base-game already (eg: Cropdusting) will be in English still

Update: 17 Jun @ 11:36pm

Updated to 1.9, only change is mirroring the balance tweaks Paradox did to farms

Update: 24 Mar @ 7:40pm

Updated to fix a typo that meant Maize Farms lacked their trains

Update: 3 Mar @ 8:48pm

- Added Cropdusting as an improved automation PM, credit to MasterOfGrey for the idea, icon graphics and almost all of the coding of the PM

Update: 3 Mar @ 2:17am

- Farms can now use rail pms
- Automatic Irrigation split into Steam Irrigation Pumps (using coal) and Diesel Irrigation Pumps (using oil)
- Tractors now use automobiles instead of engines

Update: 27 Feb @ 4:08am

Updated to hopefully remove old versions of the file in the mod folder that was causing conflicts, thanks 蜀漢第二把交椅 for the heads up

Update: 26 Feb @ 9:45pm

Attempted to update the name of the mod to fix the typo in Agricultural