Victoria 3

Victoria 3

Explosives Industry
24 Comments
Prompt 2 Feb, 2023 @ 7:11am 
Coal powered explosives? No sulfur? No Fertilizer?
HEY ATF, DONT WORRY ABOUT THIS GUY! :secretweapon_hoi:
Thadom570 26 Dec, 2022 @ 11:13pm 
Explosives Industry is included in Victoria III Improvement Collection 維多利亞三世改進系列 (V1.1.0 12/26/22). With 88 working mods. I provide you with the order list you just copy and paste, No sorting manual work needed, enjoy!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2882898702
Andronikos 20 Dec, 2022 @ 10:05am 
I love you @Anbeeld
Anbeeld 19 Dec, 2022 @ 6:41am 
bholic0990 30 Nov, 2022 @ 9:08am 
Can this mod be translated into Korean?
asman92 20 Nov, 2022 @ 7:50am 
Hey, could this mod perhaps be tweaked a bit? What I mean is, there seems to be an issue at the start with no countries producing explosives. So I got an idea, what if the fertilizer plants would produce a reduced amount from before, in order to keep munitions plants from going idle. A dedicated explosives plant would be enabled later with technology? Just a thought...
Imperialist  [author] 7 Nov, 2022 @ 10:08pm 
@Flamboyant Schemer61, that's with Anbeeld
Flamboyant Schemer61 7 Nov, 2022 @ 3:34pm 
I love your mod but we need a compatibility patch with the ai mod :(
Imperialist  [author] 6 Nov, 2022 @ 2:24pm 
@ Hotfix

- Fixed an issue in the booming industries journal entry that required explosives production methods in chemical plants.

Enjoy!
Imperialist  [author] 6 Nov, 2022 @ 8:40am 
@Soter - Dave thanks, will fix it!
Soter - Dave 6 Nov, 2022 @ 4:50am 
This mod makes it impossible to complete the "Booming Industries" journal entry as it requires your chemical plants to have one of the 4 explosives processes.
SpartanFishy 1 Nov, 2022 @ 8:57pm 
Based on my games so far, I think there needs to be some kind of green production method change that reduces the labour needed for this building, similar to most other buildings in the game. Late-game the building starts having issues competing with other industries.
Glowner 1 Nov, 2022 @ 7:35am 
i mean sure, but by then you should have electricity and be able to produce such a lions share of explosives vs fertilizer that it isnt an issue
Imperialist  [author] 1 Nov, 2022 @ 7:07am 
At some point it becomes impossible to just keep exporting fertilizers, it will result in unprofitable, unproductive and inefficient trade routes which will lead to them deactivating automatically
Imperialist  [author] 1 Nov, 2022 @ 7:07am 
@Glowner this whole mod is to solve this issue
Glowner 1 Nov, 2022 @ 6:00am 
for anyone struggling to create enough explosives because the factory isnt hiring enough by default, just export your fertilizers to make them more profitable
Imperialist  [author] 31 Oct, 2022 @ 8:37pm 
@Nimta I see, well i'd like to keep this mod. Thank you!
Nimta 31 Oct, 2022 @ 7:54pm 
No, I meant that historically fertilizers and explosives were made in the same place with the same chemicals, just slightly differently. Depending on the fertilizer, some of them are themselves also explosive. Separating the explosives and fertilizers entirely is however nice for game design reasons I'd rather not go into. Either you keep this mod as is or delete it entirely, there's no other real alternative.
Imperialist  [author] 31 Oct, 2022 @ 6:48pm 
@Twisted Bliss makes sense, i'll release an update soon that makes it consume fertilizers!
SkyRipper 31 Oct, 2022 @ 12:06pm 
@Imperialist i think Nimta meant that explosives are made from fertilizers too and that's why the game made both in the same building.
Imperialist  [author] 31 Oct, 2022 @ 9:44am 
@Nimta do you mean explosive industries should consume fertilizers? Or should explosives industries consume same input resources as fertilizers?
Nimta 31 Oct, 2022 @ 1:26am 
this is nice to have for gameplay reasons, but I think it misses the point that synthetic fertilizers and explosives are generally made of the same stuff IRL. note that IRL WWI germany turned its fertilizer production into explosive and gas production for the war machine.
Watterzold 30 Oct, 2022 @ 4:51am 
Good!
SkyRipper 29 Oct, 2022 @ 6:30pm 
good mod take my upvote, no idea why they didn't make a specific explosives building but they do have many unused icons like foundries etc.. so they did think about it XD