Victoria 3

Victoria 3

More Construction Variety
60 Comments
mge senior 17 Jul @ 11:47pm 
earthmovers? ultrakill mentioned
BIG_L 21 Feb @ 5:12am 
any information about an update?
[Z] EMKP 5 Jan @ 9:23pm 
Can you please make the stone/brick/limestone quarries limited and in the resources section? I'd really love that and it'd help with the immersion.
Sir_RedDog_of_Smeg™ 6 Dec, 2024 @ 2:18pm 
ASBESTOS?!?!?!?!?! NOOOOOOOOO +mortality
Tandominion 27 Nov, 2024 @ 9:20am 
Could Use an Update
Satsuki Shizuka 五月靜 22 Nov, 2024 @ 9:28pm 
I think the graphics reference mismatches (esp. when applied on the 3D models on the map) are causing CTD errors now. Would appreciate an update for the latest version.
funky2c 21 Nov, 2024 @ 3:34pm 
hi

thanks for your nice mods!
it is possible its time for an update? building-icons are placeholder :/
can you check it?
6グラムの星 25 Sep, 2024 @ 6:06am 
It crashed, and I found these in the crash log: Could not find a city graphics mesh for building building_brick_factory, ///Script system error!
Error: Invalid right side during comparison 's'
Script location: file: common/buildings/03_edo_adm.txt line: 62
WaRm_RaInDrOp 17 Sep, 2024 @ 1:56am 
this is a great mod, but it causes an insane amount of city graphics errors
Azerbaijan Technology™ 24 Jul, 2024 @ 11:19am 
Beric Dondarrion, glad you said it, been running into compatibility issues in UI with Morgenröte when activating More Technological Variety
Beric Dondarrion 16 Jul, 2024 @ 9:14pm 
Hi,

I just wanted to pass along my impressions from trying your mods. Great job overall! I have a few suggestions if you wouldn't mind considering my feedback:

-Overall: Please consider creating a new workshop mod that merges your four mods: "More Technological Variety", "More Clothing Variety", "More Construction Variety", & "More Meat Variety"
-"More Meat Variety" mod: Please consider changing the name of trade good "Foul" to "Poultry"
-New Compatibility Mod(?): Please consider collaborating with "Morgenröte" mod authors on making a compatibility patch between your mods, I think that your mods combined are a natural match!
-I suggest checking out the "Gemstones" mod for SOME new trade good ideas, I think there's a lot more still missing from the game (not faulting you ofc, you added some greatly needed basic things) but please check that mod out if you're interested.

Thank you! I'm looking forward to what you do next.
Edouard_Saladier  [author] 16 Jul, 2024 @ 7:25am 
Update: Added a new PM category to keep using bricks even after switching to concrete
牛奶大魔王 14 Jul, 2024 @ 6:05am 
greeting ! I am fan of your mods ,I want more Chinese player to use your mod。so I've translated your mod,and could you add a link in description?

here's my Chinese translation:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3289120200
Dead_Squirrel 29 Jun, 2024 @ 2:33pm 
That did the trick, thank you! Glad to have this mod activated again
Edouard_Saladier  [author] 27 Jun, 2024 @ 7:01pm 
@Dead_Squirrel
I suscribed to the workshop version & all the bricks PMs works as intended
You might have a problem with the mod's version & still have the pre-1.7 version, try unsuscribing and re-suscribing again to the mod
Edouard_Saladier  [author] 27 Jun, 2024 @ 6:48pm 
Oh, I'll look into this
Dead_Squirrel 27 Jun, 2024 @ 6:27pm 
I understand that, I used to use this mod in previous versions. What I'm saying is that since 1.7, the construction PMs that should use bricks just... don't. It's not on the inputs, and the brick factories produce no goods. Not sure what could be causing this, but even with just this mod running, the same thing happens.
Edouard_Saladier  [author] 26 Jun, 2024 @ 5:36pm 
@Dead_Squirrel
Bricks are consumed by either the Tile Roofing PM or the Brick Masonry PM
But once you start using Asbestos roofing and Concrete, Bricks become kinda obsolete, you can always either export them or keep a few construction sector with the bricks PMs to not waste the factories
Dead_Squirrel 26 Jun, 2024 @ 4:08pm 
Not sure why, but there's a brick factory, but the PMs don't seem to use them. Seems kinda broken at later levels.
Edouard_Saladier  [author] 25 Jun, 2024 @ 5:26pm 
@Falco
It's sadly not possible
In order to make the mod compatible with other mods that change the map files, I had to basically use a trick where the building do not use any potential & can be exist anywhere with an additionnal check restricting the actual location where the building can actually be built. This also means that unlike other mining resources, you can build an unlimited number of clay/limestone/stone/asbestos mines/quarries (tbh these materials are nearly unlimited IRL too)

Since they have effectively unlimited level potential while being mining resources, the game fails to detect their potential this way, while the meat buildings use the arable land system & as such actually have a limited potential.

That said, you can easily check the state modifiers, a good soil or a river icon means you can have bricks, any mining resource potential means you can have stone & asbestoss, and limestone can be found in any place where you have either clay or stone
Falco 25 Jun, 2024 @ 2:32pm 
Hey, is it possible to include those resources in the potentials map? Your Meat mod seem to show which provinces have potentials in producing those kind of meat products, smth similiar for the construction goods would be cool too. Can help in taking in consideration which provinces to expand to, to do some good ol extractivism
Delta 12 May, 2024 @ 9:14am 
@oskar.raestik the icons seem to be from the game "Anno 1800." I recognize the Bricks & Cement icons from there!
Unsurprisingly the two games have a pretty big overlap in terms of artstyle.
Ogariius Maxiimus 6 May, 2024 @ 6:18am 
This is a very good mod, the building pictures/icons capture perfectly the vicky 3 vibe.
Hiram Harris 9 Apr, 2024 @ 10:29pm 
@Edouard_Saladier concrete could be used for defense modifiers for army after trench works is researched, bricks could maybe be used for some modifiers for urban centers, and limestone has historical uses in food industries (nixtamalization in tortilla production), soil conditioner for agricultural use and even more prominently in chemical factories and artificial dye production.

https://en.wikipedia.org/wiki/Limestone#Uses

I wouldnt give it huge modifiers for any of the above uses since it wasnt that relevant outside of construction in that era but it should be enough to encourage players and AI into using it more

Hell of a mod btw thanks a lot
Guy Fawkes 8 Apr, 2024 @ 3:29am 
very nice mod but please investigate the AI a bit more
Alaskan Bull Walrus 22 Mar, 2024 @ 3:46pm 
This is spamming errors, and bogging my framerate.
Gonxa 20 Mar, 2024 @ 2:46pm 
Can you add more brick and stone buildings at the beginning of the game?
It's hard to believe most countries wouldn't have some kind of masonry industry, Russia for example starts with zero buildings in these cathegories.

Another thing I'd like to know is if the AI not building construction sectors is a bug or a mod conflict? they had them in the beginning, but by the 1850s none of the great powers have any left, they never interacted with the new materials at all either.

About alternative uses for the new materials, you could make brick, stone and concrete as necessary imputs for rail networks, they could represent the infrastructure development you need to build a railroad, such as the balast, stations and bridges.
silverknyaz 7 Mar, 2024 @ 4:14pm 
why can't i build any bricks factories anywhere as Persia?
Turambar 3 Mar, 2024 @ 9:56am 
Can you please move the quaries to the "resource" building category instead of "agriculture"? It seems more fitting.
GamerGuyIDIOT 19 Feb, 2024 @ 9:22pm 
Could you add housing into the game as a local good? maybe different levels from shacks to apartment blocks. IRL economically the USA is at an disadvantage because it overuses single family suburban houses and therefore the average person uses up more heating, services and transportation... so you could prioritise building more efficient buildings and infrastructure if you want to minimise pollution generation.
Edouard_Saladier  [author] 14 Feb, 2024 @ 12:58am 
@Professor Firebat
Yeah, but I don't know where else I can include bricks/stone/concrete
Maybe as an input good for housing, but I'm still thinking on how to make such a mod
Professor Firebat 13 Feb, 2024 @ 2:45pm 
While I really like the concept of this mod, I feel like it suffers from the goods involved being only involved in construction. I'm not sure if this is the issue I feel like I'm brushing up against or if it's something similar but it feels like, due to having no reason to produce these outside of supplying my construction sectors, it isn't quite as...well integrated and feels a bit off.
Edouard_Saladier  [author] 7 Feb, 2024 @ 1:36am 
@DatWeebComingInHot
Future mod will rework clothing
DatWeebComingInHot 7 Feb, 2024 @ 12:23am 
Oh and changing the PMs of urban centers to include some bricks/cement/stone might be an easy fix as well
DatWeebComingInHot 7 Feb, 2024 @ 12:20am 
As for addressing bricks becoming useless: adding a pop need good of caremics could address it. Enabling the brick factories to produce some ceramics and remain profitable while brick production is cheap. This way, once better PM's are developed for construction, brick factories can eventually become mostly ceramics industries.

Hope these ideas might address some issues. Either way, love the work you're doing Edouard, looking forward to possible future ideas of you (vegetables/farming variety when? :P)
DatWeebComingInHot 7 Feb, 2024 @ 12:17am 
Love this mod and the variety series! Noticed you said there were issues with the AI not going for other construction PMs due to not seeing it as profitable. Idea how this could be addressed:

To stimulate additional construction goods production, I would argue for a new building similar to the urban center, scaling with urban development: housing, and the good of mansions (upper strata), houses (middle strata) or slums (lower strata, but not peasants). These would consume construction goods by default, and provide some effects depending on the PMs: SoL, mortality, less radicals. Similar PMs to the construction in terms of materials/insulation, and sanitation (for pollution reduction), or ownership (private, cooperative, etc). It serves as a resource sink for the AI to invest in construction materials somewhat to increase housing good availability and later construction PMs.

Just some ideas
SEVEN GOON SESH 4 Feb, 2024 @ 6:49pm 
@author

Yeah it's a major issue for the mod atm. I was ~1890s and Russia was rocking... 80 construction. Britain was fine with ~1300 and France was struggling with 300ish. But Russia and Austria were not doing too hot.
Edouard_Saladier  [author] 31 Jan, 2024 @ 4:10am 
@Space Hobo
You can keep some construction sectors using the bricks PMs even while some others are using concrete
If you subsidize the brick industries, it pretty much gives you a very cheap building material, especially with the late brick PMs

The problem with the AI is that we have to force it to use the more expensive PMs, or else it would just stick forever with wood PMs, there's no way to tell it to use a mix of brick/concrete/stone. Since Constructions sectors are not an industry and only provide modifiers, AI see it as worthless by default & need to be forced to use latest PMs no matter what.
see two 31 Jan, 2024 @ 2:03am 
idk space hobo, i'd be instead more happy if stone was limited too, similar to bricks. More fun that way idk
SEVEN GOON SESH 28 Jan, 2024 @ 12:02pm 
I just read that it's intentional, however I'll say bricks should be able to be produced. Due to the limited nature of bricks there is almost no point to invest in bricks over stone as once you wish to leave bricks behind the massive industry you built around them is worthless due to the AI also all not using brick as well.

It's a cool thing for the first time but once you understand bricks are /pointless/ to invest into over stone it becomes a useless feature.
SEVEN GOON SESH 28 Jan, 2024 @ 11:58am 
Good mod but unfortunately Bricks seem to be bugged, can't build them on most of the map. (The factories.)
see two 24 Jan, 2024 @ 8:17am 
due to stone and limestone quarries being in "Agriculture" category, they are unaffected by "Encourage Resource Production" edicts. I doubt that's intentional
Alaskan Bull Walrus 22 Jan, 2024 @ 6:17pm 
This makes the game so much better, goodness! Wood becomes far less obnoxious with this, I love it!
GamerGuyIDIOT 21 Jan, 2024 @ 10:12pm 
nice
Edouard_Saladier  [author] 21 Jan, 2024 @ 8:06am 
@see two
Asbestos production increases your whole state's mortality a bit, and asbestos mines have an high mortality level for the people working in it, you are killing your some of your pops for some cheap production, that's the drawback of using asbestos
alexander.julian.erhard 21 Jan, 2024 @ 6:44am 
@Spaghetti Ball? The Bloody Hell?:
"Bricks Factories can be built where clay can be found in states with either a good soil trait or a river trait."
Yes Brick factories are rather limited in place. Japan for example can´t build any.
I guess you´ll have to just use stone, or jump straight to limestone->cement for the primary methods, and stone -> lead for the roofing methods.
Spaghetti Ball? The Bloody Hell? 20 Jan, 2024 @ 5:02pm 
Starting as Mexico and I can only build brick factories in California. Is this intentional or a mod conflict? What would cause such a problem?
Crush on a Virgin 20 Jan, 2024 @ 7:59am 
Russian translation please?
see two 20 Jan, 2024 @ 3:27am 
this is a thought-out mod, balanced well too, and AI uses it to a degree. It's just that I am not sure if many people want to spend time thinking about yet another layer of supply complexity. I love it personally though, maybe consider adding more limitations on asbestos since it seems like an easy way to get lots of construction