Victoria 3

Victoria 3

148 ratings
Locomotion: Land, Water, & Air
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File Size
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Updated
2.314 MB
8 Sep, 2023 @ 1:16am
26 Apr @ 6:13pm
23 Change Notes ( view )

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Locomotion: Land, Water, & Air

In 2 collections by 1230james
The Imperialist's Inventory of Implements
127 items
James's Vic3 Mods
32 items
Description
Locomotion: Land, Water, & Air
Expanded Infrastructure Options

Overview
Locomotion: Land, Water, & Air (LLWA) is a mod that aims to expand the availability of infrastructure from only the Railways & Ports sectors to include sectors representing roads, [inland] canals, and airports.

With LLWA, adding infrastructure to your country before the invention of railroads beyond the capabilities of your ports becomes a reality. Simulating everything from primitive road traffic to the sprouting of air travel, infrastructure becomes both flavorful and manageable. LLWA aims to provide a solution to early infrastructure while also giving players the ability to rein in private investments through special production methods to prevent private investors from expanding infrastructure buildings when the player decides it's disadvantageous to do so.

Manual / Detailed Description
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3032533792/3820796493686435420

Foreign Languages
• Deutsch / German
Français / French

Mod Compatibility
Players using Morgenröte - Dawn of Flavor should use this compatibility patch for better interoperability between the two mods.

Players using Kuromi's AI no longer require a compatibility patch as of v2.4.0 of LLWA. Users who used the compatch should uninstall or deactivate it.

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The following actions will cause conflicts with LLWA:
• Modifying ownership of certain states (full list will be provided in the Detailed Rundown)
• Removing certain states from the map

Any mod that does any of the above may require a compatibility patch for both to function correctly.

As LLWA creates its own definitions for everything else, all other mods should work.

Loading Order
The positioning of LLWA with respect to other mods should not matter.
If you are having issues anyway, place LLWA lower (towards the bottom) in your playset.

DLC Requirements
This mod does not rely on any DLC features, so you should not need any DLCs.

Permissions
YES, you may include this mod in any modpacks/collections/whatever.
YES, you may use this mod as a base to create your own. Credit and a link back here would be very much appreciated!
YES, you may translate this mod into other languages.

Credits
• The old building icon in the logo is a touched up version of artwork from The Railway Paintings of Barry J. Freeman.
• The Roadway building icon is a touched up version of a photograph taken by Donovano115,[www.tripadvisor.com] incorporating textures by PaulineMoss.[www.deviantart.com]
• The Natural Waterway building icon is a touched up version of a photograph by Legolas1024.[commons.wikimedia.org]
• The Canal Waterway building icon is a touched up version of a photograph from the Stennis Space Center.[commons.wikimedia.org]
• The Aerodrome building icon is a touched up version of a Cities: Skylines screenshot by Robban040.[community.simtropolis.com]
• The Shipping Lines building icon is a colorized & touched up version of an aerial photograph of Durham Station.[www.opendurham.org]
• The Financial Exchanges building icon is a touched up version of a Tropico 6 screenshot by myself.
• The Logistics Hub building icon is from an Anno 1800 screenshot by Banan1996.1996.[anno1800.fandom.com]

LLWA is loosely inspired by:
Service Expanded - Teamster Office by Marcus
Civil Aviation and Airfields by DarthYa'll

Thanks to the following people for their localizations:
• German: KerbMario

Links
GitHub repository[github.com]
Victoria 3 Modding Co-op Discord server[discord.gg]
163 Comments
Lazy Invincible General 30 Jul @ 6:23pm 
damn, thats a pain in the ass, well I got around it by throwing a "always = yes" onto the trigger for allowing buildings
1230james  [author] 30 Jul @ 5:22pm 
There's currently a base game bug that resets your game rules after pressing the start or the sandbox button.

If you're playing sandbox, set your game rules in the country selection screen instead.
Lazy Invincible General 29 Jul @ 11:42pm 
is there any reason why the game would say that the rules for financial exchanges and shipping lanes are never enabled?
Zippy 18 Jul @ 10:32pm 
Legend!
1230james  [author] 18 Jul @ 10:20pm 
I'll make a note to try making a company for them in the future
Zippy 18 Jul @ 8:47pm 
companies can't invest in infrastructure from this mod in 1.9. Financial sectors still do it but would be great to be able to at least give companies permits for the buildings this adds.
1230james  [author] 6 Jul @ 7:46pm 
Not officially yet, but I'm not aware of any breaking changes that would cause this mod to by dysfunctional off the top of my head, so I think it's fine?

If you give it a try, lmk if you spot any problems
Trank 6 Jul @ 7:27pm 
Has this been updated for 1.9 yet?
1230james  [author] 5 Jul @ 8:41pm 
Sounds like one of the mods redefines the production methods for railways (or at least the Steam Trains PM).

Vic3 loading order behavior is mostly based on file names. The super boiled down version is that the game loads file contents in the ASCII alphanumeric order (essentially 0-9, A-Z, then a-z). If you try to make changes in a mod that defines the PM in a file that loads before a file from another mod that makes changes to the same PM, then your changes will do nothing since they will get overwritten.

You'll have to figure out which mod has their version of the PM loaded in last and make your changes there (or disable the mod entirely).
SandersV 1 Jul @ 12:26am 
Nice mod! By mistake, I turned it on with another mod affecting railways (one of grey's mods and one more), now in my save "steam trains" don't give "transport" good, only infr buff and other stuff. By editing mod files nothing helps. I don't want to lose this save, maybe there is a guess what the problem is?