Victoria 3

Victoria 3

Gas, Guns, Garb, and Grub
 This topic has been pinned, so it's probably important
1230james  [developer] 28 Apr, 2023 @ 11:06pm
Detailed Rundown
4G - Detailed Rundown

Outdated Material Notice
The contents of this post were written for GGGG 1.4.1 for Victoria 3 1.4 and older.
Updated content for GGGG 2.0.0 for Vic3 1.5+ will be made available in the future.

Gas - Navy Fuel Demands
Naval Base production methods for ship class, escorts, and raiders have been updated to require fuel. The majority require coal as their fuel source, but late-game PMs will use oil instead.

The following lists the fuel requirements for each PM per level organized by PM group:

Ship Class
• Man O' War - No fuel
• Ironclad - 1 coal
• Monitor - 1.5 coal
• Dreadnought - 2 coal
• Battleship - 2 oil

Convoy Escorts
• Escort Frigates - No fuel
• Destroyers - 1 coal
• Carriers - 1 oil

Convoy Raiders
• Commerce Raiders - No fuel
• Torpedo Boats - 1 coal
• Submarines - 0.5 oil

Guns - Infantry Equipment PMs
All Small Arms and most Ammunition demands from Organization PMs in barracks and conscription centers have been removed. Squad Infantry keeps their demand for radios. Mechanized Infantry keeps 1 Ammunition as a demand (to represent tank ammunition) as well as their needs for oil, tanks, and radios.

Guns and gun ammunition are now represented with a new Infantry Equipment PM group. The PMs in this group will demand Small Arms, and eventually Ammunition, in increasing amounts as more advanced options are unlocked. They also have linearly scaling Attack, Defense, and Kill Rate bonuses as well as quadratic (but slight) Army Power Projection bonuses.

Infantry Equipment PMs
• Primitive Weapons
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- No goods or modifiers
• Muskets
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.5 Small Arms
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +5 Offense & Defense
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +2% Kill Rate
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +1 Army Power Projection
• Rifles
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.5 Small Arms & Ammunition
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +10 Offense & Defense
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +4% Kill Rate
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +2 Army Power Projection
• Repeating Rifles
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 1 Small Arms & Ammunition
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +15 Offense & Defense
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +6% Kill Rate
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +4 Army Power Projection
• Bolt Action Rifles
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 1 Small Arms
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 2 Ammunition
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +20 Offense & Defense
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +8% Kill Rate
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +8 Army Power Projection

Garb - Military Uniform PMs
Barracks, conscription centers, and naval bases all have a Uniforms PM group added with accompanying PMs. The goal of these PMs is to represent the adoption of colorful regimental dress in developed militaries prior to and during the Victorian era, as well as the shift to drab uniforms and the reintroduction of helmets when more advanced army organization doctrines and weaponry are developed and colorful dress becomes a disadvantage.

Armies (i.e. barracks & conscription centers) get more interesting bonuses from their uniforms, although they are very slight. Navies only get power projection bonuses as a means to give nations with modern naval uniforms a small boost in prestige.

Armies are required to move off of Irregular Infantry to adopt the Full Dress or Helmets & Drab PMs.

Army Uniforms PMs
• No Uniforms
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- No input goods
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +5% Morale Loss
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- -1 Army Power Projection
• Traditional Garb
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.5 Clothes
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- No modifiers
• Full Dress
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.75 Luxury Clothes
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +5% Morale Damage
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- -5% Recovery Rate
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +1 Army Power Projection
• Helmets & Drab
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 1 Clothes
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.1 Steel
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +10 Attack & Defense
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +10% Recovery Rate
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +2 Army Power Projection

Navy Uniforms PMs
• No Uniforms
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- No input goods
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- -1 Navy Power Projection
• Traditional Garb
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.5 Clothes
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- No modifiers
• Full Dress
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.75 Luxury Clothes
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +1 Navy Power Projection
• Caps & Coats
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 1 Clothes
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.1 Luxury Clothes
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +2 Navy Power Projection

Justifications
• Morale loss from No Uniforms is intended to represent the vulnerability of troops lacking distinctive identifiers and the effects of having to fight an enemy with a strong, collective image whilst they themselves don't.
• Morale damage from Full Dress is supposed to represent the effect of a collective mindset on the soldiers as well as increased combat effectiveness as friendly targets are easier to identify, and thus not accidentally shoot.
• Recovery rate malus from Full Dress represents the effects of high visibility colors on the uniforms, making target acquisition easier for the enemy, and thus making units more likely to die.
• Bonuses from Helmets & Drab are supposed to represent the improved combat effectiveness and survivability of soldiers wearing uniforms that blend in with the environment better and headgear to protect them from shrapnel, making it harder for them to be identified and killed by enemies.
• Most PMs (especially those for the navy) have power projection modifiers as a way to indirectly feed into national prestige without flooding the prestige breakdown tooltip. You may also interpret it as a more finely-dressed military exerting a more intimidating image.

Grub - Military Ration PMs
All military buildings also get a Rations PM group, the goal of which is to represent the need to supply troops with food whilst they are away from home and reliant on the military to feed them.

Rations PMs
• Local Foraging
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- No input goods
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +10% Morale Loss
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- -10% Morale Recovery
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- -10% Recovery Rate
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +5% Devastation
• Hardtack & Salted Meat
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.6 Grain
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.4 Meat
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- No modifiers
• Canned Goods
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 1 Groceries
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- No modifiers
• Refrigerated Produce
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.5 Groceries
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.25 Meat
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.25 Fruit
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- 0.1 Electricity
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎- +10% Morale Recovery
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎
Justifications
• Morale maluses for Local Foraging are supposed to represent the poor morale of troops not being properly fed.
• Recovery Rate malus is supposed to represent extra casualties from malnourished troops being unable to properly heal after becoming wounded or sick.
• Devastation malus is supposed to represent the effects of the army looting the local area for supplies.
• Morale Recovery bonus for Refrigerated Produce is supposed to both give a player a reason to use the PM and represent the raised morale of troops who know they get to eat fresh meals instead of plain non-perishables.
• Hardtack & Salted Meat and Canned Goods differ only in input goods because both weren't necessarily glamorous means of feeding troops, but also to give the player a means to feed their troops more efficiently depending on which goods are more affordable in their market at the current time.

Starting PMs
Custom history files (none of which overwrite vanilla history) include triggers which try their best to assign appropriate PMs for infantry equipment, rations, and uniforms at the start of a new campaign. Logic is in place to handle any potential starting technologies, but in general:

• All countries start with Hardtack & Salted Meat, as no one starts with Canneries in 1836
• Nations that start with Gunsmithing unlocked will generally start with Muskets. The logic tries to account for nations who only have the starting technology but not a pre-established arms industry by giving any nation without Line Infantry or better Primitive Weapons instead by default.
• Nations that start with Line Infantry (both the technology and the PM selected) should start with Full Dress, else Traditional Garb.

Journal Entries
There are two Journal Entries with accompanying events for incentivizng the adoption of Canned Goods and Refrigerated Produce, as well as another two Journal Entries and events for the adoption of Full Dress and Helmets & Drab. These are only available to any given country if that country does not already start with the relevant PM when the campaign begins.

Event options that give tech research bonuses are designed such that they have a target technology in mind, but they will contribute their bonus towards the next available (i.e. researchable) prerequisite tech if the target tech is not researchable yet.
Last edited by 1230james; 2 Dec, 2023 @ 9:48pm