About this mod
The mod expands war-related gameplay, including new Law Groups, Unit Types, Mobilization Options, Commander Orders, Battlefield Conditions and buildings to provide a more detailed experience in fine-tuning one's military.
- Permissions and credits
- Changelogs
The purpose of the mode is to provide greater opportunity to customize the military and create a more detailed simulation of warfare that accounts for the advances in military art beyond the mere changes in equipment while retaining as much of the vanilla game’s balancing as possible. The new opportunities provided by the rework enable a quality-focused approach to military – something that is sorely lacking in the vanilla – and, thus, give smaller nations that are willing to invest in a well-trained military and the art of war a shot at defeating larger foes.
New Law Groups
- Officer Corps influnces which pops are allowed to hold commissions and influences their relative political power.
- Service Exemptions decides who has to serve as rank and file, meaning te player has to balanca conscript numbers and rate against other factors.
The General Staff
The General Staff is an entirely new one-per-country building. Soon after researching the corresponding technology (or right at the start of the game, if you already have it), the building will appear at your capital. Similar to the University, the General Staff consumes paper (and later other goods) to provide a bit of innovation, but its true utility lies in the numerous production methods divided into four groups:
- Staff Officer Education reduces military technology cost and defines the amount of innovation produced.
- Tactics provide percentage-based bonuses to the units’ offense, defense, kill rate, casualty reduction, moral damage, etc.
- Operational Art slightly boosts combat performance and increases the multipliers used to calculate the number of battalions participating in battles.
- Strategy provides several options to account for your overall approach to war, depending on whether you intend to smite your foes in decisive pitched battles or outlast the enemy with the sheer staying power of your robust military-industrial complex
- Military Doctrine defines the place of wars and the military in the larger framework of the country's policies
Design Bureaus
New one-per-country buildings for designing small arms. artillery, explosive compounds, and all types of ships. Multiple options that offer the player the opportunity to balance combat benefits againt throughput in relative industries.
Fortresses
Special buildings improving the stste defense for the owner (up to +100%) and providing a bit of Authority (up to 50).
Commander Orders and Battlefield Conditions
Advanced military art opens more efficient battle order for commanders, leading to beneficial battlefield conditions - most notably, the opportunity to encirle and debastate the enemy armies.
New Mobilization Options
Feel free to customize Logistics, Uniforms, Communications, equipment from individual soldiers to regimenta level, Artillery Munitions, and even Air Force for all the associated benefits.
New Production Methods
Additional options for producing saltpeter and explosives for a more nuanced gameplay.
Armaments Restrictions
In the second half of the game, a Conference for Armaments Restriction may and likely will happen, offering the pleyer a tradeoff between infamy reduction and availability for certain Mobilization Options.
Installation
- Unpack the archive into your mod folder – default is "C:\Users\username\Documents\ParadoxInteractive\Victoria 3\mod".
- Enable the mod by creating a new playset in the Paradox Launcher or adding it to the existing one.
- If that fails for some reason, you can always copy the archive contents directly into “Victoria 3\game”. It does replace some of the original file,s but nothing game-breaking.
Known Issues
- The game runs checks after every wargoal enforced, peace treaty signed, and on a monthly basis to ensure there is only one General Staff per country, and it automatically deletes all General Staffs that are not located in a nation’s capital state. If you lose or move your capital, there is a decision to reestablish the General Staff in the new capital state. Since the regular checks are monthly, a nation could theoretically own more than one General Staff for a couple of weeks, but the game would eliminate it in a very short time span.
- There is only one man developing and testing this mod, so some errors are bound to slip throgh. I would be thoroughly grateful to be informed about that so that I could fix them and provide everyone with a better experience with this mod.