12 new Buildings, several new and updated product chains with new goods and new Industries
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 1.60
Updated to Victoria 3 v1.4.2
Version 1.55
Updated some minor files to latest game version update
Version 1.49
Bank nerf:
removed legitimacy bonus
changed loan interest rate to -1% (from -5%)
changed minting multplier to 1% (from 5%)
Version 1.48
Updated states from latest patch
Version 1.44
Added Tin (Mine) to Wales & added Copper (Minte) to West Country
Version 1.43
added new building, banks
new icons for public house & department stores
lowered ai value for department stores by 50%
removed extra journal entries (which caused usa and belgium to have a new law unlocked right from the start)
updated ai strategies
cleaned code
Version 1.38
fixed diplomacy plays werent working. Thanks to @Zdema for reporting!
Version 1.37
added wine pm for brewery
removed clergymen from beer pm
added french translation, thanks!
Version 1.36
department store:
changed all pms to default "sell pms" instead of "close" because if closed the AI wont change to sell, because theres no "production profit"
fixed cooperative building (pm)
Version 1.35
added new building "Department Store"
fixed accidentally missing polish loc from last version
updated loc
cleaned code
Version 1.31
added more factors to let ai want to build new buildings (faster)
fixed missing gold import/export lens loc
modified the techs for brewery, pub, foundry and forge
fixed wrong unlocking tech for breweries, pubs & bronze tech
temp removed the close building (mines) option due an possible exploit (by player & AI)
reduced Foundry Industries tin input to 15, was 20
reduced Foundry Industries copper input to 15, was 20
reduced Foundry Industries coal input to 5, was 10
raised Foundry Industries watertube boiler bronze output to 15, was 10
raised Foundry Industries valve engine bronze output to 30, was 20
modified Kongo gemstones mapdata
added auto expand triggers to the new buildings (so the ai is going to upgrade only >=4 profitable buildings)
removed tin, copper & gemstone subsidies except foundries and forges for "AI industrial expansion strategies"
added tin, copper, founrdy and forge subsidies to "AI default strategy" to get the production/industry going
fixed tin, copper & gemstone fields pay taxes = no, was yes
fixed/removed bronze consumption tax cost
removed allowance of slaves for gemstone fields
changed price of tin to 40, was 50
reduced foundry tin input to 5, was 15
raised foundry copper input to 20, was 15
reduced tin mines tools input to 5, was 10
raised tin mines tin output to 20, was 15
raised tin mines pump tin output to 30, was 20
raised tin mines nitroglycerin tin output to 15, was 12
raised tin mines dynamite tin output to 35, was 33
updated icons
cleaned code
Version 1.27
added reserves "to all" prebuilt buildings (some in very minor countries had no reserves, because)
raised pop needs max weight for scultpures to 4.0, was 3.0
added new pop need, riches (also to make "extra" use of gold and gemstones and balance the whole thing)
moved starting need for High-Quality Luxury Goods to pop lvl 30, was 40
added starting need for riches to pop level 40
raised pop need for High-Quality Luxury Goods from 30-70
lowered pop need for High-Quality Luxury Goods from 80-99
raised pop needs weight for beer to 0.75, was 0.5
tweaked ai strategies for bronze
Version 1.24
Reverted back to "not closed" pre-built mines
Version 1.23
changed gemstones mine input/ouput to the same level as gold mines
added half the minting to gemstones mine as gold does (all prod.)
added half the minting to gemstone fileds (as gold does)
reduced copper & tin fields output to 15, was 20
unlocking tech for gemstones mine moved to prospecting
Version 1.22
removed beer trade quantity change from 1.21 (my mistake..)
fixed technologiy-tree (unlocks) for Breweries, Pubs and Foundries
fixed Pubs were not buildable anymore, because of above mentioned bug
Version 1.21
removed traded quantity restriction of beer
raised traded quantity of gold to 10, from 5
reduced traded quantity of gold jewellery to 5, from 10
reduced traded quantity of luxury jewellery to 5, from 10
raised traded quantity of gemstones to 10, from 5
Version 1.6
Updated to Victoria 3 v1.4.2
Updated to Victoria 3 v1.4.2
Updated to Victoria 3 v1.3
Updated to Victoria 3 v1.3
Version 1.2
added a "closed" pm for copper, tin & gemstone mines* (now every pre-built mine is auto. closed - have a look at them)
*tho urbanization & infrastrcture use is still active when closed
added/updated new ai_strategies (maybe im gonna add more too, so the ai can even better handle all the new things at once)
fixed blending for tools auto using tin (removed technology to unlock disable blending)
Version 1.1
added jewellery blending method (which is now on default due to pop demand)
12 new (production) buildings: Breweries, Pubs, Department Stores, Banks, Copper Mines, Tin Mines, Gemstone Mines, Foundry Industries, Ornamental Forges, "Copper Digging", "Tin Digging" & "Gemstone Digging"
9 new (trade)goods: Beer, Copper, Tin, Bronze, Gemstones, Sculptures, Gold Jewellery, Luxury Jewellery & Gold (yes, gold can be traded now and is needed for Gold Jewellery for instance)
Several new product chains with the new buildings and goods
Some vanilla chains have been updated to make more sense with the new things (like IRL)
Automobiles need some copper now
Telephones need less rubber now but some copper
Radios need less electricity and some copper
Food Industries have an extra canning option; tin cans
Tooling Workshops have an extra option for base production; (copper) tools
Tooling Workshops have a new option for extra production; blending
Electric Engines production from motor industry need less steel and some copper instead
One new extra base production for the arts academy; Romantic Art
Railways have a new option to choose from; Iron Tracks & Steel Tracks, they give Infrastructure & Transport
Gold is now tradeable and it has no fixed price anymore*, its needed for the Ornamental Forges (* needs some further testing, may change back to 100 fixed)
A "closed" production method for copper, tin & gemstone mines have been added* (now every pre-built mine is auto. closed - have a look at them)
*tho urbanization & infrastrcture use is still active when closed
New buildings and chains
Breweries
Brew beer (and Wine) for your people or trade it, all pops need beer, because its an Intoxicant
Output: Beer - 2 production methods, Wine - 2 production methods
Input: Grain and/or Sugar, Fruits (Sugar) for Wine
Public Houses (Pubs)
A place where where mostly the Lower Strata and Middle Strata gathers to unwind after work. Private Circles are permitted to the Upper Strata
Output: Service, Migration; less radicals and more loyals with lower wealth
Several bonuses, see screens - has a banking and a credit sector
The buidings design is to have 1:1 waste/income + the bonusses, 1 per state and very high costs so you dont spam them
However, its more likely you gain extra gdp if you keep the prices for the input goods at the default level
Input: Service & Paper
Plenty but not too much Copper, Tin & Gemstones have been placed historically correct on the map (see the maps at screens)
*This also means, Copper, Tin & Gemstones are now resources which can be discovered, like Rubber & Gold - this has also been added for some states with a history, like some have added new buildings from the start
Discovered Copper & Tin dont deplete, but Gemstones do (like Gold)
Many states have been given new industrie & mines when you start a new game; A few but the AI is on track very quickly with the new things
Some states may not have an efficient production of the new buildings, this varies and can have also several reasons/impacts, but the AI is good enough, and if you end up with a nation where this is the case you also should have more opprtunities now to to counteract
Notes
Included Mods: Brewery & Public House, Department Stores & Banking (Banks)
When you start a new game, please check if there are any new buildings which are "closed" by default. If they stay closed and you want to built the same building in any state, the Revenue is showing 0.00. When they are "open" Revenue is shown properly.
I have been creating and testing this mod for many hours now and of course there can be some balance issues, no one is perfect and a game with so many functions, scripts, values, etc. its not always this easy, also because each nation can be played totally different with other outcomes, etc.
Things may change, a little here, a little there, prices for tradegoods for instance
I think im not done with this mod yet - it already gives a great opprtunity to make new things and connect them properly, plus i have started already with new ideas for a different mod
i N S T A L L
Extract the content to \Documents\Paradox Interactive\Victoria 3\mod (if you dont have a mod folder, create one)
Create a new Playlist in the Launcher or add it to an existing one
Multi Language Support (ger; eng -> braz-por, eng, fre, jap, kor, pol, rus, simp_chi, spa, turk)