Victoria 3

Victoria 3

Industry Expanded Core v13.1.2
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更新于:10 月 2 日 上午 7:09
作者:Боцман

Core v13.1.2
- Added auto-expansion triggers for Artillery and Small Arms factories.
- Fixed Artillery Foundries could not be built (thanks Paradox)
- Fixed Copper deposits for some of the state-regions affected by 1.10 update: Slovakia, Silesia, Northern Serbia

更新于:9 月 29 日 下午 11:40
作者:Боцман

v13.1.1
- Removed changes to buy_packages since Paradox added tea and coffee consumption for low SoLs

Sensible Power Blocs v1.4
- Fixed PB principle Trade Center PM had vanilla trade capacity and weekly trades, resulting in a downgrade if using this PM.
- Principle slots are easier to unlock via PB rank.

更新于:9 月 29 日 上午 7:49
作者:Боцман

v13.1
- Reworked Automobile Production PMs to use new goods.
- Chemical Production now needs Copper instead of Iron.
- Automatic Power Looms PM now consumes Electronics instead of Tools.
- Arc Welders PM for Construction Sectors now consumes some Electronics.
- Reintroduced Electrical Ovens automation PM for Food Industries. Unlocked by steam turbine.
- Automation in Automotive and Food Induestries now gives throughput bonus.

- Positions of new buildings in buildings tab should be more intuitive now, rather than everything being at bottom.
- Renamed "Coloured Metals" and "Black Metals" to "Base Metals" and "Ferrous Metals"
- Tweaked employment in Food Industries. (5.5K Max / 3K Min >> 5K Max / 2.5K Min).
- Reduced CEO popularity impact on company prosperity.
- Reduced Company Construction Bonus 50% >> 20%.
- Min construction efficiency increased 5% >> 10%.
- Removed +25% Hardwood output from Pneumatic Tools.
- Fixed a bunch of errors.

UrbanismPlus v2.0
BIG!
- Added Artisan Workshops building, level of which is increased by urbanization and unemployed/peasants in state. When you are close to depeasant the state, the amount of artisans will shrink, to free the workforce for your industries.
Hope this change will make economy feel a bit more alive and dynamic.

Sensible Power Blocs v1.3
- Significantly increased mandate progress from power bloc ranking

Enhanced Auto Expansion v1.4
- Fixed Sulfur Mines auto expansion triggered by Iron instead of Sulfur

更新于:9 月 9 日 下午 3:45
作者:Боцман

v13.0
-Copper Mines that once were in the mod, were added back, just as the corresponding good. Copper will be used in a lot of places, though it is not vital for a country, like it was before. Lack of it will severely limit your production chains though.
-Electronics - the new goods, were added. They are used in production of telephones, radios, engines, and other places you would expect.
-Radios and Telephones are now produced in separate buildings.
-Added a new technology - Advanced Electronics, that now unlocks more advanced PMs for Radio and Telephone factories.
-Rebalanced Motor Industries
-Brine Electrolysis PM for Explosives Industries was moved from Electrical Capacitors to Oil Refining.
-Added temporary research balancing measures to let you research most of the techs

-Fixed Power Bloc Principle trade center PM was increasing country-wide input goods by 100%

UrbanismPlus v1.1
-Added a new secondary material PM for construction sector after Glass: Glass-Plastic

Sensible Power Blocs v1.2
-Up to date with IEX Core

更新于:9 月 5 日 下午 4:24
作者:Боцман

v13.0 BETA 5
-Lumber Mill building from IEX v12 is back. It is the only way to produce Hardwood (now Lumber) again.
-Distilleries building was split off food industries. Groceries and liquor are now produced separately. Patent Stills PM is now locked behind Pasteurization, making this tech not that useless.
-Reworked Livestock Ranch: Added an option to produce meat instead of fabric, split fertilizer gathering into a new PMG.
-Many buildings have been rebalanced to meet the new standard of industries in the mod. Some are buffed, some are nerfed.
-Reverted Trade Centers employment to 1K (non-employing TCs bug gone)
-Increased trade capacity from Trace Centers from 10 to 25
-Increased Trade Centers construction cost from 100 to 200
-Artillery Foundries and Arms Industries first PM don't require hardwood anymore

-Fixed fuel_mult missing localization
-Updated icon for rubber insulated wires

UrbanismPlus v1.0
Module Release
-Reworked Construction Sector: 5 new PMGs, 15 new PMs
-Rebalanced Urban Center PMs
-Urban Center automation saves more employment and doesn't produce transportation anymore
-Urbanization level decreases state construction efficiency, higher tech and better street lighting reduces malus
-Reduced urbanization from admin buildings, financial districts, manor houses, company headquarters
-Added more construction sector max levels and throughput to Hydraulic Cranes and Gantry Cranes

Load, Ship & Road v1.0.7
-Added 1% MAPI to Steel Framed Buildings tech
-Fixed ports didn't give MAPI

Sensible Power Blocs v1.1
-Now possible to create a Sovereign Empire PB without having monarchy enacted

Difficult Terrain v1.1
-Fixed some state traits still giving construction malus despite assigning a modded one to the state

更新于:7 月 7 日 下午 11:22
作者:Боцман

v13.0 BETA 4
Additions
-Added new building - Wiremills. It produces new trade goods - Wire, which will be commonly used in other industries.
-Added new technology - Metal Threading. It unlocks the new Wiremills building.
-Added new technology - Precise Metalworking. It unlocks several PMs for Wiremills, Glassworks and Textile Mills
-Reworked and rebalanced Motor Industries building, re-adding Experimental Engines PM
-Iron icon and name were changed to represent both iron and copper.
-Goods shortage penalty will decay much quicker.
-Nationalized buildings no longer reduce economy of scale
Pop Changes
-Pops will be less likely to consume services as Free Movement need.
-Pop with wealth level 10-14 will now consume Coffee and Tea at expense consuming fewer of other goods.
Other Tech Changes
-Vacuum Canning tech is now Era 2 (was Era 3) and unlocked after Baking Powder
-Pasteurization tech is now Era 3 (was Era 4) and unlocked after Vacuum Canning and Shift Work
-Oil Turbine tech is now Era 4 (was Era 5)
-Steam Turbine tech is now Era 3 (was Era 4)
-A lot more techs changed requirements

更新于:7 月 3 日 下午 5:27
作者:Боцман

v13.0 BETA 3
-Reworked and rebalanced Furniture Manufactories building, re-adding Home Appliences PM
-Reworked and rebalanced Glassworks building, re-adding Houseware PMs
-Divided Trade Center employment by 10
-Lowering taxes now improves investment pool contribution efficiency
-Plastics Tech is now locked beyond Oil Processing tech

-Fixed Assembly Lines icon was missing
-Fixed Wrought Iron Tools were unlocked by a wrong tech
-Fixed Fuel Input localization

更新于:6 月 23 日 下午 4:01
作者:Боцман

更新于:6 月 23 日 上午 7:17
作者:Боцман

v13.0 BETA 2
Added
-Refining tech
-Oil Refinery
-Fuel trade good
-Mobilization options that consumed oil now consume fuel
-Combustion Engine Derricks consume fuel instead of oil
-Late mining PMs consume fuel instead of oil
-Modern Ports now consume fuel
-New automation for Arms Industries and Artillery Foundries

Load, Ship & Road
-Reworked Railway PMs
-Added High-Speed Trains PMs

更新于:6 月 22 日 上午 6:56
作者:Боцман