Victoria 3
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Grey's Military Industries Rework
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4 września 2024 o 1:21
1 października o 15:18
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Grey's Military Industries Rework

W 3 kolekcjach stworzonych przez MasterOfGrey
Grey's Little Reworks
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Opis

(and onwards)
[github.com][discord.gg]
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.7.6
*Your economy may have a very bad day if you remove this.

This mod attempts to improve the military industries situation by reworking or adding production methods to represent the mobilisation and demobilisation of industries during war time, and related industrial developments.
It contains (and builds upon) the excellent Automotive Industry Rework by indexo4, included with permission.

It generally results in military industries being more stable in between wars - resulting in less AI money spent on subsidies, and less dramatic swings when war is declared as the industries can simply switch PM's to military goods when they're profitable during war.

To maintain balance; If you don't demobilise them then the arms, artillery, and munitions industries are still identical to vanilla, so you can choose whether or not you use the features or play the same way - but the AI does much better with the option to demobilise.


Features:
The elements of this mod can be broadly grouped into 3 categories:
  • Core Changes - The mechanical reworks that are the raison d’être for this mod, the reason that it exists. (These really help the ai!)
  • Secondary Changes - Those changes which are important, as a consequence of the core changes, to maintain balance and consistency in gameplay - not a big deal if overwritten by other mods.
  • Peripheral Bonuses - Minor changes that help round things out, but which are set up to be easily overwritten by other mods to prevent clashes.

Core Changes:
Mobilisation/Demobilisation:
To better represent the ability of a country with large civilian industry to 'mobilize' its factories to a wartime economy:
Automotive Industry Rework:
  • The Automotive Industries have additional secondary PM's to mobilise varying production levels for Tanks and Aeroplanes.
  • Besides those changes, the costs involved with making automobiles have been rebalanced (they require engines), to bring them more in line with other heavy industries.
Tooling from Small Arms and Artillery:
  • New PM line allowing you to demobilise your military goods production and convert 50%, 30%, 10%, or 0% into tools. - Default is 50% tool production.
  • Different levels are available depending on the Base PM in use - which means there are many options; as such options that you cannot use are hidden. When changing the Base PM, be aware you'll need to update the Demobilisation PM as well.
Explosives from Munitions:
  • As above: New PM line allowing you to convert 50%, 30%, 10%, or 0% of your military goods production into explosives. - Default is 50% explosives production.
  • Often you won't actually get explosives out of these, they'll just subsidise their consumption of explosives with some level of self-sufficiency.

Shiftwork:
New PM line on Automotive Industries (and military shipyards) allows you to expand the throughput of a factory by running extra shifts:
Automotive Industry:
  • Now starts off much smaller in terms of employment - with double and triple shifts producing (almost) double and triple as much for the same building level!
  • It also now unlocks with Ironclads tech. While the motor industry produces engines the automotive industry now broadly represents the manufacturer of variable speed gear transmissions, first used in warships, bicycles, and even some horsedrawn vehicles.
  • -> As a result, Automobile production now has 3 production methods. An early inefficient one which represents these applications, one for vehicles without pneumatic tyres, and then the usual one.
  • -> The productivity and number of extra shifts you can run is gated by both tech and base production PM.
  • Tanks and Planes have an Overtime production level for maximum war machine output - but this requires being on Triple Shifts.
Military Shipyard:
  • To minimise compatibility concerns, this is the same size, but still with double and triple shifts producing (almost) double and triple as much for the same building level!
  • This means that a single level of Military Shipyard can be *huge*. Make sure you build it somewhere with plenty of workforce!
  • Drawing on the above note from the automotive industry changes; producing steam warships now consumes some 'automobiles' in place of a few engines.
  • -> This is all specially designed to be compatible with Timber to Steel!

Secondary Changes:
Electronics Industry
  • More Radio PM's: Radio production now has 3 levels along a similar concept to the others.
  • Automation PM's: This industry is a notoriously labour-intensive building with no automation whatsoever. This can be a huge problem late-game.
Motor Industries:
  • The 'Motor Industries' building from vanilla only produces engines now, and has been renamed to 'Steam Engine Industries'.
  • Production methods have been buffed so that it's possible for these to stay profitable without motors always staying expensive.
Explosives Factory
  • Automation PM's: This industry had no automation whatsoever, automation was needed to balance against ammunition demobilisation PM's.

Peripheral Bonuses:
Farm Automation
  • Tractor PM's now consume automobiles instead of engines.
  • End-tier automation PM is now available with the highest level of fertilisers: Cropdusting uses planes and allows a significant reduction in workforce needs and a moderate output boost.


The original Automotive Rework mod has been superseded by vanilla update 1.9.

Otherwise this touches motor, electrics, and military industries (inc. shipyards). It shouldn't bother anything else.

Incompatible with:
  • 'More Technological Variety'
  • 'Industry Expanded'
  • 'Industry Realism'


Can you add <insert language> localisation?
If you send it to me I will add it.


Builds on the old Automotive Industry Rework by indexo4

Language Support:
Most Localizations are done by Machine Translation!
-> Replacements are welcome from anyone!

Credit to providers of localisation content:
  • Brazilian: indexo4
  • French: Choupy
  • German: CertainDeath
  • Spanish: ByKalitos ESP

#Production Methods #Rework
#Radio #Firearm & Munitions Economy
#Mobilize #Demobilize #Airplane
#Sensible Guns #MIR #GMIR #VTM
You can support me on Patreon: [patreon.com]
Popularne dyskusje Zobacz wszystkie (1)
3
22 marca o 18:22
Some feedback from a running save just entering the endgame
Omicron
Komentarzy: 92
MasterOfGrey  [autor] 19 października o 18:23 
It is not
聪明珊瑚 19 października o 18:10 
Hi, when I use the mod, the goods page in the radio always shows "Uninitialized, tick the game." I have installed the Morgemrote and Jex-Industry mods, and they seem to be working fine. Could you help check if this is a bug in this mod?
MasterOfGrey  [autor] 8 października o 0:27 
The foundry has been fixed. So either:
- your version hasn't updated - force an update
- another mod has a broken foundry in it still
[PBSr] Centurion799 8 października o 0:26 
Seems that I'm getting the missing artillery foundry glitch as well, it was working fine pre 1.10 iirc, but now the building sin't an option to use, been trying to use BasRom and Morgenrote with some other mods and the foundry isn't working, any idea why?
I can share the playset copypasta if you want me to (may have to split it up tho as there is a 1000 character cap for steam comments apparently)
MasterOfGrey  [autor] 2 października o 16:19 
Yes, T&R compatches are needed for this and a couple others. I’d like to do it at some point but it hasn’t been a high priority.
(Though someone could make them a high priority by sponsoring them on my Patreon.)
DeymPipes_ 2 października o 6:57 
This might need a compatch with Tech & Res since the Automotive Industries is locked at Combustion Engine tech :(
MasterOfGrey  [autor] 1 października o 15:19 
Updated
- Fixed building group change from foundaries to foundries in vanilla 1.10.3
MasterOfGrey  [autor] 1 października o 14:16 
Right… I’ll push an update for that soon
ahimsaboy 1 października o 12:24 
@opanashc that's the issue. I changed it locally and it resolved the problem.
opanashc 1 października o 10:30 
Artillery Foundary should be in building_group = bg_artillery_foundries, not building_group = bg_artillery_foundaries