Victoria 3

Victoria 3

98 个评价
The Birth of Corporations
7
3
3
2
2
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
191.660 MB
8 月 30 日 上午 3:23
9 月 11 日 下午 12:33
9 项改动说明 ( 查看 )

订阅以下载
The Birth of Corporations

描述
A Victoria 3 overhaul mod that begins in 1444, the Late Middle Ages. It introduces over 200 new technologies, a massive list of new goods and buildings, and a completely reworked Pop needs system.


* * * * Some Tips at the start of the game * * * *

Much effort has been put into "lack" as a driver of political and commercial expansion.

No region is self-sufficient, which encourages the pursuit of treaties and colonies. However, for those who look for a tall game or that get stuck Technology come as the savior unlocking new ways of producing goods which require different raw materials.

Relevant Goods
Some relevant goods to look for at the start of the game are:


Tin is used by Blacksmiths which are essential at the start of the game either to produce tools (needed to reduce the construction costs) and edged weapons (used to supply armies). Another early use for Tin is to produce bronze cannons in Artillery Foundries.

This mineral is very scarce worldwide. The main european sources are located in West Country, Brittany, Galicia and Bohemia. The other world sources are located in California, Potosí, Hokkaido, Summatra and South East Asia.


Dyes are used in the fabric industry, books and Palaces. At the start of the game its availability is restricted to warm climates, requiring import through trade to Europe.


At the beginning of the game, shipyards insulate boats with black stuff, making Tar an essential substance for ships and trade until the invention of white stuff and later copper sheathing.

Tar is produced in coniferous forests (mainly in Sweden and Finland) or collected from Tar Pits, abundant in the Middle East.


Both meat and fish are now local goods.
Salt is needed to make salt fish and charcuterie, identified as groceries.


Now, only the poorest SoLs buy grain directly. The rest will order Bread, which is a local good.

Bakeries can also produce biscuits as byproduct, which are equivalent to bread but not limited to local consumption. Ports require either groceries or beer and biscuits as provisions to the merchant marine.


* * * *

POP NEEDS

Adapted popneeds to the cosumption of new goods








CHINESE VERSION BY 伊恩

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3561747801
92 条留言
hello_moto2901 10 月 24 日 上午 12:24 
woah wait underated mod???
Eliczian 10 月 19 日 下午 2:58 
its impossible to play it. I even removed every native tribe and it still was lagging so much that it was just impossible to play it, even removed every hre nation
David 10 月 18 日 下午 8:44 
this is so cool
antonioreinadiaz 10 月 12 日 上午 6:43 
@Durcurugul Es un pedazo mod tio. Todos quieren que los actualices!!
Ellidominus 10 月 12 日 上午 3:32 
I bet this mod will also get abandoned bruh it's just inevitable
STE@M SUX 10 月 6 日 上午 3:56 
i have tried 3 times (England, France, china) but i cannot build any cannon foundry, which makes this mod truely unplayable. (Yes, i have bombards researched)
Mystoria 10 月 3 日 上午 4:59 
@Durcurugul update bro
7ryzxv 9 月 23 日 上午 8:53 
I tried playing as the Qing, but by the time I unlocked the colonization tech my population had already reached 1.3 billion. However, my weak construction capacity and economy weren’t even enough to provide 10% of them with jobs. And I also think it might help to add more infrastructure options earlier in the tech tree, because unlocking railways requires reaching the year 1650, and before that there’s basically no room left to build anything in the entire country. This is a really great mod, but perhaps some numerical adjustments are needed :steamhappy:
Cairsiden 9 月 21 日 上午 12:24 
You could do so with different conditions for different parts of the world too. For instance East Asia could start to get colonization due to a high literacy rate and high treasury wealth (reminiscent of Zheng He and the Chinese Treasure Fleet). This wouldn't have to be limited to the old world either, imagine if the Aztecs decided to expand outwards, or if a strong central state emerged in north america? This game is great not only because it's based in history, but because the game evolves organically from there, where you end up with nonsense across the map. In addition you could limit the colonization to at first be very small scale, only to balloon outwards with time. If I were in your shoes, that would be my plan of attack. Feel free to disregard.
Cairsiden 9 月 21 日 上午 12:24 
So I get wanting to stay true to history in terms of colonization. But it's also necessary to factor in fun gameplay. What my suggestion is: keep in mind that while you might set it up to be true to history, the moment the player clicks unpause on day one, it's no longer true to history. Both the players and the AI are going to do strange things that don't stay true to history. So instead of having colonization locked behind a tech gate, why not redo it to be introduced organically? For instance lets say for europeans it could be gated by the actual constraints that forced colonization to happen in the first place (poor relations with the Ottomans, higher demand for eastern luxury goods that drove prices up, etc.) and when those conditions are met, regardless of time frame, colonization could start to occur.