Victoria 3

Victoria 3

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Munchkins SM Industrial Centers
   
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7.327 MB
26 Feb, 2023 @ 11:20am
10 Jun, 2023 @ 4:38am
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Munchkins SM Industrial Centers

Description
Munchkins State Modifier Industrial Center Mod

This mod aims to make States more divers from each other, creating natural industrial centers. This should make the industrial placement of factories more strategic and create natural centers for certain production.
Inspired by the Victoria 2 system with rgo-throughput-buffs this mod gives bonusses to states with acces to certain ressources and more significance of rivers and natural harbours.

What does it change?

Infrastructure:

Rivers give a % infrastructure buff. (5% for small rivers 10% for big rivers)

Natural harbours give a ton of buffs including 10% fishing throughput and 25% port througput, giving some states the option to gain significant infrastructure by ports.


Throughput buffs due to ressource in state:

States with a lot of access to certain ressources within their state get a throughput buff as well. Simulating the "from mine to factory" cheaper production.

States with more than:

49 coal get 10% Steel Mill throughput
29 iron get 5% Steel Mill , and 5% Tooling Workshop throughput
29 sulfur get 5% Paper, and 10% Chemical throughput
29 lead get 10% Glassworks
14 wood 5% Paper, 5% Furniture and 5 Tool throughput

Furthermore there are a few more State modifiers taking into account historical or geographic circumstances.


Next to come:

Better graphics
compatibility the Chemical and Explosive as seperated industries
more historic State Modifiers (feel free to leave ideas)
balancing
9 Comments
Prussian Goose 22 Mar, 2023 @ 7:38am 
Wine modifiers would be great. Nerf grain and buff wine outputs in certain areas, giving mostly hillly, low arable land states more economical weight at the same time.
Agriculture in general has no negative traits, like illness (example: coffee leave rust), so it should not get even more boni.
The best bonus here is the option to grow it 😂

Food-industry:
It represents better foods for rich pops and better food conservation via canneries for easy transport and military use. The main use for lower class revolved around "fast food".
There is no historical trend towards state based bonuses and food is way to easy to inflate ingame tbh.

Textile-mills:
Dyeworks need lots of fresh water, early automation was based on water-mills. Giving river traits a small bonus would be fitting.

Keep up the good work!
Munchkin  [author] 22 Mar, 2023 @ 4:40am 
@Prussian Goose

Thank you so much!
Yes there are plans to expand this mod further also for agriculture and some other industries.
Right now i am working on wine regions and some buffs to certain plantations.
Textille buff is in the mod for only a few states with historic Textille work, but i definetly agree it need to be expanded.

I am struggling to decide how to give groceries and textile mills buffs (buff for a lot of agriculture space or just buffs for historic regions). But i want to include buffs for every industry at some point in this mod.

If you have ideas how the groceries and textille buff could look like. Feel free to make suggestions (also other things that could be included)
Prussian Goose 21 Mar, 2023 @ 4:15pm 
Was looking for sth around counting the input producers to make a throughput bonus for linked industries. Very nice idea to just link it to deposits and implement static modifiers.
any plans for agriculture related modifiers? Like a very small, but "wide" buff for textile mills and groceries?
Thank u very much for the work!
AlmanDorf 16 Mar, 2023 @ 8:39am 
rhank you for the quick response and for your mod
Munchkin  [author] 16 Mar, 2023 @ 8:28am 
@GermanEistee

The AI gets the same buffs for the state.

However this mod does not change AI behaviour yet. But as far as i know, the AI tries to expand the most profitable factories.
So yes they use it in some way, but probably not as well as a player would.
AlmanDorf 16 Mar, 2023 @ 8:24am 
Does the AI use the buffs or does it ignore them?
Munchkin  [author] 16 Mar, 2023 @ 6:05am 
I have a lot of time at the end of March. And planning on expanding more features of this mod. I have a few Ideas for Agricultural buffs. However if you have ideas feel free to comment. (also regarding balancing)

If you can, please share the mod. Every single subscriber makes me more enthusiastic to put even more work into this.
Munchkin  [author] 16 Mar, 2023 @ 6:02am 
The mod has just been updated for the newest patch. Localisation and graphics and some smaller changes (see change log) have been made.
Manekrit 26 Feb, 2023 @ 12:27pm 
Awesome. Now there benefit industry near resources near rivers as people in real life did:steamthumbsup: