Victoria 3

Victoria 3

165 ratings
[1.7] Gas, Guns, Garb, and Grub
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File Size
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1.230 MB
28 Apr, 2023 @ 10:41pm
5 Jul @ 9:12pm
14 Change Notes ( view )

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[1.7] Gas, Guns, Garb, and Grub

In 2 collections by 1230james
The Imperialist's Inventory of Implements
129 items
James's Vic3 Mods
29 items
Description
Gas, Guns, Garb, and Grub
Expanded military logistics representing fuel, weapons, uniforms, and rations

Overview
Gas, Guns, Garb, and Grub (GGGG, 4G) is a mod which adjusts naval units and adds army mobilization options to replicate the need and development of fuel, firearms, fashion, and food for your military.

4G adds new mobilization options to implement most of its changes. Changes include three new mobilization option groups with all-new mobilization options allowing you to outfit your armies with the latest in uniform archetypes and furnish your soldiers with increasingly fresh rations as technology develops. A third mobilization option group serves to make gun-related technologies more impactful by adding mobilization options to represent firearms development. As better types of firearms are developed, your infantry can go to battle with increasingly powerful weapons - or if times get rough, they may be forced to fight with more primitive arms.

Naval unit types are also adjusted to include coal and oil usage to better represent the cost of operation of more advanced warships sailing under power.

For more in-depth details, check the Detailed Rundown pinned discussion!

Foreign Languages
• Русский / Russian
简体中文 / Chinese
Français / French

Related Mods
Lock and Loaded - adds MOs for ammunition and related PMs for ammunition factories

Mod Compatibility
Players using Timber to Steel no longer need a compatibility patch, as TTS adds fuel to naval units by itself and the two mods otherwise do not collide.

-----

This mod overwrites the following vanilla files:
gui/panel_military.gui
This file defines the entirety of the Military panel. 4G makes minor changes to the Mobilization tab here to reorganize the layout of mobilization options to fit the extra options it adds.

This mod overwrites the definitions of the following units:
combat_unit_type_monitor combat_unit_type_destroyer combat_unit_type_torpedo_boat combat_unit_type_scout_cruiser combat_unit_type_ironclad combat_unit_type_dreadnought combat_unit_type_battleship combat_unit_type_submarine combat_unit_type_carrier
All units were changed to add coal or oil as input goods and to have their upgrade restrictions removed, but were otherwise unchanged.

This mod overwrites the definition of the following event:
technology_events.50
This event is the can opener event (titled "Can-Do Attitude"). Its trigger behavior has been tweaked slightly such that it only fires when having adopted certain PMs added by this mod.

In short: this mod is NOT COMPATIBLE or may behave strangely if combined with mods that do any of the following:
• Change the Military panel UI
• Change the can-opener event
• Change most of the vanilla navy unit types

This mod also comes with events that have hard-coded research bonuses based on the vanilla tech tree. These events may behave strangely if the tech tree is modified. The society technology tree is not used by this mod, so changes to the society tech tree will not impact this mod.

For modders: Please check the GitHub repository for a couple more notes regarding making compatibility patches or tweaks.

Loading Order
This mod works alone and may be placed anywhere.

If you're having troubles with getting the mod to work correctly with other mods, try placing this mod lower in (towards the bottom of) your mod playset.

DLC Requirements
This mod does not rely on any DLC features, so you should not need any DLCs.

Permissions
YES, you may include this mod in any modpacks/collections/whatever.
YES, you may use this mod as a base to create your own. Credit and a link back here would be very much appreciated!
YES, you may translate this mod into other languages. DO upload your translation as a separate submod to the Steam Workshop - I don't like maintaining translations in the main mod. I will link translations here if you make them and post them to the workshop.

Credits
• Many thanks to Asayano_Tangke for help with creating some of the flavor text.
• Inspired by the Guns of Glory mod
• CrazyZombie for his Russian localization

Links
GitHub repository[github.com]
Paradox Mods page[mods.paradoxplaza.com] (no longer maintained)
105 Comments
fire_tail_lizard 1 hour ago 
In the vanilla, it is said that rifling makes guns stronger and more accurate, but I think it is definitely strange that the power of the military remains the same. this mod is definitely satisfied.


btw I created a Korean translation mode. https://steamproxy.net/sharedfiles/filedetails/?id=3300989245&searchtext=Gas%2C+Guns%2C+Garb%2C+and+Grub+%EB%AA%A8%EB%93%9C+%ED%95%9C%EA%B8%80%EB%B2%88%EC%97%AD
1230james  [author] 29 Jul @ 9:27am 
GGGG does not mess with the Aerial or Balloon Recon MOs from vanilla or the DLCs.
It does not try to mess with ones from other mods.
It does not try to add its own.

It's not this mod's problem. Go bug the Morgenrote devs instead. I don't understand what you expect me to do about a problem that's not caused by this mod.
1230james  [author] 29 Jul @ 5:44am 
@Nosfer
That's weird 🤔 I'll make a note of it but I'm not too sure what I'll be able to do about that since modding AI behaviors is pretty annoying

@Gaeul
Seems more like a problem with Morgenrote or more likely another mod you might be using, since aside from doing some GUI work to make the mobilization options wrap correctly, GGGG should not impact it in any way. I use both mods myself and I didn't notice anything out of the ordinary before.
Gaeul 29 Jul @ 4:47am 
If I use the mod with Morgenröte, the mobilization option would duplicate the aircraft. Can you make a compatible patch with the 2 mods?
Nosfer 😂👌🏻 23 Jul @ 10:56am 
AI is switching 'Local foraging' on and off every 2 seconds or so for its armies, small thing, but they get debuff for the time its off, haven't done any testing though if it affects anything
1230james  [author] 15 Jul @ 7:36pm 
Is there any reason why it wouldnt be?
Drakken 15 Jul @ 7:09pm 
Is the mod compatible with 1.7.5?
1230james  [author] 11 Jul @ 7:39pm 
nice
bender42 11 Jul @ 4:58pm 
Looks like yes, so far. :steamthumbsup:
1230james  [author] 11 Jul @ 11:22am 
Reportedly, but I've not had the chance to verify it for myself