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Industry realism
About This Mod
Reviewed on V3 version: 1.8.6 ** If you find any bugs, please report them in the comments. ** Except for the shipyards, buildings with multiple potential exits have been redesigned to have only one main exit. Why? The shipyard represents technological progress. All other buildings are two separate exits from two separate factories. New types of buildings have been created for alternative exits. Some entrances to buildings have been modified to be more historically accurate. These new buildings were placed in the appropriate locations on the start map. The companies and events around these buildings, I hope, have been logically updated. To make the game at the higher levels more viable, we added several buildings for artificial oil and rubber production quite deep in the technology tree. Complete list of building changes: Food industry: now only produces food Distilleria: new buildings use sugar for rum production and grain for grain liquor production (vodka, beer, sake, etc.). Both are presented in the form of common "liquor" products Textile factory: now produces only ordinary garments Tailoring workshop: new building now produces elite garments Furniture factory: now produces only ordinary furniture Fine furniture factory: new building now produces elite furniture Glass factory: now produces only glass pottery factory: new building now produces porcelain synthetic resin factory: now called paint factory, produces paint from coal Rayon factory: new building produces synthetic silk threads from wood Automotive industry: now produces only engines Automotive factory: new building produces cars from engines New buildings: produces cars from engines, gasoline, rubber and steel Military engineering industry: now produces only tanks Aviation industry: new buildings: produces aircraft Electrical industry: renamed into telephone industry, now produces only telephones Radio industry: new buildings: produces radios All farms: no longer possible to produce fruit Rye farms: no longer produce potatoes Fruit gardens: new buildings, produces fruit and small amount of sugar Livestock farms: now produces meat, small amount of cloth (leather) and fertilizer Cattle and pigs eat well. Wool farm: new buildings, produces fabric and a small amount of fertilizer. Lumber camps: now only wood is produced. Hardwood is no longer a commodity. It turns into wood. The line between what items should be made of hard and soft wood, both in reality and in play, is blurred, and the question of how to produce hard and soft wood has been relevant since the early days of fashion. Therefore, the simplest approach was to combine them into one product. This change was added with backward compatibility. After the camp is renovated, hardwood loggers will produce sawn timber in existing stores. When you start a new game, you'll only have lumberjack camps. In both cases, hardwood will not be produced and will not be needed. Synthetic Rubber Plant: New Building, Opens from Plastic, Produces Rubber from Alcohol and Sulfur (Historical Precedent:https://en.wikipedia.org/wiki/Polybutadiene#History) Synthetic Fuel Plant: New Building, Opens from Electroarc Process, Produces Gasoline from Coal and Iron (Historical Precedent:https://en.wikipedia.org/wiki/Fischer%E2%80%93Tropsch_process#History) Why No Synthetics? Because there was no historical precedent for synthetic coffee, synthetic tea, or synthetic opium. For example, synthetic opium was only invented in 1960 and does not fit into the timeline of the game The reason I used this mod instead of Extended Industry. I needed a fashion that didn't introduce new products; Industry Expanded is great fashion, but it wasn't what I wanted. I wanted something lighter. You can choose what you like best. Compatibility This mode is compatible with most of the mods listed above that do not affect buildings and do not change the initial position of buildings on the map; confirmed compatibility with BPM; confirmed compatibility with Pop Demand Tweak; confirmed compatibility with POP Demand Tweak; confirmed compatibility with POP Demand Tweak; confirmed compatibility with POP Demand Tweak; confirmed compatibility with POP Demand Tweak; confirmed compatibility with POP Demand Tweak. UH: Political Compatch: https://steamcommunity.com/sharedfiles/filedetails/.id=3214936638 (update for 1.8 will appear when UH is updated) UH: Diplomacy Fix: No longer required in 1.8 VTM Fix: https://steamcommunity.com/sharedfiles/filedetails/.id=3219765729 (update for 1.8 will appear after VTM update) Policy and. Economic Changes Compatch: https://steamcommunity.com/sharedfiles/filedetails/.id=3241308181 When used with Major Overhaul, unless Industry Realism is later on the mod list, the correct start buildings will not be shown. It is not compatible with Industry Expanded. Not compatible with modes that change the position of states or goods on the map.
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