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Gray's military remake.

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About This Mod

Victoria 3: Supported version of mod V1.8.6 (or later): V1.5 If you liked this mod, please rate it. It helps us a lot. The original is here: version 1.7.6 *The economy can become very bad if you delete it. This mod attempts to improve the state of the military industry by processing and adding production methods to represent the mobilization and demobilization of the wartime industry and the development of related industries. Included is an excellent reworking of the automotive industry from indexo4, which allows the same production methods as in the original fashion. This causes AI to spend less money on subsidies and less hesitation when declaring war. To maintain balance; unless you demobilize, the production of weapons, guns and ammunition will remain the same as in the vanilla variant, so you can choose whether or not to use these opportunities and play as before. Features Elements of this fashion can be divided into three main categories: basic modifications - mechanical alterations, which are the meaning and reason for the existence of this fashion (they are really useful for ai). Secondary modifications are modifications that are important for maintaining the balance and consistency of the gameplay as a result of major modifications. Peripheral bonuses are minor changes that help in the work, but are set so that they can be easily rewritten by other mods to avoid conflicts. Major changes Mobilization/Demobilization - to better represent the ability of countries with large civilian industries to "mobilize" their factories into wartime economies: the refining of the automotive industry: the "military engineering industry" was replaced by the "automotive industry" with a secondary prime minister for the production of automobiles and their mobilization for tanks and aircraft. In addition to these changes, the cost of manufacturing automobiles has been rebalanced (automobiles need engines) to bring it into line with other heavy industries. Small arms and artillery: the new PM line allows for the demobilization of munitions production and conversion to vehicles by 50%, 30%, 10% or 0%. - The default value is 50%. Depending on the base PM used, different levels and multiple options are available. Note that if the base PM is changed, the PM must be updated and demobilized. Explosives from ammunition: as above: new PM string allowing to convert 50%, 30%, 10% and 0% of ammunition production into explosives. - The default value is 50%. In most cases, they do not produce explosives; they are used only to subsidize the use of explosives with some degree of self-sufficiency. Shift work: New PM lines in the automotive industry (and in military shipyards) can increase plant capacity by increasing shifts: the automotive industry: the automotive industry can (almost) double or triple production at the same level of construction, starting with a much smaller scale in terms of employment. Ironclad technology is also now unlocked. Although the automotive industry produces engines, now there are manufacturers of variators and transmissions. -> As a result, there are now three production modes in car production. The first, inefficient, represents these applications, the second - for cars without pneumatic tires and the third - ordinary. -> The capacity and number of additional shifts are limited by both the technology and the basic production process. Tanks and aircraft have overtime production levels that require three shifts to maximize the production of military vehicles. Military shipyards: to minimize compatibility problems, they are of the same size, but produce (almost) two or three times as many as two or three shifts at the same level of construction. In other words, the level of a military shipyard can be *large*. Build where there is a lot of labor. Steam ship production consumes several "machines" instead of several engines. -> All this is specially designed to be compatible with the transition from wood to steel. The second change is the Electronic Industry Increase radio PM: radio production is now in three stages with the same concept as the rest. PM automation: this industry is known to be manual and labor intensive. This can be a big problem later in the game. Automotive industry: The Motor Industries building in Vanilla now produces only engines and was renamed Steam Engine Industries. Production methods have been strengthened, so that engines can be profitable, but not always expensive. Automated PMs for powder mills: this industry has never been automated, but automation was needed to balance the PM's demobilization of ammunition. Ecological bonus: PMs for tractor automation on farms now consume cars instead of engines. Latest-stage automated PMs can now use fertilizers at the highest level, with aircraft now being used to spray crops, resulting in significant labor savings and moderate production increases. This mode and the original car repair mode are controlled by load orders. Otherwise, it affects only the automotive, electrical, and military industries. Otherwise, it should not interfere with anything else. Vtm compatible. Not compatible with: "More technological diversity" "" Expanded industry "" Realistic industry" <insert language> Can you add localization? Send it to us and we'll add it. indexo4 creates Automotive Industry Rework Automotive Industry Rework content in English, Brazilian Portuguese, German (by CertainDeath), French (by CertainDeath by Choupy) and Spanish (by ByKalitos ESP). Language support: Most localizations are done through machine translation. -> Replacements are welcomed by all. We would like to thank the following people for providing localization materials: Brazil: indexo4 French: Choupy Spanish: ByKalitos ESP #Production methods #Work #Radio #Weapons and Military Economics #Mobilization #Demobilization #Aviation #Precision Weapons #World #GMir.

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Game Version *

all (3324254588_Grey__x27_s_Military_Industries_Rework.zip)