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Gray's Military Industrial Business

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About This Mod

Designed for Victoria 3: Version 1.7 (and higher)

V1.3 Mode Version

If you like it, please consider appreciating it! It really helps. 




* If you remove this, your economy could have a very bad day.


The Ministry of Defense intends to improve the situation in the military industry by recreating or adding production methods that reflect the mobilization and demobilization of industry during the war.

It includes an excellent modernization of the indexo4 automotive industry with your permission.


In general, the military industry is more stable in times of war - less money for AI is spent on subsidies, and there is less volatility when a war is declared, because the industry can divert the prime minister to military goods when there is profit in times of war.


To keep your balance if you don't demobilize them, the production of weapons, artillery and ammunition will still be the same as that of Vanilla, so you can choose whether to use the features or play the same, but artificial intelligence is much better when demobilizing.




Features:

To better represent the ability of countries with large private sectors to "mobilize" factories into wartime economies:


Automotive Processing:

The construction of "Motor Industries" from Vanilla now produces only engines and is renamed "Steam Engine Industries"

The "military equipment industry" was replaced by the "automotive industry", which produced automobiles and had a secondary pm for tanks and aircraft.

In addition to these changes, the costs associated with the production of cars have been rebalanced to bring them into line with other industries of heavy October and beyond.

Small arms and artillery units:

The new PM series converts 50%, 30%, 10% or 0% of the production of military goods into vehicles. - By default, 50% of tool production is used.

Different levels are available depending on the base pm being used, which means there are many options. Note that when you change the prime minister, you also need to update the demobilized prime minister.

- Use existing military industries more efficiently and present them as less specialized industries that can be mobilized, instead of placing the mobilized pm in the instrument-making industry, which causes the economy to fluctuate wildly when the PM changes.

Explosives from ammunition:

As stated above: it allows you to recycle 50%, 30%, 10% or 0% of the production of military goods into new PM explosives. "By default, 50% is the production of explosives.

In most cases, you don't buy explosives from them, they just subsidize the consumption of explosives to a degree of self-sufficiency.

More radio interference:

Radio production now has 3 levels according to concepts similar to others.



This and the original automatic recycling mode are controlled by the loading sequence in the event of content separation.


Otherwise, only the engine, electrical installations and military industries will be affected. Otherwise, don't worry about anything else.


VTM compatible!


Not compatible with:


"More technical diversity"

"Expanding the industry"

"Industrial Realism"


<insert language>Can you add a localization?

If you send it to me, I'll add it.



The index is based on the processing of the automotive industry.

English Portuguese (by Choupy) and Spanish (by ByKalitos ESP) are available in English, Brazilian Portuguese, German (based on specific deaths), Spanish (by ByKalitos ESP) and English.


Language support:

Most localization is done through machine translation!

-> Exchanges are open to everyone!

Content provider credit for localization:


Brazilian: indexo4

French: Choupy

Spanish: ByKalitos ESP

#Production method # processing

*radio * Reasonable weapons *

# Economics of firearms and ammunition

Similar Mods/Addons

Game Version *

all (3324254588_Grey__x27_s_Military_Industries_Rework.zip)