Victoria 3

Victoria 3

[Clankers and Darwinists Update, Cavalry Bugfix] Meat & Mechs: A Bio/Steampunk Mod
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Update: 4 Aug @ 3:04am

Mounted Fabrication Bugfix: Fixed a bug where they can't recruit and stay at 0 employment forever. This is now fixed

Update: 3 Aug @ 2:50am

Political Update:
-New law group, "Fabricated Beasts," which allows you go from no restriction all the way to luddite-like ban on Darwinist Labs and PMs that use fabricated beasts.
-New event that gives the new "Clanker" and "Darwinist" ideologies to certain interest groups. In order to get this event, you have to get a precursor event. You get this precursor event by having the "advanced life thread modification" production method in agriculture/ranching. Both of these one-time events have a 25% chance of occurring every 6 months after their conditions are met.

Update: 24 Jul @ 4:08am

1.9 Compatibility Update
-Makes the mod playable again
-Rescript needed to remove some features, mainly mechs as a custom good. However, I think it’s for the best going forward.
-Added life thread modification PM for food crops and livestock, and an event to go with it

Update: 21 Jul, 2024 @ 4:08pm

-Updates goods modifiers to 1.7 systems, so now the goods are actually recognized by the game again.

Update: 10 Jul, 2024 @ 6:54pm

Fixed a bug which removed construction pause button and PMs from the buildings tab. Made "Multi-line Production Methods Framework" a prerequisite to play this mod.

Update: 9 Jul, 2024 @ 1:43am

Updated to be compatible with 1.7

-Removed ownership production methods
-Added the ability to privatize/nationalize Darwinist Labs and Mech Industries
-Updated modified-vanilla buildings to be consistent with current code

Update: 6 Jan, 2024 @ 3:08pm

Update: 6 Jan, 2024 @ 2:57pm

-Removed /defines/00_graphics.txt which was causing crashes, thanks @Really Gay
-Added "Prioritize Tank Production"

Update: 22 Nov, 2023 @ 10:03pm

Update: 22 Nov, 2023 @ 9:16pm

1.5 update
-Journal entries
-events
-unit types
-mob options