Victoria 3

Victoria 3

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Sustainable Resource Buildings Expansion
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6.125 MB
3 Sep, 2024 @ 8:46pm
4 Oct @ 11:55am
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Sustainable Resource Buildings Expansion

In 1 collection by zzzwww
zw's Vic3 Mods
20 items
Description
This mod cannot be installed mid-game. Starting a new game is required.
Compatible with game version 1.10.
Note that this mod generally doesn't require updates for new game versions.

Updates
04.10.2025
  • Please ensure the mod is up-to-date first, as it may not be auto-updated sometimes.
  • Reduced the innovation requirement.
  • Optimized some scripts. Note that this makes the mod no longer compatible with game versions below 1.10.3.
  • New resource buildings are no longer visible in states with insufficient potential resources.
  • Adjusted some text formats. For specific loc_keys, please refer to the change log.

What does the mod do?
  • This mod is aiming to solve the late game resource shortage while maintaining the game balance and the characteristics of different regions.

  • It adds:

    • New Resource Buildings with New Mechanisms to determine the resource cap
    • New Technologies to unlock the above buildings and to Add Arable Land
    • New Journal Entries to unlock these new technologies

  • Simply adding unlimited resource might ruin the game balance and make all states lose their characteristics. To avoid that, this mod introduces some mechanisms to limit:

    • When and where these new buildings can be built
    • How many current levels can be built

  • This means although resources are unlimited for long term, their locations and extraction rate are limited.

How does it work?
  1. The New Journal Entries (JEs) will be activated if there are already enormous resources being sold in the market but the demand still cannot be met (image 6~7).

  2. The technologies to unlock the New Resource Buildings (NRBs) and to Add Arable Land will be acquired after Completing the JEs.

  3. These NRBs and the resources they produce are:

    • Coal Mining Center -> Coal
    • Sulfur Mining Center -> Sulfur
    • Iron Metallurgical Center -> Iron
    • Lead Metallurgical Center -> Lead
    • Oil Exploration Center -> Oil
    • Oceanic Fishery Port -> Fish
    • Synthetics Rubber Plants -> Rubber
    • Composite Wood Factory -> Wood and Hardwood

  4. NRBs can only be built in states that are already producing plenty of the corresponding resources, which means controlling regions that are rich in resources is still important (image 8~11).

  5. NRBs have max levels, but these max levels can be gradually increased (image 4), which means although the total max level can be increased unlimited times, controlling more resource producing states would make this process much faster.

  6. For Coal, Iron, Sulfur, Lead and Oil, only one type of the NRBs can be built in a state, e.g., it's impossible to have both "Oil Exploration Center" and "Coal Mining Center" in the same state, so controlling different states for different resources is still important.

    Important: To make sure the NRBs' type in a state can always be decided carefully, private constructions are only allowed to expand existing NRBs.

  7. Arable land can be increased once a year when available arable land is countrywide insufficient. Only arable land in states that have great agricultural potential will be increased and the number of states are limited by agricultural budget (image 5 and 12), which means controlling agricultural regions is still important for corps production.

Features of the new resource buildings
  • Each NRB has almost the same productivity and profit as its vanilla building, but double the construction points and needs more infrastructures.

  • NRBs can be built in subjects. To do that, either the subject needs to unlock the NRBs or "Technology Transfer (TT)" needs to be enabled first (except NRBs for wood and rubber). TT costs money and has a chance each month to increase the max levels of the corresponding NRBs in subjects.

  • If you want to build a NRB in a foreign country other than subjects, then this country has to unlock this NRB first (except NRBs for wood and rubber).

  • If both an overlord and its subject A have unlocked a NRB, then its max level in subject A is determined by:
    max level A = max level from overlord TT + max level from subject A itself.

  • If a subject was transferred to a new overlord, the "max level from overlord TT" would be preserved, the new overlord can't increase it until they can provide higher levels than the previous overlord:

  • If both an overlord A and its subject B have unlocked a NRB, then both A and B can increase its max level in B's subject C:
    max level C from TT = maximum(max level from A TT, max level from B TT)

AI Behaviour
  • AI countries will also try to use the features when certain conditions are met.

Small Country Patch

Compatibility
  • No vanilla files are overwritten so it should be compatible with most mods.

Localization
  • English, Chinese.
    Other languages use English text.

All My Vic3 Mods
Up-to-date mod collection: zw's Vic3 Mods
108 Comments
lar1238 29 Sep @ 8:59pm 
条件还是有点太苛刻
Calista Calliopée Manstainne 25 Sep @ 11:39pm 
能设置个游戏规则吗,让开采中心建设无视原矿场数量要求和只能有一个开采中心的原则
Dávid 4 Sep @ 7:26am 
is it working with tech and res?
zzzwww  [author] 20 Aug @ 2:18pm 
@白罗斯
1. 描述里已经说了,创新力达到125时所有的日志都会出现在潜在日志条目里。
2. 隐藏日志条目和潜在日志条目对算力的要求不同。
白罗斯 6 Aug @ 12:08am 
就不能做一个潜在日志条目吗,在游戏里不够直观的看出来出来的条件是什么啊
zzzwww  [author] 21 Jul @ 1:40am 
@走在翻盘的路上 不是bug。
走在翻盘的路上 20 Jul @ 9:03pm 
复合材料疑似有bug,日志进度条走完后,不会出现相关研究。另外三条科技都没问题
尼古拉𝖕𝖔𝖕𝖊 6 Jul @ 7:00am 
应该不行,不在公司的产业内
悠悠苍天何薄于我 30 Jun @ 9:41pm 
想请教一下,mod添加的额外资源建筑,能否像原版建筑一样被公司收购,受到公司的加成,还有名贵商品的加成等等这些东西呢?
zzzwww  [author] 27 Jun @ 8:16am 
@咖啡不加糖 我不是很确定你说的“第一个图片的资料”是什么还有为什么他们要“在游戏里”,但日志条目有显示条件和激活条件,显示条件满足后日志条目会出现在未激活日志里,两个条件都满足后日志条目才会激活,这是游戏的自带的机制,而且所有的条件在图片7里都说明了。