Victoria 3

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Ankagalon

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Ankagalon

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About this mod

The mod expands the original functionality for Barracks and Conscription Centers and adds an entirely new General Staff building with its own production methods. The ultimate goal is to provide a much more detailed and nuanced experience of fine-tuning your military and utilizing it on the battlefield.

Permissions and credits
Changelogs
Ankagalon's Military Rework

The purpose of the mode is to provide greater opportunity to customize the military and create a more detailed simulation of warfare that accounts for the advances in military art beyond the mere changes in equipment while retaining as much of the vanilla game’s balancing as possible. The new opportunities provided by the rework enable a quality-focused approach to military – something that is sorely lacking in the vanilla – and, thus, give smaller nations that are willing to invest in a well-trained military and the art of war a shot at defeating larger foes.

New Production Methods

  • Specialist Companies now has Irregular Cavalry, Light Cavalry, and Heavy Cavalry options for Barracks and Conscription Centers to slightly boost unit stats and the number of provinces captured.

  • No more soldiers going to battle au naturelle – the Uniforms production method for Barracks and Conscription Centers requires you to provide your troops with appropriate clothing, from the splendid Napoleonic-style uniforms to modern camouflage.

  • Exclusive for the Barracks, the Service Term production methods provide percentage-based bonuses to the troops’ combat performance at the expense of increased materiel usage, making your well-trained regulars considerably superior to mobilized conscripts even if the latter use the same weapons.


The General Staff

The General Staff is an entirely new one-per-country building. Soon after researching the corresponding technology (or right at the start of the game, if you already have it), the building will appear at your capital. Similar to the University, the General Staff consumes paper (and later other goods) to provide a bit of innovation, but its true utility lies in the numerous production methods divided into four groups:

  • Staff Officer Education reduces military technology cost and defines the amount of innovation produced.

  • Tactics provide percentage-based bonuses to the units’ offense, defense, kill rate, casualty reduction, moral damage, etc.

  • Operational Art slightly boosts combat performance and increases the multipliers used to calculate the number of battalions participating in battles. If you are frustrated by the randomness in the troop numbers in battles, your salvation is at hand. While there is still some small room for chance to account for the fog and friction of war, advanced operational art ensures that you utilize a larger proportion of your forces in each given battle. A military making full use of the Deep Operations doctrine will outnumber the enemy who still thinks in Napoleonic terms in every exchange despite having less battalions on the frontline!

  • Strategy provides several options to account for your overall approach to war, depending on whether you intend to smite your foes in decisive pitched battles or outlast the enemy with the sheer staying power of your robust military-industrial complex

Version 1.1

Version 1.1 offers the player to further customize their military by personally governing the development of military hardware in the age when weapon technology was progressing at an astounding pace. Once the player researches Rifles, Repeaters, or Bolt-Action Rifles, the game offers the opportunity to develop a new weapon from scratch through a metoculously detailed process, modeling its killing rate, effective range and reliability and getting all the associated bonuses for your military. Be aware, though, that the best-performing designs tend to be complex - and, as such, lower the throughput of your weapons industry.

Naturally, the entire thing is optional: players may opt to either buy licenced rifles or just ignore the changes and play as vanilla game would have them to.

As of now, weapon development is only present for rifles. Should this mod elicit positive (or, honestly, any) response, it will eventually expand to artillery and, God forbid, armored vehicles.

The update also fixes some small issues with the mod's original state - for instance, "Camouflaged Uniforms" production method actually requires dyes now.

Version 1.2

Version 1.2 adds the development of artillery pieces, from the relatively simple rifled muzzle-loaders to modern quick-firing guns and devastating heavy artillery.

Other changes:
Uniforms production methods now include Body Armor, further boosting the units' defense.
Artillery production methods slow the armies down to account for moving heavy equipment over difficult terrain.
- Certain strategic and operational doctrines in the General Staff increse the front advancement speed, alowing to enforce battles upon the enemy faster.
- Minor balancing tweaks and bugfixes

Version 1.3

This update reworks the mod to work with the game's version 1.3. and ads the following changes:

Horsebreeding
If you ever wondered (as I did) why the most important source of energy in pre-industrial age, aka the humble horse, was absent in the game entirely focused on the Industrial Revolution, wonder no more. Horses are here, in all their glory and splendor, to fuel the nation's economis and military efforts - together with or instead of machines.

- Livestock Ranches now have Horsebreeding production methods to supply the nation with Draft, War, and Race horses.
- Stage Stations - a new Private Infrastructure building that consumes horses and produces services and infrastructure. A neat alternative for the pre-industrial nations that need to boost their infrastructure without the know-how of resources to build railways.
Logistics production methods fopr Barracks and Conscription Centers offer a plethora of options to supply (or not) your troops and provide the according bonuses or maluses.

Other Changes
- A new Mounted Infantry production method added to Barracks and Conscription Centers (unlocked by recearshing repeating rifles, found between Skirmish Infantry and Trench Infantry). If you ever wanted to roleplay as Boers, you can now.
- Some production methods for military buildings now consume horses.
- New production methods for Transportation and Automation branches in rural buildings, such as horse mills, dedicated heavy wagons, etc. Essentially a pre-steam option to decrese the staffing required using horses instead of coal and engines.
- Interface tweaks to make all new production methods fit neatly into the existing panels.

 Version 1.4

 - Complete overhaul of the building totaling 27 production method groups and more than 100 interrelated production methods.
 - Five classes of ships - Capital, Medium, Light, Submarines and Carriers.
 - Multiple options to hand-pick your ships' primary and secondary armament, battery outline, hull and armor, propulsion, and fire control systems.
 - An option to mothball capital ships and rely on other types. A navy consisting solely of armored cruisers and destroyers may lack the punching power of battleship armadas yet still represent a decent fighting force - one that is affordable to less affluent nations of the world.

Other Changes

- Several journal entries (Ironclad Warfare, Monitor Warfare, etc.) modfied to work with the new production methods.
- Interface tweaks to allow all production methods fit intoi the existing panels.

N.B.: If you install this mod by copying the files into the game folders, tbere are two files (building_details_panel.gui and production_methods.gui) that replace the game's origilal files. All they do is change the interface to accomodate the new production methods.

Installation

  • Unpack the archive into your mod folder – default is "C:\Users\username\Documents\ParadoxInteractive\Victoria 3\mod".

  • Enable the mod by creating a new playset in the Paradox Launcher or adding it to the existing one.

  • If that fails for some reason, you can always copy the archive contents directly into “Victoria 3\game”, since it does not replace any of the original files apart from the two regulating the interface.


Known Issues


  • Since the multipliers to the number of battalions participating in battle are coded directly into command values, the game cannot show them in the description of the production method effects for the Operational Art.

  • The game runs checks after every wargoal enforced, peace treaty signed, and on a monthly basis to ensure there is only one General Staff per country, and it automatically deletes all General Staffs that are not located in a nation’s capital state. If you lose or move your capital, there is a decision to reestablish the General Staff in the new capital state. Since the regular checks are monthly, a nation could theoretically own more than one General Staff for a couple of weeks, but the game would eliminate it in a very short time span.

  • There is only one man developing and testing this mod, so some errors are bound to slip throgh. I would be thoroughly grateful to be informed about that so that I could fix them and provide everyone with a better experience with this mod.