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.
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
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:
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, now "Camouflaged Uniforms" production method actually requires dyes.
Installation
Known Issues
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, now "Camouflaged Uniforms" production method actually requires dyes.
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
Known Issues
- Building interface on the State tab only has space for up to five Production Methods, so, in order to govern the Uniforms and Service term production methods, you'd have to go to the Buildings tab.
- 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 those so that I could fix them and provide everyone with a better experience with this mod.
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