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Industry Realism

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Tested With V3 Version: 1.8.3

  • Reworks buildings that have multiple potential outputs to only have one primary output
    • Except shipyards. Why? Shipyards represent a technological progression. All of the other buildings represent two separate outputs that should be coming from two separate factories.
  • Creates a new building type for the alternate outputs
  • Some building inputs were changed to be more historically accurate
  • Places those new buildings in appropriate states on the starting map
  • Updates companies and events around those buildings in ways that hopefully make sense
  • Adds some buildings for artificially creating oil and rubber, quite far in the tech tree, to make playing tall more viable

Full list of building changes:

  • Food Industry: now only produces groceries
  • Distillery: new building uses sugar to produce rum, or grain to produce grain alcohol (vodka, beer, sake, etc.), both represented by generic "liquor" good
  • Textile Mills: now only produces normal clothing
  • Tailoring Workshop: new building produces luxury clothing
  • Furniture Manufacturies: now only produces normal furniture
  • Luxury Furniture Manufacturies: new building produces luxury furniture
  • Glassworks: now only produces glass
  • Pottery Mills: new building produces porcelain
  • Synthetics Plants: now called dye plants, they produce dye from coal
  • Rayon Plants: new building, produces synthetic silk from wood
  • Motor Industry: now only makes engines
  • Automobile Factory: new building, makes automobiles from engines, oil, rubber, and steel
  • War Machines Industry: now only makes tanks
  • Aircraft Industry: new building, makes aeroplanes
  • Electrics Industry: renamed to Telephone Industry, now only makes telephones
  • Radio Industry: new building, makes radios
  • All Farms: no longer have the option to produce fruit
  • Rye Farms: no longer magically produce potatoes
  • Fruit Orchards: new farm building, produces fruit and a small amount of sugar
  • Livestock Ranches: now produce meat and a small amount of fabric (leather) and fertilizer. input goods have also been rebalanced. cows and pigs eat a lot.
  • Wool Farms: new building, produces fabric and a small amount of fertilizer
  • Logging Camps: now only produce wood
    • Hardwood is no longer a good. It has been consolidated into Wood. The line between what items should be made of hardwood or softwood, both in real life and in game, is blurry, and how to produce hardwood and softwood has been a pain point in this mod since the beginning. Therefore, the simplest approach has been to merge them into one good.
    • This change has been added in a backwards-compatible way. After the update, any hardwood logging camps in your existing saves will now produce wood instead. When you start a new game, there will only be logging camps. In both cases, nothing in the world will produce or require hardwood.
  • Synthetic Rubber Plants: new building, unlocks from Plastics, produces rubber from liquor and sulfur (historical precedent)
  • Synthetic Fuel Plants: new building, unlocks from Electric Arc Process, produces oil from coal and iron (historical precedent)

Other Tweaks

  • Reduce the tendency of the AI to subsidize buildings other than Railways. Most buildings do just fine with the free market at work.
  • Improves auto-expand rules
  • Make the AI prioritize building gold mines

Why no synthetic this or that?

There simply wasn't historic precedent for things such as synthetic coffee, tea, or opium. Synthetic opiates, for example, were not invented until 1960, which does not fit the timeframe of the game.

Industry Expanded exists, why make this instead?

I wanted a mod that does not introduce any new goods. Industry Expanded is a great mod, it's simply not what I'm looking for. I wanted something lighter weight. You're free to choose whichever one you prefer.

Compatibility

This mod is compatible with most mods that do not touch the buildings above or alter the start locations of buildings on the map.

TODO:

  • Translations
  • Add links to the compatches

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