Chains of Industry

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Author: 活宝whw

Last revision: 31 May at 09:42 UTC (1)

File size: 46.3 MB

On Steam Workshop

Description:
There are several things in the vanilla game that I’m very unsatisfied with:

Many of the industries and PMs in vanilla are highly unrealistic, such as the steel frame construction sector that builds everything exclusively out of steel;
Productivity in vanilla basically plateaus by the mid-game, with late-game progression revolving almost entirely around combustion engine;
MAPI can only be obtained through technologies and state traits,;
The global distribution of resources and arable land is unrealistic, with self-sufficiency buildings of roughly equal quality across the board, agricultural buildings all sharing the same output. You even can’t eat potatoes — only brewed into alcohol.

In response, I have made the following changes:

Expanded the production chains and added several new goods, including salt for chemical use (also edible!), coal tar, acids and soda, industrial machinery for use in and factories, stationary engines dedicated to providing steam power in mines and factories, bricks and cement for the construction sector along with the limestone needed to produce them, and the buildings required to manufacture all of the above;
Significantly strengthened mid-to-late game technologies, added several new technologies, and revised the era placement, prerequisites, and effects of certain existing technologies, now the steel frame PM in construction sector is unlocked by reinforced concrete;
Removed all market access bonuses granted by technologies in vanilla. International Trade now provides only 5 market access, and the base access has been lowered to 70 — however, railways and ports now each grant additional MAPI as they are upgraded. Inland regions with navigable rivers now receive a "River Ports" building that can also increase market access and infrastructure. Ports and River Ports additionally provide transports.
Drawing from Explorable Real-World Resources (Americas, Oceania, most of Eurasia) and Fei Xiaotong’s Legacy (most of Africa, parts of East Asia), I have substantially increased resource deposits across the globe.
Completely overhauled all agricultural buildings. Each type of agricultural building now has meaningfully differentiated primary production methods, secondary production methods, and automation options. Ranching has also been significantly strengthened.
Referencing YuuTsing, I have increased China’s population figures and corrected the currently highly inaccurate provincial borders across China.

Current Version: 1.2.3

Future update plans:

Further specialize buildings by separating certain products — such as liquor, porcelain, aeroplanes, and tanks — into their own dedicated buildings, each with unique PMs and automations.
Diversify fabric sources by distinguishing between different raw materials such as cotton, flax, and wool, each with their own production chains.

Compatibility:

Incompatible with any mod that alters resources, production methods, or the map, and also incompatible with mods such as BPM that modify laws — meaning that virtually all mid-to-large-scale mods on the Workshop cannot be used alongside this mod.

This mod supports both English and Chinese.

This mod originally grew out of an effort to integrate the many Workshop mods that alter production methods but are often mutually incompatible with one another under certain conditions. Since then, it has expanded to include a substantial body of content written entirely from scratch, making this a relatively large mod overall. With that in mind, I would like to express my gratitude to the following mods and their authors:

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Multi-line Production Methods FrameworkSteam Workshop
Revisions:

Old revisions of this mod are available below. Click the link to download.