Military Shipyard Re:VIVE
This mod resurrects the Military Shipyard, which was removed in version 1.13.
In previous versions, warships were produced as goods and classified under light industry. However, in this version, it is impossible to generate profit solely from warships, so they are classified as infrastructure buildings alongside the construction sector. Consequently, private ownership and construction are not permitted.
– Now, privately operated shipyards will no longer ruin the national economy due to excessive subsidies being injected to offset losses caused by warships. Private shipyards will only produce ship goods, just like in previous versions.
– While military shipyards cannot generate any profit, they are now staffed via government employment, allowing for slave exploitation and eliminating operational issues caused by hiring difficulties. Of course, just like in Vanilla, adjusting the production ratio of supply ships or pausing construction remains fully functional.
– Private shipyards retain their profits from ship maintenance. Therefore, this can potentially result in an even greater increase in profitability.
– Nations will voluntarily expand military shipyards to build up their navy according to existing AI strategies, provided their economic power supports it.
Please note that there is a bug where the existing shipyard is displayed in the construction UI, but you can safely ignore this.
This mod conflicts with the previously uploaded "Shipping (carrying+supply) & Shipyards buffs mod" regarding PMs (Production Methods). To use this mod properly, you must set its priority higher (load order above) than the aforementioned mod.
Additionally, please note that because it modifies the history/buildings file, it may be incompatible with some other mods.
