Sustainable Resource Buildings Expansion

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Author: zzzwww

Last revision: 13 May at 04:40 UTC (7)

File size: 6.11 MB

On Steam Workshop

Description:

This mod is compatible with game version 1.13.
This mod cannot be installed mid-game. Starting a new game is required.
Note that this mod generally doesn’t require updates for new game versions.

Links: Support me[ko-fi.com], Join Discord[discord.gg]

Updates

13.05.2026

  • Please ensure the installed mod is up-to-date, as it may not be auto-updated sometimes.
  • Updated for 1.13.

What does the mod do?
  • Solves late-game resource shortages while maintaining game balance and regional traits.
  • It adds:
    • New Resource Buildings (NRBs) with New Mechanisms for resource caps.
    • New Technologies to unlock NRBs and Add Arable Land
    • New Journal Entries (JEs) to unlock these new technologies

  • Adding unlimited resources might ruin the game balance. To avoid that, this mod introduces mechanisms to limit:
    • When and where these new buildings can be built
    • How many current levels can be built

  • This means although resources are unlimited for long term, their locations and extraction rate are limited.

How does it work?
  1. The JEs will be activated if there are already enormous resources being sold in the market but the demand still cannot be met (image 6~7).
  2. Complete the JEs to unlock the NRBs and Add Arable Land.
  3. The NRBs are:
    • Coal Mining Center
    • Sulfur Mining Center
    • Iron Metallurgical Center
    • Lead Metallurgical Center
    • Oil Exploration Center
    • Oceanic Fishery Port
    • Synthetics Rubber Plants
    • Composite Wood Factory

  4. NRBs are only available in states already producing high amounts of that resources, so controlling regions that are rich in resources is still important (image 8~11).
  5. The max levels of NRBs increase gradually (image 4), so controlling more resource-rich states speeds up this process.
  6. Some NRBs can’t co-exist in the same state, e.g., "Oil Exploration Center" and "Coal Mining Center", so controlling more states for different resources is still important.

    Important: To make sure the NRBs’ type in a state is decided carefully, private constructions can only expand existing NRBs.

  7. Arable land can be increased once a year when available arable land is countrywide insufficient. Only arable land in states that have great agricultural potential will be increased and the number of states are limited by agricultural budget (image 5 and 12).

Features of the new resource buildings
  • NRBs have similar productivity and profitability as their vanilla buildings, but require higher construction points and infrastructures.
  • NRBs can be built in subjects. To do that, either the subject needs to unlock the NRBs or "Technology Transfer (TT)" needs to be enabled first (except NRBs for wood and rubber).
  • If you want to build a NRB in a foreign country other than subjects, then this country has to unlock the NRB first.
  • If both an overlord and its subject A have unlocked a NRB:
    max level A = max level from overlord TT + max level from subject A itself.
  • If a subject was transferred to a new overlord, the "max level from overlord TT" would be preserved until the new overlord can provide higher levels.
  • The max level in a indirect subject C (overlord A, direct subject B):
    max level C from TT = maximum(max level from A TT, max level from B TT)

AI Behaviour
  • AI countries will also try to use the features when certain conditions are met.

Small Country Patch

Compatibility
  • No vanilla files are overwritten so it should be compatible with most mods.

Localization
  • English, Chinese.
    Other languages use English text.

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