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Military Production 1.1

von ManbotVersion 1.0Aktualisiert 24.10.2026Rev. 6746,7 MiB
Bitte ModManager zuerst starten. Dadurch wird der Installations-Link unter Windows registriert.

Beschreibung

Build a military supply network: manufacture Gunpowder, Weapons and Tanks, transport supplies and earn income from military exports.

Weapons industries arrive in 1901 with a one-off $1 million infrastructure grant. Tank production begins in 1930. Supply Chemicals for Gunpowder, Steel and Gunpowder for Weapons, then 2 Steel + 1 Weapon to produce 2 Tanks.

Move Weapons and Gunpowder by road or rail. Tanks travel by rail only, with one Tank per Military Flatbed. Tank models switch in 1960, including parked tanks in compounds.

Includes factories, export depots, a storage/transfer terminal, paved military roads and decorative checkpoints. Export depots pay quarterly, with historical demand changes and year-end reports. Freight payments are separate from export income. Each actively exporting depot provides a 10% growth bonus to its nearest town; the bonus stops when exports stop.

Install through ModHub and enable the mod for your game. Back up existing saves and do not remove the mod from a save that uses it. Full installation instructions, recipes and mechanics are in the included readme.md.

New in 1.1 — Shells & Explosives

The original military network is expanded with two industries from 1914: 1 Fertilizer + 1 Gunpowder produces 2 Explosives; 1 Sheet Metal + 1 Explosives produces 2 Shells. Native Oil Refineries supply Fertilizer. Existing Gunpowder, Weapons and Tank recipes are unchanged.

Shells have their own Shell Export Depot. The former Military Export Depot is now Weapons Depot and newly placed versions accept Weapons only, retaining 800 Weapons storage. The original internal mod and building IDs are preserved. Each actively exporting Weapons, Shell or Tank depot adds +10% growth to its nearest town. These contributions stack: one of each serving the same town adds +30%. This is a growth bonus, not an instant population increase; it expires when exports stop. The Logistics Terminal does not export or provide this bonus.

Quarterly export maximums: Weapons 50 normally, 100 in WWI (1914–1918), 150 in WWII (1939–1945); Shells 50 normally and 150 in WWII; Tanks 10 normally and 30 in WWII. Smaller loads can export without filling the maximum, with payment for the quantity shipped. Excess cargo stays stored. Exports select complete storage bays: an oversized individual saved bay cannot be split, so it is retained rather than deleted or underpaid.

Future plans: dedicated military cargo planes and military airports, dedicated military truck models, military fuel supply, timed government delivery contracts and a German skin pack. These are not included in 1.1; scope and timing may change.

Created by Manbot. Base-game assets credited to Transport Fever 3 / Urban Games.

Military Production 1.1 — Shells & Explosives Update

• Added the 1914 Explosives Factory: 1 Fertilizer + 1 Gunpowder → 2 Explosives. Native Oil Refineries supply Fertilizer.

• Added the 1914 Shell Factory: 1 Sheet Metal + 1 Explosives → 2 Shells.

• Added a separate Shell Export Depot with its own storage, quarterly exports and nearby-town growth bonus.

• Renamed Military Export Depot to Weapons Depot. Newly placed Weapons Depots store Weapons only (800 capacity); Shells go to their separate depot.

• Lowered the normal Weapons export maximum from 100 to 50 per quarter. Weapons limits are 50 normally, 100 in WWI and 150 in WWII. Shell limits are 50 normally and 150 in WWII; Tank limits are 10 normally and 30 in WWII.

• Removed full-load requirements: Weapons, Shells and Tanks can export smaller available loads each quarter, up to their maximum. Payment reflects the quantity shipped; surplus stays stored. Whole storage bays are selected, so an oversized individual saved bay cannot be split and is safely retained.

• Each actively exporting Weapons, Shell or Tank depot gives its nearest town +10% growth. Bonuses stack (+30% from one of each); they stop when exports stop. This is not an instant population increase.

• Added an Early Shell Flatbed Truck for 1914–1939, with visible loaded shell racks, and corrected its missing native model references.

• Restricted Explosives to the early horse-drawn Military Supply Wagon and designated Small/Large Explosives Trucks. General military trucks, ordinary vehicles and boxcars cannot load Explosives.

• Increased designated Explosives Truck capacity by 25%, rounded up to whole cargo units: Small 6 → 8; Large 15 → 19. Added warning placards and purchase-image badges.

• Expanded Military Logistics Terminal storage for Explosives and Shells, with warehouse and stockpile decoration. The terminal does not export or give an export growth bonus.

• Added decorative chain-link perimeter security fences around all military factories, export depots and the Logistics Terminal, with open road gateways and rail approaches.

• Added finished shell/rack cargo models, labelled Explosives crates, naturally grouped stockpiles, improved weathered depot roads and markings, and matching illustrated building-menu artwork.

• Adjusted Shell Factory building and rack placement to clear the road.

• Retained the vanilla Flatbed/crane specialization compatibility hotfix from 1.0.1.

• Existing saves retain their mod identity and cargo. Updated export logic applies to old depots, but saved buildings do not automatically rebuild recipes, storage or scenery. Back up before updating; do not demolish stocked buildings to refresh them.

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