Victoria 3

Victoria 3

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Agitators Interaction Rebalanced
   
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Mar 19, 2024 @ 8:21pm
Mar 19, 2024 @ 9:13pm
4 Change Notes ( view )

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Agitators Interaction Rebalanced

Description
A simple mod based off of Kabian's suggestion on the forum. Instead of a fixed 5 year cooldown, the following interactions now cost authority:

* Inviting agitators
* Exiling agitators
* Granting agitators IG leadership
* Attempting to assassinate characters

The actions take up a block of authority when you use them, which gradually decays over time. Your laws and institutions affect the authority. More lenient speech laws make manipulating your domestic politics more expensive. More repressive laws make it more expensive. Cost also scales with the institution level of both secret police and guaranteed liberties.

This mod is very likely unbalanced and intended more as a proof of concept. If you'd like to fine-tune authority cost for actions, the script value can be found under common/script_values/99_agitator_values.txt

Link to Kabian's suggestion: https://forum.paradoxplaza.com/forum/threads/agitators-actions-should-cost-authority-over-time-instead-of-being-free-on-a-cd.1635469/

Interactions
* Invite Agitator - base cost 50 authority
* Exile Agitator - base cost 100 authority
* Arrange Accident - base cost 200 authority. Still paid even if unsuccessful
* Grant Leadership - base cost 100 authority

Laws

Freedom of Speech - intended as major multiplier to shift the base cost
* Protected Speech - 4x base cost
* Right of Assembly - 2x base cost
* Censorship - 1x base cost
* Outlawed Dissent - 0.5x base cost

Internal Affairs - intended as minor multiplier on freedom of speech-adjusted cost
* Secret Police - 10% discount per institution level
* Guaranteed Liberties - 10% surcharge per institution level

Compatibility

* Overwrites the invite agitator, exile agitator, grant leadership, and arrange accident character interactions.
* Overwrites the secret police and guaranteed liberties laws as well as all freedom of speech laws. These overwrites are purely cosmetic for the modifier to appear in the law GUI
* Laws added by other mods will not affect the authority cost for interactions
5 Comments
Energywelder Jul 17, 2024 @ 1:06pm 
Ah, that explains what has been causing that crash for me lol
AtomicBlastPony Jul 17, 2024 @ 8:27am 
Paradox changed the folder structure for modifiers, while this mod still uses the old "modifiers" folder. As a result, the game will crash when you click on a country with such a modifier as the game attempts to render it.
Update needed!
Energywelder May 22, 2024 @ 2:39pm 
also seeing this error right now while trying to run down a crash:

[17:26:37][jomini_script_system.cpp:262]: Script system error!
Error: has_law trigger [ Wrong scope for trigger: character, expected country ]
Script location: file: common/script_values/99_agitator_values.txt line: 7

[17:26:37][jomini_script_system.cpp:262]: Script system error!
Error: has_law trigger [ Wrong scope for trigger: character, expected country ]
Script location: file: common/script_values/99_agitator_values.txt line: 13

[17:26:37][jomini_script_system.cpp:262]: Script system error!
Error: has_law trigger [ Wrong scope for trigger: character, expected country ]
Script location: file: common/script_values/99_agitator_values.txt line: 19

[17:26:37][jomini_script_system.cpp:262]: Script system error!
Error: has_law trigger [ Wrong scope for trigger: character, expected country ]
Script location: file: common/script_values/99_agitator_values.txt line: 25
Energywelder May 22, 2024 @ 2:38pm 
list of agitators is unusable by 1870 as opening it will freeze the game for a solid few minutes.

Perhaps making banished agitators vanish into obscurity after 1-2y unless theyre historical or popular enough?
bowlofdro Apr 26, 2024 @ 6:56am 
hey there. nice work on the mod. i noticed that the AI is quite loose with the exiling, the list of potential agitators ballooned so high that the game lags hard by the 1860s.