Victoria 3

Victoria 3

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The Great Revision [1.8.7]
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Apr 7, 2024 @ 1:12am
Apr 27 @ 12:05pm
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The Great Revision [1.8.7]

In 1 collection by SASCO
The Great Revision Series
10 items
Description
Join us on Discord! We need your feedback! Bugs report, suggestions or just chatting!
https://discord.gg/sj2qzH478N

Compatibility: This mod introduce huge changes in the game code. All that mods that make change in Trade, Production, Ideologies, Laws, AI Behavior and Cultures shall not probably be compatible.
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FEATURES:
-New Taxation Reform
-New Laws and Institutions
-New AI Strategies
-New Trade System
-New Migration Agreement
-New Colonial Resettlement
-New Character Interactions
-New Italian Unification
-New German Unification

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Hello Everyone!!

Are you tired to be forced to develop your Economy constructing all buildings you need to complete the supply chain?

Are you tired to don't have a deep political system, with few laws and without any interactions?

Are you tired to have a trade system so annoying?

GOOD! So Today i want introduce you

"THE GREAT REVISION"!

This Mod give you an Overhaul of V3, specifically in Economy, Trade and Politics. Below you can see the list of Improvements and new Features.

MINISTRIES AND NATIONAL BUDGET
The Institutions in V3 are now Ministries, and each of them gives specific bonuses, at the cost of a part of the National revenues.

This will introduce the concept of "National Budget": The Government now will need to pay attention to which Ministry invest more resources, because now all of them have a cost.

You have several choices to do: will you invest in Pensions? National security? Economic sectors?


TAXATION REFORM, LAWS AND INSTITUTIONS
You can now apply different types of taxes to different classes of Pops!

After around 30 days from the start, a trigger will enact the new "Taxation Department Act" that will allow you to manage in freedom your taxes through a new specific building: "Tax Department".

Many Nations start already with "Tax Department", but if you are playing a small Country that doesn't have the Tax Department, you can build from the "Government" Lens Panel.

Furthermore, you have now a new set of laws and Institutions that will help you to shape your Nation as you prefer!
You can introduce pensions for retired people, or you can set specific regulations in matter of work, that will push for a more Pro-Business policies or more Pro-Worker system.

Which Government will you be? A Conservative and traditional Gov. or a Progressive and Egalitarian Gov.?


TRADE REWORK
Improved trade, now both you and the AI ​​can import/export huge quantities of goods, and this means that if you want to produce luxury clothes (for example), you don't need to also construct the buildings that give you the goods needed to produce them, but you can import them IN FULL.

To incentivate a import/export of specific types of goods, you can use the tariffs to set priorities on your Market.


AI STRATEGIES, COMPANIES & PRIVATE INVESTMENT
Improved administrative strategies, now when you see that a country has a "plantation economy", "Industrialize" or other strategies, the AI ​​will REALLY focus on shaping its Economy following his internal politica Agenda.

Furthermore, now Companies have a great weight on the production activity. When you select a type of company (both you and the AI), you will incentivate the private investors to construct more buildings related to the company.


RESIGN PARTY LEADERSHIP and PROPAGANDA CAMPAIGN
-Added "RESIGN PARTY LEADERSHIP" Interaction: If you have a specific IG in the government, you can grant leadership of the party to any of your Politicians/Generals. Thanks of this, you can support specific Ideologies.

-PROPAGANDA CAMPAIGN: You can start a Campaign to support/discredit specific characters. This will help to increase or decrease the clout or attraction to specific IGs. Furthermore, the choosen character can have chances to gain new skills traits.


LOANS AND INTEREST RATES
Now not only Great Power will have advantage to take loans, also Minor will have a small advantage to take loans to invest in their Economies without be affraid to declare bankrupt. The changes are the following:

-LEGITTIMACY LEVEL: more your Government is stable, more the market will be confident, giving you less interest rates on loans

-POWER RANK: rebalanced Interest rates bonuses for Great, Major and Minor Powers.


CONSUMER GOODS ECONOMY & WAR ECONOMY
Two new features have been added in The Great Revision: Consumer Goods Economy and War Economy!

As you can imagine, now AI have two new strategies to direct its Internal Agenda.

-CONSUMER GOODS ECONOMY drive the AI to produce all cycle/consumer goods, trying to increase the standard of living of pops, and export large quantities of these goods to the other markets

-WAR ECONOMY instead set the focus to develop the heavy industry, to become one of main exporter of weapons in the world (or maybe to prepare for some invasion?)


If you liked "The Great Revision", please rate :)
Popular Discussions View All (1)
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Jul 28, 2024 @ 6:47am
PINNED: TGR UPDATES AND FUTURE PLANS
SASCO
290 Comments
SASCO  [author] May 12 @ 2:35pm 
Hey, you can use this mod only, or the full set of submods of TGR.
Basically all the other mods are standalone versions of different features of TGR, in case some players would like to play with some features, but not with others
Cope May 11 @ 6:07pm 
do i need just this or add all the others too, if i want all of it
SASCO  [author] May 11 @ 6:05am 
Currently it is in Better politics and Production & Trade (and of course the main mod TGR)
Bud don't worry, I'll probably create a separate mod for 1.9 :)
CornSalesman May 10 @ 10:44pm 
thanks for letting me know, is there a specific mod in the list I can leave out to avoid this or is it just unavoidable for now? no worries if not and thanks for responding
SASCO  [author] May 10 @ 2:49pm 
Hi!
Yes (un)fortunately is intended.
To improve the performance in late game, i set a couple of change about assimilation:
1) now countries can assimilate also the pop's culture homeland (if the state is incorporated)
2) assimilation rate is x2 time faster

As you noticed these changes creates this scenario. Ideally i would like to make a better balance, but until release 1.9 i found this tradeoff to make the late game not so much annoying.
CornSalesman May 10 @ 11:21am 
Loving this mod but I've noticed that pops seem to just completely assimilate in without much sense in some countries, all of austria hungary is south german with not even a minority of 5% 20 years in, France is the same way, india becomes completely English ethnically in like 3 decades. Is this intended.
SASCO  [author] May 5 @ 10:51pm 
I think the migration didn't work well because of your current migration law.
Ideally if you use the migration agreement combined with no migration control law you can get up to 750k/1M of pop every year (average).

About trade, in 1.9 i'll rework totally the trade :)
SN9000 May 4 @ 8:22am 
Good mod but it needs some balancing. The migration feature so far has left me unimpressed. You pay extreme amounts of currency for very limited migration. Perhaps that's because of my backward tolerance laws. Need to test it further.

The other thing that is a off is the amount of practically unlimited convoys that you get. There is no port building game play. Too many convoys, totally op. Again, I have only tested it with one nation, but it might need nerfing.
Turambar Apr 21 @ 5:41am 
I am not using the collection nor the outdated mod, only this specific mod
SASCO  [author] Apr 21 @ 4:02am 
Hello again! :)
No i think you are using also the outdated submod "tax department".
I you are using TGR main mod, you shouldn't have problems at all, but if you are using the collection, be sure the mod "Tax department" is not enabled.
That mod is outdated and replaced with the new taxation system mod