Victoria 3

Victoria 3

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Influenceable Obsessions
   
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May 19 @ 6:36am
May 21 @ 3:38am
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Influenceable Obsessions

Description
Do you almost never get an obsession naturally in your playthroughs?
Would you like to boost a specific industry's turnover by massively increasing pop consumption?
Or would you like to get your people addicted to alcohol for roleplay reasons?

Then this might be the mod for you.


I have always been a bit disappointed by the vanilla obsession mechanic, seeing as it tends to be quite random and unreliable. The only methods to get (some) obsessions used to be dumb luck, special journal entries, or unique events. With this mod I aimed to give players the opportunity to try and promote up to three obsessions for their primary cultures. I do realize this may lead to some very broken economies; however, I believe that every player can use it as they see fit.

For reasons of balancing, this is how it works:
Upon researching mass communication, a player unlocks decisions to promote a certain good (additional research requirements may apply.) If they have 500 or more bureaucracy, they can choose a decision. The following goods are able to be promoted:

Category
Goods
Staple Goods
Fish, Fruit, Groceries, Meat
Industrial Goods
Aeroplanes, Automobiles, Clippers, Paper,
Small Arms, Steamers, Telephones
Luxury Goods
Coffee, Fine Art, Liquor, Luxury Clothes, Luxury
Furniture, Opium, Porcelain, Services, Sugar, Tea, Tobacco,
Wine

You can only successfully promote one good per category, so choose wisely. Once an obsession has been established, there is no going back. If a decision has been taken, an event pops up with three options:
  • Modest Promotion Effort: -500 bureaucracy, -0.25 x authority, and -20k government expenses for 5 years (50% chance of success)
  • Increased Promotion Effort: -1000 bureaucracy, -0.25 x authority, and -20k government expenses for 5 years (75% chance of success)
  • Extreme Promotion Effort: -1000 bureaucracy, -0.25 x authority, and -40k government expenses for 5 years (90% chance of success)
As you can see, these modifiers are quite harsh, so make sure your economy can handle these expenses before choosing to promote an obsession. The government expenses are fixed, so you may want to hold off on promoting an obsession until you are have a more thriving economy. Additionally, if you are successful, every primary culture of yours will become obsessed, so think about whether or not you want to form a nation first. You will not be able to promote the same obsession again. You can always try again, though, should you fail.

This is my first mod, so any feedback, especially concerning your opinion on balancing, is appreciated. I am aware, however, that I will not be able to cater for all tastes.

Currently, English and German localization is available.
Special thanks to Caracus for offering some much-needed support.
5 Comments
Derben 8 hours ago 
love this cant wait to have my 'mericans who are meat, gun, and tobacco obsessed!
Peter Zwegat  [author] May 21 @ 11:46am 
Glad to hear it, thanks! :-)
ROBERT P May 21 @ 8:38am 
I really like this, honestly, I expected it to be more unbalanced but it's really fun to have in a game. Thank ya!
Peter Zwegat  [author] May 21 @ 3:58am 
Yes, I agree. 2000 just cripples your bureaucracy in most cases. I adjusted the values for increased and extreme efforts to 1000. Thanks for your feedback.
Bucks in 6 May 20 @ 8:04am 
Do you think that might be better to be -1000 bureaucracy for Increased Promotion Effort