Victoria 3

Victoria 3

Realms of Exether
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Update: Jun 4 @ 7:02pm

Update: May 15 @ 1:18pm

Update: May 15 @ 10:59am

Update: May 15 @ 12:14am

Update: May 14 @ 4:04pm

Update: May 12 @ 3:13pm

## New Content
• Noricum Hag tags are now unrecognized and playable
• Added "Ecumenical Traditionalist" IG Ideology for state religions with the "Urik’s Pantheon" trait

### Dumonia
• Dumonian landowners are now called the "Kinfold"
• Added "The Kinfold" JE to Dumonia to centralize state power
• Much of Dumonia is now in personal union under the Emperor
• Added "Our Place in the Sun" JE detailing the rise of the Kamiran Cult
• Added "A New Dawn" JE, which fires if the Kamiran gain a foothold during high turmoil
• Dumonia now starts with a Kamiran Religious Movement
• Kamiran Devout gained new IG traits
• Added historical IG leaders to Dumonia
• Dumonia starts with Landed Voting
• Dumonia starts humiliated by Arrador
• Dumonia begins with lobbies targeting Arrador, Ceraun, and the South Seas Company
• Dumonian government is now "Kiarrike"; the emperor's title is now "Kiarr"
• The Order of the Sun is now known as "Arelon"
• Added more historical leaders to Dumonia

### Dreadmoor
• Dreadmoor received 2 new Journal Entries (JEs):
• One expands and explains existing mechanics
• One adds an overlord action to uplift subjects with vampiric administration and new vampire cultures
• Tithes can now be directed via the Special Measures decree and toggled in the JE
• Initiation rites are now automated and toggleable via the JE
• New gamerule "Bloodtithe Mode" applies Dreadmoor’s bloodtithe to all or player countries
• Dreadmoor starts with a Kamiran Minority Movement
• Three historical leaders added to Dreadmoor
• Dreadmoor’s Devout, PB, and Trade Unions are now led by humans

### Rimeroot
• Rimeroot gained a new expedition to stop heptadrones in the sunstation grid
• Rimeroot received 3 mostly positive harvest conditions

## Lonely Isles
• Larimora received new flag, leader, resources, and starts with Dumonia diplomacy
• Larimora now includes a Kamiran Devout minority
• Korafri and Castaway Dwarf cultures updated with Larimora changes

## Balance
• Political parties now respond more to RoE and Vanilla custom ideologies
• The Magic Party is more dynamic, with issues attracting or repelling IGs
• PND starts with an anarchist movement, anarchist IG leader, and Anarcho-Reactionary PB
• Ceraun now starts with a Rivierling National Movement
• Achon now starts with a Changeling National Movement
• 15 new cultural traits added across Noricum and the southern map
• Cultural Union power bloc now boosts shopkeeper investment instead of debuffing the leader
• Ice cap deposits reduced
• Ice Reservoirs need fewer employees and have more deposits

## UI
• Most harvest conditions now have tooltips explaining their triggers

## Bug Fixes

• "Denominational Exclusion" law now works with the acceptance system
• "Denominational Exclusion" renamed to "Ecumenical Recognition"
• Guild Laborers now support the Romantic Movement
• Colonial Administration JEs now count Cove Colony and Far Lilies correctly
• Matriarchal Traditionalist now properly affects party creation and AI weights
• Fixed Noricum Hag state crash (again)
• Minority PB groups no longer have both "Patriotic" and "Sovereignist" ideologies
• Cove Colony and the Order of the Far Lilies now count for Colonial Administration JEs

Update: May 1 @ 12:53pm

Update: Apr 28 @ 12:51pm

#New Content
• New Journal Entry "The Rising Sun" — power Sunstations and terraform Rimeroot.
• Vairian Everfrost Expedition has a Journal Entry about imported penal labor, ending in prison-states or colonies.
• Examining draconic murals unlocks the Locari crystal obelisks.
• Undermountain states can build Underways (+4 arable land, tech-limited).
• Vairian Icebreaker Company & Zakoniw reworked as rivals for Western Everfrost.
• Whisperpine Wood giants now follow the Winter Court (Giant Pantheon trickster fae).
• 5 historical characters added for VAE.
• 9 historical characters added for ZKW.

#Companies
• Generic companies added: airships, blubber, ectoplasm, ice, soulwrought, thaumacores.
• "Cold Northern Company" added (mint tea, fur lodges, ice reservoirs).
• "Rimeroot Plantation" company added (wyrmfruit, snowrubber, mint tea).
• "Fine Underground" company added (major underground buildings).
• Birds get upgraded airship company.
• Dwarves get upgraded underground and metal mining companies.
• Elves get upgraded silk & dye company.
• Gnomes get upgraded ectoplasm company.
• Goblins get upgraded munitions company.
• Mutagenic Trials law unlocks Institute of Mutagenic Studies or Mutagenic Standards Commission.
• New flavored companies for Exether goods added across the map.
• Icebreaker Company replaces Northern/Shipbuilder companies for Vairians.
• Vanilla companies reworked to support regional buildings.
• Logging companies now include all regional varieties.
• Fishing companies now include cave fishing.
• Lichen farms and mountain maize added to farming companies.
• Metal mining companies now include cloudsilver.
• Mineral mining companies now include lapis.
• Orchard companies now include wyrmfruit and songberries.
• Chime/tea companies now include spurge rubber and undertea.
• Fabric companies now include spidersilk ranches and sunweave plantations.
• Silk and dye companies now include spidersilk ranches.

#Balancing
• Alchemical Plants now use monster essence instead of iron.
• Heroes and Adventuring Guild buildings removed; most merged into Wizard Towers or Financial Districts.
• Machinists and Artificers merged into "Artificers," affiliation based on industry type.
• Adventuring Guilds tech adds +1 max companies.
• Soulwrought now have a 0.5 working adult ratio; assembly output doubled.
• Same ratio change applied to godsbane vaults.
• Soulwrought base literacy raised to 20% (slavery) or 30% (freedom).
• Positive state traits added in Everfrost to boost colonization incentives.
• Zakonish population slightly lowered and spread; Firbolg population increased in Zakoniw.
• Pop airship consumption now grants infrastructure (like automobiles).
• Trapping Lodges now produce more silk instead of monster essence.
• War machine industries now produce at 160% previous rate.
• Potion PMs adjusted in farms and mines.
• Airship input requirements drastically reduced for ports; ports no longer hire 5000 workers or use 26 airships.
• Airship yards produce fewer airships in late PMs.
• Goldfish wharves deployed around Rimeroot.

#Visuals & Flavor
• Trees and foliage now more prominent on the map.
• Several monuments properly placed and viewable.
• Everfrost regions redrawn and states consolidated.
• Everfrost states have dynamic names in Common, Draconic, Ocelian, and Vairian.
• Rimeroot regions redrawn and consolidated.
• Rimeroot states have dynamic names in Common, Draconic, and Gnomish.
• Vairia’s buildings moved to fix starting infrastructure gaps.
• VAE now has dynamic names based on overlord or republic status.

#Bugfixes
• Starshimmer Pool fixed again.
• Hidden/broken triggers fixed for Victeur-Feylight and Porcelaingate companies.
• Corrected minting in gold mines.
• Fixed halved cloudpiercer input for mobilization and carriers.

Update: Apr 8 @ 12:45pm

Update: Apr 7 @ 1:23pm

Content
• Added Arrador's unique companies back
• New Journal Entry for Ravik: "The Natural Borders of Ravik." Become the protector of gnomekind!
• New kingdom-level pan-nationalist formable "Ebgach/Wyldtree" for Verdant Thalorians and Gachsho Gnomes (translates to "Twinforest")
• Vairia has received attention and updates
• New Soulwrought releasable in Southwest Ravik: "Geargun"
• Questing Offices received a refreshed PMG in "Oversight," now dependent on army model law with varied employment
• Added customized rulers (and some heirs) for: Dumonia, Opalath, Seleneth, Anwarth, Secretkeepers, Teferet, Driftwyn, Vozmead, Yavira, Achon
• Some spurned characters turned into agitators
• Tweaked Vozmead's and Yavira's purper wedding event to include new heirs
• Added flavor events to Achon about succession
• Teferet is now a proper Magocratic Monarchy


Flavor
• Added flavor and altered starting setup for Driftwyn
• Added new game concepts concerning Achon & Changelings
• Waldgnom culture renamed to "Gachsho" (forest person)*

Art
• Wood Elves and High Elves have received a shared unit portrait set
• Half-Elves have received a unique unit portrait set
• The Rural Folk for Halflings/South Sea Ravager now have a reskinned "Jeffersonian" ideology
• Toftir has received dynamic state renames in the High Elf language
• New namelists for Rannorian & Timari Half-Elves to reflect their mixed heritage

Balancing
• Belt of Hippo deposits added south of Khaduras
• Questing Offices now provide slightly more urbanization
• Questing Offices benefit from economy of scale and provide scaling innovation
• Potion distilleries reworked
• Leech gardens rebalanced
• Taverns reworked
• All hunting industry rebalanced; now requires services (sourced from taverns)
• Monster Essence deposits decreased across the map
• Potions in mining PMs have been nerfed and given tech locks
• Potions are now used in most resource fabricating PMs instead of Wishstone
• Alchemy in general now has tech locks
• Wishstone reefs rebalanced
• Changed the logic for AI construction of Questing Offices to prioritize higher population states and reduce duplicate construction
• Changed the logic for AI subsidies, removed many from AI strategies and added Soulwrought Foundries
• Changed the math behind how AI allocates money to army and navy spending; it now relies on coastal and non-coastal population splits
• Changed the requirements for AI spending, debt, and government construction to be closer to vanilla
• The Vermillion Thicket has received half of a major redraw, with more to come
• Ravik, East Thaloria, and surrounding regions have undergone major redraws and state consolidations
• The Verdant Shore strategic region folded under the Old Thaloria Region, which has been slightly redrawn
• The Gnomehome and Varinath regions have undergone minor redraws and state consolidations
• Removed excess ports from Dragon Isles so they no longer go bankrupt

Bugfixes
• Fixed an issue with the minimum required GDP for maintaining a navy, resulting in AI powers instantly disbanding their navies
• Fixed an issue where the AI did not have a stance for the paper good
• Fixed an issue with nuisance errors from the South Seas interaction UI
• Fixed an issue with agitators referencing non-existent state regions
• Fixed an issue with the Dragon Blight Port Controls modifier icon
• Fixed an issue where the AI construction allocation math was completely broken