Victoria 3

Victoria 3

Cold War Era (1950)
1,010 Comments
RocketManIn***** Dec 1 @ 4:42am 
Can I use some of the files here for a mod that I am creating?
Burt NoBrain Nov 29 @ 10:35pm 
There are way to many production methods (PMs) in the economy, could you possibly reduce them (You don't really need 2 for every building in every era) or integrate something that will auto-switch? There is a mod that does auto-switching but I doesn't really work with CWE.
ruijam3 Nov 23 @ 5:47am 
Controllable Private Construction will have conflict with this mod orz.
The Lizerd King  [author] Nov 23 @ 2:15am 
It looks like it is due to a mod conflict. Please don't run this mod with any other mods.
ruijam3 Nov 23 @ 12:20am 
Please forgive me for not expressing myself clearly. I can't find any agricultural buildings to construct in the production section below, nor can I find mines, food factories, etc. It only shows buildings specific to this mod. Is this a feature of this mod or a conflict with other mods?
The Lizerd King  [author] Nov 22 @ 7:03pm 
@ruijam3 Sorry I don't understand your issue. please give me more details.
The Lizerd King  [author] Nov 22 @ 7:03pm 
@RocketManIn***** I think the spikes are due to game engine issues.
The Lizerd King  [author] Nov 22 @ 7:01pm 
@Rachmaninoff Thanks, will look into your suggestions.
ruijam3 Nov 22 @ 5:56am 
why many kinds of buildings are disappeared?
Chen Nov 22 @ 3:50am 
测试
RocketManIn***** Nov 21 @ 9:30pm 
For some reason my GDP always spikes up and down at a certain point. For Japan it was 4B and for the Philippines it was near 1B. Do I need extra DLCS or is this just a certain bug?
Mad Baron Nov 21 @ 1:43am 
nice to see all the updates
Rachmaninoff Nov 19 @ 2:25pm 
I think private construction sector investments should also be added, and I also think a lot of bureaucracy costs should be added to financial regulation laws. You are doing great work. I am grateful to you.
The Lizerd King  [author] Nov 19 @ 5:31am 
@Chaser Ok sure.
The Lizerd King  [author] Nov 19 @ 5:31am 
@RocketManIn***** I suppose you are referring to the law not removing existing foreign investment? The law only blocks new investment rights from being given and does not remove existing investment rights.
Chaser Nov 18 @ 4:21pm 
Thanks for the Fix, maybe decrease it by 20 for some? in the base game it can range from the 20-50s and i think it should be similar
The Lizerd King  [author] Nov 16 @ 3:16am 
@Chaser Thanks for the feedback, I have reduced the starting age of generals by 10 years and increased the retirement age by 5-10 years to deal with this.
The Lizerd King  [author] Nov 16 @ 3:15am 
@####### Thanks for the feedback, the feature has been amended to allow you to pick the head of the council when you fire the head.
The Lizerd King  [author] Nov 16 @ 3:14am 
@MasterSam4508 Thanks! Yes, some features need DLC, iirc just company charters, as they are hardcoded to require DLC by paradox. Other features should be ok.
RocketManIn***** Nov 15 @ 2:18am 
Why do I keep getting foreign investment when I have foreign investment banned in my policies?
Chaser Nov 12 @ 3:34pm 
Seriously please fix the generals only being 54 they retire or die so SO fast its really infuriating to do it multiple times a year to replace generals and admirals
Chaser Nov 12 @ 1:20pm 
Excellent mod, my man problem is that im playing the US and all my generals are old like 54 and then they either die or retire very very fast and its annoying to keep replacing them. PLEASE fix this
Kinky butt sex Nov 11 @ 10:13am 
The Privy Council mechanic is just annoying and not fun at all. Currently playing Yemen, trying to be more authoritarian as my King is, yet every single Privy council head is democratic, without fail. This means instead of enjoying the interaction I spend 99% of my time firing the head of the privy council head to avoid him vetoing my laws. Either let me pick the head of the council or make it so that the head is in line with the ruler's ideology, otherwise all it does is encourage boring rng play where i roll every month for a new council head.
MasterSam4508 Nov 9 @ 9:51am 
Does this mod add anything to DLC content? Or maybe all of its content is available even for players that have no DLC whatsoever?
I ask this because, even though I have some of them, I fear having some mod content locked behind any of the ones I don't have. I hope the mod's fully accessible to everyone, no matter their DLC ownership status.
Anyway, great mod. You're a real chad for not only making such a detailed and historical Cold-War mod, but also for still adding more stuff to it virtually every week :peace_hoi::TradeUnions::steamthumbsup:
The Lizerd King  [author] Nov 9 @ 4:15am 
@pheron Thanks for the feedback. The confederation diplo action and the reserve powers event issues have been fixed in the latest update. The AI construction issue is unfortunately not solvable because it is caused by the base game.
pheron Nov 8 @ 12:09am 
Also, speaking of confederations, I noticed that the customs union granted from the Internal Trade 2 principle does not affect AI decision acceptance. Only customs unions from trade league or superstates actually triggers the "customs union" +20 acceptance.
pheron Nov 8 @ 12:09am 
Event reserve_powers_system.13 (overlord veto) fires far, far too often. Also 10 base infamy to veto a law in a subject is way too much. There are literally states you can conquer for less infamy, and IRL great powers like the US meddle in client states' politics all the time with basically no repercussions.

Also, noticed a large issue with AI construction queues - my AI capitalists keep building literally dozens of the same buildings at once - like skyscrapers or recreational sectors - despite these buildings lacking an available workforce. Like, right now in my queue, Nejd is lined up to build - not joking - 68 levels of power plants. That cannot be intended behavior. I suspect this contributes to AI underperformance in large countries, as China currently has <3B GDP in 2039. India was similar until I managed to annex it via confederation.
The Lizerd King  [author] Nov 7 @ 7:41pm 
@nammerino Hi, the event probably failed to meet the requirements for it to fire, such as the neighbouring countries having the correct government types and laws.
nammerino Nov 7 @ 1:15am 
6 day war didn't trigger when I played as Israel, I was playing in historical mode but it didn't happened. Do I need to do anything for it?
LYNX Nov 5 @ 9:37pm 
Yay, thanks for the update!
GEORGEBUILDER Nov 3 @ 4:54pm 
oh and the tech tree is just a mess you shoudl really think about a normal vic 3 style tree hoi4 style just dont work and there is far far to much to resarch
GEORGEBUILDER Nov 3 @ 4:53pm 
i gotta be honest cool mod but the economy just straight up doesnt work nothing makes money and atleast as china i cant pass basically any laws all 80% STALL
The Lizerd King  [author] Nov 2 @ 4:08am 
@Trollagetime44 I am unable to replicate your issue on my end. I think there could be an issue with your mod directory.
The Lizerd King  [author] Nov 2 @ 4:07am 
@Drak This issue should be fixed in the latest version.
The Lizerd King  [author] Nov 2 @ 4:07am 
@Blzmataz4 Ok will look into this.
The Lizerd King  [author] Nov 2 @ 4:07am 
@provo thanks for the feedback. I have fixed this in the latest steam update.
Accord2 Oct 31 @ 10:34am 
The mod idea is nice and great, but has too many goods to be enjoyable. Just feel very overwhelming! It should be more simplified, like the base game.
Trollagetime44 Oct 31 @ 3:15am 
Am i missing something or does the mod not work. ive subscribed and and unsubscibed from the mod, changed the version from 9.6 to 11 and still no matter what the mod just does not load in
Drak Oct 30 @ 2:54pm 
Idk why but granting autonomy to the bank doesn't block enacting monetary policy laws for me and the bank doesn't change them either
azocknoob Oct 28 @ 11:07am 
i know that you guys want to make it easier with the tech tree being so simple but please keep in mind that if like major problems have been fixed that you guys could meke it look a bit better
Blzmataz4 Oct 25 @ 8:05pm 
I think adding the ability to hover over the Economic Outlook breakdown in-order-to see what affects the values would be nice. Example: Hovering over Political Instability tells you what affects it such as prolonged war
provo Oct 22 @ 5:23pm 
The minting cap from GDP is set to the vanilla value of 200k - I think this is an oversight because the value of money per unit it a lot lower in this mod compared to vanilla. It also makes +minting modifiers very underpowered.
The Lizerd King  [author] Oct 12 @ 4:40am 
The Lizerd King  [author] Oct 12 @ 4:38am 
@Psy-4 Thanks for the feedback, I have made some tweaks in the latest version to address this issue.
Psy-4 Oct 6 @ 5:01pm 
Okay, after reviewing Pop_types logic, I think you're not changing it enough from the base game. Especially since you're torpedoing the entire world to be sub-15% "literacy" level, which now stands for Tertiary education. Only Academics, Engineers, and Bureaucrats (government admin abstracts healthcare, which means doctors) should have their qualifications affected by the repurposed "literacy" mechanic. Others are more affected by wealth, but are mostly interchangeable.
Big Black Man Oct 5 @ 3:32pm 
is naval invasion not working for this mod?
ChincillaZoo£23 Oct 3 @ 11:40am 
Great mod
The Lizerd King  [author] Oct 2 @ 7:39am 
Hi all, the mod has been updated for 1.10. Thank you for your support and patience.
The Lizerd King  [author] Sep 28 @ 6:50am 
Hi all, the mod is currently only compatible for 1.9 but an update for 1.10 is being worked on and should be ready by next week.
merlijn77 Sep 26 @ 3:12pm 
@[UnSeGo] DarkCloud - are you trying to run the mod with the latest Vic3 update? It will crash. Revert instead to a slightly older Vic3 version, like 1.9.8, and it should work fine.