Victoria 3

Victoria 3

The Great Revision - 1.11.0
442 Comments
Spartak Nov 21 @ 1:03am 
What about compat with Project Utopia and Morgenroute?
Mr. Hills Nov 4 @ 12:29am 
Hey, how about a general compatch? Or specific ones for MR, E&F, etc?
P.S.: I don't know why, but when I use your mod, Swizterland becomes Swiss Empire with a ugly tricolor flag..
SASCO  [author] Oct 26 @ 2:58am 
You totally right :)
I reworked some companies, and i did remove fishing wharves from the qing company, but i forgot to update the name.
I'll change the description in the next update.
Thanks for the report :)
이붕 Oct 25 @ 8:31am 
Hello, thank you for creating this great mod. But why Great Qing's Tea & Fish Company cannot build fishing wharves even though they have select fish as prestige goods?
SASCO  [author] Oct 25 @ 5:08am 
Cool! thanks for your work! :)
시아츠 Oct 24 @ 7:46pm 
SASCO  [author] Oct 24 @ 11:24am 
Hi! @juegosblancos
Yes you can play with it! :)
There's not a official compatch, but the mods are not going too much in conflict.
juegosblancos Oct 22 @ 7:51pm 
Is this mod compatible with the "Hail, Columbia! - United States Flavor Pack" mod?
thevinni007 Oct 19 @ 6:56am 
thanks now i know
SASCO  [author] Oct 18 @ 2:03pm 
Hi @thevinni007!
Yes, correct. in particular this feature is in the submod TGR: International Trade and in the main TGR mod.

This mod increase the specialization, so you'll notice that your investment pool will construct mainly the buildings related to the companies, meanwhile the rest of the goods are imported/exported from the trade centers.
thevinni007 Oct 18 @ 9:36am 
i dont have any mod modifying this part of the game so its your mod
thevinni007 Oct 18 @ 9:36am 
private construction is cooked mainly comapnies are if you get a company they will spam out construction denying manor houses and financial districts cnat invest no more
Thank you dear SASCO!
SASCO  [author] Oct 15 @ 8:44am 
Just uploaded the mod. The problem with MP have been fixed. Enjoy :)
Does it work again in MP?
SASCO  [author] Oct 13 @ 12:55pm 
@VeCo359 Hi
Could you please send me a screenshot, so i can visualize better? You can text me or join the discord group :)

@Memir Masher yes is true. Basically some of the feature of TGR (including the companies) could make less flexible the gameplay, but i decided to adopt this policy to ensure that every gameplay has some elements that will repeat always, like for this example the Nation specialization.
Memir Masher Oct 12 @ 1:26am 
Heyo I love the new taxation system, new event that pops up when a nationalist movement secedes and markets. Just a quick suggestion:

Companies are limited to 1-2 for a very long time till tech 4 unless I missed something, and current basic companies are balanced for 3-5 company slots. I see that you added some flavor companies to have a billion possible buildings avalible for ownership but that's not the case for basic companies which reduces the flexibility of gameplay. I think you should buff all the basic companies so the gameplay is fair for countries that don't have flavor companies + increase flexibility.
VeCo359 Oct 11 @ 2:45pm 
Sasco you made great mod only now I don't understand when is tax set too high when is too low when is in middle. yes I see standard of mine population rise and fall when I change it but is too boring to guess it in detail
SASCO  [author] Oct 5 @ 2:29pm 
@(shiny) DiamondNova Thanks, i'll fix soon as possible :)
(shiny) DiamondNova Oct 5 @ 1:09pm 
@SASCO well yeah, I was playing as Austria, and I've got those events, so probably some triggers are out of wack
Saishi Oct 5 @ 10:50am 
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SASCO  [author] Oct 5 @ 7:48am 
(shiny) DiamondNova Hi!
Thanks for the feeback.
Was you playing Austria when this happened?
The event you are refering it's an event between AI only, which basically the first country impose an ultimatum to the second to ask back the original cores.
If they don't accept, that country receive penalties in Infamy.
But that event should be triggered only if the country in question is not player
(shiny) DiamondNova Oct 5 @ 6:45am 
I don't think Italian unification is well done. They can declare war back to back against Austria without any truce and neverminding relation or pacts. Moreover, after 1869.1.1 they just annex Longobardia and Venice for free, even if they lost 100% of wars for those.
I get it makes kinda sense to force "pretty borders" when playing somewhere else, but if player is Austria, it's super frustrating when you lose provinces just like that.
ACOFROD Oct 1 @ 5:12am 
Is this mod not yet translated into Spanish?
SASCO  [author] Sep 30 @ 12:39pm 
Thanks for the report. I'll take a note to change it in the future :)
Saishi Sep 28 @ 12:01pm 
Short remark about integration with Better Politics Mod.

The Centralization and Foreign Policy tabs are combined with some BPM laws groups that maybe were meant as something different. Screenshot posted in Discord.

It looks like an ID type of issue, between the law tabs. Something easy to fix.
Vitendo10 Sep 28 @ 10:39am 
i sent the screenshots in the dicord btw
Vitendo10 Sep 28 @ 10:37am 
The "The Great Revision Series: Leadership & Politicians - 1.10.2" part of this mod is what causes the bug
Vitendo10 Sep 28 @ 9:58am 
i will send you a screenshot. By the way, in the top of the mod it says its incompatible with a lot of mods, yet i havent had issues with that. Atleast not yet. I currently use kuromi's ai, greys economic changes (as in a collection of mods made), and tech & Res and Morgenröte. I have not seen any problems as of yet that stem from incompatibility. Maybe Kuromi's ai might have some problems with this mod, but considering everything else, it seems to be working just fine.
SASCO  [author] Sep 28 @ 9:14am 
Hi!

@Saishi To be honest i would prefer to leave, sometimes players doesn't want too many migrants, so i prefer to leave to them this choice (even if in theory they would already accepted to have migration because they asked for the agreement, but anyway)

@Vitendo10 mm difficult to say, i changed a bit this variable, but i never experienced this issue. Maybe can you send a screenshot in the discord server, so i can check?
PS. thanks for the appreciation :)
Vitendo10 Sep 28 @ 8:31am 
Hey, so i have this problem that causes every single pop to join a political movement, even when they are considered politically unaligned. I disabled every sningle mod and found out that it was this one causing it. I wonder, is this intentional, or is it a bug? If its intentional, is there a way to change it? Besides this, i absolutely love this mod, and i hope (if its a bug) that you can fix it. No pressure ofc :)
Saishi Sep 28 @ 7:11am 
If I may suggest something about the migration agreement, can you remove the annoying monthly question about paying for the new migration wave?

In my opinion, it is enough that the treaty can be cancelled after 5 years.
SASCO  [author] Sep 28 @ 4:17am 
Hi Friends!

@Saishi yes, it is. Maybe you could find some minor issue, but very minor, like overwriting of modifiers ecc. but in general they works together.


@Yeah unfortunately it's a know issue.. i worked on new features during these last weeks, but now i'll try to fix this problem soon as possible i hope

@A.R.B.E. To be honest i never played that mod, but if it doens't change radically Economy and trade, should be compatible :)
A.R.B.E. Sep 28 @ 12:42am 
Hey! Is this mod compatible with the Victorian Century mod? Thanks for the good work man!
Bolty218 Sep 25 @ 5:27pm 
Mod is crashing when trying to host with multiplayer. Cannot load into map of a Multiplayer game without being forced out of the game with a crash report. Happens when its the sole mod in a playset, something i spent plenty of time testing
Saishi Sep 25 @ 1:01pm 
How is this mod interacting with BPM ?
SASCO  [author] Sep 7 @ 3:01am 
Hi Everyone! :)
Sorry for late reply!

@ManifestCrostini yeah it is compatible, but some file are in conflict between eachother, so if you play together there could be some features that will now work as intended (but are anyway very minor issues)

@ManifestCrostini THANKS! i really appreciate :)
I really would like to make a compatch, but currently i'm very busy to working on some new stuff of TGR.
yeah the taxation, is one of the main problem. PS. today i'll drop a huge update for international trade and taxation system, the result are "AGGRESSIVE". stay tuned ;)

@MinosAsterion Hi! yeah i did to make a better starter for Argentina, mostly for the AI
MinosAsterion Sep 6 @ 8:28pm 
Did you really triple Argentina's pop. What?
Deacy Sep 6 @ 4:25pm 
Mod was and still is my go to for playing vicky3, im curious about two things, a patch for Morgenröte - Dawn of Flavor and expenses window? because currently the latter messes up the taxest and reverts them to pre mod levels
ManifestCrostini Sep 4 @ 3:10pm 
Does this mod work with political and economic changes? It doesn't seem like they should have issues but not sure.
SASCO  [author] Sep 4 @ 2:48pm 
@Scypto I'll update the mod with the fixes.
Thanks for the feedback! :)
Scypto Sep 4 @ 2:00am 
I found the cause:

TRADE_VALUE_FAVORED_GOODS_DIRECTION_MULT = 1.0

TRADE_VALUE_DISFAVORED_GOODS_DIRECTION_MULT = 1.0

After changing to the default values, the problem disappeared.
Scypto Sep 3 @ 11:11pm 
Hi,

After the latest update, there is a problem with the transfer of goods. All imported goods have -100 "from not interested in article".
SASCO  [author] Aug 29 @ 1:35pm 
Should be fixed now, i reverted to the Vanilla settings. :)
MGelement Aug 29 @ 1:24pm 
the Assimilation is still very high-- would it be possible to make it a Gamerule instead?
SASCO  [author] Aug 27 @ 4:49am 
TGR improved the automation tech, so now you would have more unemployed pops. But at the start of the game seem strange. Are you using some other mods apart TGR?
Amyntas Aug 26 @ 4:55pm 
is mass unemployment in every province at game start normal?
SASCO  [author] Aug 26 @ 8:30am 
Hello Guys!

As requested from a lot of players, we'll reduce the assimilation rate.
Current vanilla assimilation rate is 2% per month.

We'll reduce the rate from 5% -> 3%.
After that, we'll test and wait for player feedback. If we see that it's causing still problems, we'll reduce further to Vanilla value in the future.

We'll update the mod in the next days with some further improvements.
Thanks as usual for your feedback :)
Nimux Aug 25 @ 10:57am 
Like others have said before, I really don't like the increased assimilation rate. Most countries become single-culture after 20 years. While performances are important, it shouldn't ruin the experience for countries like Russia or Austria. I believe leaving the current assimilation rate for cultures outside their homeland should help performances without affecting balance too much. Maybe even let primary cultures assimilate into the local accepted culture when outside their homeland. This should hopefully reduce pop divisions within states.
Nimux Aug 25 @ 8:57am 
@AR96 I had the same problem. You can't use the "play as subject" option, but it worked for me by switching country either through the main menu or debug mode.