Victoria 3

Victoria 3

The Great Revision - 1.9.5
367 Comments
SASCO  [author] Jul 4 @ 4:40pm 
Thank you Guys! i really appreciate you comments :)

The reason why i put all this efforts in modding is because, as you, i like this game and i think it has a lot potential.


@Duke of Suffolk Yes, i spent a lot of time to understand the AI logic. What i like more about this mod is that it makes AI much more competitive. Now the player is not the only indiscuss leader of the game.

PS. funny fact about Economy and Investment pool. There is not any modifier of free injection of money to make it so. It's all organic, because now the AI is capable to specialize better and make profitable their buildings. (as you already guessed)
More profit, more money into the investment pool :)
Duke of Suffolk Jul 4 @ 2:54pm 
Everything appears to be all fixed now. been playing for a couple of hours and not come across any new bugs. Man, the AI is seriously good with its economy with this mod. Even as the UK im struggling to stay ahead of the US in GDP.

One odd thing ive noticed maybe a bug or maybe something is little too OP, some countries in my playthrough have insanely high investment pool income, like REALLY high. Mexico of all places in my playthrough is only a major power yet has double the investment pool income of the next highest. The next highest happens to be Norway which is a minor lmao. I think to much money from buildings with very high profit is going into reinvestment rather than to the Pops SoL
Gnarkada Jul 4 @ 1:20pm 
@SASCO Thank you for the clarification regarding companies. And thank you for keeping so up to date with responses and updates. This mod makes Victoria 3 much more fun to play truly.
Sykes Jul 4 @ 1:17pm 
@SASCO Thanks for the quick answer and the work you put into all of this!
SASCO  [author] Jul 4 @ 10:29am 
@Sykes Hi! yes it works :)
SASCO  [author] Jul 4 @ 10:29am 
@Duke of Suffolk I just updated the mod, now UK doesn't suffer anymore the penalty.

Thanks for the feedback, i really appreciate, thanks of you guys i can always improve the mod :)
Duke of Suffolk Jul 4 @ 9:51am 
@SASCO no really, you CANNOT disband the Hudson Bay Company or the East India Company because they have territory. The UK is locked into a penalty for having 2 out of 1 companies until either the Mutiny event fires or you get the company power bloc principle.
Sykes Jul 4 @ 9:05am 
Does the full Revision mod work alongside Morgenröte?
SASCO  [author] Jul 4 @ 9:03am 
Ah the technologies.
I reduced the companies from technologies from 5 -> 2, so is as intended.
There is a deep reason why i did it, that is regarding specialization, i think the comment here would be too much lonmg to explain :)

About disband the companies, you should do without problems, i didn't change nothing about it.
Gnarkada Jul 4 @ 8:52am 
The specific technologies in order of tech tier, 2 to 5, are as followed: Corporate charters, Joint-Stock Companies, Investment Banks, Corporate Governance, Macroeconomics. Forgive me if I missed anything.
Duke of Suffolk Jul 4 @ 8:42am 
@SASCO I mean the technology that used to add Company slots no longer does so. the UK starts the game with 2 out of 1 company slots and as those companies are the East India Company and the Hudson bay company with territory of their own they cannot be disbanded.
Gnarkada Jul 4 @ 8:39am 
I mean the company slots from technology.
I can choose companies just fine.
SASCO  [author] Jul 4 @ 8:28am 
Just updated the mod. Now the tricolors event should be fixed.
About the companies, what do you mean esactly?
the companies slots from the techonogy?
or there is a UI bug that you cannot choose the companies?
Duke of Suffolk Jul 4 @ 6:04am 
Tricolors even is not fixed. I literally just got it in 1837 UK
Gnarkada Jul 4 @ 5:57am 
Yes the Tricolors event has been fixed. However the company slots no longer appear for me as well. Still a very fun mod thank you for for your time and effort!
Duke of Suffolk Jul 4 @ 4:44am 
Most of the Company techs no longer add a Company slot. Please fix!
Nyxanol Jul 4 @ 1:47am 
Seems to be fixed now, thank you so much!
SASCO  [author] Jul 4 @ 12:48am 
Hi!
I just updated the mod with some adjustments. It should be solved.
Please tell me if this error persist :)
Nyxanol Jul 3 @ 11:34pm 
Dunno what's going on, but while playing as the USA, I keep getting the "Tricolors over Washington" even from the Italian unification from this mod, even when it is the only one enabled. Might try and run some tests or something but I don't even have any Italian pops.
KuyKuy Jul 1 @ 12:51pm 
Great mod brotha
SASCO  [author] Jul 1 @ 7:06am 
Ah ok, now i understood.
No, the laws added in TGR are not one is good and everything else is terrible. Every law give you pro and contro.
So it's more like roleplay.
algame Jun 30 @ 2:25am 
No problem, I was just wondering if you have more variety in the laws, or is it like vanilla where everything progressive is good and everything else is terrible?
SASCO  [author] Jun 29 @ 10:06am 
@EatTheRich Thanks you guys that like and support this mod <3

@algame unfortunately there isn't a full detailed list of changes, but in general you can read the description of the mod :)
algame Jun 29 @ 4:37am 
Where can I read what is actually changed? Like for examples laws & institutions?
EatTheRich Jun 28 @ 9:47am 
Thanks a lot Sasco <3 you are the best.
SASCO  [author] Jun 28 @ 8:02am 
Hi Guys!

@Moskau i added a description in the name of consumer, light, heavy industry. If you move the mouse on that you can see which buildings are affected

@EatTheRich I think i can do it, i see if i can create a trigger at the start of the game :)
EatTheRich Jun 27 @ 5:35pm 
Hello Sasco, thanks for making this mod
Question is it possible to set the tarrifs 0 at the start of the game, or could there be a journal option to set everything to 0 with the tarrifs and subsidies.
At the start of every game you needs to change the tarrifs of all the good and its very tidious.
Thanks in advance :)
Moskau Jun 27 @ 5:24pm 
For the economic investments what buildings count as the different types of industry?
SASCO  [author] Jun 27 @ 1:12pm 
Mod updated for 1.9.5.
Includes some extra improvements on AI behavior about trade.

Let's flood other markets with cheap goods ;)
Mycelia Jun 26 @ 4:22pm 
Yes mod still works but it's still using the 1.9.2 version if you have the metadata error. I had to use another machine to get the 1.9.3 version of this mod. They really need to fix the workshop, man.
Angel Jun 26 @ 2:42pm 
I have the same metadata error but the mod/s seem to be working fine
Bear Dude Jun 26 @ 12:51pm 
any link or help for the yellow triangle in the launcher saying parsing metadata failed? It's just this mod, I've unsubscribed from everything and resubscribed to just this one first and verified integrity of files before and after unsubscribing and resubscribing. Any tips would be cool. Thanks
Riukus Jun 24 @ 10:21pm 
Well, two mods have almost similar naming. Will start next game with both mods. Thanks!
Deacy Jun 24 @ 10:04am 
@Sasco, Ahhh i see, i thought i was going insane looking for it lol, thank you again <3
SASCO  [author] Jun 24 @ 7:59am 
@Deacy if you refer to the JE, i removed in 1.9 since trade subventions replaced it.

@Riukus, sorry, i missunderstood, yes of course you can play with it! there's not any conflict
Deacy Jun 24 @ 1:07am 
Just wanted to thank you for quickly making this work with a new patch, just one question, im not able to find the trade subsidy button, i have the whole collection, and a dark map mod, and it doesnt show up anywhere, so was it removed or am i missing something?
Riukus Jun 23 @ 6:47pm 
Oh, I'm not about Private Sector Constraction mod, but about Controllable Private Construction mod.
magmaman225 Jun 23 @ 4:31pm 
Love the mod but for some reason Im able to make automobiles in 1836 & wont let me discontinue production of them
Is this intended or a weird bug?
SASCO  [author] Jun 23 @ 1:11pm 
@mister_ren Thanks for the tip. I updated the mod, now you can make the leader resign if his popularity is at least -50

@Mr.Wolf ♔ ;)

@Riukus Of course, Dingbat is the same modder that helped to improve the features of TGR. the 2 mods are compatible ;)
Riukus Jun 23 @ 10:28am 
Great mod! But will it work with Controllable Private Construction? I can't play without blocking private sector from doing stupid things.
Mr.Wolf ♔ Jun 22 @ 3:16pm 
Got it, i put this mod at the very end after Kuromi!
mister_ren Jun 22 @ 1:48pm 
being able to resign political leaders feels a bit too overpowered if i am honest, maybe it should require the person to be very unpopular and negative effects to country when you put more "favourable" leaders to your
SASCO  [author] Jun 22 @ 10:48am 
@bloodsport2023 - Yes, currently it's not possible for releasable nations, but i'm working to find a solution :)

@evanrhemphill - This is set per default as per Vanilla, but i'm going to change in the next update

@asapas - Yes it works

@Khaya Ashur - 1.9 should works well with Hail columbia, but i'm not sure about bosphorus

@Angel - Increase specialization for Nations, now they focus on Export of the products their companies produces

@Mr.Wolf ♔ - Yes, but if you put Kuromi after TGR you will have some issues about the Diplomatic play scores, like Italian Unification, German Unification which are fundamental for the formation of those nations
SASCO  [author] Jun 22 @ 6:10am 
Hello Guys!!

Thanks for all your messages! unfortunately i'll be quite busy during these days, but i try to answer to your messages.

@Angel - TGR starts with several countries specialized in specific productions throught their companies. Mexico is one of them.

@EatTheRich - There is a tooltip on the selected law. But i noticed that some tooltips are not appearing because of a bug from the devs. They'll probably fix it next week.

@Bruce Wayne - mm not sure i still didn't start a long run, but i'll give a look

@Pol_Atrid - Nice one! if you want, join our discord group, we can speak directly there :)
Mycelia Jun 22 @ 2:44am 
@bloodsport2023, Panama is a vanilla releasable so it should work, you just have to let some days pass for it to actually activate. If you release and switch while paused it will just be greyed out, but also for any modded releasables and formables the tax system doesn't function at all and is bugged currently.
Mycelia Jun 22 @ 2:41am 
How come the tax system doesn't work with modded releasable nations? Everything else seems to work fine, might be an oversight with this specific part of the mod. The tax system doesn't function (greyed out) and is super bugged, like more than 100% taxes on every strata and you can't change it. This is only with modded releasable and formables, it works fine for every country and releasable in vanilla.
Mycelia Jun 22 @ 1:27am 
@Mr.Wolf ♔, I'm unsure but this mod says any AI mods are prob not compatible. Load KAI after this and it might work fine for the most part but I wouldn't recommend it, even though KAI is prob the best mod there is.
Mr.Wolf ♔ Jun 21 @ 6:01pm 
Does this mod work with Kuromi AI?
Angel Jun 21 @ 2:05pm 
Also with the trade rework that 1.9 brought, how does this mod affect trade now?
Khaya Ashur Jun 21 @ 12:43pm 
Does it work with Hail Columbia, or gates of the Bosporus?