Victoria 3

Victoria 3

Power Blocs Expanded
170 Comments
Beijing Biden Aug 18 @ 1:18pm 
@Excel.exe. Me, son. Where you at
Excel.exe Aug 14 @ 4:32pm 
who I gotta tug off in a parking lot to get this updated
BeiteBoyo Aug 14 @ 10:50am 
[19:20:03][jomini_script_system.cpp:247]: Script system error!
Error: Failed to fetch variable for 'holy_war_target' due to not being set
Script location: common/scripted_effects/kates_power_bloc_scripted_effects.txt:100
common/on_actions/kates_power_bloc_on_actions.txt:21

[19:20:03][jomini_script_system.cpp:247]: Script system error!
Error: Event target link 'var' returned an unset scope
Script location: common/scripted_effects/kates_power_bloc_scripted_effects.txt:100
common/on_actions/kates_power_bloc_on_actions.txt:21

[19:20:03][jomini_script_system.cpp:247]: Script system error!
Error: Invalid left side during comparison 'var'
Script location: common/scripted_effects/kates_power_bloc_scripted_effects.txt:100
common/on_actions/kates_power_bloc_on_actions.txt:21
Zpac24 Aug 10 @ 3:56pm 
I understand nerfing the subjugate but you completely made it irrelevant, even taking the leviathan option now gains infamy plus the malices included from the principle. Why? completely ruined the ability to play as sovereign.
V307 Aug 8 @ 3:01am 
Whats the point of the soverign wealth fund ?
It just replaces shopkeepers with bureaucrats.
Is that all ?
Князь Владимир Aug 5 @ 11:47am 
I noticed strange principles in the original blocks. For example, in Britain.
They don't have icons, instead there is a smiley with a letter and very strong bonuses.

Is this some kind of idea to strengthen the majors or do I have a mod conflict?
lightserpent Aug 3 @ 9:54pm 
Also I seem to be running into an issue where when I disable the "Mandate Overhaul" to make it the Vanilla system, it still uses the overhauled version instead. I cannot figure out why and I have tested with and without the Superpower mod.
lightserpent Aug 3 @ 2:12pm 
I'm not sure if the
33% Mandate Progress from Cohesion" buff from the "Propaganda III" principle is working, could someone else concur?
Lilo of Rivia Jul 31 @ 2:00pm 
why im not able to use creative legilature in a Trade league?
Bigmanfentanyl41 Jul 26 @ 12:58pm 
deregulation with the investments doesnt work
I have a problem with Power Blocks, but I don't know if it's a bug or intentional.

VG.
loveu Jul 23 @ 12:54am 
Here's a method I've been using to make playing with both Super Power and Power Blocs Expanded more enjoyable. The addition of Super Power slows down the authorization speed—authorization only calculates national rankings, and often by 1870, less than half of the authorization slots can be filled.

We can go into the "common" folder in Power Blocs Expanded, find the "power_bloc_identities" folder inside, copy the txt files within it. Then, use the same method to locate the txt files in Super Power, paste the copied files there. Remember to delete the original files and make a backup first.

I haven't tested this method in depth, but it's clear that the authorization speed has improved significantly. In the test, Britain's weekly authorization speed increased from the original 5 to over 20. If you're troubled by this issue, you can give my method a try.
**Blue-Wolf** Jul 15 @ 5:57am 
Some of the effects dont seem to be working i.e. Economic Imperialism 3 - no additional company, Unity 3 - no additional cohesion.
matigietz Jul 13 @ 12:24am 
I am seeing this mod in my crash log:

[20:54:30][pdx_data_callstack.cpp:130]: Trying to access non-const context pointer from a const context for type 'Country'
[20:55:10][jomini_script_system.cpp:247]: Script system error!
Error: Failed to fetch variable for 'holy_war_target' due to not being set
Script location: common/scripted_effects/kates_power_bloc_scripted_effects.txt:100
common/on_actions/kates_power_bloc_on_actions.txt:21

on 1.9.6.
None of the power blocks have a mandate related to holy war.
Devry Trost Jul 1 @ 2:05pm 
I love this mod. Really great work adding depth and balance to the system. I love the new mandate calculation, and especially the 'late start' mandate drop, very well done.

I just have one suggestion, apart from the various bugs and goofs others have mentioned. Make creative legislature an open principle again, don't tie it to ideological unions. That -33% stall chance for all bloc members is universally useful, it REALLY helps the member countries make constructive progress on reform - something that the AI is incredibly bad at. The AI also likes it for their own blocs, so letting them grab it more often leads to a more interesting world with more challenging opposition, as I have found personally having made this change myself using your mod.

That's my only major suggestion, though. In general I think you've done a great job giving the blocs more depth and unique character, and I very much agree with this design philosophy in general.
zzzptm Jun 30 @ 9:16am 
[11:07:13][jomini_trigger.cpp:721]: Inconsistent trigger scopes (power_bloc vs. country) incommon/script_values/kates_power_bloc_script_values.txt:741

This repeats for every line where is_subject = no is present

[11:07:13][jomini_eventtarget.cpp:299]: Invalid scope types for event target link, link: overlord at common/script_values/kates_power_bloc_script_values.txt:834

also for lines 851 and 852.
J.C. Vocke Jun 29 @ 5:36pm 
It seems the Deregulation Principle isn't actually granting investment rights between members. It does seem to create the treaty, as after editing it to notify me and removing the Principle I get approximately 2983059 notifications of the treaty breaking, and when I re-add the principle I do see the treaty type reappear in my save between members in the bloc, but I still can't invest in my Bloc Members. I don't have any major mods that touch Principles other than this one, and even moving this mod to the very bottom of my list didn't change that, so I don't think this is a Mod Conflict. Great mod other than that though.
O Jun 29 @ 1:05pm 
the innovation cap modifier is set to country_weekly_innovation_add = 5, if you could change it to country_weekly_innovation_max_add = 5 would be very cool thank you Kate!
ThyChives Jun 29 @ 1:55am 
When having a Ideological union bloc, using the bloc regime change has no effect on laws- I could be mistaken but I have little mods, and don't see any overlap with other mods regarding diplomacy/blocs
Bahmut Jun 28 @ 5:30pm 
Hey one minor thing I have noticed is that the number of possible countries to invite to the bloc is in the wrong position it is on the left almost between the buttons, but otherwise this mod is perfect
Kate the Sibyl  [author] Jun 28 @ 5:52am 
Sovereign Wealth Fund makes company HQs more efficient. Lower wages and higher relative investment, so your investment pool is buffed.
Ἀλληκτώ Jun 27 @ 8:32pm 
What's the point of sovereign wealth fund? Company throughput bonus is very small, and employment of bureaucrats and clears instead of shopkeepers do some weird things: bureaucrats have higher SoL than capitalists although they get almost all their wealth through wages not dividends
O Jun 26 @ 1:39pm 
Also, this mod is the best power bloc mod out there , no doubt! thank you for creating this, i look forward to playing with it for a while.
O Jun 26 @ 1:38pm 
Dev, Please add the innovation cap back to the education instead of just innovation, it slows the game down too much, thank you for reading!
thompsonclan73 Jun 26 @ 3:18am 
Could we get the new 5% birth rate for religious convocation included in the mod? I like pop growth max strategies. Love the mod :)
Pamparampampamparam Jun 25 @ 10:43am 
I feel like making Subjugate and Religion/Regime Change cost infamy, even at a 50% discount, is too steep and kinda kills the reason you'd go for those types of Blocs in the first place.

The whole reason I go SE is to be able to vassalize the likes of the Netherlands without blowing up my infamy score. If I was okay with the infamy, I would just puppet them thru war and be a Trade League bloc instead.
Kate the Sibyl  [author] Jun 25 @ 5:39am 
@QAnon Update your mod update your mod update your mod update your mod update your mod update your mod

You're complaining about a bug I fixed yesterday and a bug I fixed a whole week ago. Is it really so hard to verify your mod is up to date first?
QAnon Jun 25 @ 5:19am 
Two bugs:
First, the map mode for power bloc leverage doesn't work. Makes it hard to expand your bloc.

Second, the External Trade principle is broken. The "Influential Trade Center" modifier removes all employment from trade centers. This makes trade impossible.
Kate the Sibyl  [author] Jun 25 @ 5:13am 
I’ve never tried but it should be, it doesn’t depend on anything loaded. Removing it mid-game would cause some wackiness though since some modifiers are permanent and supposed to be dynamically added and removed by the mod on the back end.
Wongjunkit Jun 24 @ 9:54pm 
Yeah is this save game compatible?
GEORGEBUILDER Jun 24 @ 10:21am 
is it ok to add mid game
Ushmadand Jun 24 @ 7:41am 
Possibly stupid question, have you thought about adding more principle groups?
Kate the Sibyl  [author] Jun 24 @ 6:15am 
Fixed map mode and collective bargaining power
fufulu lou muli Jun 24 @ 3:44am 
The broken map mode for Powerbloc makes it hard to determine anything related to powerbloc influence. Keen to see it resolved soon
EDL Jun 23 @ 10:19pm 
I believe Collective Bargaining still needs to be updated for the new trade system. Seems like it does nothing currently.
Kate the Sibyl  [author] Jun 23 @ 1:55pm 
@IvanFTW It is not, I played with it today
IvanFTW Jun 23 @ 1:26pm 
Yeah External trade is still broken
Kate the Sibyl  [author] Jun 23 @ 12:25pm 
I'll fix the map mode tomorrow
Stama Jun 23 @ 11:32am 
do i still need to merge every mods for mp, also can you help me how do i merge them?
Keviddle Jun 23 @ 6:18am 
I also have the same UI bug as @Jvr, where the new form of selecting map modes isnt working and therefore i cant access the leverage map mode
khas Jun 23 @ 4:55am 
Are you considering adding precious commodity paper to the company
Loading... Jun 21 @ 9:37pm 
Question, is this mod balanced around the base game power bloc principles or its own? The new ones seem significantly stronger from what I can tell.
Jvr Jun 21 @ 4:36pm 
There's a UI bug with the power bloc screen, it is missing the leverage map mode and you can't acess it anywhere else
pkss21 Jun 21 @ 12:39pm 
Nevermind, can dirsegard as I'm a rockbrain. Forgot to update my own submod of your mod lmao
pkss21 Jun 21 @ 9:57am 
@Kate the Sibyl I think they External Trade 2 bug is definitely still present. Updated the mod, unsubscribed/resubscribed, etc.
Kate the Sibyl  [author] Jun 20 @ 5:30pm 
@TheFinalBoss Update your mod, when you posted that comment the fix for 1.9 (which fixed that) had already been uploaded lol
Jvr Jun 20 @ 4:22pm 
Great mod, but the Leviathan Principle is by far the most broken in the game, even tho it "penalizes" you compared to the vanilla mechanic it still is even more unbalanced for 2 reasons: first one is that you can subjugate major power, second one is that the infamy calculation is a base value that is super unbalanced compared to what you would normally get.
TheFinalBoss Jun 20 @ 12:58pm 
bug: external trade 2 will brick your game... it messes up the employees in a trade centre... sets it to 0.
sayoyo Jun 20 @ 12:24pm 
unironically my favourite mod on the entire workshop
Jack Jun 20 @ 8:27am 
Amazing work modder, one of my favourite mods on the workshop.

Thank you so much!