Victoria 3

Victoria 3

[1.9] - Project Variety
329 Comments
Fulmicotone  [author] Jul 17 @ 4:02pm 
@roblek I have no idea why this happens, maybe the game checks workforce availability for ai differently from players? dunno, but usually to fix this kind of problems you just need to subsidize the building till it starts hiring.
roblek Jul 16 @ 8:52pm 
why when I play as an African nation are my POPs dont go to work in the factories and at the exact moment I give the AI my country everyone go to work in the factories? it's like POPs change their minds when they see AI take control of the country, I've been watching AI and there's nothing that changes significantly when it take my country

I don't know if it's the mod or my skill issue but someone help :steamsad:
plaisi Jul 16 @ 6:53pm 
I find it impossible to get recognized. None of the GPs want to negotiate a alliance/defensive pact with me or if they do it takes forever to tick to 80 relations...
kenro Jul 15 @ 3:02pm 
I think the control mechanic seems interesting for mp if it's balanced well, but I think it's worth considering uploading a version of the mod with this turned off. In singleplayer it's just anti-fun for people who don't think the same as you.

Imbalance is fun! :steamhappy:
ShBarieh Jul 15 @ 12:02pm 
we don't want you to nerf anything thats the point... thats why we play this mod, only for buffs we get! you are destroying the mod with this control thing. please just kindly remove it...
Fulmicotone  [author] Jul 15 @ 10:37am 
As for the infamy,there are numerous ways to decrease infamy generations, the quickest one is through policies; also making a power bloc massively increases infamy generation, so I suggest to avoid making one till you're almost done with conquest
Fulmicotone  [author] Jul 15 @ 10:31am 
As for the ai, it's recommendable to treat ai nations like players, make sure to befriend the strongest ones and possibly ally them, the ally limit has been raised to 2 for that reason
Fulmicotone  [author] Jul 15 @ 10:30am 
@einherjar the control system has been implemented exactly to nerf stuff like this, 100M pops Greater Germany that on top of that has also a colonial empire is way too op
Organic Deconstruction Jul 15 @ 12:37am 
190 infamy to make someone a protectorate is wild, i can't even conquer claimed states without having to fight the entire world every single time. By the time you conquer a couple of countries it's already 1860s and the game comes to a screeching halt in performance. Everything else is great, tho
CornSalesman Jul 14 @ 9:27pm 
I really like this mod but the ai is far too willing to create a world war over simple wars, countries are willing to just jump into wars they have no business being involved in totally ruining any chances for expansion.
[92nd] Boki Jul 14 @ 6:35pm 
I'm having issues playing as the USA and annexing countries. I declared on the Shawnee, won the war but they it didn't give me the land. Same when I went to war against Venice for Florida and Porto Rico. I won and i got the land from Porto Rico but it never gave me the Florida land. Am I missing something?
Einherjar Jul 14 @ 8:29am 
The Control thing is the worst system. Suez canal takes 2777 weeks to build, I can't construct anything anymore, making my pops more agitated. There is not enough to offset the control loss by just having Population or having a country with colonies.

Greater Germany + Colonies + 100 milion people shouldn't cripple the whole nation to the point of being unable to do anything.

And I haven't expanded for at least 10 years.

https://imgur.com/a/u7ETltC
Fulmicotone  [author] Jul 14 @ 12:13am 
Regarding control, make sure to read all the control tooltips I added, and integrate and reduce the turmoil in the new land you acquire before going on a conquest spree; Brainlessly conquering everything possible without caring about radicals, possible famines or shortages will only work with certain oppressive nations (such as Shandong, or some indian tags).
Fulmicotone  [author] Jul 14 @ 12:10am 
Because of the nature of the mod, don't expect to pop off after a single session (10 years); this mod requires the player to think before doing anything, and following the standard vanilla strategy is most likely not going to work.
ShBarieh Jul 13 @ 8:55am 
and please delete that control thing its frustrating playing with all the penalties... thanks
ShBarieh Jul 13 @ 8:52am 
bro please! whats up with this shortage? WHY is it so hard to get the economy working? im drowning in debt...!
Bruno Banani Jul 10 @ 12:35pm 
yeah that would be awesome, maybe leave some native nations to the east (they are more advanced), and decentralize nations more to the west
Fulmicotone  [author] Jul 10 @ 12:23pm 
maybe I can make a sort of cushion between the centralized indian nations and the colonizers
Fulmicotone  [author] Jul 10 @ 12:23pm 
Ngl I still think about making some of the indian nation decentralized
Bruno Banani Jul 10 @ 5:27am 
i think that central indian nations should be colonizable/unrecognizable, because as Louisiana, the frontier colonization from beginning is useless and objectively the campaign is less interesting.
Fulmicotone  [author] Jul 8 @ 6:18pm 
The tooltip is out, it should help
Fulmicotone  [author] Jul 8 @ 3:52pm 
I'm adding a new tooltip that breaks down the control generation, so that the player can know exactly why the control is dropping
Yescovy Jul 8 @ 2:51pm 
Control seems to be a very negative system to starts an inescapable downward spiral
Cunningfoxpup Jul 8 @ 2:44pm 
Literally the moment you drop into low control you are dead, because control gives penalties to things that give you lower control. It is a death spiral with no way to solve it.
Cunningfoxpup Jul 8 @ 2:25pm 
This Control System is the worst system devised in gaming history. Please please god remove it, or allow me to remove it in game rules, because it is just a spiral, of having a minor problem, down to killing you. Its poorly documentated and does not even tell you why it is killing you.
Aceitunillas Jul 8 @ 7:28am 
Why did Andalusia disappear? What a disappointment
Fulmicotone  [author] Jul 7 @ 11:27pm 
Also I'm pretty sure it's a submod issue (regarding the second comment)
Fulmicotone  [author] Jul 7 @ 11:26pm 
@Dougie I've upgraded ai a little bit in the last update, it should be able to put up a fight at the very least now
AutoradiolysisCapacity Jul 6 @ 1:57am 
Hey love your work! its been a blast playing your mod, i know this isn't common but i actually really liked the ideas that were like the ones from eu4 (though i love the polices as well!)

I have found a mod that adds the ideas back however...
https://steamcommunity.com/sharedfiles/filedetails/?id=3502377254
I think the national ideas are called the same thing in code which means it picks whatever is first which means it will override whichever one came first.

This is something small so if there are more pressing things to worry about, dont worry about it! just it would be awesome if this was compatible (hopefully not difficult as it looks like the two things just share a name)
Dougie Jul 4 @ 10:51am 
Also even though it may be a submods issue, motorised special research is broken, holy site piety gain is broken, coal production age objective is broken and theres no info on how culture reform points work.Good mod tho
Dougie Jul 4 @ 9:19am 
The ai definitely needs a little help. The reduced base productions, more expensive construction and specialization that only really benefits the player all make the ai more incompetent. Perhaps a slight ai research and throughput buff that can be toggled at gamestart would help with this.
Fulmicotone  [author] Jul 1 @ 11:16pm 
Unfortunately the way ai chooses a PM is random, and I have little to no agency to change that; as for the companies, that's just the way they are set up, both the private investment pool and the companies pool is stupid.
As for the military tree, there are multiple tooltips that warn the player that strenght in numbers can only be selected if you don't have "professional army" (It's even in the law description), and this is the single and only limitation the player has on that regard.
Feather Jun 29 @ 4:39am 
would also love a map only or no VU4 version, it is really unbalanced.
chimerason Jun 27 @ 11:44am 
The AI doesn't use the researched production methods correctly. It either doesn't finish them or deploy them and it always picks farming instead of something specific to it's advantages. Companies build without thinking about the production methods i.e if you have mining methods they will build elsewhere instead of your location where they could get 4x profits.. so it's all compltely busted. The map would have just been better if more time was spent building the world instead of introducing a set of half complete buggy features.
The military points system can't be reset but it requries specific polciies. So if you select a policy and put points into a Military idea tree then switch your policy you can not pick another tree (1 tree only) and you can't put points into the tree you selected (because it is restricted by the policy you chose)
Almost everything in the mod has these types of catch-22 poor design bugs.
AutoradiolysisCapacity Jun 26 @ 6:11am 
Played this mod a heap and its really fucking good, i love the work you put into it!
harrisone16 Jun 24 @ 6:59am 
Is there a version of this mod with only the different starting map? All the shattered map mods are out of date and this one looks really cool.
Crazygunner Jun 23 @ 4:54pm 
anyone else have an issue where you take over a territory and just endless barracks are built
Fulmicotone  [author] Jun 23 @ 1:05pm 
@Callumander there are buildings that produce spices, but they are in India, China and Indonesia for the most.
Salted Calamari Jun 22 @ 8:11pm 
Bohemia is hell
Callumander Jun 22 @ 7:46am 
@Fulmicotone No, I mean the buildings themselves. You added the spice good but left out the building that produces them so it's useless.
Fulmicotone  [author] Jun 21 @ 11:35pm 
@Callumander cause I'm a solo developer and I don't know how to 3d model
Al Jun 21 @ 6:46pm 
Restarting the game fixed it not sure what happened
Callumander Jun 21 @ 6:39pm 
Is there a reason why spice plantations haven't been added to the map?
Al Jun 21 @ 5:50pm 
Have an odd issue with draft a treaty is not working. I can write one out but nothing happens.
Indor Jun 21 @ 3:46pm 
it works
Fulmicotone  [author] Jun 21 @ 3:13pm 
Problem solved (hopefully)
Indor Jun 21 @ 2:25pm 
changing laws does not work
Fulmicotone  [author] Jun 21 @ 12:00pm 
Unsubscribe and resubscribe to download the hotfix
Fulmicotone  [author] Jun 21 @ 11:59am 
All the major bugs have been fixed, the hotfix is out
Rick Jun 21 @ 11:31am 
same problem military doesnt work