Victoria 3

Victoria 3

Project Utopia - Extended Timeline - Technical Preview
144 Comments
Yaru Aug 18 @ 9:45am 
Yea, now Democratic Focus gives -25% Infamy and Fascist one gives +25% Infamy, which looks mixed up.
Glad to hear you are working on it. Looking forward to the updates.
Reloader  [author] Aug 18 @ 9:33am 
@Yaru yeah I should add more flavor to both of them. So, lore-wise Free Market Economy would be more like the US, while "Corporate Economy" is supposed to be more like South Korea/Japan.

Oh yes! That's heavily wip, finishing up New Dawn at the moment. What you see there should be somewhat similar to what Authoritarians/Fascist will be able to do, but not a playstyle democracies can pursue.
Yaru Aug 18 @ 9:27am 
Also this is very funny.
https://imgur.com/a/CLZ4aIb
-20% Cautious Ruler
-25% Democratic Path
-25% Multilateral Alliances
-25% International Law
Now 72M pops GP Canada is 6.9 Infamy :)
Yaru Aug 18 @ 9:23am 
@Reloader: Is it tho? More free charters, more companies, more private construction, more capitalists strength. The only difference is Monopolies.
https://imgur.com/a/bCUFmes
Reloader  [author] Aug 18 @ 9:12am 
Free Market Economy is LF on steroids :) Corporate Economy has less free market and may even have some strong monopolies.
Reloader  [author] Aug 18 @ 9:11am 
Hi @Yaru I've checked some stances and did some minor fixes, but some of the ideologies that push the laws are a work in progress. The topic is very comprehensive. For an economy base, e.g. you can pass any of the new laws with urbanists in power, etc.
The problem is that if any ideology supports two or more laws on the same level (e.g. both strongly approved) they will not support switching from one to the other. So for that new more "progress" ideologies are needed. There is lots of work needing to be done there and will only really cover every law in beta.
Yaru Aug 18 @ 8:00am 
Hi @Reloader. Could you please check IGs and Ideologies stances in Economic laws? For example, why Market Liberals are neutral towards Corporate Economy? Isn't it a LF on steroids? And why I have 0 support on Free Market Economy from Industrialists while both the IG and Leader Ideology (Market Liberal) Strongly Endorse it?
https://imgur.com/a/EsCpEAt
ひposiłek za zasiłekひ Aug 16 @ 2:55am 
pls make polish translation
커넬 샌더스 Aug 15 @ 9:58pm 
Koreean Translation Plz. All korean user wait this long.
Reloader  [author] Aug 13 @ 1:09pm 
@Tortillian Tech Tree is mostly done. All will be refined and get final touch-ups. Military will be reworked a bit in the near future with rockets as good. Working on endgame mechanics currently. Not too many will be added, and it's definitely enough till 1986.
Tortillian Aug 13 @ 12:35pm 
How many more techs do we think will be added? With the amount that exists right now is there enough for the extra timeline? I'm very interested in this mod.
blodi Aug 13 @ 7:35am 
.... yall can reach 1936?
Reloader  [author] Aug 13 @ 2:03am 
@thiccoric, yep you must have the mod loaded at game start, for laws (journal and some more) to work. It's a limitation by the game engine :(
Titan Aug 12 @ 6:14pm 
i always loved millenium new dawn for hoi4 but i feel like an extra time line its just perfect for vic
thiccorice Aug 12 @ 5:30pm 
hello! sorry if this has already been answered but do you know why institutions and laws unlocked from tech do not show up? i'm wondering if it might be that i loaded this mod on a saved game.
Reloader  [author] Aug 12 @ 12:19pm 
@Fat Cat oh great catch! Ty again for the report, yeah there was a bug that I've fixed now. You can work around it by building a computer factory. (If you already have one pls let me know)

Too bad, I was able to reproduce the intercity missing. I created an extra PM for transport 3 :( But it seems to be bugged. Next release will come with just intercity, working but no upgrade for transport 3.
Reloader  [author] Aug 12 @ 11:59am 
@Thomas

Second one, highways is mostly about the 3+% Market Access Price Impact; the rest is just flavor. Hm, interesting point. I thought about it. Highways currently turn 5 cars, into 30 transportation, so it needs some workers to create more of that pop need, making sol rise. (Am I missing something?) And it adds that 3+% MAPI!

The idea about infrastructure from automobile consumption sounds great! Hmm, and to not make it too OP, I could rework the cars into other building stuff to represent all the stuff that goes into building and maintaining highways. Let's see.

Thanks again for the positive feedback. If you interested join the discord and I would be quite interested in your save game as sample data.
Reloader  [author] Aug 12 @ 11:58am 
Hi @thomas thank you for taking the time for the elaborate feedback. Let's first address the profit issue. I use a comprehensive google sheet to check for pm profitability. All modern industrial buildings are very profitable with a quite significant margin, 10-80% more productive, e.g. era 7 chip factory with 90 (at normal prices/100% base price, same in-game). I am curious how you come to the low output. Machinery is designed as a low quantity good (with a base price of 200), but the rest has normal outputs compared to vanilla. Modern industry will take many employees up to digitalization (computer era 7) - but mostly highly profitable. Maybe you've got some specific examples? Like commercial factories?
Fat Cat Aug 12 @ 11:14am 
I found one minor bug, when taking the transporting infrastructure 3 of the power bloc principles, it overwrites the intercity

Dankeschön und viele Grüße :)
Fat Cat Aug 12 @ 11:10am 
thanks for your great work! and i really appreciate it, and of course english should be target language nr1 since the amount of people then can use it is way larger

Regarding the research institute it looks more like this:
https://imgur.com/a/feQ4UQY

and after 1 tick, it goes back to the first picture. Am I missing something here?
Thomas Aug 12 @ 1:04am 
The highway building consumes automobiles to produce transportation, and I don’t think this is a good idea. Both automobiles and transportation belong to the free movement pop needs type; at the same time, automobiles are also part of the luxury needs type, which makes them more valuable than transportation. So what’s the point of having a building that converts Automobiles into transportation? I’d suggest making the highway function more like a “wonder” — once built, it could provide Infrastructure from automobiles consumption
Thomas Aug 12 @ 12:44am 
This mod is really well-made! However, the newly added buildings have very low output — often only around 2,000 in weekly profit, while requiring 6,000 pops to operate. This means their weekly output per capita is just about 0.4, which is roughly on par with vanilla plantations. As a result, they can hardly compete with many vanilla industrial buildings, and it also doesn’t align with the historical trend of steadily rising per-capita productivity. I’d suggest increasing the output of these new buildings so that their weekly per-capita output reaches at least around 0.7 (roughly comparable to dynamite plants), making them a more worthwhile investment.
Reloader  [author] Aug 9 @ 2:26pm 
@McFlurz Thanks :) I can not second that for vanilla. I am in 1982 rn and e.g. US is right where it should be (beside ai untransparent leaning towards society tech) and also checked here and there.
Ty for the feedback though. Maybe somewhere down the road (Q4 maybe) I can add it to game settings so it can be toggled off
Reloader  [author] Aug 9 @ 2:19pm 
@wellan ryan wut? In 1920? Your economy must be booming, how much gdp? More then 10b?

Ty for the input. I actually checked the numbers, and it's not as profitable at 50% and 100% price as planned. Should be profitable on the "free market" from 80-100%. But with 270k demand, this is no solution. Project Utopia generally shifts from oil to electricity/plastic, requiring less oil in total.
Reloader  [author] Aug 9 @ 2:13pm 
@Fat Cat Moin, for research facility you need to found the inititative, which will determine the location. Then you need to build it, and get it employed! For it to be fully employed there can be not goods shortage: https://imgur.com/a/LL8QhMj Let me know if it worked.
Arr now you spoiling it :P (It shows placeholder in english ;) )
Thank you for the report! Will be fixed in the next update.
Yeah... switch primary development to english, so german will lack a bit: feel free to check out Longling's ai translation
Dankeschön und viel Spaß!
Fat Cat Aug 9 @ 7:34am 
dunno why, but doing the research facility seems buggy, did the first step, now i want to found it. i can click on it, it opens up the bar , but cancels immediately after.
lbtq right seem to be forcable to subject nations, but i have not researched anything related, and cant do those reforms on my own country (german translation misses aswell here)
wellan ryan Aug 8 @ 9:45pm 
good mod and very good idea but bro, rafinery + 30 petrol hahaha im in 1920 with 270 000 petrol needs
McFlurz Aug 8 @ 8:44am 
Cool mod, wish the ai didn't get those research bonuses, playing with Kuromi AI all the ai countries are ahead of me on tech despite having 97% literacy and full innovation. Would be nice if we could at least turn the ai tech bonuses off. The Germans have nuclear research and composite armour in 1924.
kapolis Aug 6 @ 6:20pm 
anyone knows if there's a compatible patch with Explorable Real-World Resources?
Polynskih Aug 6 @ 5:43am 
hey, just uploaded russian translation mod - https://steamcommunity.com/sharedfiles/filedetails/?id=3543298580
Reloader  [author] Aug 5 @ 3:28pm 
@Nardo oh that's a bummer, could be due to ironman mode. Fixed already internally. New enddate is 2036.
Nardo Aug 5 @ 3:20pm 
How do i continue tho? The end screen keep showing up even when loading the save
Yaru Aug 5 @ 1:29pm 
thanks!
Reloader  [author] Aug 5 @ 1:24pm 
@Yaru I've rolled out a bugfix including this, not sure if the trigger works afterwards. law_state_capitalism_economy is the tag. Yes resources should be fine, also checked in save game. But I observed that some resources take for ever, or may even be bugged to spawn - even when they show up in the savegame file.
Yaru Aug 5 @ 11:55am 
BTW is everything okay with vanilla resources? Its 1885 and I have zero rubber in Guyana and zero oil in Baku
Yaru Aug 5 @ 7:39am 
could you please give me filename, string № and value, i want to quickly add proper tech check to this law and continue playing
Yaru Aug 5 @ 6:52am 
@Reloader: Ah, I see. Yea, looks like it is available too early, I saw AI having it in like 1870
Reloader  [author] Aug 5 @ 5:57am 
@alqamar.alaswad I'll have to check out MR as well and will start my next run with it. Feel free to play with MR, I am fairly sure only consumer good needs are broke, which can retroactively be fixed in a comp patch.
alqamar.alaswad Aug 5 @ 5:51am 
Hello there! I have just joined the Project. I use MR a lot, but I think I'll begin a new game, with just your mod and some small ones, to check whether any problems arise...
Reloader  [author] Aug 5 @ 5:37am 
If any of you are interested feel free to join the discord: https://discord.gg/Q4Avj2cKR2
Would be interested very interested to take a look at some save games, see how you as player and how the AI is doing.
Reloader  [author] Aug 5 @ 5:29am 
@V307 regarding using laws in treaties, actually this is already kinda weird you can ask them to pass no pollution laws, even tho they already have it enacted. Will take a look at it.
Reloader  [author] Aug 5 @ 5:22am 
@Yaru From base game only Utopian and Modernizer supports state capitalism. Urbanist IG support it for sure. There will be more era 6+ ideologies coming that strongly support it.
Ty for the report tho, as I see state capitalism unlocks way to early, it's supposed to unlock with "Development Economy"
Reloader  [author] Aug 5 @ 5:15am 
@BlackLuck thank you too and enjoy!
Reloader  [author] Aug 5 @ 5:15am 
@Nardo yes, you need to continue. I'll check if the end date can be disable.
Reloader  [author] Aug 5 @ 5:13am 
@Old Joe it's quite some work. Code pilot helps a ton, e.g. I only have to write one base implementation for democratic, then generate all the placeholder for the other ideologies and adapt them by hand.
Community tools like the production method excel and cwtools help a ton.
Also trying to stick to a set road map for 1.0.
Reloader  [author] Aug 5 @ 4:41am 
@V307 thanks for your continuous contribution :) Research Institute is unlocked with electronics, tooltips updated for next patch!
The migration laws are not completely finished - the goal would be to improve performance by reducing pop variety, and have some flavored way for all ideologies to explain it.
Maybe also rework multicultural/globalism to be more of a late game mechanic, but don't want to touch base game too much.
Reloader  [author] Aug 5 @ 4:34am 
@DAfunk thanks for the input. The new modern industry requiring significantly longer to build is part of the design, they are supposed to feel a bit "heavier/costlier" to make them more rewarding. By the time you unlock era 6, content you likely have immense growth already which would enable your economy to switch to the new more productive stuff too quickly. It will be further tweaked in the future.
Yaru Aug 5 @ 4:26am 
Hi! Looks like no IG supports State Capitalism. Is it intended, an oversight or requires some particular tech / ideologies?
BlackLuck Aug 4 @ 10:09pm 
@Reloader I have been playing with this for a week. A+. Very pleased at how it has taken off, and am quite impressed with your attention to the members here in comments. #THANKYOU. +200 Social Cred.
Nardo Aug 4 @ 6:56pm 
Game forced me to stop in 1936 like i wasnt using the mod