Victoria 3

Victoria 3

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Dynamic History Mod [BETA]
   
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10.399 MB
Jul 10, 2024 @ 6:07pm
Oct 23, 2024 @ 9:29am
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Dynamic History Mod [BETA]

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Are you tired of every country playing the same? Of building your entire economy in a single state? Of trade barely mattering as volume is too low and everyone is self sufficient in everything anyway? Of not truly feeling like you're industrializing in a victorian simulation? Then this mod is for you!

DHM is designed to drastically increase the depth, performance and accuracy of the base vanilla mechanics with little need for railroading, along with being fully compatible and tested for Multiplayer. It mainly focuses on improving economics and politics across the board, though a better starting map and country specific flavor is in the works.

Current main features:
  • The industrial revolution is now truly here! Urban factories, especially textiles, now need machinery and fuel to operate at a large scale PM, which only Britain will have an established base of in the start. On the other hand, urban centers now have different levels of artisanship, which will cover the early demand for most consumer goods. As technological progress makes automation both more efficient and far outpaces artisans, however, the processes of industrialization will slowly spread across Europe and become crucial for every Great Power! It also creates a dillema for the industrialized countries: should they export the building blocks of industry to developed countries for short term profits or try to maintain the international division of labor? (Some aspects are still WIP)
  • Some production techs have had their dates tweaked to more accurately represent the stages of the first and second revolutions. Countries such as France, Russia and Austria and China will find themselves still very powerful before the 1850s, though should they fail to overcome their challenges and modernize, might find themselves losing space to Prussia, Belgium and the USA as economic competitors to the birthplace of the first revolution!
  • The most complete state traits overhaul in the workshop! Existing traits have been made much more accurate and impactful (with some base building outputs have been reduced to make up for it), and various new, thoroughly researched traits have been added across the globe. This not only adds regional flavor and variety to each country's playstyle, but also significantly dynamizes geopolitics and trade, as certain regions will be much better or worse for some goods than others.
  • Fuels in general such as coal and oil will become increasingly essencial for any modern economy. Nations without significant reserves of those must secure them through trade or war, lest they have to resort to the new but inefficient charcoal PM on logging camps or dedicate themselves to handcrafted luxuries and/or commodity exports!
  • In sinergy with that, trade route calculations have been greatly improved so that volume actually reaches as high as it should. Trade thus becomes a much more important part of the game, and strategies such as staying protectionist to prevent the extraction or flooding of goods in your economy must actually be considered.
  • Slavery is much more well rounded, as plantations that use slave labor (especially cotton) will be significantly more productive. Beware the blow it does to your migration attraction, though.
  • A stimulant needs category being added that can be met with coffee or tea, and both clothes and food having more demand.
  • Missing historical dynamics like the USA cotton export economy, its post slavery crash, Central American Banana Republics and the Brazilian coffee cycle thus arise naturally.
  • Several added obvious cultural obsessions such as coffee to western europe, tea to Asia, wine to Spain, small arms to USA, Luxury Clothes to Italy and France, liquor to Russia and Germany and fish to Japan.
  • Nonsense pop need weights have been fixed, such as pops not eating certain basic foods other than grain even at a lower price. Instead, most basic food weights have been made equal, though since grain will usually be much cheaper it's still the primary food for poor pops. Richer pops will want better foods, however, with meat and fruits being a viable option rather than only groceries.
  • Serfdom gives -0.3 subsistance farm output rather than ahistorically increase it, and serfs earn much lower wages in general.
  • Qualifications actually matter as requirements for certain professions are increased.
  • Political and trade capitals are more impactful, though cost much more to change.
  • Ports now give market access, univesities give qualifications to the entire country on top of just the state.
  • Price range increased from 75% to 85%.
  • Pop IG attraction makes more sense, such as being a totalitarian autocracy leading to increased intelligentsia support if you're literate, and workers with low SOL being much more likely to join Trade Unions.
  • Decreased unincorporated barracks output from 50% to 90%.
  • Reworked secessions to be much more likely as nationalism and pan nationalism increase radicals from discrimination by +125% combined, though only on incorporated states.
  • Monarchy vs democracy choices is more impactful as democracies can't ignore elections anymore, though they get more migration.
  • Some laws have been tweaked such as laissez-faire being divided into the more moderate liberal capitalism and a more radical laissez faire in itself.
  • Urban centers and Ports now give market access, though base access has been reduced to 65% to compensate.
  • Conscription techs now give much more conscription to allow for larger, more destructive late game wars.
INCORPORATED FEATURES (With some tweaks):
1. Cold water ports https://steamcommunity.com/sharedfiles/filedetails/?id=2997299912
2. Save your CPU and pop consolidation
3. Discolored Decentralized Contries https://steamcommunity.com/sharedfiles/filedetails/?id=3192164352
4. GORA UI: https://steamcommunity.com/sharedfiles/filedetails/?id=2984472884
5. GDP plotlines minimized: https://steamcommunity.com/sharedfiles/filedetails/?id=3261478691
6. Transfer cash: https://steamcommunity.com/sharedfiles/filedetails/?id=2881548032
7. GDP ownership mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3290552216
8. Historical Population Growth & Resources: https://steamcommunity.com/sharedfiles/filedetails/?id=2881364019

Future update goals:
-Fix incomplete localizations
-Improved performance
-Overhaul USA civil war
-Improve accuracy of IG group ideology and revolutions
-Further balance industrial PMs and buildings for an even funner, more accurate and complete industrialization
-Overhaul German formation
-Add Balance of Power mechanic to prevent early European death wars and a (non-railroaded) Great War mechanic for once that system breaks
-Further flesh out state traits of Africa, Asia and the Middle East
-Infamy and war exhaustion rework

Be sure to recommend new features, especially state trait ideas!

Discord
Come join us for suggestions, bug reports and to play weekly multiplayer campaigns with the mod:

Support the mod
DHM is a passion project from a single, very busy student. If you would like to show appreciation or support the development of more original features, leave a small a tip!
https://ko-fi.com/liricaloficial
34 Comments
Lirical  [author] Jan 8 @ 4:00pm 
UPDATE: Due to busy schedule, mod development is suspended indefinitely. If you would like it to continue, please offer development help
Lirical  [author] Jan 8 @ 3:58pm 
If you make a patch for it it should be
aquelarrefox Dec 15, 2024 @ 8:22pm 
Is any of ultra historical mod compatible with this?
Lirical  [author] Dec 15, 2024 @ 6:36pm 
And no, the icons for buildings is not intentional. It must have started happening after the new vicky 3 update, which I haven't updated the mod for yet
Lirical  [author] Dec 15, 2024 @ 6:27pm 
I was able to do 0 work on it for the last 2 months due to college and relationships. From tomorrow onwards I'll be free to return
Plankton Dec 13, 2024 @ 3:29am 
Any update on this mod? Was a big fan of the changes and there's no other mod like it on the workshop.
Aquaman Dec 10, 2024 @ 7:44pm 
The icons for buildings have been replaced with pink faces that have various expressions. Is this a bug or a feature, or placeholder art?
impspy Oct 18, 2024 @ 4:13pm 
Ah I see; in that case I think “working class” or “proletariat” (so as to distinguish them from peasants) works. (Urban proletariat doesn’t work because agricultural workers can be proletarianized).

Gameplay wise I am loving how Prussia is much less strong at the start and I had to think about how to do my industry instead of just printing infinite money!
Lirical  [author] Oct 18, 2024 @ 11:22am 
Thanks for the feedback! I'll fix those soon, besides for the working class localization which is intentional. I think it's a much more complete label for the labor movement than "trade unions", and goes more in line with other IGs such as the petit-bourgeoisie and landowners. It's odd that, for instance, Soviet Russia in which trade unions and strikes were essencially banned would be represented as a one party state of the "trade unions".

I've also thought of calling it "labor", "proletariat" and "urban proletariat" though, so if you would prefer something else I'd be open to hearing ur reasons.
impspy Oct 18, 2024 @ 10:10am 
Hey! I'm really enjoying the additional challenges this mod creates; resources actually matter instead of most places being self sufficient. A couple of localization issues I noticed:
1. Looks like everything but the localization files for the Headlines mod was added.
2. Every localization for Trade Unions is broken, leading to them all being called "Working Class"
3. The Porfiriato JE for Mexico doesn't have any flavor text so it can be jarring to get the coup since the only thing it says is "Icon."

Thanks for all your hard work!