Victoria 3

Victoria 3

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[1.9] - Project Variety
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1.003 GB
Dec 26, 2024 @ 12:09pm
Jul 9 @ 12:46pm
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[1.9] - Project Variety

In 1 collection by Fulmicotone
Project Variety's Archive
10 items
Description
WARNING
Project Variety is NOT compatible with most mods, especially Community Mod Framework.
Stability is NOT guaranteed for lobbies with more than 20 players.

Tired of playing Vanilla or any mod lacking balance?
Here's the solution: the name's Project Variety.

The objective of the mod is to provide nearly every nation a chance to stand out while keeping their unique traits, so they don't all end up feeling too similar, which is one of the big problems of Vic3.

Really important: the focus of the mod is not historical plausibility, but to create a balanced
environment for both singleplayer and multiplayer.

If you have any suggestion, or want to leave some feedback, make sure to join the mod's discord server [discord.gg]

If you're looking for the music mod of the alpha version, here is the link Fulmi's Choice

Thanks to the approval of their authors, this mod now integrates and improves Victoria Universalis IV, University Inventions and Make Decisions Great Again

Also, a big shout out to Drogan, the author of Basileia Romaion for allowing me to use some textures of his mod.

Some of the Features:
-Added a new Control mechanic that rewards players who play tall and stay conservative instead of embracing the meta of the game.
- Most of the PMs in the game have been rebalanced, making the majority of the buildings barely profitable under normal conditions; to raise the profits, more than 100 unique technologies and PMs have been added to encourage players to specialize in the production of certain goods and rely more on trade.
- Added Missionaries and Governors to convert religion and culture in a state (if exiled, it's possible to recall them with a button on the National Focus tab).
- Added new cultures, religions, buildings, companies, ideologies and prestige goods.
- The infamy decay has been raised from 5 to 10 per year, the infamy thresholds have been raised as well.
- Added State Capitalism.
- Interventionism, Agrarianism, industry banned and command economy are now situationally better than laissez faire.
- Reduced the throughput malus for government owned buildings from 50% to 20%.
- Countries will now take much more war exhaustion depending on the percentage of occupation by the enemy.
- Power blocks give 3 mandates on creation, but mandates take double the time to be generated.
- Power Blocks now have a maintenance cost, so not making one or being in one can actually be a good strategy.
- Diplomatic pacts give more leverage depending on the type of pact.
- The army experience and conscription system has been completely changed, if you want more details go check my other mod Conscription Overhaul

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Shout out to Mia and H40p for their help, Mia has helped flush out more of the native perspective in North America and H40p has contributed several flags including Yuman and the Great Cahokia variants.

The mod is free to use, I do not claim the ownership of it.

If you find any bug, problem or grammar error, please report it in a comment or the Discord server, it would be massive for me.
Have fun :)
Popular Discussions View All (1)
3
Mar 27 @ 5:21pm
United Republics of America
-=Sid=-
309 Comments
Fulmicotone  [author] 22 hours ago 
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