Victoria 3

Victoria 3

281 ratings
Power Blocs Expanded
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2.620 MB
19 Dec, 2024 @ 8:09pm
23 Sep @ 9:07am
15 Change Notes ( view )
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Power Blocs Expanded

Description
[ko-fi.com]
Updated for 1.10, let me know if you encounter any issues
Changes:
  • Almost everything is toggleable and customisable with game rules
  • Added the ability to switch power bloc identity and keep your members and half your principles worth of mandates
  • 32 new Principle Groups have been added; 6 tied to each Identity, and 2 generic
  • Removed scripted rules limiting unlocks of 3rd and 4th Principle slots
  • Mandate progress has been heavily normalised (see below)
  • Power Blocs no longer cost 500 influence to maintain
  • Max Principle slots increased to 8, starting Principle levels increased to 2
  • Cohesion impact from members cut in half
  • External Trade II's Influence generation reduced by 80%
  • Advanced Research III's effect changed from +10 innovation cap to +5% Technology Research Speed
  • Vassalization III's useless subject decree effect has been made baseline in to Sovereign Empire and a new +25 Influence per Subject modifier has been added in its place
  • Sovereign Empire's overpowered Subjugation effect has been removed from the identity by default and replaced with a Sovereign Empire unique Principle that returns the ability. The steep penalties to member joining and cohesion associated with Sovereign Empire have also been moved from the identity to this Principle, allowing you to forego them entirely in favour of a Power Bloc concentrated solely on your existing subjects
  • Starting power blocs have been adjusted
  • Sovereign Empire's Subjugate, Religious Convocation's Change State Religion and Ideological Union's Regime Change no longer require cohesion but now cost infamy (50% of the usual cost of Protectorate or Regime change respectively)


Mandate Progress explained:
In vanilla, mandate progress is determined thusly:
  • 1 to 6, depending on power bloc rank
  • An uncapped amount scaling with the rank value of each member
  • Both of these are then scaled by the modifiers on cohesion thresholds.
The members contribution dominates here, and leads to incredible differences in mandate progress. The British Empire will generate mandates more than 10x quicker than, say, a freshly created French power bloc. I’ve made steps to normalise this, and so mandate progress now instead scales from the following:
  • The square root of the sum of member rank values, rather than the full value
  • Up to 10 based on cohesion, scaled with the square of cohesion %
  • Small power blocs receive a -10% penalty per member below 8
Additionally the final value is scaled such that the cost of each subsequent mandate increases by a multiplicative 6% per mandate. The net result of which is that a power bloc with +15 pre-scaling progress (roughly the median power bloc) will take 50 years to unlock their full complement of principles, assuming their pre-scaled progress does not change. Tooltips explain these effects on Mandate progress hover.

You may be thinking: wow, mandate progress now scales with two different non-linear functions which are then scaled by another non-linear function? Yep. Have fun optimising that! Hope you’re familiar with the basics of calculus!

Chinese localisation available
191 Comments
LeWop 7 Oct @ 4:09pm 
Sorry to hear you hurt your wrist! That shit sucks
Hass 4 Oct @ 5:23am 
@Kate the Sibyl Hey, could you rework or remove Development Fund (+30 construction for every minor member) principle. It's completly broken for Great Britain and Prussia.
Kate the Sibyl  [author] 3 Oct @ 8:32am 
I was actually working on doing a big update with new features when I injured my wrist, now I'm a bit stuck
Aquaninja 2 Oct @ 12:29pm 
No worries, mod dev and big fixes take time, hopefully this can help make it easier for you. For now I'm just using a cheat mod to manually add the legitimacy
Kate the Sibyl  [author] 1 Oct @ 8:56pm 
I’ll add that to the list of issues. I’m working when I can on a proper update to this with other bug fixes.
Aquaninja 1 Oct @ 6:32pm 
I'm having the issue where the Mandates that add legitimacy are not adding legitimacy. This includes the two from Ideological Power Bloc, the IOC and the Direct Oversight Mandates. They add legitimacy differently but neither adds it. I'm unsure if any others are broken, but that is the only one that I have noticed. I do use other mods, but it was working fine in the previous version with the same mods enables.
LeWop 25 Sep @ 3:07pm 
I hope that didn't come off as sarcastic lmao
LeWop 25 Sep @ 3:06pm 
"Yep. Have fun optimising that! Hope you’re familiar with the basics of calculus!"

lol, seems like a great update! Good ideas all around!
Bruce Wayne 25 Sep @ 12:32pm 
can you add some different form of casus beli to religious war, I did a religious war on China as Russia, and it was just a "humiliation" war. Some territory taking or something? Or force them to change religion?
Kate the Sibyl  [author] 25 Sep @ 5:20am 
It’s save game compatible in theory