Victoria 3

Victoria 3

Historical Population Growth & Resources [NOT UPDATED]
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Update: 25 Jun, 2024 @ 8:06am

-Finished starting setup for 1.7
-Reduced AI desire to invest abroad (this is a confirmed bug)

I haven't tested the mod yet, so there may be some small errors that I'll have to fix, but I did go through the error log, so there's nothing major. Should be fully playable now with the completed starting setup.

Update: 24 Jun, 2024 @ 4:55pm

-Removed infrastructure cost from ownership buildings (they said this will be hotfixed in next week)
-Made progress on starting ownership, it's done now for Scandinavia, Netherlands, Belgium, UK, France and the USA


All other countries still only have government owned buildings, I'll finish this update when I wake up.

Update: 24 Jun, 2024 @ 12:35pm

-All changes previously listed below that were reverted are back in
-Updated for 1.7, including new states
-Updated localization for supported languages
-Starting setup not updated, I still need to manually define building ownership in the entire world

WARNING! THIS IS BASICALLY BROKEN RIGHT NOW BECAUSE EVERY BUILDING STARTS GOVERNMENT OWNED, SO GOVERNMENTS HAVE A BIG BUREAUCRACY DEFICIT AND THERE ARE NO CAPITALISTS

Update: 9 Jun, 2024 @ 1:56pm

Update: 9 Jun, 2024 @ 1:42pm

Reverted to old state for savegame compatibility
The changes I made will be applied when the new patch comes out instead.

Update: 9 Jun, 2024 @ 12:01pm

Final colonization speed balance

Update: 9 Jun, 2024 @ 8:23am

Some balancing of colony growth speed

Update: 9 Jun, 2024 @ 6:38am

Made several changes to make updating the mod in the future faster, including removal of some features that don't fit the core concept of the mod:
-Reverted split of livestock ranches
-Reverted split of power plants
-Removed hostile environment trait and rebalanced state traits for colonization
-Removed Sugar Beets production method
-Removed leftover barracks in China (not sure why they were still in) that gave them additional starting armies
-Removed market access penalties from state traits and market access bonus from coastal states
-Some small futher adjustments to subsistence output, starting buildings and other script stuff in preparation for the next DLC

Update: 8 Jun, 2024 @ 12:08pm

-Halved cattle ranch potential (honestly still too much which how low meat demand is with vanilla pop demand...)
-Fixed German states (that was a relic from my bigger mod)
-Some smaller fixes to random stuff like events that were looking for the vanilla power plant building

Update: 2 Jun, 2024 @ 12:12pm

-Halved sheep ranch potentials
-Adjusted subsistence farm outputs and ownership balance to get the policial situation (i.e. power of peasants vs aristocrats) to be more in line with vanilla
-Reworked starting setup in some areas, e.g. England starts with its agriculture buildings maxed out to represent its historical situation
-Added small workforce shares to Chinese subsistence to represent the high standard of living of Chinese peasants just before the Century of Humiliation