Victoria 3

Victoria 3

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Update: 18 Jun, 2024 @ 3:46pm

Mod Update 12.2

Bug Fixes

  • Fixed bugs which left several states devoid of population.

New Additions
  • Added two new leader ideologies: Christian Nationalism and Zionism. Will add more for other faiths later.

Update: 28 Mar, 2024 @ 3:01pm

Mod Update 12.1

Bug Fixes

  • Accidentally screwed over the Society tech tree with my last update, so the edits with the Corporatism tech and adding the ideology are gone for now. I'll come back to it later.

Update: 27 Mar, 2024 @ 6:20pm

Mod Update 12

Whoops - forgot to update the mod for Updates 1.4 or 1.5.

This is a quick-fix update to try to get this back to decent playability, it may still be buggy - I'm just trying to dip my feet back in for the moment.

Game Version Update - 1.6 "Blackcurrant"

  • Updated all of the Ideologies to be compatible with the newest version of the game.
  • Updated the Journal Entries to be compatible with the newest version of the game.
  • Updated the laws that were edited by the mod to be compatible with the newest version of the game.
  • Updated the production methods to be compatible with the newest version of the game.

New Additions
  • Edited the society technologies and the religion-specific technologies so that when you research Corporatism, only the Interest Groups whose religion has reached the "Mainstream" status (by unlocking said technology) will actually gain the Corporatism Ideology.

Update: 24 Aug, 2023 @ 2:23am

Mod Update 11.1

Bug Fixes

  • Would be helpful if I actually remembered to implement the ability for the new interest groups to have increased pop attraction before I pushed out an update claiming that can happen now, wouldn't it?

Update: 24 Aug, 2023 @ 1:58am

Mod Update 11

Crash Fixes

  • Well, didn't think I'd need this category. It turns out that the method I was using to enable or disable certain religious interest groups was prone to causing crashes - specifically what would happen is that whenever a revolution fired containing one of my religious interest groups; the new nation created by the revolution would not actually have those interest groups available to it, and since the game was trying to put an interest group that didn't exist in their government the game would crash. I have changed up how I am implementing which interest groups are available to which nation by using non-researchable technologies instead - revolutionary nations should naturally have these technologies by default when the split off, thus preventing the crash issue.

New Additions
  • The technologies that grant you the ability to have a certain interest group also are what unlock the ability to enact that religion's state religion law. As such, while you will no longer have the ability to switch to any religion you want without the console commands - you also should no longer have the Catholics, Protestants, and Mormons in America compromising to enact Taiping Christianity as the state religion; a faith that does not normally exist in America.
  • Not only are there now technologies that allow certain religious interest groups to exist in your nation at all; there are also technologies that will give certain religious groups an inherent competitive edge in your nation by giving those interest groups a bonus to interest group attraction among your pops. Of course, this will still be limited by the fact that only individuals who actually follow said religion will be able to join the interest group - so even if a religion has a historical power base in your nation, if no one follows it they will still be weak. Much like the other tech, this can only be given by event and cannot be researched.

Bug Fixes
  • Finally got around to fixing the in-text icon issue for the new interest groups.

Update: 25 Jun, 2023 @ 5:05am

Mod Update 10.3

Bug Fixes

  • Fixed a localization issue with the Mayan Interest Group.
  • The United Tribes now actually have a Polynesian Interest Group.
  • Faiths that are either Matriarchal or Pro-Gender Equality now have an increased chance to have female interest group leaders (which scales as your society becomes more accommodating to women) as well as a chance to have female military leaders.
  • Faith-Based Interest Group leaders will now actually follow the religion of the Interest Group they represent.

Update: 24 Jun, 2023 @ 12:33pm

Mod Update 10.2

Bug Fixes

  • Fixed a localization issue with the "Native American" religious trait.
  • Puerto Rico has people living in it once again.

Update: 2 Jun, 2023 @ 11:45pm

Mod Update 10.1

Bug Fixes

  • Forgot to add localization for the faith-specific National Religion based ideologies.

Update: 2 Jun, 2023 @ 10:37pm

Mod Update 10

New Additions

  • Added a new Law Group to allow the change of a State Religion a political process rather than a simple click of a button. This has made the old style of Decision-based religion swapping obsolete.
  • Added a unique ideology to each faith-based Interest Group which states what National Religion they will or will not tolerate.
  • Split the Atheism law into two parts - a National Religion law for Secularism which sets your national religion to Atheism, and the vanilla State Atheism law which will actively discriminate against the religious. In other words, you may now play as an irreligious state which will still tolerate the practice of faith.
  • Modified the various atheist or anti-clerical ideologies to accommodate the new Secular law.
  • Added a dummy law to the new Law Group in order to make secondary faith-based interest groups work right - you will receive an event a little over a month in to change to your proper national law.

Bug Fixes
  • Fixed several localization issues.

Update: 23 May, 2023 @ 7:07pm

Mod Update 9.2

Bug Fixes

  • Requiring not having the new religious interest groups in your government to change religions for some reason broke the change religion decisions, so I removed that requirement for now.