Victoria 3

Victoria 3

Political & Economic Changes
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Update: 17 Mar, 2024 @ 6:47pm

- The Entertainment Good is no longer a Local Good, but a national non-tradeable good.
- Demand for Entertainment reduced.
- Rebalanced the Entertainment Sector PMs.
- Reduced the Financial Services input of the Publicly Traded ownership to 1.
- Added a few more Tourist Site state traits in different places. (needs a new game)

Update: 15 Mar, 2024 @ 5:56pm

- Updated for 1.6.2
- Leisure need can also be fulfilled by Hospitality and Entertainment (25% each).
- Reduced requirements for the new company types to be in line with other companies in the 1.6 patch.
- Removed or altered some changes in the mod that were made redundant by the patch (such as canals giving migration attraction).
- Slightly increased private sector allocation of cooperative ownership.
- Protectionism makes trade routes cost more bureaucracy, but increases competitiveness and quantity similar but less than Free Trade.
- Art Academies slightly increase Prestige.

Update: 2 Feb, 2024 @ 3:34pm

- Intelligentsia get a small boost to attracting workers in Tertiary Industries as long as their SoL is above 10.
- The hospitality industry uses more laborers.
- Trade Unions' reduction in bonus pop attraction from working in resource, light and heavy industry is halved for engineers at SoL 20 rather than 15.
- Added more Entertainment sectors at game start.
- The effect of relative industrialization on Market Volatility includes some tertiary sector buildings, in addition to light and heavy industry like previously.
- Added a decree "Encourage Tertiary Sector" functioning like the Enourage Industry decrees for the tertiary sector.
- Added an AI strategy for developing a tertiary sector.
- Entertainment Sectors will hopefully not be overbuilt by the AI.
- Booms and Busts also modify migration push and pull.
- Toned down effect of River Development on the state's plantation and logging throughput.

Update: 30 Jan, 2024 @ 4:54pm

Tertiary Sector
- Adds two new goods in the tertiary sector category: Entertainment and Hospitality, to join Financial Services already in the mod, and Transportation, Services & Fine Art in the base game.
- Technological development for more advanced production methods is primarily from the Social tech-tree rather than production.
- Laborers, Clerks, Shopkeepers and Academics are the primary pops employed by the Tertiary Sectors.

Entertainment
- Entertainment is a local good produced by the new Entertainment Sector building.
- The Entertainment Sector represents both cultural venues such as theatres, and the restaurant industry through separate PMs.
- Entertainment is a new need that pops begin consuming at wealth level 10, and expands until they hit wealth level 25 when it stagnates. A prosperous working class and a large middle class are the most important for bolstering Entertainment demand.
- Entertainment can also locally substitute a small portion of Intoxicant, Luxury Items, Luxury Drinks and Luxury Food needs.
- Entertainment can be fulfilled by the new Entertainment local good, Services and Radios.
- Entertainment Sectors are affected by Free Speech laws with more repressive laws reducing throughput, adding bureaucrat jobs and reduces radicals from SoL changes and minimum expected SoL from literacy.


Hospitality
- Hospitality represents tourism, locally and internationally. It is not a local good but can be "traded" representing tourism.
- Hospitality primarily uses Transportation and Entertainment to produce, with a secondary PM allowing food and intoxicants to be used to generate more hospitality.
- Hospitality improves the state's migration attraction.
- Tourism is a new need that pops begin consuming at wealth level 20, and which continues increasing with higher wealth levels.
- Tourism can be fulfilled by the new Hospitality good (up to 90%), Transportation (up to 50%), Services (up to 50%) and Automobiles (up to 10%).
- "Tourist Site" has been added to several states in the game increasing hospitality output.


Interest Group Changes
- Entertainment and Fine Art workers have an increased draw to the Intelligentsia.
- Trade Unions have a stronger draw from workers in Heavy Industry, Mines and Logging. This is halved if SoL is higher than 15 or Regulated Unions has been enacted.
- Trade Unions have a somewhat stronger draw from workers in Light Industry. This is halved if SoL is higher than 15 or Regulated Unions has been enacted.
- Petite-Bourgeoisie have slightly increased draw from workers in Tertiary sectors. This is negated if SoL is 10 or less.
- Petite-Bourgeoisie increased draw from having a middling SoL (15-24) is increased for poor strata, especially 20+.
- Industrialists increased draw from having a high SoL is increased for poor strata.

Update: 27 Jan, 2024 @ 3:12pm

- Reformers support Regulated Unions.
- Fix to party attraction in Two-Party States.

Update: 27 Jan, 2024 @ 11:52am

Interest Group Attraction
- Rural Folk have increased draw from low SoL the low SoL rural population and pops working in staple crops (grain).
- The penalty to IGs in government from triggering a Recession or Depression now happens immediately rather than when the event option is selected.
- Urban Pops have slightly increased attraction to the Devout if the urban centre in their state has the State-Run Churches PM active.

Laws
- Federalism no longer increases Petite-Bourgeoisie pop attraction.
- Federalism and Landed Nobility increases the speed of Secessions and Revolutions.
- Federalism reduces bureaucracy cost from population.

- State Autonomy has a new law: Confederalism (requires a new game)
- Confederalism has similar effects as Federalism but more extreme, reduces MAPI slightly, decreases the political power of bureaucrats, and triggers an event at the beginning of Secessions forcing either the play to immediately end, or gain a substantial amount of radicals for the Confederation.

Ideology
- The chance to have characters with Financial Reformer and Metalist ideologies is increased with higher techs (mutual funds and investment banks) as long as a central bank has not been implemented.
- Financial Reformers and Metalists also have opinions on tax law, trade law and land reform.

USA
- As long as the USA has both the Missouri Compromise and Legacy Slavery, support for the Landowners is increased in slave states and decreased in free states.
- Southern Planters in slave states is strengthened both by a general increase to pop attraction, and by slave-state bureaucrats and capitalists being able to support the Southern Planters.
- Southern Capitalists are particularly attracted to supporting the interests of the Southern Planters if they work in River Development, Food Industries or Textile Mills.
- In free states, support for Landowners is reduced in grain-producing buildings, vineyards and livestock ranches.

Balancing
- Slightly increased extra radicals from discrimination from the Nationalism and Pan-Nationalism techs.
- Adjusted the chance of Market Volatility triggering a market event.

Other
- Cleaned up some event and journal entry text.

Update: 26 Jan, 2024 @ 11:35am

Scandinavia
- Added a journal entry for the emergence of a new unified culture in a united Scandinavia.
- The emergence of a unified Scandinavian culture is helped by Universities, being a Great Power, the Unitarism law, popular characters with the Liberal Nationalist ideology, and having the National Supremacy or Ethnostate laws.
- The emergence is disrupted by turmoil, more liberal citizenship laws, not being a Great or Major Power, the Federalism law and all reactionary laws (Serfdom, Traditionalism, Mercantilism, Landed Nobility).
- Upon completing the journal entry, all pops of Norwegian, Swedish, Danish and Icelandic culture will become Scandinavian. Old homelands are removed and become Scandinavian homelands.
- Completing the journal entry will trigger an event where you can opt between gaining loyalists, or gaining claims on a few states with some degree of historical claims by Scandinavian countries either westwards towards Britain (Ireland, Scottish Highlands, Yorkshire, Newfoundland) or eastwards towards Russia and Prussia/Germany (Karelia, Estonia, Latvia, Ingria, Pommerania).
- The AI is 90% likely to take the loyalists, 9% to gain eastern claims and 1% to gain western claims.

Secessions
- Secessions will spawn an army depending on population (peaking at 20 infantry and 10 artillery at 7.5 million), and receives military bonuses for three years.

Balancing
- Dissident-led IGs will not join the single-party.
- Corporate Influence on Elections has a stronger effect for the Universal Suffrage law than Census Voting.
- Laborers working in Financial Sectors will not support the industrialists.

Diplomacy
- The techs Nationalism and Pan-Nationalism techs adds more maneuvers.
- The techs International Relations, Civilizing Mission and Multilateral Alliances reduce infamy generation.
- Great powers have reduced infamy gain as the aggressor.

Colonies
- Accepted culture pops in unincorporated states have increased qualifications for Bureaucrat, Officer, Aristocrat and Capitalist jobs.
- Having the colonial resettlement law will make non-accepted culture pops in unincorporated states no longer qualify for Aristocrat and Capitalist jobs.

Update: 21 Jan, 2024 @ 10:59am

Update: 21 Jan, 2024 @ 10:33am

- The Suppression strategy now also increases the monthly progress tracker through state devastation and having the Violent Suppression decree active.
- Reworked the percentage chances of suppression event options for the minority nationalism journal entry.
- Suppression event options will now have a small chance of backfiring enormously, rather than a moderate chance of backfiring in small ways.
- River Development has an additional Production Method (Modern Canals).
- The Canal PM Group for River Development increases the MAPI of the state (capping at +5%).
- Rebalanced River Development profitability.
- Added an event to the Intelligentsia Grapples with Nationalism journal entry that can allow a nationalist or reformist leader to take over from an intelligentsia IG leader who does not have an ideology relevant to the JE.

Update: 17 Jan, 2024 @ 5:14pm

Journal Entries
- Adds the Journal Entry Local Nationalism, after Nationalism is researched.
- The Journal Entry can be disabled in Game Rules.
- The same Game Rule can allow the Journal Entry to trigger in states that are also the homeland of a primary culture (for example, Bohemia for Austria, Britanny for France, Astrakhan for Russia, etc). By default it can only be triggered by states which are not the homeland of a primary culture.
- The intent is to make the waves of nationalist unrest that marked periods of the 19th and 20th century have more bite.
- The journal entry can trigger when a state has a homeland culture that is not a primary culture and accounts for at least 50% of the state population. The state also needs to not be a homeland of a primary culture of the country, have at least 25% turmoil and have a population of at least one million. The state needs to either be incorporated or be on the same continent as the capital.
- The culture does not need to be discriminated to trigger the journal entry.
- The journal entry will increase radicalism in the nationalist culture which can trigger a secession if not dealt with.
- Having the Federalism law active will halve the chance of the journal entry triggering. The chance is 5% each year when the conditions are met with Federalism, and 10% with Unitarism or Landed Nobility.
- If the Springtime of the Peoples journal entry is active, the chance of also triggering Minority Nationalism drastically increase if the conditions are met. 50% without Federalism and 24% with Federalism.
- When the JE triggers you get one of three options: suppress the nationalists, make concessions or attempt to integrate the nationalist culture.
- RNG plays a big role in whether or not Integration is even possible and will create radicalism among one existing primary culture.
- Suppression is potentially the quickest route to ending the nationalist movement but has the potential to backfire.
- Concession is the most reliable method to end the nationalist movement (the most reliable being to release the secessionist state or lose it in war) but results in a permanent debuff to the state representing some degree of autonomy.

Response to Nationalism: Suppression
- Only available if Multiculturalism has not been implemented.
- Suppression unlocks the buttons Forced Assimilation, Target Nationalist Circles and Encourage Settlement.
- Suppression buttons are based around increasing the relative amount of primary culture pops in the state in order to deal with the rising nationalism.
- Suppression buttons are based around either increasing the relative amount of primary culture pops in the state or reducing radicalism at the cost of devastation.
- Suppression buttons costs both money and authority.
- Suppression unlocks harsher responses to events. These will often trigger a percentage chance to increase or decrease radicalism in response to the harsh measures.
- Suppression "wins" the Journal Entry by either reducing the secessionist culture in the state below 50% or by completing the progress tracker.
- Progress tracker with Suppression increases depending on how many people in the state are of the secessionist culture, having low radicalism and by implementing harsh measures in events and the buttons.
- Suppression is more reliable than Integration but less reliable than Concession.
- Note that Suppression will not trigger full ethnic cleansings. While it would be historically accurate for that to be a risk, I've decided not to spend time on it.

Response to Nationalism: Concession
- Concession is always available as an option.
- Unlocks the buttons Recognize Local Language, Tolerate Local Customs and Grant Tax Relief.
- The buttons will give moderate long-lasting debuffs to the state and reduce radicalism both immediately and from discrimination over the course of the debuffs.
- The buttons cost money for a limited time, but the debuffs last longer.
- Unlocks ways to mitigate or even reduce radicalism to events at the cost of bureaucracy, state debuffs or money.
- Concession "wins" the Journal Entry by reducing radicalism in the state or by completing the progress tracker.
- Progress tracker with suppression increases through low turmoil in the state and by giving local concessions in events and the buttons.
- If completed in time, the state receives a permanent moderate modifier reducing income and radicals from discrimination. This makes it impossible for another nationalist movement to emerge in the state.
- The permanent modifier provides reduced debuffs compared to the concessions that can be granted by the journal entry buttons.
- Is the most reliable in terms of completing the Journal Entry successfully.

Response to Nationalism: Integration
- Only available if the nationalist culture is accepted or shares a heritage with a primary culture.
- Unlocks the buttons Appoint Minority Ministers, Integrate Minority Officials, Support Cultural Works and Recognize Language. These represent important reforms on the way to integrating the nationalist culture as a primary culture.
- Each reform will give a random amount (3-15) of progress on the tracker, reduce radicalism of the nationalist culture and increase an existing primary culture's radicalism. Reforms have a cooldown of 6 months.
- The buttons cost primary culture radicalism and authority.
- Unlocks options to grant bonuses to the secessionist state in events at the cost of primary culture radicalism and other penalties.
- Integration "wins" the journal entry by completing the progress tracker.
- Progress tracker with integration increases only from buttons and events. There is a chance that completing the tracker is impossible to do in time.
- If completed in time, the secessionist culture is permanently added as a Primary Culture.
- Is more difficult to complete in time than Concession or Suppression.


Ideology Changes
- Added the Agrarian Socialist leader ideology.
- Agrarian Socialists champion council republics, collectivized agriculture (endorse homesteading less than collectivized, and oppose all other land reforms), federalism and workers' rights.
- Land Reformer character ideology supports Homesteading over Collectivized Agriculture.
- Rural Folk can become Agrarian Socialists, and more rarely Intelligentsia (when the Serfdom law or Tenant Farmer with a autocratic monarchy are active).
- Rural Folk are less likely to adopt the Vanguardist, Communist and Anarchist ideologies.
- Petite-Bourgeoisie approve more for Free Banking than Merchant Banks, leaving Devout in Christian and Muslim countries as the only defenders of Merchant Banks. This should reduce the amount of late-game countries who have reverted to pre-industrial banking practices.
- Old World Liberal ideology change also requires Feminism to be researched, and will make the Intelligentsia approve of women in the workplace.
- "Failing" the Old World Liberal ideology change journal entry and turning the Intelligentsia IG permanently into moderate nationalists no longer requires Ethnostate, and can be accomplished by still having National Supremacy with somewhat stricter internal requirements.

Law Changes
- The more liberal voting laws (wealth, census and universal) give less political power from votes.
- Universal Suffrage gives a mix of political strength from every vote, and from literate pops only, to represent differences in turnout. Might add a Mandatory Suffrage law later.