Victoria 3

Victoria 3

Seiner Majestät MultiPlayer SMMP
63 Comments
Archscientist K 20 Oct @ 9:13am 
I see. Thanks for changing it back!
max.94  [author] 19 Oct @ 7:27pm 
Some guys in our MP-group thought it was a good idea a while ago, gonna reverse that change
Archscientist K 15 Oct @ 4:51pm 
Question: is there a reason why the claim Argentina and Chile had on decentralized South America are removed in the mod? The UK always just comes in and colonizes most of it before they can grab anything lol
Archscientist K 5 Oct @ 5:28am 
No problem! Happy to contribute with what I can ^^
max.94  [author] 4 Oct @ 7:32pm 
@Archscientist K thank you for noticing! It was not intended, I just was too busy to bring just the mod files into the new update bugfree without weighting too much attention on the new gameplaymechanics, please inform me when you see sth like that!
Archscientist K 4 Oct @ 12:54pm 
I've noticed Public Schools don't give +5 Cultural Fervor with each institution level like it does in Vanilla. Is this an oversight or intended? It may have considerable impact with certain new mechanics (like the new 75 Cultural Fervor requirement for the brazilian culture JE, which is considerably harder to complete in time without the +25 Fervor from 5 levels of Public Schools)
Archscientist K 14 Jul @ 8:28pm 
Good to hear! I really appreciate the uniqueness and thoroughness of your mod o7
max.94  [author] 14 Jul @ 2:43am 
Updated for 1.9.*
max.94  [author] 12 Jan @ 1:55am 
Unfortunatly the time to incorporate is set in defines which cant be changed through rules
Archscientist K 25 Dec, 2024 @ 11:04am 
1- Making it long but not longer than the game (making it impossible). Right now, it takes 136 years. Normally, it would take 20. How about 50? Or some other similar value.
2- Making it dependant on a game rule? My guess is that you are mostly worried about multiplayer. Allowing people to make it "faster" in SP would solve it for both!
Archscientist K 25 Dec, 2024 @ 11:04am 
No. Amazonas and Acre only have homelands of Amazonian culture (which is indigenous, and so has nothing in common with Brazilian culture). That usually isn't an issue, science you can just incorporate the states, it just takes longer. But that's impossible in this mod with how longer it is.
I imagine that's probably gonna be an issue for Chile and Argentina in Patagonia as well. They'll never be able to incorporate Patagonia since that state only has indigenous cultural homelands. They'll never be able to incorporate their colonized states as it would normally happen.
I guess you could make it dependant on the citizenship law? But that wouldn't really solve the niche case you just described...
I can think of 2 possibilities:
max.94  [author] 25 Dec, 2024 @ 10:25am 
Doesnt Brazil get those ppl in the Amazonas as primary cultures? in those cases I would rather add these states to countries primary cultures homeland than just decreasing the length of incorporated states. These measure shall just prevent that you can as european power incorporate whole of china, india or africa with multiculti and let them fight your wars. Just too much opportunities to cheese thats why I am so strict to all Cultures you have no similiarities on.
Archscientist K 25 Dec, 2024 @ 9:33am 
I've also noticed incorporating states without anything in common with the cultural homelands is really long... Like 136 years e.e
That's probably with the intention of making it more realistic, but I'd say the numbers might be a bit overtuned. Even if you roleplay as a cosmopolitan nation, it makes it impossible to ever incorporate some states.
It's up to you whether that's a big deal or not. Just thought I'd point that out as well. I'm playing Brazil and that means I'll never fully incorporate Amazonas, even though that happened historically.
Archscientist K 25 Dec, 2024 @ 9:24am 
It depends on the country, of course. But, for example, Brazil starts already accepting any and all europeans as tier 5. They never assimilate, even though they are away from any of their homelands. As a consequence, if you are very accepting and get a lot of immigrants, eventually your demographics are going to look like a rainbow, since no one ever assimilates.
It's really up to you wether you want to do something about it or not. But even allowing T5 to assimilate (even if at a lower rate) would solve the assimilation issue, so I thought I should make the suggestion.
PS: Different levels of acceptance like vanilla does (perphas with some adjustments to the values) and different assimilation rules and rates for each tier could also maintain the feel of "we discrimitate A more and B because they also speak our language" and etc. But that would be more for flavor.
max.94  [author] 25 Dec, 2024 @ 8:12am 
only Multiculturalism should let set all Pops on tier 5 but isnt that the intention of that law however? I dont think the Laws are the right place to adjust game performance. And I cant really see the point except for performance purpose to let tier 5 assimiliate since theyre accepted already
Archscientist K 25 Dec, 2024 @ 5:17am 
@max.94, that's fair! I agree that would be way more interesting, but won't the lack of assimilation lead also to performance issues? It's a vanilla issue as well, caused by the lack of assimilation of tier 5 pops. It's just a bit exacerbated by how eveyone ends up at tier 5 automatically at higher laws in your mod. I think allowing tier 5 to also assimilate outside homelands could deal with this issue. There's plenty of mods which do that or some equivalent, so I thought you could maybe be interested in the idea.
Great mod ragardless. I'm glad to be playing it ^^
max.94  [author] 25 Dec, 2024 @ 4:51am 
@Archscientist K, what the game really lacks of is to improve the acceptence of one specific culture instead of all of a set of cultures. I will rethink the laws when we get more options to interact with specific cultures like in Imperator:Rome OR more Mix-Cultures.
Archscientist K 25 Dec, 2024 @ 12:14am 
Hello! I've been playing your mod for a while and I really like the changes! There is one thing I was thinking of asking you about however: the changes you made to the citizenship laws might be a bit too "binary", if that makes any sense? It seems you intended to basically make it effectively the same way it was before 1.8... But as a consequence, it causes a lot of pop fragmentation at more accepting laws like cultural exclusion and multiculturalism. Since lvl 5 pops don't assimilate, if you pass cultural exclusion, for example, immigrants just never assimilate, even if they're out of any homelands.
Also, making it almost "binary" like it was before 1.8 kind of ruins the nuance with the new system. I realize that's more of a matter of personal taste, but I think tuning the laws a bit would be better than just making the system less relevant like you did.
Anyway... Love the mod! I hope you keep updating it ^^
max.94  [author] 21 Dec, 2024 @ 11:25pm 
@koro, thank you for playing the mod :)
1. the claims were removed for multiplayer purpose (but I may add them again)
2. the state traits are always an issue for me, i follow the principle that, if on map a state is clearly dominated by a geographical feature, this should be afflected by the state traits. As long as the state borders are how they are, i wont change the traits in general.

In Special cases like the plateau of bogota i made special traits since everything is more elevated.
I try to increase the contrasts between the different geographics on the world and its hard to argue that andes region in american should be that easy to be built on.

In Ecuador their capital really lies in the andes, it is not like the whole countries population and focus lies just on the sea side. However I made the region already more interesting through special traits and fertilities.
koro 21 Dec, 2024 @ 8:21am 
Thanks for keeping the mod alive

I'm loving it tough I forgot how tough the starting conditions are (I played New Grenada)
Two issues that came up throughout the playthrough is lack of claims (GB started colonizing everywhere including Patagonia) and extreme penalties from Andes.

Do you plan to eventually rework state borders modifiers? I would love to have state borders that are based more around geography than administrative borders, especially visible in Equador that could be split in two to have western side without penalties. Countries in South America should have at least 1-2 states they can build in without suffering extreme penalties as they aren't even close to Tibet level mountains or at least reduce the penalties for historically developed areas like La Paz and Santiago.

Also give "Oder" trait to Posen/Poznań as it has decently sized river Warta that flows into Oder and was used for tranportation in the past.
max.94  [author] 1 Dec, 2024 @ 12:04pm 
SMMP is back
max.94  [author] 10 Nov, 2024 @ 2:34am 
Mod is coming back with the next Patch end of November
max.94  [author] 23 Nov, 2023 @ 3:32pm 
Authority is there to get Consumption taxes yes :D but yes Prussia has a too big army for its economy, you have to increase taxes. It's going to be much easier when youre Germany and get the Free-Swiss-Bonus like Austria and France
crayfish18 23 Nov, 2023 @ 12:44pm 
Starting income is really low. Can't build two buildings as Prussia without hitting -40k/week. I guess you're supposed to start out with a bunch of consumption taxes with all the extra authority in this mod?
max.94  [author] 23 Nov, 2023 @ 1:05am 
Mod updated for Victoria Patch 1.5.9
max.94  [author] 9 Apr, 2023 @ 5:09am 
@inslava, Maxk1511#0335
inslava 9 Apr, 2023 @ 2:39am 
can I contact devs on discord? I want to create a submod, and takes general economic changes from this mod, wanted some advice
max.94  [author] 13 Mar, 2023 @ 6:03am 
SMMP reaches new 1.2.4 patch! All Version2Version Changes you can find in the Changelog!
max.94  [author] 30 Jan, 2023 @ 11:24am 
New Update is out: Adding Decisions for National Supremacy Austria integrating all your cultures over a time! Also pay attention to your government interest groups, they might leave the ruling party if theyre angry!
max.94  [author] 28 Jan, 2023 @ 8:57am 
@MRGHRGLGLGL!!! it's designed for Multiplayer that the US-Player have an Interest to keep europeans out of latin america while on basis of monroe-doctrin - even foreign politics can give some authority in national politics, I dont share your doubts.
Weal_Or_Woe 27 Jan, 2023 @ 11:54pm 
It seems pretty excessive then. The prestige boosted me up to GP number 4 right off the bat, while IRL the USA was in no way considered a great power in 1837. And giving authority at all from this doesn't make sense either imo.
max.94  [author] 27 Jan, 2023 @ 9:07pm 
@MRGHRGLGLGL!!! , it's no bug, it's a feature :) USA gain a buff for every existing meso- and south american nation
Weal_Or_Woe 27 Jan, 2023 @ 6:49pm 
Bug:

Played as the USA, it's now 1837 and I've realized I have a whole bunch of country modifiers called ____ Statehood, all for states I do not own, e.g. Equadorian statehood, Bolivian Statehood, etc. Each one gives a bunch of authority and prestige, and they don't seem to have a timer. I remember seeing a bunch of decisions when I first launched the game, which corresponded with all of these, but they hadn't been available to take at the time, and I assumed they were some sort of manifest destiny++ flavour thing.
max.94  [author] 22 Jan, 2023 @ 3:29am 
@OPB ,I just invented a new gamerule where you can set limited or unlimited Multiculturalism! :)
I send you a friend request on steam to discuss this and other changes you suggest.
OPB 22 Jan, 2023 @ 1:58am 
Would you be alright with me creating a fork on the Workshop so that I can maintain changes I prefer?
OPB 22 Jan, 2023 @ 1:54am 
I definitely think the hardlock on multiculturalism goes too far. Locking it behind laws to make it much less viable for most sections of the world based on societal realities like previously was much more sensible.
Now there is essentially a law that is only usable for one particular region of the world EVER and cannot otherwise be obtained. Goes against the basic design of it.
max.94  [author] 21 Jan, 2023 @ 1:28am 
@The Unholy Potato, 1. the Exploit-Edict cannot know if there are slaves or not in the state so if there are none the edict would be too powerful without downsides thats why I add a smaller debuff for laborers too. It's technically bound on Slavesstates.
2. Multiculturalism forbidden outside latin america is based on both, balance reason and also historical reason. In this timeline I think it is very hard to speak from Multiculturalism in any kind but if there was a region where we can talk about it I would say it's south america, IRL Brazil with it's migration from Japan. Gameplaywise it makes sense to not punish their import of slaves and improve their population even without getting europeans.
The Unholy Potato 20 Jan, 2023 @ 7:34pm 
As an additional question: is there a specific goal in allowing specifically Latin-American countries to adopt Multiculturalism? Is it a multiplayer balance choice (e.g. offering a unique bonus to the region which is usually fairly weak), or is there a specific historical reference behind the choice?
The Unholy Potato 20 Jan, 2023 @ 5:27pm 
One minor suggestions: the "Exploit Slaves!" edict is phrased a little strangely, at least in the English variation. Given that it adds to both Laborer and Slave mortality, I'd recommend that it be labeled "Worker Exploitation" to be a more neutral phrasing and make it clear that both enslaved and non-enslaved workers are being harmed.
max.94  [author] 20 Jan, 2023 @ 10:26am 
@OPB, yeah I it was no easy decision for me, but I want more dynamics on the balkan and until now I've never seen any successfull indep movements on the ottomen balkan what feels in later game anachronistic too. And yes, I openly admit that I am aiming for a situation from 1914 in terms of balancing.
OPB 20 Jan, 2023 @ 10:22am 
Yeah, I ran some tests with the AI firing that off immediately - It feels a bit anachronistic, but as it is, that new Balkans situation is more dynamic and interesting than just the Ottomans on their own!
max.94  [author] 20 Jan, 2023 @ 9:02am 
@OPB. yes. There is also a decision to immediatly execute the leaving of balkan with moving all turkish pops to istanbul. So you dont have to make it yourself, just use the decision. The idea behind is, that there is a good reason for ottoman to leave balkan without make it mandatory and AI always will use this decision to create a more "loose cannon" in southeastern europe where Austria, Russia and Ottoman fighting for influence.
OPB 20 Jan, 2023 @ 5:16am 
Is the homogenize the state decision for the Ottomans working as designed?
Joey Citation 19 Jan, 2023 @ 2:32pm 
Love this mod, thanks for your work! Wondering if there's any possibility you'd implement some workarounds for pop fragmentation to increase performance? Like auto-assimilation of pops under 0.1% of the population or thereabouts? Don't know about how these things work, just know that despite having a good PC, the game runs extremely slow for me after midgame and I've been told that is the culprit!
max.94  [author] 19 Jan, 2023 @ 10:25am 
Attention! ALL SAVEGAMES FROM BEFORE 19.01 WILL BE INCOMPATIBLE WITH THE NEW MOD-VERSION 2.0!
The imported military changed are gone, waiting for paradox overhaul. I am focussing on the other content!
max.94  [author] 16 Jan, 2023 @ 9:27am 
Thank you! Be aware that maybe in the next week I will take the SMMP Beta to the main-mod....it's going life. And that the new version wont be savegame compatible! The Beta stays online however.
x8 16 Jan, 2023 @ 9:12am 
Sounds like you are aware of it then :) We just started a MP campaign with around 6-8 people with your mod here and we're liking it so far! Good work
max.94  [author] 16 Jan, 2023 @ 9:04am 
@x8 I modded Imperator before and I know this issue too good! I'm aware of this error, but atm there is no other solution to prevent this error. And it's no real error, because the events I made are working as they should! The error exists because I am requesting in the event the existence of countries. And if a country does exists, the event fires - all fine. If a country doesnt exist, the event does not fire - it works....but giving me an error that, well, the country cant not be found by engine and thats okay because it doesnt exists. Ironically, this error proves my event works as it should. But in all other pdx games there is no error if asking for non-existing countries...in Vic3 it's obviously a problem to ask for a non-existing country.
x8 16 Jan, 2023 @ 8:58am 
I would argue it's an issue for an MP mod, but! I've discovered something cool that Victoria 3 does - it actually splits up the error logs after they start to get too large. I'm guessing this is why we're not getting desyncs. (Props to PDX for actually fixing this, big error logs always crashed our Imperator MP games)
max.94  [author] 16 Jan, 2023 @ 8:53am 
"I'm getting 1000s errors a second - this can sometimes create desyncs for players with poor machines who need to constantly write to this file (especially as it becomes big)."

We're playin this mod in multiplayer and have no desynchs at all since the last patch - even with players with poor machines.