Victoria 3

Victoria 3

Australia & New Zealand Flavor Pack
682 Comments
Taylor  [author] 7 Oct @ 1:53pm 
@CCT2000 Thanks for the comment. I'll have a look into these. I remember previously looking at the extra manor house situation and I think it was a hangover from the vanilla setup, I can't remember, will have another look. Re the other 2 things you mentioned, I was mid way fixing them both but I guess I got distracted and forgot about it haha.
Taylor  [author] 7 Oct @ 1:50pm 
@Wi3N Ive never used the MoH mod, so I can check it out. But first can you confirm if that lag still happens on the most recent version of the game? There was a vanilla bug that would cause high lag if there were too many countries that recently got fixed.
CCT2000 7 Oct @ 8:02am 
Hello, just recently returned to play this mod and found some issues:
1. I had previously reported that the manor houses in Queensland and Northern Territory own an extra level in NULL_STATE and it is still not fixed.
2. The merchant marine bonus for the company "Broken Hill Proprietary" is not properly displayed.
3. The icons of interactions "Offer Convoy Contribution" and "Native Repatriation" are missing in the Diplomatic Lens but the interactions can still work.

Anyway, still appreciate your great work for adding flavors to the rather boring place to play in the base game!
Wi3N 7 Oct @ 6:56am 
Hi there. First off, LOVING your mod. Base game made Australia too easy and NZ too boring...
I also play the Mandate of Heaven mod that is compatible with Morgenrote. Do you think you can make a patch for that as well? I tested it couple times and found out that whenever I enable your mod with the MoH enabled, game becomes super laggy when China splits in the beginning of the game. Not sure if its a lot of work for you to look into this and its completely fine if its not on your action item. But It'd be awesome if you do :steamhappy: It'd make the entire Oceania and Asia look like a fight to grab land kinda area lol
Polskers 3 Oct @ 7:02pm 
Cool stuff, cheers mate! I'll give it a go at some point soon and let you know!
Taylor  [author] 3 Oct @ 7:01pm 
The ANZFP+MR patch should still be working, no update needed. It could do with an update to adjust some things like newspaper companies using Morgenrote's newspaper buildings, as well as historical artists/engineers etc (though I'd probably just get them added to Morgenrote directly). I just haven't really had the time for awhile to prioritise researching + scripting this stuff and unfortunately I'm not sure when I will. If there's any actual problems that need fixing, I can get on to that sooner.
Polskers 3 Oct @ 6:47pm 
@Taylor

Right, good to know! I thought that might be the case, and the CMF just provided a generic 'bones' for both bigger mods to operate within. Does the ANZFP/Morgenröte compatibility patch still work with the current version of Vic3 and is there a plan to update it with new/relevant/updated content for both mods, or is it just in a 'as-is' state for now?

Cheers.
Taylor  [author] 3 Oct @ 6:41pm 
@Polskers Thanks! Short answer: Patch isnt needed, but you may as well use it. Load order shouldn't matter, but put patch last just in case. Longer answer: The patch for Morgenrote and ANZFP just improves the experience when using both together. While CMF is needed for both, its not related to any patch between ANZFP and Morgenrote specifically. With that said, the patch doesn't actually do that much at the moment, I think it mostly just adds animal habitat state traits to new states we add.

@Schmiddie I'm not certain whats causing that issue, though it sounds like you might be running the game not in English?
Schmiddie 3 Oct @ 1:04pm 
Does not work; texts are not shown. Instead of the correct text there is only shown the name of the text that should be there (e.g. in the tutorial you just find "afp_tutorial_desc"). Thats the same of ALL texts in the game.
Polskers 3 Oct @ 10:07am 
Hi @Taylor, thanks for updating the mod for the newest version!

Is it still required to use a compatibility patch for using Morgenröte, or can you run them alongside each other with no patch required now as they are both dependent on the Community Mod Framework? And if no compatibility patch is needed, is there still a required or preferred load order?

Keep up the excellent work as always.

Cheers.
Taylor  [author] 3 Oct @ 2:45am 
@no u You need to be using the Community Mod Framework. Its listed as a required item.
no u 3 Oct @ 1:00am 
hi my game crashes whenever i click the penal colonies of NSW event
Taylor  [author] 2 Oct @ 6:34pm 
@pierotsauce Start as France and you will shortly start getting events about it
pierotsauce 2 Oct @ 3:40pm 
Thank you for updating so quickly!

I have played a few runs, but I was wondering how to do a Nanto-Bordelaise Company run? I'm sure it has been asked before, but it would be great to pin it in the discussions area.
Taylor  [author] 2 Oct @ 2:22am 
----------- Update 2.0.11 -----------

Brought up to 1.10.x compatibility along with other adjustments and additions. See change notes for details. Enjoy!
GalacticCactus  [author] 27 Sep @ 5:41pm 
@PeamBrainRotting It is supposed to be difficult but possible for the United Tribes to unite all of NZ before the Treaty of Waitangi. But since the game starts <5 years before the treaty IRL, there isn't much opportunity to make it challenging through normal mechanics in that time, so in practice a good part of the difficulty ends up just being RNG.
There have been a lot of changes to the game's narrative design since I made that Whakaputanga mechanic though, so it probably merits a revision sometime after our 1.10 compatibility update.

Right now there is not a lot of post-Waitangi content specifically for the United Tribes, though there are some later historical Māori characters you can get depending on which parts of NZ you control, and there are new JEs for uniting Polynesia and even expanding to become Austronesia. It will also still be a unique playthrough regardless of other flavor just because the United Tribes' IGs and new laws are so different from other countries.
Wi3N 23 Sep @ 1:43pm 
Appreciate the preemptive update lol This pack made it fun to play NZ
Taylor  [author] 22 Sep @ 10:00pm 
Preemptive comment re 1.10 - just a heads up you probably don't want to run this until we update and to be patient and give us some time.

This mod will almost definitely require an update to function. In the miracle that it doesn't, I'll still want an update to adjust things, such as with the new acceptance values. This might get updated within a day or 2, might be a week, maybe slightly longer, I don't know, so no promises. Thanks =)
Taylor  [author] 22 Sep @ 9:55pm 
@T short answer: git gud. Longer answer: some negative events and negative outcomes of some events are more likely if frontier control is low. The flooding event is fairly common; you should be able to outscale the costs fairly well, but yes it can be a bit of a challenge and if you're struggling with the costs, then maybe you shouldn't always be taking the option that costs more money. Yes the other option is also negative, its meant to be a bit of a balancing act dilemma. This mod doesn't just buff you, it also tries immerse you in the financial struggles of developing an early stage colony.
T 16 Sep @ 2:46pm 
I feel like some of the flavor events happen way too often especially cause most of them are negative. I feel like I get the "Warnings of Flooding" event like every two years and it starts to get really expensive after a while.

I'm currently paying 17K temporary expenses on a gross income of just over 100K. And I'm only picking the additional expenses option cause the other choice was usually terrible.
kkaz 14 Sep @ 10:13pm 
this still getting new content? this looks sick
PeamBrainRotting 13 Sep @ 5:39am 
Great mod. Is there a way to unite all of NZ with the United Tribes' treaty thingy, despite antagonism between groups ?

Also, is there a lot of flavour for the United Tribes after finishing the potential treaties ?
Yeetus to the Feetus 8 Sep @ 3:50am 
Turns out were right, the weird thing is i nearly always run community framework, but for some ungodly reason i mustve turned it off when i tried this mod.
Taylor  [author] 8 Sep @ 2:30am 
@Yeetus to the Feetus Sounds like you aren't using the community mod framework? its listed as a required item. That event uses a custom GUI supported by the framework mod.
Yeetus to the Feetus 7 Sep @ 1:38pm 
uh is it only me or does nsw just crash as soon as i click on the "Penal Colony of NSW" Event?
Johnny 5 29 Aug @ 3:09pm 
Yeah this mod and hail colombia are unplayable. I use geforce now so its a strong PC
her lullaby 17 Aug @ 2:44pm 
awesome mod congrats
thats also what i thought, either my memory is broken or the game is lol, my fps ranges from like 13 to 57 in a second while its unpaused (lags mostly while unpaused and/or zoomed in), sometimes the game jus freezes and crashes, my pc actually froze entirely 2 times so idk exactly whats causing this (never had this problem before 1.9)
Taylor  [author] 15 Aug @ 11:02pm 
you dont need 50fps to play this game lol

its probably some engine memory leak
max i got was 57, mind you without mods its over 120

i guess this update mustve broken quite a lot of stuff lol
yeah, problem rn is getting to mid game lol, even with low graphics im averaging sub 60 fps :csgoskull:
Taylor  [author] 15 Aug @ 6:51pm 
As it gets to mid-game you can likely increase your graphics as many tags will have been colonised. We will probably also add a similar option to consolidate some more of our aboriginal tags.
atleast its now over 30 fps for me which means stuttering wont be AS BAD (i tried to record the lag spikes and it went to literal 3-5 fps before freezing and crashing the game, guess thats something)
oh yeah apparently thats the thing causing it, when i reduced graphics to low and changed the HC starting countries thing to remove most new tags, the lag did reduce by a lot, though its still very laggy (even with only HC or your mod in, kinda strange since i thought a rtx 3060 would be enough for vicky3 but apparently it isnt according to paradox lol)
Taylor  [author] 15 Aug @ 3:19pm 
its a new vanilla bug when theres over 420 countries some pcs will get fps lag. we both add a bunch of starting countries so unfortunately for now it doesnt play too well. personally for me, when i put most graphic settings to low, the lag goes away
yo, whenever i combine this mod with hail columbia the game just starts stuttering like crazy, i dont know exactly which mod is causing this problem (i only have this, HC and community mod framework on), but this didnt happen before iirc, must be some conflict i guess.
L'Aiglon 12 Aug @ 7:03am 
Awesome mod, how do I do the French company run? Is something supposed to happen after i start as france? what should i be looking for?
Taylor  [author] 10 Aug @ 2:49pm 
@Österreich It sounds like you aren't using the community mod framework? its listed as a required item
DarthXade 10 Aug @ 1:08pm 
Does anyone have an idea of how to play through this? I'm trying to play SW Aus. but always go bankrupt over and over because I start out with a deficit and no taxes.
Österreich 9 Aug @ 4:48am 
when I try to play the mod,an error which make the application quit unexpectedly occured
Penis Apothecary 7 Aug @ 8:43am 
my subjects parts, built more in my own and it worked, mb
Taylor  [author] 7 Aug @ 1:55am 
you built them in your controlled part of the states or your subjects controlled part?
Penis Apothecary 6 Aug @ 4:26am 
built rails in the states the promises to western australia objective is telling me two but they still arent ticked off, the states are in my aboriginal subjects so idk if something is bugged, one of the rails did get checked off but the others didnt
FizzyJuice 5 Aug @ 6:10am 
Also sorry for bothering you about stuff that's not really important
FizzyJuice 5 Aug @ 5:42am 
But that's not really important honestly, what I think is weird is that Britain always enforces military access, even as a Commonwealth Realm
FizzyJuice 5 Aug @ 5:15am 
Oh ok, I just think it would make sense if that was one of the options so you didn't get the debuff
Taylor  [author] 5 Aug @ 12:43am 
If you want to make Canberra the capital, you use the vanilla system to move your capital. Are you saying that didn't work? Or you didnt try?
FizzyJuice 4 Aug @ 2:38am 
There wasn't an option to make it the capital, but there was an option for Hub Name City so maybe it's a bug
Taylor  [author] 4 Aug @ 12:47am 
thanks for letting me know Schmerder

FizzyJuice, your treasury isn't changing randomly. You've downloaded a flavor mod, that means more events and some of them cost you money. Regarding your comment about Canberra, can you elaborate on why it cant be your capital?
schmerder553 3 Aug @ 2:57pm 
@Taylor Found out the Canberra colonization issue another mod I was playing with was messing around with the colonization