Victoria 3

Victoria 3

Political & Economic Changes
216 Comments
thewehrmacht3 2 Oct @ 12:04am 
there's a problem playing this with hail columbia which is the legitimacy is terrible and always on illegimate. Anyway to fix this? i
Rossoserous 26 Sep @ 10:52pm 
@mod developer., whats the point in having corporatized unions, vs state unions? are they not essentially the same thing? like they are both corportist in nature borderline the same description. one is just "its controlled by the government" the other is "completely run by beurocrats", it least from my understanding. wouldnt there be more value in having a commmunist flavoured labour law?
Rossoserous 26 Sep @ 10:42pm 
@ great bear and Zen0
its unlikely to be 100% compatible with any major flavour mods since most flavour mods touch a ton of stuff (half the time just for the fun of it), so at the minimum it will just be slighty broken with the new ig not interacting, at worst it will crash your game

regarding ai mods like kuro that will be compatible, most of greys mods wont since they touch the buildings although this mod only touches government buildings and its own unique ones
Reloader 24 Sep @ 2:54am 
Nice to see mod still being worked on and quick update to 1.10! Ty
Zen0 20 Sep @ 8:06am 
@great bear
Curious about this as well
Great Bear 17 Sep @ 1:21pm 
is this compatible with VFM or victorian century ? and what about kuromi ai or grey'mods ?
Ozee 16 Sep @ 6:10am 
Hey, I am considering playing with this mode however I see it does change quite a bit of things in the files. I wonder are there any good flavor mods that are compatible with this mod?
Roede Chris  [author] 16 Sep @ 1:51am 
@Rossoserous thanks for the feedback! It seems I had forgot to make the AI never pick the "always bail out" option in the debt events, and reduce their likelyhood to bail out based on their deficit. Should be adjusted now. Lowered the effect on investment pool contribution as well since now there's two states that affect it. Not been able to test it for a while, so feedback is always appreciated.
Rossoserous 15 Sep @ 3:52am 
usually i noticed that modifers like "$10000k over 4 years" would constantly stack up from various events" also the investment contribution modifers and different sector outputs would stack from your events from depression on top of the base games in default to the point of getting -200% modifers on all outputs and contributions,

also one thing that also seems to be an issue, i did some testing so im 90% sure its just an issue with your mod, the AI seems to always go into a slight beuro deficit, like intentionally lower its PM's to put it self in a slight beuro deficit. AND the main issue with this is it seems the keep trying to fix this deficit no matter how by building more buildings no matter how in debt it is so the ai will never stop building but then as soon as its builds enough to stop being in deficit it sets its pm's to go back into deficit. this does not happen in vanilla and i have no other mods that touch building priority.
Roede Chris  [author] 14 Sep @ 12:50pm 
@Rossoserous which modifiers are stacking?
Rossoserous 14 Sep @ 12:01am 
you need to revert whatever changes you made recently AI (and to an extent players that manage to get into debt due to wars) prussia as country consistently over the last 20+ games ive seen goes into a infinnite debt spiral, the modifiers that stack up to over 200% plus on contribution efficency, not even a player can deal with this never mind the ai, if the ai gets one single financial setback even a minor one of going 10% into their debt limit of as any GP they will instantly go into a infinite debt spiral as stacking modifiers trigger due to the slight financial downturn. and because the modifers are so bad they keep stacking and repeating, you either need a way to hard restrict these modifiers so they cannot infinitly stack so nations can recover or reduce them all by it least 200% so when they stack countries can recover.
Saishi 9 Sep @ 4:49am 
I do not see the "Trade Unions" law group. Is this something of a late game thing?
bjin00 8 Sep @ 12:22am 
recent patch is too harsh to me... once negative financial effects start then there's no way to way out
Rossoserous 4 Sep @ 7:59am 
how are you meant to get out of a depression? ive seen the ai get into them and with all the modifiers it doesn't seem physically possible to get out of it. it just creates a infinite loop where you physically cant get taxes going to recover.
nagagutu2061 30 Aug @ 11:19pm 
Am I the only one who can't see the figures for the economic trend indicators?
OXΒυζΒουζ 20 Aug @ 4:11pm 
As someone said previously a compatch with Laws+ would be great.
Rossoserous 19 Aug @ 12:34am 
can someone please make a compat mod for this and tech&res please it would be so good.
mamelou 9 Aug @ 9:58am 
my favorite mod so far really, hope one day a patch for laws+ exist because love both but their are a little conflot so some things don't work. But unless that i love that !
B. Mirry 7 Aug @ 10:17am 
Is the minting bonus from private healthcare and education still a thing?
Archscientist K 3 Aug @ 9:53pm 
It seems a few movements have no stances on Mixed Economy. Particularly, the Labor and Socialist movements
Meaty Citadel 25 Jul @ 7:08am 
is this compatible with grey's mods, especially urban synergy unleashed? has anyone tried it?
DistinguishedFella32 24 Jul @ 11:24am 
Is this compatible with bpm, if not do you plan on making it in the future?
Archscientist K 18 Jul @ 7:25am 
Are companies still able to privatize government built buildings under Command Economy?
Adei 13 Jul @ 12:52pm 
Hello. this is the best mod i have seen xd. But i have a problem, every time i load your mod the opium wars don't trigger, maybe its a problem because i don't have chambers of commerce yet, idk. Any ideas what could be causing it?
jmiller5067 11 Jul @ 10:59am 
Love the mod! Two questions:

1) Does anyone know how the new goods i this mod interact with Pop Demand Tweak? I particularly have a hard time playing without Pop Demand Tweak considering how broken base game good demand can wind up being.

2) I'm trying Urban Synergy Unleashed because it seems to do good upgrades to base game urban, construction and electricity. Unfortunately, I tested and was found conflicts that made this mod's tertiary sector goods and canals broken. Any chance for a compatch? No pressure, especially if compatches are difficult to make.

Thanks!
Morgi 9 Jul @ 5:41pm 
Would it be possible to make a compatch for Free Market Construction?
Roede Chris  [author] 9 Jul @ 11:40am 
@Archscientist K that's a good point. I've not thought about it myself, but adding it as a removable event could be a good idea.

@Yung Bae thanks for the feedback! I might have to make it an unscaled bonus to avoid that.

@Imp0815 that is an issue with the PEC-MR Compatch that breaks existing saves. An old version of that compatch is available on An Economist Plays' discord channel here: https://discord.gg/qZz89kF8
Imp0815 9 Jul @ 11:12am 
Since today I loaded my save and all my publishing sectors exploded and no longer produce media. Instead, they’ve been replaced with a publishing sector that produces books and newspapers?! Anyone else experiencing this?
Yung Bae 7 Jul @ 5:08pm 
I think the hospitality sectors percentage bonus should probably be capped at some point, in my current game America has over 4000 levels and the attraction is so strong it is draining the whole world empty, everyone just moved to Virginia lol.
Archscientist K 1 Jul @ 4:12pm 
Have you ever thought about having an event/notification for when a boom or bust ends? Paying attention to the JE can be a bit annoying sometimes if you have a lot of others
Alma_Negra 30 Jun @ 11:27pm 
Qing should not be #2 in financial services? That should be US?
BETA-15 30 Jun @ 9:34pm 
Please accept my gratitude. ありがとうございます!
Roede Chris  [author] 30 Jun @ 8:48pm 
@BETA-15 of course, go ahead
BETA-15 30 Jun @ 6:19pm 
Hello, I am a Japanese fan enjoying your "Political & Economic Changes" mod.

I would like to ask for your permission. I have created a mod inspired by the Millet System implemented in your mod. Would it be all right for me to distribute my mod on the Workshop?

At first, I tried to create it on my own, but since I am still inexperienced, I ended up referencing many aspects of your work, and my mod has become quite similar to yours. That is why I wanted to ask for your approval before publishing.
Archscientist K 28 Jun @ 6:33pm 
@Roede Chris Many thanks! Yours is one of my favorite mods for this game. Especially now with MR compatibility. Keep it up :D
Roede Chris  [author] 28 Jun @ 12:29pm 
@Archscientist K good point! uploaded a version now with Technical Supervision and Modern Guilds available to company HQs.
Archscientist K 28 Jun @ 6:33am 
Will you also add the Technical Supervision ownership to companies? Your mod makes technocracy much more flavorful ^^
Roede Chris  [author] 26 Jun @ 5:35am 
@victim of the stairs thanks for the heads up! should be fixed now.

@force200 and others asking for a MR compatch: here you go https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3508277202

@sovok should be done now.
Kartblaster9987 23 Jun @ 5:30pm 
the other goods added by this mod seem to be behaving similarly
Kartblaster9987 23 Jun @ 4:42pm 
the financial services good is missing an assigned color and appears as a vibrant pink when viewed in the trade charts
force200 20 Jun @ 3:08am 
Could you please make a patch for Morgenröte?
Sovok 19 Jun @ 12:24am 
Could you modify the development buildings' PMs to match the new ones from 1.9? Currently the building sectors and gov admins seems to employ the old 5 k people
force200 18 Jun @ 4:36am 
@ShadowThrone easy for you maybe. Not everyone knows enough about modding to quickly throw together a compatch.
B. Mirry 19 May @ 3:14pm 
I like sweet potato fries and this mod on a monday night
ShadowThrone 9 May @ 6:55am 
@morgi someone five months and 4 comments before u pointed that out. buddy hasnt been on since Jan and it takes like 30 secs t omake a compatch
Morgi 18 Apr @ 12:01pm 
the publishing industry conflicts in this mod with the publishing industry in morgenrote
01A3-91C-2789B11F "Vala" 8 Apr @ 11:23am 
Will this mod fix the bug where the petite bourgeoisie becomes the most powerful group in every industrialized country? they get too powerful in my games
Kora 15 Mar @ 9:28am 
So in case somebody has the same issue as me with this mod and Better Politics mod.

In case you want to pass any law from this mode (but you can't because of Better Politics mod) you can do it via console command.
1)Add '-debug_mode' to Vic 3 launch options (Steam -> Vic3 + right click -> Properties -> Lauch Options)
2)In Vic 3 game open console with button ^
3)Write command 'change_law' with the law you want to change. Example: 'change_law law_pec_central_bank_metallic'

To find the right name for the specific law that you want to change you need to check the mod folder which is here: steamapps\workshop\content\529340\2980730952\common\laws

In those .txt files you will find all the names of the laws like law_pec_central_bank_metallic.

Once I had the law I quickly build the central bank and the private construction just continued with other building. Quick fix. GG
Kora 15 Mar @ 4:06am 
Hello. Just wanted to inform you all that this mod is not compatible with Better Politics Mod. For me the game was ruined when private construction tried to build central bank (I had the research) but I did not pass the law of central bank. So I had a deadlock where the build was available but hidden. I could not access it but private construction could.

With Better Politics mod you cannot pass the laws of this mod. I will as if better politics modders icould make a comp patch as both mods are essential. Great work btw.
napamathguy 20 Feb @ 8:54am 
I think this is the mod that has the "becoming more tolerant" journal entry?

If it is, is it possible for it to fire more than once? I have restartitis (i.e., I keep abandoning games and restarting), so I don't know if it happens more than once, but a boom/bust cycle inevitably happens early on and sends tolerance into the dirt.