Victoria 3
Grey's Populist Legal Power
61 megjegyzés
Le Pheel 12 órája 
I believe that there are a few localizations missing for the new modifiers. Eg "LA_Law_Enforcement" doesn't have a string so it shows the modifier when hovering over the source of the Authority in the Institution tooltip
TheNoxNox aug. 12., 19:20 
Much appreciated! I tested it out quick and manually pasted in the flag in the mod file and it seemed to rectify the issue. Love all the stuff you make, this game is vastly better for it playing with your suite on ^-^
MasterOfGrey  [készítő] aug. 12., 18:07 
Interesting, thank you for the report, I need to update this from the patch that just dropped anyway, so I'll check on this while I'm at it. :)
TheNoxNox aug. 12., 8:20 
I did some digging and I believe the reworked version of collective agriculture is missing the 100% worker owned flag for plantation type buildings, leading to an unkillable contingent of ownership buildings that maintain control of plantations in the country and in foreign countries as well, as they are likewise not subject to cooperative ownership foreign collectivization mechanic.
MasterOfGrey  [készítő] aug. 10., 1:34 
Mod Updated - V1.8
- Trade Policy laws reworked so Mercantilism isn't so good and GP's don't have a fit.
- Dynamic modifier added to increase migration restrictiveness if SPA is loaded so there isn't a mismatch in functions.
- New Institution: Border Controls - the law alone now only gives you half of the effect.
- Localisation updated for all languages
(save-game compatible, will fix the institution being missing automatically within the first month of loading a new game)
Just The Lord júl. 16., 4:45 
Any reason why public schools are nerfed in the education access they provide? (0.1 instead of vanilla 0.125)
Magistairs júl. 6., 1:01 
I'm playing with the mod and don't have issues with bolstering
MasterOfGrey  [készítő] jún. 21., 16:41 
I do not have this bug on my end - either your version hasn’t updated properly (unsub/resub to fix), or it’s only happening in a specific context, in which case I need way more information about what’s happening.
KombatWombat jún. 21., 9:31 
The mod causes a bug where movements can't be suppressed or bolstered, any chance you can review this?
MasterOfGrey  [készítő] jún. 21., 3:31 
V1.7
- Updated for 1.9
MasterOfGrey  [készítő] jún. 20., 18:36 
Ah, thank you, I can look into that.
Tinisenn jún. 20., 16:30 
To elaborate for Teoman I've found that the trade policy and censorship laws are broken. The new tariff and subvention system does not interact properly with protectionism so you're functionally on free trade at all times. I was also unable to bolster or suppress movements as I "lacked legal basis" to do so while on censorship. Want to be fair and transparent, I do have other mods enabled but as far as I know none should affect laws.
MasterOfGrey  [készítő] jún. 19., 6:13 
Just loaded it up, looks fine to me.
Teoman jún. 19., 4:54 
no it is problematic Many of the laws in the game are broken.
MasterOfGrey  [készítő] jún. 19., 4:52 
Probably*
*This mod is unreviewed, but I'm not aware of reason it should have issues.
Teoman jún. 19., 1:11 
Is this compatible with 1.9?
Konstantinos máj. 6., 3:44 
Is this compatible with Political & Economic Changes?
Ἀλληκτώ febr. 1., 7:22 
Don't you plan to make it compatible with laws+?
Vince jan. 31., 0:36 
I really hope that you can describe the details:steamhappy:
Dunkin' Darius jan. 29., 9:17 
I was wondering how Corporate State is supposed to work here since it actually seems to have a reduction in worker owned buildings, and also doesn't allow cooperative ownership anymore.
Just The Lord jan. 21., 0:18 
Unfortunately the problem persists :(
MasterOfGrey  [készítő] jan. 20., 14:26 
...Pretty sure that was fixed with the update back on Nov 22nd. It was a whole thing.
Try unsubscribing and resubscribing to this mod, see if that changes anything.
Just The Lord jan. 20., 12:58 
Bug report, tested on latest branch without any other enabled mods: Extra authority gained from institutions is not accounted for authority calculation of Political Dysfunction, meaning one can sit at posiotive authority provided from the extra sources given by this mod and still suffer from an ig approvval penalty
MasterOfGrey  [készítő] jan. 11., 4:55 
Yes, at the moment in vanilla it's weaker cause slaves can't join movements. BrokenRobot did something to make it stronger somehow
napamathguy jan. 11., 2:09 
Is the Abolitionist movement in USA supposed to be 6x (59%, versus 9%) as strong as in Vanilla? The other movements all look about right. It's just kind of weird that the Slavers can have a good chance of abolishing slavery.
MasterOfGrey  [készítő] jan. 3., 21:09 
Yeah that type of error can get spammed whenever something isn't set. Due to the update today, you'll get a lot of that in an existing save.

This sort of error does not cause crashes tho.
Cana jan. 3., 21:04 
Hi I posted an error on your subject interaction mod yesterday, I disabled that mod today just to see if I was still crashing which happened again, except this was the only error in the entire error log (repeated over and over):

[14:57:41][jomini_script_system.cpp:270]: Script system error!
Error: Invalid right side during comparison 'var'
Script location: file: common/scripted_triggers/dict.txt line: 6 file: common/on_actions/yMoG_PLP_LA_code_on_actions.txt line: 162 file: common/scripted_effects/yMoG_PLP_cache.txt line: 42 file: common/scripted_effects/dict.txt line: 17
MasterOfGrey  [készítő] jan. 3., 17:25 
Updated, lag spikes should be mostly gone now.
MasterOfGrey  [készítő] 2024. dec. 23., 19:39 
I've also started noticing this and I can only assume it has something to do with the maths that BrokenRobot added for movements. If I can get it sorted I will.
Thumpster 2024. dec. 23., 11:25 
Hi Grey, I'm some really bad lag around the 20th of the month (Thursday third week of the month?). The game basically freezes for a full 5+ seconds. I'm running 30 different mods, most of which are in your "essential recommendations" collection but I've narrowed it down to this mod by just turning them off one by one until the lag goes away.
Let me if you want more info and/or a save. Its like 100% repro. I've disabled the mod for now just because its super annoying.
MasterOfGrey  [készítő] 2024. dec. 10., 13:25 
In vanilla LF is effectively a “win” button. It’s actively better than everything else.

In practice, in this era, it’s not, it’s best used when you already have a vibrantly healthy private sector.

If you are on interventionism and the private sector has bought up everything and invests enough that you can pause construction and they just keep going full steam - then you should be switching to LF.
But before that, interventionism is meant to be better.
Mt. Hell 2024. dec. 10., 10:28 
HI Grey, I'm a bit stumped on how Laissez Faire is supposed to be... competitive i guess, compared to interventionism.
This is LF
state_shopkeepers_investment_pool_efficiency_mult = 0.25
state_capitalists_investment_pool_efficiency_mult = 0.25
country_government_dividends_reinvestment_add = 0
country_government_dividends_efficiency_add = 0.65
This is Interventionism
building_nationalization_investment_return_add = 0.5
country_government_dividends_reinvestment_add = 0.7
country_government_dividends_efficiency_add = 0.5

The extra Cap and Shop's investment boost are not able to be close to the 70% investment bonus from unterventionism in my games which has resulted in me having lower investment pool/building money overall.

I know you mentioned having to lower taxes to simulate capitalist economies but in game that does very little to boost the economy.

Maybe it is supposed to work like this but it just feels bad.
MasterOfGrey  [készítő] 2024. dec. 7., 14:51 
Ah! Thank you, I noticed this too but hadn't worked out what the issue was.
I'll fix this asap!
Duck 2024. dec. 7., 8:59 
Hi i noticed an issue with the state religion change. I changed to Shinto as Japan but then when i enacted State Religion it flipped me back to Mahayana..

I think it's because of this bit in the law definition:

on_enact = {
recalculate_pop_ig_support = yes
if = {
limit = {
# has_law = law_type:law_state_atheism
country_has_state_religion = rel:atheist
}
set_state_religion = root.country_definition.religion
}
if = {
limit = {
has_modifier = antireligious_policies
}
remove_modifier = antireligious_policies
}
}

on_activate = {
set_state_religion = root.country_definition.religion
}


The on_enact checks for atheism but the on_activate doesn't so it still changes the religion if you don't have atheism.
DISTOPYA-ASKERI 2024. dec. 7., 8:00 
Is it compatible or conflicting with RA Historical mode?
MasterOfGrey  [készítő] 2024. nov. 28., 16:44 
V1.3
- Properly implemented citizenship radicals changes from 1.7 into new 1.8 system.
- Reworked acceptance levels for citizenship laws.
- Enabled Full Acceptance assimilation.
MasterOfGrey  [készítő] 2024. nov. 24., 21:14 
Updated
franzinor 2024. nov. 24., 7:32 
Thank you!
MasterOfGrey  [készítő] 2024. nov. 23., 20:44 
Ah yes, forgot it touched those. Will update soon
franzinor 2024. nov. 23., 16:00 
Hey, love all your work! Possible bug found: Legitimacy-levels doesn't impact loyalists and radicals from movements like it's supposed to. Disabling this mod fixed it, so I suspect it's this one. Apologies if mistaken!
MasterOfGrey  [készítő] 2024. nov. 22., 15:38 
Pushed a small bugfix - should be possible to bolster and suppress movements now
MasterOfGrey  [készítő] 2024. nov. 21., 23:02 
V1.2
- Updated for 1.8
- Added modifiers for Colonial Extraction similar to VTM
- Incorporated the updated method of giving authority to institutions from Law & Authority
Taylor  [készítő] 2024. okt. 23., 7:07 
Did kick me into gear a little, but this also coincided with completing my masters degree which was consuming my time lol.
Sykes 2024. okt. 23., 5:38 
Just want to confirm that there are no more elections in autocracies :D But as much as I like the changes, it does collide with BPM - Several cabinet positions are erased when both are activated. Hoping for a compatch in the future. Good work in general!
MasterOfGrey  [készítő] 2024. okt. 22., 5:14 
V1.1
- Fixed Elected Bureaucrats creating a voting franchise and applied an alternative that might(?) work, or just do nothing. (harmless)
- Nerfed the migration attraction from Total Separation, Multiculturalism, and Universal Suffrage so that they add up to 10%, not 10% each.
MasterOfGrey  [készítő] 2024. okt. 21., 20:03 
Yes there'll be a fix for that imminently.
친구는공 2024. okt. 21., 19:17 
"After installing this mod, a problem arose where parties are being formed in countries without voting rights. I suspect the cause is related to issues with bureaucratic laws. You can see examples of this by looking at Korea or China."
MasterOfGrey  [készítő] 2024. okt. 20., 15:20 
No. But I think it should work with BPM Lite.
I don't use BPM itself.
force200 2024. okt. 20., 11:20 
Is there a patch for BPM?
MasterOfGrey  [készítő] 2024. okt. 20., 4:59 
Yep, I think making this gave Taylor a kick to get into gear. :P
This will be updated again soon and Taylor will be a contributor on this mod.