Victoria 3

Victoria 3

Power Blocs Expanded
192 Comments
Saishi Just now 
I used to write outstanding mod features... But then I took an arrow to the knee and my mod writing career ended :(
LeWop 7 Oct @ 4:09pm 
Sorry to hear you hurt your wrist! That shit sucks
Hass 4 Oct @ 5:23am 
@Kate the Sibyl Hey, could you rework or remove Development Fund (+30 construction for every minor member) principle. It's completly broken for Great Britain and Prussia.
Kate the Sibyl  [author] 3 Oct @ 8:32am 
I was actually working on doing a big update with new features when I injured my wrist, now I'm a bit stuck
Aquaninja 2 Oct @ 12:29pm 
No worries, mod dev and big fixes take time, hopefully this can help make it easier for you. For now I'm just using a cheat mod to manually add the legitimacy
Kate the Sibyl  [author] 1 Oct @ 8:56pm 
I’ll add that to the list of issues. I’m working when I can on a proper update to this with other bug fixes.
Aquaninja 1 Oct @ 6:32pm 
I'm having the issue where the Mandates that add legitimacy are not adding legitimacy. This includes the two from Ideological Power Bloc, the IOC and the Direct Oversight Mandates. They add legitimacy differently but neither adds it. I'm unsure if any others are broken, but that is the only one that I have noticed. I do use other mods, but it was working fine in the previous version with the same mods enables.
LeWop 25 Sep @ 3:07pm 
I hope that didn't come off as sarcastic lmao
LeWop 25 Sep @ 3:06pm 
"Yep. Have fun optimising that! Hope you’re familiar with the basics of calculus!"

lol, seems like a great update! Good ideas all around!
Bruce Wayne 25 Sep @ 12:32pm 
can you add some different form of casus beli to religious war, I did a religious war on China as Russia, and it was just a "humiliation" war. Some territory taking or something? Or force them to change religion?
Kate the Sibyl  [author] 25 Sep @ 5:20am 
It’s save game compatible in theory
CekretOne 25 Sep @ 3:45am 
What happens if I add it to my current campaign?
Bruce Wayne 24 Sep @ 12:52pm 
please dont remove the religious wars mandate.

@Hoskobopoulos <--- boo this man. boo!!
Hass 21 Sep @ 3:34pm 
Hi, would it be possible to add the link for the russian loc?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3572543318
Hoskobopoulos 20 Sep @ 6:23pm 
is there any way to remove the religious wars mandate? makes the end game super volatile and weird, with countries randomly declaring war all the time
Bigmanfentanyl41 20 Sep @ 1:13pm 
@nestor did u ever play vic 3??? form the power bloc, wait till u get a new mandate and then ull see
Kate the Sibyl  [author] 19 Sep @ 9:02pm 
@Nestor you need the DLC
Nestor 19 Sep @ 7:21pm 
does this work? there are only two mandates to choose from: internal trade and external trade
Guy Fawkes 11 Sep @ 7:14am 
its not only subjects but all members it seems
Guy Fawkes 5 Sep @ 11:35pm 
does this mod allow subjects to increase there convoy contribution?
one of my subjects keeps trying to increase its contribution, goes into negative, breaks the contribution and start it all over again, each time pausing the game
TheFinalBoss 5 Sep @ 1:29pm 
Update: The hiring bug when adopting level sovereign wealth fund ONLY APPLIES to the companies you have at the time of adoption. Newly founded companies will hire properly.
TheFinalBoss 5 Sep @ 1:13pm 
Bug: When selecting level 3 of Sovereign Wealth Fund, company HQs have their clerks and bureaucrats frozen and the HQs will not hire even though the UI says there are 2.5m+ qualifications available.
Beijing Biden 18 Aug @ 1:18pm 
@Excel.exe. Me, son. Where you at
Excel.exe 14 Aug @ 4:32pm 
who I gotta tug off in a parking lot to get this updated
BeiteBoyo 14 Aug @ 10:50am 
[19:20:03][jomini_script_system.cpp:247]: Script system error!
Error: Failed to fetch variable for 'holy_war_target' due to not being set
Script location: common/scripted_effects/kates_power_bloc_scripted_effects.txt:100
common/on_actions/kates_power_bloc_on_actions.txt:21

[19:20:03][jomini_script_system.cpp:247]: Script system error!
Error: Event target link 'var' returned an unset scope
Script location: common/scripted_effects/kates_power_bloc_scripted_effects.txt:100
common/on_actions/kates_power_bloc_on_actions.txt:21

[19:20:03][jomini_script_system.cpp:247]: Script system error!
Error: Invalid left side during comparison 'var'
Script location: common/scripted_effects/kates_power_bloc_scripted_effects.txt:100
common/on_actions/kates_power_bloc_on_actions.txt:21
Zpac24 10 Aug @ 3:56pm 
I understand nerfing the subjugate but you completely made it irrelevant, even taking the leviathan option now gains infamy plus the malices included from the principle. Why? completely ruined the ability to play as sovereign.
V307 8 Aug @ 3:01am 
Whats the point of the soverign wealth fund ?
It just replaces shopkeepers with bureaucrats.
Is that all ?
Князь Владимир 5 Aug @ 11:47am 
I noticed strange principles in the original blocks. For example, in Britain.
They don't have icons, instead there is a smiley with a letter and very strong bonuses.

Is this some kind of idea to strengthen the majors or do I have a mod conflict?
lightserpent 3 Aug @ 9:54pm 
Also I seem to be running into an issue where when I disable the "Mandate Overhaul" to make it the Vanilla system, it still uses the overhauled version instead. I cannot figure out why and I have tested with and without the Superpower mod.
lightserpent 3 Aug @ 2:12pm 
I'm not sure if the
33% Mandate Progress from Cohesion" buff from the "Propaganda III" principle is working, could someone else concur?
Lilo of Rivia 31 Jul @ 2:00pm 
why im not able to use creative legilature in a Trade league?
Bigmanfentanyl41 26 Jul @ 12:58pm 
deregulation with the investments doesnt work
I have a problem with Power Blocks, but I don't know if it's a bug or intentional.

VG.
loveu 23 Jul @ 12:54am 
Here's a method I've been using to make playing with both Super Power and Power Blocs Expanded more enjoyable. The addition of Super Power slows down the authorization speed—authorization only calculates national rankings, and often by 1870, less than half of the authorization slots can be filled.

We can go into the "common" folder in Power Blocs Expanded, find the "power_bloc_identities" folder inside, copy the txt files within it. Then, use the same method to locate the txt files in Super Power, paste the copied files there. Remember to delete the original files and make a backup first.

I haven't tested this method in depth, but it's clear that the authorization speed has improved significantly. In the test, Britain's weekly authorization speed increased from the original 5 to over 20. If you're troubled by this issue, you can give my method a try.
**Blue-Wolf** 15 Jul @ 5:57am 
Some of the effects dont seem to be working i.e. Economic Imperialism 3 - no additional company, Unity 3 - no additional cohesion.
matigietz 13 Jul @ 12:24am 
I am seeing this mod in my crash log:

[20:54:30][pdx_data_callstack.cpp:130]: Trying to access non-const context pointer from a const context for type 'Country'
[20:55:10][jomini_script_system.cpp:247]: Script system error!
Error: Failed to fetch variable for 'holy_war_target' due to not being set
Script location: common/scripted_effects/kates_power_bloc_scripted_effects.txt:100
common/on_actions/kates_power_bloc_on_actions.txt:21

on 1.9.6.
None of the power blocks have a mandate related to holy war.
Devry Trost 1 Jul @ 2:05pm 
I love this mod. Really great work adding depth and balance to the system. I love the new mandate calculation, and especially the 'late start' mandate drop, very well done.

I just have one suggestion, apart from the various bugs and goofs others have mentioned. Make creative legislature an open principle again, don't tie it to ideological unions. That -33% stall chance for all bloc members is universally useful, it REALLY helps the member countries make constructive progress on reform - something that the AI is incredibly bad at. The AI also likes it for their own blocs, so letting them grab it more often leads to a more interesting world with more challenging opposition, as I have found personally having made this change myself using your mod.

That's my only major suggestion, though. In general I think you've done a great job giving the blocs more depth and unique character, and I very much agree with this design philosophy in general.
zzzptm 30 Jun @ 9:16am 
[11:07:13][jomini_trigger.cpp:721]: Inconsistent trigger scopes (power_bloc vs. country) incommon/script_values/kates_power_bloc_script_values.txt:741

This repeats for every line where is_subject = no is present

[11:07:13][jomini_eventtarget.cpp:299]: Invalid scope types for event target link, link: overlord at common/script_values/kates_power_bloc_script_values.txt:834

also for lines 851 and 852.
J.C. Vocke 29 Jun @ 5:36pm 
It seems the Deregulation Principle isn't actually granting investment rights between members. It does seem to create the treaty, as after editing it to notify me and removing the Principle I get approximately 2983059 notifications of the treaty breaking, and when I re-add the principle I do see the treaty type reappear in my save between members in the bloc, but I still can't invest in my Bloc Members. I don't have any major mods that touch Principles other than this one, and even moving this mod to the very bottom of my list didn't change that, so I don't think this is a Mod Conflict. Great mod other than that though.
O 29 Jun @ 1:05pm 
the innovation cap modifier is set to country_weekly_innovation_add = 5, if you could change it to country_weekly_innovation_max_add = 5 would be very cool thank you Kate!
ThyChives 29 Jun @ 1:55am 
When having a Ideological union bloc, using the bloc regime change has no effect on laws- I could be mistaken but I have little mods, and don't see any overlap with other mods regarding diplomacy/blocs
Bahmut 28 Jun @ 5:30pm 
Hey one minor thing I have noticed is that the number of possible countries to invite to the bloc is in the wrong position it is on the left almost between the buttons, but otherwise this mod is perfect
Kate the Sibyl  [author] 28 Jun @ 5:52am 
Sovereign Wealth Fund makes company HQs more efficient. Lower wages and higher relative investment, so your investment pool is buffed.
Ἀλληκτώ 27 Jun @ 8:32pm 
What's the point of sovereign wealth fund? Company throughput bonus is very small, and employment of bureaucrats and clears instead of shopkeepers do some weird things: bureaucrats have higher SoL than capitalists although they get almost all their wealth through wages not dividends
O 26 Jun @ 1:39pm 
Also, this mod is the best power bloc mod out there , no doubt! thank you for creating this, i look forward to playing with it for a while.
O 26 Jun @ 1:38pm 
Dev, Please add the innovation cap back to the education instead of just innovation, it slows the game down too much, thank you for reading!
thompsonclan73 26 Jun @ 3:18am 
Could we get the new 5% birth rate for religious convocation included in the mod? I like pop growth max strategies. Love the mod :)
Pamparampampamparam 25 Jun @ 10:43am 
I feel like making Subjugate and Religion/Regime Change cost infamy, even at a 50% discount, is too steep and kinda kills the reason you'd go for those types of Blocs in the first place.

The whole reason I go SE is to be able to vassalize the likes of the Netherlands without blowing up my infamy score. If I was okay with the infamy, I would just puppet them thru war and be a Trade League bloc instead.
Kate the Sibyl  [author] 25 Jun @ 5:39am 
@QAnon Update your mod update your mod update your mod update your mod update your mod update your mod

You're complaining about a bug I fixed yesterday and a bug I fixed a whole week ago. Is it really so hard to verify your mod is up to date first?
QAnon 25 Jun @ 5:19am 
Two bugs:
First, the map mode for power bloc leverage doesn't work. Makes it hard to expand your bloc.

Second, the External Trade principle is broken. The "Influential Trade Center" modifier removes all employment from trade centers. This makes trade impossible.