Victoria 3

Victoria 3

[1.9] - Project Variety
401 Comments
Fulmicotone  [author] 22 hours ago 
and lemme know if the issue persists
Fulmicotone  [author] 22 hours ago 
Cymmus try to update the mod
Cymmus 5 Sep @ 3:20am 
Hello and thank you for this mod. I don't know if I have found a bug or else but when you unlock the last technologie for tank, it seems that there are no production method to build them. The car industrie can only produce car and plane.
niebl 1 Sep @ 2:53am 
ok found the mistake, "Community Mod Framework" was installed also and added. This hides the button
niebl 1 Sep @ 12:22am 
Ok, where ist the national focus button. There is a hint with bottom left, but i tried now every part in the game, every scroll, tab, button everything. There is no national focus tab.
I dont use other mods.

I played vareity bevore and i found it, but it this time it seems that its disappered
2227817689 31 Aug @ 7:29am 
crash
Fulmicotone  [author] 31 Aug @ 5:39am 
thanks for the report, I completely missed it
багаж лодкой 29 Aug @ 3:06pm 
Whaling station have an error in quantity, you want 3, but you don't delete 5, so we have 53 needed clippers
Archer 26 Aug @ 5:41am 
Hi! Your mod compatible with mods that add characters such as Ecchi?
Serial Designation N 25 Aug @ 3:00am 
Proposal: Change how the faith aspects work in this mod so that instead of clicking them every 4 years, they're "toggleable" like fervent focuses in Calvinism in eu4, because clicking these buttons every few seconds is irritating.
Dougie 24 Aug @ 4:34pm 
I definitely strongly agree with Hipho and that the control mechanic and the inversal of meta to an infuriating extent. The whole reward cycle of achieving things through reform and expansion that exists in vic3 is turned into a punishment. Im not opposed to the idea of a control system, but the modifiers are so noticeable so hard to avoid from even careful play.

It specfically bothers me that theres a giant control debuff for owning multiple subjects. It punishes you for trying to find a way around blobbing, since often you do need acquire important resources. It makes entire power bloc playstyles like sovereign empire not only unviable but just frustrating. It doesnt even make sense because i can turn the entirety of india into a super-puppet with no consequence but if i happen to have 4 tiny vassals in germany get a significant malice.
Dougie 24 Aug @ 4:32pm 
There is also still the problem of ai bankrupt cycling (which is partially a base game issue but worsened in the mod) and ai cheating far too blatantly.

Its unfortunate that the Project Variety No Control Submod is outdated. This mod is fun and addicting to play but some of the recent additions seriously affect player experience.

Hipho's final suggestion of adding more mechanics to increase control is a more constructive and detailed version of something ive mentioned before. Control doesnt feel like a scale, it feels like a mechanic constantly fighting against things the player wants to do and restricting playstyle.
Fulmicotone  [author] 22 Aug @ 11:38am 
Hi Hiphoppotamus, first of all, thank you for the time you've spent giving feedback, it reflects that you care at least a little bit about the mod, and I'm really happy of that.
Regarding Control, I will correct some of the previous timed JEs to make them more doable, and I'd also love some more feedback regarding the possibility to raise control through various means; since I'm a solo developer, what I lack the most is creativity regarding alternative solutions to different problems.
Hiphoppopotamus 21 Aug @ 6:40pm 
(5, Final) Given that the control mechanic is pretty much the central thing to play around in this mod, there needs to be many more alternatives to raise the control statistic, possibly to the detriment of other things you would like to take care of, for example, a large -50% authority hit for an additional 15 control or some such. Certain techs should also give you flat additional control bonuses to reflect the fact that some society technologies, like mass propaganda, should allow for easier control of larger countries.
In summary, I believe that Control can be a fun mechanic to keep the mod, but there still needs to be more methods to manage it because of how central it is.
Hiphoppopotamus 21 Aug @ 6:40pm 
(4, update) With a bit more playtesting, I have found that some laws like National Guard which was previously not really employed in my previous victoria 3 strategies can help reduce the negative control burden. I have adapted a playstyle which uses slower expansion as the mod developer recommends, though I still find it extremely detrimental to complete certain objectives like that mentioned in the Sassanian Empire game. It is impossible to achieve aggressive territory conquests early game without completely tanking your control, leading to further radicalism and fueling the death spiral that is incredibly difficult to escape from.
Hiphoppopotamus 20 Aug @ 11:42pm 
(3, Final) The mod also does not mention that their are serious buffs given to the AI at every stage of the game, which, separated from the control mechanic I honestly understand as many AI systems would be incompetent against a human player with save-scumming abilities. However, combined with the crippling control mechanic it can make the player feel completely helpless to catch up. I went 50 years into both this and a Burgundy campaign stalling out at 60M GDP for a solid decade while all of my AI neighbors raced to 200M GDP and double my soldier count.

Should the control mechanic get removed (or extremely toned down so that negative modifiers are probably 10% of what they are now), I would much, much, much rather play this mod than ever go back to vanilla, but as it is now, I would honestly prefer Vanilla as it would let me play wide.
Hiphoppopotamus 20 Aug @ 11:40pm 
(2) The Control mechanic severely punishes aggressive expansion and encourages conservative laws to the point where having a wide empire is not viable at all, and anything short of complete authoritarian dictatorship is out of the meta for this mod. It is to a point where society research giving you the formerly meta laws (Council Republic laws, Multiculturalism, Guaranteed Libs) are completely not worth doing as the entire game revolves around the control stat. The control mechanic completely reverses the meta of the original game where it is more beneficial for small countries to be more authoritarian and wide countries to be more liberal/socialist, but the mod does not do a good job of telling you that the strategy here is flipped.
Hiphoppopotamus 20 Aug @ 11:40pm 
(1) First I would like to say thank you for making this mod, it is clear that you have thrown in a massive amount of work into it in order to give a large amount of nations a more or less equal playing field at the start of the game, with my favorite addition being that you added flavour content to many many nations.

My experience was a bit mixed however as the nation I played on my first round of this mod was the Sassanian empire, and I took the path where I united the entire sunni muslim world by marching all the way from the Levant to Morocco. I've seen from the comments that you have got a lot of flak for the control mechanic already, but it does not integrate well for quite a lot of content that has already been added to your mod, as shown in the above example. There is no way to keep control at a manageable level while pursuing some of these objectives.
Kriss! 20 Aug @ 11:09am 
Ai is still op and mod is still unplayable
Reverse Card 19 Aug @ 7:24pm 
I switched to observer and realized the AI get a default 20 plague progress just for being AI?? why? Why should only the player be punished with 80% mortality?
Reverse Card 19 Aug @ 7:14pm 
How does the third plague work for AI? I mildly crippled my country taking all the options cuz I wanted to see what happens if I resolve it super fast, but then I noticed the AI were able to resolve it just as fast (if not faster if not faster) as me without taking any of the options. I switched over to them to see ~2-4 monthly progress but still a full bar of plague progress.
Fulmicotone  [author] 17 Aug @ 11:36am 
yes it's in the mod's description
Irus_12 17 Aug @ 3:40am 
Is there a discord about the mod ?
Tortorok 16 Aug @ 1:20pm 
Bellissima mod!
Kriss! 15 Aug @ 1:24pm 
ai is demon mode monsters that cheat way too much. tried 3 games and ai literally just steamrolls everyone everytime. cool idea tho.
Fulmicotone  [author] 15 Aug @ 8:41am 
oh that's a typo, Imma fix it in the next update
Ilja.Stutz 14 Aug @ 10:35am 
ALSO
when the AI is at 90% control they get +40% conscribtable battalions?
but when 100 or 80% controll they get 5/3% more batalions?
LOOK
this mod is GREAT
its fun
but PLEASE
dont make the ai cheat THIS much
Treneg 12 Aug @ 3:53pm 
Could we get a shortcut to able to access the national menu plz? I have a mod that basicallly covers the button, and I want to be able to use both.
Cowo 10 Aug @ 1:17pm 
I was wondering if there were any plans to include mods like Real World Explorable Resources or any other Resource Increasing Mods by chance? Late game Vicky tends to be really resourcescarce
Exreptell 10 Aug @ 9:26am 
Hey I wanna ask a question, in the mod when your army goes below a certain amount of recruits, a entire unit in the army gets removed? is that intended or is that some sort of bug that is going on? if I have 20 infantry and 20 arty then suddenly its 19 infantry and 20 artillery
Fulmicotone  [author] 9 Aug @ 11:18pm 
I overtuned the ai desire to build con sector, I've reduced it now so I hope this time it's not too much
Meaty Citadel 9 Aug @ 1:37am 
I keep crashing when annexing madeira for some reason
Dougie 8 Aug @ 6:52pm 
The ai doesnt seem to be able to manage its finances, I see far too many nations kill themselves in an endless bankrupcy cycle. I also checked my subjects after building them up for 50 years, only to realise they dont construct literally anything because theyve built a billion construction sectors and cant afford the government wages for construction sectors the mod has added.
Fulmicotone  [author] 8 Aug @ 10:57am 
I already fixed the issue, don't worry, you just need to update the mod and wait a in-game month
Rain McVarelk 8 Aug @ 3:53am 
Hi, love the mod, just passing by because in multiplayer, sometimes the Bubonic Plague modifier doesn't get removed from provinces despite the 'End of Plague' event firing
Fulmicotone  [author] 6 Aug @ 12:41am 
research speed of research centers is meant to be equal to everybody, it used to be possible to increase it but it lead to make stronger countries even stronger, so I changed to the new system
Bii 4 Aug @ 12:48pm 
Can the research center be buffed as you play? Like some technology or laws increase your research speed?
Surbon 3 Aug @ 7:11pm 
Is there a version without the conscription submod? Love every other aspect of the mod btw keep up the amazing work
SamSki 2 Aug @ 6:44am 
One of the biggest issues is the fact that low control increases turmoil, but having turmoil lowers control, so it becomes a death spiral. It's extremely frustrating.
SamSki 2 Aug @ 5:48am 
@Fulmicotone I'm well aware of how Control works and how to raise it, but it is just an unfun mechanic. It's way too harsh for turmoil, way too harsh for playing the game any way that isn't just an authoritarian dictatorship and way too harsh on going into debt or turmoil. All it does is further punish things that are already punishing enough.

I would really appreciate if you or someone else added a game rule to remove it, I think the mod suffers from it.
Fulmicotone  [author] 1 Aug @ 2:54pm 
I made the change for sugar exactly because of that, I want to make certain goods that are usually ignored in vanilla, way more important
Mad Baron 31 Jul @ 2:28am 
It's possible to make them viable by staying on the tier 1 main PM (only grains, no sugar input) and then going with iron + meat/fish inputs for extra groceries and then the tier 3 PM for liquor which has the best ratio of liquor per sugar input. But even then those buildings are way less profitable than textiles, glass and furniture because sugar is so extremely expensive until automatic irrigation and colonizing sugar-rich regions.

The inventions don't really make the groceries building better either - inventions for many other buildings are often better.

I would like to see the sugar output of the farms PM increased a little bit for balance reasons.
Mad Baron 31 Jul @ 2:28am 
So the recent compat update didn't incorporate the vanilla 1.9 changes to gov admin buildings and universities. Was that intentional? It's fine either way but perhaps just an oversight.

Also the fact that the secondary PM for farms that replaces 10 grains with 5 fruit and 5 sugar in vanilla here replaces 10 grains with 5 fruit and 1 sugar makes it almost impossible to really play with the groceries industry as any country that doesn't have access to sugar plantations. Maybe this is intentional but considering that the private queues and AIs are still building groceries nonetheless that just ends in one of the least profitable urban buildings sitting empty and using up infrastructure.
Mr.Wolf ♔ 30 Jul @ 8:36pm 
What new religions are added? Besides Zoroastrianism
Fulmicotone  [author] 30 Jul @ 8:33am 
yes, laissez faire indeed works
багаж лодкой 30 Jul @ 3:50am 
Laissez-Faire work?
Fulmicotone  [author] 28 Jul @ 10:46pm 
nah I've been playing the mod multiplayer too and even if you play extremely wide, it's more than possible to stay positive, as soon as you don't go for all the meta laws
Dougie 28 Jul @ 8:30pm 
Generally its just impossible to have positive control mid-late game because theres far far more negative modifiers than potential positive ones. Its very frustrating.
The Degenerate 28 Jul @ 4:52pm 
Something actually happens: The mod
Fulmicotone  [author] 28 Jul @ 2:01pm 
Deficit spending was not a thing before 1929, but I'm planning on making it more gradual, instead of a flat immedieat -20; as for colonization, it makes colonial administrations and chartered companies an actual option, since they are kinda useless in vanilla.