Victoria 3

Victoria 3

Extended Timeline : 1700
102 Comments
C4-973 5 Oct @ 2:42am 
disappointed this wont be updated, dont see EU5 as a replacement for Vic 3 just a different experience, have had a lot of fun with this mod and the 1444 variant so im hoping at the very least someone else picks it up
Mr. Balls Johnson  [author] 21 Sep @ 1:11pm 
Please note with eu5 coming out soon and 1.10 coming out, I decided these timeline mods won't be updated anymore as there is no need for these mods. My submod will still be updated that has a lot of the features this mod has. Thank you all for your support, I will try to make new Victoria 3 projects.
Mr. Balls Johnson  [author] 16 Sep @ 4:34am 
It might be at the start due to heavy cpu calculations
Mashu 16 Sep @ 1:34am 
Am I the only one with 5 fps on this mod? \O_O/
Austriaco 14 Sep @ 8:34pm 
I'm in 1880, Peru took Colombia and Venezuela and is now repeatedly cycling between the Federation of the Americas & Peru tag to farm Prestige bonuses.
Mr. Balls Johnson  [author] 13 Sep @ 2:18am 
Thanks for your feedback I won't be making any more victoria 3 mods for the now as I'm focused on ck3 modding, these timeline mods require a lot of man hours and not really meant for a solo developer
mlnoz 12 Sep @ 5:59pm 
1700 seems too far from vic3 mechanics, but what about a polished "Extended Timeline 1815" or "Extended Timeline 1821?" Nobody's on this niche timeline right now despite it being vic2's most successful
mlnoz 12 Sep @ 5:52pm 
Hi Mr, first of all many thx for this mod! I've made a run as Louisisana and found it quite enjoyable! So far such an early start date did cause only non game-breaking issues (no real migration wave to the americas, inexistent assimilation).
I think the tech freeze is a good game decision, but this aside there is alas not a lot of flavor for all those pre 19th century states, it really does feel like an eu4tovic3 save ...

Ok, so the further you go back from 1836, the sillier history will unfold, but factually modder either try to bring Vic3 to modern days or they make the game start at eu4 times...

I'm quite disheartened to read you struggling on this project as a solo developper, when in Victoria 2 times we had supermod teams, multiple dozens of people as mightful as main game devs ready to make victoria a history-Hi-Fi game!
POD's The Concert Of Europe submod was bringing the game from 1836 to 1821 and it was the biggest game / history challenge
Mr. Balls Johnson  [author] 2 Sep @ 5:30pm 
Since I have a CK3 mod now as well, I decided both my VIC 3 mods and CK3 mods will be in one discord server if anyone wants to join
https://discord.gg/YTRT59VhMu
Mr. Balls Johnson  [author] 30 Aug @ 2:59am 
Tech is difficult for a solo developer because there are so many balancing issues, I'll see what I can do
Austriaco 28 Aug @ 10:27am 
I would, rather than work on a 1792, instead flesh out the technology tree to better support this mod and the gameplay loop. By 1760 I have already maxxed out all of China's Infrastructure capacity with no means of increasing it until the Fatpenguins disappear and I can begin researching railways. This is mostly due to limitations with the basegame but the mod would greatly benefit from some other way to increase infrastructure and maybe address some production balancing issues (right now I'm at a paper deficit despite having built 436 paper mills, with a wood deficit despite having 712 logging camps; all to support 1077 Government Administrations to support my 252 million population which only continues to grow).
Mr. Balls Johnson  [author] 27 Aug @ 5:07pm 
Yea if you have feedback or bug reports, give it here or in the supported channels.
Mr. Balls Johnson  [author] 27 Aug @ 1:10pm 
This mod is not being abandoned, I'm just making a mod that is highly needed for ck3. I spent like 2 months working on this so I need a break, when I come back I'm going to start work on 1792 hopefully with the napoleonic wars
Austriaco 27 Aug @ 1:09pm 
That's a shame, you made a great mod and I was hoping to see work on this continue; since you already have a strong base here to start with and there's been for a while now a desperate need for good mod that sets the date back. CK3 is so oversaturated with mods, you'll definitely feel more appreciated here! I've still been using this mod, and had some more feedback if you were interested (I hit 1760 as China).
Mr. Balls Johnson  [author] 23 Aug @ 6:29pm 
I'll be taking a break from the extended timeline series as I got a lot of the bugs fixes and a lot of the features I want added in, I don't really know what else to do. So now I want to focus on making a mod for myself for CK3 that makes the game challenging and more dynamic in ways. If anyone is interested, I'll link it here.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554844335
Mr. Balls Johnson  [author] 22 Aug @ 5:59pm 
The game should kill him on a yearly pulse, play a bit and let me know if it kills him off
Austriaco 22 Aug @ 5:50pm 
For context, the year is 1727.
Austriaco 22 Aug @ 5:50pm 
Giuseppe Garibaldi exists in my game as a (now) -79 year old infant Trade Unions Agitator with his starting traits.
Mr. Balls Johnson  [author] 20 Aug @ 1:01pm 
They are only startup errors and don't show up after startup.
Mr. Balls Johnson  [author] 20 Aug @ 1:00pm 
Those variables I can't do much about, that's up to Paradox to create optimization for AI. The errors you sent me aren't a big deal, because my mod uses cultures from 1444. 1700 and Vanilla not every culture/country/religion will be in the timeline you are playing. You can just ignore those.
Austriaco 20 Aug @ 12:59pm 
Also HandleAutonomousInvestment
Austriaco 20 Aug @ 12:58pm 
Slow Tick variables are still UpdateSpendingVariables & UpdateAI
Austriaco 20 Aug @ 12:57pm 
Also:
[pdx_persistent_reader.cpp:268]: Error: "Failed to read key reference: cmc_conditions_no: cmc_conditions_no, near line: 1" in file: "" near line: 1
&
[15:52:41][jomini_script_system.cpp:247]: Script system error!
Error: create_building effect [ Invalid production method: pm_no_organization ]
Script location: common/history/buildings/99_converted_buildings.txt:15829
Finally some events seem to be missing their cultures, maybe due to being combined.
[eventtargetlinks.cpp:3830]: Failed to find culture! Culture: spanish_latin_american, File Location: common/scripted_effects/et_centralized_culture_merge_effect.txt:2393
Austriaco 20 Aug @ 12:57pm 
A few are: [15:52:40][jomini_effect.cpp:541]: Unknown effect effect_starting_pop_literacy_baseline at common/history/population/99_converted_countries.txt:1835
[15:52:40][jomini_effect.cpp:541]: Unknown effect effect_starting_pop_wealth_low at common/history/population/99_converted_countries.txt:1836
[15:52:40][jomini_effect.cpp:541]: Unknown effect effect_starting_pop_literacy_very_low at common/history/population/99_converted_countries.txt:1839
[15:52:40][jomini_effect.cpp:541]: Unknown effect effect_starting_pop_wealth_low at common/history/population/99_converted_countries.txt:1840
[15:52:40][jomini_effect.cpp:541]: Unknown effect effect_starting_pop_literacy_baseline at common/history/population/99_converted_countries.txt:1843
Austriaco 20 Aug @ 12:56pm 
Big improvement, Down from 83k errors to 6k errors.
Mr. Balls Johnson  [author] 20 Aug @ 12:45pm 
I see, I will try and fix it. Can you let me know if performance is improved now? You might have to start a new save as the damage might've been done already
Austriaco 20 Aug @ 12:40pm 
West Africa, North America, and the Amazon?
Mr. Balls Johnson  [author] 20 Aug @ 12:31pm 
I believe I figured out what the performance issue was, I had an AI scripting bug that made the AI build a crap ton of buildings when they weren't supposed to. I'm 99% sure this was the reason for the performance issue, I'll try to push this update out today. My game feels a lot faster now. For the culture merge, which cultures are not merging? I'm still missing a lot of cultures for the culture merge cause I have to input them manually.
Austriaco 20 Aug @ 12:27pm 
Just to be specific, it seems to be for every culture (at least every colonizable nation/culture). I also think they're failing to merge?
Mr. Balls Johnson  [author] 20 Aug @ 11:50am 
Ok thanks I'll fix that bug and then you can tell me if performance improves
Austriaco 20 Aug @ 11:45am 
It seems to be connected to this, because this error tag essentially keeps repeating 83 thousand times? [14:42:02][jomini_script_system.cpp:247]: Script system error!
Error: create_building effect [ simple_box! tooltippable_name tooltip:dw_1696362872,pgQAAA==,DATA_COUNTRY_NAME_TOOLTIP,CountryTooltip W071190!flag_overlay! weSwatini!! must have invented tooltippable_name  tooltip:dw_2693000601,MCq/Ox4DAAA=,DATA_TECHNOLOGY_NAME_TOOLTIP,TechnologyTooltip Standing Army!! ]
Script location: common/scripted_effects/et_start_boost_scripted_effects.txt:495
common/on_actions/et_start_boost_on_actions.txt:45
Mr. Balls Johnson  [author] 20 Aug @ 9:08am 
I would need more information either than just "bad performance", if you can launch the game in debug mode and check the ticks and tell me what is causing tick slow down. I have a 7700x and the mod runs fine for me. Make sure you are using the performance game rules I created specifically for performance.
Austriaco 19 Aug @ 2:45pm 
I don't think AI improvement being disabled nor establish_colonial_administration made a difference. As others have said, this mod runs significantly slower than the base game (but I do enjoy the mod regardless of that fact). I have an AMD Ryzen 7 7800X3D if that helps.
Mr. Balls Johnson  [author] 18 Aug @ 1:02pm 
@Econolad Thank you for your feedback. I may have figured out the cause was the mod I incorporated "all colonies everywhere" so I will remove it temporarily and make a lite version of it that will work better for this mod. For now you can just go to journal_entries and delete establish_colonial_administration, let me know if that increases performance.
Econolad 18 Aug @ 12:52pm 
Well the base game runs fine on my system, it's the mod that's causing the problem.
Mr. Balls Johnson  [author] 18 Aug @ 12:48pm 
@冰淇淋 technology is adjusted if you choose it to be
@Jckvrs_lol It's in the works but it's going to be different since I will have to do a lot more scripting to make the napoleonic wars realistic
@Econolad Brand-new gaming pc has nothing to do with it. Same thing as any other paradox game, it depends how strong your cpu is.
Econolad 18 Aug @ 12:46pm 
This runs at a snail's pace on my brand-new gaming pc. Like 10 times slower than the base game and 5 times slower if I consolidate all the decentralized states.
Jckvrs_lol 18 Aug @ 7:47am 
Would it be a possibility to Make an Extended timeline mod that starts just before the french revolution? Since then it makes more sense that countries start to semi industrialize in comparison to 1700. The Map looks great tho :)
Mr. Balls Johnson  [author] 17 Aug @ 9:14pm 
You can try turning off ai improvement as the ai is doing a lot more calculations compared to vanilla
Austriaco 17 Aug @ 3:59pm 
This is a great mod, but there seems to be a memory leak or something because this lag is not due to there simply being too many cultures. Also I don't think the tech debuff is working.
冰淇淋 17 Aug @ 12:59pm 
Is the technology adjusted? Or will everyone just have endgame tech in 1800?
Mr. Balls Johnson  [author] 17 Aug @ 5:34am 
It's probably a vanilla issue, to many countries/calculations for diplomatic play. Also an issue with mobilization. This mod doesn't touch any of that so it's just related to the engine/vanilla optimizations.
Staszekr03 17 Aug @ 2:15am 
I'm having a problem where the mod runs painfully slow. Even a diplomatic play takes painfully long
Mr. Balls Johnson  [author] 16 Aug @ 1:16pm 
Try the culture merging game rule or annex uncentralized nations.
theconquererlbensolo 16 Aug @ 1:08pm 
Good map, but I am lagging, how can I fix this?
Mr. Balls Johnson  [author] 14 Aug @ 11:38am 
For those who were running the ai improvement enabled game mode, this new update I think should drastically improve performance since I did some terrible coding with the ai, let me know if you guys see increased performance. I am interested in knowing if that was the culprit. Also the culture merging game rule has better logic for primary culture for those who use it!
Mr. Balls Johnson  [author] 9 Aug @ 10:50am 
If anyone has any gameplay mechanics they'd like added, you guys can drop it in the discord suggestion channel, if not I'm going to start slowly working on a new timeline
Sergei 3 Aug @ 10:18am 
that did the trick, thanks again.
Mr. Balls Johnson  [author] 3 Aug @ 6:16am 
Are you using the culture merging game rule? Because in my game I don't see it, I know if you use the culture merging game rule the game will be buggy but that's just how I made it because it's a very tedious process, it will be fixed later as that feature is in beta.
Mr. Balls Johnson  [author] 3 Aug @ 4:59am 
Oh ok I see thanks, will be fixed next update