Victoria 3

Victoria 3

Project Utopia - Extended Timeline - Early Access
234 Comments
NexTheGargoar 5 hours ago 
Not bad but did you have to use AI for the icons?
Saltmarine 15 hours ago 
suggestion: new electricity good that's non-local unlocked at T6 tech - HV electricity. unlocks pms for power plants to produce it and for buildings to consume it. every PM should be switched to HV so microing local electricity wouldn't be a thing anymore.
Caza tupacu 7 Oct @ 2:00pm 
gracias por tan hermoso trabajo.
Falcon 6 Oct @ 2:54pm 
Looks really cool I just got started in Vic 3 and already obsessed. By the time I make it to an endgame this mod will be fantastic. Thanks
Reloader  [author] 4 Oct @ 6:51am 
@Fairsalmon03 yep, just took me a bit to look at it :) too bad vanilla ideologies are incompatible - maybe if you put hail columbia below utopia, you can enjoy the earlier content but then may encounter some issues with utopia. Maybe some better modding solution is possible for columbia (and bpm)

Thanks! :)
Fairsalmon03 4 Oct @ 6:21am 
Hey, i realized you put on the description the incompatibility with Hail, Columbia!. Thanks for the answer! Great mod, keep your good work.
✪ LambdaTiger ✪ 2 Oct @ 9:30pm 
extreme freezes end of 1800s, froze entire pc, ryzen 7800x3d nvidia 4080
goatbeard 2 Oct @ 3:42pm 
Would love to see BPM compatibility :)
Reloader  [author] 2 Oct @ 2:19pm 
Feedback or sharing experience about any mechanic or element is always appreciate! @Victoria 3
Reloader  [author] 2 Oct @ 2:10pm 
@Victoria 3 much appreciated :) more to come!
Reloader  [author] 2 Oct @ 2:10pm 
@Bane thank you very much! Ich ziehe ebenso meinen Hut ;)
Victoria 3 2 Oct @ 1:56pm 
Hi Reloader, thank you a lot for your mod. This is the best modern day mod ive seen so far, the most promising too (and ive spend most of my 1600h on Vicky 3 trying to improve the late game). If you need any help, i would gladly give a hand or any feedback.
Bane 2 Oct @ 12:02pm 
Great Work!
Reloader  [author] 30 Sep @ 10:20am 
@fairsalmon03 hopefully. Will check properly.
Fairsalmon03 30 Sep @ 10:12am 
Is that mod compatible with Hail, Columbia? Thanks.
Reloader  [author] 30 Sep @ 9:29am 
@Michael looks like they doing it as map resource (or trait). That would be good solution (could do the same for hydro and solar, like rare earts). But it needs a solution that can be applied fully automated to new Vic patches - or at best requires no manual work.
Michael 30 Sep @ 8:52am 
Thanks @Reloader
Maybe ask https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3275311792&searchtext=hydro how they created the mod. Sorry, I am not good with mod creation, so cannot help further!
Mycelia 29 Sep @ 1:19pm 
Good mod :steamthumbsup:
Reloader  [author] 29 Sep @ 9:24am 
@Michael much appreciated :)

Great question for 1.0 renewable energy source are planned - there are no detailed plans yet, not sure which types (e.g. hydro) to include (more due to technical reasons)
Michael 29 Sep @ 4:16am 
By the way, great mod, love the concept. Question - is there a tech for hydro-power generation for electricity (small and large scale)? Looking to play as Norway. Apologies, if I have missed something.
Friendly_Robot 28 Sep @ 10:38pm 
In case anyone else add this after game start, you can save your game in debug mode, then open it in notepad, find a state you wanna add resources to, and edit it
the end of the resource deposit list should look something like this:

} {
type="bg_fishing"
amount=5
} {
type="bg_oil_extraction"
discovered_amount=20
} {
type="bg_bauxite_mining"
amount=25
} {
type="bg_rare_earths_mining"
discovered_amount=5
} }
region=STATE_SAO_PAULO
Reloader  [author] 28 Sep @ 11:37am 
@Dayı @Shark_1200 checkout AI Translation by Longling https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3538713092
Shark_1200 28 Sep @ 11:05am 
no español ?
StivKobra 27 Sep @ 7:11pm 
I'm always grateful for that flavor. Was hoping we would get those with the new DLC, but it seems that the devs overlooked those completely. Probably not thinking that anyone zooms in there. I personally enjoy watching the progression of the weaponry used and changes in uniform.
Reloader  [author] 27 Sep @ 5:34pm 
@StivKobra yes but it's just reusing assets. Still looks quite nice
StivKobra 27 Sep @ 4:29pm 
Are 'Army Diorama and Front Entities' the little little soldiers and such which you can see on the front lines when you zoom in?
Dayı 27 Sep @ 6:00am 
Turkish Language Please !
Reloader  [author] 27 Sep @ 3:42am 
@W0mbat I'd think limited compatibility. The vanilla building change may conflict with utopia.
W0mbat 26 Sep @ 9:02pm 
Is this compatible with industry realism mod.
Reloader  [author] 26 Sep @ 4:22am 
@Longling <3 amazing! Leave them a like on the mod page!
Longling 26 Sep @ 12:39am 
The Multilingual Translation Mod has been updated to version 1.10.
This update now uses the Gemini 2.5 - Pro model for localization (instead of the older Flash model).
In theory, this should result in higher translation quality compared to previous versions.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3538713092
Cosmicindifference 24 Sep @ 8:44am 
Really excited for the progress on this mod. Will military unit graphics for future tech military be included with the coming alpha release?
ilovevlichan 24 Sep @ 12:23am 
it is just random to find a bauxlite?
ilovevlichan 24 Sep @ 12:23am 
hey,why i can't find bauxlite?
[Mad] Mr.Nobody 23 Sep @ 10:58am 
thank you so much!
Reloader  [author] 23 Sep @ 10:57am 
[Mad] Mr.Nobody 23 Sep @ 10:54am 
hey so im testing an alternate universe that im making using your mod and i rolled back to not lose my save... is there a way to rollback your mod too because now its not showing when i load...
Reloader  [author] 23 Sep @ 9:51am 
Patch 5 alongside support for 1.10 has just been released. I've had no early access (hope the MR poeple had). The update was not to complicated, ideological stances, map data and some other minor changes have been updated. Please let me know if you find any further bugs. Enjoy 1.10!
king_gremmie 23 Sep @ 9:23am 
As someone who knows nothing about modding will it take a while to get this to work with 1.10 or not long at all also will the the Morgenröte compatch work with it too and I know Morgenröte will be getting an update In a few hours I think
Stoklomolvi 23 Sep @ 8:59am 
@gjeet2 I think the 1.10 patch just dropped so the mod broke; roll back to 1.9.8 and pray that none of your other mods have broken yet or else your run is SOL dead.
gjeet2 23 Sep @ 8:24am 
Hey for some reason parts of the balkans are like blank when I run witht his mod, is that being patched?
Stoklomolvi 23 Sep @ 6:22am 
I'm loving this mod so far! It's formed a core of my playthroughs as of late and I really like how it extends the longevity past 1936. However, I have had one major problem with my runs, which is that by around the 1920-1930 or so, the world simply runs out of iron, coal, lead, sulphur, and most plantation goods. Is it possible for there to be some kind of "new resource acquisition" event with newer technologies? The AI and I had exploited literally every potential resource on the map and we were all universally running deficits in every raw resource with no resolution in sight since all PMs were at the highest tech level (oil pumping or mass excavators); synthetic production for rubber and oil was meagre in comparison to resource consumption rates.

Average GDP was above 3 billion with global average SOLs hovering around 25-30, and I wasn't even the largest economy for the longest time.
Reloader  [author] 22 Sep @ 10:26am 
@Karma great to hear you're enjoying it so much! <3 What do you mean lack of rubber and lead? As in not enough production? Ty for the feedback!
Karma 22 Sep @ 8:27am 
So, for a WiP mod, it's one of the best mods I've ever played ! The production methods are for the most great, however there is a clear lack of ressources especially for rubber and lead mines. I don't know whether it's the laggy state of the game, but I feel that techs are a bit expensive. Politics need to be expanded but that's WiP.

One of the best mods I played in this workshop. Great job, keep it up !
Reloader  [author] 22 Sep @ 1:35am 
@taejo9198 almost everywhere if you ensure the mod is active on game start. (Tomorrows update will break save games)
taejo9198 22 Sep @ 12:25am 
Where is the bauxite? ^^;
Reloader  [author] 21 Sep @ 6:29am 
I think Compatch got flagged for manual review when adding the relevant mods as requirement - can not do any changes to the mod rn. Sadly nothing I can do. Hope it's fixed in a couple of days.
Utuabzu 21 Sep @ 4:47am 
The link to the Morgenrote compatch is broken.
蝦夷坊主 21 Sep @ 12:46am 
I made Japanese translation. You can use this file freely.

https://drive.google.com/drive/folders/1gL90TlgoGq58vxuk3hPVCm0ZuHC7D4Ro?usp=drive_link
Reloader  [author] 20 Sep @ 3:12pm 
@PitiRR great to hear it's working well again! If you leave a comment when you find anything, that's much appreciated! Enjoy!