Victoria 3

Victoria 3

The Birth of Corporations
87 Comments
STE@M SUX 6 Oct @ 3:56am 
i have tried 3 times (England, France, china) but i cannot build any cannon foundry, which makes this mod truely unplayable. (Yes, i have bombards researched)
Mystoria 3 Oct @ 4:59am 
@Durcurugul update bro
7ryzxv 23 Sep @ 8:53am 
I tried playing as the Qing, but by the time I unlocked the colonization tech my population had already reached 1.3 billion. However, my weak construction capacity and economy weren’t even enough to provide 10% of them with jobs. And I also think it might help to add more infrastructure options earlier in the tech tree, because unlocking railways requires reaching the year 1650, and before that there’s basically no room left to build anything in the entire country. This is a really great mod, but perhaps some numerical adjustments are needed :steamhappy:
Cairsiden 21 Sep @ 12:24am 
You could do so with different conditions for different parts of the world too. For instance East Asia could start to get colonization due to a high literacy rate and high treasury wealth (reminiscent of Zheng He and the Chinese Treasure Fleet). This wouldn't have to be limited to the old world either, imagine if the Aztecs decided to expand outwards, or if a strong central state emerged in north america? This game is great not only because it's based in history, but because the game evolves organically from there, where you end up with nonsense across the map. In addition you could limit the colonization to at first be very small scale, only to balloon outwards with time. If I were in your shoes, that would be my plan of attack. Feel free to disregard.
Cairsiden 21 Sep @ 12:24am 
So I get wanting to stay true to history in terms of colonization. But it's also necessary to factor in fun gameplay. What my suggestion is: keep in mind that while you might set it up to be true to history, the moment the player clicks unpause on day one, it's no longer true to history. Both the players and the AI are going to do strange things that don't stay true to history. So instead of having colonization locked behind a tech gate, why not redo it to be introduced organically? For instance lets say for europeans it could be gated by the actual constraints that forced colonization to happen in the first place (poor relations with the Ottomans, higher demand for eastern luxury goods that drove prices up, etc.) and when those conditions are met, regardless of time frame, colonization could start to occur.
星黛 19 Sep @ 4:38am 
I can see the effort put in by the production team, but it seems that the mechanism of Victoria 3 is not suitable for ancient times.
sango213 16 Sep @ 6:00pm 
Sounds cool. But it simply doesn't run properly.
Ellidominus 15 Sep @ 8:43am 
I think an update to the AI is necessary, many are constantly bankrupt
Ellidominus 14 Sep @ 3:14am 
Can confirm, lowering your graphics really helps the performance, basically vanilla
slimshady 13 Sep @ 10:25am 
I like to follow this mod, could you update changes dones in the pathc notes section if possible.
Tetra 12 Sep @ 3:32pm 
I mean, I lowered my graphic settings and then it worked relatively smoothly for me, I think there is some graphics bug that just makes the game run unbearably slow with this
Боцман 12 Sep @ 3:02pm 
Durcurugul, does your mod actually run smoothly for you? What specs do you have if so?
I am amazed by how it looks, by how much work is done, but I and a lot of people can't play it due to unbearably low performance. And by that I mean AT ALL. Performance is just unbearable.
A couple of times after you posted an update I tried it again, hoping for a change, but it didn't happen.
I have Ryzen 3600, 1 week literally takes a minute (didn't actually count, but you get the idea). What is going on? Does it run good for 50% of players? Because people are commenting about the gameplay. I am in such a confusion.
Tetra 12 Sep @ 3:11am 
I agree partially, what you would probably still need is a "trade outpost" mechanic, something like getting small amounts of a state to keep an interest in a region for example to trade there better. About the Americas, well, you still need colonisation right now, and that is era VI
Swedishguy360 12 Sep @ 12:30am 
This mod is gonna be my EUV fix until EUV comes out
Durcurugul  [author] 11 Sep @ 11:27am 
I know you all like Colonization , but it is suppose to start after the conquest of Americas and the some coast realms of Africa.

The general idea the mod follows is that

At the start of the game, most realms are Feudal , expanding by subjugating their neighbors. In the Renaissance , they expand their core regions now by conquering states and annex some vassals. They are suppose to now have decent economy and fleets that allow them to jump and conquer far away lands in the search of exotic goods their economies have being lacking.

By the Baroque era, countries start to differentiate between recognized and unrecognized powers, and begin to colonize regions that were initially out of reach. Colonization here is the oportunity to compete and get access to exotic goods for those who didn't benefit from the previous era of conquests as it allows to reach new land and build new plantations.

Take in mind there are too many years and to do it all from start
Durcurugul  [author] 11 Sep @ 11:26am 
Quick update:

There's a new journal_entry for the first 3 countries that meet Great Power prestige requisites, and that are leaders of Power Blocks to become Great Powers (recognized) after they reach Colonization Technology

I've increased the Tin reserves in the States that already have, and cheapen the infraestructure building maintenance costs
Paranoidsr 11 Sep @ 12:01am 
I wonder if compatibility patch with Morgenrote would be possible. It would require integrating their new goods such as Newspaper, Flight, and Music, and also Uranium deposits. The core functionality seems to be unobstructed. Although I guess it can lead to some anachronisms, that's not that big of a deal in my opinion.
rabbit 10 Sep @ 6:01pm 
nice, just need time to fill empty effects of research, and too diverse luxury goods i think?
but its good to see modify original vic3 concept to something likely it would be in 1444
Tetra 10 Sep @ 3:17am 
I have some kind of crash every time at the exact same date with this, not sure what is causing it though
mikhail 9 Sep @ 11:21pm 
It need colonization much earlier. I propose to add it together with IndianCompany. I think that colonization of borders will be appropriate here. Then it will limit the number of countries engaged in colonization because the number of regions for capture on the coast of America is quite small. It also need to add a couple of states on the coast of North America and one on the coast of Brazil.
Tetra 9 Sep @ 4:07pm 
I realised that later in my campaign too, I usually rush society and didnt know that its actually the standard journal entry, that was my bad. And also, I think there needs to be a debuff on the pop growth on decentralised, I colonise something it already has like 100% employment in subsistence, I was 2nd most populous country throuhg basically just colonisation as Ireland even though Germany was formed by Austria
UM JUN SICK 9 Sep @ 2:45pm 
so, I suggest reducing the consumption of tin and consumption of wood a little bit, or there could be another way that i don't know
UM JUN SICK 9 Sep @ 2:40pm 
same goes with wood too, i have all iberia and england brittany and all the coast line of north america and all of mexico, still there is massive shortage in wood. i didn't unlock the electricity but still absolute quantity is too low. and this also relates somewhat to the starting laws. once a player begins industrialization, population floods in from everywhere. I suggest that most countries should begin not with no Immigration control, but with Immigration control or closed borders as their starting laws.
UM JUN SICK 9 Sep @ 2:34pm 
I played as portugal with this mod until the 1750s. and i have some feedback. resources are far too scarce worldwide. I understand the intention to represent uneven distribution of resource, but the absolute quantity of resources is simply too low. especially tin and wood. as portugal, i have decent amount of tin, but that's not enough to make tool only for myself. i barely stabilize price of tin after i conquered brittany and england, which is almost 80% tin mine in europe
Mr.RedMango 9 Sep @ 2:09pm 
I cant build universities for some reason, apart for that technical error, somethings I would like to mention is that it takes way to much time to get colonization, wich basically makes anything outside of europe and some parts of asia irrelevant unlit like 300 years after the game start. I like the idea of the mod tho, id love to see what updates come up :steamthumbsup:
UM JUN SICK 9 Sep @ 2:03pm 
The luxury goods PMs of the new furniture factories won’t activate, even when I enable the mechanized workshop PM.
UM JUN SICK 9 Sep @ 1:48pm 
@Tetra I know there is recognition journal, and that's why im saying this. to get recognition, you need to have 50 relation with recognized great power which doesn't exist. this mod should remove those requirement. i removed it by myself though.
antonioreinadiaz 9 Sep @ 11:26am 
Would be nice to get colonisation faster. Its normal for Castille and Portugal get above 1500, for the rest of european atlantic countries, would be about 1550. Maybe with a event that can be fix, or moving the tech tree.
Gabeswhatnots 9 Sep @ 9:46am 
mod is only limited by the old engine which uses one core, dunno how you can optimise it but the game does slowly speed up after a while. If you are able to make it more playable then that would be epic
low-mid level 9 Sep @ 9:06am 
Don't playable, 0 fps on 1 speed. I have r5 5600x and rtx 3070 with 32gb RAM
ooo 9 Sep @ 6:25am 
The infrastructure is not enough and will soon reach the infrastructure limit for areas with large populations. The upper limit of ports and roads is very low and is not enough for these areas.
Tetra 9 Sep @ 2:25am 
For those willing to cheat I found a temporary fix, open debug mode and use the comnmand

event earn_recognition_events.1

That makes you recognised
Tetra 9 Sep @ 2:11am 
I dont know why, but when trying to edit a save game with this mod the data comes out unreadable, you cant understand anything when using an editor and when using PDX-unlimiter it thinks there is nothing
Durcurugul  [author] 8 Sep @ 2:57pm 
My next goal is to let the first three countries to reach Colonization become Great Powers without needing the approval of a previous one. Assuming they all meet the ranking and prestige requirements.

I'm hoping this will happen around 1550 AD - 1600 AD ~ in the Baroque.

In the meantime, the entire Protestant Reformation issue is still pending. If anyone is up for helping with decisions and events, that would be a huge help!
Durcurugul  [author] 8 Sep @ 2:42pm 
Thank you all very much for your feedback.

I apologize for the delay. I've been taking notes and working to fix the reported issues, and after some testing, I've uploaded a new version that should fix the newsroom crash
eliminoth 8 Sep @ 11:00am 
Too slow to play
Was excited to try this out, but seeing that using the Conquest war goal was locked a tech roughly 15 years away and that you had to research colonialism in the 1800s in order to colonize made this an absolute no go. Really thought a mod set at this time would put even the slightest bit of focus onto colonization.
antonioreinadiaz 8 Sep @ 5:39am 
What a incredible mod. I love that inclusión of a lot of goods. And was fine to see adapted pops. Would be incredible to add some historical inmerssion. TY :)
Tetra 8 Sep @ 5:34am 
Look at the journal entry, it has been adapted to accomodate that for you to get recognised the moment you are a major power and get colonisation
UM JUN SICK 8 Sep @ 4:44am 
and when i click build newsroom, game crash
Cairsiden 7 Sep @ 10:34pm 
When I tried playing as Ryuku, right at the beginning I was able to build 3 different infantry, including Irregulars, which all had vastly different stats and inputs. From what I could tell, this was not intended to be so.
UM JUN SICK 7 Sep @ 8:09pm 
is there any way to get recognition? everyone start as unrecognized power , so there is no way to get recognition. and forth PM of silk textile mill is wrong
Tetra 7 Sep @ 1:08pm 
Seats factory doesnt have a picture for the end product
Johnny 5 7 Sep @ 1:40am 
Yeah I just tried it, its running like crap because like there are a million different nations. Look at ireland for example. Some make no sense either. Northumbria and wales are vassals of England?
Cairsiden 6 Sep @ 11:19pm 
I will say for those who say it lags, after the first few weeks went by (which admittedly took a while), the game evened out considerably. It's still a bit slower than my normal mod setup, but it's definitely playable for me. (granted my laptop is a trooper. But it's still a LAPTOP.)
UM JUN SICK 6 Sep @ 2:15pm 
yep. problem has gone when i'm at politic tab.
Shmitty 6 Sep @ 1:43pm 
Was excited to try it. Got all of my initial production setups going, hit play, and the game ground to a halt. I don't have 5 grand to drop on the newest hardware, so I'll have to skip this one.
Maegnaug 6 Sep @ 1:30pm 
Love the idea. Unfortunately for now it's not really possible to play for me. Even one day ticking by takes ages. In case you manage to fix the performance somehow I will happily come back!
Tepel2 6 Sep @ 1:08pm 
BTW Interestingly, as someone noticed, the problem completely disappears if one is to open politics tab, which suggests it is indeed related to the map rendering somehow
Tepel2 6 Sep @ 12:44pm 
I like the idea but it's unplyabable even on Speed 1. The game becomes a slideshow.