Victoria 3

Victoria 3

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The Birth of Corporations
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191.660 MB
30 Aug @ 3:23am
11 Sep @ 12:33pm
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The Birth of Corporations

Description
A Victoria 3 overhaul mod that begins in 1444, the Late Middle Ages. It introduces over 200 new technologies, a massive list of new goods and buildings, and a completely reworked Pop needs system.


* * * * Some Tips at the start of the game * * * *

Much effort has been put into "lack" as a driver of political and commercial expansion.

No region is self-sufficient, which encourages the pursuit of treaties and colonies. However, for those who look for a tall game or that get stuck Technology come as the savior unlocking new ways of producing goods which require different raw materials.

Relevant Goods
Some relevant goods to look for at the start of the game are:


Tin is used by Blacksmiths which are essential at the start of the game either to produce tools (needed to reduce the construction costs) and edged weapons (used to supply armies). Another early use for Tin is to produce bronze cannons in Artillery Foundries.

This mineral is very scarce worldwide. The main european sources are located in West Country, Brittany, Galicia and Bohemia. The other world sources are located in California, Potosí, Hokkaido, Summatra and South East Asia.


Dyes are used in the fabric industry, books and Palaces. At the start of the game its availability is restricted to warm climates, requiring import through trade to Europe.


At the beginning of the game, shipyards insulate boats with black stuff, making Tar an essential substance for ships and trade until the invention of white stuff and later copper sheathing.

Tar is produced in coniferous forests (mainly in Sweden and Finland) or collected from Tar Pits, abundant in the Middle East.


Both meat and fish are now local goods.
Salt is needed to make salt fish and charcuterie, identified as groceries.


Now, only the poorest SoLs buy grain directly. The rest will order Bread, which is a local good.

Bakeries can also produce biscuits as byproduct, which are equivalent to bread but not limited to local consumption. Ports require either groceries or beer and biscuits as provisions to the merchant marine.


* * * *

POP NEEDS

Adapted popneeds to the cosumption of new goods








CHINESE VERSION BY 伊恩

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3561747801
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.