Victoria 3

Victoria 3

Political & Economic Changes
Roede Chris  [developer] 8 Oct @ 6:19am
Detailed Mod Additions & Changes
Detailed Changes
Laws:
  • Industry Banned replaced with Corporatism: No longer dismantles building heavy industry.
  • New Economy Law: Mixed Economy which makes nationalization easier, a less volatile business cycle and improves the effect from Companies, at the cost of slower construction of non-company industries.
  • New Bureaucracy Law: Professional Civil Service. Increases Bureaucracy, Authority and Bureaucrat Power. Slightly increases Stall chance of reforms.
  • New Labor Association Laws: Syndicalist Unions and State Unions.
  • Syndicalist Unions function similarly to Free Association, but increases support for radical leftism rather than reduce it.
  • State Unions turn the trade unions into a vehicle for the established government. Laborers will be attracted to IGs in government (including normally incompatible ones like Landowners), and the Trade Unions will be easy to influence to the ruler’s ideology. Corporatized Unions given more of a role in buffering civil unrest among workers to distinguish.
  • Presidential Republics and Monarchies with voting will be able to select between a Multiparty or Two-Party system. Two-Party systems greatly enhances Interest Groups joining the Liberal or Conservative parties, gives extra authority and increases ideological incoherence. Two-Party systems are less likely to produce extremist leaders. The Liberal Party can be replaced by the Social-Democratic Party with a powerful Trade Union IG and weak Intelligentsia.
  • Adds four new Law Groups, Banking System, Alcohol Regulations, Foreign Service and State Autonomy.
  • Banking System Laws: Merchant Banks, Free Banking, Central Banking (Hard Currency) and Central Banking (Fiat Currency). Qing have a unique Merchant Banking law.
  • State Autonomy Laws: Landed Nobility, Unitarism, Federalism and Confederalism.
  • Foreign Service Laws: Aristocratic Embassies, Professional Foreign Service, Militarized Foreign Service and Intelligence Agency.
  • Alcohol Regulations: Unrestricted, Regulated and Prohibition.
  • Single Party States have to worry about Regime Stability, and can gain powerful bonuses at the cost of lives and radicals.
  • Authoritarian distribution of power laws and Appointed Bureaucrats, give Bureaucrats added power and attraction towards Interest Groups in government. Other government administration workers also receive a bonus to government IGs, but much less than bureaucrats.
  • Dedicated Police Force gives Petite-Bourgeoisie strength.
  • Local Police also give Rural Folk strength.
  • Technocracy gives a boost to technology.
  • Technocracy enables the Technical Supervision ownership method in Financial Districts and Manor Houses. This adds engineer and academic minor owners.
  • Landed Voting gives a small amount of votes to Farmers.
  • Capitalists gain extra votes with more liberal voting laws (Census & Universal Suffrage) depending on technology.
  • Censorship and Outlawed Dissent reduces Intelligentsia boost from literacy if they are not in government.
  • Censorship and Outlawed Dissent removes Devout malus from literacy if they are in government.
  • Charity Healthcare and Religious Schools reduce bureaucracy cost of their respective institution to a lesser extent than Private Healthcare and Private Schools.
  • Private Healthcare increases SoL of all pops, but much more for the wealthy than the poor.
  • Trading Laws increase tech spread.

Goods and Buildings
  • Expands the tertiary sector with the new goods Financial Services, Hospitality, Entertainment and Media produced by new buildings.
  • Financial Services are consumed by Construction Sectors (all but the simplest PM), most Ownership Buildings (Manor Houses on default PM do not consume Financial Services, and Financial Districts have a new PM that employs more shopkeepers and removes consumption), and to a lesser extent by affluent pops.
  • Entertainment is a national non-tradeable good (not a local good), which is consumed by most pops, but especially middle-affluent ones (15-25 wealth level). Entertainment is consumed by Hospitality and Media buildings.
  • Media is consumed by pops of middle-class to affluent wealth levels. Media Buildings also increase literacy in their state, and with Censorship or Outlawed Dissent can reduce expected SoL, reduce effect of Turmoil and reduce radicals from Political Movements.
  • Hospitality is consumed by affluent pops. States throughout the world have a significant bonus to Hospitality Output, making them very profitable. Outside of those states, Hospitality is moderately profitable. Building also increases Migration Attraction in the state.
  • Adds River Development buildings for states with rivers, improving infrastructure, convoys, fishing, transport and electricity with different PMs. Less advanced PMs produce Fish, while more advanced PMs produce Transport or Electricity.
  • Infrastructure Buildings (Railways, River Development and Ports) increase MAPI.
  • New production method for Logging Camps: Charcoal (reduced wood output for some limited coal output, only profitable with cheap wood and expensive coal).
Interest Groups:
  • Leader Ideologies affects pop attraction to the Interest Groups.
  • Petite-Bourgeoisie care about the economic system.
  • Petite-Bourgeoisie can also gain support from pops who share a heritage and non-heritage trait with a primary culture.
  • The Devout in State Atheist countries will draw from all non-atheist religions, instead of atheists.
  • Loyal Petite-Bourgeoisie and Rural Folk boost the investment pool efficiency of Shopkeepers and Farmers respectively.
  • Intelligentsia in Europe, Africa and Asia are less opposed to National Guard and the National Supremacy laws.
  • More Interest Groups change ideology in the right circumstances.
  • Machinists and Clerks can join Industrialists at high SoL.
  • Standard of Living affects attraction towards Industrialist, Trade Union, Petite-Bourgeoisie and Devout interest groups.
  • Having a low number of Urban Centres increase support for Petite-Bourgeoisie among urban pops in that state, while having a large number of Urban Centres increase support for Trade Unions and Industrialists.
  • Being at war increases support for the Armed Forces, and IGs with a Jingoist, Fascist or Pacifist leader.
  • Barracks and Naval Bases increase support for the Armed Forces in their state depending on size, and having neither decreases armed forces support in that state.
  • Universities increase urban support for Intelligentsia, and Devout if religious, in the states they are built in.
  • Workers in Heavy Industry and Mines have increased support for Trade Unions and reduced for Petite-Bourgeoisie.
  • Workers and owners in Military Industries have increased support for Armed Forces.
  • Agrarianism law enables poor strata workers in mines and logging to join the Rural Folk.

Other:
  • Adds Business Cycles with booms and busts for non-command economies with Banking through a semi-permanent JE, dozens of events tied to the state of the economy, and laws. See discussion for more info.
  • Free Construction is by default 5-30, dependent on incorporated population. Can be adjusted in Game Rules significantly (5, 10 or 20 for all, based on population with different minimum and maximum values, based on population with maximum value dependent on tech).
  • Adds several journal entries, including a rise of atheism in secular countries, interests groups adapting ideology to attract more pops, growing nationalism in a state, a Scandinavian cultural merger, etc.
  • All pops who can have ownership in any law give a small amount of their dividends to the investment pool.
  • Adds the Chartist, Centralist, Federalist, Liberal Nationalist, Totalitarian, Financial Conservative, Agrarian Socialist, Prohibitionist, Technocrat, Financial Reformer, Militarist and Keynesian leader ideologies.