Victoria 3

Victoria 3

Grey's Populist Legal Power
 Denna tråd har blivit fäst, så den är troligtvis viktig
MasterOfGrey  [utvecklare] 16 aug @ 5:13
Full Breakdown of Law Changes
Adjusted Law Groups:

This is the detailed breakdown (insofar as I had the energy to do it) of the changes made to laws in this mod. If this gets outdated or you notice errors, please feel free to comment corrections and I will update this post.

For all laws - bonuses from Law & Authority have been integrated.

Bureaucracy
Increased radicalization from low sol
Increased radicalization from discrimination
Increased radicalization from movements

Children's Rights
This has actually ended up the same as Vanilla... for now.

Church and State
Conversion allowed for all acceptance levels at State Religion.
Inverted allowances at Freedom of Conscience.
Going from State Atheism to Total Separation doesn't change your state religion back to a religion, it stays "State Atheism" (since with Total Separation, why should it matter?) - you have to adopt an actual religious law for your "State Religion" to become an actual religion again.

Citizenship
(This is similar but a more standalone version to Soft Pop Adjustments if you use that. If you use SPA, then this gets overwritten.)
Adjusted acceptance from laws.
Discriminated pops are angrier and can only be appeased by ending discrimination.
Pops will discriminate a little even if the law says not too.

Colonial Affairs:
Colonial Exploitation: now with even more exploits.

Distribution of Power
Voting, or lack thereof affects radicals, loyalists, and migration.

Economic System
More realistic government dividends. LF in particular is no longer supercharged by government investment - the government actually keeps out of the market like it's supposed to.

Education System
Minor Re-balances for synergy with Soft Pop Adjustments.

Free Speech
Law & Authority Changes.
Tech Spread bonuses rebalanced.

Governance Principles
Law & Authority Changes.
Corporate State allows partial collectivization if Coop Ownership or Coll. Farming is also active.

Internal Security
Guaranteed Liberties results in more radicals from SOL changes.

Land Reform
Land Redistribution modifiers affect productivity after law changes.
It is possible to go to Collectivized Agriculture without having Cooperative Ownership, if you have both Council Republic and Homesteading.

Migration Control
New institution. (Described on main page.)

Policing
Law & Authority Changes - Militarized Police gives additional authority.

Trade Policy
Each law in this group has been tweaked to encourage each law's niche. Shopkeepers can own some trade centers on Mercantilism which helps with early qualifications, and the law is fine if you're backwards and agrarian. Protectionism is good if you're a small power, particularly if you're competing [i[against[/i] powers with prestige goods you lack or are trying to unlock yourself. Free Trade is best used by GP's with already strong economies and existing prestige good production. Isolationism makes self-sufficiency easier.

Welfare
Welfare institution adds food security.
Poor Laws add workforce ratio.
Senast ändrad av MasterOfGrey; 16 aug @ 5:21