I began working on a Victoria 3 mod to try and fix the moronic legislation system of the base game.
Anything you'd like to add? So far I made 2 separate law groups for private and state education, same goes for healthcare, and made it so that only the state institutions cost any bureaucratic capacity. I also replaced the arbitrary "distribution of power" and "governance principles" laws with head of state and vote frenchise (I also removed anarchy, and other self contradictory laws in the process). I'm trying to figure out how to replace the monkey brain "economic system" law group. As you can see on pic related, it is just removed as of now. I'm thinking of adding some form of private property ownership legal framework but not sure how. I might need to add technologies as well.
Help me anons.
nah, c**t
>I also replaced the arbitrary "distribution of power" and "governance principles" laws with head of state and vote frenchise
So basically you just renamed them to something else.
>(I also removed anarchy, and other self contradictory laws in the process).
What makes them self-contradictory?
>So basically you just renamed them to something else.
No, I also tweaked the laws in them, and removed the illogical ones.
>What makes state enforced anarchy self contradictory?
I don't know what to say
>What makes state enforced anarchy self contradictory?
You are abolishing the state when you pass that law, for a lack of better word.
In that case selecting it should immediately make all your territory uncolonized/decentralized
is that even posible in the game's framework?
I know you will just dismiss this out hand, but you are not playing as the state.
>le spirit of le nation
Nonsensical on every level if you think about it for more than 5 srconds. Just some bullshit buzzword pdx made up so they can avoid answering for their dumb gameplay decisions. You are playing as the state ruled over by a wizard with inexplicable magic powers.
You are playing as the player. In both of the other "theories" (the spirit of the nations vs. the state) you have power and limitations you should not have. You are the player - the autist sitting behind a computer and the only question should be what makes for a fun gameplay. A non-insignificant people people want to larp as Anarchist Catalonia, so that should probably be in the game.
You're suggesting that game design should appeal to the lowest common denominator.
Okay, and?
Yes you literally are playing as the state. No bullshit about playing as the "le spirit of le heckin nation" will change the fact that you are literally controlling and managing a state. Controlling things along with the state does not mean you are not playing as the state.
If you lose to a revolt, you count as defeated no?
>company said that in the video game product that I bought, I shouldn't pretend to be playing as the state, instead I should be playing how they tell me to
Sounds accurate, do it.
Anarchy would be an interesting forced policy that would raise uprising rates to cause the country to fracture and its new republics then are forced to pass new laws to bring the state back to countrol.
The cold War project has a system for how corporations are dealt with ie. What is privatised and what isn't. Allowing you access to more things that are government run or not with the highest extreme of either requiring extreme governance.
>private healthcare doesn't have bureocracy
if anything it has more
This. But it should add capitalists who rake in the profits.
Yea bro, keep telling yourself that state healthcare makes a frickton of money and it isn't in fact an expense in most rl countries.
Uh, free market bros?
Thats because of state regulations dumbass
Aren't there already mods that change politics? Why should we use yours?
you shouldn't, the mod isn't even posted yet, I just made a thread to see opinions
Please if you can, add gun rights. I also would appreciate events that call out the player for being authoritarian if they ban or restrict guns. I want "libertarian" socialist redditors to seethe
I don't plan to add events, modding this game takes apparently 4x the effort it took to mod victoria 2. I might add a gun rights law, although gun ownership was pretty common around the entire world during the time period, so I'm not sure if such a law would change much.
>although gun ownership was pretty common around the entire world during the time period
Yeah, Great Britain for example had roughly the same gun ownership laws as the US. Since the 1600s (before UK and in the time of England, obviously) it flip flopped between a right and mandatory (an evolution of Henry VIIIs longbow laws).
It starts to go wrong iirc in the early 1900s/late 1890s when some schizo in London uses a magazine fed pistol to shoot a policeman. The presses go crazy talking about pistols that can hold over six rounds and the slippery slope for Bongland begins there.
For the UK it begins with a simple precedent - if the Government has the right to make a single law restricting gun ownership, the Government has the right to make any law it likes restricting gun ownership.
Here's a very interesting TLDR for anyone that is interested in seeing what is going to happen with gun ownership in the US.
https://papers.ssrn.com/sol3/papers.cfm?abstract_id=149029
i began sucking on a Victoria 3 dick to try and fix the moronic cooming system of the base shaft
Anythign you'd like to ad? So far I made 2 separate coom groups for private and state ejaculation, same goes for ballcare, and made it so that theonly paradoxhomosexual shtu up this game is traash
I find it amazing how Victoria 3, for all its supposed "politics simulation", fails to make even the most basic representation of what the Voting System and UH laws did in Victoria 2. You want your politics influenced by the difference between First Past the Post and Proportional? Tough luck.
It's not like the politics even make a difference for the success of a country, that just seems based on farm land/resources.
That was a bloat reform even in Vic 2. I find it weird that crimeamod did not remove it alongside healthcare and conscription.
politics literally didn't matter anyways in vic 2 aside from getting militancy high as possible and keeping reactionaries out of the government so you can rush healthcare and education reforms, and always choosing the party that has state capitalism
How about you fix combat instead
>got a new GPU
>game still runs like shit
>threw in 16gigs of RAM extra, which got me to 32
>game still runs like shit
Is there any fricking hope for this game to ever run acceptably around Europe?
i have 8 gigs or ram and i5 processor, the game runs pretty decent for me with the graphics turned down
Oh yeah? Scroll over Europe after 1870 and tell me which single digit your fps has turned into.
The game eats up over 16 gigs of ram even on pause so you're fricking lying btw.
I'm not lying but I uninstalled this shit game like 10 years in so I didn't know the performance would get worse
It's literally just like stellaris in the endgame. It's unplayable.
NTA but I played it on relatively cheap laptop, 8gb ram and it didn't have any issues, not even late game crashes. Then the latest update came and the game stutters, especially with enabling escape menu kek
NTA but I run it maxxed out on 2018 i3, 16gigs and 1660 just fine at 1870. (Although I did some modification regarding pop numbers, birth rates and merging; so in 1870 China doesn't even have 300m and US has like 90M with Euro countries around 15M)
How is this different from any other industry which you need to keep profitable by keeping the input costs lower than output?
That said, I don't get why they didn't just have it as another industry the private sector can build too like power plants.
>There is no strategy here, it's moronic and dumb.
That's just capitalism, IMO the better way would be generally adding way, way more industries (why the frick did they skip housing?) to make the supply lines more challenging to manage. Local pricing from 1.5 could help with things too.
Is there some sort of list that shows all modifiers/effects one can use? Say I wanted to make literacy affect the birthrate but seems it only works per state level and not for countries. Or if I wanted to make the more oppressive laws also negative for economical development … but picking all the modifyiers by hand from the game-files and hoping I didn't miss some cool ones surely can't be the way, right?
Lol, did I just frick around with mods too much or does the AI not even expand their construction industry?
You should take some ideas from https://steamcommunity.com/workshop/filedetails/?id=2944591952
why does zog mark this mod as "This item is incompatible with Victoria 3", also dig zog censor that discord link
Victoria 3 back to hitting under 3k player numbers again
And the new Victoria 3 patch will bring.....more modifiers!
https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-92-companies.1595826/
Actually nevermind, if they do implement some of the things they listed here it would be certainly more than just modifiers.
Sound moronic. Did they say anything about fixing diplomacy or war?
its a economy game not a war game
have you ever heard about hoi4?
shut up chud
there were no wars in the XIXth century
setting up banana republics sounds pretty based ngl
>not in scope for the 1.5 update
means never. paradox is never more ambitious as you think, what they present is always what you get
Very good development, although more flavour is still needed like brands.
this actually sounds pretty good, but I trust pdx to utterly frick it up somehow
>download "modern borders" mod
>it barely changes anything
Man, frick the Soviets for making me waste hours on Uzbekistan.
Here is my suggestion which I ran through some experiments myself, but I never looked into the final numbers and balancing of things.
>remove construction sectors from the game
>add a pop need called "construction" so your rich folk will start eating all those tools, steel, etc. here the fricking good substitution is a finicky b***h and it might be better to make each good into its own category to make sure pops have to buy everything and can't substitute tools by buying steel, etc
>add base construction to government rank
>add a tiny amount of construction to all buildings to simulate the construction sector growing alongside the general economy
>add flat construction to some techs
>rebalance the economy to account for lack of construction cost, have to consider the private sector who will pay money to a pointless investment pool (as all construction will basically be free) and the state normally spending 80% on construction in vanilla
i think you should start out by defining what is wrong with construction sectors. i can't even tell what you're trying to do.
The entire early to mid game revolves around keeping construction material cost down to run more construction sectors, so you industrialize faster, because construction is the only limit involved. There is no strategy here, it's moronic and dumb. The AI doesn't even do this, so you end up outproducing every AI even as a shithole. When you reach full employment the game is basically finished and that's somewhere around 1870-1880 for most countries.
I think it is an AI problem more than a systems problem. Building buildings is a perfectly fine abstraction for the nebulous process of "industrialization."
No, that's not abstraction, that's gamification. Why can't my constructions just grow normally alongside my general economy and technology. I don't want to focus on repeating the same old eco boom bullshit loop as if I was rushing castle age in AoE2. For realism sake we might as well add some events, in case of construction good shortages, that progressively diminish construction efficiency down to zero and maybe have some buildings collapse when the shortage keeps going on forever to show that buildings aren't being maintained when construction goods are in shortage. All of this is more natural than building a construction sector.
Well. It's a game, anon. Besides if shitholes stay irrevocably shitholes, then you can't meaningfully play them. Some people actually want to conquer South America as Ecuador or whoever, and they should be able to.
Players scaling much harder than AIs is a Paradox staple, and while I agree that the gap is too wide in the current version, I don't think it is necessarily a bad thing.
He's right and your opinion sucks. Construction needs to be fixed
at least he bothered to write why
People want to play a strategy game go open up ms paint if you want to beat off to painting maps
>Some people actually want to conquer South America as Ecuador
thats what easy mode is supoosed to be for bro
So does the AI do anything in this game?
I stomped around the Middle east, south Asia and bullied china around as Russia and not once did anyone try to stand in my way, not even Britain when I butted my head all the way to their borders in India did they do anything.
I also don't think I saw more than two or three non scripted major wars happen either, outside of Germany unification, Egypt and Ottomans, and American manifest destiny almost nothing major happens.
The AI works based on strategies (those 3 things it focuses on that you can see when you click on a country) The problem though is they completely fricked up the values of these strategies leading to complete inaction in areas that matter and the opposite in areas that are irrelevant. Hence why you'll have situations where Russia won't stop you from moving into Afghanistan or Iran, but they'll send armies all the way to Mexico to fight against the US. But they also have a complete lack of these strategies for certain situations where it would make sense due to their focus on removing railroading. For example, unifying Germany is an AI strategy that pushes Prussia to dec Austria and form the NGF. Without this, Prussia would likely be forever stagnant. They didn't write anything for AI to focus on specific regions like manifest destiny, the great game in central Asia, the scramble for Africa. This is why the world feels so dead, because they didn't bother giving objectives for the AI to actually pursue.
https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-93-military-improvements-in-open-beta.1596396/
Why invest so much time to fix this piece of shit game? You're better off developing your own game from scratch. No one cares about graphics in map painting games anyway so it shouldn't be too difficult
>Anything you'd like to add?
This is probably too much, but see if you can make the UI a bit smaller so that it's easier to look at the big picture.