Victoria 3

Victoria 3

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Angry Interest Groups
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1 Nov, 2022 @ 9:53am
10 Jan, 2023 @ 4:59pm
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Angry Interest Groups

Description
Are Interest Groups too passive for you? Wish the liberal intellengensia would actually care that they live in an absoloute monarchy hell hole? Want to see more political movements? Then this mod is for you. This mod makes interest groups care a lot more about your current laws. IG's will frequently be unhappy if they live in a country with laws they strongly disagree with. This means liberals in highly conservative countries like Austria, Russia, Ottomans, Persia, etc.. will be unhappy. Same with trade unions living in a capitalist dystopia, or landowners living in a liberal paradise.

The mod also makes political movements to enact new laws more frequent, stronger, and last longer. No longer will you be able to ignore your interest groups' demands. At least, not without an uptick in radicals.

Lastly, the mod adjusts a few ideologies. Intellectuals hate living in an oligarchy and autocracy now. Industrialists disapprove of mercantilism now too, and approve of protectionism instead of disapprove (some liked protected markets!))

Compatibility

This mod should work with anything that doesn't mess with the political movement system, interest group approval, and a few ideology traits.

Changelog

V.5

- Gave a buff to the AI so they won't succumb to revolution so often. They're just not good enough to deal the political changes in the mod.
- Specifically, every AI gets a modifier that gives them +5 IG approval, +10 government legitimacy, -20% radicals from SoL changes, and -20% political movement radicalism.

V.4

- Upped political radicalism from movements to .004, like it was before Paradox turned it down to .002.
- Changed the proletarian ideology, which trade unions have, to strongly disapprove of no school systems, health insurance, welfare, per capita tax, and consumption tax. Also made them strongly approve of graduated taxation. Made them approve a little less of certain reforms as well, so if you go half way they won't be satisfied. This all has the effect of making trade unions a potent force late game.
- Made the Republican ideology strongly disapprove of landed voting, instead of being neutral.
- Made the Republican ideology neutral on wealth voting, instead of approve.
- Made the Laissez-Faire ideology neutral on interventionism, instead of endorsing.
- Made the liberal ideology strongly disapprove of outlawed dissent, instead of just disapprove.

V.3

- Changed movement to enact chance from 1.04 default 1.0 to .4 (too many political movements were happening, screwing over the AI
- Changed max political movements from 3 to 2
- Reduced strongly opposed effect from -6 to -5
- Made political movements happen when there's already one more likely than before, but less likely than default (now that they're limited to 2, it's okay if they happen even if there's already one)


V.2

- Updated mod for 1.04. Removed the bonus to political movement enactment, since the update increased that from .2 to 1.0, and my mod increased it to .2 to .5, so the mod would actually have less political movements than the game if I kept that in.

V.1

- Changed interest group approval/disapproval cap from current laws from 5/-5 to 10/-10. (making IG's more opinionated about the status quo)
- Changed interest group approval/disapproval for a law they endorse/oppose from 1/-1 to 2/-2. (making IG's more opinionated about the status quo)
- Changed interest group approval/disapproval for a law they strongly endorse/oppose from 2/-2 to 6/-6. (so IG's really hate/love certain laws)
- Increased minimum political movement support needed from 10 to 13 (so movements tend to be more relevant and stronger)
- Increased chance for a movement to enact a law from 20% chance to 50% chance every time the game decides to check (5% chance a day) (so enact movements happen more often)
- Increased minimum support needed for movement to not disband from 5% to 10% (so there aren't a bunch of irrelevant movements)
- Increased political movement minimum duration from 12 months to 24 months. (so movements last longer)
- Changed political movement disband chance after minimum duration from 2% to 1.5% (so movements last longer)
- Halved political movement chance to spawn when there's more than 1 movement already (so there's not too many movements at once, all pumping up your radicals count)
- Reduced IG approval/disapproval from loyalists/radicals from 15/-15 to 10/-10. (So IG emotions are dictated equally by current laws and current amount of radicals).
- Changed the republican ideology to strongly disapprove of autocracies and oligarchies. (these laws should be the very bane of liberals existence, so I made them hate it more.)
- Changed the laissez faire ideology to disapprove of agrarianism and strongly disapprove of serfdom, and disapprove of mercantilism and approve of protectionism (mercantilism is outdated at this point in history, so there should be more disapproval of it, also, many capitalists supported not just free trade but also protectionism. It doesn't make sense for them to favor only one.)
44 Comments
hadley get ipad 15 Jan, 2023 @ 5:50pm 
👀 gotta finish up my current game but I'm very interested in checking that out
Caesar15  [author] 15 Jan, 2023 @ 9:05am 
Hey all. I’m pleased to announce the release of the Ultra Historical Politics Mod! It contains all the features of this mod plus much more. Please subscribe!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2918521358
Caesar15  [author] 10 Jan, 2023 @ 5:02pm 
I uploaded the AI buff @hadley. I think you'll like the new mod, which should be coming out in the next few days!
hadley get ipad 7 Jan, 2023 @ 4:49am 
Yeah that makes sense, classic paradox AI. I'm excited to see what you have in store for your other mod though!
Caesar15  [author] 6 Jan, 2023 @ 12:52pm 
I know what you mean @hadley. The problem is the AI isn't very good. Whereas even a new player will recognize that to avoid a revolution, you pass the law that the revolutionary movement wants, the AI isn't very good at it. So to make the AI stable, you end up making it too easy for the player. Fortunately, I'm working on another mod that has a lot of these changes, and one of the things I'm working on there is making politics a bit more stable for AI countries. If that ends up working, I'll import the changes here.
hadley get ipad 6 Jan, 2023 @ 12:03pm 
Overall I love this mod, I always thought angry IGs were way too easy to deal with and this helps a lot with that. However I think they might be a little too aggressive now, at least for the AI. For example the US basically always has a successful abolitionist revolt within a few years after the start of the game. I'm not saying it should never happen, just that it happening so often and so quickly seems weird and unintended. Lots of other AI nations have frequent revolts too. Granted I'm also using a bunch of other mods including your other Historical IGs mod, so this might just be a weird interaction or something, not really sure.
Caesar15  [author] 14 Dec, 2022 @ 9:59am 
Good news all, with the latest patch Angry interest groups can now join the government and even launch political movements from office. This means I can safely raise the disapproval cap from status quo laws from -10 to -15. This should make it to where you can more easily please angry interest groups, and also make it easier for them to start revolutions. Before they would start the countdown but they would almost never actually revolt. Hopefully with the changes they’ll be more of a check on your power, forcing you to be strategic.
Caesar15  [author] 14 Dec, 2022 @ 9:52am 
Glad it helped!
TrJacobin 6 Dec, 2022 @ 10:08am 
Not sure how or why, but this mod seems to solve the ideological incompatibility update fail! When I put in the intelligentsia with the landowners, for example, my legitimacy tanks! Awesome!
Caesar15  [author] 1 Dec, 2022 @ 5:36pm 
Good points on raising the cap as well. I agree it wouldn't be too bad of a change if laws took longer. I just wish there was a way for a party/ig to help move a law along even if they're not in government, without needing a movement. A kind of half measure.

I appreciate the observer games, and glad to see it made your end game a bit spicy! And thanks for the thanks, I am always happy to make the game open to a different experience.