Victoria 3

Victoria 3

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QoL with Tweaks
   
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3 Nov, 2022 @ 2:01pm
3 Nov, 2022 @ 7:59pm
2 Change Notes ( view )

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QoL with Tweaks

Description
Not compatible with v1.3 yet!

QoL with Tweaks

  • Disabled "missing convoys" (important) pop-up alerts
  • Raised notification types
    • building built: 28 <- 21 days
    • her born: 28 <- 21 days; type: feed <- toast
    • resource discovered: 28 <- 21 days
    • resource depleted: 28 <- 21 days
    • diplomatic_action: 21 <- 14 days
    • diplomatic_action_owe_obligation: 21 <- 14 days
    • diplomatic_action_call_in_obligation: 21 <- 14 days
    • break_pact: 21 <- 14 days
    • break_pact_owe_obligation: 21 <- 14 days
    • break_pact_call_in_obligation: 21 <- 14 days
  • Raised vertical slots for the politics panel so every pop is displayed
  • Raised message feed delay to 3 <- 1 seconds (wait before adding another message if there's a queue)
  • Random AI law enactment is reduced by 25% (0.75 <- 1.0)
  • Raised AI considering changing a production method when evaluating methods by 100% (0.2 <- 0.1)
  • Reduced AI randomness about where it makes trade routes by 10% (0.9 <- 1.0)
  • Raised minimum IG approval (-25 <- -20)
  • Raised maximum IG approval (25 <- 20)
  • IG approval change to this value if 100% of the political strength of the IG is loyalist (20 <-15)
  • IG approval change to this value if 100% of the political strength of the IG is radical (20 <-15)
  • Raised difference in positions this or higher is considered radical (3 <- 2)
  • Raised difference in positions this or higher is considered extreme (4 <- 3)
  • Lowered how many months does the approval/disapproval for a law change linger after said law change (48 <- 60)
  • Lowered number of years during which an Interest Group will be concerned about the retirement of one of their Commanders (4 <- 5)
  • Raised maximum politcal movements without IG support (2 <- 1)
  • Lowered political movements min duration (10 <- 12)
  • Lowered secession cooldown years (4 <- 5)
  • Lowered percentage of IG supporters that will get radicalized when removed from government (0.2 <- 0.25)
  • Raised how many markets have their buy package caches updated per tick (6 <- 5)
  • Raised how many spots there are on each goods leaderboard (20 <- 10)
  • Lowered each level of trade route after the first adds this % to desired trade quantity (0.2 <- 0.25)
  • Lowered trade routes may not increase level if you wouldn't end up with at least this 'buffer' of produced convoys (0.1 <- 0.05)
  • Lowered a building will not adjust its wages for the first this many weeks of its existence (1 <- 2)
  • Raised wage rates can change at most this much each week (0.2 <- 0.1)
  • Raised weekly hiring limit applied in a building per profession as a ratio of full employment (0.15 <- 0.1)
  • Raised min fraction of resources that will be discovered for each successful roll (0.25 <- 0.2)
  • Lowered duration of a timed modifier which is applied after switching a production method (34 <- 52 *8 months <- 12 months)
  • Raised max entries for price reports (5 <- 4)
  • Lowered convoy cost for each infrastructure usage in overseas state for port connection shipping lanes by 50% (1.5 <- 2.0)
  • Raised weight for picking province to attack, this is how important it is to attack under-defended provinces (1.1 <- 1.0) *needs further testing to raise maybe to 1.2
  • Raised weight for attacking provinces with a wide combat width (1.2 <- 1.0) *needs further testing
  • Raised morale gain on win (0.02 <- 0.01)
  • Raised war support on battle win (0.02 <- 0.01)
  • Raised maximum percentage of morale change (0.2 <- 0.1)
  • Raised the weight of a manpower package at 0% supply (2.5 <- 2.0) *needs further testing
  • Lowered 50% accumulated advance progress lost when switching from an attacking order (0.4 <- 0.5)
  • Raised minimum mobilization gained per day by each mobilizing battalion (0.1 <- 0.05)
  • Raised maximum mobilization gained per day by each mobilizing battalion (0.25 <- 0.2)
  • Raised number of days before a pending action is auto-declined (21 <- 14)
  • Lowered first year to start checking for death by natural causes (55 <- 60) *when characters start to die
  • Fixed/Lowered definately dead by this year (80 <- 100) *death at age 80 now, possible margin from events, etc.
  • Raised recruitable commander pool (5 <- 3)
  • Raised number of commanders you can choose from hiring (3 <- 2)
  • Raised the maximum number of characters of a certain primary role (e.g. General, Admiral) you can manually recruit (25 <- 20)
  • Lowered start considering retreat from a battle after the ratio of current manpower to initial manpower is below this (0.7 <- 0.8) *needs further testing


  • Multi Language Support (ger; eng -> braz-por, eng, fre, ♥♥♥, kor, pol, rus, simp_chi, spa, turk)
4 Comments
Revan  [author] 14 Nov, 2022 @ 11:16pm 
Maybe thats possible, you should ask the modders who created extra ui mods, because this mod is not changing any ui and i didnt work with ui changes yet.
DEMETRIUS7 14 Nov, 2022 @ 11:11pm 
thanks! Is it possible to create a tab where I show all my produced goods and their position in the ranking? Those I am first could be with a golden color, second silver and third bronze.
Revan  [author] 6 Nov, 2022 @ 8:41pm 
So what are you saying? Vanilla gives you 20, the mod gives you 25....
Or do you really want a mod that just enables 25? You could just edit the one line in defines.
stratospaly 6 Nov, 2022 @ 7:27pm 
I would love a mod that just gives 25 Admirals and Generals.