Victoria 3

Victoria 3

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Centralized Law Pack: Federalism, Land Reform, and Urbanization laws
   
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15 Jan, 2023 @ 6:06pm
19 Jan, 2023 @ 2:02pm
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Centralized Law Pack: Federalism, Land Reform, and Urbanization laws

Description
UPDATE CLP 1.1: Added new economic laws and production methods, separating out your rural and urban economy laws.

Centralized Law Pack is a mod which adds laws regarding the centralization of your state, including Federalism, Confederation, Feudalism, Unitary, and even Warlord States, each with different effects, as well as separating your economic policies for rural and urban economies, which replaces the Economic System laws entirely. Interest Groups are also altered to support and oppose these laws.

The mod is a bit of a WIP, but works in gameplay as far as I can tell. I'm not sure how the AI will react to it, but the AI in this game is dumb enough that I don't know it can get much worse. I have witnessed it TRYING to change the new laws, so it seems to at least understand they exist and should at some point change them, but it's rather incompetent at it.

Countries have been edited to add these laws in, with most monarchies defaulting to Feudalism and most republics defaulting to Unitary. I'm certain I've missed a few of them, or have put historically incorrect laws on certain nations. Feel free to make suggestions.

Effects are also subject to change, but right now are currently:

---CENTRALIZATION LAW GROUP:

FEUDALISM:
+50 Authority
+25 Tax Capacity
+25% Landowner political strength
+25% radicals from standard of living decreases

UNITARY:
+150 Authority
+10 Legitimacy from including Head of State
+50% radicals from discrimination
+20% political movement radicalism

WARLORD STATES:
+250 Authority
-20% Tax Capacity
+50% Armed Forces political strength
-25% Bureaucracy cost from population

FEDERALISM:
-75 Authority
+20% Infrastructure
+8% Tax Waste
-10% radicals from Standard of Living decrease
+10% loyalists from Standard of Living increase

CONFEDERATION:
+20% incoherent ideology penalty
+10 legitimacy from votes
+15% radicals from Standard of Living decrease
+15% loyalists from Standard of Living increase
+0.8% Conscription rate
-25% Military Goods Cost

---URBANIZATION LAW GROUP:

SPRAWL:
-25% bureaucracy cost from population
-25% tax capacity
Shopkeepers and Capitalists add 10% to investment pool
Aristocrats add 5% to investment pool
Can only subsidize trade centers
Can only build mining, logging, whaling, fishing, and infrastructure from investment pool

GUILD SYSTEM:
Shopkeepers add 50% to the investment pool
Aristocrats and Capitalists add 15%
Shopkeepers and Bureaucrats get +25% political power
You can build mining, infrastructure, and manufacturing from the investment pool

BOURGEOISIE OWNERSHIP:
Shopkeepers add 25% to the investment pool
Capitalists add 50%
Manufacturing and Service throughput increased by 20%
You cannot subsidize anything, even railroads
You can build logging, mining, manufacturing, and infrastructure from the investment pool

DISTRIBUTISM:
Clergy add 50% to the investment pool
Capitalists and Shopkeepers add 10% to the investment pool
Dangerous working conditions are reduced by 20%
Several lower class pops get a bonus to their political power, as do clergy
You can subsidize anything
You can build manufacturing and infrastructure from investment pool

CORPORATISM:
Bureaucrats and Capitalists add 25% to the Investment Pool
You can subsidize anything
You can only build manufacturing and infrastructure from investment pool

MARKET SOCIALISM:
You have to be a council republic
Machinists and Laborers add 20% to the investment pool
Dangerous working conditions are reduced by 20%
Shopkeepers, machinists, and laborers get a bonus to their political power
You can subsidize anything, and build all non-agrarian buildings from the investment pool

PLANNED ECONOMICS:
No investment pool additions, you have to subsidize all buildings.
+25% to tax capacity and authority


---LAND REFORM LAW GROUP

TITLED ESTATES:
Aristocrats add 20% to Investment Pool
Aristocrats get 25% extra political power
Country gets -10% Tech Spread
Country gets 10% less radicals from SoL changes
Can use investment pool on agriculture, ranches, plantations, and logging

SLAVE ECONOMY:
Requires a slavery law
Aristocrats add 40% to investment pool
Aristocrats get 50% extra political power
Plantations get 20% extra throughput
Can use investment pool on agriculture, plantations, ranches, and mines

SHARECROPPING:
New ownership production method for subsistence farms: Decrease aristocrats, increase farmers and capitalists
Aristocrats add 20% to investment pool
Capitalists add 5% to investment pool
Farmers add 15% to investment pool
Land taxes are increased and income taxes are decreased, to represent exploitation of small farmers by capitalists
Can build agriculture, plantations, and ranches from investment pool

SMALLHOLDERS:
New ownership production method for subsistence farms: Remove aristocrats and decrease clergy, add farmers
Capitalists add 10% to investment pool
Farmers add 25% to investment pool
Farmers add 25% extra political strength
Can build agriculture, plantations, and ranches from investment pool

COLONIAL EXTRACTION:
A whopping 25% throughput bonus on plantations, mining, whaling, and logging industries
-30% minimum wage from buildings
Capitalists add 8% to investment pool
Aristocrats add 10% to investment pool
Radicals from discrimination increase by 20%
Laborer, farmer, and peasant mortality goes up by 2%
Can build all agrarian/resource buildings from investment pool
Your standard of living will probably be lower than decentralized nations, good luck loser



IGs that have opinions on your centralization laws are Rural Folk, Landowners, Intelligentsia, Armed Forces, and Trade Unions. Rural Folk and Trade Unions prefer Confederations, Landowners prefer Feudalism, Intelligentsia prefer Unitary, and Armed Forces prefer Warlord States. With some variation depending on country: Landowners that have been de-monarchized instead prefer Confederations, to protect their little economic dominions, and Landowners in China have a bit more of a preference for Warlord States than in other places. Leader ideologies also heavily affect it, with communists wanting Unitary states, etc.

IGs and leader ideologies have also been changed to have differing opinions on Urbanization and Land Reform laws. Rural Folk are big fans of Smallholders, but Industrialists will fight hard for Sharecropping. Trade Unions prefer Market Socialism, but will team up with Fascist-led IGs for Corporatism in a pinch. Petite Bourgeoisie enjoy the benefits of the guild system for the middle class, but aren't too put out by capitalism.

One day I might add more laws to this mod, like different military doctrines. I'll probably work on it a bit as time goes on. One problem I'm sure I'll run into is the more law categories I add, the more ideology incoherence there will be, due to having more things to disagree on. I might even be running into that now, will have to playtest more to see if legitimacy is too hard to scrounge up.
20 Comments
No More Mr. Nice Clown GF  [author] 26 Jun, 2024 @ 1:34pm 
I highly doubt it, but I've never tested it. You could try if you want, but my assumption is it will conflict HEAVILY with the new ownership laws.
_Sun_Man_ 26 Jun, 2024 @ 3:10am 
Does it work with 1.7?
No More Mr. Nice Clown GF  [author] 23 Jun, 2024 @ 1:07pm 
Sort of. The mod made it so that socialist countries had more choices than they did in vanilla in regards to their economic arrangement, and had to spend more time setting up their laws than the one-and-done style of vanilla.

I don't imagine I'll be returning to this mod unless the next update really, really impresses me, which I doubt. Victoria 3 is a badly designed game at the core and almost certainly more work than it's worth to salvage into something really fun with mods.
owlforestpro 22 Jun, 2024 @ 7:21pm 
Why is there Market Socialism? Isnt that just the vanilla Cooperatives law?
No More Mr. Nice Clown GF  [author] 11 Jun, 2023 @ 10:10pm 
Hey guys, was gonna update this and add new laws, but spent like 2 hours trying to track down the actual definition of a script they use only to find out that it's vestigial text that does nothing and the only thing I found was ASCII art in the code. I think I'm throwing in the towel lmao this game sucks so much
No More Mr. Nice Clown GF  [author] 10 Apr, 2023 @ 1:17pm 
I think I forgot to change Junkers particularly, but China being vulnerable is intended. China is way, way, way too stable and strong in this game and I want to kneecap it in any way that I can. Unfortunately no matter what I do it seems to be more or less impossible to get China to actually shatter without essentially hard scripting them to do so. Anything that you don't force China to do, they won't, they just sit there passively or become a superpower overnight.
hiytnwgc 10 Apr, 2023 @ 8:04am 
Or is that on purpose to render an AI China vulnerable? Clearly Prussia may leverage support from Industrialists for reforms.
hiytnwgc 10 Apr, 2023 @ 8:01am 
I have noticed that unique traits such as Chinese Scholar-Gentry or Prussian Junkers do not advocate for any kind of Urban development, rendering the reforms often taken at the beginning of the game halted. One can push the abolishing of Serfdom, one may change the incomprehensible "Resource Extraction" to Titled Estates, and then it's done, while generic Landowners may reform their urban law quickly into Guild or Aristocratic Holding. Please rectify this, for example by making their economic stance into a single trait.
No More Mr. Nice Clown GF  [author] 21 Mar, 2023 @ 10:02pm 
@NoSleeper Absolutely! Anyone can use anything from my mods as they please.
NoSleeper 21 Mar, 2023 @ 6:14pm 
I've made a personal patch mod that makes this compatible with a few other mods I use and I ended up editing more. At the moment I'm making new ownership PMs for some urban planning and new land reform laws.
Started as a compat patch to now basically a submod with compatibility and integration/interaction with other mods (Communist Overhaul, Null & Void, Private Construction), etc.
I may upload it once I finish up content and I wanted to ask if you're cool with that.