Victoria 3

Victoria 3

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Imperia Roleplay
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131.500 MB
12 Nov, 2023 @ 9:52am
19 May @ 1:49am
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Imperia Roleplay

Description

Imperia Roleplay is a mod for Victoria 3 aimed at multiplayer playthroughs by compiling multiple mods, adding unique flavor, and balancing mechanics with the goal of enhancing historically plausible story-driven gameplay. It is the main mod for the Victoria 3 community of Imperia Roleplay.

Announcement
Greetings Victorians!
Considering our focus is mostly on multiplayer and stability of the game-state, we are taking a look at the different parts that compose our mod and trying to isolate the parts that are most likely to cause desyncs. As is known, we are a small team, and this will somewhat delay the 1.9 update for the mod. We have already set up two playtesting sessions with our testers in order to evaluate, bugfix and isolate desyncs as much as possible. It is our intention to work on the update as soon as we get through our playtest sessions and fix however many bugs we can, but there is no current timeline for that.
As always, we are thankful for the support shown by the community, and we will keep you updated on the proceedings as much as possible.

Imperia Roleplay Mod Team

About the mod
Main features of the mod:
  • Roleplay primers which give a summary of a nation’s history at game start.

  • Expanding and balancing laws, with some of our own unique laws and balancing laws so there are no “meta” laws. For example, public schooling is nerfed and more options such as “Patriotic Schools” are added.

  • Balance gameplay around history, such as making authoritarian and conservative playthroughs viable rather than pushing for modernization and liberalization as the only viable gameplan.

  • Nation specific flavor through state traits and unique journal entries/event chains such as a reworked Tanzimat journal entry for the Ottoman Empire and a similar journal entry for the Qing empire which can contribute to its collapse into warlord states or the centralization of the empire.

  • New nations aimed at encouraging intriguing diplomatic play in a multiplayer setting such as Poland and multiple Qing governors.


New this patch
  • Revamped Tanzimat: The Ottoman Sphere is getting more events and decisions to improve the roleplaying of all players involved in the area.
  • Carlist Wars: Pick your side on the war for the right to rule the monarchy.
  • Revamped Qing: Updates on all JEs and Events involving the Qing and their governors and tributaries, including their own Power Bloc, the Mandate of Heaven.
  • Frankfurt Conference: Sway Princes and decide the fate of the new united Germany under the Gutter King.
  • Balance Patch Update for New & Old Mechanics
  • New Icons for our Technologies & Mobilization Options


As a multiplayer centric mod, we also add many unique mechanics aimed for RP multiplayer games and QoL changes such as:
  • Great Power congress: Great powers can call a Congress based on the Congress of Vienna, in which a GP can request claim to a state, denounce or embargo a fellow power, or recognize a foreign power. Events about the Congress will fire for as long as the Congress is active, simulating interactions between the attendees’ diplomatic teams. Great Powers and Major Powers can vote in the Congress once their mind is made up by supporting, opposing, or abstaining the motion, impacting the vote by the amount of prestige they have.

  • Political Discord: This has been removed as of the latest release.

  • Money Transfer: A new tab on the budget interface enabling direct money transfer between nations to aid players in negotiations and emergency aid packages.


  • QoL for Multiplayer: Many other mechanics are balanced around multiplayer games, such as a split bonus to construction depending on your nation rank (10/5/0 for Minor Powers/Major Powers/Great Powers) and disabling the pause button/speed buttons so they are only available to the host.

To improve multiplayer stability, we have compiled and adapted multiple mods that range from QoL improvements to flavor mods, such as:
  • Compact States: Compact state overview which allows player to see all state’s stats in a single window.
  • Miniature World: Modifies models to be as true to size as possible, making cities look more realistic in the map.
  • Clear miniature roads: Prevents buildings from spawning on top of roads and rails, adding map immersion.
  • Enhanced Graphics: Enhanced lighting and graphics mod that makes several changes to make the game look better.
  • Dense trade route tab: Changes the trade routes tab into a more compact version.
  • East Asian Namelist Improvement: Fixes many of the East Asian cultures to have historically accurate names.

    Mods that were used previously, and have inspired our own version of things:
  • Victoria Tweaks: Lightweight mod whose aim is to enhance gameplay experience such as tweaking population growth, small improvement to flavor, among many others.
  • Better Decrees: Adds and renames multiple decrees. We have balanced the cost and multipliers of these based player feedback.

Links:
- Github[github.com]
- Imperia RP Development Discord[discord.gg]
- Imperia RP Community[discord.gg]


CREDITS
This mod is a passion project developed by:
Lead Developers:
  • hidde0
  • fallonar
  • danarca
Modders:
- arkaik.0 | emifas | animeminecraftsheep | .sir_cheese | crushita | RevoLou

With contributions from:
  • dominikusrex

Former lead developers:
  • johnbrown1
  • hammurabae

Former modders:
- banana9050 | supermax9839 | quasarkaese | aleksander108 | Blackpantherdarwin | catto6 | quaza_
160 Comments
koukouman4ever 23 Jun @ 11:56am 
just wanting to say thank you again for this amazing mod . I have over 2 thousand hours on this game , and over half of it is with your mod on. It really gave a more immersive felling with its new laws, new countries (bulgaria, poland , china) , buildings , and all its other small changes
RevoLou  [author] 22 Jun @ 10:47am 
Greetings Victorians!
Considering our focus is mostly on multiplayer and stability of the game-state, we are taking a look at the different parts that compose our mod and trying to isolate the parts that are most likely to cause desyncs.
As is known, we are a small team, and this will somewhat delay the 1.9 update for the mod. We have already set up two playtesting sessions with our testers in order to evaluate, bugfix and isolate desyncs as much as possible.
It is our intention to work on the update as soon as we get through our playtest sessions and fix however many bugs we can, but there is no current timeline for that.

As always, we are thankful for the support shown by the community, and we will keep you updated on the proceedings as much as possible.

Imperia Roleplay Mod Team
Danarca  [author] 19 May @ 2:04am 
Update has just been released:

v0.11.0
* Lignite coal, a weaker coal variant, has been added
- For gameplay purposes, lignite mines produce normal coal, just in smaller quantities, but with greater pollution.
* British Republics can now select a new flag from a selection of 5
* Krakatoa now makes sense in large multiplayer games
* Private allocations have been decoupled from economic laws and can instead be configured through the budget tab
* Foreign Policy signalling "laws", for Roleplay purposes.
- Change them through the diplomacy tab!
* Add Wargoals during war
- Based on this mod, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3390504397 , just bugfixed
* Unified Roleplay Primer decision that can only be pressed before 1840
* Bug fixes!
Danarca  [author] 29 Apr @ 7:46am 
@DynamiteBonaparte; Congress is meant to be between players, as such AI wont start them on their own. But they *will* vote according to their relations with the target(s) and the host of the congress.
Generally, the mod is designed around multiplayer, so the AI on many of our new features is very barebones. Implementing reasonable AI would probably double development time =/

And thank you for the kind words!
DynamiteBonaparte 29 Apr @ 5:36am 
hi,
first of all i want to thank you for developing this awesome mod.
i have a question.
the AI doesnt seem to use the new great power congress feature.
is this a bug or is this normal and the congress is only supposed to be used by real players?
i only use the "headlines" mod and "imperia roleplay" btw.
Danarca  [author] 19 Apr @ 6:56am 
@faber_avgust; While it *is* possible to set up a machine translation script through AI these days, it's a lot of work compared to the gain :( We've had some guys attempt to translate it into Spanish and Polish, but problems arise when we add new content or update localisation. Sorry!

@koukouman4ever; There hasn't been any new updates steam-side since the 1st of March. Are you playing with other mods? If you're not, I'll probably need you to join the development discord (from the Links section) to sort this out! Sorry about that =/
koukouman4ever 19 Apr @ 6:47am 
hallo, there is a problem with the new update, the ottoman journal entry doesnt move forward after completing the first 4 tanzimants, I ve downloaded the mod from here, then deleted it and dowloaded for github, and the problem persist
faber_avgust 12 Apr @ 12:40pm 
Absolutely love this mod, it gives me all what i want. Just finished my first game with Kokand, and it was super interesting.

One question, more about localization. Is it possible to add mod text in english in other localisation? Bcs when play in other language, the mod text looks more like "command line, script". Maybe there's a chance to have all text part of mod in english with other locolisations.
Danarca  [author] 1 Apr @ 1:50am 
@The Lamb I'll pass it on to Fallonar, thanks for finding that! That part of the script is indeed from pre-1.8 :)
The Lamb 1 Apr @ 1:46am 
One of the Ottoman Absolutist journal entries requires the Balkan subjects to be dominions. A holdover from 1.7's subject tracks?