Victoria 3

Victoria 3

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Power Blocs Expanded
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19 Dec, 2024 @ 8:09pm
24 Jun @ 6:15am
14 Change Notes ( view )
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Power Blocs Expanded

Description
[ko-fi.com]
Updated for 1.9, let me know if you encounter any issues
Changes:
  • Almost everything is toggleable and customisable with game rules
  • Added the ability to switch power bloc identity and keep your members and half your principles worth of mandates
  • 32 new Principle Groups have been added; 6 tied to each Identity, and 2 generic
  • Removed scripted rules limiting unlocks of 3rd and 4th Principle slots
  • Mandate progress has been heavily normalised (see below)
  • Power Blocs no longer cost 500 influence to maintain
  • Max Principle slots increased to 8, starting Principle levels increased to 2
  • Cohesion impact from members cut in half
  • External Trade II's Influence generation reduced by 80%
  • Advanced Research III's effect changed from +10 innovation cap to +5% Technology Research Speed
  • Vassalization III's useless subject decree effect has been made baseline in to Sovereign Empire and a new +25 Influence per Subject modifier has been added in its place
  • Sovereign Empire's overpowered Subjugation effect has been removed from the identity by default and replaced with a Sovereign Empire unique Principle that returns the ability. The steep penalties to member joining and cohesion associated with Sovereign Empire have also been moved from the identity to this Principle, allowing you to forego them entirely in favour of a Power Bloc concentrated solely on your existing subjects
  • Starting power blocs have been adjusted
  • Sovereign Empire's Subjugate, Religious Convocation's Change State Religion and Ideological Union's Regime Change no longer require cohesion but now cost infamy (50% of the usual cost of Protectorate or Regime change respectively)


Mandate Progress explained:
In vanilla, mandate progress is determined thusly:
  • 1 to 6, depending on power bloc rank
  • An uncapped amount scaling with the rank value of each member
  • Both of these are then scaled by the modifiers on cohesion thresholds.
The members contribution dominates here, and leads to incredible differences in mandate progress. The British Empire will generate mandates more than 10x quicker than, say, a freshly created French power bloc. I’ve made steps to normalise this, and so mandate progress now instead scales from the following:
  • The square root of the sum of member rank values, rather than the full value
  • Up to 10 based on cohesion, scaled with the square of cohesion %
  • Small power blocs receive a -10% penalty per member below 8
Additionally the final value is scaled such that the cost of each subsequent mandate increases by a multiplicative 6% per mandate. The net result of which is that a power bloc with +15 pre-scaling progress (roughly the median power bloc) will take 50 years to unlock their full complement of principles, assuming their pre-scaled progress does not change. Tooltips explain these effects on Mandate progress hover.

You may be thinking: wow, mandate progress now scales with two different non-linear functions which are then scaled by another non-linear function? Yep. Have fun optimising that! Hope you’re familiar with the basics of calculus!

Chinese localisation available
161 Comments
Bigmanfentanyl41 26 Jul @ 12:58pm 
deregulation with the investments doesnt work
I have a problem with Power Blocks, but I don't know if it's a bug or intentional.

VG.
她说话有股孩子气 23 Jul @ 12:54am 
Here's a method I've been using to make playing with both Super Power and Power Blocs Expanded more enjoyable. The addition of Super Power slows down the authorization speed—authorization only calculates national rankings, and often by 1870, less than half of the authorization slots can be filled.

We can go into the "common" folder in Power Blocs Expanded, find the "power_bloc_identities" folder inside, copy the txt files within it. Then, use the same method to locate the txt files in Super Power, paste the copied files there. Remember to delete the original files and make a backup first.

I haven't tested this method in depth, but it's clear that the authorization speed has improved significantly. In the test, Britain's weekly authorization speed increased from the original 5 to over 20. If you're troubled by this issue, you can give my method a try.
**Blue-Wolf** 15 Jul @ 5:57am 
Some of the effects dont seem to be working i.e. Economic Imperialism 3 - no additional company, Unity 3 - no additional cohesion.
matigietz 13 Jul @ 12:24am 
I am seeing this mod in my crash log:

[20:54:30][pdx_data_callstack.cpp:130]: Trying to access non-const context pointer from a const context for type 'Country'
[20:55:10][jomini_script_system.cpp:247]: Script system error!
Error: Failed to fetch variable for 'holy_war_target' due to not being set
Script location: common/scripted_effects/kates_power_bloc_scripted_effects.txt:100
common/on_actions/kates_power_bloc_on_actions.txt:21

on 1.9.6.
None of the power blocks have a mandate related to holy war.
Devry Trost 1 Jul @ 2:05pm 
I love this mod. Really great work adding depth and balance to the system. I love the new mandate calculation, and especially the 'late start' mandate drop, very well done.

I just have one suggestion, apart from the various bugs and goofs others have mentioned. Make creative legislature an open principle again, don't tie it to ideological unions. That -33% stall chance for all bloc members is universally useful, it REALLY helps the member countries make constructive progress on reform - something that the AI is incredibly bad at. The AI also likes it for their own blocs, so letting them grab it more often leads to a more interesting world with more challenging opposition, as I have found personally having made this change myself using your mod.

That's my only major suggestion, though. In general I think you've done a great job giving the blocs more depth and unique character, and I very much agree with this design philosophy in general.
zzzptm 30 Jun @ 9:16am 
[11:07:13][jomini_trigger.cpp:721]: Inconsistent trigger scopes (power_bloc vs. country) incommon/script_values/kates_power_bloc_script_values.txt:741

This repeats for every line where is_subject = no is present

[11:07:13][jomini_eventtarget.cpp:299]: Invalid scope types for event target link, link: overlord at common/script_values/kates_power_bloc_script_values.txt:834

also for lines 851 and 852.
J.C. Vocke 29 Jun @ 5:36pm 
It seems the Deregulation Principle isn't actually granting investment rights between members. It does seem to create the treaty, as after editing it to notify me and removing the Principle I get approximately 2983059 notifications of the treaty breaking, and when I re-add the principle I do see the treaty type reappear in my save between members in the bloc, but I still can't invest in my Bloc Members. I don't have any major mods that touch Principles other than this one, and even moving this mod to the very bottom of my list didn't change that, so I don't think this is a Mod Conflict. Great mod other than that though.
O 29 Jun @ 1:05pm 
the innovation cap modifier is set to country_weekly_innovation_add = 5, if you could change it to country_weekly_innovation_max_add = 5 would be very cool thank you Kate!
ThyChives 29 Jun @ 1:55am 
When having a Ideological union bloc, using the bloc regime change has no effect on laws- I could be mistaken but I have little mods, and don't see any overlap with other mods regarding diplomacy/blocs