Victoria 3

Victoria 3

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[1.9] - Project Variety
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1.010 GB
26 Dec, 2024 @ 12:09pm
30 Jul @ 8:53am
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[1.9] - Project Variety

In 1 collection by Fulmicotone
Project Variety's Archive
10 items
Description
WARNING
Project Variety is NOT compatible with most mods, especially Community Mod Framework.
Stability is NOT guaranteed for lobbies with more than 20 players.

Tired of playing Vanilla or any mod lacking balance?
Here's the solution: the name's Project Variety.

The objective of the mod is to provide nearly every nation a chance to stand out while keeping their unique traits, so they don't all end up feeling too similar, which is one of the big problems of Vic3.

Really important: the focus of the mod is not historical plausibility, but to create a balanced
environment for both singleplayer and multiplayer.

If you have any suggestion, or want to leave some feedback, make sure to join the mod's discord server [discord.gg]

If you're looking for the music mod of the alpha version, here is the link Fulmi's Choice

Thanks to the approval of their authors, this mod now integrates and improves Victoria Universalis IV, University Inventions, Make Decisions Great Again and War Support Rework

Also, a big shout out to Drogan, the author of Basileia Romaion for allowing me to use some textures of his mod.

Some of the Features:
-Added a new Control mechanic that rewards players who play tall and stay conservative instead of embracing the meta of the game.
- Most of the PMs in the game have been rebalanced, making the majority of the buildings barely profitable under normal conditions; to raise the profits, more than 100 unique technologies and PMs have been added to encourage players to specialize in the production of certain goods and rely more on trade.
- Added Missionaries and Governors to convert religion and culture in a state (if exiled, it's possible to recall them with a button on the National Focus tab).
- Added new cultures, religions, buildings, companies, ideologies and prestige goods.
- The infamy decay has been raised from 5 to 10 per year, the infamy thresholds have been raised as well.
- Added State Capitalism.
- Interventionism, Agrarianism, industry banned and command economy are now situationally better than laissez faire.
- Reduced the throughput malus for government owned buildings from 50% to 20%.
- Countries will now take much more war exhaustion depending on the percentage of occupation by the enemy.
- Power blocks give 3 mandates on creation, but mandates take double the time to be generated.
- Power Blocks now have a maintenance cost, so not making one or being in one can actually be a good strategy.
- Diplomatic pacts give more leverage depending on the type of pact.
- The army experience and conscription system has been completely changed, if you want more details go check my other mod Conscription Overhaul

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Shout out to Mia and H40p for their help, Mia has helped flush out more of the native perspective in North America and H40p has contributed several flags including Yuman and the Great Cahokia variants.

The mod is free to use, I do not claim the ownership of it.

If you find any bug, problem or grammar error, please report it in a comment or the Discord server, it would be massive for me.
Have fun :)
Popular Discussions View All (1)
3
27 Mar @ 5:21pm
United Republics of America
-=Sid=-
357 Comments
Fulmicotone  [author] 8 hours ago 
yes, laissez faire indeed works
Паевые фонды 13 hours ago 
Laissez-Faire work?
Fulmicotone  [author] 28 Jul @ 10:46pm 
nah I've been playing the mod multiplayer too and even if you play extremely wide, it's more than possible to stay positive, as soon as you don't go for all the meta laws
Dougie 28 Jul @ 8:30pm 
Generally its just impossible to have positive control mid-late game because theres far far more negative modifiers than potential positive ones. Its very frustrating.
The Degenerate 28 Jul @ 4:52pm 
Something actually happens: The mod
Fulmicotone  [author] 28 Jul @ 2:01pm 
Deficit spending was not a thing before 1929, but I'm planning on making it more gradual, instead of a flat immedieat -20; as for colonization, it makes colonial administrations and chartered companies an actual option, since they are kinda useless in vanilla.
Dougie 28 Jul @ 1:31pm 
Enjoying the update and new ai being more competent. Some of the early formations feel a bit out of place, like a massive aggressive germany uniting within the first 3 years of the game. I also suggest landlocked countries starting with transit rights since the ai often cant figure it out themselves.

The new control system has some harsh balancing choices, like -50 for 30% debt in a game where deficit spending is a core component to economic growth. Its even wierder when high control gives loan interest rate buffs, but to get good control you basically cant have debt. The control system seems to punish your nation for struggling, making it much easier to send your economy into a death spiral.

It also nearly ruins colonization (which already has crazy infamy cost in this mod) because even owning a tiny 20k pop colony messes up your control, and if this 20k pop colony is poor and starving, then you end up with another -15 nationwide control malus.
Fulmicotone  [author] 28 Jul @ 10:51am 
To check how to increase control you can check the tooltip on the top right, you need to hover over the word "control" and you will get a list of all the stuff that can help you managing it
SamSki 28 Jul @ 7:21am 
The Control penalties are also just waaay too high.
SamSki 28 Jul @ 7:20am 
Really cool mod, works very well, however the control system is insanely unbalanced and boring. It's way too easy to lose control. Very cool overall however and totally worth playing