Victoria 3

Victoria 3

66 ratings
Influenceable Obsessions
   
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19 May @ 6:36am
30 Jun @ 7:12am
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Influenceable Obsessions

Description
Do you almost never get an obsession naturally in your playthroughs?
Would you like to boost a specific industry's turnover by massively increasing pop consumption?
Or would you like to get your people addicted to alcohol for roleplay reasons?

Then this might be the mod for you.


I have always been a bit disappointed by the vanilla obsession mechanic, seeing as it tends to be quite random and unreliable. The only methods to get (some) obsessions used to be dumb luck, special journal entries, or unique events. With this mod I aimed to give players the opportunity to try and promote up to three obsessions for their primary cultures. I do realize this may lead to some very broken economies; however, I believe that every player can use it as they see fit.

For reasons of balancing, this is how it works:
Upon researching mass communication, a player unlocks decisions to promote a certain good (additional research requirements may apply.) If they have more than 0 bureaucracy, they can choose a decision. The following goods are able to be promoted:

Category
Goods
Staple Goods
Fish, Fruit, Groceries, Meat
Industrial Goods
Aeroplanes, Automobiles, Clippers, Paper,
Small Arms, Steamers, Telephones
Luxury Goods
Coffee, Fine Art, Liquor, Luxury Clothes, Luxury
Furniture, Opium, Porcelain, Services, Sugar, Tea, Tobacco,
Wine

You can only successfully promote one good per category, so choose wisely. Once an obsession has been established, there is no going back. If a decision has been taken, an event pops up with three options:
  • Modest Promotion Effort: -5% bureaucracy, -0.25 x authority, and -10k government expenses for 5 years (50% chance of success)
  • Increased Promotion Effort: -10% bureaucracy, -0.25 x authority, and -10k government expenses for 5 years (75% chance of success)
  • Extreme Promotion Effort: -10% bureaucracy, -0.25 x authority, and -20k government expenses for 5 years (90% chance of success)
As you can see, these modifiers are quite harsh, so make sure your economy can handle these expenses before choosing to promote an obsession. The government expenses are fixed, so you may want to hold off on promoting an obsession until you have a more thriving economy. Additionally, if you are successful, every primary culture of yours will become obsessed, so think about whether or not you want to form a nation first. You will not be able to promote the same obsession again. You can always try again, though, should you fail.

This is my first mod, so any feedback, especially concerning your opinion on balancing, is appreciated. I am aware, however, that I will not be able to cater for all tastes.

English and German localization are included.

Chinese translation, courtesy of 牛奶大魔王:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880069248
Russian translation, courtesy of 0kram:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3487106050

Thank you to everyone contributing!
Special thanks to Caracus for offering some much-needed support.
27 Comments
Peter Zwegat  [author] 30 Jun @ 7:27am 
Hi everyone, thank you for your feedback! After some testing, I've updated the values. Modest effort now costs 5% bureaucracy (instead of 500), increased and extreme effort cost 10% bureaucracy. The fixed promotion costs have also been halved across the board. I hope this will make you have a better time playing minor nations. Let me know how it plays out for you.
小晨 29 Jun @ 9:06am 
Good mod but I think we should use precentage instead of a certain number
Allein 28 Jun @ 6:18pm 
Steam users trying to read comments challenge: Impossible
Mr.Wolf ♔ 28 Jun @ 8:10am 
He literally explained why he didn't do taboos below...
Raz Sofer 24 Jun @ 2:30am 
You should do the same for taboos
Pokesus 23 Jun @ 5:01am 
Finally, i can make my chinese citizens addicted to all kinds of alcohol and tobacco aside of just opium.
Time to do some gambling.
SiegeThanks 20 Jun @ 8:55pm 
Really love the mod, thank you for your work!

One note though: I was playing as Norway, used the decision to add fish obsession, and after forming Scandinavia (and adding swedish/danish/icelandic/finnish as primary cultures), I couldn't use the decision for staple goods again to add fish to the other new primary cultures. Any way around that?
Malasuky 18 Jun @ 10:05am 
I do agree with Memir Masher suggestion, should be a percentage.
Great mod
Memir Masher 18 Jun @ 2:54am 
Hey, I think you should remove the 40k government expenses and use something like -10% buerocracy.

It does not make sense that a small nation like Switzerland and a huge nation like China spend the same amount of govermental effort for this kind of job.
MasterOfGrey 15 Jun @ 9:42pm 
Definitely going to check this out, looks rather neat