Victoria 3

Victoria 3

[1.9]Ultra Historical Politics
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Update: 15 Jan, 2023 @ 8:54am

hotfix

Update: 15 Jan, 2023 @ 7:31am

# Changelog

### 1.0 (initial release)

## Features
- Added new generic and country-uniques ideologies
- IGs gets dynamic ideologies changing over time with Journal Entries
- Implemented weighted wealth suffrage
- Implemented weighted universal suffrage
- Malaria modifier prevent colonisation at all unless relevant techs are researched, slowing considerably scramble for Africa
- Added Journal Entry when getting rid of Serfdom so Landowners are not stuck with being pro-serfdom all the time
- Overhauled IG attraction values depending on a ton of new parameters and country-unique situations
- Added flavor content for various countries politics (Journal Entries, events, unique IGs/Ideologies)
- 1848 Journal Entry gets more logical triggers

## Balance
- Ideologies rebalanced on their law stances
- Multiculturalism is only supported by far-left leader ideologies
- Rebalanced odds for leader ideology traits to appears
- IGs are more likely to support political movements
- Political movements are more powerful and last longer
- Complete rebalance of nearly all laws
- Reduced drasticaly religious conversion and assimilation speed (to be more realistic)
- Increased drasticaly effects of discrimination and the radicals from discrimination
- Added base vote value for dependants (so elderly people have voting rights...)
- State incorporation time drasticaly increase when not homelands
- Rebalanced political legitimacy over the board
- Rebalanced ideological incoherence
- Rebalanced political parties formations and IGs inside. Avoid illegitimate big-tent parties.
- Nerfed "tactful" leader trait
- IG opinions can get bigger values (both positive and negative)
- Reduced IG suppression effects
- Nerfs on decrees
- Quinine tech is now tier III
- rebalanced threshold for powerful/marginal IGs
- Elections are less random
- Reduced max declared interests of countries by just existing
- Reduced max declared interests from fleet power, especialy early on
- Infamy values rebalanced so taking unclaimed non-homeland territories on recognized nations is diplomaticaly costly, but taking lands from unrecognized minors is not giving much infamy
- Treaty ports only works on unrecognized powers
- More popular support for social laws
- China is more likely to implode if conditions fits
- Revolutions need 75% radicalism to trigger

## Database
- Ideologies of IG are set depending of starting countries
- Set historical laws on game start for most countries
- A good chunk of the Austrian Empire starts unincorporated to better reflect historical status of the Empire while being consistant with other Empires in-game
- Bucovinia is a releasable country
- Reworked starting diplomatic relations at game start to be closer to History
- Changed starting declared interrests

## AI
- AI should be more reactive and enact laws more often
- AI gets special political rules to avoid falling in civil wars way too often
- AI should intervene less in diplo-plays

## Bugfixes
- Confederation events for German/Italian minors now works with candidate subjects and not only with custom unions members (excluding subjects). Lead with more consistant Germany formation under AI
- Added cancelation triggers on law enactment events so they don't fire out of purpose
- Famine modifier does not stack (avoid free decrees exploit)
- Corn Law is now longer possible with isolationism (fix an other exploit)

## Compatibility
- Compatibility with Ultra Historical Research & Education
- Compatibility with AroAI

## Languages
- English
- French