Victoria 3

Victoria 3

Playable Late Game
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Update: 4 Nov, 2023 @ 11:26am

  • `TICKS_FOR_FULL_SPENDING_UPDATE` increased from 50 to 75 to decrease the frequency of spending calculations.
  • Removed less aggressive AI defines.
  • `MIN_POP_NUMBER_LEAVE_IG` set to 250.0 to minimize the frequency of migration checks.
  • `MAX_POP_FRACTION_LEAVE_IG` set to 0.03 to cap the demographic changes and reduce calculation load.
  • `NUM_TIMES_TO_INITIALIZE_WEALTH` increased from 10 to 15 to stabilize the economic simulation.
  • `HIRING_RATE` set to 1 to streamline the economic updates related to employment.
  • `SLAVE_TRADE_MIN_VACANCIES_NEEDED_TO_IMPORT` set to 800 to decrease the frequency of slave trade calculations.
  • `SLAVE_TRADE_MIN_POPULATION_TO_EXPORT` set to 130,000 to limit the number of slave trade transactions.

Update: 30 Oct, 2023 @ 5:40pm

Update: 29 Oct, 2023 @ 8:32am

Update: 19 Oct, 2023 @ 5:45am

Added a modifier for players to replace the base construction value that was removed from the game because it was used by AIs, causing long-term lag.

Update: 12 Sep, 2023 @ 9:08am

Removed 'buildings' and 'building_groups' folders for better compatibility with other mods.

Update: 10 Sep, 2023 @ 11:58am

  • Resolved translation bug that interfered with other English translations in the game. (1.5.0 Fix)
  • Removed reduced AI update frequency effect which unintentionally decreased AI intelligence.
  • Removed the 'trigger_event' journal entity which initially launched the "Thank You!" event for the player at the game's start.

Update: 20 Aug, 2023 @ 4:42pm

Your Changes

Now, migrations, population growth, and constructions will be functioning for any country that is in the same market as a player (just as it will no longer increase your false GDP and Population), and if the player exits the market or the AI exits the player's market, the AI will revert to receiving standard treatment.

Small states will now not receive different treatment from any other AI state, thus making it possible to unify Germany through the technological research of 'nationalism' in these countries.

Changes that previously had to be made manually by the player with the decision to remove any effects that the mod may have mistakenly given to the player will now be done automatically and do not require any intervention. This enables a multiplayer player to resume play if their country was taken over by an AI that disabled their construction sectors.

Options

An option in the 'Game Rule' has been added for the player to choose whether or not they want the integration of cultures and religions in the AIs.

Bug Fixes

With unexpected changes that added effects to your states or nations where the player had influence, now being automated to be removed, several bugs with false modifiers have been fixed.

Since small states no longer receive the modifier that made them without technological innovation, it is possible to unify Germany.

Language

Korean is now also a language with automatic translation.

Update: 14 Aug, 2023 @ 3:35pm

Bug Fixes

The bug that prevented very small countries from having constructions has been removed, thanks @Madcat for your feedback.

A tooltip error that showed the real population value of a country has been corrected, ensuring accurate information.

Additionally, a bug where the AI's function to grow GDP and population during a civil war would directly affect the player after the war has been eliminated.

Update: 13 Aug, 2023 @ 2:16pm

Reduced base AI aggression, less AI sympathy in defending a country under attack, and the AI is now less inclined to align against a side it considers antagonistic.

Update: 13 Aug, 2023 @ 8:11am

The event 'Thank you!' was triggering an effect that shouldn't be for players. I'm sorry I let it pass in the last update.