Victoria 3

Victoria 3

Realms of Exether
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Update: 25 Mar @ 1:38pm

Hotfix for Vanguard of the South & Azure Pennant errors.

Includes 2 JEs for Awakened heritage tags and vermillion thicket wood elves.

Update: 24 Mar @ 3:29pm

## Content
• Added Azure Pennant JE for Naval Dominance
• Added Vanguard of the South JE to Lirionthal, affecting Tauudhra Empire relations
• New Mavelian religion flavor with updated traits and localization, more accepting of women in the workplace
• East Locari now includes "Zetam" and "Bukkloy" formables, and "Otitam/Otikloy" empire-level formable
• Temple of Tulips, Thiral, Aubern Flow
• Highroost, Aitzkora, Lurra
• Statue of Ealdred the Valorous, Dumonia, Crownpeak
• Khoymegass Casino, Wasi Qhuchuy, Nawi Oasis
• Cathedral of Dawn, Order of the Sun, Temple Hill
• Hourglass Masuoleum, Anwarth, Brokenpillar
• Old Illvasaar, Dragon Isles, Cartharos
• Castle Dreadmoor, Dreadmoor, Ravencliff
• Pilokti Kɑbwɑt, Kettoketto, Lubvudolpa
• Er Vlongecht, Ravik, Tikkerhaven, (Constructable)

## Art
• Updated launcher thumbnail
• Birds and Blacktalons now have new unit/character portraits
• Refreshed Starbranded bureaucrat icon and localization

## Map
• Kailando facelift with state redrawing and consolidation
• Removed West Kailando Strategic Region, split across Elusive Coves and Lacertia
• Removed Anantadesh Region, split across Dreamweaver Jungle and New Dumonia
• Cove Colony and Crimson Corsairs are now OPMs
• East and West Locari received state consolidations and renames
• Dynamic renames for Vindon Narrows, Lotus Isles, and Toftir

## UI
• Added shortcut to open Arcana panel (M)
• Improved sidebar layout, moved Factions button
• Fixed button shifting issues
• Added map mode button on retainer screen
• Changed Drow Empire button icon and title

## Flavor
• Secret dynamic name for the Yulug Authority if they lose all Authority
• Kailando now has dynamic state and city renames in multiple languages
• Morastlinge culture renamed to Scordian
• Grunhain High-Elves are now Kesswenu
• Feylight's naming updated, and its political situation now reflects lobbies
• Dynamic renames for multiple regions in Common, Ocelian, Naga, Draconic languages

## Balance
• Feylight now forced to accept Rose Court pops and disarm due to imposed policies
• Heroes pop now has a minority supporting Industrialists IG
• Wizardry Schools provide a 20% bureaucracy discount, reducing Magic Proliferation costs by 10% per level
• Leaders with Druid ideology now only spawn where the state religion has the Fey trait
• Mariner company updated to include leviathan whaling and sea snaking
• Sunweave Plantations benefit from Cotton Gin T1 tech
• AI now prioritizes constructing the Light of Solitude

## Bugfixes
• Reworked agitators to avoid joining movements or becoming political leaders unless retired
• AI Arcane Republicans now actively pursue Wizard Schools
• Fixed reversion to Local Police after Pest Control
• Fixed movement-related bugs
• Added fallback cleanup for Buramog Wars debuffs
• Fixed Starshimmer Pool naval access issues
• Fixed privatization loop for rubber plantations
• Rot Farms and Beekeeping Farms now have Cash Reserves
• Fixed druid plant-growth PM issues
• Fixed mutagen law hover crash (CTD)
• Fixed missing magic movement category icon
• Female rulers can now be granted command under matriarchy

Update: 10 Mar @ 3:52pm

## Content
• Cloudpiercers fully implemented (Exether aeroplanes), splitting military methods apart and allowing a weaker version of air-recon before Tier 5.
• Two new magic character ideologies added: Arcane Republican and Mad Scientist.
• Dumonia and Paylaz have received a smattering of historical leaders and agitators.
• ~40 new historical agitators featuring these and other ideologies added.
• The option to centralize mutagen tests now appears when a state reaches a 10% mutant minority.

## Balance
• Power plants now rely on Thaumacores instead of engines, prompting a rework of the production tech tree and making electricity an arcane rather than mundane matter.
• Removed Nimbium.
• Rebalanced Airship port PMs, removing coal dependency.
• Streamlined colonization blocker state traits to reduce their number and simplify colonial tech progression.
• Balloon-scouting effectiveness reduced due to wider accessibility.
• Placeholder assimilation effects for mutagen laws have been removed and replaced with a series of mutant community events.
• Borasak (BSK) Devout IG now favors Ancestral Moralism over Theocracy while remaining Jingoist and non-patriarchal.
• Church of Man IG supports racial segregation and denominational exclusion.
• Jurian’s Inquisition (JUR) and Lugzar (LGZ) Devout IGs now support their nations' theocracies.
• Devout IG is referred to as "Cultists" for Buried Gods, Verglas Eminence, and Raven Queen religions.
• Monastic Heritage Devout are now called "Monks" for Opened Eye / Mortal’s Burden religion, have become liberal instead of patriarchal, and have a +30% chance to spawn female leaders and agitators.
• Balloon-scouting is no longer exclusive to the military production principle; it now requires airships and has been nerfed due to its accessibility.
• Wasi Qhuchuy now starts with a land border with their protectorate Titikunka.
• Whiali & Stranfolk cultures now share a trait.
• Whialor now starts with claims on Houtblom & Seeskat.
• Bonegnawer now starts with claims on Seeskat.

## Art and Portraits

• Hellborn in Devil’s Exile now have their own ethnicity and no longer resemble regular humans.
• Vandori have received their own ethnicity and unique portraits.
• Hags have received their own ethnicity and unique portraits.
• All short fantasy race portraits have been adjusted to be properly short—no more 6-foot gnomes.
• Elf portraits have mostly stopped visibly aging.
• Elf portraits have received a facelift, courtesy of the Anbennar team.
• Halfling & Ogre portraits have been made even fatter.
• Paylaz, Lirionthal, and the Tauudhra Empire have received new flags.
• Devil's Exile has received an updated flag.

## Bugfixes
• After a patriarchal IG is swayed by a feminist movement to accept women’s rights, they still dislike Matriarchy.
• Mutagen vats now correctly disable after changing off the mutagen law or when state ownership changes.
• A bug where mage IG leaders would always spawn as moderates has been fixed.
• A bug where matriarchies would not be enforced at game start has been fixed.
• Fixed the "Corporatism" ideology icon so it properly appears upon researching the tech. Unique versions of Corporatism have been added for Materialistic, Scholarly, Druidic, and Magoclast Devout IGs.
• Fix for the "Puritan Guard" Devout IG for the Reformed Markatian Religion, ensuring it displays properly.

Update: 24 Feb @ 4:45pm

## Content
• Onghor has received 4 new JEs—concoct the strongest mutagens as you chase the power of flight!
• Reworked the Tribes IG and added tribesmen pops to help it properly reduce as you remove subsistence farms
• Added the first iteration of the Tauudhra Empire diplomacy screen

## Balance
• The Mutagenic Trials law now turns lower strata pops into mutants at a rate of 0.15% per institution level
• The Mutagen Vats building now has a similar effect
• Beekeeping buildings have been rebalanced
• Relics/Trinkets have been rebalanced in terms of cost and all their inputs/outputs
• Field Hospitals now take potions instead of Chimesilt (Lore related change. Chimesilt does not turn into Morphine)
• Fahavalo has had its state count reduced
• Some of Yulug's vassals have had their states consolidated
• Glowfish PMs buffed slightly
• Kailando has received some redraws and some renames to match the lizardfolk conlang, Squst

## Bugfixes
• Glowfish were not supposed to randomly start outputting gold at the second-tier PM—this has been fixed
• Fixed Cloud Collectors construction cost

Update: 15 Feb @ 4:31am

Update: 9 Feb @ 4:41pm

Update: 26 Jan @ 3:10pm

## Content
• Added Thieves' Guild Journal entry & Harvest Condition, triggered by high urbanization and low law enforcement
• Added new Racial Techs for Half-Elves, Vampires & Hags
• Reworked the "Dwarf Caste Hegemony" law group into the "Guild Dominance" law group
• Dwarf Racial Tech now allows early adoption of the "Corporate State" law
• Toftir has been redone and set up
• Finalized the implementation of a new random event during the Yanger Nomads JE "A steppe behind" that was nearly done but needed a few final touches
• Added a new company to Brackenshire in the context of their JE aiming at the capture of Yanger GDP
• Zakoniw now starts as a colony of Achon


## Art
• Dragonborn have received a unit portrait set
• Kobolds have received an almost complete unit portrait set, sharing a few with the Dragonborn set

## AI
• Added a new strategy for Dreadmoor so they can properly expand, militarize, and are aggressive in their region
• Updated the goals surrounding Dreadmoor
• Revised the Unification Strategies across the board to make the AI pursue consolidating their regions more aggressively
• Revised colonization and AI goals for minor colonizers like ZKW and TNN
• Revised the chance for AI to consider changing laws to pass frontier colonization even in conservative countries
• Revised Dragon Isles AI so they will use special measures in locations with Dragon blight
• Revised Brackenshire starting conditions so their investment pact won't immediately break
• Reverted diplomatic play AI defines to their vanilla values
• Reverted the overwritten assimilation/conversion changes when updating to 1.8 from 1.7
• Removed computationally heavy internal stability AI strategy calculation
• Reduced AI requirement for minimum chance to pass laws (it gets overwritten 90% of the time)
• Reduced war goals maneuvers fractions in the default strategy since it's additive

## Balancing
• Disallowed cross-heritage assimialtion
• Disallowed assimilation in Homelands
• Moved automatic irrigation to steam donkeys
• Changed a couple Naga homelands and changed Gulf Naga pops in a state to Jungle Naga in Soli'o
• Dark Dwarves have been properly set up
• Colonizing Khus is now possible only after the first veil integrity event
• Added the Hasalian culture trait to Soulwrought
• Rebalanced most existing Racial Techs
• Esker Asar and the islands to her south have had their state counts reduced
• East Thaloria has had its state count reduced
• 2 split states have been made in the Dark Morass region
• Corrected IG ideologies for matriarchal countries
• Adjusted PMs such that there should no longer be possible to cut more laborers than the buildings have
• The entire map has been rebalanced to account for there being 607 million pops less on the map
• Automatically merged small pop groups in the primary culture/primary religion (the engine's pop merge only merges like objects into like objects)

## Bugfixes
• Fixed a number of UTF8-BOM file encoding errors
• Fixed a number of redundant/incorrect resource definitions
• Fixed AI spending on government queued construction that are government funded (ports, universities, admins, etc.)
• Fixed a variety of issues involving incorrect exists checks
• Fixed the issue causing revolutionary and successionary movements to permanently exist on the map
• Fixed crashes and issues caused by invalid provinces, ports, and naval exists
• Fixed Buramog war debuffs not cleaning up properly in certain scenarios
• Fixed duplicate Buramog war debuffs on states
• Fixed buildings missing PM Groups in certain menus
• Removed event reference to the EIC
• Fixed Ceraun missing IG traits
• Several Settler's Coast countries have been given a company on game start (more to come in future updates)
• Removed duplicate labor saving PMGs on Brine Shrimp Farms

Update: 14 Jan @ 1:47pm

Update: 13 Jan @ 2:07pm

## Gameplay
• Added the "Retire Retainer" Interaction
• Added journal entries around the plaguewood relating to orcish raids and military incursions into the forest
• Added Gardenback Beetles to Aritzakarri
• Added Racial Techs to the country screen and country select screens
• Aritzakarri now has two new caste systems! The east now has the strict Laws of Vitic, while the west has the slightly looser Sandspeaker Viticist Codes
• Added Mutagenic Trials law to healthcare & related Mutagen Pool buildings
• Added Argentum Rail to north-central Zalaron, centered on Khus
• Added the Alvadrum Academy monument to Yulug's capital, Khorta
• Historical characters for Rannor

## Art
• Gnoll, Goblin and Lizard unit portraits have been added
• All unique unit portrait sets now include early artillery portraits

## Balance
• Wishstone has been reworked to have a lower base prices.
• Replaced mountain maize in Golbuthar with rice, but added Chimesilt deposits
• Replaced the Wood Elves in Flussholm/Salz with Beithaven pops and some Rannorian • minorities
• Added the Noric culture trait to Yanger culture
• Added the Colicier leadfield trait to Yanger's Lead state in the Colicier Mountains
• Pop rebalance in Noricum, but mainly in Yanger, it got a decent pop boost
• Added a few homelands in Noricum, two Yanger, one Avalorean, two Jalian, and one Sunkissed
• Made the primary religion of Jalian and Meriwyn cultures Kamiran. Drysgolmark remains Church of Man despite being Jalian
• Pop counts in Aitzkora, Lurzoru, Orrazki, and Ihesara have been boosted 100-130%
• North and West Aritzakarri have had their state counts reduced
• Toftir has had its state count greatly reduced
• Made Questing Offices only 100 construction, to be in line with Government Administration buildings
• Added releasables for Nangarlith and Eutrateri Cultures
• Added wishstone and the wishstone mining trait to Horkaa's Salt Wastes state
• Added three Praprandgaw (coffee obsessed bears) homelands

## Bug Fixes
• Added magical manufacturing to the Encourage Manufacturing Industry Decree
• Added magical Resources to the Encourage Resource Industry Decree
• Fixed Lighthouse Monument trigger to not show on every state
• Fixed Mages loyalty requirement on negative IG trait to align with normal values
• Fixed Koquilla culture not having a culture trait (missing Locari trait)
• Fixed the Bintu culture having a fruit obsession instead of coffee
• The Nomadic ideology now properly favors industry banned
• Fixed a questing office pm giving officers and adventurers (it's 2 pms, one for adventurers, the other for officers)
















Update: 22 Dec, 2024 @ 4:25am

## Gameplay
• Thassarcia and its Dragon Pioneer cousins have been properly separated into 3 groups.
• Genie tags now have access to Magic Carpet Docks, which function similarly to airship docks
• Added the Conquest of the Khussite Wastes race between Achon and Pefril
• Added multiple new Godsblood related production methods.
• More than 60 unique companies have been added

## Map
• Starshimmer Pool is now connected to the ocean, and the nations of Teferet and Seleneth have direct sea access as a result
• Added a number of new lakes across western Zalaron
• Reworked the visual terrain of the entirety of Zalaron
## Art
• Ship graveyards and several ruin types now have unique building icons
• A myriad of new company icons

## Balance
• Magic PM for farms has been rebalanced to no longer use output bonus % and use flat resources instead
• Recruitable Retainers now refresh up to once a month when opening the recruitment window.
• Rebalance of Kharaa Ur tags
• Resource update for states with new lakes

## Bug Fixes
• Fixed the "Establish Colonial Administration" JE in Locari, new colonial subject should now properly spawn as chartered companies.
• The "Examine Draconic Murals" decision should be working correctly again
• Thanks to bug reports from Kian and Kiru, a number of coastal states that were incorrectly flagged as inland have been fixed
• Thanks to a bug report from Wirex29, a number of war-related CTDs have been fixed
• Fixed a number of minor localization errors.
• Fixed bug causing Old Kragmorn and Buried Gods dwarves to randomly lose their social hierarchy
• Re-added the Privatize Toggle & Nationalize buttons in the building browser
• The war on unloc'd cities continues