Victoria 3

Victoria 3

The Right To Bear Arms
47 Comments
kebabblaster9000 29 Jun @ 12:47pm 
update?
_Sun_Man_ 8 Apr @ 1:54am 
I hope you get around to updating it either way I'll still be here in support
UNSCSpartin 19 Dec, 2024 @ 1:27pm 
so the building art for the police department is broken and I have no earthly clue why. I double checked the file path and there are no type-o's. Just FYI
OcelotMan 16 Dec, 2024 @ 12:51am 
the liberal ideology shouldn't oppose firearm ownership, as the liberals of the victorian era are not the (american social) liberals of today and supported private property and gun ownership being classical liberals
|Fury| Ry  [author] 20 Sep, 2024 @ 8:09pm 
@Barbeque - yea the mod is severely outdated and unfortunately won't work. I will update/revamp it eventually
Barbeque 20 Sep, 2024 @ 6:50pm 
Arms industries simply don't produce civ firearms. I disabled all other mods and started a new game, but no dice. I'd love to use this mod but it just doesn't seem to work.
|Fury| Ry  [author] 5 Sep, 2024 @ 4:04pm 
I need to update this mod one day but several decisions came down to technical limitations at the time I made it. Modding support is better now so I could probably address most of that.
Pamparampampamparam 3 Sep, 2024 @ 5:46pm 
I don't see a reason to split Small Arms with Civilian Firearms. Pops should also consume ammo to go with their firearms.

And instead of a Police Building, you could just add a PM for Urban Centers for police levels that employs bureaucrats that produce security according to your policing laws.
Nevloz 26 May, 2024 @ 7:32pm 
neat mod but the option for an arms industry to produce civilian arms should also make normal guns much like how making luxury furniture also makes normal furniture
1230james 18 Dec, 2023 @ 4:33pm 
based
Siren System 18 Dec, 2023 @ 4:30pm 
Can you make a patch for Meat and Mechs? I want to give my people privately owned Mechs.
NoSleeper 15 Dec, 2023 @ 10:32pm 
Alternative design concept: making civilian arms a mobilisation option instead of just being for irregular forces.
Zippy 14 Dec, 2023 @ 9:38pm 
Have found this to be incompatible with the publishing industry mod
SabyZ 14 Dec, 2023 @ 8:31am 
Neat mod idea! I'll have to check it out.

If I could make one suggestion, it would be to remove the Yankee/Dixie obsession. Americans always used firearms because of the frontier but it would be no more pronounced than Canadians, Australians, or Russians at this time. The whole reverence of the Second Amendment thing didn't come around until after the World Wars when firearm manufacturers grew huge and expanded their civilian markets during peacetime.

So maybe add a scripted event that gives a chance for them to develop an obsession after 1900. But it would definitely be anachronistic to make it so in 1836.
|Fury| Ry  [author] 11 Dec, 2023 @ 9:05am 
@shane_357 - I will look into creating a compatibility patch.
|Fury| Ry  [author] 11 Dec, 2023 @ 9:04am 
@Q - Thank you for finding this bug, it should be fixed now (subject nations have their gun laws synchronized with their overlord - this is to limit gun availability in the market as a whole). My code was erroneously cancelling all subjects from enacting any law instead of just gun laws.
LT_Q 10 Dec, 2023 @ 10:21am 
Hey it seems like this mod results in imposing laws on subjects to break. I have no idea why though.
shane_357 8 Dec, 2023 @ 4:09pm 
Hm. It seems this was VERY incompatible with the Industry Expanded mod, it was removing Civilian Arms completely.
|Fury| Ry  [author] 8 Dec, 2023 @ 10:18am 
I just pushed another update to make the civilian production line stand out in the arms industry (it is now the same purple color like other industries use). @shane_357 this should help address your confusion when using the arms industry
Frank-2, Martial of Frankoslavia 7 Dec, 2023 @ 5:19pm 
@Shane_357 Next to What Guns the building will Produce for the Military, is the Ones that they will Produce for Civilians. Default, they'll produce None for civis
shane_357 7 Dec, 2023 @ 5:15pm 
Where do we make Civilian Arms? I think I've got a conflict because there's no building that makes them.
|Fury| Ry  [author] 5 Dec, 2023 @ 9:26pm 
Made some additional balance changes tonight, added some error handling, and cleaned some more features up. Let me know if you encounter any bugs
|Fury| Ry  [author] 4 Dec, 2023 @ 10:07pm 
Pushing an update to make the Police Departments more viable by re-balancing the production method inputs (goods/employment) and outputs (quantity / price). Also fixed a few small bugs elsewhere in the code.
|Fury| Ry  [author] 4 Dec, 2023 @ 8:36pm 
@Frank-2 - The idea is that leaving the arms industry unregulated and intensely investing in the institution represents an overabundance of firearms in the country and thus increases mortality rates as turmoil increases. Changing to licensed arms or banning arms completely removes that negative effect, but you can also choose to stay on the unregulated law and build police departments to decrease mortality rates.
|Fury| Ry  [author] 4 Dec, 2023 @ 8:30pm 
@Hank Kitts - I will look into all of the points you made here. I like the idea of having more options and modifiers based on those options (like you mentioned), but I want the basic systems I am implementing to be solid before I start adding more flavor. Thank you for the suggestions!
Frank-2, Martial of Frankoslavia 4 Dec, 2023 @ 10:08am 
Why does the Military Industrial Complex cause Mortality to Your Own citizens?
|Fury| Ry  [author] 1 Dec, 2023 @ 2:50pm 
Pushing another update for RTBA. This one focuses on fixing AI behavior in relation to using and reacting to the new systems, balancing costs between military arms, civilian arms, and law enforcement, and other various fixes.
Hank Kitts 27 Nov, 2023 @ 6:59pm 
I have a bit of a request, maybe private arms could offer a minor increase to meat and fabric.
Also a law for countries that only allow certain firearms could help, such as Hunters/Farmers only laws.

For example many countries used these laws, disallowing pistols and only allowing rifles, such as the US's 18th century 'No firearms in cities' laws.

Both could potentially expand the laws (And effects they had), even in just a single additional law.
Maybe also private firearms should increase potential danger in revolutions, as well armed revolutionaries are more dangerous.
Rikaiu 25 Nov, 2023 @ 2:10pm 
Hell yeah brutha, now i can properly roleplay the US
|Fury| Ry  [author] 25 Nov, 2023 @ 12:48pm 
The first update for this mod has been published for patch 1.5. I will be updating the pictures and mod information soon, but you can play with the new update in the meantime.

Key Release Notes:
- Security needs are now fulfilled by civilian arms and law enforcement
- Police departments now produce a local good of 'Law Enforcement'
- Production methods for law enforcement are tied to policing levels
- Civilian arms production is now completely separate from military arms
- Gun laws will gradually move you away from civilian owned arms and make you more dependent on law enforcement levels in each state
- Completely reworked the economic curve of "security needs" so they ultimately contribute to around 5% of total pop spend.

Please let me know your thoughts and provide constructive feedback. Thanks!
|Fury| Ry  [author] 12 Nov, 2023 @ 11:08am 
@all I have spent some time away from vic 3 waiting for 1.5. I will work on updating this once 1.5 drops and adjust balance based on previous and new feedback given!
Marquis De Sade 12 Nov, 2023 @ 2:17am 
will you be updating for 1.5?
1230james 30 Aug, 2023 @ 8:26am 
Security needs, which is a new type this mod adds. Services will also satisfy the need if neither civilian arms nor melee weapons are available.
Khorne Flakes 11 Aug, 2023 @ 6:07am 
What pop need do civilian arms and melee weapons satisfy?
EinZwei 14 Jul, 2023 @ 10:19am 
-10% military goods cost per institution level is INSANE considering how much of the cost of war is tied to the cost of goods. A fully enlarged and unregulated arms industry would be TWICE as effective as if you had went back to literal peasants fighting in your army.. 4-5% per level would be more reasonable, while still being quite good. Likewise, licensed industry should be 1.5-2%. As well, 5% morality per turmoil is RIDICULOUS. Compare it to militarised police, which provides 2% mortality per turmoil at level 5. If you had a fully unregulated arms industry then the entire state might die in just a couple of months. 0.5 per level seems much more reasonable for both unregulated and banned.
|Fury| Ry  [author] 29 Jun, 2023 @ 5:59pm 
@potatoes thanks for pointing that out! And yes, I think I could add a defensive modifier to countries with unregulated
potatoes 29 Jun, 2023 @ 4:18pm 
Minor spelling mistake for law "Melee Weapons": 'Firearms have not been reasearched[\b] in this country yet.' Correct: researched.
Also, a suggestion, (if possible) maybe add a minor reduction to provinces gained against a country with unregulated firearms, to represent local partisans resisting occupation?
Brion an Locha 29 Jun, 2023 @ 9:34am 
holy based
YuriChip 28 Jun, 2023 @ 2:27am 
🦅
|Fury| Ry  [author] 26 Jun, 2023 @ 8:26pm 
v1.2
- First pass on balancing new goods in the economy
|Fury| Ry  [author] 25 Jun, 2023 @ 10:36pm 
v1.1
- Added a new "Arms Industry" that integrates with the 3 different laws.
- Added "Primitive Weapons" from subsistence farms before Gunsmithing is researched
- Made some balancing adjustments
- Will update the workshop page to reflect these changes tomorrow
based gaming 25 Jun, 2023 @ 9:35pm 
Actually adds laws and content instead of just throwing the good into the game and leaving it like that? Sounds good to me
(shiny) DiamondNova 25 Jun, 2023 @ 3:02am 
I guess gun ownership isn't that important to most people minds, to download mod, that actually doesn't change gameplay much.
lukt 23 Jun, 2023 @ 12:24pm 
How is this not more popular? this is actually amazing
1230james 22 Jun, 2023 @ 8:34pm 
Definitely going to give this one a go; having civilian arms be a separate good instead of cheesing the existing arms into a pop-consumable good sits better with me. Legislation to regulate arms looks neat too. Cheers, OP