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As per the permissions at the bottom of the description, you are free to use this as a base for your own mod. If you would like to publish an updated version that you are maintaining, you are more than welcome to
The link to the new mod is at the top of the description; you might have also seen it on the front page of the workshop in the past few days 🙂
here's my Chinese translation:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3101799262
Just a heads up on the state of this mod moving forward:
The 1.5 update was pushed out the Saturday before last; forgot to mention it here explicitly, but I hope the change log entry and title update made it obvious for you.
With that, I am going to discontinue this mod. Modding the laws and ideologies was an interesting exercise, but after some re-evaluation of what is capable of being modded, I've realized (perhaps way too late given what I had to stare at for a few hours in order to make Gov+; tunnel vision is pretty strong haha) that law changes aren't actually needed to do what I originally set out to accomplish with Gov+, namely the ability to have the functions and effects of a republic whilst keeping a monarch, at least for flavor, and the Prime Ministers mechanic.
Gov+ was briefly known as "Rally Round the King" for like the first 2 days of when I was making it, and for the past day or so I have started working on a second attempt of RRK using most of the work done for Gov+ (the Prime Ministers stuff mainly) as a baseline. RRK will allow you to keep your monarchs in a republic and have Prime Ministers, and that's it - no law changes involved. It'll be designed to ride on top of vanilla laws, but hopefully it will work with whatever other mods that make their own law or ideology changes you may be using.
I expect it to be done some time around this weekend. Thanks for your patience.
I have 2 dozen mods to look through for 1.5 updates and some of them will require significantly more work than others. Please be patient while I work through getting all my mods updated 🙏
Just FYI, this mod will NOT be updated for the 1.5 release on launch day tomorrow. I'll slowly be working on checking all my mods for 1.5 compatibility and updating them as needed as I find the time to.
Sorry for the inconvenience and thanks for your patience.
You can find a post with the 1.5 update progress on the Victoria 3 Modding Co-op Discord server [discord.gg] in my forum channel inside it. [discord.com]
I can see why one would argue that it'd be appropriate to add to this mod; I'm just highly averse towards feature creep in mods. I personally don't really see any value in adding levels of centralization to Vic3. It'd look neat, sure, but if that's all it boils down to (and as far as I can tell, it does) then I would argue that it serves no real purpose other than to make maintenance more tedious.
Although not very apparent because of how it's branded, the original design goal of Gov+ was to make Prime Ministers a thing, and IMO a minor reshuffling of the governance laws was a necessity to make it work. Changing the government laws was never the main goal, so adding a complete brand new law category seems very excessive to me.
Go knock yourself out if you want to make a submod or a separate mod that has interoperability with Gov+, I won't stop you. Just don't expect it to be a part of Gov+ proper.
Hm yeah, but on the other hand that would also miss something. For example if Nazi Germany would have surived the war, it would not have changed from a fascist dicatorship to a stalinist one just because the ruler changed. It´s a process and some of it is informal. Back to the Germany example, at least in theory even at 1945 Germany was on paper a normal republic (with some very racist laws) under emergency laws. I have no real idea how such informal things could be represented ingame. At least they could be an JE with a progress bar that pops up when you have for example a council republic and a vanguardist comes into power. Then you get events represnting the redesign of the state into a dicatorship. That might be cool.
I didn't act on it since there's a good amount of vanilla content that relies on countries having the Council Republic law specifically, and they make the assumption that having the Council Republic law == "they are communist"; I don't really want to have to go through and update all that stuff since updating things just related to Parliamentary and Presidential Republics was already kind of annoying and it just makes for more painful points in mod maintenance and compatibility with other mods.
I'll keep it in the back of my mind, at least until after 1.5 is out since they're gonna release a Red Scare JE and accompanying events for flavor there.
But does that not make council republic unnecessary? Because a council republic is a REPUBLIC with a COUNCIL SYSTEM. Both are already there.
In an era that was full with Monarchies and as such PMs this felt pretty bad