Victoria 3

Victoria 3

Law & Authority
58 Comments
Taylor  [author] 10 Jul @ 2:48am 
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Updated to 1.9
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zzzptm 21 Jun @ 3:24pm 
There's an issue with this mod in 1.9.X. I'm playing as France and the admin buildings in Paris periodically empty out and then fill up again with this mod active. This is also happening with Better Decrees active. Turn the mods off, and I don't get this cyclical behavior.
Angel 20 Jun @ 4:07pm 
Update?
Pury 21 Feb @ 6:39pm 
Political dysfunction bug still happening saddly. It seems that institution authority bugs out with IG.
Doot2095 31 Dec, 2024 @ 10:56pm 
Is a compatibility mod for this & BPM possible? They seem like they'd mesh well and would add some more depth to the game.
Taylor  [author] 25 Dec, 2024 @ 10:32am 
probably not
_Sun_Man_ 25 Dec, 2024 @ 6:28am 
Is this compatible with BPM?
Taylor  [author] 26 Nov, 2024 @ 7:23pm 
Yeah its strange lol. Because it isn't a major issue and I have some other stuff I need to work on atm, I might revisit this and tackle it a bit later.
Cian 26 Nov, 2024 @ 8:45am 
The classic fixing something breaks something entirely unrelated elsewhere experience lol. Sorry for creating extra work for ya, for my part its not an issue now that I know how to get around it. Already had 3 of my saves put on hold because of actual game breaking bugs in 1.8* lmao
Taylor  [author] 26 Nov, 2024 @ 3:11am 
So i got that working, but its causes a bunch of errors. As always, what I thought would be a 5 minute job has ballooned a bit lol.
Taylor  [author] 25 Nov, 2024 @ 9:31am 
ah ok, yeah would've thought that counted but makes sense I guess! thanks for figuring that out, should be an easy fix, ill update it tomorrow. Thanks :)
Cian 25 Nov, 2024 @ 8:33am 
https://i.gyazo.com/thumb/1000/d9b20729d6f036ecb410002e65fa9212-jpg.jpg screenclipped the before and after for extra context
Cian 25 Nov, 2024 @ 8:08am 
@Taylor the event might be the answer then. It looks like it fires but only affects it if the country already had the institution. E.g. if you had local police force at game start it will apply but if you are on no police force at game start and then pass local police force you don't get the authority till it gets updated via institution level changes by going from 1 to 2

All my saves had the mod at game start, it was happening in my japan/sweden games and then I started a new test save as prussia and hindustan with just this mod enabled.

Passed secret police as prussia and local police force as hindustan and in both cases they don't get the initial authority. In contrast every nation that has local police force at game start gets the initial authority so my guess would be the way it gets updated doesn't count passing the law as the institution level changing.

Anyways its not a huge deal since upgrading the institution fixes it just bringing it to your attention
Taylor  [author] 25 Nov, 2024 @ 5:46am 
@adechi can you give me more information about who you are experiencing this as? Did you install this mod during an existing save?

This mod no longer overwrites institutions and now instead uses a system that applies a modifier to the institution that gets updated when an institution level changes. When the game first loads up (and when a country get released) a hidden event activates that sets up the initial institution authority modifiers.
Cian 25 Nov, 2024 @ 4:30am 
@Taylor okay yeah it does seem to work. One thing though, it seems the first level isn't applying (not sure if intended or not). So in my case secret police level 1 is giving nothing but going to level 2 applies 60. Weirdly going back to level 1 now applies the 30 but only in that niche case. Further levels seems to be applying as expected. Same happened with labor rights going to level 2 applied 30 but the 15 isn't applied at level 1
Taylor  [author] 25 Nov, 2024 @ 3:27am 
@adechi I can confirm that the institutions that are supposed to get authority are getting them. It will show you the authority on the left hand side of the institutions screen. If its not working for you, can you give me more details about your situation? It shouldnt be an issue with mods unless you're using mods that change what institutions are coded as. Who are you playing? Is it the same for every country?
Cian 25 Nov, 2024 @ 2:46am 
And thats a feature of 1.8 not the mod @Banuína. Pops migrate now regardless of if they are discriminated or not
Cian 25 Nov, 2024 @ 2:45am 
Some institutions don't give authority anymore, they changed some of the laws so might have overwritten it. Policing being the only institution currently giving authority, not sure which of the others did previously aside from home affairs and workplace safety
Taylor  [author] 24 Nov, 2024 @ 7:56pm 
Thats because I had forgotten to update it, so thanks for reminding me :) Now compatible with 1.8
Banuína 24 Nov, 2024 @ 1:56pm 
I have no Ideia why, but this mod made discriminated pops migrating into my country in 1.8
Taylor  [author] 19 Oct, 2024 @ 11:54pm 
Law & Authority has (finally) updated to 1.7!

Also the potential bug with political dysfunction should be fixed.
MasterOfGrey 18 Oct, 2024 @ 7:17pm 
Since I badly wanted this to be stable and up to date, and also combined with some other law edits, I have a new mod that incorporates these changes (slightly tweaked): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3351014672
Zszywka 13 Oct, 2024 @ 2:54pm 
Mod still work?
Philip 10 Aug, 2024 @ 10:49am 
Migration laws are currently bugged in the mod. Otherwise good work mate keep it up:steamthis:
Dempsey 7 Jul, 2024 @ 8:20am 
It's nice having the authority given be dynamic, and subject to a bureaucratic cost. I'd in be favor of hacky. You could use a journal entry to add a layer of visibility for the player, have it track institution levels, and fire those hidden events to add/remove authority as country modifiers.
BlackHound 5 Jul, 2024 @ 4:17am 
in my opinion you should move it back to the laws
victim of the stairs 21 Jun, 2024 @ 10:19am 
yeah, the hacky solution is at least worth a shot
Taylor  [author] 21 Jun, 2024 @ 1:16am 
Hi all, for 1.7 this mod should still work the same, but I may need to update it to include vanilla changes to laws.

With that and given that I don't have a solution for the political dysfunction bug (assuming it persists in 1.7), which I think is caused by authority being gained from institutions, would people support if I moved the authority back to the laws?

I could also experiment with a hacky solution where a hidden event regularly updates your authority modifier according to the institution.
Taylor  [author] 30 Mar, 2024 @ 10:28am 
Yeah guys look, unless I learn something to the contrary, it's probably a game engine bug that particularly does not like authority coming from institutions. I guess you could headcanon that interest groups out of government in liberal countries don't like the government having so much authority because even excess authority has an effect increasing law enactment.

I will continue to keep my eye out for a solution here. One option I believe would help is shifting the gradual authority from institutions to being upfront on the law itself. Unfortunately I don't think this can work as a game rule and would need to be a separate mod.
Ἀλληκτώ 29 Mar, 2024 @ 10:17am 
Yeah this political dysfunction problem is embarassing
I play a highly liberalized nation, and even with excess of 300 authority it still has -1 penalty
Ruscunárë 22 Mar, 2024 @ 10:37pm 
Just yesterday I've had -10 political dysfunction during positive authority right after switching to council republic from monarchy.
victim of the stairs 13 Mar, 2024 @ 11:07am 
i recall (i deleted the save i got this information from and moved on to a new one (i tend to do that a lot)) having about a >-9 political dysfunction penalty on a more liberalized nation, possibly gaining more authority from institutions than laws
Taylor  [author] 13 Mar, 2024 @ 8:27am 
On the political dysfunction issue - I can't find anywhere in the files that would be causing this. My hunch is theres some engine bug that doesn't like the unexpected authority which I can't access. In my testing, even in a very extremely authoritarian example (2.17k capacity and spent) the penalty was only -0.5, which is negligible and I'm inclined to ignore it. Unless you guys are having this come out at a higher number, you arent likely to feel it.
victim of the stairs 11 Mar, 2024 @ 1:56pm 
anyone else getting the effects of political dysfunction although your authority balance is in the positive?
zzzptm 6 Mar, 2024 @ 9:12am 
It loaded fine for me in 1.6, working as normal.
Hadi 24 Feb, 2024 @ 1:23pm 
@taylor alright that makes sense, ty for responding
Taylor  [author] 24 Feb, 2024 @ 12:53pm 
The numbers are in line or a bit lower with the amount of authority other laws give.

As for your other question; In game, authority represents the capacity for the government to make top-down change in the country. Workplace safety is a law and institution for the government enforcing its workplace laws on any public or private businesses. Enough said there, I think.

Guaranteed liberties is a similar but also unique in that the law itself subtracts authority and the institution adds more. This is because the law is meant to also prohibit certain actions that the government is allowed to make.e.g. suppress/bolster, exile. While the institution, in my mind, has the same representation as workplace safety whereby the upholding of the law is institutionalised throughout the country, giving authority.
Hadi 24 Feb, 2024 @ 10:58am 
ok side question, why would workplace safety grant authority and guranteed liberties? The numbers in this mod seem a bit exessive dont you think?
Taylor  [author] 23 Feb, 2024 @ 8:50pm 
@thriller yeah should work fine
Hadi 23 Feb, 2024 @ 2:53pm 
can i put this in mid game
Nefasi 29 Jan, 2024 @ 4:47pm 
I can clarify since I am encountering the same bug. If you get extra authority generation from the mod, and you use it up, the political dysfunction malus will kick in, despite having positive authority still. Interestingly, you still get the bonus from enactment time from positive authority as well as the debuff of IG opinion from negative authority. For example, I have a Belgium save with +252 authority (19% excess) giving -4% enactment time. IGs in opposition have a -3.0 Political Dysfunction debuff
Taylor  [author] 27 Jan, 2024 @ 10:34pm 
I'm a bit confused, could you clarify this a bit please? Is this a problem with my mod, or with the game in general? What is "political dysfunction"? By "using more authority than you should have" do you mean your authority is in the negative? That can occur if you have had more authority capacity at one point, used it and then lost that capacity, since the game does not automatically remove decrees, consumption taxes etc. and the penalty for that, until you decide what to cancel, is an opposition opinion penalty. If its simply that you are referring to, that's intended as part of the base game which I won't change.

It COULD be changed, but I don't think it should be.
ben 25 Jan, 2024 @ 3:03pm 
there is a bug with "political disfunction" the game sees that you are using more authority than you should have and applys a the negative opinion to the opposition parties.

Im wondering if there is a way for you ro fix this
Taylor  [author] 22 Dec, 2023 @ 6:57pm 
Thanks for the feedback. The mod has been updated and Women's Rights no longer gives authority.
Lyra 21 Dec, 2023 @ 7:59pm 
@dinosaur Agreed, the authority bonus from (the lack of) women's rights feels way too high.

Love the other changes though!
dinosaur 20 Dec, 2023 @ 5:51pm 
I think that more conservative womens' rights could give authority but it should be a fairly small amount, considering that for the most part its not really the state exercising the authority arbitrarily in most cases so much as it is the state backing up the power of families and stuff.
Taylor  [author] 19 Dec, 2023 @ 4:30pm 
I'm open to changing that. My hunch was that, as authority represents the top-down capacity for the state to make internal change, having half the citizen population being controlled so much with very few rights makes it easier for the state.. of course at the expense of properly utilising half your able-bodied population
Henrax le Chamalax 19 Dec, 2023 @ 7:59am 
It's much better! My only perk now is why do more conservative women rights laws give authority ? It's not because women can be treated as men that the state loses authority imo. I wouldn't make them correlated.
Taylor  [author] 19 Dec, 2023 @ 2:33am 
Law & Authority has updated! Per feedback, laws now give authority based upon their respective institution level. There will still be higher total possible authority, but accessing it will be delayed and cost bureaucracy upkeep for balance.

Some laws allow a higher institution level than others, limiting how much authority they can give you. In the case of dedicated/militarized police both being able to reach level 5, the militarized police law retains a small authority boost.

Labor rights penalty has also been reversed and guaranteed liberties now costs authority. For full details, check out the updated page banner and/or the change notes tab.

Let me know if this is better and if anyone wants the older version uploaded.
yixx🩸 18 Dec, 2023 @ 10:42am 
I will chime in to agree with the notion of, yeah, I like the idea of the mod a lot, but the numbers do seem way too high. Vanilla has too little authority late game, but I think this is too way too much.