Victoria 3

Victoria 3

US Civil War Fixed [DEPRECATED]
94 Comments
WeedBlaster42069 10 May @ 2:54am 
I know this is depreciated but thanks for making this anyway! i love US history and while paradox didn't do a totally terrible job it is too dry for my tastes and the civil war and lead up should be way more detailed. Also thank you for linking the spiritual successor mods and other mods you recommend
Ferrous  [author] 19 Aug, 2024 @ 9:54pm 
@MrClem97
It should go away if you finish the JE, ill check again
MrClem97 19 Aug, 2024 @ 2:48pm 
Just a quick issue I have: Banned slavery in 1850 and somehow trudged along without firing the Civil War. It is 1871, and I still have the Missouri Compromise for another 14 years (ending 1885). Because of this my PB IG is always in power and winning elections (+200% strength), and my capitalists can barely help me industrialize.
Is the Compromise meant to remain active until 1885 (or until the war start)? My landowners are now marginalized (0.9%) and there is no more chance of a CW starting.

Thank you for the very immersive mod!
Ferrous  [author] 27 Jul, 2024 @ 7:15pm 
@gigliovaljr
Thank you for this feedback
gigliovaljr 27 Jul, 2024 @ 2:01pm 
So a few things I noticed that might need fixing

Texas Statehood AI is not working as intended. This is because of changes in the US AI attitude, primarily by Manifest Destiny causing them to see Texas as a conquest target and forget that they can annex them by simply letting them to improve relations. They'll decrease relations if Texas tries to improve them. This situation happens every time that the US does Manifest Destiny. Maybe add AI attitude score bonus once Manifest Destiny is active, so that they'll be more willing to annex Texas peacefully.

US aggression toward Mexico is also not working as intended. They don't become more aggressive towards Mexico 15 months after the event that makes Texas improve relations, or later on in general (VTM generally helps with this problem, but not in the 15 months timeframe).
Ferrous  [author] 18 Jul, 2024 @ 8:33pm 
@Riekopo
about VTM, It's in the mod description
ASE won't interfere
Riekopo 18 Jul, 2024 @ 2:11pm 
What is the correct load order for the official Paradox launcher when using Victoria Tweaks Mod, Anbeeld's Stockpile Economy and this mod?
Rip Steakface 11 Jul, 2024 @ 6:44pm 
I need to dispute Roosevelt being a social democrat. There were no serious welfare programs proposed by the T. Roosevelt administration and he was strongly anti-union. He certainly did favor *regulation*, which is why he ought to favor an interventionist economic policy as opposed to laissez-faire. However, I believe his most applicable trait is still going to be Jingoist, as one of our more warlike, imperialist presidents.
Ferrous  [author] 5 Jul, 2024 @ 10:29pm 
@Borklund
Oh yeah, i think that's a base game thing!
Borklund 5 Jul, 2024 @ 9:46pm 
Indian Territories got annexed when I completed the Frontier Wars, so maybe I missed something with the Indian Removal journal entry or it's a little unclear.
Ferrous  [author] 5 Jul, 2024 @ 5:40am 
no no, it is not a stupid question at all! the us civil war in the base game is pretty undercooked lol
AlexTheTall 5 Jul, 2024 @ 5:29am 
Oops, I am sorry Ferrous for the stupid question. Thanks for the answer!
Ferrous  [author] 5 Jul, 2024 @ 3:54am 
@Thestati
This is most likely something 1.7.3 introduced to the game. AIs are much much more aggressive now. I'll need to tweak the values a little to make sure this doesn't happen every time.

@AlexTheTall
This is allowed by the basegame (though it is not exactly common), basically, on a white peace, CSA would successfully secede, but USA will still have claim over the lost lands. Setting them up for a round two.
Thestati 5 Jul, 2024 @ 3:49am 
There may be something wrong with AI USA befriending Texas, because Texas keeps improving relations with the USA and the USA keeps damaging relations with Texas. The year is already 1852.
AlexTheTall 5 Jul, 2024 @ 3:43am 
I still had to bug where CSA did a white peace with the USA, is it normal?

Thank you.
Borklund 5 Jul, 2024 @ 2:49am 
I see. Thank you! Love the mod
Ferrous  [author] 4 Jul, 2024 @ 5:14pm 
@Borklund
To be clear, you will lose the green version of the Compromise when you passed slavery banned, but keep the red one. This represents the slavers angered by the US abandoning the compromise!

the Indian Territories thing i will need to investigate a little more, but far as i can tell my mod doesn't touch that!
Ferrous  [author] 4 Jul, 2024 @ 4:04pm 
ill investigate
Borklund 4 Jul, 2024 @ 3:30pm 
Didn't lose Missouri Compromise after completing The Slavery Debate, and the Indian Territories weren't annexed after completing The Indian Removal
Ferrous  [author] 25 Jun, 2024 @ 8:17pm 
@Bravo yeah I'm aware, in fact i've already done that, if you validate your files steam will update the structure
Bravo 25 Jun, 2024 @ 12:44pm 
Ah, I think I found the problem: you haven't renamed the \common\modifiers folder in your mod structure to \common\static_modifiers. The devs talked about this in Dev Diary #120. Renaming the folder fixes my CTD.

You might want to look at those other errors, though. Especially if that missing trigger is, well, important.
Bravo 25 Jun, 2024 @ 11:33am 
Getting CTD with only this mod running. Happens when I select USA on the map when playing as another country.

error.log has a bunch of entries for missing modifier objects, duplicated event IDs and missing "law_is_important" trigger.
sfingers02 25 Jun, 2024 @ 11:06am 
Crash occurs when you click on your country flag in the top left
Ferrous  [author] 25 Jun, 2024 @ 4:40am 
@AlexTheTall
Nvm, i think i got it, check again after validation
Ferrous  [author] 25 Jun, 2024 @ 4:09am 
@AlexTheTall
I cannot reproduce your issue, game runs fine on my end, if you have more than one mod running I question why you think this is the one that causes problems.
Ferrous  [author] 25 Jun, 2024 @ 3:58am 
@AlexTheTall
I will investigate
AlexTheTall 25 Jun, 2024 @ 3:56am 
I am sadly having crash with this mod.
Ferrous  [author] 5 May, 2024 @ 12:02pm 
@historysteve
You are encouraged to also get another mod "Know When to Fold 'Em", which makes a country with 100% occupied land insta capitulate. It's linked in the desc.
historysteve 5 May, 2024 @ 10:01am 
Interesting, thanks for the tip. Seems kind of weird having the CSA just sit there 100% occupied with nothing happening for two additional years after being conquered just because IRL the war dragged on for four years - maybe in the case of a quick in-game war, an immediate capitulation should be allowed to happen? I dunno I guess it's nbd, and far be it from me to tell you how to manage your extremely good mod! Thanks again for responding
Ferrous  [author] 5 May, 2024 @ 5:21am 
@historysteve
Not the ai, but the CSA is given the ability to fight the war to it's historical duration of 4 years via boosting of war support. Once they are fully occupied they will finally lose, this will typically happen on the 3rd year of the war. (even though historically the civil war lasted 4 years)
historysteve 5 May, 2024 @ 12:52am 
Does this mod do anything to artificially prolong the war? I'm not playing as USA or CSA, but CSA has been 100% occupied for many many months and is still up around 94% war support, the number is barely falling every week.
Ferrous  [author] 22 Mar, 2024 @ 4:17am 
Now that the agitator spam issue is fixed, a new update is coming:

-Third party two party system is now more robust

-Jeff Dave won't spawn if the US has already completed the slavery JE by 1860

-Alex Steph (Jeff's backup) can now spawn even if slavery is banned unless the slavery JE is done
Ferrous  [author] 21 Mar, 2024 @ 11:03pm 
@DivineEnema
I agree yeah, good thing this is fixed. If you unsub then resub with the game and launcher closed, steam will update the files.
DivineEnema 21 Mar, 2024 @ 5:19pm 
I had a similar issue. Tons of agitators wanting to pass slave trade. This doesn't make sense.
Ferrous  [author] 21 Mar, 2024 @ 7:21am 
Alright, updated, USA should no longer get multiple agitator per year.

I have also made it so both side's military cost is lowered during the ACW, since historically the US accrued quite a bit of debt, but the game can't actually allow that much. So i'm moderating the effect (this way USA won't go bankrupt, which is unrealistic and unwanted)
Ferrous  [author] 20 Mar, 2024 @ 10:18pm 
Also, i must reiterate that i don't want the US picking up multiple non-historical slaver agitators within the same year.

They should get one per election cycle, and one more if they banned slavery. That's it.

If you get more than that then it's a bug. one that i have hopefully fixed for real this time
Ferrous  [author] 20 Mar, 2024 @ 10:13pm 
@silver_prince
i'm aware that sometimes they just don't do anything, this is not want i wanted but there isn't a lot of things i can do to guarantee the salvers starting a movement that starts a civil war.

If the US went and abolished slavery in 1850 that is likely what will happen, i hope we can at least agree on that.
silverknyaz 20 Mar, 2024 @ 10:07pm 
i'm not sure the resulting gameplay really matches the intent, but it's not my mod, so
Ferrous  [author] 20 Mar, 2024 @ 9:49pm 
@silver_prince
Ok, thanks to this post I know what the problem is now.

But to clarify

The intent of this feature is to ensure that the slavers can actually have a political movement up in opposition to slavery being banned, because the game doesn't allow me to just frigging spawn a movement.
silverknyaz 20 Mar, 2024 @ 8:03pm 
I managed to pass Slavery Banned and not long after was being spammed by slaver agitators - multiple inside a non-election year.

I really am not sure what this feature is supposed to accomplish other than being annoying. I can't exile them fast enough before they reappear, and they don't really *do* anything, and they aren't even historical figures. I'd strongly recommend just removing this feature altogether, as it seems to be glitchy for some people.

(curse paradox for their shitty agitator system anyway)
Ferrous  [author] 20 Mar, 2024 @ 12:19am 
@Aun'ork - Der Niels
I cannot reproduce this problem, this bug existed on prior version but i believe i have fixed it since.

Please verify files first and then try to reproduce, if you did please tell me how you did it
Ferrous  [author] 20 Mar, 2024 @ 12:07am 
@Aun'ork - Der Niels
Let me reiterate, the hundreds of agitators are not intended, at most you should get like, 8 of them by 1860 if none of them died on the way
Ferrous  [author] 20 Mar, 2024 @ 12:04am 
@Aun'ork - Der Niels
This should be fixed. dammit it. Let me check
Aun'ork - Der Niels 19 Mar, 2024 @ 2:35pm 
This mod is spamming hundreds of wrathful agitators, even with 90% percent election results and doing everything they want while in goverment, they are unhappy. The UI also becomes unusable with so many agitators.
Mods like this, where you can't decide anything anymore and bugging the UI are just not fun to play. There are some very good ideas in this mod that work very well, but madness like hundreds(!) of agitators are just not enjoyable.
Ferrous  [author] 15 Mar, 2024 @ 4:48am 
@silver_prince
Aight it's properly fixed now! remember to unsub and resub or just validate files!
Ferrous  [author] 15 Mar, 2024 @ 2:58am 
@silver_prince
Alright, i have fixed this by temporarily disabling a new feature. I'm workshopping the thing to reintroduce it in a later update.

also, as proposed by @CaelReader i have given the US additional agitator slots until the civil war is fully resolved, thus allow historical and other agitators to show up.
Ferrous  [author] 15 Mar, 2024 @ 2:10am 
@silver_prince
Oh hey, it's the user formerly known as sasha
I'll check on this, i have an inkling as to what is causing that
silverknyaz 15 Mar, 2024 @ 1:53am 
for some odd reason, when i start the game as the USA, i have like 10 slaver landowner agitators with this active...
Ferrous  [author] 11 Mar, 2024 @ 10:39am 
@CaelReader
On the one hand, I don't actually want non slavery related agitators until the civil war is done because right now IGs cannot walk and chew gum at the game time. On the other it really sucks players don't get to see the content, I'll have to give this one some thought. Thank you for bringing this to my attention.

I think i might just turn John Brown into a devout leader waiting in line tbh, this is actually good because i kinda do want the devout to stay on the whig side and that would make that more reliable.
CaelReader 11 Mar, 2024 @ 10:33am 
Frederick Douglas, Susan B Anthony, Hariet Tubman, are naturally-spawning agitators, which I don't think will appear without slots to fill