Victoria 3

Victoria 3

The Great Revision - 1.9.7
378 Comments
alqamar.alaswad 22 Jul @ 11:58am 
@SASCO:

So far, so good. 0 problems.
SASCO  [author] 19 Jul @ 8:54am 
Thanks ;)
Let me know how it will be. I'm always happy to have some feedback :)
alqamar.alaswad 19 Jul @ 8:35am 
Cool! Thanks! I'm going to begin a new game with your Mod and Morgenröte and a handful of Grey's ones.

I'll tell you if I find any odd incompatibilities...
SASCO  [author] 19 Jul @ 8:33am 
@alqamar.alaswad hello!
Thanks!

Esactly. You can play the main TGR mod, or install all the "series" mods. the result is the same.
The Series mods exist to allow players to play specific features of TGR, if maybe they like something, but not something else. :)
alqamar.alaswad 19 Jul @ 8:29am 
Hello there. Your mod looks amazing. Do you need this one and the Great Revision Series, or are the mods in the series meant to be played modularly?
SASCO  [author] 17 Jul @ 3:58am 
@Rogue Hello!
You can play withoutproblems with Tech&Res and Morgenrote, but some players told me that there are some issues with E&F, in particular with the budget panel
Rogue 16 Jul @ 5:06pm 
great mod! Is the whole series compatible with E&F, Tech&Res and Morgenrote?
Diddy's disciple 14 Jul @ 1:20pm 
This mod is amazing but for some reason whenever i play as a country i released i cant use the economy tab buttons and the taxation is always at max all the time otherwise great mod
SASCO  [author] 13 Jul @ 7:28am 
Hello!
At the start of the game, some of the main Countries starts with a special company that allow them to specialize their economies.
Not all countries and economy are the same, and this allow to create a Global Economic synergy, because now countries focus on specific production sectors.
Chatten 13 Jul @ 5:48am 
What is going on with companies. Why can the AI have like 10 different buildings on a single company and I cant?
SASCO  [author] 4 Jul @ 4:40pm 
Thank you Guys! i really appreciate you comments :)

The reason why i put all this efforts in modding is because, as you, i like this game and i think it has a lot potential.


@Duke of Suffolk Yes, i spent a lot of time to understand the AI logic. What i like more about this mod is that it makes AI much more competitive. Now the player is not the only indiscuss leader of the game.

PS. funny fact about Economy and Investment pool. There is not any modifier of free injection of money to make it so. It's all organic, because now the AI is capable to specialize better and make profitable their buildings. (as you already guessed)
More profit, more money into the investment pool :)
Duke of Suffolk 4 Jul @ 2:54pm 
Everything appears to be all fixed now. been playing for a couple of hours and not come across any new bugs. Man, the AI is seriously good with its economy with this mod. Even as the UK im struggling to stay ahead of the US in GDP.

One odd thing ive noticed maybe a bug or maybe something is little too OP, some countries in my playthrough have insanely high investment pool income, like REALLY high. Mexico of all places in my playthrough is only a major power yet has double the investment pool income of the next highest. The next highest happens to be Norway which is a minor lmao. I think to much money from buildings with very high profit is going into reinvestment rather than to the Pops SoL
Gnarkada 4 Jul @ 1:20pm 
@SASCO Thank you for the clarification regarding companies. And thank you for keeping so up to date with responses and updates. This mod makes Victoria 3 much more fun to play truly.
Sykes 4 Jul @ 1:17pm 
@SASCO Thanks for the quick answer and the work you put into all of this!
SASCO  [author] 4 Jul @ 10:29am 
@Sykes Hi! yes it works :)
SASCO  [author] 4 Jul @ 10:29am 
@Duke of Suffolk I just updated the mod, now UK doesn't suffer anymore the penalty.

Thanks for the feedback, i really appreciate, thanks of you guys i can always improve the mod :)
Duke of Suffolk 4 Jul @ 9:51am 
@SASCO no really, you CANNOT disband the Hudson Bay Company or the East India Company because they have territory. The UK is locked into a penalty for having 2 out of 1 companies until either the Mutiny event fires or you get the company power bloc principle.
Sykes 4 Jul @ 9:05am 
Does the full Revision mod work alongside Morgenröte?
SASCO  [author] 4 Jul @ 9:03am 
Ah the technologies.
I reduced the companies from technologies from 5 -> 2, so is as intended.
There is a deep reason why i did it, that is regarding specialization, i think the comment here would be too much lonmg to explain :)

About disband the companies, you should do without problems, i didn't change nothing about it.
Gnarkada 4 Jul @ 8:52am 
The specific technologies in order of tech tier, 2 to 5, are as followed: Corporate charters, Joint-Stock Companies, Investment Banks, Corporate Governance, Macroeconomics. Forgive me if I missed anything.
Duke of Suffolk 4 Jul @ 8:42am 
@SASCO I mean the technology that used to add Company slots no longer does so. the UK starts the game with 2 out of 1 company slots and as those companies are the East India Company and the Hudson bay company with territory of their own they cannot be disbanded.
Gnarkada 4 Jul @ 8:39am 
I mean the company slots from technology.
I can choose companies just fine.
SASCO  [author] 4 Jul @ 8:28am 
Just updated the mod. Now the tricolors event should be fixed.
About the companies, what do you mean esactly?
the companies slots from the techonogy?
or there is a UI bug that you cannot choose the companies?
Duke of Suffolk 4 Jul @ 6:04am 
Tricolors even is not fixed. I literally just got it in 1837 UK
Gnarkada 4 Jul @ 5:57am 
Yes the Tricolors event has been fixed. However the company slots no longer appear for me as well. Still a very fun mod thank you for for your time and effort!
Duke of Suffolk 4 Jul @ 4:44am 
Most of the Company techs no longer add a Company slot. Please fix!
Nyxanol 4 Jul @ 1:47am 
Seems to be fixed now, thank you so much!
SASCO  [author] 4 Jul @ 12:48am 
Hi!
I just updated the mod with some adjustments. It should be solved.
Please tell me if this error persist :)
Nyxanol 3 Jul @ 11:34pm 
Dunno what's going on, but while playing as the USA, I keep getting the "Tricolors over Washington" even from the Italian unification from this mod, even when it is the only one enabled. Might try and run some tests or something but I don't even have any Italian pops.
KuyKuy 1 Jul @ 12:51pm 
Great mod brotha
SASCO  [author] 1 Jul @ 7:06am 
Ah ok, now i understood.
No, the laws added in TGR are not one is good and everything else is terrible. Every law give you pro and contro.
So it's more like roleplay.
algame 30 Jun @ 2:25am 
No problem, I was just wondering if you have more variety in the laws, or is it like vanilla where everything progressive is good and everything else is terrible?
SASCO  [author] 29 Jun @ 10:06am 
@EatTheRich Thanks you guys that like and support this mod <3

@algame unfortunately there isn't a full detailed list of changes, but in general you can read the description of the mod :)
algame 29 Jun @ 4:37am 
Where can I read what is actually changed? Like for examples laws & institutions?
EatTheRich 28 Jun @ 9:47am 
Thanks a lot Sasco <3 you are the best.
SASCO  [author] 28 Jun @ 8:02am 
Hi Guys!

@Moskau i added a description in the name of consumer, light, heavy industry. If you move the mouse on that you can see which buildings are affected

@EatTheRich I think i can do it, i see if i can create a trigger at the start of the game :)
EatTheRich 27 Jun @ 5:35pm 
Hello Sasco, thanks for making this mod
Question is it possible to set the tarrifs 0 at the start of the game, or could there be a journal option to set everything to 0 with the tarrifs and subsidies.
At the start of every game you needs to change the tarrifs of all the good and its very tidious.
Thanks in advance :)
Moskau 27 Jun @ 5:24pm 
For the economic investments what buildings count as the different types of industry?
SASCO  [author] 27 Jun @ 1:12pm 
Mod updated for 1.9.5.
Includes some extra improvements on AI behavior about trade.

Let's flood other markets with cheap goods ;)
Mycelia 26 Jun @ 4:22pm 
Yes mod still works but it's still using the 1.9.2 version if you have the metadata error. I had to use another machine to get the 1.9.3 version of this mod. They really need to fix the workshop, man.
Angel 26 Jun @ 2:42pm 
I have the same metadata error but the mod/s seem to be working fine
Bear Dude 26 Jun @ 12:51pm 
any link or help for the yellow triangle in the launcher saying parsing metadata failed? It's just this mod, I've unsubscribed from everything and resubscribed to just this one first and verified integrity of files before and after unsubscribing and resubscribing. Any tips would be cool. Thanks
Riukus 24 Jun @ 10:21pm 
Well, two mods have almost similar naming. Will start next game with both mods. Thanks!
Deacy 24 Jun @ 10:04am 
@Sasco, Ahhh i see, i thought i was going insane looking for it lol, thank you again <3
SASCO  [author] 24 Jun @ 7:59am 
@Deacy if you refer to the JE, i removed in 1.9 since trade subventions replaced it.

@Riukus, sorry, i missunderstood, yes of course you can play with it! there's not any conflict
Deacy 24 Jun @ 1:07am 
Just wanted to thank you for quickly making this work with a new patch, just one question, im not able to find the trade subsidy button, i have the whole collection, and a dark map mod, and it doesnt show up anywhere, so was it removed or am i missing something?
Riukus 23 Jun @ 6:47pm 
Oh, I'm not about Private Sector Constraction mod, but about Controllable Private Construction mod.
magmaman225 23 Jun @ 4:31pm 
Love the mod but for some reason Im able to make automobiles in 1836 & wont let me discontinue production of them
Is this intended or a weird bug?
SASCO  [author] 23 Jun @ 1:11pm 
@mister_ren Thanks for the tip. I updated the mod, now you can make the leader resign if his popularity is at least -50

@Mr.Wolf ♔ ;)

@Riukus Of course, Dingbat is the same modder that helped to improve the features of TGR. the 2 mods are compatible ;)