Victoria 3

Victoria 3

Better Ideological Unions
40 Comments
Mahler  [author] 22 Jul @ 7:15am 
Hey! :) Of course I will link your translation. Thank you for including my little project.
牛奶大魔王 21 Jul @ 8:05am 
Greetings! What a great mod, I saw it had Chinese loc but some read weird, so I did a better chinese translated
Would u include a line in description?

Here is my Chinese localization.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880069248
Mahler  [author] 4 Jul @ 2:12pm 
Updated for game v. 1.9.5
Please note:
- Due to the new treaty mechanics, the "Guarante Independence" article is not automatically removed when beginning unification with a country. This article must be removed manually during treaty negotiations to avoid penalties to the integration process.
- If a treaty containing the "Guarante Independence" clause is still in effect, forcing the annexation of a nation will count as a treaty violation and result in penalties. It's best to adjust the treaty accordingly beforehand.
- Due to the new treaty system (and the resulting new bugs), unexpected errors may occur. Unfortunately, I haven’t been able to test every possible scenario yet. :(

Please let me know if you run into any bugs! :)
_Sun_Man_ 1 Jul @ 11:25am 
thank you for a status update
Mahler  [author] 1 Jul @ 11:24am 
I'm currently working on an update for the mod, but the new treaty system has made things a bit more complicated. Just a few more days! Thanks for your patience!
_Sun_Man_ 20 Jun @ 12:40am 
does this work with 1.9?
CamiciaRossa 31 Mar @ 1:45pm 
It needs to be updated for 1.8.7.
King Zog 10 Mar @ 10:58am 
has this been updated?
Mahler  [author] 13 Jan @ 11:42am 
Hey SgtPeppersSoul! That sounds like a pretty annoying bug. Sorry you're having to deal with that. I’ve tried a few times, but haven’t been able to reproduce the error so far. It looks like this diplomatic action is stuck in some kind of loop – a bit strange, since the event should be triggered by pressing the button and only then. If you’re up for it, I’d kindly ask you to do the following: could you start a new topic under 'Discussions' and just paste your error log there? That way I might be able to see where the issue is. Also, if you could send me your savegame, I can take a look for the bug and maybe even fix your save. Is only this one savegame affected or does it happen if you start a new game? Cheers!
SgtPeppersSoul 12 Jan @ 11:41am 
Starting the game with this mod active, I get spammed by dozens of empty versions of the regime_change.1 event. This seems to happen again every time I load a save.
Kelgran 29 Dec, 2024 @ 3:10am 
Sorry for late reply, yes the problem was fixed thanks, i appreciate your work:steamhappy::steamthumbsup:
Mahler  [author] 27 Dec, 2024 @ 4:10am 
Thanks Okan for the info! :)
Okan 27 Dec, 2024 @ 12:53am 
Hello, I had the same problem as Kelgran and for me it is fixed with the new update.
Mahler  [author] 26 Dec, 2024 @ 1:34pm 
@Kelgran - Could you please check if the issue is resolved with the update I just uploaded?
Mahler  [author] 26 Dec, 2024 @ 10:41am 
Hey Kelgran!
Thanks for the info! I will look asap into this. If I can reproduce this error you can expect a fix in the next 24 hours.
Kelgran 26 Dec, 2024 @ 8:57am 
Hi there are a new problem with your mod, mandate progress bar is always says "constant" and not progressing
Mahler  [author] 24 Dec, 2024 @ 8:33am 
Thank you very much! Merry Christmas to you too! :)
lucocarvalho 24 Dec, 2024 @ 5:04am 
Thanks for the quick fix, mate! Hope you have a good Christmas :D
Mahler  [author] 24 Dec, 2024 @ 12:52am 
Many thanks for the important tip from you! I've adjusted it accordingly and it should work. If you still have your savegame with the open JE, then it should simply close when you continue playing after updating from the workshop. That way it shouldn't interfere with your current run. Thanks again! :)
lucocarvalho 23 Dec, 2024 @ 3:33pm 
Hi, great mod! I've found that the A Kindred Spirit JE doesn't autoclose if the target country becomes a protectorate through other means - i.e. through a diplomatic sway or something.
Mahler  [author] 17 Dec, 2024 @ 10:33am 
I haven't found any incompatibilities and will continue to expand the mod accordingly. If anyone encounters problems with the new update, please let me know! :)
Mahler  [author] 27 Nov, 2024 @ 8:07am 
Yes, of course! I'll be happy to check it out. I just don't have access to my desktop PC at the moment, so please give me another two or three days. However, I am very happy that you are interested in an update! :)
teelicht 26 Nov, 2024 @ 9:04am 
Any chance, you could check if this is still compatible with 1.8?
_Sun_Man_ 26 Nov, 2024 @ 8:12am 
Update?
Mahler  [author] 19 Sep, 2024 @ 12:01pm 
Thanks for giving me some numbers that you think are reasonable. I've almost finished the next update and will look at all the principles again before uploading :)
Alpatrix 19 Sep, 2024 @ 8:15am 
even +0.5 per tier is a bit too poweruf but it would be worlds better than what it was before
Alpatrix 19 Sep, 2024 @ 8:14am 
+7.5 SoL for lower strata is just way too op, just decrease all the tiered stuff from it by like a huge amount, its genuinely disgusting how op it is, same with a bunch of the other ones, like research one is pretty op aswell, at most make the map research slightly more than the the max in vanilla (like 25% more max), but maybe make the first 2 tiers have the same tiered effects but just a lot less
Mahler  [author] 17 Sep, 2024 @ 3:03am 
Of course you're right! In my opinion, the principles should all have a noticeable effect. After all, you only have four at your disposal. And my impression so far has been that some (apart from role-playing) have no relevance at all. Would you like to make a suggestion for ‘Sacred Civics’? I'd be happy to incorporate this into the next update.
Alpatrix 16 Sep, 2024 @ 12:44pm 
The tiered principles is actually way to op, sacred civics is so fricking op
Alberto_09 11 Sep, 2024 @ 3:10pm 
and also change the goverment ideology to the overlord
Alberto_09 11 Sep, 2024 @ 3:09pm 
not pay tribute and cannot be anexed, but it assist you in wars and their are aligned put you in overlord's market
Mahler  [author] 11 Sep, 2024 @ 11:08am 
Do you have any other ideas for the characteristics of the subject?
Mahler  [author] 11 Sep, 2024 @ 11:05am 
Good ideas and I would give both a try.
Alberto_09 11 Sep, 2024 @ 7:03am 
and even the posibility to subjugate members as a special type of subject (with 0% tariffs)
Alberto_09 11 Sep, 2024 @ 7:02am 
maybe less infamy in change goverment casus belli as a principle?
Mahler  [author] 11 Sep, 2024 @ 2:08am 
I've been thinking about whether it would be a reasonable feature to be able to make generals, not just agitators, IG leaders. That would give you more influence on the character ideologies of ig leaders. The question then would be what this interaction depends on.
King Zog 10 Sep, 2024 @ 4:12pm 
thanks! memes aside, niche ideologies were tough to spread. communism and democracy is super easy, so is monarchy, but because fascism requires a fascist head of state its more complicated
Mahler  [author] 10 Sep, 2024 @ 2:57pm 
I'm glad you both like the concept! It's still a beta so far. If you have any suggestions for improvement, please let me know.
Tap.Water 10 Sep, 2024 @ 1:55pm 
This is the sort of thing Ideological Unions should be, given what the intention behind their inclusion in the game is
King Zog 9 Sep, 2024 @ 3:28pm 
finally, i can spread fascism