Victoria 3

Victoria 3

Grey's Populist Legal Power
56 Comments
Just The Lord 16 Jul @ 4:45am 
Any reason why public schools are nerfed in the education access they provide? (0.1 instead of vanilla 0.125)
Magistairs 6 Jul @ 1:01am 
I'm playing with the mod and don't have issues with bolstering
MasterOfGrey  [author] 21 Jun @ 4:41pm 
I do not have this bug on my end - either your version hasn’t updated properly (unsub/resub to fix), or it’s only happening in a specific context, in which case I need way more information about what’s happening.
KombatWombat 21 Jun @ 9:31am 
The mod causes a bug where movements can't be suppressed or bolstered, any chance you can review this?
MasterOfGrey  [author] 21 Jun @ 3:31am 
V1.7
- Updated for 1.9
MasterOfGrey  [author] 20 Jun @ 6:36pm 
Ah, thank you, I can look into that.
Tinisenn 20 Jun @ 4:30pm 
To elaborate for Teoman I've found that the trade policy and censorship laws are broken. The new tariff and subvention system does not interact properly with protectionism so you're functionally on free trade at all times. I was also unable to bolster or suppress movements as I "lacked legal basis" to do so while on censorship. Want to be fair and transparent, I do have other mods enabled but as far as I know none should affect laws.
MasterOfGrey  [author] 19 Jun @ 6:13am 
Just loaded it up, looks fine to me.
Teoman 19 Jun @ 4:54am 
no it is problematic Many of the laws in the game are broken.
MasterOfGrey  [author] 19 Jun @ 4:52am 
Probably*
*This mod is unreviewed, but I'm not aware of reason it should have issues.
Teoman 19 Jun @ 1:11am 
Is this compatible with 1.9?
Konstantinos 6 May @ 3:44am 
Is this compatible with Political & Economic Changes?
Ἀλληκτώ 1 Feb @ 7:22am 
Don't you plan to make it compatible with laws+?
Vince 31 Jan @ 12:36am 
I really hope that you can describe the details:steamhappy:
Dunkin' Darius 29 Jan @ 9:17am 
I was wondering how Corporate State is supposed to work here since it actually seems to have a reduction in worker owned buildings, and also doesn't allow cooperative ownership anymore.
Just The Lord 21 Jan @ 12:18am 
Unfortunately the problem persists :(
MasterOfGrey  [author] 20 Jan @ 2:26pm 
...Pretty sure that was fixed with the update back on Nov 22nd. It was a whole thing.
Try unsubscribing and resubscribing to this mod, see if that changes anything.
Just The Lord 20 Jan @ 12:58pm 
Bug report, tested on latest branch without any other enabled mods: Extra authority gained from institutions is not accounted for authority calculation of Political Dysfunction, meaning one can sit at posiotive authority provided from the extra sources given by this mod and still suffer from an ig approvval penalty
MasterOfGrey  [author] 11 Jan @ 4:55am 
Yes, at the moment in vanilla it's weaker cause slaves can't join movements. BrokenRobot did something to make it stronger somehow
napamathguy 11 Jan @ 2:09am 
Is the Abolitionist movement in USA supposed to be 6x (59%, versus 9%) as strong as in Vanilla? The other movements all look about right. It's just kind of weird that the Slavers can have a good chance of abolishing slavery.
MasterOfGrey  [author] 3 Jan @ 9:09pm 
Yeah that type of error can get spammed whenever something isn't set. Due to the update today, you'll get a lot of that in an existing save.

This sort of error does not cause crashes tho.
Cana 3 Jan @ 9:04pm 
Hi I posted an error on your subject interaction mod yesterday, I disabled that mod today just to see if I was still crashing which happened again, except this was the only error in the entire error log (repeated over and over):

[14:57:41][jomini_script_system.cpp:270]: Script system error!
Error: Invalid right side during comparison 'var'
Script location: file: common/scripted_triggers/dict.txt line: 6 file: common/on_actions/yMoG_PLP_LA_code_on_actions.txt line: 162 file: common/scripted_effects/yMoG_PLP_cache.txt line: 42 file: common/scripted_effects/dict.txt line: 17
MasterOfGrey  [author] 3 Jan @ 5:25pm 
Updated, lag spikes should be mostly gone now.
MasterOfGrey  [author] 23 Dec, 2024 @ 7:39pm 
I've also started noticing this and I can only assume it has something to do with the maths that BrokenRobot added for movements. If I can get it sorted I will.
Thumpster 23 Dec, 2024 @ 11:25am 
Hi Grey, I'm some really bad lag around the 20th of the month (Thursday third week of the month?). The game basically freezes for a full 5+ seconds. I'm running 30 different mods, most of which are in your "essential recommendations" collection but I've narrowed it down to this mod by just turning them off one by one until the lag goes away.
Let me if you want more info and/or a save. Its like 100% repro. I've disabled the mod for now just because its super annoying.
MasterOfGrey  [author] 10 Dec, 2024 @ 1:25pm 
In vanilla LF is effectively a “win” button. It’s actively better than everything else.

In practice, in this era, it’s not, it’s best used when you already have a vibrantly healthy private sector.

If you are on interventionism and the private sector has bought up everything and invests enough that you can pause construction and they just keep going full steam - then you should be switching to LF.
But before that, interventionism is meant to be better.
Mt. Hell 10 Dec, 2024 @ 10:28am 
HI Grey, I'm a bit stumped on how Laissez Faire is supposed to be... competitive i guess, compared to interventionism.
This is LF
state_shopkeepers_investment_pool_efficiency_mult = 0.25
state_capitalists_investment_pool_efficiency_mult = 0.25
country_government_dividends_reinvestment_add = 0
country_government_dividends_efficiency_add = 0.65
This is Interventionism
building_nationalization_investment_return_add = 0.5
country_government_dividends_reinvestment_add = 0.7
country_government_dividends_efficiency_add = 0.5

The extra Cap and Shop's investment boost are not able to be close to the 70% investment bonus from unterventionism in my games which has resulted in me having lower investment pool/building money overall.

I know you mentioned having to lower taxes to simulate capitalist economies but in game that does very little to boost the economy.

Maybe it is supposed to work like this but it just feels bad.
MasterOfGrey  [author] 7 Dec, 2024 @ 2:51pm 
Ah! Thank you, I noticed this too but hadn't worked out what the issue was.
I'll fix this asap!
Duck 7 Dec, 2024 @ 8:59am 
Hi i noticed an issue with the state religion change. I changed to Shinto as Japan but then when i enacted State Religion it flipped me back to Mahayana..

I think it's because of this bit in the law definition:

on_enact = {
recalculate_pop_ig_support = yes
if = {
limit = {
# has_law = law_type:law_state_atheism
country_has_state_religion = rel:atheist
}
set_state_religion = root.country_definition.religion
}
if = {
limit = {
has_modifier = antireligious_policies
}
remove_modifier = antireligious_policies
}
}

on_activate = {
set_state_religion = root.country_definition.religion
}


The on_enact checks for atheism but the on_activate doesn't so it still changes the religion if you don't have atheism.
DISTOPYA-ASKERI 7 Dec, 2024 @ 8:00am 
Is it compatible or conflicting with RA Historical mode?
MasterOfGrey  [author] 28 Nov, 2024 @ 4:44pm 
V1.3
- Properly implemented citizenship radicals changes from 1.7 into new 1.8 system.
- Reworked acceptance levels for citizenship laws.
- Enabled Full Acceptance assimilation.
MasterOfGrey  [author] 24 Nov, 2024 @ 9:14pm 
Updated
franzinor 24 Nov, 2024 @ 7:32am 
Thank you!
MasterOfGrey  [author] 23 Nov, 2024 @ 8:44pm 
Ah yes, forgot it touched those. Will update soon
franzinor 23 Nov, 2024 @ 4:00pm 
Hey, love all your work! Possible bug found: Legitimacy-levels doesn't impact loyalists and radicals from movements like it's supposed to. Disabling this mod fixed it, so I suspect it's this one. Apologies if mistaken!
MasterOfGrey  [author] 22 Nov, 2024 @ 3:38pm 
Pushed a small bugfix - should be possible to bolster and suppress movements now
MasterOfGrey  [author] 21 Nov, 2024 @ 11:02pm 
V1.2
- Updated for 1.8
- Added modifiers for Colonial Extraction similar to VTM
- Incorporated the updated method of giving authority to institutions from Law & Authority
Taylor  [author] 23 Oct, 2024 @ 7:07am 
Did kick me into gear a little, but this also coincided with completing my masters degree which was consuming my time lol.
Sykes 23 Oct, 2024 @ 5:38am 
Just want to confirm that there are no more elections in autocracies :D But as much as I like the changes, it does collide with BPM - Several cabinet positions are erased when both are activated. Hoping for a compatch in the future. Good work in general!
MasterOfGrey  [author] 22 Oct, 2024 @ 5:14am 
V1.1
- Fixed Elected Bureaucrats creating a voting franchise and applied an alternative that might(?) work, or just do nothing. (harmless)
- Nerfed the migration attraction from Total Separation, Multiculturalism, and Universal Suffrage so that they add up to 10%, not 10% each.
MasterOfGrey  [author] 21 Oct, 2024 @ 8:03pm 
Yes there'll be a fix for that imminently.
친구는공 21 Oct, 2024 @ 7:17pm 
"After installing this mod, a problem arose where parties are being formed in countries without voting rights. I suspect the cause is related to issues with bureaucratic laws. You can see examples of this by looking at Korea or China."
MasterOfGrey  [author] 20 Oct, 2024 @ 3:20pm 
No. But I think it should work with BPM Lite.
I don't use BPM itself.
force200 20 Oct, 2024 @ 11:20am 
Is there a patch for BPM?
MasterOfGrey  [author] 20 Oct, 2024 @ 4:59am 
Yep, I think making this gave Taylor a kick to get into gear. :P
This will be updated again soon and Taylor will be a contributor on this mod.
Tosun Paşa 20 Oct, 2024 @ 4:53am 
Law & Authority mod updated.
MasterOfGrey  [author] 20 Oct, 2024 @ 3:38am 
Yes I recently learned that a feature I added to Appointed Bureaucrats accidentally creates a voting franchise. That will be gone in the next update.
Sykes 20 Oct, 2024 @ 3:35am 
There seems to be an issue when using this mod with Better Politics Mod. Having both activated, political parties are instantly existing from the beginning and even authocratic states get elections. Once this mod is deactivated, everything is back to normal
MasterOfGrey  [author] 19 Oct, 2024 @ 11:18pm 
Not at the moment, but that might change after L&A gets updated.
pilyap 19 Oct, 2024 @ 11:16pm 
great work! do we still need to use Law & Authority together with this mod or not?