Victoria 3

Victoria 3

Isein: Isekai Industry
28 Comments
Based Groyper 21 Jun @ 9:43am 
Haha you are good. Have a good weekend!
Lichtkang  [author] 21 Jun @ 2:48am 
I think it's safer to assume I won't come back to it. Sorry!

I also like the concept a lot, hence why I made the mod, mostly for myself. But I had my fun with it, so spending more time on improvements doesn't make sense to me personally.

For anyone interested in picking it up: I made sure the source is on GitHub (see link in description). And I tried to make world map changes more maintainable across updates by using scripts. Additionally, overrides on the base game are in a separate directory. Everything is "layered on top of each other" so it's easier to find out what needs changing on game updates.
BrickRedDonut 20 Jun @ 7:10pm 
Sorry, I meant date range/ballpark estimate if you're okay with that.
BrickRedDonut 20 Jun @ 7:09pm 
This seems like a pretty interesting concept, but I understand you're busy though. Is it possible if you give a (non-committal) date when development might resume?
Based Groyper 11 Jun @ 3:34pm 
hey twin, any news on this ? coolest mod concept imo
Lichtkang  [author] 6 Apr @ 10:09am 
No plans for any further work right now, way too much other stuff. So just in case, I've added a link to the github repo. I use scripts to update the world map('s population) and other stuff, so it's relatively easy to update when new updates come out for Vicky 3.
Based Groyper 5 Apr @ 6:52am 
...buddy?
Based Groyper 22 Feb @ 9:20am 
update when? cool ahh mod
Lichtkang  [author] 24 Jan @ 7:17am 
@TONK "decentralization" is a function of several laws. The journal entry tells you which if you hover over the progress bar. Regrettably, it's not clear in-game which laws incur which penalty, but in general, more "progressive" laws reduce decentralization. If the journal entry is gone, that should mean the country modifier is gone as well. Do you still see it in your country modifiers overview? You can trigger the event "ii_decentralization_events.1" to forcibly recalculate decentralization, that could fix any bugs.

If you still have issues, please send more info like screenshots via Discord. "The Official Victoria Server" server, "v3-mod-gallery" channel, "Isein: Isekai Industry" post.
TONK 24 Jan @ 5:39am 
Is there a way to get rid of Decentralization , I tried to finish the journal entry but the Modifier is still there
Based Groyper 24 Dec, 2024 @ 2:41pm 
nvm it works now, this mod is so frickin awesome... I would maybe consider having a huge mortality spike for tribal nations since they end up having too many people... Thank you again for this mod!
Based Groyper 23 Dec, 2024 @ 8:16pm 
I tried it out, but construction still scales with gdp for me:steamfacepalm:
Lichtkang  [author] 23 Dec, 2024 @ 9:52am 
Version 1.1.0 is out now. It includes changes to construction. See change notes for more info.
Based Groyper 22 Dec, 2024 @ 10:52am 
like the scale would cap off at 20-30 max weekly construction and no more? If yes, that would be perfect ngl.
Lichtkang  [author] 22 Dec, 2024 @ 8:28am 
@Tony Snell No, you're right, the GDP scaled construction is too crazy when your country starts growing. I can cap it earlier to max 20-30, though it'll also mean less income from minting annoyingly.
Lichtkang  [author] 20 Dec, 2024 @ 12:01pm 
@j.dickey1865 I want to do that, but not sure when. Probably after other balance changes. I'm building on top of the EU4 to VIC3 converter, and built the mod in a way that I can easily re-generate the base political map and layer my own changes on top. It should be possible to keep that structure and make decentralized nations playable. Maybe by changing some to centralied nations... but I'd prefer to tweak decentralized nations or add a new nation type (the VIC3 code seems to imply that's possible).
Lichtkang  [author] 20 Dec, 2024 @ 11:57am 
@Tony Snell I don't plan to invest much in toggle-able tweaks, certainly not yet. I've got a few changes in the works to rebalance things even further. The different changes all work together to give a certain pace to the game, I'm still trying to find the sweet spot.
Lichtkang  [author] 20 Dec, 2024 @ 11:55am 
@Leon I hate to disappoint, but I want to keep this rather lean and maintainable. Already thinking of splitting it out into two mods, so others can reuse the medieval start date and balance changes, and so the "wanderer" mechanics can be used in any other game. And if anything, I want to remove as much misplaced (non-medieval) flavor from events and journals first.
j.dickey1865 20 Dec, 2024 @ 9:32am 
Any plans to make some of the New World groups playable? Would love a start point in the Americas.
Leon 1⋅1 16 Dec, 2024 @ 8:05am 
Could use some historic flavour like the reformation. But I'm sure that will follow.
It might also be interesting to get some development on the character that gets send back, maybe you already have some ideas on that, but I think that a narrative would fit quite well here and add a lot.
Based Groyper 15 Dec, 2024 @ 5:08pm 
is there a setting where I can turn off gdp scaled construction? I love everything about this mod but just not the construction haha
Lichtkang  [author] 14 Dec, 2024 @ 12:14pm 
@Tony Snell Note that you can change the focus of your wanderer to boost construction instead in the journal entry. That'll give you above standard construction. The general rebalance which scales construction with GDP is to avoid the many tiny nations spamming buildings, while still keeping things viable for larger nations at the start despite the reduced tax income.
Based Groyper 14 Dec, 2024 @ 9:28am 
I like the concept and lore of the mod but how can I play this with normal construction?
Lichtkang  [author] 13 Dec, 2024 @ 6:25am 
Thanks for letting me know! Due to limited time playing this myself, most fixes are limited to the weird stuff I see AI doing early game. I'll note this down to have a look at.
ADude 12 Dec, 2024 @ 4:30am 
after playing for a bit, found that colonizing Russian far eastern states is borderline broken. literally.

states like okhtosk, chukotka, and iruktusk have overlapping borders and i cant finish colonizing as a result

everything else is great
ADude 11 Dec, 2024 @ 3:33pm 
you're telling me that the English can finally, FINALLY taste the pain they've inflicted on me during my playthoughs?!? ten stars. ten thousand stars
Lichtkang  [author] 8 Dec, 2024 @ 1:25am 
Hi James, I'm happy you like it!

To answer your questions:

1) The game is currently configured to last 200 years (so until 1644). With the wandering soul and some tech spread buffs that eventually kick in (after "medieval society" has decayed) I think that's a reasonable timeframe to reach end-game technologies across the globe. To my knowledge, in Vic3 you can play beyond the end date regardless.

2) The vanilla entries (and events) are still alive, not time-adjusted. So weird things happen (like a Charles DIckens event where the character in question is -300 years old). I'm not sure how far I want to go in disabling/modifying them, as it could increase maintenance after updates a lot.
Brigantes Celt 8 Dec, 2024 @ 12:58am 
Nice mod!

Thanks for the work on it... much appreciated, and I'm trying it out now.
I always wanted to play Great Britain, but start from scratch & decide my own colonies. ;)

I have a couple of questions too.

1) Does it fully run up to 1936, or last for 100 years up to 1544?

2) Are the scripted journal entries (such as the Japanese Emperors Restoration, Hanover
Sucession etc.) for the vanilla game still in this mod, and if they are, do they pop up after 1836?

I like the helping hand we get from the "wandering soul". It's a nice touch.