Victoria 3

Victoria 3

[1.9] - Project Variety
363 Comments
SamSki 2 hours ago 
One of the biggest issues is the fact that low control increases turmoil, but having turmoil lowers control, so it becomes a death spiral. It's extremely frustrating.
SamSki 3 hours ago 
@Fulmicotone I'm well aware of how Control works and how to raise it, but it is just an unfun mechanic. It's way too harsh for turmoil, way too harsh for playing the game any way that isn't just an authoritarian dictatorship and way too harsh on going into debt or turmoil. All it does is further punish things that are already punishing enough.

I would really appreciate if you or someone else added a game rule to remove it, I think the mod suffers from it.
Fulmicotone  [author] 18 hours ago 
I made the change for sugar exactly because of that, I want to make certain goods that are usually ignored in vanilla, way more important
Mad Baron 31 Jul @ 2:28am 
It's possible to make them viable by staying on the tier 1 main PM (only grains, no sugar input) and then going with iron + meat/fish inputs for extra groceries and then the tier 3 PM for liquor which has the best ratio of liquor per sugar input. But even then those buildings are way less profitable than textiles, glass and furniture because sugar is so extremely expensive until automatic irrigation and colonizing sugar-rich regions.

The inventions don't really make the groceries building better either - inventions for many other buildings are often better.

I would like to see the sugar output of the farms PM increased a little bit for balance reasons.
Mad Baron 31 Jul @ 2:28am 
So the recent compat update didn't incorporate the vanilla 1.9 changes to gov admin buildings and universities. Was that intentional? It's fine either way but perhaps just an oversight.

Also the fact that the secondary PM for farms that replaces 10 grains with 5 fruit and 5 sugar in vanilla here replaces 10 grains with 5 fruit and 1 sugar makes it almost impossible to really play with the groceries industry as any country that doesn't have access to sugar plantations. Maybe this is intentional but considering that the private queues and AIs are still building groceries nonetheless that just ends in one of the least profitable urban buildings sitting empty and using up infrastructure.
Mr.Wolf ♔ 30 Jul @ 8:36pm 
What new religions are added? Besides Zoroastrianism
Fulmicotone  [author] 30 Jul @ 8:33am 
yes, laissez faire indeed works
Паевые фонды 30 Jul @ 3:50am 
Laissez-Faire work?
Fulmicotone  [author] 28 Jul @ 10:46pm 
nah I've been playing the mod multiplayer too and even if you play extremely wide, it's more than possible to stay positive, as soon as you don't go for all the meta laws
Dougie 28 Jul @ 8:30pm 
Generally its just impossible to have positive control mid-late game because theres far far more negative modifiers than potential positive ones. Its very frustrating.
The Degenerate 28 Jul @ 4:52pm 
Something actually happens: The mod
Fulmicotone  [author] 28 Jul @ 2:01pm 
Deficit spending was not a thing before 1929, but I'm planning on making it more gradual, instead of a flat immedieat -20; as for colonization, it makes colonial administrations and chartered companies an actual option, since they are kinda useless in vanilla.
Dougie 28 Jul @ 1:31pm 
Enjoying the update and new ai being more competent. Some of the early formations feel a bit out of place, like a massive aggressive germany uniting within the first 3 years of the game. I also suggest landlocked countries starting with transit rights since the ai often cant figure it out themselves.

The new control system has some harsh balancing choices, like -50 for 30% debt in a game where deficit spending is a core component to economic growth. Its even wierder when high control gives loan interest rate buffs, but to get good control you basically cant have debt. The control system seems to punish your nation for struggling, making it much easier to send your economy into a death spiral.

It also nearly ruins colonization (which already has crazy infamy cost in this mod) because even owning a tiny 20k pop colony messes up your control, and if this 20k pop colony is poor and starving, then you end up with another -15 nationwide control malus.
Fulmicotone  [author] 28 Jul @ 10:51am 
To check how to increase control you can check the tooltip on the top right, you need to hover over the word "control" and you will get a list of all the stuff that can help you managing it
SamSki 28 Jul @ 7:21am 
The Control penalties are also just waaay too high.
SamSki 28 Jul @ 7:20am 
Really cool mod, works very well, however the control system is insanely unbalanced and boring. It's way too easy to lose control. Very cool overall however and totally worth playing
Dougie 26 Jul @ 9:21pm 
Alr that makes sense
Fulmicotone  [author] 26 Jul @ 1:39pm 
laissez faire set to 1% is to avoid an exploit where people would just add a 100+ years queue before enacting it; I tried other solutions, but this is the only one that worked
Dougie 26 Jul @ 8:14am 
Also I think the control system is pretty cool, It probably needs tuning here and there like any new system but it does add another layer of depth to deciding your laws and gameplay style.
Dougie 26 Jul @ 8:09am 
I think laissez faire is broken. Private construction is set to 1%, is it supposed to be 100%?
Fulmicotone  [author] 25 Jul @ 12:21pm 
np man
Johnny 5 25 Jul @ 12:12pm 
Thanks for your response!
Fulmicotone  [author] 25 Jul @ 11:59am 
In the Sandbox menu you can check the various formables, and usually countries that have a lot of them, have lots of content as well
Johnny 5 25 Jul @ 11:45am 
I like the setup, how much flavour content is there? any recommended nations?
Fulmicotone  [author] 24 Jul @ 11:26am 
did you add Community Mod Framework to the set with PV? they are not compatible
julien.brelivet 24 Jul @ 11:13am 
Great mod. I don't have the national focus tab since the 1.9
Fulmicotone  [author] 23 Jul @ 12:03pm 
top right, and make sure to have the mod updated with the new tooltip
Salgoosaline 23 Jul @ 6:57am 
where can I check current control value? There's so many points that can change control, so it's nearly impossible to calculate.
Fulmicotone  [author] 22 Jul @ 4:40pm 
yeah, I can add a game rule to turn off control, but it's gonna take me a while
Cunningfoxpup 22 Jul @ 1:32pm 
Literally just the option to turn off control in the game rules would be perfect. More options is always better
George_Kisha 22 Jul @ 11:54am 
Thank you for this mod, in all honesty its the only way i can stumic this game
icon41gimp 21 Jul @ 11:34pm 
This feels way too slow, all the AIs are blobbing out of control in 4 years and Im stuck with some shitty protectorates and can't staff factories
Fulmicotone  [author] 20 Jul @ 11:35am 
Literally unplayable
ShBarieh 20 Jul @ 9:15am 
MOD sucks shit RN
Fulmicotone  [author] 17 Jul @ 4:02pm 
@roblek I have no idea why this happens, maybe the game checks workforce availability for ai differently from players? dunno, but usually to fix this kind of problems you just need to subsidize the building till it starts hiring.
roblek 16 Jul @ 8:52pm 
why when I play as an African nation are my POPs dont go to work in the factories and at the exact moment I give the AI my country everyone go to work in the factories? it's like POPs change their minds when they see AI take control of the country, I've been watching AI and there's nothing that changes significantly when it take my country

I don't know if it's the mod or my skill issue but someone help :steamsad:
plaisi 16 Jul @ 6:53pm 
I find it impossible to get recognized. None of the GPs want to negotiate a alliance/defensive pact with me or if they do it takes forever to tick to 80 relations...
kenro 15 Jul @ 3:02pm 
I think the control mechanic seems interesting for mp if it's balanced well, but I think it's worth considering uploading a version of the mod with this turned off. In singleplayer it's just anti-fun for people who don't think the same as you.

Imbalance is fun! :steamhappy:
ShBarieh 15 Jul @ 12:02pm 
we don't want you to nerf anything thats the point... thats why we play this mod, only for buffs we get! you are destroying the mod with this control thing. please just kindly remove it...
Fulmicotone  [author] 15 Jul @ 10:37am 
As for the infamy,there are numerous ways to decrease infamy generations, the quickest one is through policies; also making a power bloc massively increases infamy generation, so I suggest to avoid making one till you're almost done with conquest
Fulmicotone  [author] 15 Jul @ 10:31am 
As for the ai, it's recommendable to treat ai nations like players, make sure to befriend the strongest ones and possibly ally them, the ally limit has been raised to 2 for that reason
Fulmicotone  [author] 15 Jul @ 10:30am 
@einherjar the control system has been implemented exactly to nerf stuff like this, 100M pops Greater Germany that on top of that has also a colonial empire is way too op
Organic Deconstruction 15 Jul @ 12:37am 
190 infamy to make someone a protectorate is wild, i can't even conquer claimed states without having to fight the entire world every single time. By the time you conquer a couple of countries it's already 1860s and the game comes to a screeching halt in performance. Everything else is great, tho
CornSalesman 14 Jul @ 9:27pm 
I really like this mod but the ai is far too willing to create a world war over simple wars, countries are willing to just jump into wars they have no business being involved in totally ruining any chances for expansion.
[92nd] Boki 14 Jul @ 6:35pm 
I'm having issues playing as the USA and annexing countries. I declared on the Shawnee, won the war but they it didn't give me the land. Same when I went to war against Venice for Florida and Porto Rico. I won and i got the land from Porto Rico but it never gave me the Florida land. Am I missing something?
Einherjar 14 Jul @ 8:29am 
The Control thing is the worst system. Suez canal takes 2777 weeks to build, I can't construct anything anymore, making my pops more agitated. There is not enough to offset the control loss by just having Population or having a country with colonies.

Greater Germany + Colonies + 100 milion people shouldn't cripple the whole nation to the point of being unable to do anything.

And I haven't expanded for at least 10 years.

https://imgur.com/a/u7ETltC
Fulmicotone  [author] 14 Jul @ 12:13am 
Regarding control, make sure to read all the control tooltips I added, and integrate and reduce the turmoil in the new land you acquire before going on a conquest spree; Brainlessly conquering everything possible without caring about radicals, possible famines or shortages will only work with certain oppressive nations (such as Shandong, or some indian tags).
Fulmicotone  [author] 14 Jul @ 12:10am 
Because of the nature of the mod, don't expect to pop off after a single session (10 years); this mod requires the player to think before doing anything, and following the standard vanilla strategy is most likely not going to work.
ShBarieh 13 Jul @ 8:55am 
and please delete that control thing its frustrating playing with all the penalties... thanks
ShBarieh 13 Jul @ 8:52am 
bro please! whats up with this shortage? WHY is it so hard to get the economy working? im drowning in debt...!