Victoria 3

Victoria 3

Less Border Gore - Claim Colonial States
18 Comments
Dat Fishe  [author] 13 Jul @ 7:15am 
@Касим It should be, let me know if you run into any problems and I'll see if I can fix it. Thanks for the positivity!
Касим 13 Jul @ 7:06am 
Dear developer, thank's for your mod. Only one question: is it compatible with "Colonial Government all over the world 1.9" mod?
Avekat 20 Jun @ 7:14am 
Oh that somehow fixed it. Thanks
Dat Fishe  [author] 20 Jun @ 7:10am 
@Avekat Did you try unsubscribing and re-subscribing to the mod? Steam sometimes gets kinda weird sometimes when trying to update a mod
Avekat 20 Jun @ 6:53am 
Ai doesn't seem to claim states still for me
Dat Fishe  [author] 20 Jun @ 5:35am 
Should be fixed - lmk if there are any more issues
Dat Fishe  [author] 20 Jun @ 5:21am 
@zzzptm I think you're right, it seems to work fine for the player, but the AI doesn't seem to take the button anymore
zzzptm 19 Jun @ 3:13pm 
Looks like this needs an update for 1.9
Dat Fishe  [author] 29 Apr @ 5:35pm 
Released an update that (hopefully) addresses the concerns made by @gonshi and @TeaferToo, see Change Notes for details
Dat Fishe  [author] 29 Apr @ 10:33am 
@TeaferToo Thanks for pointing that out, I'll definitely look into this
TeaferToo 27 Apr @ 2:07pm 
Hey, this mod is pretty nice. However, an issue I came to find was that creating colonial subjects led to a meteoric rise of fascism, because of the fact that the journal entry gets boosted from the amount of land you have claims on but don't directly control -- which includes the colonial land you generate claims on. Is there any way you could make it so the claims transfer to the colonial subjects and stop being directly yours so that you don't get the blackshirts as often?
Dat Fishe  [author] 25 Apr @ 2:37pm 
@GriffinMan A cash sum feels kinda weird to me thematically (like, why would claiming land cost currency?), but I might be able to program a temporary/decaying penalty to bureaucracy for every claim you make - although it might be a pain to program the AI to account for this and not just drive their bureaucracy off a cliff. Again, will try to do some testing when I have the time.
GriffinMan 25 Apr @ 12:07pm 
Could add a cost of some kind to Claims, like make it cost either a flat sum of cash, or a monthly sum? That way it's not totally free, but (depending on price ofc) also not super free.
Dat Fishe  [author] 24 Apr @ 4:17pm 
@gonshi Thanks for taking the time to reply! I'd like to avoid implementing a cap if possible, since the main point of the mod is to eliminate split colonial states as much as possible, but I'll definitely do some testing to see if I can find a way to address this when I have the time - ideally some system where you automatically lose a claim if you remove a colony, or if all else fails, just implement your solution as an optional game rule.
gonshi 10 Apr @ 7:02am 
Seems easy to exploit, haven't tried it yet but I think it would be better if its both capped to a maximum of a few claims per time used (1 to 3, ranked by colonies with higher population, so that one cannot just spam colonies everywhere and claim all at once) and capped to only usable every few years (around 5, so the event doesnt get spammed)
Dat Fishe  [author] 3 Jan @ 2:28pm 
@Aaronthelemon @GriffinMan Yes, the AI does use it in the tests I ran, I'll add this to the description
GriffinMan 2 Jan @ 6:18pm 
@Aaronthelemon I quickly checked the file, yeah the AI_chance is set to 100 for the scripted button in the JE, so they should, assuming it works, be setting a claim every time they can
Aaronthelemon 2 Jan @ 1:22pm 
Does the ai use this whenever it can?