Victoria 3

Victoria 3

Espionage Remastered
73 Comments
cob  [author] 14 Jul @ 10:03am 
ok now it's right :D
cob  [author] 13 Jul @ 2:00pm 
Nvm I've done a shit job of the update and there's some errors, hotfix coming very soon!
cob  [author] 12 Jul @ 11:55am 
Updated! The technology spread bonuses do seem to apply from testing it just isn't very obvious - it doesn't show in the tech tree but does apply and does show the bonus when you add articles to the treaty and hover over them. I've dropped that bonus down to +50% now.

I agree with the Fund Piracy being too much, there was a flat value to reduce loot/cost if the target had more than a certain number of ships but I don't think it even worked tbh. I've removed that now and it multiples the value based on your naval power projection divided by theirs.

I've also adjusted the AI around the articles, so that it's way more clear about how it calculates their decision score. Hopefully that should improve things! Let me know if not though, I haven't had chance to play with the mod enough recently
MasterOfGrey 11 Jul @ 6:36pm 
The Fund Piracy may be a little overtuned?
I managed to get multiple bouts of +125k income boost from funding vs GBR as Tunisia.

I would suggest scaling the current value by your naval power projection/their npp (perhaps including some baseline amount) to represent your ability to actually reach and connect with/support the piracy you're funding.

Right now it was pretty game changing to have my budget tripled by a few successful raiding events.
MasterOfGrey 8 Jul @ 5:23pm 
No worries, thanks :)
cob  [author] 8 Jul @ 8:33am 
Cheers Grey (love your mods btw), I didn't realise but I shall take a look! I was meant to nerf them when I changed them into treaties and I must have forgot
cob  [author] 8 Jul @ 8:31am 
@大黄太阳枪 It should (I don't see why not) but I haven't tested it, I've not played loads on this new update - let me know if there's issues! :)
MasterOfGrey 8 Jul @ 12:04am 
The technology spread bonuses don't work.
Also, if you're stealing technology, it's possible to get 3-4 of them happening at the same time, which *would* be OP if they worked.
大黄太阳枪 6 Jul @ 2:08pm 
does the bpm patch work rn with this mod?
RFK Jr’s Brain Worm 22 Jun @ 12:15am 
was just thinking about this tbh
cob  [author] 18 Jun @ 10:10am 
I *think* this mod should be fine on the latest update but I'm still working on it so 3.0 should be out soon hopefully, if you have tested it and notice any issues please log them here (or in the discussions tab up above) so I can get them sorted!
https://github.com/cob-core/Espionage-Remastered/issues/new
MasterOfGrey 4 Jun @ 7:41am 
Thank you for doing this! I’m so glad! :D
cob  [author] 24 May @ 12:57pm 
Amazing, thanks for taking the time to do it! Sorry if the frequent updates make more work for you though haha. I've added a little section in the description for it
牛奶大魔王 15 May @ 9:30am 
Greetings! what a great mod, I want more Chinese player used it so i have translated it inside V3 Chinese submod mod
would u make a line in description

Here is my Chinese localization. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880069248
HellFae 12 May @ 11:36am 
thank you
cob  [author] 30 Apr @ 5:24am 
Yeah I plan to change that, the capital was easiest but I'm implementing a way to distribute them, I might make an event to let you pick one out of some random states that have ports
HellFae 29 Apr @ 10:25am 
I think the for Support Slaves, the freed slaves should move to other states and not the capital, such as colonies or states with low pops compared to other states
cob  [author] 18 Apr @ 1:24pm 
It's spy corn :corncob:
emytones2805 18 Apr @ 1:08pm 
why is there somone holding a piece of corn behind her
cob  [author] 3 Apr @ 5:50am 
Great feedback, thanks!
I'm aware of the election bug, it happens when the event fires but the target isn't in an election (so the event would be pointless), it's the best way I found of doing it at the time but I'll take another look. It should still work as normal though when they're having an election at least.
Stealing generals/admirals is a good idea, I'll take a look at implementing it :happy_yeti:
CamiciaRossa 2 Apr @ 8:48am 
Especially the assassination is very good, the progression, the options offered are qiute balanced. But there seems to be a problem with the election intervention, it disappears as soon as the screen appears. and a suggestion: bribing a general from another country into your service (without recognition limits based on cultural differences) could also be a good option, maybe you could consider adding it.
cob  [author] 31 Mar @ 3:48am 
New versions now out and should fix the issues with localisation but let me know if you spot anything wrong/missing!
cob  [author] 27 Mar @ 6:10am 
@Tenrukou Thank you, that mod was part of the inspiration for this! That was really well made but it's a huge undertaking to get to that level, especially by myself. I've explored custom UI and having spies as characters but it would take a while to implement.
I was going to try and reach out to the dev to see if some of the code could be re-used and incorporated into this mod since The Great Rework was abandoned but it doesn't look like the dev is very active :(
Tenrukou 26 Mar @ 8:36am 
And overall your mod is very interesting, it reminds me a bit of the late "The Great Rework" mode, specifically in the espionage part, of course hahaha
cob  [author] 26 Mar @ 6:58am 
@ Tenrukou Ohh right yes, thanks for letting me know, I very lazily copy-pasted most of them so they do need rewriting. It's quite tedious so I keep putting them off haha but I was planning on updating those in the next update to fix them and make the text sound more natural. I'm going to put focus on polishing the mod up to feel better overall :happy_yeti:
Tenrukou 25 Mar @ 1:15pm 
@cob the text lines added by this mod appear with bug descriptions, I imagine it is something related to language localization, but my programming knowledge is too scarce to confirm that this is the case. Thank you for your patience and attention.
cob  [author] 25 Mar @ 12:45pm 
@Tenrukou What textures have issues? I'm working on a big update for the mod at the minute so can get it patched in the next version
Tenrukou 19 Mar @ 5:43am 
This mod has a textual bug, it does not compromise its use in the game, but it does hinder gameplay
cob  [author] 12 Mar @ 1:25pm 
@CamiciaRossa After playing it for a bit I agree, it is way too expensive, especially now as they're locked behind an institution as well. I've updated the values to be reduced along with some fixes :)
CamiciaRossa 11 Mar @ 10:20am 
I have to to make a few points: The cost of the actions is very high, enough to shake the budget of whole country. Moreover, as the country's income increases, so does the cost of the actions. Why should financing (intervening in) a political party in a country that is my rival shake my budget? This both reduces the feasibility of actions and detracts from realism. Costs should be more reasonable and balanced. As it is, the mode is not feasible.
cob  [author] 9 Mar @ 8:02am 
@Hadi it's a spy disguise to blend in with the Victorian political elite in Britain, due to royal inbreeding they often had a third arm called a 'corn arm', true fact trust me :happy_yeti:
Hadi 8 Mar @ 3:23pm 
@cob brudda what the hell does an armed 3 limbed corn wielding victorian ai woman have to do with espionage
cob  [author] 8 Mar @ 7:27am 
@Hadi why is your icon so weird
cob  [author] 8 Mar @ 7:27am 
@Siver Thanks for letting me know! I've managed to recreate the issue and released a big hotfix now for the mod.
Super dumb mistake, it was meant to change country_tax_income_add but changed tax_income_add instead, giving -500000% tax income which in your case I think overflowed and looped back around to add tax income. Apologies!
Hadi 7 Mar @ 6:16am 
why is the icon so weird
Siver 6 Mar @ 4:38pm 
Hi, I just wanna let you know that the fund armaments seems to be broken, instead of taking money from the government it takes that tax income from the people. Resulting in people paying 29000% of wealth to the income tax destroying standard of living. It's be nice if you could fix this
cob  [author] 5 Mar @ 2:44am 
@Guy Fawkes The AI is indeed using it! I'll improve the AI usage in the next update but currently they should but will only take offensive actions against rivals generally

It's fully compatible with any tech mods! I actually decided not to modify techs to specifically retain compatibility
Guy Fawkes 5 Mar @ 12:02am 
is the ai using this and is it compatible with mods that change the tech tree?
nice mod, thank you
cob  [author] 4 Mar @ 2:22pm 
@p.b.uzun Some of them require being a great power (send advisors, etc.) so it could be that? Apart from that you'll need the law, tech, and institution for each one
cob  [author] 4 Mar @ 2:19pm 
@Sam Wise I've not been able to reproduce this, it might not have loaded the mod files properly? I'd try resubscribing and verifying
CamiciaRossa 4 Mar @ 11:14am 
Diplomatic actions are there, but they don't work; there are no options to practice on.
cob  [author] 4 Mar @ 5:23am 
@Sam Wise I'll double check I've not broken it haha

The pink face is the missing texture icon so seems it can't find the icon files for some reason, they're bundled with the mod so it should
Sam Wise 3 Mar @ 12:56pm 
Seems there's some issue with many of the commands in Diplomacy actions - the icons have pink Smilyfaces. Any idea why?
cob  [author] 1 Mar @ 9:29am 
FYI I've found out that due to the new laws and institution it no longer works when added to existing saves, I'll get the description updated.
cob  [author] 1 Mar @ 8:42am 
Ok got a compatibility patch sorted for Better Politics! See here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3436435973
It must be loaded last in the load order, and Espionage Remastered must be first (top of the list).
cob  [author] 1 Mar @ 6:28am 
@EliteArcanist Just an update - if you have this mod first in the load order it does seem to show the law group at least, though it doesn't solve the ideology issue :llama:
cob  [author] 1 Mar @ 5:04am 
@Quilaarq To add onto my last comment - what these do at the minute is for an ongoing cost you get a 1.25% chance each month to get an event which send advisors, giving the target country +100% tech spread in the specific area (advisors - production, attache - military, cultural - society) and that event adds another weekly cost (based on GDP) that lasts for two years so it's quite expensive to do it on big countries but it's a large bonus. It could definitely be explained better in the description!
cob  [author] 1 Mar @ 4:49am 
@EliteArcanist Interesting, I've had a quick look and the files in Better Politics and whilst they don't conflict I imagine they make some gui changes which might interfere. Try changing the load order to have this mod load before or after (not sure which would work best) and let me know if that works as I'm intrigued.
It does introduce lots of new ideologies which I can see being an issue as they won't have any preference for the law (and therefore they'll never support it), a compatibility fix would change that, but it doesn't look like it removes the vanilla ones so they should still support it at least at the minute.
I'm not sure when I'll release a compatibility mod as I don't know how much work it'll need, but I do like the idea as I think both mods would work really really well together so I'll take a look!
cob  [author] 1 Mar @ 4:37am 
@Quilaarq No it's a good question, they don't increase relations at the minute but I was meant to put a slight increase in, a little oversight on my part tbh; I'll add it in the next update. They do require relations to be above poor though so there has to be a relationship established.
It should work on any country (with the exception of decentralised), subjects included! :)