Victoria 3

Victoria 3

Not enough ratings
Age of Discovery 1444
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
196.968 MB
21 Mar @ 6:19pm
26 Jul @ 4:43pm
12 Change Notes ( view )

Subscribe to download
Age of Discovery 1444

Description
What if the industrial age started early? In this alternate history, it does.

Besides having 492 years of game play, here are some other differences from vanilla:

Standard of Living - Pops have a slightly lower baseline but larger increase with literacy.

Obsessions - Pops can have 4 obsessions and there is 5 times the chance of becoming obsessed with a good vs. base game

Countries - Start with almost a full gold reserve (spend it wisely)

Crops - There is an increase in the range of harvest intensity

Pops - There are now less working adults (sized to approximately 2 adults w/ 3 children for family size - 1 adult works). Dependents will consume (eat) more than base game but still less then working adults.

Goods - Price range increased

Tech - All techs cost 4 times more than base game (100 yrs play vs. 492 yrs.)

Innovation - Max innovation is up from 200 (base game) to 500 to quickly research techs.

Tips - 1)The world in 1444 is basically starving and posses the first challenge. 2)Countries with slaves are generally doing better at the start. 3)Technology is possible through innovation. 4)Getting cost of living under control is very important. 5)Be careful taking too much through war, it may be your decline!

Feel free to leave comments/suggestions.
18 Comments
TyphoonNL 10 Jun @ 10:14am 
@mars99 i still haven't found anything interesting and i am at year 1536 and i am playing on hard-mode.
the only thing that was interesting was a bug that i didn't get a country as a protectorate when it gave-in in a political play that i started with.
i also had to give the UK and France a military shipyard, because that way they could make ships (hoping that they would fight me more)
mars99  [author] 9 Jun @ 7:05am 
@TyphoonNL
Not everything is a bug my friend, lol
if you find some nations subsidizing, it's because of their AI strategy / agenda - this is a Paradox mechanic. You can see that info on their country info page. The difference with the mod is the global economy - ie. no buildings, behind in tech, and no trade for resources. This makes AI strategies react differently then base game.
it would make sense to you & me that the subsidies should stop, but the AI may not prioritize that. Are you finding it so easy that you just eat up the AI? Are you finding that the AI cannot fight back due to debt? If so, what nation.
AI still challenges me, with or without debt. In most cases, I found the AI didn't have debt until it went to war with me and took loads of debt on just to be spiteful to me (like a player would, lol).
I think the only time I find in 'easy' is the first 50ish years of play out of the 492 years of game play. If you haven't played past 50 years, trust me, it gets interesting.
TyphoonNL 8 Jun @ 3:58pm 
@mars99 Whats up with the AI and their subsidies bullsh*t? Coal, Iron, Steel and Railways are all subsidized and they are losing like +100K money. Is it a mod bug? because as a soon as i remove it, they don't add it back.
TyphoonNL 3 Jun @ 12:03pm 
@mars99 i checked the debug menu and Burgundy is just the United Netherlands [UNL] which is bullshit imho and i blame the Age of Discovery 1444 mod for that
mars99  [author] 1 Jun @ 2:30pm 
@TyphoonNL
That nation formation as well as others is from the other mod or the base game. However, I'm not sure it's a 'bug' as I think it was intended where only Burgundy could make "United Netherlands". However, Holland, which I have played a SP campaign, very much can form the "Netherlands". - 2 different nations to form. One from French culture and one from Dutch culture from what I make out of it - however, I have not looked into the files for it. I'll post a pic of my Holland campaign, which I started as a subject of Burgundy, broke away, and now am the Netherlands!
TyphoonNL 30 May @ 12:15pm 
@mars99 i found a bug, Burgundy can form as the United Netherlands without having the states.
the Netherlands, Belgium and Luxembourg don't have that option.
now i don't know if its bugged in this mod or in the Age of Discovery 1444 mod
Memestroni 16 May @ 7:43am 
@mars99 that was my first though as well but i still had a price impact of 15% in all my states and when i tried subsidizing to force production the iron still had 0 supply in other states
mars99  [author] 12 May @ 8:28pm 
@Memestroni TY
So what your seeing is related to "Market Access Price Impact" - this is a base game mechanic

Seeing that the game play is from 1444 - 1936, the access to the market is based @ 25%. Then you have a law (Traditionalism), a decree, as well as techs in Society that impact this, all are base game. And now the mod adds production techs like the Railroad which also impact this. Last, the base game has weather mechanics that impact Market Access as well - like floods.

If you look @ the local pricing tab and mouse over the local prices, it shows what impacts the pricing. This can help you strat this mechanic. I'll post a couple pics for you

While there are different ways to deal with this mechanic, the easiest way is to simply produce what you need in the state that needs it. Although there are some cases this may not work.

So a university producing innovation for you to do research is just that much more important than base game xD
Memestroni 11 May @ 5:06pm 
Like the mod, had an issue with goods not being sold across states though. As an example I had an iron construction in savoy and an iron mine in piedmont right next door however no iron was being sold into the other state at all. Happened with every building I built, ultimately just making a bunch of essentially separate markets.
mars99  [author] 6 May @ 11:01pm 
@ TyphoonNL Holland does not have Isolationism.

This mod is an extension of @Alexandru's mod which every country has isolationism.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2923418734

The checksum you should get is f588 - with both mods turned on. If you get this checksum, Holland will have Mercantilism. If you do not get this checksum, you may only be playing with Alexandru's mod maybe