Victoria 3

Victoria 3

Better Decrees
Taylor  [developer] 1 Dec, 2022 @ 6:34pm
Decree requests / balance requests
If you have any requests for new decrees or balance changes, I'm happy to consider them.
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Showing 1-15 of 19 comments
Uskar 4 Dec, 2022 @ 4:52am 
The genoc1de one should change homeland after a while. Would also be cool if something like forced resettlement could exist, would be somewhere between genoc1de and export to penal, basically forcing discriminated pops to emigrate and later changing the homeland.
Taylor  [developer] 4 Dec, 2022 @ 10:10am 
Originally posted by Uskar:
The genoc1de one should change homeland after a while. Would also be cool if something like forced resettlement could exist, would be somewhere between genoc1de and export to penal, basically forcing discriminated pops to emigrate and later changing the homeland.

Thanks for your suggestion! I'll look in to adding the state as your cultural homeland, but I wouldn't want to remove other culture's homeland, it would be pretty unrealistic to do so IMO + the game play effect of having pops of that culture migrate back if you don't have migration controls or haven't completely eliminated them across the world seems immersive.

That forced resettlement idea is cool, unfortunately, as far as I know you can't specify for discriminated pops to emigrate (tbh im not sure the emigrate modifier really works much, I'll be adjusting the penal colony decree). It's for a similar reason why the genoc!de decree is convoluted in that it kills everyone while compensating for accepted pops by increasing their birth rate. I'm going to try see if I can get these modifiers to affect specifically unaccepted pops, but for now it seems quite limited.
Last edited by Taylor; 4 Dec, 2022 @ 10:10am
Taylor  [developer] 4 Dec, 2022 @ 8:16pm 
Originally posted by Uskar:
The genoc1de one should change homeland after a while. Would also be cool if something like forced resettlement could exist, would be somewhere between genoc1de and export to penal, basically forcing discriminated pops to emigrate and later changing the homeland.
Have just updated the mod, includes new random events chains that can trigger when using genocide that result in either remove foreign culture's homeland or adds your own to the state with the decree active
EinZwei 6 Dec, 2022 @ 9:44pm 
The genocide decree should have some more downsides associated with it; it's not like those discriminated would simply do nothing. Maybe it could apply a flat -1/2 standard of living like the Greener Grass campaign, increase turmoil, and cause a weekly infamy increase? Maybe there's also a way to make it so that heritage or cultural traits are considered; I feel like if a genocide was undertaken against the French by the Germans, they would have something to say about it.
Taylor  [developer] 6 Dec, 2022 @ 11:09pm 
Originally posted by EinZwei:
The genocide decree should have some more downsides associated with it; it's not like those discriminated would simply do nothing. Maybe it could apply a flat -1/2 standard of living like the Greener Grass campaign, increase turmoil, and cause a weekly infamy increase? Maybe there's also a way to make it so that heritage or cultural traits are considered; I feel like if a genocide was undertaken against the French by the Germans, they would have something to say about it.
it does have a flat reduced standard of living, it increases effects from turmoil, i dont think infamy is warranted given the sheer amount of genocides happening across the world at this point in time. In general, this is a pretty big nerf to your state in the name of roleplay.

That last idea is really cool, but im not quite sure how to get that working
Last edited by Taylor; 6 Dec, 2022 @ 11:11pm
lvickroy 8 Jul, 2023 @ 2:52pm 
Can you make the homeland decree work with the US civil war stuff. I like to do equality, refuse reconciliation, then go to national supremacy in order to have afro-american and yankee. homeland picks up on the exclusion of dixie but, does not add afro-american homelands. This makes the south a constant problem when trying to keep any afro-americans around as dixie are always more powerful and refuse to convert.


edit-> figured out that you need a seed population of both cultures for it to work could use a description on the page as the tooltip is not very clear.
Last edited by lvickroy; 8 Jul, 2023 @ 6:39pm
Stucka_ / Luca 29 Jul, 2023 @ 7:18am 
would it be possible to have a slave trade decree?

(either a direct increase in slaves per week or if that isnt possible maybe slave population growth)
Stucka_ / Luca 29 Jul, 2023 @ 7:21am 
could also be that that isnt possible to do either then it would be discriminated population growth
Taylor  [developer] 29 Jul, 2023 @ 4:02pm 
Originally posted by Stucka_ / Luca:
would it be possible to have a slave trade decree?

(either a direct increase in slaves per week or if that isnt possible maybe slave population growth)

Hey thanks for the suggestion! There aren't modifiers for any of those surprisingly, but I could script a hidden event to trigger every week that directly creates slaves in the state with the decree active. Not sure when exactly I'll get this done, been a bit burnt with the game but when I get back in to it i'll look in to making this decree :)
jtm85 17 Oct, 2023 @ 2:32am 
With pollution mechanic you can make a decree like industrial explotation, with industry output booster at a cost of pollution. In that case it may have industrialist political power buff.

Another decree could be viceversa: industrial output debuff with a pollution disminution. This coul generate intellectuals political power buff. This decree could be associated to a social technological requirement because this antipollution campaign could be ahistorical but in real life it was start in 1920s with the rationalism and higienization socdem programs.
Taylor  [developer] 17 Oct, 2023 @ 3:30am 
Originally posted by jtm85:
With pollution mechanic you can make a decree like industrial explotation, with industry output booster at a cost of pollution. In that case it may have industrialist political power buff.

Another decree could be viceversa: industrial output debuff with a pollution disminution. This coul generate intellectuals political power buff. This decree could be associated to a social technological requirement because this antipollution campaign could be ahistorical but in real life it was start in 1920s with the rationalism and higienization socdem programs.
great ideas, thanks!
jtm85 17 Oct, 2023 @ 5:07am 
Few months ago I made this decree with the aim of surpress unrest without mortality but a production cost.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?l=dutch&id=2882912194

Now I do not have time to update it or further balance so, if you like it, you can integrate ir with your mod. And you are free to balance the authority cost.
LonelyCookie 28 Jan, 2024 @ 8:14am 
Public Health Programs decree needs a SERIOUS nerf. They do 15% birth rate and mortality, for comparison, Healthcare laws do like 2-4% morality per institution level.

Tried it on a smol 14mil people Prussia, it turns it from +50k/year to +250k/year pop growth. UK, Austria or France would be well over half a milion people a year.
BrotherDeath 17 Feb, 2024 @ 2:28am 
The homeland decree could use state_non_accepted_mortality_mult instead of state_mortality_mult. It doesnt' seem to have a localisation, but the only pops affected by the mortality rate seems to be unaccepted pops. But I did only a small test with Transvaal.
Taylor  [developer] 17 Feb, 2024 @ 2:32am 
Originally posted by BrotherDeath:
The homeland decree could use state_non_accepted_mortality_mult instead of state_mortality_mult. It doesnt' seem to have a localisation, but the only pops affected by the mortality rate seems to be unaccepted pops. But I did only a small test with Transvaal.
You're right. I chose not to use it because it makes the abstracted effect of "converting" pops less clear and more... well, more something that I've already gotten in trouble with pdx for doing lol.

In the decrees file you can move around the #s to use that effect instead if you would like
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