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Victoria 3 mod for use in the 4x Games Discord community for Victoria 3 multiplayer games & campaigns.

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Matti-96/4x-Games-Victoria-3-Multiplayer-Mod

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Integrated Mods

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Building Groups

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  • Building Group Ports:
    • Economy of Scale enabled
  • SRBE buildings added

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Buildings

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  • Mod New Buildings:
    • Coal Liquefaction Plant added
  • Reworked Vanilla Buildings:
    • Port:
      • Building Group changed from Public Infrastructure to Port
      • Can no longer be downsized/deleted
  • SRBE New Buildings:
    • Coal Mining Center
    • Iron Metallurgical Center
    • Lead Metallurgical Center
    • Sulfur Mining Center
    • Oit Exploration Center
    • Oceanic Fishery Port
    • Composite Wood Factory
    • Synthetics Rubber Plants
  • UHM:
    • AI UK Indian subjects now build more plantations if they have the British Dictate Plantations Journal Entry

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Character Interactions

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  • UHM:
    • Moderate characters who are exhiled should now adopt a more interesting ideology

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Character Templates

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  • Sweden:
    • Oscar Bernadotte
      • Culture changed from French to Swedish

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Combat Unit Types

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  • All infantry unit types can be upgaded into any other infantry combat unit types
  • All artillery unit types can be upgraded into any other artillery combat unit types
  • All cavalry unit types can be upgraded into any other cavalry combat unit types
  • All light ship unit types can be upgraded into any other light ship combat unit types
  • All flagship unit types can be upgraded into any other flagship combat unit types
  • All support ship unit types can be upgraded into any other support ship combat unit types

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Companies

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  • Reworked Vanilla Companies:
    • Egyptian National Railways:
      • Land Trade Capacity increased from 10 to 100
    • São Paulo Railway Co. Ltd:
      • Land Trade Capacity increased from 10 to 100
    • Căile Ferate Române:
      • Land Trade Capacity increased from 15 to 150
    • Də Afḡān Nasājī Šerkat:
      • Land Trade Capacity increased from 5 to 50
    • Turkish Petroleum Company:
      • Land Trade Capacity increased from 5 to 50
    • United Construction Company:
      • Construction throughput reduced from 20% to 5%
    • Imperial Tobacco Corporation of Persia, Limited
      • Now requires the country to have any of the following primary cultures:
        • Persian
        • English
        • Scottish
    • Nam Định Textile Factory:
      • Now requires the country to have any of the following primary cultures:
        • Vietnamese Sunhwaguk:
      • Now requires the country to have any of the following primary cultures:
        • Korean Kaiping Mining Company:
      • Now requires the country to have any of the following primary cultures:
        • Han
        • Manchu

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Country Ranks

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  • All migration attraction buffs and debuffs removed from all country ranks
  • Prestige average threshold for Major Powers reduced from 2.5 down to 2

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Decisions

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  • Game Master (GM) system added
  • Moderator funny decision added for Switzerland to RP Swiss Bank

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Decrees

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  • Game Master (GM) system added

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Defines

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  • NGame:
    • Number of autosaves increased from 5 to 12
  • NDiplomacy:
    • Abandon support relations impact reduced from 50 to 0
    • Diplomatic Pact cost multiplier from infamy doubled
      • Infamous level of infamy: 50% increase
      • Notorious level of infamy: 100% increase
      • Pariah level of infamy: 200% increase
    • Diplomatic play opening phase ends at 31 days, up from 21 days
    • Diplomatic play closing phase starts at 90 days, up from 80 days
  • NEconomy:
    • Maximum Trade Route level increased to 250
    • Trade route economy of scale Cap increased to 61
    • Auto downsize building months to wait decreased from 12 down to 3
    • Building timed modifier weeks increased from 52 to 104
    • Trade route auto increase employment threshold decreased from 0.9 to 0.5
    • Trade route auto increase very low productivity threshold decreased from 3 to 2.9
    • Trade route auto increase low productivity threshold decreased from 6 to 3
    • Trade route auto increase high productivity threshold decreased from 10 to 3.1
    • Trade route auto reduction employment threshold decreased from 0.75 to 0.1
  • NMilitary:
    • Army unit upgrade rate decreased from 10% to 2% (Takes 1 year to upgrade all units in an army)
    • Fleet unit upgrade rate decreased from 5% to 1% (Takes 2 years to upgrade all units in a fleet)
    • General travel auto reassign instantly increased from 15 to 120
  • NPops:
    • Migration pull from available arable land employment increased from 0.5 to 0.75
    • Migration pull from available arable land employment cap increased from 30 to 60
    • Birth rate and mortality rate have been modified to be more in line with the UHD mod
      • Birthrate slightly increases until 10 SoL, to allow for historical massive population growth during industrial revolution
      • High plateau but with both birthrate and mortality decreasing between 10 SoL and 14 SoL
      • Slow decrease until stabilization at 20 SoL
    • High pop modifier now applies to states with 500000 pops and more, raised from 100000 pops and more
    • States with less than 50000 pops will not get emigration, raised from 20000 pops
    • States with less than 250000 pops have reduced market emigration numbers to avoid total depopulation, raised from 100000 pops

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Diplomatic Actions

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  • All diplomatic actions between players have no relations requirement
  • Rivalries can be established between the following power ranks:
    • Great Powers can rival:
      • Great Powers
      • Major Powers
      • Unrecognized Major Powers
    • Major Powers can rival:
      • Great Powers
      • Major Powers
      • Unrecognized Major Powers
      • Minor Powers
    • Minor Powers can rival:
      • Major Powers
      • Minor Powers
      • Insignificant Powers
    • Insignificant Powers can rival:
      • Minor Powers
      • Insignificant Powers Unrecognized Major Powers can rival:
      • Great Powers
      • Major Powers
      • Unrecognized Major Powers
      • Unrecognized Regional Powers
    • Unrecognized Regional Powers can rival:
      • Major Powers
      • Unrecognized Major Powers
      • Unrecognized Regional Powers
      • Unrecognized Powers
    • Unrecognized Powers can rival:
      • Unrecognized Regional Powers
      • Unrecognized Powers

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Diplomatic Plays

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  • All diplomatic plays & actions between players have no relations requirement when starting them. Relation requirements still apply in joining an active diplomatic play
  • AI no longer erroneously desires to reduce the autonomy of charter companies
  • States can be traded between players while at war (Note: Players exploiting this will be punished)

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History

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  • Countries:
    • Hudson Bay Company:
      • Now starts with Extraction Economy economic system law due to being Chartered Company subject type
  • Power Blocs:
    • Russia:
      • Core power bloc principle changed from Vassalisation Level 1 to Exploitation of Members Level 1
      • Second starting power bloc principle changed from Defensive Co-Operation Level 1 to Food Standardization Level 1
    • Austria:
      • Second starting power bloc principle changed from Defensive Co-Operation Level 1 to Police Coordination Level 1
    • Ottomans:
      • Second starting power bloc principle changed from External Trade Level 1 to Transportation Infrastructure Level 1

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Ideologies

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  • Modified Vanilla Ideology:
    • Scholar Gentry Ideology:
      • Opinions on the economic system law group has been added
        • Agrarianism = Approve
        • Industy Banned = Disapprove
        • Traditionalism = Strongly Approve
        • Interventionism = Neutral
        • Co-Operative Ownership = Strongly Disapprove
        • Laissez-Faire = Strongly Disapprove
        • Command Economy = Strongly Disapprove
        • Extraction Economy = Disapprove

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Journal Entries

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  • Meiji Economy Journal Entry:
    • Complete requirement now requires having 70% or more states with railways built, not more than 70% of states with railways
  • Warlord China:
    • China having either having a foreign investment agreement or granting foreign investment rights will change the fragile china counter by 1
  • Great Game:
    • Great Game journal entries and content are now playable in sandbox mode for multiplayer
    • Won't fail if UK or Russia disband their power bloc. Only if they drop below Great Power rank or any other vanilla fail conditions
  • Purveyor of Progress (India Railway):
    • Jounral entry criteria now matches what is said in the tooltip
  • Opium Wars:
    • Opium Wars journal entries were allowed to be completed in the wrong order, which could cause Qing to not fail the journal entries even though they should
  • Americas Migration (Central, South, American West):
    • Protectorates are now also allowed to use the journal entry
  • Lobby Demands:
    • Time limit increased from 5 years to 10 years
  • German Unification:
    • 30 year timer added to the Schleswig-Holstein journal entry
    • Negative prestige modifier for failing the Schleswig-Holstein journal entry added (-15% prestige for 10 years)
  • SRBE Journal Entries:
    • Added journal entries for all SRBE buildings

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Laws

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  • Health System:
    • Private Health Insurance:
      • State mortality from wealth modifier added (UHD)
    • Public Health Insurance:
      • State mortality from wealth modifier added (UHD)

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Miscellanous

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  • AI UK no longer erroneously hates Indian Democracy
  • Insurrections and Secessions now get disbanded when they literal 0 support
  • Money can now be sent between countries with exact amounts, to the nearest £1000 (LST)

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Mobilization Options Groups

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  • Added option for rifles used to make use of military techs, called Main Rifles

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Mobilization Options

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  • Main Rifles added:
    • Rifles: +5 offense, +5 defense
    • Repeaters: +10 offense, +10 defense, +1 small arms upkeep
    • Bolt-Action: +15 offense, +15 defense, +2 small arms & +1 ammunition upkeep
  • Chemical Weapons reworked:
    • Unit kill rate bonus increased from 50% to 100%
    • +200% devastation has been added

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Political Movements

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  • Communist movements no longer incorrectly prefers states with high urbanization

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Power Bloc

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  • Power Bloc mandate generation changed. New values are:
    • Great Power: +10
    • Major Power: +4
    • Unrecognized Major Power: +2
    • Minor Power: +1
    • Unrecognized Regional Power: +0.5
  • Principle Slots:
    • 3rd slot can be unlocked by having either:
      • Power bloc is 5th or higher in the power bloc ranking
      • Power bloc has 5 or more members
    • 4th slot can be unlocked by having either:
      • Power bloc is 3rd or higher in the power bloc ranking
      • Power bloc has 10 or more members
    • 3rd and 4th power slots will be removed if power bloc doesn't meet either of the requirements (if it works as expected)

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Power Bloc Identities

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  • Trade Leagues:
    • Bloc Members:
      • Bloc members cannot embargo each other
      • Increased leverage from economic dependence
    • Bloc Members (Not Bloc Leader): +20% convoy contribution to power bloc leader -20% Influence
    • Bloc Leader:
      • Has foreign investment rights in power bloc members of lower power rank
      • Can enforce a change in the trade policy law of power bloc members
      • +10% Influence
      • +10% Trade route volume
  • Soverign Empires:
    • Bloc Members (Not Bloc Leader):
      • Will become the Bloc Leader's subject upon joining the Power Bloc
    • Bloc Leader:
      • New members will become their subject upon joining the Power Bloc
  • Ideological Union:
    • Bloc Leader:
      • Can enforce a change in the economic system law of power bloc members
      • Can enforce a change to the land reform law of power bloc members
      • Can enforce a change to the free speech law of power bloc members
      • Can enforce a change to the slavery law of power bloc members
  • Military Treaty:
    • Bloc Leader:
      • Can enforce a change in the army model law of power bloc members
      • +50% weekly unit experience gain for armies and navies
      • -10% Military Goods cost
    • Bloc Members (Not Bloc Leader):
      • +25% weekly unit experience gain for armies and navies
      • -5% Military Goods cost
  • Religious Convocation:
    • Bloc Leader:
      • Can enforce a change to the church and state law of power bloc members
      • Clergymen have +50% investment pool contribution efficiency
    • Bloc Members (Not Bloc Leader):
      • Clergymen have +25% investment pool contribution efficiency

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Power Bloc Principles

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  • Restrictions:

    • External Trade is restricted to Trade Leagues only
    • Internal Trade is restricted to Trade Leagues only
    • Vassalization is restricted to Soverign Empires only
    • Exploitation of Members is restricted to Soverign Empires only
    • Creative Legislature is restricted to Ideological Unions only
    • Ideological Truth is restricted to Ideological Unions only
    • Defensive Co-operation is restricted to Military Treaties only
    • Aggressive Co-ordination is restricted to Military Treaties only
    • Sacred Civics is restricted to Religious Convocations only
    • Divine Economics is restricted to Religious Convocations only
    • Soverign Empires can only take either Vassalization or Exploitation of Members, not both
  • Foreign Investments:

    • Has been removed
    • Been merged into the Market Unification principle
  • Market Unification:

    • Level 1:
      • Bloc members cannot embargo each other
      • Increased leverage from economic dependence
    • Level 2:
      • Foreign investment rights in power bloc members of lower power rank
    • Level 3:
      • Power Bloc becomes a customs union
  • Advanced Research:

    • Level 1:
      • +25% institution size change speed for education institution
      • -10% bureaucracy cost of education institution
      • Cannot have the No Schools law
      • Bloc Leader can enforce a change in the education system law of power bloc members
    • Level 2:
      • +15% institution size change speed for research institution (+40$ total)
      • -15% bureaucracy cost of education institution (-25% total)
      • +1% education access per institution level
    • Level 3:
      • +10% institution size change speed for research institution (+50% total)
      • -25% bureaucracy cost of education institution (-50% total)
      • +2% education access per institution level (+3% total education access per institution level)
  • Food Standardization:

    • Level 1:
      • +10% Agriculture throughput
    • Level 2:
      • Unlocks production method "Efficient Vacuum Canning Practices" for Food Industries
    • Level 3:
      • -5% Pop mortality
  • Construction:

    • Level 1:
      • -50% infrastructure usage for construction sectors
    • Level 2:
      • +5% state construction efficiency
    • Level 3:
      • United Construction Conglomerate comany unlocked
        • +5% construction efficiency (down fom +20%)
  • Freedom of Movement:

    • Level 1:
      • +20% Migration Quota
    • Level 2:
      • Migration allowed within Power Bloc
    • Level 3:
      • +50% Mass Migration attraction
  • Vassalization:

    • Level 1:
      • +2% authority added per subject (changed from +25 authority per allowed subject type)
    • Level 2:
      • +1% authority added per subject (+3% total)
      • Power Bloc Leader gets +25% subject income transfer modifier
    • Level 3
      • +1% authority added per subject (+4% total)
      • Power Bloc Leader can enact decrees in subjects
  • Exploitation of Members:

    • Level 1:
      • +20% Power Bloc Leader authority
      • -20% Bloc Member (Not Leader) authority
      • -5 Power Bloc Cohesion
    • Level 2:
      • -5 Power Bloc Cohesion (-10 total)
      • +20% Power Bloc Leader Influence
      • -20% Bloc Member (Not Leader) Influence
      • +10% Power Bloc Leader authority (+30% total)
    • Level 3:
      • -10 Power Bloc Cohesion (-20 total)
      • +10% Power Bloc Leader Authority (+40% total)
      • 5% income transfer from Power Bloc Members to Power Bloc Leader
  • External Trade:

    • Level 2:
      • Influential Trade Center PM:
        • Influence per level reduced from 2 down to 1
        • Migration attraction bonus removed
  • Militarized Industry:

    • Level 2:
      • Miltarg goods cost reduced from -15% down to -10%
  • Sacred Civics:

    • Level 1:
      • Higher diplomatic proposal acceptance for countries with same religion
      • -5% morale loss
      • +5% morale recovery
    • Level 2:
      • Reduced liberty desire for subjects with same religion
  • Divine Economics:

    • Level 2:
      • New Ownership PM (Clergy Oversight) is now used by requirement in Financial Districts and Manor Houses
  • Transportation Infrastructure:

    • Level 1:
      • +33% state infrastructure from population
      • +33% maximum state infrastructure from population
    • Level 2:
      • +250 land trade capacity
    • Level 3:
      • Unlocks the Joint Steam Trains PM for Railways
      • Unlocks the Joint Electric Trains for Railways
      • Unlocks the Joint Diesel Trains for Railways
  • Defense Co-operation:

    • Level 2:
      • +10% unit defense

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Production Method Groups

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  • Coal-Liquefaction Plant:
    • Coal to Oil PMs added (Level 1, Level 2, Level 3, Level 4, Level 5)
    • Oil to Rubber PMs added (Level 1, Level 2, Level 3, Level 4, Level 5)

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Production Methods

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  • Added timed modifiers for PM Changes:
    • Change in primary PM grants a decaying -20% throughput
    • Change in secondary PM grants a decaying -10% throughput
  • Added production methods for Coal-Liquefaction Plant
    • Coal to Oil: 5 Coal --> 1 Oil
    • Oil to Rubber: 5 Oil --> 1 Rubber
  • Convoys supplied by Ports have been increased:
    • Anchorages:
      • Amount of Convoys increased from 20 to 50
    • Industrial Ports:
      • Amount of Convoys increased from 175 to 250
    • Modern Ports:
      • Amount of Convoys increased from 200 to 400
  • Influence provided by Power Block Principle External Trade II & III reduced from 2 down to 1
  • Production methods that use Transportation as an input good are blocked until the building has access to Transportation
  • External Trade Principle Levels 2 & 3 Trade Center PM now has clerks working. Was 0 clerks per trade center level, now 250 clerks per trade center level (UHM)

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Scripted Buttons

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  • Americas Migration Button Cost: Target Countries: - Power Rank requirement removed - Number of states requirement removed - Target state needs to have 250000 state population or higher - Target state needs to be in a country that has a total population of 3 million or greater Cost of Use: - -25% influence cost - -10% authority cost - Weekly cost of £ equal to 0.025% of GDP, rounded to nearest 100

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Scripted Effects

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  • UHM:
    • Diplomatic Pact Opportunity system for investment rights/agreement fixed

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Static Modifiers

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  • Base Government Dividends efficiency increased by 10%, from 25% to 35%
  • Recently adjusted primary production method timed modifier added
  • Recently adjusted secondary production method timed modifier added
  • Tech spread from literacy doubled, from 75 at 100% literacy to 150 at 100% literacy
  • Excess innovation into tech spread reduced from 20% down to 2%
    • Before change, 20% of excess innovation would be added to tech spread
    • After change, 2% of excess innovation would be added to tech spread
  • India Company Rule modifier:
    • Industrialist IG Political Strength increased from 200% bonus to 300% bonus

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Technologies

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  • Production:

    • Synthetic Strategic Resources:
      • Era 5
      • Unlocks Coal-Liquefaction Plant
      • Unlocks the Coal --> Oil Production Methods
      • Unlocks the Oil --> Rubber Production Methods
  • Society:

    • Pan-Nationalism:
      • Added Identification Documents as an unlocking technology requirement
    • Great War Diplomacy:
      • Era 5
      • Adds 1375 maneuvers to diplomatic plays
      • Reduces war exhaustion from casualties by 65%
    • Medical Degrees:
      • -0.0005% morality per level of wealth
    • Pharmaceuticals:
      • -0.0005% morality per level of wealth
    • Antibiotics:
      • 0.001% morality per level of wealth
    • Urbanization:
      • Land trade capacity increased from 50 to 200
    • Urban Planning:
      • Land trade capacity increased from 10 to 150
    • Modern Sewerage:
      • Land trade capacity increased from 10 to 150
    • Steel-Frame Buildings:
      • Land trade capacity increased from 10 to 150
    • Elevator:
      • Land trade capacity increased from 10 to 150
    • Paved Roads:
      • Land trade capacity increased from 20 to 200
  • Military:

    • Gantry Cranes:
      • Now increases the max level of ports by 8 instead of 4
    • Concrete Dockyards:
      • Now increases the max level of ports by 10 instead of 4

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GUI

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  • GDP Graph:
    • Size increased from 280 x 100 to 1400 x 500
  • GDP Ownership:
    • UI and tooltip can show how much of a country's economy is owned by foreign investors
    • UI and tooltip can show how much foreign investment a country has in other countries
  • Global GDP and POP Stats:
    • Country's percentage of global GDP and POP added to the country's GDP and population tooltip

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Events

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  • Paris Commune:
    • Truce length reduced from 24 months (2 years) down 2 months
  • Krakatoa:
    • Krakatoa no longer kills Asia

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Victoria 3 mod for use in the 4x Games Discord community for Victoria 3 multiplayer games & campaigns.

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