Since Victoria 3 came out I’ve lost all hope of ever playing a decent sequel to the Victoria II flawed masterpiece. Then It came onto me that Victoria 3 ain’t no sequel to VicII! The devil dwells in the details or so they say, but roman to arabic numbering does matter to me. So! I present to you~ „Victoria III” Credits to: Blood & Iron, PDM, Manifest Destiny Submod,Crimeamod and Sucession Submod.

Post news Report RSS Victoria III 1.8 Upcoming Patch Notes

I shall write here stuff i've changed so i won't forget them when actual article is due~ 1.8 will be much much later~

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Due to base Tax change from 20%->25% i'm removing scaling 10% TAX based on literacy
Base administration 20%->10%. Adding scaling 10% Admin based on literacy

Serfdom will give 20% admin to compensate lower base and give Russia another edge so it's dangerous 1836-1865. Later on Russia is supposed to be weak up to 1910~
Serfdom was well organised and stable system +20% admin is to showcase Nobility and Mers taking an administrative role. I cannot cleanly make nobis give admin due to how many govt types the game

Crisis CB's will cost 75% infamy to encourage a Player to partake in the mechanic

Academia Changes:
Military-Industrial Complex: Commerce 0% -> -15% Navy -5% -> +10% (Made no sense that mil-ind would not invest in navy ay?)
Tycoon Capis: Commerce +15% -> +20%
Corpo-Industrial: Industry +15% -> +20%
Avant-Garde: Culture +15% -> +20%
Non combat Academia should give more bonuses in their specialised branches of research

AI incentives on technology:
Military-Industrial Complex AI will be incentivised to take naval technologies and less likely to pick commerce techs outside of 1st Column (Tax) and 2 influence techs (since Prussia was outinfluenced xD)

When AI has over 10M pounds they will be less likely to pick economical techs. (Railroads and Chemistry not affected)

AI should have over 60k pounds to invest into rail technology~

Mauritania State merged with innerM.
Rwanda-Urundi merged with Tanganika

ECONOMICAL:

$ per gold unit reduced from 3->2.5
$ to pops mining gold/managing commerce 0.4 -> 0.5
Iron renamed to raw metals
Steel renamed to refined metals
changing most raw good requirments for factories for their refined counterparts so that economy works smoothly (example all iron would get sucked by steel mills and electric gear production would not progress )

RUSSIA:

Russia losing cores when not owning poland, Aaland Islands moved from MTTH of 36 months ->90 months.
Removed Russia decision to regain her (Dismantle takes them away, so why should Russia cheat?!)

Kazachstan region starts with +40 supply ( up to year 1860) to make AI Russia not kill itself walking thru uncolonzied Kazachstan.

Crimea, Caucas region starts as colonies.

Merged renaming Primorye with expeling the manchus.

ARMY:

Artillery now has 0.9 discipline
Cuirassier 1.0 -> 1.2 discipline
Dragoon 1.0 -> 1.1 discipline

GERMANY:
removed alsace, GER now has cores in Alsace on game start. Merged Hessen minors into frankfurty(Stadtebund). Danzig wont lose 40LF upon - LF german event (thanks be to crimeamod for seeing this grave error 'O')

JAPAN:

Literacy down from 40% to 20% with variations up to 30%


OPTIMIZATION:
TAGS removed: Lustiania, Ladakh, Shimla, Babylonia, Wai Chang, Champasak, Sikkim, Ionian Islands, Brunswick, Patriarchate of Syria, Ruthenia, Macedonia, Pontus (now Greece cores), Portuguese Galicia Merged many africa post-colonial tags with tribals and removed some of 'em, removed Alsace, Heese-Darmsdat, the other Hessen and Nassau, Sulu, Cherokee, Dagestan, Ryukyu 35 dynamic tags.

merged cherokee and dakota cultures to native american since they were useless

Organise colony decisions moved to event format. Reorganize removed.

Most of the pop up repeatable events shall now be one-time only but have their Militancy/Conciousness/Prestige increased *2 or *3 to make them matter in any meaningfull way and not be annoying.

Lots of Africa states merged~

Israel now has 4 options to be released instead of 8...


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refined car otaku

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