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Extremely niche, but perhaps a Sunless Sea mod. Build your economy around exporting human souls directly to Hell! It's a really out there fantasy setting that fits the Victorian era perfectly.
 
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A fantasy setting which technologically starts with the discovery of America and continues until the Second World War. Not a lot of magic, otherwise there would be violent contradictions. But fantasy races like elves, gnomes, etc.

You could then assign different parameters to the Pops: Elves generally live longer, but have a lower birth rate. Then there would be a world in which orcs import elven meat and evil elves build an empire out of slaves.
 
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Extremely niche, but perhaps a Sunless Sea mod. Build your economy around exporting human souls directly to Hell! It's a really out there fantasy setting that fits the Victorian era perfectly.
What about a mod set in the verse, but on the surface?

Also: Sunless Skies mod.
 
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Wouldn't that just be regular Victoria 3, give or take a British Empire? :D

Haven't played Sunless Skies much, so I know a lot less about that setting.
Doesn't seem like it: for one thing, there's pro-liberation revolts breaking out over Europe. Consider Vienna. Also there's there interactions between surface-powers and the Neath. And possibly parabola.

As for Sunless Skies: the Empress said "I don't want to live on this planet anymore", so London killed the sun and moved to the High Wilderness with their own (remember the Dawn Machine?). The remaining stars are dealing with political in-fighting of their own. Takin "Sphere of influence" to a new level, I guess.
 
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It has probably not enought lore to really cover up the Globe, but I would love the World of "His Dark Materials" by Philip Pullman.

A still strong church (reformed cristian) rulling all over europe. The struggles between accademic and personal freedom and continental unity. The speaking bears in the north as well as the withes to produce some unique metalls and goods. A steampunky cold war with zeppelins and the exploration of seas, africa and "dust"...
 
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I know that I have a rather particular taste, but my dream mod would extend the game's timeline to 15 February, 1763, immediately after the end of the Seven Years' War, that way the player can experience and shape not only the victorian era, but the entire age of revolutions, in keeping with the game's themes of social upheaval and technological progress.

Plus, since it starts after the conclusion of the war, the player would be able to slowly immerse themselves into the world of the late 18th century, without having to worry about waging a full-scale war from the very beginning of the game; there would be time to build to that, and potentially change the course of the revolutions, or create an alternate Napoleonic Wars, or even prevent the Napoleonic Wars from happening through shrewd gameplay. The possibilities are endless.

It's not quite a conversion mod, but it'd definitely be a hell of a lot different from vanilla.
This feels like it could be an entire DLC. Devs take notes!

The only reason I can see why they wouldn't consider it is that it overlaps with EU4, but since EU4 is nearing the end of it's lifecycle I don't feel like that should be a problem.

Not like anyone plays the last 100 years of EU4 anyway.
 
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Another one I think might be interesting is a 1444 mod, EU4 is fine as a risk on steroids kind of game, people really seem to like that, but depending on how overseas trade works, Vic3 could end up actually being better at simulating the period.
 
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Not like anyone plays the last 100 years of EU4 anyway.
Because the last 100 years of EU4 honestly should belong to Victoria. EU4 is pretty bad at modeling any of the time period it covers, but the last 120 years or so are particularly atrocious
 
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I know that I have a rather particular taste, but my dream mod would extend the game's timeline to 15 February, 1763, immediately after the end of the Seven Years' War, that way the player can experience and shape not only the victorian era, but the entire age of revolutions, in keeping with the game's themes of social upheaval and technological progress.

Plus, since it starts after the conclusion of the war, the player would be able to slowly immerse themselves into the world of the late 18th century, without having to worry about waging a full-scale war from the very beginning of the game; there would be time to build to that, and potentially change the course of the revolutions, or create an alternate Napoleonic Wars, or even prevent the Napoleonic Wars from happening through shrewd gameplay. The possibilities are endless.

It's not quite a conversion mod, but it'd definitely be a hell of a lot different from vanilla.

IMO, the Victoria series should by default start at the end of the Seven Years War anyway because it was absolutely a watershed moment in world history. Just like 1453 or 1492 were in marking the end of the Medieval and the beginning of the Renaissance/Colonial, the end of the Seven Years War is a watershed moment marking the transition from the Colonial to the Imperial/Industrial era. Industrialization and Imperialism - the core tenets and backbone of the Victoria games - both started in earnest with/after the Seven Years War (Battle of Plassey for instance), so the post-1800 VIC starting date never made any sense to me. It's like running CK3 into the 1500s and starting the EU series in 1600. Speaking of EU, that game is clearly not equipped to handle the late 1700s anyway but VIC is, which makes the post-1800 start date even more baffling to me.
 
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IMO, the Victoria series should by default start at the end of the Seven Years War anyway because it was absolutely a watershed moment in world history. Just like 1453 or 1492 were in marking the end of the Medieval and the beginning of the Renaissance/Colonial, the end of the Seven Years War is a watershed moment marking the transition from the Colonial to the Imperial/Industrial era. Industrialization and Imperialism - the core tenets and backbone of the Victoria games - both started with the Seven Years War (Battle of Plassey for instance), so the post-1800 VIC starting date never made any sense to me. It's like starting the EU series in 1600. Speaking of EU, that game is clearly not equipped to handle the late 1700s anyway but VIC is, which makes the post-1800 start date even more baffling to me.
Let's put it this way: The mechanics of Victoria can be used in the era of EU IV. Conversely, it becomes more and more absurd the longer you use the EU IV mechanisms.

Victoria's mechanics got problems after the Second World War and had problems with the Middle Ages.

I'm waiting for a mod for the phase of EU II. But it will also depend on the simulation of the warfare
 
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I'm absolutely sure there will be timeline extension overhauls. Hell, there's a 1444 mod for hoi4 of all games.
 
IMO, the Victoria series should by default start at the end of the Seven Years War anyway because it was absolutely a watershed moment in world history. Just like 1453 or 1492 were in marking the end of the Medieval and the beginning of the Renaissance/Colonial, the end of the Seven Years War is a watershed moment marking the transition from the Colonial to the Imperial/Industrial era. Industrialization and Imperialism - the core tenets and backbone of the Victoria games - both started in earnest with/after the Seven Years War (Battle of Plassey for instance), so the post-1800 VIC starting date never made any sense to me. It's like running CK3 into the 1500s and starting the EU series in 1600. Speaking of EU, that game is clearly not equipped to handle the late 1700s anyway but VIC is, which makes the post-1800 start date even more baffling to me.
Yeah...
For a mod, shure, fit the base game, mmhh...

American independance
Napoleonic era

The first one indirectly brought independance on all american colonies (napoleonic war accelerated it)
And the second event... had so many important implication ai wouldn't even know how to start. But most importantly you would need to have a game mechanic which potentially could both simulate the extreamly rapid expansion of France in Europe and then it's collapse. And at the same time make it fun for the player. Otherwise you would either always end of with a French Continent or with the revolution never spreading past France or even worse, crushed from the start.
 
I am most excited about how far from the 1836–1936 setting you could possibly get while still making heavy use of the core mechanics. A fantasy setting sounds great for that, in a crazy-enough-to-work way.
 
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I am most excited about how far from the 1836–1936 setting you could possibly get while still making heavy use of the core mechanics. A fantasy setting sounds great for that, in a crazy-enough-to-work way.
Fantasy can work quite well as long as magic is avoided as much as possible. Magic usually has logical problems for economic structure and military affairs. I can give elves different values based on biology and then still simulate a halfway believable society. But when I have a setting where quite a few people create access to fireballs and things from the air, it gets difficult.

Why societies in warhammer fantasy or dungeons and dragons function as pseudo early modern times / middle ages can only be explained if you close both eyes.

I can only use magical things as a kind of raw material.
 
Fantasy can work quite well as long as magic is avoided as much as possible. Magic usually has logical problems for economic structure and military affairs. I can give elves different values based on biology and then still simulate a halfway believable society. But when I have a setting where quite a few people create access to fireballs and things from the air, it gets difficult.

Why societies in warhammer fantasy or dungeons and dragons function as pseudo early modern times / middle ages can only be explained if you close both eyes.

I can only use magical things as a kind of raw material.
Perhaps, but consider if you introduce the magic during the game time period. A new technology/craft that fundamentally changes how the world operates seems like a good fit for Victoria's mechanics...
 
Fantasy can work quite well as long as magic is avoided as much as possible. Magic usually has logical problems for economic structure and military affairs. I can give elves different values based on biology and then still simulate a halfway believable society. But when I have a setting where quite a few people create access to fireballs and things from the air, it gets difficult.

Why societies in warhammer fantasy or dungeons and dragons function as pseudo early modern times / middle ages can only be explained if you close both eyes.

I can only use magical things as a kind of raw material.
Honestly if handled with care magic could actually work really well:
Vickys a game about large scale changes in society in technology, imo having magic/mana be a resource that is discovered could very well fit into the game.
This is ofc me assuming that you are coming up with an original fantasy scenario where you can write the lore to accomodate.
 
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