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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What about a mod set in the verse, but on the surface?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.
Wouldn't that just be regular Victoria 3, give or take a British Empire?What about a mod set in the verse, but on the surface?
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.Wouldn't that just be regular Victoria 3, give or take a British Empire?
Haven't played Sunless Skies much, so I know a lot less about that setting.
I have to admit that fantasy mod deep economics could be really neat.I'm all here for a Equestria at War Prequel called Celestia 3
This feels like it could be an entire DLC. Devs take notes!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.
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 atrociousNot like anyone plays the last 100 years of EU4 anyway.
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.
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.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.
Yeah...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.
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.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.
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: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.