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I checked the path and I tried installing it with pdx button and manually.
The mod shows up in the launcher, I can enable it, but when I start a game, it seems none of the changes are there.
I also disabled all other mods, I left this one alone in its own playset. Doesn't seem to work :(
Did you leave the zip archive in Documents\Paradox Interactive\Victoria 3\mod ? Because the launcher seems able to detect it as a mod, although im not sure if the game can read the files in the zip archive. The size of the mod in the launcher should be about 477kb, if its only 90kb its detecting the zip file version. I will try testing using the add button.

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You dont see the +3 port level for Concrete Dockyards?

Edit : Im testing the subscribed version now and its showing as a 89kb file so thats normal. Im trying to see if it works now.

Edit 2 : It seems like the subscribed version doesnt work. For the time being, unzip the whole archive into Documents\Paradox Interactive\Victoria 3\mod and make sure the mod has a filesize of about 477kb in the launcher, i will try to see why the subscribed version doesnt work.
 
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-Downsizing a building no longer causes radicals, as it could lead to permanent radicals when optimizing states taken from the AI.
But isn't it like the whole point? As you are optimizing economy by ruining life of everybody that works there. Even if it would get better later (which is not necessarily true).
 
But isn't it like the whole point? As you are optimizing economy by ruining life of everybody that works there. Even if it would get better later (which is not necessarily true).
The problem is the AI spamming random buildings forcing you to mass downsize most of the buildings in a state when you take over. Ive had some states stuck at 30+% turmoil for at least a decade. The whole radical part needs to be reworked to be honest, its far too easy to get radicals that get stuck and wont go away even if all the pops there are richer than the rest of the world.
 
Even with the downsizing fix, the Turmoil still remains high for decades in Europe in my game.

I fear it's something that will need 1.1 to fix.
 
The problem is the AI spamming random buildings forcing you to mass downsize most of the buildings in a state when you take over. Ive had some states stuck at 30+% turmoil for at least a decade. The whole radical part needs to be reworked to be honest, its far too easy to get radicals that get stuck and wont go away even if all the pops there are richer than the rest of the world.
If they are truly random then their workers would go to new industry anyway after which you can safely downsize them.

And if they are profitable, just not "as profitable as they could be" then I would also radicalize in such case if I was fired "just because it's not pretty".

You just have to change it piece by piece. Yes, it's annoying but realistic. Build speed is not that fast so breaking old industries when new ones are built is what should happen.
 
If they are truly random then their workers would go to new industry anyway after which you can safely downsize them.

And if they are profitable, just not "as profitable as they could be" then I would also radicalize in such case if I was fired "just because it's not pretty".

You just have to change it piece by piece. Yes, it's annoying but realistic. Build speed is not that fast so breaking old industries when new ones are built is what should happen.
Thats not what i meant, for example, lets say you take over a state and its got 2x textile mills, 2x glassworks, 2x furniture, etc. You obviously want to build to level 50 for economy of scale so you would have to downsize them all manually which will create radicals.
 
Fantasy works, just one more thing, it seems like complete the West America expedition still incorrectly remove expedition effects, the event removes the effects from a wrong guy :(
 
Thats not what i meant, for example, lets say you take over a state and its got 2x textile mills, 2x glassworks, 2x furniture, etc. You obviously want to build to level 50 for economy of scale so you would have to downsize them all manually which will create radicals.
1. That's exactly what happened IRL. Big business ruining small business did caused a lot of unrest. And here it's not even big business doing it, but government doing it because "big business is better so suck it up".
2. And yes, but if you will kill them one by one while giving their workers different place to work? That unrest would be manageable. While you are essentially want to punt them out of their workplace to farm potatoes (first build order is at least half year away) and somehow not to be angry about it.

Essentially it's balance between micro and fact that there are people behind pwetty pwetty numbas which is skewed people side here in exchange of requiring plenty of micro.
 
1. That's exactly what happened IRL. Big business ruining small business did caused a lot of unrest. And here it's not even big business doing it, but government doing it because "big business is better so suck it up".
2. And yes, but if you will kill them one by one while giving their workers different place to work? That unrest would be manageable. While you are essentially want to punt them out of their workplace to farm potatoes (first build order is at least half year away) and somehow not to be angry about it.

Essentially it's balance between micro and fact that there are people behind pwetty pwetty numbas which is skewed people side here in exchange of requiring plenty of micro.
The difference is that this is a game and most of the game is micromanaging states. Its counter intuitive to penalize the player when they are expected to fix up AI states and is part of the reason why players encounter so many problems with radicals in vanilla. But if you want the vanilla behaviour, you can simply edit the common/defines file and remove all the radical related entries in NEconomy.
 
This mod is very important, I think it should be uploaded to steam, that's not complicated, I think that's good not only for the players, but also for the game itself.
 
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Thanks I already have the MOD in the folder, but I think it needs a launcher, where can I download the paradox launcher ?
Not sure what you mean but the launcher comes with the game. Its called dowser.exe in the game folder. Click the add button on the plaza website to subscribe and then login to the launcher.
 
Hi,
Had some problems with this mod. Got Karl Marx to spawn in my country at age 32. He promptly died at the ripe old age of 33. Any ideas about that?

Otherwise it looks pretty good. Thanks for putting it together.