Victoria 3

Victoria 3

Grey's Populist Legal Power
77 kommentarer
cocainechan 17. okt. kl. 14:35 
Imgur is banned in the Uk, yes that is not a joke, so idk if theres anything important in those photos lol (cause i cant see)
BeheadThoseWhoInsultKane 26. sep. kl. 8:05 
Updated now and is working, thanks!
Public Schools institution does not increase fervor now for nationals, it did so in vanilla. Haven't checked other ones. There are probably other overrides sneaked in.
BeheadThoseWhoInsultKane 26. sep. kl. 7:37 
Ah i see
MasterOfGrey  [ophavsmand] 26. sep. kl. 7:25 
Your version hasn't updated yet - force an update
BeheadThoseWhoInsultKane 26. sep. kl. 7:17 
Is it updated to vanilla?
I see that exclusion laws still get overriden and old approach does not work with new cultural traits.
It's either this one or "soft pop" mod
BeheadThoseWhoInsultKane 26. sep. kl. 6:56 
Thanks mate
MasterOfGrey  [ophavsmand] 26. sep. kl. 6:17 
V1.9
- Updated for vanilla 1.10
- Bureaucrats investment contribution added under command economy
MasterOfGrey  [ophavsmand] 25. sep. kl. 15:17 
Not yet, should be updated sometime in the next 9-12 hours
BeheadThoseWhoInsultKane 25. sep. kl. 12:26 
Double checked on my own, mod does indeed override citizenship laws from vanilla
BeheadThoseWhoInsultKane 25. sep. kl. 6:55 
Checking if this is 1.10 compatible? As this one is touching citizenship laws.
MasterOfGrey  [ophavsmand] 5. sep. kl. 18:49 
So I can confirm that I'm not getting this in my saves. Some other mod you guys are running must be adding authority from somewhere that the game doesn't like recognising.
Silakbo 5. sep. kl. 11:24 
Have the same issue with positive authority giving -10 Approval.
However, I do have Tech & Res enabled and will disable it for my next run to see if it is still and issue.
tarcisiojmsales 26. aug. kl. 4:11 
Yes. Yes. The law and authority most of time, but when i removed it and tested in a new save the bug happenned again but smaller, it says 0,03 or 0.04 in the tooltip, dont know if is this the name.
MasterOfGrey  [ophavsmand] 25. aug. kl. 17:30 
Is your mod up to date? Do you have the new migration law institution?
Do you have any other mods that touch laws?
Cause that bug was dealt with a very long time ago, and if it's actually come back it's a whole thing for more than just this mod.
tarcisiojmsales 25. aug. kl. 5:57 
i think theres a bug with authority, the political dysfunction modifier affects the ideological groups while i have positive authority
MasterOfGrey  [ophavsmand] 16. aug. kl. 5:47 
Fixed in the update just posted.
Le Pheel 15. aug. kl. 16:24 
I believe that there are a few localizations missing for the new modifiers. Eg "LA_Law_Enforcement" doesn't have a string so it shows the modifier when hovering over the source of the Authority in the Institution tooltip
TheNoxNox 12. aug. kl. 19:20 
Much appreciated! I tested it out quick and manually pasted in the flag in the mod file and it seemed to rectify the issue. Love all the stuff you make, this game is vastly better for it playing with your suite on ^-^
MasterOfGrey  [ophavsmand] 12. aug. kl. 18:07 
Interesting, thank you for the report, I need to update this from the patch that just dropped anyway, so I'll check on this while I'm at it. :)
TheNoxNox 12. aug. kl. 8:20 
I did some digging and I believe the reworked version of collective agriculture is missing the 100% worker owned flag for plantation type buildings, leading to an unkillable contingent of ownership buildings that maintain control of plantations in the country and in foreign countries as well, as they are likewise not subject to cooperative ownership foreign collectivization mechanic.
MasterOfGrey  [ophavsmand] 10. aug. kl. 1:34 
Mod Updated - V1.8
- Trade Policy laws reworked so Mercantilism isn't so good and GP's don't have a fit.
- Dynamic modifier added to increase migration restrictiveness if SPA is loaded so there isn't a mismatch in functions.
- New Institution: Border Controls - the law alone now only gives you half of the effect.
- Localisation updated for all languages
(save-game compatible, will fix the institution being missing automatically within the first month of loading a new game)
Just The Lord 16. juli kl. 4:45 
Any reason why public schools are nerfed in the education access they provide? (0.1 instead of vanilla 0.125)
Magistairs 6. juli kl. 1:01 
I'm playing with the mod and don't have issues with bolstering
MasterOfGrey  [ophavsmand] 21. juni kl. 16:41 
I do not have this bug on my end - either your version hasn’t updated properly (unsub/resub to fix), or it’s only happening in a specific context, in which case I need way more information about what’s happening.
KombatWombat 21. juni kl. 9:31 
The mod causes a bug where movements can't be suppressed or bolstered, any chance you can review this?
MasterOfGrey  [ophavsmand] 21. juni kl. 3:31 
V1.7
- Updated for 1.9
MasterOfGrey  [ophavsmand] 20. juni kl. 18:36 
Ah, thank you, I can look into that.
Tinisenn 20. juni kl. 16:30 
To elaborate for Teoman I've found that the trade policy and censorship laws are broken. The new tariff and subvention system does not interact properly with protectionism so you're functionally on free trade at all times. I was also unable to bolster or suppress movements as I "lacked legal basis" to do so while on censorship. Want to be fair and transparent, I do have other mods enabled but as far as I know none should affect laws.
MasterOfGrey  [ophavsmand] 19. juni kl. 6:13 
Just loaded it up, looks fine to me.
Teoman 19. juni kl. 4:54 
no it is problematic Many of the laws in the game are broken.
MasterOfGrey  [ophavsmand] 19. juni kl. 4:52 
Probably*
*This mod is unreviewed, but I'm not aware of reason it should have issues.
Teoman 19. juni kl. 1:11 
Is this compatible with 1.9?
Konstantinos 6. maj kl. 3:44 
Is this compatible with Political & Economic Changes?
Ἀλληκτώ 1. feb. kl. 7:22 
Don't you plan to make it compatible with laws+?
Vince 31. jan. kl. 0:36 
I really hope that you can describe the details:steamhappy:
Dunkin' Darius 29. jan. kl. 9:17 
I was wondering how Corporate State is supposed to work here since it actually seems to have a reduction in worker owned buildings, and also doesn't allow cooperative ownership anymore.
Just The Lord 21. jan. kl. 0:18 
Unfortunately the problem persists :(
MasterOfGrey  [ophavsmand] 20. jan. kl. 14:26 
...Pretty sure that was fixed with the update back on Nov 22nd. It was a whole thing.
Try unsubscribing and resubscribing to this mod, see if that changes anything.
Just The Lord 20. jan. kl. 12:58 
Bug report, tested on latest branch without any other enabled mods: Extra authority gained from institutions is not accounted for authority calculation of Political Dysfunction, meaning one can sit at posiotive authority provided from the extra sources given by this mod and still suffer from an ig approvval penalty
MasterOfGrey  [ophavsmand] 11. jan. kl. 4:55 
Yes, at the moment in vanilla it's weaker cause slaves can't join movements. BrokenRobot did something to make it stronger somehow
napamathguy 11. jan. kl. 2:09 
Is the Abolitionist movement in USA supposed to be 6x (59%, versus 9%) as strong as in Vanilla? The other movements all look about right. It's just kind of weird that the Slavers can have a good chance of abolishing slavery.
MasterOfGrey  [ophavsmand] 3. jan. kl. 21:09 
Yeah that type of error can get spammed whenever something isn't set. Due to the update today, you'll get a lot of that in an existing save.

This sort of error does not cause crashes tho.
Cana 3. jan. kl. 21:04 
Hi I posted an error on your subject interaction mod yesterday, I disabled that mod today just to see if I was still crashing which happened again, except this was the only error in the entire error log (repeated over and over):

[14:57:41][jomini_script_system.cpp:270]: Script system error!
Error: Invalid right side during comparison 'var'
Script location: file: common/scripted_triggers/dict.txt line: 6 file: common/on_actions/yMoG_PLP_LA_code_on_actions.txt line: 162 file: common/scripted_effects/yMoG_PLP_cache.txt line: 42 file: common/scripted_effects/dict.txt line: 17
MasterOfGrey  [ophavsmand] 3. jan. kl. 17:25 
Updated, lag spikes should be mostly gone now.
MasterOfGrey  [ophavsmand] 23. dec. 2024 kl. 19:39 
I've also started noticing this and I can only assume it has something to do with the maths that BrokenRobot added for movements. If I can get it sorted I will.
Thumpster 23. dec. 2024 kl. 11:25 
Hi Grey, I'm some really bad lag around the 20th of the month (Thursday third week of the month?). The game basically freezes for a full 5+ seconds. I'm running 30 different mods, most of which are in your "essential recommendations" collection but I've narrowed it down to this mod by just turning them off one by one until the lag goes away.
Let me if you want more info and/or a save. Its like 100% repro. I've disabled the mod for now just because its super annoying.
MasterOfGrey  [ophavsmand] 10. dec. 2024 kl. 13:25 
In vanilla LF is effectively a “win” button. It’s actively better than everything else.

In practice, in this era, it’s not, it’s best used when you already have a vibrantly healthy private sector.

If you are on interventionism and the private sector has bought up everything and invests enough that you can pause construction and they just keep going full steam - then you should be switching to LF.
But before that, interventionism is meant to be better.
Mt. Hell 10. dec. 2024 kl. 10:28 
HI Grey, I'm a bit stumped on how Laissez Faire is supposed to be... competitive i guess, compared to interventionism.
This is LF
state_shopkeepers_investment_pool_efficiency_mult = 0.25
state_capitalists_investment_pool_efficiency_mult = 0.25
country_government_dividends_reinvestment_add = 0
country_government_dividends_efficiency_add = 0.65
This is Interventionism
building_nationalization_investment_return_add = 0.5
country_government_dividends_reinvestment_add = 0.7
country_government_dividends_efficiency_add = 0.5

The extra Cap and Shop's investment boost are not able to be close to the 70% investment bonus from unterventionism in my games which has resulted in me having lower investment pool/building money overall.

I know you mentioned having to lower taxes to simulate capitalist economies but in game that does very little to boost the economy.

Maybe it is supposed to work like this but it just feels bad.
MasterOfGrey  [ophavsmand] 7. dec. 2024 kl. 14:51 
Ah! Thank you, I noticed this too but hadn't worked out what the issue was.
I'll fix this asap!
Duck 7. dec. 2024 kl. 8:59 
Hi i noticed an issue with the state religion change. I changed to Shinto as Japan but then when i enacted State Religion it flipped me back to Mahayana..

I think it's because of this bit in the law definition:

on_enact = {
recalculate_pop_ig_support = yes
if = {
limit = {
# has_law = law_type:law_state_atheism
country_has_state_religion = rel:atheist
}
set_state_religion = root.country_definition.religion
}
if = {
limit = {
has_modifier = antireligious_policies
}
remove_modifier = antireligious_policies
}
}

on_activate = {
set_state_religion = root.country_definition.religion
}


The on_enact checks for atheism but the on_activate doesn't so it still changes the religion if you don't have atheism.