Victoria 3

Victoria 3

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Grey's Populist Legal Power
   
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18 Oct, 2024 @ 7:04pm
14 Sep @ 8:11pm
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Grey's Populist Legal Power

In 3 collections by MasterOfGrey
Grey's Little Reworks
11 items
Grey's Essential Recommendations
45 items
Grey's Starter Pack
28 items
Description

Supports Victoria 3: V1.9.8 (and onwards)
Mod Version: V1.8
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.7.6
*Removal may cause breaking errors due to the removal of a modifier type.

This mod makes a broad set of adjustments to many vanilla laws and institutions without adding or removing any laws or otherwise making changes that would cause compatibility issues with ideologies or related fixes that still use the vanilla set of laws. This was largely created because since 1.7 I've wanted to be able to play with the Law & Authority mod and also have various other fixes and changes incorporated.

Consider using Better Decrees to utilise your newly realised authority!


Features:
Adjusted Law Groups:
  • Bureaucracy
  • Children's Rights
  • Church and State
  • Citizenship
  • Distribution of Power
  • Economic System
  • Education System
  • Free Speech
  • Governance Principles
  • Internal Security
  • Land Reform
  • Migration Control
  • Policing
  • Trade Policy
  • Welfare
Full details in the Pinned Discussion Post

New Institution:
Border Controls are now an institution. The law alone only gives you half of the effect. The IG which most strongly supports the law is unhappy when the institution level is low, but eventually gets an opinion boost when institution level is maximum. This *mostly* means that low institution levels simply negate all or part of their approval bonus for having the law until it's 'fully implemented'.

Improved Movements:
  • More sensible civil war support & increased civil war conscription
  • Minority movements are stronger in sensible situations, and less likely to trigger otherwise
  • Workaround to ensure slaves will strongly favour anti-slavery movements and general improvements to the slavery movements

Miscellaneous:
Other minor tweaks include:
  • Alert for Not Enacting Laws
  • Land redistribution penalties when changing land reform laws
  • Government debt reduces gov dividend waste, but also reduces gov reinvestment
  • Added reinvestment potential to machinists and engineers
  • Law & Authority bonuses integrated and in some cases rebalanced

IMPORTANT NOTES:
I won't go through every change but there are a few important notes:
  • Economic System laws no longer have assisting game mechanics built in, they actually reflect how they work.
  • - So: When you switch to Laissez Faire for economic system - you NEED to lower taxes if you want your economy to grow.
  • - And: Running high taxes on Interventionism and building most things yourself works just fine.
  • Collectivised Agriculture is possible without Cooperative Ownership, but only if you are moving from Homesteading.
  • Changing to Total Separation from State Atheism no longer removes Atheism as the institutional religion, but re-implementing FoC or SR will restore original national religion still.

Compatibility touch points:
  • Bureaucracy, International Relations, and Postal Savings techs have been touched.
  • Police Institution is modified. Compatible modifiers are applied for Welfare, Home Affairs, & Workplace Safety


This mod will probably take precedence over other mods that touch specifically the same things it does. It should be broadly compatible with things that don't add new ideologies and should be fine with other mods that edit laws as long as they edit different laws to each other.

Having said that, some specific callouts:
  • Victoria Tweaks Mod - Yes; it is VTM compatible.
  • Works with BPM Lite
  • All AI Mods - Yes; KAI, LAI, Smarter AI, etc. are all compatible.
Warning:
NOT BPM Compatible


Why?
Different law mods are inherently incompatible, and there have been a lot of good ideas that weren't updated to some of the new AI logic changes in 1.7 so many of them don't work very well, even if they do work together. This brings many different tweaks that good people have thought of together and align the functional logic with the new vanilla systems.


This effectively supercedes the following mods:
  • 'Law & Authority [1.6]' by Taylor
  • 'Tuned Laws' by TQ Ambo
  • 'Better Communism' by PSVDX
...and probably a few others besides.

Thank you to all the listed authors for their work which inspired various details within this mod.

Language Support:
Localizations are either; submitted by community members, collected from defunct sources, or done by Machine Translation.
-> Replacements are welcome from anyone!

Supported Languages:
English, B.Portuguese(Português), Simp. Chinese(??), French(Français), German(Deutsch), Japanese(???), Korean(???), Polish(Polski), Russian(??????? ????), Spanish(Español), Turkish(Türkçe)

Other Translation Mods:
Independent Vietnamese Translation: [Vietnamese] Grey's Mod

#Government #Legitimacy
#Law #Authority #Politics
#Rework #Balance
You can support me on Patreon: [patreon.com]
Popular Discussions View All (1)
0
16 Aug @ 5:13am
PINNED: Full Breakdown of Law Changes
MasterOfGrey
67 Comments
MasterOfGrey  [author] 5 Sep @ 6:49pm 
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 @ 11:24am 
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 @ 4:11am 
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  [author] 25 Aug @ 5:30pm 
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 @ 5:57am 
i think theres a bug with authority, the political dysfunction modifier affects the ideological groups while i have positive authority
MasterOfGrey  [author] 16 Aug @ 5:47am 
Fixed in the update just posted.
Le Pheel 15 Aug @ 4:24pm 
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 @ 7:20pm 
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  [author] 12 Aug @ 6:07pm 
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 @ 8:20am 
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.