Victoria 3

Victoria 3

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Better Politics Mod
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File Size
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78.719 MB
11 Feb, 2023 @ 5:57pm
22 Jan @ 10:04pm
49 Change Notes ( view )

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Better Politics Mod

In 1 collection by lilliesea
Better Politics Submods
17 items
Description
BPM is now playable with 1.8!

If you would like a smoother experience, you can instead download BPM for 1.7:
https://github.com/Better-Politics-Mod/Better-Politics-Mod-Vic-3/releases/tag/v2.3

The 2.3 update is incompatible with 2.2 saves. If you would like to continue a BPM 2.2 game, download the old version from Github here:
https://github.com/Better-Politics-Mod/Better-Politics-Mod-Vic-3/releases/tag/v2.2-final

===================================================================

Join us on Discord for bug reports, suggestions, or just to chat!
https://discord.gg/mEH7XasVJ5
Visit our (very much work in progress) wiki for more info about our mod:
https://github.com/Better-Politics-Mod/Better-Politics-Mod-Vic-3/wiki
For a version of BPM without the new Interest Groups, you can get BPM Lite here:
https://gtm.you1.cn/sharedfiles/filedetails/?id=3316251100
(BPM Lite is not the intended experience! If you are a new player, please try the full version first)


The goal of BPM is to make politics more dynamic, more legible, more materialist, and more historically accurate. Specifically, it sets out to correct these problems we have with the base game:
  1. Seven interest groups are not nearly sufficient to represent the breadth of political history.
  2. The ideology of an IG leader has too large and random an effect on politics. For instance, trade unions can swing from communist to reactionary overnight.
  3. All IGs are internally united, when many of them suffered infighting and splits IRL. Why should all urban workers become communist at the same time? Where did the moderates go?
  4. Political parties are shallow. They're too arbitrary, form and dissipate too frequently. Coalitions are either small and boring or huge and illegitimate.
  5. There is little international interaction between IGs, when many of them communicated and collaborated actively.
For more information about the design philosophy of BPM, you can read our design doc here[docs.google.com].


Features include, but are not limited to:
  • New Ideological IGs: Liberals, Radical Liberals, Conservatives, Reactionaries, Agrarian Populists, Trade Unionists, Socialists, Anarchists, Reformist Socialists, Revolutionist Socialists, Market Liberals, National Liberals
  • Vanilla IGs are reskinned and tweaked to represent various "Interests."
  • IG splits: Socialists vs Anarchists, Reformist vs Revolutionary Socialists, Liberals vs Market Liberals vs National Liberals
  • Overhauled law enactment & sway mechanics
  • Political Rigidity mechanic
  • Repeatable Laws
  • New Journal Entries and Event chains
  • New Laws and Institutions
  • Tons of unique flavor


Compatibility:
For all mods listed below, make sure BPM is placed last in the load order.
  • Victorian Tweaks Mod (VTM): Mostly compatible, with a minor election momentum bug. May have balance issues.
  • Ultra Historical (UH): Politics mod is incompatible. Research and Education requires this compatch. All others are compatible.
  • Victorian Flavor Mod (VFM): Requires this compatch.
  • The Great Rework (TGR): Incompatible, but integration is coming.
  • Divergences: NO LONGER compatible after their recent update. Compatch here is for the old version. Use at your own risk!
  • Industry Expanded: Requires this compatch.
  • Otherwise, BPM should be compatible with most mods that do not add new laws, ideologies, or institutions.
  • Mods that add new pop types and IGs should work, but no guarantees that they interact with BPM in ways that make sense.

Discord
Join us on Discord for bug reports, suggestions, or just to chat!
https://discord.gg/mEH7XasVJ5

Wiki
Visit our (very much work in progress) wiki for info about our mod!
https://github.com/Better-Politics-Mod/Better-Politics-Mod-Vic-3/wiki
Popular Discussions View All (1)
0
11 Sep, 2024 @ 6:41am
Pop consolidation
Müslibär
1,089 Comments
Punished Spicee Chib 21 hours ago 
Big fan of this mod, it's gone a long way towards making Vicky 3 playable for me. Forgive me if it's been mentioned somewhere else, but have you guys looked at making lobbies/IGs more interactive when it comes to foreign powers? I would love more direct ways of influencing other country's politics besides the diplo play and occasional event pop ups.

Not sure how I'd go about implementing it; maybe it would require a loyalty/ideology value to track their radicalization towards their ideals vs their loyalty to their own country, but duplicitous backroom dealings to help certain groups become more powerful would be great in this game.
Killer Queen 26 Jan @ 2:21am 
Why can a ceremonial president or monarch still veto the law?
Big Worm 23 Jan @ 10:09am 
risorgiomento seems to be broken if the event starts for the pope and you have over 25% radicals right from the get go , it doesn't trigger , just stays there with the bar complete but nothing happends
creeperlization 23 Jan @ 3:54am 
In my case, under "supreme legislature" and "ceremony king" law. the max synergy is at about 59.
Because, of -20 base synergy and 80 max from cohesion of cabinet (can't really reach 100%). This will cause +5% Bureaucracy and lead to massive Bureaucracy demand way much higher than the demand to meet the taxation capacity. Because "Unitary" law grant max +90% taxation capacity. Is it appropriate? I need the buff of 100 synergy(or more than 80? not sure) to get like +700 excess Bureaucracy. But with 59 synergy. I get -10.2K Bureaucracy. And I only generate 9.41K Bureaucracy, with 604K out of 114M population work at government buildings. Isn't it that the synergy has way too much impact to Bureaucracy cost? Plus, I also have a mod for more Bloc principles which grant me buff of Bureaucracy cost. Without that mod, the situation will definitely be worse.
lilliesea  [author] 22 Jan @ 10:06pm 
New Minor Version
BPM v2.3.1.11

- A lot of QOL for the Cabinet
- Completely rework Cabinet synergy
- Allow player to see the changed forpol law from appointing a minister
- Allow player to open the IG selection menu at any time (this might cause lag, I am investigating.)
- Reduce the cooldown to fire a cabinet minister
- Fix a bug where you could not see the synergy of an IG during Cabinet
- Fix a bug where the predicted synergy of an IG during minister selection was inaccurate
- Reduce loyalists from firing/appointing cabinet members
- Many bug fixes for latin america
- Fix many bugs such as the 'Cross border investment' event bug
- Remove unpolished 'Party Establishment' function
Rskhm  [author] 21 Jan @ 7:31pm 
@Jadanbr it's intended to mirror China's start
Jadanbr 20 Jan @ 1:23pm 
they also start with agrarianism, rather than traditionalism
Jadanbr 20 Jan @ 1:19pm 
is it intended for japan and china to start with tenant farmers and regressive tax rather than serfdom and peasant tax? (i activated only this mod) im not complaining, but i wanna know if thats intended
Mrupdata 19 Jan @ 12:25am 
Could the author please optimize the later cooperative system? Because although cooperative and planned economy laws prohibit privatization, it seems that only the privatization of factories is prohibited, and various plantations still belong to capitalists and landlords. In addition, the cooperative law does not realize foreign collectivization, and the planned economy law still retains the investment pool and other issues. I hope you can change it.
Angel De'Haven 9 Jan @ 5:10am 
Incredibly cool mod, i absolutely love it. It does generate hundreds of thousands of error reports and lags the game out however, so i think something in the recent updates has broken this mod. It seems to run fine for a while but eventually the errors start lagging the game out, especially if you leave certain windows open. It also causes the game to not shut down properly sometimes. I really appreciate the mod though, it is very creative and much better than the vanilla games politics.