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Victoria 3 - QoL with Tweaks v.1.0 - Game mod - Download

The file QoL with Tweaks v.1.0 is a modification for Victoria 3, a(n) strategy game. Download for free.

file typeGame mod

file size423.8 KB

downloads319

(last 7 days)3

last updateMonday, October 31, 2022

Free download

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QoL with Tweaks   is a mod for Victoria 3, created by Revan.

Description:

QoL changes and tweaks that make the game more fun.

Disabled "missing convoys" (important) pop-up alerts

Raised notification types

building built: 28 <- 21 days

her born: 28 <- 21 days; type: feed <- toast

resource discovered: 28 <- 21 days

resource depleted: 28 <- 21 days

diplomatic_action: 21 <- 14 days

diplomatic_action_owe_obligation: 21 <- 14 days

diplomatic_action_call_in_obligation: 21 <- 14 days

break_pact: 21 <- 14 days

break_pact_owe_obligation: 21 <- 14 days

break_pact_call_in_obligation: 21 <- 14 days

Raised vertical slots for the politics panel so every pop is displayed

Raised message feed delay to 3 <- 1 seconds (wait before adding another message if there's a queue)

Random AI law enactment is reduced by 25% (0.75 <- 1.0)

Raised AI considering changing a production method when evaluating methods by 100% (0.2 <- 0.1)

Reduced AI randomness about where it makes trade routes by 10% (0.9 <- 1.0)

Raised minimum IG approval (-25 <- -20)

Raised maximum IG approval (25 <- 20)

IG approval change to this value if 100% of the political strength of the IG is loyalist (20 <-15)

IG approval change to this value if 100% of the political strength of the IG is radical (20 <-15)

Raised difference in positions this or higher is considered radical (3 <- 2)

Raised difference in positions this or higher is considered extreme (4 <- 3)

Lowered how many months does the approval/disapproval for a law change linger after said law change (48 <- 60)

Lowered number of years during which an Interest Group will be concerned about the retirement of one of their Commanders (4 <- 5)

Raised maximum politcal movements without IG support (2 <- 1)

Lowered political movements min duration (10 <- 12)

Lowered secession cooldown years (4 <- 5)

Lowered percentage of IG supporters that will get radicalized when removed from government (0.2 <- 0.25)

Raised how many markets have their buy package caches updated per tick (6 <- 5)

Raised how many spots there are on each goods leaderboard (20 <- 10)

Lowered each level of trade route after the first adds this % to desired trade quantity (0.2 <- 0.25)

Lowered trade routes may not increase level if you wouldn't end up with at least this 'buffer' of produced convoys (0.1 <- 0.05)

Lowered a building will not adjust its wages for the first this many weeks of its existence (1 <- 2)

Raised wage rates can change at most this much each week (0.2 <- 0.1)

Raised weekly hiring limit applied in a building per profession as a ratio of full employment (0.15 <- 0.1)

Raised min fraction of resources that will be discovered for each successful roll (0.25 <- 0.2)

Lowered duration of a timed modifier which is applied after switching a production method (34 <- 52 *8 months <- 12 months)

Raised max entries for price reports (5 <- 4)

Lowered convoy cost for each infrastructure usage in overseas state for port connection shipping lanes by 50% (1.5 <- 2.0)

Raised weight for picking province to attack, this is how important it is to attack under-defended provinces (1.1 <- 1.0) *needs further testing to raise maybe to 1.2

Raised weight for attacking provinces with a wide combat width (1.2 <- 1.0) *needs further testing

Raised morale gain on win (0.02 <- 0.01)

Raised war support on battle win (0.02 <- 0.01)

Raised maximum percentage of morale change (0.2 <- 0.1)

Raised the weight of a manpower package at 0% supply (2.5 <- 2.0) *needs further testing

Lowered 50% accumulated advance progress lost when switching from an attacking order (0.4 <- 0.5)

Raised minimum mobilization gained per day by each mobilizing battalion (0.1 <- 0.05)

Raised maximum mobilization gained per day by each mobilizing battalion (0.25 <- 0.2)

Raised number of days before a pending action is auto-declined (21 <- 14)

Fixed/Lowered infamy can't be higher than this (100 <- 1000) *seems like a bug

Lowered first year to start checking for death by natural causes (55 <- 60) *when characters start to die

Fixed/Lowered definately dead by this year (80 <- 100) *death at age 80 now, possible margin from events, etc.

Raised recruitable commander pool (5 <- 3)

Raised number of commanders you can choose from hiring (3 <- 2)

Raised the maximum number of characters of a certain primary role (e.g. General, Admiral) you can manually recruit (25 <- 20)

Lowered start considering retreat from a battle after the ratio of current manpower to initial manpower is below this (0.7 <- 0.8) *needs further testing

i N S T A L L

Extract the content to \Documents\Paradox Interactive\Victoria 3\mod (if you dont have a mod folder, create one)

Create a new Playlist in the Launcher or add it to an existing one

  • Last update: Monday, October 31, 2022
  • Genre: Strategy
  • File size: 423.8 KB
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