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
downloads318
(last 7 days)1
last updateMonday, October 31, 2022
Report problems with download to [email protected]
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
Popular files for Victoria 3
Name |
Type |
Size |
Date |
Total |
7 days |
---|---|---|---|---|---|
Victoria 3 - More Decrees v.1.0 | mod | 747.4 KB | 11/3/2022 | 728 | 13 |
Victoria 3 - Department Stores v.1.1.5 | mod | 573 KB | 11/29/2022 | 767 | 3 |
Victoria 3 - New Product Chains - Buildings and Industry v.1.0.2 | mod | 1.1 MB | 11/3/2022 | 500 | 2 |
Victoria 3 - QoL with Tweaks v.1.0 | mod | 423.8 KB | 10/31/2022 | 317 | 1 |
Victoria 3 - Brewery and Public House v.1.57 | mod | 456.1 KB | 11/22/2022 | 338 | 0 |
Victoria 3 - Country Strategies (Plus) v.1.0 | mod | 128.4 KB | 11/19/2022 | 287 | 0 |