Platinphoenixx Posted March 12 Posted March 12 View File [Victoria 3] Shadows of Depravity - a SoP Add-On A comprehensive add-on for Shadows of Progress — featuring an international crime cartel, NTR, horses, dogs, slaves, bug-fixes, QoL and more. Beastiality optional. ⚠ Before you install • DELETE the old version of this mod and SoS before updating. • You must start a new game when installing for the first time. • This mod must be loaded AFTER Shadows of Progress. • If you use the tech speed patch, that MUST be loaded LAST • Make sure you set the game rules twice. Just apply and then set again, especially after an update. Enjoying the mod? Buy me a coffee ☕ — and join the Discord to help shape balancing. ——————————————————————————— ★ NEW — The Depraved Syndicate: a Criminal Power Bloc Why rule one nation when you can run a transcontinental crime cartel? Form the Depraved Syndicate power bloc and turn your alliance into a web of organized vice. To found it, your Dregs must sit in government and your nation must run Unregulated or State-Run prostitution. Once formed: • Shared smuggling ports open across the entire bloc. • Every member profits from piracy income and enjoys boosted throughput plus higher building limits for Nefarious Alleys, Ramshackle Docks and Black Market Bazaars — though the Syndicate shuns a legitimate navy (less involvement at sea). • As bloc leader, all of your Dregs policies become 50% more effective. Three paths of principles: • Syndicate Operations — crank up the output and building caps of your whole criminal economy. • Dregs Empowerment — forge the underclass into an entrenched pillar of power and unlock the Syndicate Tribute policy. • Criminal Extraction — bleed your members for protection money straight into the boss's pocket (at the cost of cohesion). Leader powers — bend members to your will: • Impose policing laws on members — force them to gut their police (No Police, anyone?). • Impose prostitution laws — spread your preferred brand of vice across the bloc. Exclusive production methods (unlocked via Criminal Extraction) turn your Black Market Bazaar into a Criminal Empire, your Nefarious Alleys into a Syndicate Network, and your Ramshackle Docks into a Smuggler's Haven — and you can raise the Syndicate's own Power Bloc Statue, a monument to vice that emboldens the underworld in its shadow. ——————————————————————————— ★ NEW — The SoD-SoP tech speed patch A lightweight standalone patch for Shadows of Progress and Shadows of Depravity. SoP and SoD add a lot of techs — and researching them all takes forever. In practice you end up pouring your research into the flavor trees and falling badly behind on the vanilla technologies that actually keep your economy and military competitive. This patch fixes the pacing: whenever you research a prerequisite, its SoP/SoD follow-up techs get a sizable head-start in progress. The submod content unlocks at a reasonable speed, so you can enjoy it without neglecting your vanilla tech tree. Speeds up Shadows of Progress' entire prostitution + crime tech tree. Speeds up the Shadows of Depravity techs and the SoP→SoD bridges (this logic used to live inside SoD and was moved here). Pure pacing tweak — no new content, fully removable mid-game. Requirements & load order: Requires both Shadows of Progress and Shadows of Depravity. Load this patch after both. ——————————————————————————— Buildings, Companies & Economy • Seven new buildings with full production methods, icons and tech integration into SoP. • Three unique companies, each with its own prestige good. • Every building where it makes sense can put slaves to work. • A new slavery institution and mobilization options that make use of the new goods. ——————————————————————————— The Slave Trade The Black Market Bazaar takes SoP's Illicit Wealth and Prostitution and refines them into one brand-new tradeable good: Sex Slaves. Will you become the world's greatest slave trader? Only time will tell — but keep that pesky policing law set to "No Police". Otherwise, how are your people supposed to make an honest (dishonest) living? ——————————————————————————— Dogs The Kennel produces lots of doggos. Pops will make use of them (sparingly), but you can also: • Use them to improve certain buildings, • Send them to the brand-new Government K-9 Center to reinforce your police or military, • Or ship them to the Conditioning Center to produce an all-new luxury good: Good Boys. Kennels and the K-9 Center can be set to be… sfw-ish (don't look too closely). The Conditioning Center is gated behind the SoP bestiality game rule. ——————————————————————————— Horses Farms now also produce horses — useful in mines, logging camps and the military as transportation. Sitting neatly between expensive railways and just making workers haul everything themselves, horses can be a real win. The better your Slaughter PM, the more horses your farms produce. Want more control? Breed them yourself with the new Stud Farm. Both it and the Kennel now live under Agriculture. As an act of anti-animal-cruelty, horses — like dogs — cannot be traded. Merchant Trading Posts are an early-game alternative to railways: no extra tech required, they use horses to provide a limited amount of infrastructure and transport. And if you've got SoP's bestiality game rule turned on… behold the Lubricant Production Center. Employ an all-new pop job — the Living Cum Bucket — and revel in the production of "Horse Milk". Unlike Good Boys, this isn't just an exotic consumable: it whitens dyes, lubricates machines and… motivates, with integration into several vanilla buildings. It's also fully tradeable. (Stud Farms have an sfw-ish toggle too; the Lubricant Center is gated behind the SoP bestiality game rule.) ——————————————————————————— Slavery — the Government Slave Center (Formerly part of Shadows of Subjugation.) Your one-stop shop for getting more out of your slaves. Build it any time, but it only does something once you have a slavery law — and its effects change drastically depending on which: • Slave Trade — doubles your weekly slave imports to fill open jobs, grants +10% employment capacity in plantations, mines, Black Market Bazaars, Conditioning Centers and K-9 Centers (SoD), and lowers slave mortality. Only pops you discriminate against can be enslaved (vanilla behaviour). • Colonial Slavery — slaves work harder in your colonies (keep it out of your homeland!), die less, and even grow your colonies faster. • Debt Slavery — the full package. Two extra PM-groups let you crush your lower strata's standard of living, converting up to 20% of your population into slaves — accelerated dramatically by the center. SoP laws like Lower Class Cum Dumps help even more. ——————————————————————————— The Government Compliance Center Establish a perfectly adequate, remarkably compliant new workforce — nothing to do with slavery, everything to do with great education. Its PMGs let you switch on special PMs across a whole category of buildings at once, employing huge numbers of pops at very low wages. Pops can be scarce, but where they aren't, this is powerful. It is 100% intended that you can't change these PMs in the individual buildings — you toggle them per category from the GCC itself. This feature still needs serious balancing; please leave feedback or join the Discord. ——————————————————————————— Compatibility & Credits • Developed against the latest public version of Shadows of Progress. • Known incompatibility reported with "Hail, Columbia! — United States Flavor Pack". • AI does build these buildings, but only in limited amounts — balancing is ongoing. Thanks to @SternenLiecshtein for the partial German/Spanish translation (remaining bits via LLM), and to @srx47 for help with prettier icons. Icon images were AI-generated — if you'd like to contribute non-AI artwork, get in touch or simply drop them in the discussion. Feel free to use any of this for anything. Feedback very welcome. ——————————————————————————— For Modders — Override / Compatibility Reference Spoiler All objects below are fully overwritten or patched by SoD. If Victoria 3 or SoP updates any of them, our changes may need re-merging. REPLACE — Social Classes (common/social_classes/sopa_social_classes.txt) • lower_class, shudras, dalit — added living_cumbuckets to allowed professions. Double-REPLACE chain (Vanilla → SoP → SoD). REPLACE — Pop Needs (common/pop_needs/zzz_sopa_pop_needs.txt) • popneed_services, popneed_leisure — added dogs as optional entry. • popneed_luxury_items — added sex_slaves as option. Double-REPLACE chain. REPLACE — Slavery Laws (common/laws/sopa_slavery_laws.txt) • law_colonial_slavery, law_debt_slavery, law_slave_trade, law_legacy_slavery — modified mechanics. Vanilla REPLACE. REPLACE — Transport PMGs (common/production_method_groups/sopa_vanilla_pmg_patch.txt) • pmg_transportation_building_logging_camp + pmg_train_automation_building_{coal,iron,lead,sulfur,gold}_mine — inserted the horse-transport PM mid-list. As of SoP 0.02.07 these PMGs are also shipped by SoP; our version is a superset (nothing lost), but if SoP later adds a new PM to them, re-merge. REPLACE / Override — SoP objects • bg_breaking_house, bg_ganglord_hideout — added is_government_funded = yes (sopa_sop_building_groups_patch.txt). • building_breaking_house, building_ganglord_hideout — ownership_type self → no_ownership (sopa_sop_buildings_patch.txt). • ig_dregs — REPLACE. • events/sop_beast_events/sop_state_events_Z.txt — full override (Event-INJECT impossible): 2 new "Wild Dogs Event" options. • common/decisions/sop_dregs_interactions_decisions.txt — full override. INJECT — added without overriding (lower risk) • can_impose injected into the 5 prostitution laws (banned/unregulated/regulated/commercialized/state_run) — powers the Syndicate's prostitution-law imposition (sopa_prostitution_impose_patch.txt). • Depraved Syndicate statue PM injected into vanilla pmg_base_building_power_bloc_statue. • Various crime-building PMs injected into SoP PMGs (nefarious alley, ramshackle docks, brothel, breaking house, ganglord hideout, streetwhore den). Removed in this update: the former sop_university.txt and sop_streetwhore_den.txt birth-rate overrides — SoP rebalanced these itself (0.02.07), so SoD now inherits SoP's versions directly. Submitter Platinphoenixx Submitted 03/12/26 Category Misc Requirements https://www.loverslab.com/files/file/46084-victoria-3-shadows-of-progress/ Install Instructions Load AFTER SoP DELETE THE OLD VERSION BEFORE INSTALLING THE NEW ONE! 1
maybe_gg Posted March 12 Posted March 12 (edited) Looks interesting, just a minor note. Victoria 3 doesn't use descriptor files. Mod naming, dependencies(these are slightly buggy and don't actually enforce load order they just show a tiny warning in the launcher. also you can use "rel_type" : "load_after" to show a warning if the wrong load order is set but it's buggy and will show a warning on every mod that doesn't have a "rationships" properly set with another mod, which is most mods...) and other stuff are setup in .metadata/metadata.json. { "name" : "SoP Add-On", "id" : "", "version" : "", "supported_game_version" : "", "short_description" : "", "tags" : [], "relationships" : [ { "rel_type" : "dependency", "id" : "77776667", /* this is Shadows of Progress id */ "display_name" : "Shadows of Progress", "resource_type" : "mod", "version" : "*" } ], "game_custom_data" : { "multiplayer_synchronized" : true } } This is roughly how this mods metadata.json should look. Though I would personally recommend adding an actual ID, it can apparently be any string. Edited March 12 by maybe_gg wrote load-after instead of load_after
SternenLiecshtein Posted March 13 Posted March 13 Greetings ^^ This time, I’m bringing the Spanish and German localization for the submod. Enjoy it. spanish.zip german.zip
Platinphoenixx Posted March 13 Author Posted March 13 (edited) On 3/12/2026 at 5:20 PM, maybe_gg said: Looks interesting, just a minor note. Victoria 3 doesn't use descriptor files. Mod naming, dependencies(these are slightly buggy and don't actually enforce load order they just show a tiny warning in the launcher. also you can use "rel_type" : "load_after" to show a warning if the wrong load order is set but it's buggy and will show a warning on every mod that doesn't have a "rationships" properly set with another mod, which is most mods...) and other stuff are setup in .metadata/metadata.json. { "name" : "SoP Add-On", "id" : "", "version" : "", "supported_game_version" : "", "short_description" : "", "tags" : [], "relationships" : [ { "rel_type" : "dependency", "id" : "77776667", /* this is Shadows of Progress id */ "display_name" : "Shadows of Progress", "resource_type" : "mod", "version" : "*" } ], "game_custom_data" : { "multiplayer_synchronized" : true } } This is roughly how this mods metadata.json should look. Though I would personally recommend adding an actual ID, it can apparently be any string. Thanks i'll take a look. i didn't know i had to subscribe to the discussion on my own mod, but here we are... Edit: You are absolutely right, i fixed it. Edited March 13 by Platinphoenixx
Platinphoenixx Posted March 13 Author Posted March 13 15 hours ago, SternenLiecshtein said: Greetings ^^ This time, I’m bringing the Spanish and German localization for the submod. Enjoy it. spanish.zip 1.95 kB · 0 downloads german.zip 2.06 kB · 0 downloads Aww, awful timings from me, i kinda just updated a lot of things XD If you want to update these, i'll upload them to the main file! 1
Platinphoenixx Posted March 14 Author Posted March 14 (edited) 1.0 released. Edit: fixed BOM issues and an override with 1.0.1 Also, game rule is now an overwrite from SoP to make it possible to disable beastiality related PMs if the user wishes so Edited March 14 by Platinphoenixx
Tebix Posted March 24 Posted March 24 I like the mod, but it needs some balancing. The biggest thing is that there shouldn't be an uncapped building that gives birth rate. I don't know if you have already changed it. I was able to spam that building and achieve ludicrous pop numbers. Also I think you could slash birth rate across the board by 50% and they would still be good modifiers. or maybe to balance out the higher birthrates you could reduce the workforce ratio or whatever the modifier is called. 1
Platinphoenixx Posted March 24 Author Posted March 24 22 minutes ago, Tebix said: I like the mod, but it needs some balancing. The biggest thing is that there shouldn't be an uncapped building that gives birth rate. I don't know if you have already changed it. I was able to spam that building and achieve ludicrous pop numbers. Also I think you could slash birth rate across the board by 50% and they would still be good modifiers. or maybe to balance out the higher birthrates you could reduce the workforce ratio or whatever the modifier is called. Hey, thanks for the feedback! I agree that my mod needs balancing, but you are probably referring to things my mod doesn't add, because the only unlimited buildings that exist are From SoP (Shadows of Progress) not from this mod. Mine is just an add-on. I will not change SoP's buildings because of what i think would be better balancing, but i am sure, @EctoBukkake appreciates the balancing advice! You can also hop over onto their discord, link is in my mod description! And if i am wrong and you were actually referring to something from my mod then, my bad and please specify
Platinphoenixx Posted March 25 Author Posted March 25 (edited) Also i broke the game. Sorry to the ten or so people that downloaded this. It's been a mess! Fixed with 1.5.1 hopefully Edited March 25 by Platinphoenixx
Tyrranus Posted May 4 Posted May 4 8 hours ago, srx47 said: i'll just drop it here >_> dont mind me Lewd Economy.7z 2.4 MB · 1 download as someone who was curious about this mod I was sorry to see its own thread disappear outta nowhere, but since yer placing it here maybe tell people what it is and does
srx47 Posted May 4 Posted May 4 (edited) well unlike my first attempt this one doesn't fucks up economy, its pretty lightweight. all vanilla files are intact since i used INJECT for everything. Spoiler Brothel produce sex - analogue of services for pops and waste. later used in factory to produce clothes/furniture/car analogues. also factory reduce pollution. Edited May 4 by srx47 1
Platinphoenixx Posted May 4 Author Posted May 4 6 hours ago, srx47 said: well unlike my first attempt this one doesn't fucks up economy, its pretty lightweight. all vanilla files are intact since i used INJECT for everything. Reveal hidden contents Brothel produce sex - analogue of services for pops and waste. later used in factory to produce clothes/furniture/car analogues. also factory reduce pollution. And you made it... compatible with SoP and SoD?
Platinphoenixx Posted May 4 Author Posted May 4 (edited) Last SoS Version (Archive only, do not download, outdated) Shadows of Subjugation - another SoP Add-On.zip Edited May 4 by Platinphoenixx
srx47 Posted May 5 Posted May 5 5 hours ago, Platinphoenixx said: And you made it... compatible with SoP and SoD? i see no point, its kinda rudimentary if you using something complex like SoP
Tyrranus Posted May 6 Posted May 6 On 5/4/2026 at 10:48 PM, srx47 said: i see no point, its kinda rudimentary if you using something complex like SoP well I mean if yer gonna use their thread for yer mod, maybe making it compatible with SoD or SoP would be a little sensible? lol Still glad to see it available again tho
srx47 Posted May 6 Posted May 6 well i mostly posted it hoping Platinphoenixx would steal idea or two from it 1
Platinphoenixx Posted May 6 Author Posted May 6 16 minutes ago, srx47 said: well i mostly posted it hoping Platinphoenixx would steal idea or two from it I don't know, seems like a prime opportunity to make a sub-submod XD
hoodedfigure13 Posted May 10 Posted May 10 So I've tried to wrap my head around Victoria 3 this weekend and I'm unsure if I’m just missing something, but I can't see conditioning centres despite having the requisite technology for them. Is there a specific game rule I’m supposed to have activated first? (the description says it's gated behind game rules but not which ones which could possibly be clarified?)
Platinphoenixx Posted May 10 Author Posted May 10 (edited) 4 hours ago, hoodedfigure13 said: So I've tried to wrap my head around Victoria 3 this weekend and I'm unsure if I’m just missing something, but I can't see conditioning centres despite having the requisite technology for them. Is there a specific game rule I’m supposed to have activated first? (the description says it's gated behind game rules but not which ones which could possibly be clarified?) They contain bestiality content, so the game rule respects SoP's game rule if you like that content or not. I recommend you turn it on if you want the most out of the mod feature-wise but if you really don't like it, it's by design so you don't have to interact with it. Edited May 10 by Platinphoenixx
Continental Enjoyer Posted May 26 Posted May 26 (edited) First of all, I really like SoP and this submod. It really scratched an itch I didn't think existed. My private sectors really like building kennels and horse ranches and I end up with a lot of surplus. Thus, I got a few ideas: Manor Houses: Hunting Hounds - Input Dogs and Horses to output Meat and Minting. Maybe increase Standard of Living for Upper Strata pops too. "Hunting" Hounds - Input Good Boys to decrease Standard of Living for Lower Strata pops, increase Standard for Upper Strata. Maybe output Sex Slaves and require Living Cumbuckets for employment? Something to tie the nobility and slavery, such as Debt Slavery, even tighter. Noble Ladies - From Chaste and Demure at the start to Bestiality Enthusiasts as corruption level increases. At first they'll require Liquor, Wine, Paper as the normal luxuries that they need and output some minor bonuses. When they get to max corruption, they require Good Boys and Horses to output decreased activism? Something that improves society as a whole instead of economic bonuses seem appropriate so something like that. Ports: Employ Guard Dogs to decrease activism and turmoil effects? It conflicts with the K-9 Centers, but drug and bomb sniffing dogs are pretty cool. Wandering Merchants: Did you know that Wagonways (links to Wikipedia) exist? Basically railways but for horses instead of trains. Expanding the Wandering Merchants to provide more transportation before transitioning into Trains is actually historically accurate. Output could also be increased by the Endurance Training of the Horse Stables. Wagonways were also made of either wood or iron, so the Wagonways can be viable in early to mid game. Mid to late game, Trains would be obviously superior. Racetracks, for Horses and Dogs: Criminal Activity - Input Liquor (because illegal gambling needs booze) and Horses/Dogs to output Illicit Wealth. Or maybe the output of existing Nefarious Alleys could be increased instead. Legitimized - Input Horses/Dogs to output minting, Art Academy Bestiality Art - Additional Production Method that allows the input of Dogs/Horses to out more Fine Art. Maybe the additional input of Sex Slaves/Prostitutes shouldn't be too high to imply the art students are willing to partake in the modeling themselves. Once again, I really like the stuff in the mod and I hope it gets even bigger in the future. Edited May 26 by Continental Enjoyer I forgot to add in a few words and edited them in for clarity
Platinphoenixx Posted May 26 Author Posted May 26 5 hours ago, Continental Enjoyer said: First of all, I really like SoP and this submod. It really scratched an itch I didn't think existed. Thank you! 5 hours ago, Continental Enjoyer said: Manor Houses: Hunting Hounds - Input Dogs and Horses to output Meat and Minting. Maybe increase Standard of Living for Upper Strata pops too. I really like that idea! Having another source to get meat and leather might be good, but i think it'd have to be balanced in a way that makes it more profitable, but much smaller scale than vanilla ranches. I could see that as a limited-number building though, especially for earlier game or just supplementary, again with a max limit, like the merchants. I'll definitely look into that. 5 hours ago, Continental Enjoyer said: "Hunting" Hounds - Input Good Boys to decrease Standard of Living for Lower Strata pops, increase Standard for Upper Strata. Maybe output Sex Slaves and require Living Cumbuckets for employment? Something to tie the nobility and slavery, such as Debt Slavery, even tighter. Yeah, that'll be in alt PMs for above building, good idea! 5 hours ago, Continental Enjoyer said: Noble Ladies - From Chaste and Demure at the start to Bestiality Enthusiasts as corruption level increases. At first they'll require Liquor, Wine, Paper as the normal luxuries that they need and output some minor bonuses. When they get to max corruption, they require Good Boys and Horses to output decreased activism? Something that improves society as a whole instead of economic bonuses seem appropriate so something like that. How does that work mechanically in your head? As a building? I also don't know if i am able to implement anything into the corruption mechanic of SoP yet, it's a little bit of a mess at this point. 5 hours ago, Continental Enjoyer said: Ports: Employ Guard Dogs to decrease activism and turmoil effects? It conflicts with the K-9 Centers, but drug and bomb sniffing dogs are pretty cool. Duh! Really good idea. I could make it decrease ramshackle docks output as a "trade off", if you don't want to go down the crime route. I like that! And quick interjection: What i want to expand the mods economy into is not necessarily new goods, as they can mess with the game economy, but instead to have the buildings and resources provide measurable impact on the actual game economy, so that it is an actually "feasable" choice to go with SoP/SoD buildings, while not being overpowered. Like i tried with the "Horse Milk" chain and the horses as earlier-game transportation. 5 hours ago, Continental Enjoyer said: Wandering Merchants: Did you know that Wagonways (links to Wikipedia) exist? Basically railways but for horses instead of trains. Expanding the Wandering Merchants to provide more transportation before transitioning into Trains is actually historically accurate. Output could also be increased by the Endurance Training of the Horse Stables. Wagonways were also made of either wood or iron, so the Wagonways can be viable in early to mid game. Mid to late game, Trains would be obviously superior. This is hilarious, looks so goofy. But i won't do this one, as i think the wandering merchants have struck into exactly the niche gameplay-wise that they were supposed to, especially for rural and/or poorer nations, they are quite viable, while any other nation needs to still invest into Railways. I will maybe take some inspiration from that for later updates though. 5 hours ago, Continental Enjoyer said: Racetracks, for Horses and Dogs: Criminal Activity - Input Liquor (because illegal gambling needs booze) and Horses/Dogs to output Illicit Wealth. Or maybe the output of existing Nefarious Alleys could be increased instead. Legitimized - Input Horses/Dogs to output minting, Fun idea. I think outputting minting is not really good design though and doesn't really make sense most of the time. It also doesn't count as the building being productive since the building owners don't get anything from it. But i like the building idea and the dichotomy of crime and legalization, maybe since SoP will introduce new laws soon, i could somehow tie that into it, that sounds fun. 5 hours ago, Continental Enjoyer said: Art Academy Bestiality Art - Additional Production Method that allows the input of Dogs/Horses to out more Fine Art. Maybe the additional input of Sex Slaves/Prostitutes shouldn't be too high to imply the art students are willing to partake in the modeling themselves. Meh, don't love it. I don't yet see how that would work well, but maybe at a later point. 5 hours ago, Continental Enjoyer said: Once again, I really like the stuff in the mod and I hope it gets even bigger in the future. Thank you for the excellent suggestions! The mod will expand soon-ish, for sure. Right now, i am working on... Power Blocs. Some details: Power Blocks Criminal Syndicate Type- power block, with cohesion based on Dregs strength, giving criminal building throughput, reducing infamy and strengthening dregs, as well as enabling NEW interactions with the dregs in addition to SoP ones, as well as strengthening existing ones. Lewder "Power Dynamics"-style power block with focus on birthrate "stealing" from other members, or strengthening lewd stuff in general, making subjugation easier etc potentially combined with a new "sub" vassal type exclusive to this power block Comments and ideas very welcome! If you want to be really up-to-date, i recommend you join Ectobukkake's Discord Server (Link in the Desc.). Thanks for the feedback! 1
Continental Enjoyer Posted May 26 Posted May 26 2 hours ago, Platinphoenixx said: How does that work mechanically in your head? As a building? I also don't know if i am able to implement anything into the corruption mechanic of SoP yet, it's a little bit of a mess at this point. Thanks for sharing your thoughts on my suggestions. For the Noble Ladies descending into depravity, I think it can be a Production Method within the Manor House that's unlocked via Beast Mastery instead of something that unlocks via the corruption mechanic. I honestly thought the "corruption level" of a nation increases with the amount of lewd research done, I didn't know it was a whole different thing. 2 hours ago, Platinphoenixx said: Fun idea. I think outputting minting is not really good design though and doesn't really make sense most of the time. It also doesn't count as the building being productive since the building owners don't get anything from it. But i like the building idea and the dichotomy of crime and legalization, maybe since SoP will introduce new laws soon, i could somehow tie that into it, that sounds fun. Meh, don't love it. I don't yet see how that would work well, but maybe at a later point. For the Racetracks having minting, that's because it's how I interpreted the facility owner taking a cut out of the bets and charging for general admission. The majority of profit goes to the winning bets and prizing for the competitors, but the facilitation of gambling is still quite profitable. Selling shovels to gold miners and all that. (It's also how fuckers like Ticketmaster and other venue owners make money) I'm also really excited to see Power Blocs being expanded by the mod. I'll drop by the Discord and see what's over there. Once again, thank you for your time.
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