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Posted
6 minutes ago, Continental Enjoyer said:

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.

That would work, but i don't think i want to touch manor houses just yet. I like the general idea though, so let's see.

 

7 minutes ago, Continental Enjoyer said:

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 see, but minting is the government getting money. That's also why a building with just minting as output has no staff ever, because it can't be profitable. SoP tried to overcome it with "Illicit Wealth", which was a worthless good that still had a fixed price to guarantee profitability and wasn't used by any other buildings.

 

9 minutes ago, Continental Enjoyer said:

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.

See you there, make sure to follow the SoD submod channel in "community-submods". Feedback is very welcome, i appreciate your input!

  • 2 weeks later...
Posted

Building throughput bonuses from production (breaking house & ganglord hideout) methods need to be moved from building_modifiers to state_modifiers. A similiar problem exists with the gcc pm's.

Posted (edited)
3 hours ago, TarDust said:

Building throughput bonuses from production (breaking house & ganglord hideout) methods need to be moved from building_modifiers to state_modifiers. A similiar problem exists with the gcc pm's.

Good catch, thank you!

I will patch that right away.

Edited by Platinphoenixx
Posted (edited)
8 hours ago, ACCOUNTNAME257 said:

So is 90% of the content just beastiality related?

I'd say 40% at most. And if that's not your thing, just disable the beastiality game rule and you won't see (almost) anything related to it really and can still enjoy the rest. (Only some tech tree icons and such cannot be hidden)

Like the new Crime Syndicate, the improved Dregs policies, the Companies, black market bazaar and the sfw parts like dogs and horses as well as the slavery-focused stuff, which is also a bigger part of the mod.

Edited by Platinphoenixx
Posted

Does the new speed patch affect the AI too? If so, maybe the AI will need more mod-related goods and a market for exports can be established faster. I'm usually rushing the Lubricant Centers to supercharge my tool, paper, and clothing exports.

 

I'm also going to test if the Dregs Power Bloc mandate changes the economy of the Power Bloc members to be more lewd and require more lewd goods. So far, I only see import demands for Horse Milk (almost always from the French lol) but Good-Boys and Sex Slaves aren't that popular with demand concentrated in my played country.

Posted
5 hours ago, Continental Enjoyer said:

Does the new speed patch affect the AI too? If so, maybe the AI will need more mod-related goods and a market for exports can be established faster. I'm usually rushing the Lubricant Centers to supercharge my tool, paper, and clothing exports.

 

I'm also going to test if the Dregs Power Bloc mandate changes the economy of the Power Bloc members to be more lewd and require more lewd goods. So far, I only see import demands for Horse Milk (almost always from the French lol) but Good-Boys and Sex Slaves aren't that popular with demand concentrated in my played country.

The speed patch does affect the AI, yes.

As for the AI's lewd economy, i deliberately made most buildings les likely to be built by AI. Things like the bazaar can only be built with the no police law, so AI gets encouraged to build it when you force that.

Horse milk is an industrial good, not a luxury good, which is probably why it attracts more buyers from abroad, and the AI does use the PMs.

 

Good boys in particular were designed to be a very exotic luxury good, so only countries with a wealthy elite will develop enough interest in them, while they still remain a rare luxury good. But the way vanilla mechanics work, the more you offer for export, the more likely AI will buy it. As for the sex slaves, i never had that problem. My export economy on that always thrives. But even then, the good has a lower attractiveness for people than say wine or art.

In general, adding new goods and demands and such can influence the game's economy significantly, especially with the AI, which is why i was more conservative with the implementations. But i do see that the older buildings like the bazaar and the conditioning center are not yet up to speed with the newer ones, i'll definitely tackle that at some point.

The general plan right now is to finish fleshing out the power blocs, adding the second one with it's new subject type and then to go over the suggestions in this thread and implementing some of that.

Posted

It is a good start but the scope feels too large right now without a good capstone. I could never tell when I hit 10% , 50%, or 100% of the content, which makes the playthroughs less fun. Playing a small female lead nation with high corruption at the start did not feel great. I dont think I hit many of the events. I saw all the images but yeah I was just left confused.

 

Probably should just go into the file list to fire events to see what I missed(it would be nicer to just have a list).  Will probably do this over the weekend.

 

Adding a capstone for larger releases makes a new run at major updates just feel more rewarding. I dont know where you are at in the development cycle so I cannot really make recommendations. Ex. This is a Amazon's patch where the goal is to corrupt another nation through War or Trade or Male focused patch on bestiality. 

 

Systems were good, the images and mechanics were good, and events were alright. Felt like it had a ton of potential.

Posted

Thank you for your feedback.

Just keep in mind, that my mod is just a submod to SoP. I did not make ANY events whatsoever, the mod is more mechanical. I try to stay true to SoP without too many overwrites and add things that work well with it.

 

 

1 hour ago, yankees713 said:

I could never tell when I hit 10% , 50%, or 100% of the content, which makes the playthroughs less fun.

Really? I don't know how to convey that other than with the tech tree. But maybe you are talking about SoP mechanics.

 

1 hour ago, yankees713 said:

Probably should just go into the file list to fire events to see what I missed(it would be nicer to just have a list).  Will probably do this over the weekend.

None for my mod. No events from here :D SoP also doesn't have a ton.
 

1 hour ago, yankees713 said:

Adding a capstone for larger releases makes a new run at major updates just feel more rewarding. I dont know where you are at in the development cycle so I cannot really make recommendations. Ex. This is a Amazon's patch where the goal is to corrupt another nation through War or Trade or Male focused patch on bestiality. 

Do take a look at the description, which should theoretically have all the mod content in it. There is also a changelog of pretty much every update i make at the bottom, which should give you the opportunity to try out the newer stuff.

 

1 hour ago, yankees713 said:

Playing a small female lead nation with high corruption at the start did not feel great.

As for the matriarchal playthrough, my mod adds very little to that content as it (imo) doesn't yet fit into any SoP content.

Posted
Quote

I did not make ANY events whatsoever, the mod is more mechanical

 

That is kinda how it felt(it comes up later but this has to do with me picking a bad campaign for it, tricked by game setting sliders). Which is not a bad thing, but imo doesnt have a satisfying goal. Warhammer 3, Skyrim, and CK3's biggest mods all started at the same place. I think it is a good start.

 

ex: Think Skyrim where you have all of the mechanics mods but are you supposed to play vanilla skyrim to hit the mechanics or just intentionally lose? The quest mods are what I play and while doing those I interact with the mechanics. 

 

Most its just opinion(or a study): To me I would always make sure the quest events work and slowly turn on mechanics/armors/etc. But other people may value mechanics/armors/etc more than I.

 

Doesnt need art either just event text. Most of the big WH3/CK3 mods all started with text only until an artist volunteered.

 

Quote

None for my mod. No events from here :D SoP also doesn't have a ton.

 

Was file reading when tired. My bad. I just assumed Raceplay was in the more hardcore mod, but assumptions made an ass out of me today. Hopefully you get a chuckle out of that.

 

Quote

Do take a look at the description, which should theoretically have all the mod content in it. There is also a changelog of pretty much every update i make at the bottom, which should give you the opportunity to try out the newer stuff.

 

I am sure you have felt this too but its always hard to tell where projects are at. You do the proper changelog and high rev count while ecto has limited changelog and low rev count. (Ecto clarifies in the thread the scale). Then there is the gigantic mods that are described in 3 lines while an armor mod is 10 pages, its always funny. 

 

Quote

As for the matriarchal playthrough, my mod adds very little to that content as it (imo) doesn't yet fit into any SoP content.

 

That is the only thing that may be worth adding in one of the two descriptions. Same with the raceplay selector being confusing, there should be one that just says "all" (yes I knows its the SoP, I will probably type up a similar thing when I try a different playthough).


---

 

With Warhammer 3 mods (LazyIcarus) and the CK3 mods, they do a word document or wiki for event paths. Stage 1 -> 1.2 -> 2 -> etc. 

 

In summary: good job but I choose a bad first playthough after reading game sliders

Posted (edited)
18 minutes ago, yankees713 said:

 

That is kinda how it felt(it comes up later but this has to do with me picking a bad campaign for it, tricked by game setting sliders). Which is not a bad thing, but imo doesnt have a satisfying goal. Warhammer 3, Skyrim, and CK3's biggest mods all started at the same place. I think it is a good start.

 

ex: Think Skyrim where you have all of the mechanics mods but are you supposed to play vanilla skyrim to hit the mechanics or just intentionally lose? The quest mods are what I play and while doing those I interact with the mechanics. 

 

Most its just opinion(or a study): To me I would always make sure the quest events work and slowly turn on mechanics/armors/etc. But other people may value mechanics/armors/etc more than I.

 

Doesnt need art either just event text. Most of the big WH3/CK3 mods all started with text only until an artist volunteered.

 

 

Was file reading when tired. My bad. I just assumed Raceplay was in the more hardcore mod, but assumptions made an ass out of me today. Hopefully you get a chuckle out of that.

 

 

I am sure you have felt this too but its always hard to tell where projects are at. You do the proper changelog and high rev count while ecto has limited changelog and low rev count. (Ecto clarifies in the thread the scale). Then there is the gigantic mods that are described in 3 lines while an armor mod is 10 pages, its always funny. 

 

 

That is the only thing that may be worth adding in one of the two descriptions. Same with the raceplay selector being confusing, there should be one that just says "all" (yes I knows its the SoP, I will probably type up a similar thing when I try a different playthough).


---

 

With Warhammer 3 mods (LazyIcarus) and the CK3 mods, they do a word document or wiki for event paths. Stage 1 -> 1.2 -> 2 -> etc. 

 

In summary: good job but I choose a bad first playthough after reading game sliders

Glad you still enjoyed it. EB does a lit of things at the same time, adding barebones mechanics as general structure with the intention of fleshing them out later (Until recently!). Now she also does changelogs that make sense and more complete content, but that all takes time. I try to not do that with my mod, which is why i believe it is pretty straight forward what you are getting from this from just the description or even the in-game tech tree (except for some PMs that are only visible when their conditions are met, but that is so that people can turn beastiality off in the settings).

The difference between the mods/ games you described and SoP/SoD is pretty clearly the limited interest though. And since not many other mods are on here for Victoria and the lack of it's own category...

As for the rest of your feedback,do let EB know, feedback ist always appreciated.

Edited by Platinphoenixx
Posted
19 minutes ago, yankees713 said:

Which is not a bad thing, but imo doesnt have a satisfying goal. Warhammer 3, Skyrim, and CK3's biggest mods all started at the same place. I think it is a good start.

As for this, i see it differently. To me, what i want to add to the game is not something with a purpose of it's own, like a specific mod-related new way of playing the game, i just want to add some fun stuff to the game, so that you can still enjoy what's good about Victoria 3, with some added spice.

Victoria 3 especially, but in general most paradox games lack an overarching goal. In my case, i was thinking more "I could become an economic powerhouse by building a car industry, but i could also make a slave syndicate empire". All leading to the same goal, but playing with different flavors. I am not a game dev, the devs of the game have better mechanics in mind and it will likely stay that way. I tried hard to integrate the content into vanilla mechanics, so it doesn't feel like something ridiculous added on top and i think that's also what i liked about SoP in the first place.

Posted
On 6/4/2026 at 11:54 AM, Platinphoenixx said:

I'd say 40% at most. And if that's not your thing, just disable the beastiality game rule and you won't see (almost) anything related to it really and can still enjoy the rest. (Only some tech tree icons and such cannot be hidden)

Like the new Crime Syndicate, the improved Dregs policies, the Companies, black market bazaar and the sfw parts like dogs and horses as well as the slavery-focused stuff, which is also a bigger part of the mod.

Eh I'm mostly indifferent too it, I was just hoping there would be an alternative if it was turned off (i.e. Human Products).  I see what you mean now though, it deceptively seems like 90% of the content on a new game just looking at the PM's and tech's.

Posted
41 minutes ago, ACCOUNTNAME257 said:

Eh I'm mostly indifferent too it, I was just hoping there would be an alternative if it was turned off (i.e. Human Products).  I see what you mean now though, it deceptively seems like 90% of the content on a new game just looking at the PM's and tech's.

Yeah, probably because i injected most into existing SoP techs!

Making an alternative didn't really feel feasable. I just added the optionm to not see it for people that don't want to.

Posted
On 6/5/2026 at 5:12 PM, Platinphoenixx said:

As for this, i see it differently. To me, what i want to add to the game is not something with a purpose of it's own, like a specific mod-related new way of playing the game, i just want to add some fun stuff to the game, so that you can still enjoy what's good about Victoria 3, with some added spice.

Victoria 3 especially, but in general most paradox games lack an overarching goal. In my case, i was thinking more "I could become an economic powerhouse by building a car industry, but i could also make a slave syndicate empire". All leading to the same goal, but playing with different flavors. I am not a game dev, the devs of the game have better mechanics in mind and it will likely stay that way. I tried hard to integrate the content into vanilla mechanics, so it doesn't feel like something ridiculous added on top and i think that's also what i liked about SoP in the first place.

I understand where you are coming from. Everyone appreciates mods that add mechanics because we are underwater on mods that only change armor of loading screens. Marianas trench for quest mods, mostly due to how significantly harder they are than old CRPG quest mods. The fervor ends up causing harm because they forget the author is human as well. (Opinion) Paradox games feel very event driven where they are the climactic peaks in the loop, while WH3/Bannerlord are battle driven, and Skyrim is quest driven. 

 

I have had two sets of fun shower thoughts on the mod topics, hopefully one gives you a chuckle.

 

1. This mod is a good gameplay enhancer, which is the most important thing. Which is why you get compared with some of the most popular mods we have. I dont know if you ever played the M&B bannerlord mods; The mods feel very disconnected from the gameplay which wasnt the case with the first game. Its one of the most frustrating games because both the game and mods feel unfinished without a goal, but the gameplay loop is fantastic. 

 

2. You know what you are doing is hard when AI comes in and has to create new unfinished games/mods rather than finish or improve beloved games/mods. It would have been very interesting timeline if some tried to improve AI's reputation by going in and repairing/finishing abandoned projects. It would be hard because you have to match the quality of what was there previously. 

 

Back to the work mines for me with BS work hour tracking.

 

Posted
6 hours ago, yankees713 said:

1. This mod is a good gameplay enhancer, which is the most important thing. Which is why you get compared with some of the most popular mods we have. I dont know if you ever played the M&B bannerlord mods; The mods feel very disconnected from the gameplay which wasnt the case with the first game. Its one of the most frustrating games because both the game and mods feel unfinished without a goal, but the gameplay loop is fantastic. 

I have and i agree.

 

6 hours ago, yankees713 said:

2. You know what you are doing is hard when AI comes in and has to create new unfinished games/mods rather than finish or improve beloved games/mods. It would have been very interesting timeline if some tried to improve AI's reputation by going in and repairing/finishing abandoned projects. It would be hard because you have to match the quality of what was there previously. 

That will happen for sure, but someone still has to do it. Which they will if it's popular enough. I think AI just lowers the barrier of entry for modding, so i'd consider it a win in that field at least.

6 hours ago, yankees713 said:

I understand where you are coming from. Everyone appreciates mods that add mechanics because we are underwater on mods that only change armor of loading screens. Marianas trench for quest mods, mostly due to how significantly harder they are than old CRPG quest mods. The fervor ends up causing harm because they forget the author is human as well. (Opinion) Paradox games feel very event driven where they are the climactic peaks in the loop, while WH3/Bannerlord are battle driven, and Skyrim is quest driven. 

I would agree with a Crusader Kings 3 or maybe even, but to a much lesser extent Stellaris, but for me Vic3 is not event driven. But it's great that people play games differently :D
 

  • 2 weeks later...
Posted

I noticed that the Kennels and Stud Farm removes arable land when built because they're on the agriculture tab, since we're also capped to like 20 kennels instead of the amount of arable land, how about moving them to the resource tab alongside the mines?

Posted
1 hour ago, AquaJet said:

I noticed that the Kennels and Stud Farm removes arable land when built because they're on the agriculture tab, since we're also capped to like 20 kennels instead of the amount of arable land, how about moving them to the resource tab alongside the mines?

Yeah i forgot about that, i wanted to fix that, thank you, will do with the next update!

Posted
1 hour ago, Platinphoenixx said:

In EB's Discord (Linked in the desc), two people already made one

I have no foreign email,so it's unable for me to login the Discord

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