Influenceable Obsessions

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Author: Peter Zwegat

Last revision: 19 Feb at 15:32 UTC (2)

File size: 568.91 KB

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Description:

Do you almost never get an obsession naturally in your playthroughs?
Would you like to boost a specific industry’s turnover by massively increasing pop consumption?
Or would you like to get your people addicted to alcohol for roleplay reasons?

Then this might be the mod for you.

I have always been a bit disappointed by the vanilla obsession mechanic, seeing as it tends to be quite random and unreliable. The only methods to get (some) obsessions used to be dumb luck, special journal entries, or unique events. With this mod I aimed to give players the opportunity to try and promote up to three obsessions for their primary cultures. I do realize this may lead to some very broken economies; however, I believe that every player can use it as they see fit.

For reasons of balancing, this is how it works:
Upon researching mass communication, a player unlocks decisions to promote a certain good (additional research requirements may apply.) If they have more than 0 bureaucracy, they can choose a decision. The following goods are able to be promoted:

Category
Goods

Staple Goods
Fish, Fruit, Groceries, Meat

Industrial Goods
Aeroplanes, Automobiles, Clippers, Paper,
Small Arms, Steamers, Telephones

Luxury Goods
Coffee, Fine Art, Liquor, Luxury Clothes, Luxury
Furniture, Opium, Porcelain, Services, Sugar, Tea, Tobacco,
Wine

You can only successfully promote one good per category, so choose wisely. Once an obsession has been established, there is no going back. If a decision has been taken, an event pops up with three options:

  • Modest Promotion Effort: -5% bureaucracy, -0.25 x authority, and -10k government expenses for 5 years (50% chance of success)
  • Increased Promotion Effort: -10% bureaucracy, -0.25 x authority, and -10k government expenses for 5 years (75% chance of success)
  • Extreme Promotion Effort: -10% bureaucracy, -0.25 x authority, and -20k government expenses for 5 years (90% chance of success)

As you can see, these modifiers are quite harsh, so make sure your economy can handle these expenses before choosing to promote an obsession. The government expenses are fixed, so you may want to hold off on promoting an obsession until you have a more thriving economy. Additionally, if you are successful, every primary culture of yours will become obsessed, so think about whether or not you want to form a nation first. You will not be able to promote the same obsession again. You can always try again, though, should you fail.

This is my first mod, so any feedback, especially concerning your opinion on balancing, is appreciated. I am aware, however, that I will not be able to cater for all tastes.

English and German localization are included.

Chinese translation, courtesy of 牛奶大魔王:
https://steamcommunity.com/sharedfiles/filedetails/?id=2880069248
Korean translation, courtesy of 시아츠:
https://steamcommunity.com/sharedfiles/filedetails/?id=3543692020
Russian translation, courtesy of 0kram:
https://steamcommunity.com/sharedfiles/filedetails/?id=3487106050

Thank you to everyone contributing!
Special thanks to Caracus for offering some much-needed support.

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Revisions:

Old revisions of this mod are available below. Click the link to download.