Checksum BCBZ. Save Game compatible with version 0.3.9.x. The only change is:
-Fixed one wrong target in the Italo-Turkish war that made Italy declare war on itself.
Changelog:
- V0.3.9 - 12/10/2017
- -Krakow will get included in the "Restore Austrian Empire" CB instead of Austria getting a core there if they decide to annex Krakow during the Krakow Uprising.
- -Fixed a mistake in the "Restore Austrian Empire" CB that was making it unusable in 99% of the cases.
- -Fixed Ashanti moving their capital to Accra day one.
- -Made the "Unite Turkestan" decision give cores in whole states rather than provinces individually, cleaned it up a bit.
- -Removed event 49511 (Portuguese Mozambique) for Portugal. The event was replaced by an always present "Colonial Conquest" CB for any European nation that owns Mozambique, has pro-military or jingoism, has nationalism and imperialism and has less than 150 relations with a neighboring unciv country that owns any of the mozambican states. It has a 5 year truce, gives 0.5 prestige and adds a random 0.5, 1, 1.5 or 2 infamy each time it's used. It allows for the conquest of any of the Mozambican states, representing the historical claims to the area that Portugal had and that any nation that owns Mozambique inherits. The CB only becomes active once Mozambique is organized.
- -Removed event 49515 - The Mozambique Company for Portugal. It only gave 2 provinces for Portugal, which is now covered by the previously mentioned CB.
- -Made so the Spanish get Fernando Pó a bit more frequently.
- -Removed Wine as a requirement to build artillery.
- -Establishing a protectorate over Sulu now requires a province with a naval base and requires the country to own a province in Asia/Oceania. Ending the Merina Monarchy requires the nation to own a province in Africa. This is done as a way to more or less check that the countries have "naval range" to get there.
- -Added a "Reparations" CB. It can be added during wars and it makes the defeated country pay reparations while the truce lasts.
- -Removed Chilean cores in Bolivia and Peru. Chile will now start the War of the Confederation with a Reparations CB on Peru and Cut Down to Size CB on the Confederation itself. Increase the size of the initial Chilean flotilla based on Es.wikipedia.org and Es.wikipedia.orgón_Perú-Boliviana
- -Argentina will now wait for Chile to start the War of the Confederation before declaring war on the PBC.
- -Added an event for the end of the Chilean silver rush (which is something that Chile starts with, with precious goods in two provinces, representing silver mines, that run out).
- -Added a Tierra del Fuego gold rush to Punta Arenas and Río Grande around 1880. It's a temporary gold rush and the provinces will revert to wool after a certain date.
- -Changed several province RGOs in a few countries so these countries can have access to the 5 basic goods: Livestock, fruits, wool, fish and grain. The full list is: Changed the goods of 2332 - Osorno from Grain to Fish and 2329 - Araucania from Grain to Wool and 2326 - Vina del Mar from Grain to Livestock. 2309 - Calama from Wool to Fish. 2429 - Fortaleza changed from Fruit to Fish. 2459 - Lajes from Fruit to Wool. 2276 - Cuiapo from Fruit to Fish. 2268 - San Felipe changed from Wood to Wool. 2266 - Calabozo from Fruit to Grain. 2275 - Angostura from Fruit to Wood. 2248 - Ibague from Livestock to Wool. 2291 - Wool to Fish. 2281 - Esmeraldas from Fruit to Grain. 2283 - Zamora from Grain to Wool. 2351 - Magdalena from Livestock to Fish. 2410 - Belem from Grain to Fish. 2292 - Trujillo from wool to grain. 2342 - San Pedro from Livestock to Wool. 2341 - Encarnacion from Livestock to Wood. 2340 - Pilar from Wood to Grian. 2345 - Paysandu from Livestock to Grain and 2347 - Melo from Livestock to Fish. 2188 - Puerto Barrios from Fruit to Wool. 2200 - Bluefields from Livestock to Fruit. 2198 - Rivas from fruit to Fish and 2194 - San Pedro Sula from Fruit to Grain. 2338 - Puerto Guarani from Timber to Fish. 2301 - Puerto Maldonado from Timber to Fruit. 1659 - Kobe from Grain to Livestock. 1639 - Okayama from Timber to Fruit. 2049 - Lourenço Marques from Grain to Fish. 2050 - Manjakazi from Grain to Cattle. 524 - Setubal from Grain to Fish. 2110 - Tsaneng from Grain to Wool. 2051 - Inhambane from Grain to Cattle.
- -Diversified Taiwan's political parties economic policies a bit.
- -Added 1643 - Sapporo in Japan to the Gold Mines events. It will flip the province to precious goods from 1913 onwards. It represents the Konomai gold mine. Removed Kobe from the list of gold mine events and made 1676 - Shizuoka start with precious metals, representing the Toi gold mine. Couldn't find any precious metals mine in the territory of Imperial Japan.
- -Changed 2305 - Antofagasta and 2308 - Arica from Sulfur to Wool. Sulfur is only found in the area later and it's one of the reasons of the War of the Pacific.
- -Gave Chile military_staff_system and clipper_design techs, removed the inventions that come with the Post Napoleonic Though, Flintlock Rifles and Post Nelsonian Thoughts from the PBC, Peru, South Peru and Ecuador.
- -Changed the PBC, Bolivia, Peru and South Peru to Equality NV. Made easier to accept native cultures for countries with the Equality NV.
- -Fixed a bug with groupings that could affect the promotion of a few pop types for the player.
- -Changed pop proportion in Korea so the country population make-up is more diverse. Overall reduced the number of slaves and the number of soldiers was greatly increased, allowing them to properly defend themselves.
- -Economy tweaks: Changed invention impact on demand from 0.009 to 0.02. Made so Serfs have the same life needs as farmers. Slaves will be slightly less productive in farms than mines, but they are still more productive than farmers. A few RGOs in China and India were changed from the basic 5 goods to tea/tobacco.
- -Increased leftover payment for pops from factories by 5%. Increased the amount of money that factories save from 2000 to 3000.
- -Changed a few states ( in the Qing + substates, Russia, British India) so they have more aristocrats on states.
- -Chile will try to end the PBC a bit more aggressively. If they peace out only with war reparations, they will break the truce and restart the war to free South Peru as long as they have as much score or more than the PBC and as long as Peru is fighting the PBC. If they lose the war, they won't be able to do this. Both Chile and Argentina will also not call allies anymore for the War of the Confederation.
- -Removed the emigration incentive that pops had during genocide. They still won't be stopped by CON or factories, though. Pops that are primary or accepted and are at least 51% the same ideology as the ruling party will have a lower chance of migrating.
- -EXPERIMENTAL: Increased the impact on colonial maintenance that railways have from 0.1 to 1.
- -EXPERIMENTAL: Accepted pops will behave as primary pops for the purposes of colonial migration. Unemployment due to province occupation will now have a lessened effect on all migration.
- -EXPERIMENTAL: In line with Barrels, aeroplanes and automobiles, producing Steamer Convoys now require machine parts. Slightly reduced production (and consequently, base profitability) of clippers.
- -Internal Migration Changes: When migrating, pops will consider provinces with their cultural cores (cores where they are accepted/primary) and that have work available in the factories in a much higher regard than the ones without their cores. Previously, pops only considered if there were factories, regardless of work availability. Aristocrats, clergy, officers and bureaucrats will not consider if a state has factories or not when moving. Clerks and Capitalists give the presence of factories when moving the same importance as Craftsmen. Pops will treat overseas and non overseas provinces differently, giving preference to the later.
- -Pop Migration Target Changes: Made so pops care if the country they are migrating to has them as accepted/primary culture (the bonus is 100%, vanilla values). Made so pops try to migrate to countries of their culture groups first (30% bonus if the same culture group) and made so old world culture groups treat their new world counterparts in the same way (British prefer Yankee/Anglo Canadian countries, French prefer French-Canadian, Iberian prefer Latin American cultures, Dutch prefer Boer and so on).
- -Militant Socialists will now pass a level of social reforms when they break a country, except for healthcare and education reforms. To balance that out, they enforce national confusion for longer and countries lose more prestige when they win.
- -Merged 1806 - Taoudenni and 2609 - Araouane, in the Mali Sahara, in a single province. 1806 is now used as Bayuda, Sudan.
- -Changed province 1850 - Kazeh name to Keren. The province will start under Tigray rule. The region was known as Bogos, after the main tribe (Bilen) and was under the Ethiopian governor in Hamasien (Asmara). Based on "The Cambridge History of Africa, Vol 5 pp93-94"
- -Changed 912 - Baalbeck RGO from Grain to Timber and 1830 - Sennar from Grain to Cattle and 1838 - Obeid from Wool to Cattle. Based on "The Cambridge History of Africa, Vol 5 pp29"
- -Fixed the optional EIC minimod, a bug made it unusable.
- -Fixed the UK declaring a conquest war on non-AI Sikh Empire instead of just getting a CB to establish a protectorate.
- -Changed the "Djibouti Purchase" decision to a decision that any GP/SP can take, to represent the sale of Obok that gave the french the claims on the area.
- -Trade for Heligoland event shall now give Germany cores on the province and disable the Heligoland Question decision if sucessful.
- -Changed 1739 - Kufra in Libya to Nuhud, Sudan. Changed province 1839 - Nuhud name to Al-Fula.
- -Made so GPs AI don't care so much about N&I and R&C once all colonies have been taken, unless they have the pops to get more NFs.
- -Removed key provinces from Egypt at the game start, all of them can be occupied later through decision during the Scramble for Africa and represent the modern borders that were achieved through treaties. Changed the Senussi and Darfur event for the new borders.
- -Fixed being impossible to get the modern_central_bank_system_invented flag due to a missing decision/event to give it.
- -Sudan will start as a Colony of Egypt and further additions to Egyptian Sudan will also be treated as colonial territories. Based on "The Cambridge History of Africa, Vol 5 pp27"
- -Von Moltke's reform should now last 15 years instead of 30. Reduced the effects a bit.
- -Added a decision for the Bulgarian Miracle, where the country gets a population boom and a modifier that mainly helps admin/education efficiency (+30%). Russia's Alexander Reforms use the same modifier now instead of the old, unciv modifier.
- -Bulgaria/Eastern Rumelia will start the game with a small population boom.
- -Added a "Greater Bulgaria" decision that adds core on Southern Macedonia, Southern Serbia and the Bulgarian parts of Thrace.
- -Added a generic "Renovate Capital" decision for a all European capitals that start under 40 LR that adds 5 LR and adds the "recently built city" modifier for 5 years. The decision also includes Ankara and Edinburgh but otherwise, only modern national capitals are included. It requires some money and one tech to be taken. Changed Istanbul's LR from 35 to 40.
- -Fixed yet another glitch in the rebel files. Made so militant socialists behave more like Jacobins (in that social reform desire swells their numbers like Political Reform desire swells jacobin numbers).
- -Renamed Yugoslavia Conservative party from the generic "Conservative Party" to Democratic Party (Jugoslovanska demokratska stranka). The liberal party was renamed to Independent Democratic Party (Samostalna demokratska stranka).
- -To invite countries to Yugoslavia, Yugoslavia will need at least 150+ relations with them if they are in no one's sphere. If they are in the same sphere as Yugoslavia, a vassal of Yugoslavia or if they are in Yugoslavia's sphere, the relation requirements is not needed.
- -Completely redid the Russian starting units. Now their soldiers won't start tied to pops that have almost no soldiers. Fixed pops in a lot of Russian/Polish/Belorussian/Ukrainian/Latvian/Estonia/Lithuania states. The Russian Imperial Army proper has 300k men, with the possibility of mobilizing another 396k and of recruiting another 200k. Mostly based on stuff from Marksrussianmilitaryhistory.info and Cwrs.russianwar.co.uk
- -Gave the United Baltic Duchies starting units. Fixed pops. Added cores through the Baltic region (including Lithuania) to stop Germans from assimilating. The cores go away (and assimilation starts) once Russia dissolves the UBD. Gave starting units to Transcaucasia and made the Guard of Finland.
- -Removed Japan, Korea and Persia from the cheaper Demand Concession/Establish Protectorate CB's. They also can't be used in countries with more than 70% civilization progress or countries with the country flag post_colonial_country.
- -Countries with the country flag post_colonial_country will not be inherited during the scramble for africa, even if they are uncivs.
- -Changed event 4421 - Liberals Protest Harassment to require meetings and voting to happen.
- -Tweaked pops in the Balkans/Ottoman empire to remove some inconsistencies (over 50% artisans in Istanbul, 16% soldiers in Greek provinces). Increased pops in a few provinces in Bulgaria, Romania and Thrace so that most provinces start with 3x RGO size. Increased soldier pops in a few places so they last longer and don't all go away.
- -Granting the Diet to Finland will remove the Russification decision for Russia that integrates Finland.
- -Moved the game end date to a day later to stop loading the last autosave being plastered with the Game Over message.
- -Re-did terrain in the Korean peninsula. Changed the terrain of the capital to Farmlands and connected it with the rest of the other farmland provinces, made the northern mountain range and a hilly range in the eastern coast.
- -Renamed Shinbutsu to Shinto.
- -Reduced the LR in France (by 1 in most cases, by 2 in a few cases). Increased the LR by 2 of 2 provinces (Marseilles and Orleans). A-L and Paris are unaffected. This is done to reflect the slower pop growth in France (which is still growing a lot more than it should).
- -The "War Torn" modifier will no longer reduce militancy. Instead it will reduce ruling party support. This is done to avoid the situation of the rebels losing support as they go and to add an impact on the government for the failure of defending a province, even if they win later on.
- -The CSA will get two admirals with the "Bonnie Blue Flag" decision and bigger mobilization size.
- -Portugal: tweaked pops in the colonies so no province RGO starts near full, tweaked pops in the mainland so Lisbon isn't over 50% artisans and so more provinces have bigger RGO sizes.
- -Caribbean and Central America: tweaked pops in Belize so it has officers and aristocracy and fixed the pop proportion in Jamaica (according to the used 1834 census). Made Jamaica the state capital. Tweaked aristocrats in the rest of the Dutch/English Caribbean.
- -South Africa: Tweaked pops in the Cape Colony so there's almost always a right pop type. That meant there's actually boer soldiers and protestant xhosa soldiers lying around, and a few more aristocrats.
- -Renamed province 2582 - Kotor to Cattaro, how the city was known back then. The name can be changed back to Kotor with the decision to Organize the montenegrin borders, which also removes Bosniak and Croatian cores on Montenegro. Added aristocrat pops and north italian pops there. Based on En.wikipedia.org
- -Reduce Albania's starting population by 36% (from 823, which is around 36% less than the starting pops, totaling 520k people at the start). Based on the accumulated per annum growth from 1923 (first census in Albania) to 1836.
- -Made so that Serbia, Greek lands under the Ottomans and Wallachia/Moldavia start with population booms. They have different durations.
- -Changed the Tobacco protest event chain so the events are triggered by each other instead by flags, made so militancy/CON/ideology/pop amount changes only affect the Shiite Persians. Removed references to capitalists in uncivilized Persia and replaced with aristocrats. Rewrote the events description.
- -Changed the Kwa culture color so it's less bright.
- -Changed how the AI fulfill Warship Commissions so the bough Ironclads should arrive in a few years instead of a few decades.
- -Reduced the total effectiveness of closed borders from -1.9 to -1.5. The effectiveness is dictated by how much you spend on Administration (50% or -0.75) and on Military (50% or -0.75) spending now, and made its effectiveness cost more granular (each 10% percent spent on either gives 5% towards the total, except the first 10% that don't contribute and the last 10% that are counted twice, once after 90% and once after 99%). Changed the description of the reform to reflect the change. Increased the bureaucratic cost of the reform.
- -Moved a Naval Base from Tianjin to Peking.
- -The SAF dominion event should now rename provinces/states like the decisions do.
- -The territory of the Central Africa Republic will now be one state instead of two.
- -For the sake of improving the realism a little bit, Genocide scope (more people vs less, more places vs less) should effect infamy gain and effectiveness. The narrower the scope, the less infamy you get and the more people are killed. Changed base effectiveness for the narrowest scope from 30% to 70% to 10% to 30%. Broader scopes are even less effective. Non accepted pops will start to get militant before the event proper. Changed the event to be triggered instead of being a normal event checking for conditions. Animists, Yazidi and Jewish are exempt from the new rules due to their low numbers (the latter two) or low "tech" (animists) and will have the same rules as before. Slightly increased the time needed for organizing everything.
- -The Moroccan Question decision for Spain will now give Western Sahara to them, add Moroccan cores there and change Morocco's tech school to the "development" tech school.
- -After 1880 and after the Congress, the owner of Ifni can claim Western Sahara if it's still empty.
- -To avoid "Sand colonies", that is, the situation of a GP/SP getting Western Sahara and creating a snake over the saharan territories of Chad, Mali, Mauritania, Niger and Chad, these regions will now be colonized via a decision that you get if you own certain core provinces in a neighboring state (Shingit for Mauritania, Timbuktu for Mali, Maradi for Niger and N'Djamena for Chad). Colonizing these places net 1 prestige besides the territory, and it's meant to represent the various border treaties that established borders in the sahara.
- -Both Swaziland and Basotho can ask protection from the owner of the Cape Colony if they are in good enough relations with them and a neighboring civ is threatening to them, and it's after 1860 for Basotho or the Scramble for Africa started for the Swazi. That will make those countries adopt the Cape Colony owner's religion, fall under their sphere, become vassals and abolish slavery (if the cape owner abolished slavery), but they won't be inherited during the scramble.
- -Reverted some inventions/techs to be more in line with vanilla/NNM. This means colonization inventions will be unlocked a bit later. Added back the NNM "existing country" flags to stop countries from being released with advanced inventions. The system was adapted so it doesn't require an event but it's tied in the AI-taken "cleanup" system.
- -Separated the good "precious_metal" from "precious_goods". precious_metal was renamed to "Precious Metals" and is meant to represent silver, gold and any other precious (or extremely lucrative) metals. The new "Precious Goods" good represent Pearls, Diamonds and particularly lucrative markets (the Suez/Kiel Canal tolls, Hong Kong/Macao, Zanzibar (during the slave trade era)) that can't be represented otherwise. Precious Goods have a lower price than metals (7, while metals is 8) but with tech they can be worth way more with techs. The techs that deals with precious_goods profitability are the last 3 trees of the Commerce Techs. This way we can avoid industry/metallurgy tech affecting precious goods profitability (it was affecting profitability in certain places where it didn't make sense) and makes some commerce techs a bit more useful.
- -Removed the Rangaku and Sakoku events and integrated their effects in the "setup" decision, so the events aren't spammed 8 times for Japanese countries. Made so Rangaku doesn't give more prestige than being a GP gives.
- -Changed the Unciv Reforms that give RP on conquest so they are not all tied to land reforms, now they are tied to their Naval equivalents.
- -The Unciv AI will now go for new units (Artillery/Infantry) before going for Forts/Naval Bases/New Ships. After they got all these techs, they can get the secondary Forts/Naval Bases/New Ships then they go for unit-bonus techs.
- -Removed "Steamers Researched" as a factor for inventions under "Steamers". Since you need this research for the inventions to be enabled, these factors were completely redundant. Did the same thing for the Clippers techs/inventions. Changed them for techs under the Industry part of research.
- -Isolationism won't bring a global MIL/CON reduction, it will work only for core pops now.
- -Changed the "Naval Supplies" unciv reform so it's more useful. Now it gives clippers and steamers tech, allowing an unciv to build steam transports and commerce raiders (but excluding them from building factories, meaning all the material needs to be imported). Changed techs and inventions accordingly so uncivs don't end up with factories. Increased the cost of the tech a bit.
- -Reshaped 1480 - Jinzhou and 1479 - Mukden to follow the river borders.
- -AI USA will now take the Treaty of Guadalupe Hidalgo immediately and pay back the 100000£ in installments. Adapted a few other decisions to use that system too.
- -Changed the impact on industry score from investment from 0.005 to 0.001.
- -Made the AI invest more money in the navy during peace time.
- -Made Army, Navy and Construction spending minimum to be at least 5%, mainly to help the AI to build (military) stuff better.
- -To give the player a chance to fulfill warship commissions, the AI will only fulfill them after june. Fulfilling a commission leaves a country unable to fulfill another one for 3 years instead of 2.
- -Changed so the ottomans start with Malthusian thought and basic chemistry but don't start with military-industrial complex or Mechanical Production anymore. Increased the tax efficiency from the ottoman_oppression modifier from 5% to 15%.
- -Wallachia and Molvadia will now start as puppets rather than substates of the OT.
- -Stopped NNM event 19015 from being spammed because it wasn't checking for puppets properly.
- -The AI will care much less about these tech trees while under 40% literacy. Industry: Mechanization, Metallurgy, Power and partially (the latter ones) in Infrastructure and Chemistry and Electricity. Culture: Psychology. Commerce: All trees except the first two.
- -Made the AI consider naval techs and army techs in a better way. Removed money as a modifier factor for them getting a naval tech or not. Made it so the AI will consider puppets, spherelings and other GPs in the same continent when deciding if they go for an army tech or not. Made the AI try to leave the age of sail more aggressively.
- -Stopped rebels that are majority liberal defaulting to Anarcho-liberals when they are in power and have everything they want.
- -Increased SPAM_PENALTY from 10 to 20, hopefully it will stop the AI spamming a few options.
- -The OT will still inherit Hedjaz if they enforce the make puppet CB on Egypt but choose to not rule them directly.
- -Made so Finland starts with the same techs as Russia. Adjusted Swedish pops in Finland starting literacy. Made so they lose Swedish as accepted either when Sweden abandons them or when the Diet of Finland event happens for Russia.
- -Split the Kiev state in 2 and reshaped Rovne/Kovel/Korosten/Mozyr/Slutsk/Pinsk/Proskorov/Zhitomir to better follow the river borders.
- -Added cores for RUS, changed the primary culture to Georgian. Abkhazia will try to be integrated there and if RUS doesn't exist, it will go to Russia instead.
- -Substates won't be able to take loans anymore, and they will have modifiers to try and get more money from their pops (and they will spend less with themselves overall). Vassals and Substates now contribute to their overlord treasury (every 25 days for substates, every 50 days for vassal). The amount they contribute each cycle depends on how many pops they have but it ranges from 500£ to 2500£. These rules apply to the player as well as the AI, and the money will be taken out of the player automatically by the AI. Hannover, in the condition of a PU, will won't pay anything to the UK. The player can turn off vassals paying money (for them), the AI will never do it.
- -RGS will start unable to get any loans. As an unrecognized small state, they shouldn't be able to and this will stop them going bankrupt the first 2 years of the game and defaulting on a bunch of countries.
- -Russia can react more aggressively to the annexation of Moldavia/Wallachia.
- -Russia can annex Tannu Tuva if it's still a vassal of the Qing/China but the Qing/China is not a GP. Russia needs mass politics for this. China will get a CB on them for this.
- -Moved 1488 - Jiayugan from Gansu to Inner Mongolia region.
- -Basque/Catalonia/Scotland/RGS can remove the cores of their former masters (Spain/UK) if they are a GP and disarm them with a generic decision. These are the ones I can think of right now, I will analyze any future suggestion on a case-by-case basis.
- -Any country with over 50M pops will automatically remove itself from the SoI of a GP, to respect the game rules over sphereing that were being broken a few times.
- -Fixed Native pops in Peru. Reshaped several provinces to follow the terrain better. Changed Huancavelica and Huanuco to silver mines, instead of Lima getting a precious metal mine. These regions were the biggest producers of silver during the era, representing Cerro de Pasco and Casapalca/Morococha. Based on "The Bewitchment of Silver: The Social Economy of Mining in Nineteenth-Century Peru" by Jose R. Deustua, pp 22 and pp 27. Changed Puno from Wool to Iron, as it was one of the biggest copper-producing centers of Peru. Based on the same book, pp 45.
- -Ecuador and Colombia will start with a truce over a war that happened in 1832 over Cauca. Ecuador will stat with high WE because of that and no money.
- -Costa Rica will now start as a dictatorship, as it was one under Braulio Carrillo Colina. Nicaragua will start as one too. Although technically in the "directorate period" that had some "democratic process" in it, it was essentially a period of caudillos couping caudillos and military rule. Fixed reforms of central american nations (some where dictatorships starting with free press, most started with trade unions reforms). Made so the FRCA, Colombia, Venezuela, Brazil and Chile start with harassment instead of non-secret ballots/gerrymandering. These governments were characterized by authoritarianism or caudillismo, this change is made to reflect that.
- -When inheriting Hedjaz after the Oriental Crisis, the Ottomans will now get cores on the land.
- -Added events for the War of the Pacific and for the Treaties between Chila and Bolivia/Peru, removing cores and setting up relations.
- -Tweaked RGOs in Denmark and France. France should have a wool-producing province in the Alps and Denmark will have the only fruit-producing province in Scandinavia.
- -Changed the Sound Toll from a triggered modifier that gave some tariff efficiency (most of the cases it wasn't useful for Denmark since they got sphered) and changed it to a precious goods RGO in Copenhagen. Added decisions and events for the Copenhagen Convention of 1857 for abolishing the toll, where the owner of Copenhagen gets a lump-sum payment of 300000£ if they accept. If they don't, the Toll can be abolished when the Kiel Canal is built or by force if someone enforces cut down to size on the Copenhagen owner. Scandinavian countries, Russia, Northern Germany, Netherlands, Belgium and France get a triggered modifier reducing their tariffs and increasing their import cost while the Toll is active.
- -Ironclads can be built on Level 2 naval bases (Monitors require a level 3 naval base and are the capital ships of this naval base level. Kinda of a stopgap measure while I don't deal more properly with balancing units better).
- -Reworked Danish pops so no province goes over 5% soldiers. Re-did their OOB a bit.
- -Fixed a few bugs with varied events.
- -Removed the tweaked units from the mod. They were a source of a serious problem with the AI. They will return later once I understand the problem a bit better.
- -The US will start with a steamer shipyard to help dealing with early game shortages and avoid the UK owning all production. Reduced the level of the Steamer in Glasgow and gave a Level 1 Steamer in London to the UK.
- -Changed the "Ship Construction" tree name to "Construction and Propulsion". Changed Steamers to "Paddle Steamers" and "Iron Steamers" to "Screw-propelled Steamers". Made the later unlock in 1855, as by 1862 (and 1861 during the ACW) Ironclads were already being built in Europe (and the tech unlocked in 1860, making that almost impossible).
- -Changed Schleswig-Holstein starting army from irregular to infantry units. The AI disbanded the army immediately to build infantry, so it was fairly pointless.
- -The AI will now pay Alaska in installments instead of bankrupting themselves.
- -Ramped up the costs of building the canals, buying the Caprivi Strip, building the Eiffel Tower and the Renovation of Westminster. The prices were artificially low so the AI could compete but now that's not necessary anymore. Stopped a bug that was impeding the AI from seizing the canals. In the future, these decisions (related to construction) might require goods to be built, but we are not there yet. The overall trend now is to adapt the events/decisions where a lot of money is involved to stop the AI bankrupting themselves/being too cheapt so they can take it, now that the AI can make payments in installments.
- -The minimum before damage for ships now is 10% spending instead of the old 25%.
- -Reworked the January Uprising event chain for Poland to be dynamic: it will happen for the owner of Warsaw, regardless of the tag, and will depend on other factors such as how pissed are the poles, War Exhaustion as well as the old factors (recently losing a war, the crimean war for Russia). Reworked how the GPs respond to it: allies of the nation that controlled warsaw will be more inclined to stay neutral or support them while nations that them will support the Poles. Nations with provinces that are polish majority will usually try to stay neutral. Relations are the deciding factors on who they support. When deciding to support, Congress Poland will get 20000£ and 10 of canned food, artillery, small arms and ammunition. These will be in the debt form (meaning the AI will pay automatically it as they get the money/goods for it) and the same rules apply for the player (he doesn't need to pay anything in the exact moment but the AI will take it from them as they have goods available). This is made so no goods just pop out of thin air and everything is always bought. If Congress Poland wins the war in a 8-year time frame, they can "declare independence" which will remove Russia cores on the land and stop Russia from using the decision to get cores there (unless they are Fascist/Communist, in which case they will always try to get Poland back). As a rebel nation, Congress Poland depends on GP support for money as they will start unable to borrow money from the international community (sometimes that goes away naturally after 10 years or once Congress Poland uses the decision after they win the war).
- -Highly unstable countries (FRCA, Uruguay, Ecuador, Haiti) will now start unable to borrow money from the international markets (usually for 10 years, sometimes less) in the game start. This is meant to represent the unwillingness to invest in high-risk countries that while will now disappear like rebellious countries, will probably default on the first 2-5 years of the game. This is done so countries have more money to lend once these countries can borrow money later and to stop countries losing money in 1838 because Ecuador went bankrupt.
- -Changed 312 - Drammen from Grain to Precious Metal, to represent the Kongsberg Silver Mines.
- -Added a decision for Norway to rename their capital to Oslo.
- -Fixed a serious bug that was making the AI less likely to build forts.
- -To avoid a lot of issues with the AI screwing the Mexican-American War and to be more in line with the rest of the decisions, the Greater Texas decision will require N&I or Texas to be a GP/SP.
- -Instead of gaining prestige for giving up their cores in Belgium (and they got more prestige than the UK out of it), the Netherlands will instead lose infamy.
- -AI Netherlands will prestige spam less when conquering Indonesia.
- -The UK will start with slightly better relations with Portugal and Prussia will start friendly with Belgium.
- -When Romania forms, the Transylvanian cores on Serbia will be gone and the population will start assimilating.
- -Manifest Destiny decision for the US will require Idealism instead of Romanticism.
- -The Congress of Berlin will cede both Novi Pazar and Pljevlja to Bosnia but when someone (usually Austria) annexes Bosnia, both provinces will be given back to Turkey like it happened historically. The exception to this rule is if the one annexing bosnia has a core on the province or if any core on the province is of the one annexing Bosnia, so Yugoslavia or Serbia won't give cored territory or territory that it sees as core.
- -Temporarily removed a instance of is_accepted_culture that was potentially causing problems with assimilation.
- -Minor economy changes.
- -Further divided the Free Trade/Protectionism Trade Policy, but did so through a decision rather than new policies (to avoid diluting pop issues so much and to avoid pops preoccupied with specifics of foreign trade). The decision is completely optional and can be disabled by firing it once and selecting the "never bother me again with this" option in the event that it fires. For those that use it, it imposes minimum (or maximum) tariffs so a protectionist party will try to impose tariffs instead of sitting at 0% tariffs and free trade parties will try to limit the amount of tariffs (and one of the modifiers tied to the options will be max 0% tariffs, so complete free trade). In return, the modifiers that change the base levels of protectionism/free trade can give tariff efficiency, admin efficiency and small bonuses to industry/commerce research, though the last level can also have setbacks. The decision is mainly intended to simulate the protectionist policies of Russia, Ottoman Empire and Austria as well as the "American System". It also helps the AI to accumulate capital. The AI will always choose a policy (and "vanilla status" is a policy) and it will chose based on its current situation. More agrarian and poor countries will tend to go for protectionism while highly industrialized or rich societies like the UK will swing to free trade or vanilla policy, if they can. Spherelings/vassals will usually follow their leader policy if they can, so countries will form protectionist/free trade blocs. The US and a few countries usually try to go protectionism when they can. This of course is all tied to party policy: a free-trade party can't enact protectionist policies and when an election ends and the trade policy changes, the old policy is removed automatically. Protectionist countries under a free-trade overlord/sphere owner will try to go neutral, same thing for free trade under protectionism. The policies last for 10 years, if there's no party change. This is necessary mostly for the AI, as it always sit with 0% tariffs and would rather go bankrupt than use it while countries like the US and Russia used protectionist tariffs. Right now the AI is saving money better and they can still go "vanilla" if they decide to. The system is optional to the player but it has the same advantages for the player that the AI has with it.
- -Rewrote the Jefferson Method reform description so it explains a bit better what it does (or should do).
- -Integrated the Druze minimod by anon. Kudos and credit to the creator. Changelog: Pastebin.com
- -Integrated the Battle Plans mod. Kudos and credit to the creator. Fixed the name of "Texas Blue" color not displaying properly. Original hosting place: Pastebin.com
Does this mod work with the 3.04 beta patch?
It's made for the 3.04 patch. The beta one too.
Thank You for mod
Thank you
I just have two suggestions for upcoming version:
1. When a country goes bankrupt on me i get a CB on it even if i don't select the option to get the money back and thus making that option useless, so please remove getting automatic CB on bankruptcy.
2. Can you add Galicians and Galicia? i was surprised this hasn't been added already.
I concur in regard to Galicia. The Solís Uprising in 1846 appears to be the first major sign of Galician national sentiment, and an intellectual movement to promote the language took off during the 1880s. The Kingdom of Galicia was itself only abolished in 1833.
Where is the MTU maritime union En.wikipedia.org
Western Australia WAR
Northern Cyprus En.wikipedia.org
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Can I play with version 3.03?
Noticed a bit of a bug, the event for Romania's independence doesn't seem to fire. I assume it's based off Romania being a substate instead of a puppet. I'm not complaining mind you, makes blobbing into Russia/AH a lot easier, but figured I ought to tell ya.
The greater Iran decision should perhaps give cores on the greatest extend of Persia under Afsharid dynasty about 100 years prior to the game start. Persia should start with cores on Afganistan (as they pressed this claim in 1856).
Thank you for the best mod not for vic ii but for every game I have ever played, the amount of work is amazing and so much historical accuracy, you should have way more downloads and ratings for this masterpiece. And its unbelievable that you consider this 0.3.9 I can't even imagine what would a 1.0.0. be like :D. This is the Meiou and Taxes of vic ii. Do you have any idea when will you get to 1.0.0. and do you have any advice how not to die like Serbia and to turn fascist? I am so excited for your future work, seems like you will gives us vic iii instead of paradox! Best wishes from Serbia and sorry for my english.
Not the developer, but about Serbia. Serbia is small as hell at the start, but you're lucky since Russia has a habit of sphering you and allying you. Use this to your advantage. When the Ottomans are at war with somebody like Egypt or Romania, declare war to take Bosnia. Be sure that Russia will help tho, and if they don't reload a past save game. All you have to do then is avoid Ottoman armies and occupy a few provinces while the Russians do the heavy lifting. You should get Bosnia and maybe Southern Serbia in the peace deal. Do the same for Austria, attack them with Russia when they're at war with France or Prussia. Be more careful with the Austrians though, they're tougher cookies. You should take Vojvodina as with maybe parts of Croatia. From here, you should be good for the game, because you have a good territorial base and have a naval base to establish colonies further.
Thank you so much for the reply, the taking of territories isn't the problem itself, but its holding onto them because be it kebab or schnitzel they will almost insta declare after the truce is over and I'm dead, its a painful cycle of getting and losing territories in the meantime getting plagued by liberals and jabocins even though in history the Serbian people were almost all conservative or reactionary. sometimes its hard to become sphered by Russia.
One major problem with Victoria II, at least from a realism standpoint, is how easy it is for "radical" ideologies to become ascendant in all sorts of societies where it doesn't really make sense for them to become a major force.
For instance, no matter how screwed up Russia becomes it should be basically impossible for Marxists to seize power in the 1880s unless they're receiving inspiration from a Communist-led Germany or something. I can see liberals taking over Russia, or even Narodniks, but not the Russian followers of Marx.
If it's possible there should definitely be better mechanics for the spread of "radical" ideas (from liberalism to communism.)
Thanks alot for still updating this mod
Shouldn't the U.S.A. gain Alaskan as an accepted culture after acquiring Alaska from Russia? I find it strange that Alaskan is in the same American culture group but is never accepted by the United States.
Oh and one more thing, Gwadar should also be a core of India just like the rest of Baluchistan is.
I agree, seems odd how Dixie and Texan are accepted, but not Alaskan given how many (Despite not all) being protestant and, like you said, being in the American culture group. Maybe they're supposed to represent the Russian settlers though and that's why.
As for Gwadar, seems like an Indian or Pakistani decision to demand Gwadar would make more sense than initially having cores on the province given how the province was heavily Omani/Arab rather than South Asian I believe.
How do I solve the crashing when it hits "processing flags?" if it is to delete the flag cache idk what that is as I can never find it and is it in the mod files or the base games?
the flag cache for HPM is in Documents/Paradox Interactive/Victoria II/HPM/gfx
Also if it is crashing when it hits 'processing flags' then that means that the game is searching for a flag that isn't in the game files (steam directory/victoria 2/mod/hpm/gfx/flags). So you either deleted some there somehow or you added a new country but didn't add flags for it.
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Came here to post an important bug that seems to only occur in this verions (3.9.1).
The bug is simply, farmers/laborers don't actually work (as in they produce no resources). This is happening to me as the Ottomans, though I haven't checked if it is happening to any other nation. So Egypt is producing 0 cotton. And any rubber province produces nothing as well.
And yes, there are actually farmers there. I tried encouraging farmers...But that does nothing.
Few suggestions:
1. Adding Ulster
I notice that if you release Ireland as the U.K, the Brits there start assimilating. I don't feel this is an issue for Leinster, Munster and Connacht, but I feel like there should be an Ulster nation in Ulster State to prevent British assimilation there if Ireland is released.
2. Greater Belgium
A decision for Belgium, if they're a Great Power, have Nationalism and Imperialism, don't own Limburg and Luxembourg, an Absolute Monarchy or a Fascist Dictatorship, and if the Dutch aren't great powers, to break the Treaty of London and re-gain cores on Limburg and Luxembourg at the expense of 10 infamy and -100 relations with all Great Powers and -400 with Netherlands could be a good idea. Another decision which only appears if Belgium is a Great Power, owns Limburg and Luxembourg, is an Absolute Monarchy or a Fascist Dictatorship, has Nationalism and Imperialism and has more than 100 prestige would give Belgium cores on Artois, Zeeland and Eupen-Malmedy would also be nice.
3. Break the Treaty of Kiel
A decision for Denmark to break the Treaty of Kiel which ended the Napoleonic Wars and had Norway separate off Denmark. Denmark, if they're an Absolute Monarchy, have more prestige than 100, own Schleswig state, have Nationalism and Imperialism, and are a Great Power, will get cores on all of Norway at the expense of 5 infamy and -200 relations with the Great Powers and the Scandinavian nations.
4. Unite Nigeria
An option for the Nigerian states of Oyo, Aro, Calabar, Benin and Warri to choose to become Nigeria and gain cores on all of what is now Nigeria, along with accepted cultures. Sokoto would get a similar decision, only instead of becoming Nigeria, they just gain cores on all of Nigeria (Like the Mughals with India).
5. Romania
I'm thinking of an addition for Romania, given how, along with Germany and Italy, they were one of the important national unifications of the period. I think that, upon becoming Romania, there should be a decision called 'Alexandru Ioan Cuza's Reforms'
Prerequisites: Have State and Government, Own Iasi, Own Bucharest
Results: Slavery is abolished, Debtor's Prison selected as Bankruptcy Reform, Voting becomes Wealth, Political Parties becomes Gerrymandering, Press becomes Censored Press, Basic School System, Romania becomes a Semi-Constitutional Monarchy, and National Value changes to Order
Thanks for reading if you did, love the mod still!
*For the Treaty of Kiel decision, I mean own the two Schleswig provinces Denmark has cores on. This wouldn't include Heligoland.
6. French Irredentism
This decision would be based off the French Revolutionary concept of 'Natural Borders'.
I will say off the bat that the pre-requisites may need to be changed, but the effects should be good.
Decision: Natural Borders
Prerequisites:
-Have invented Nationalism and Imperialism
-Prestige at least 200
-Have invented Romanticism
-Military Score at least 150
-Have Fascist Dictatorship OR Bourgeois Dictatorship and have invented Mass Politics OR Absolute Monarchy and ruling party is conservative and have invented Mass Politics
Effects:
-Flanders: France gains as core
-Wallonia: France gains as core
-Rheinland: France gains as core
-Palatinate: France gains as core
-Zeeland: France gains as core
-Gain 10 prestige
-Gain 20 infamy
Claim the land annexed by Napoleon I
Prerequisites:
-Have invented Mass Politics
-Have prestige of 350
-Have Absolute Monarchy OR Fascist Dictatorship
-Own Maastricht/Limburg
-Own Brussels
-Own Trier
-Own Saarbrucken
-Own Tournai
-Own Nice
-For all core provinces owned by France
Effects:
-Catalonia: France gains as core
-Dalmata: France gains as core
-Istria: France gains as core
-Piedmont: France gains as core
-Tuscany: France gains as core
-Holland: France gains as core
-Friesland: France gains as core
-Gain core on Parma
-Gain core on Rome
-Gain core on Viterbo
-Gain core on Nordhorn
-Gain core on Emden
-Gain core on Bremen
-Gain core on Oldenburg
-Gain core on Cloppenburg
-Gain core on Lingen
-Gain core on Hamburg
-Gain 50 prestige
-Gain 25 infamy
These may sound extreme, but it's based off what Napoleon annexed during his wars. Changing the pre-requisites and some cores to make them a little less OP would probably be in order though.
I also recommend having it be so France is renamed 'The French Empire' when it's an Absolute Monarchy and maybe a Semi-Constitutional one so as to signify Napoleon III renaming the country the Second French Empire upon becoming Emperor.
hi, I think your work is the best for victoria.
I have some ideas for developing the mod: where I can contact u?
Bro i think the shogun trade policy is bugged in this version, when i put on the trade policy'option my game crashed D:
Please help :c
Edit: i changed something, i was using old files jeje, its all good :P
Nevermind, it was some modding I did that caused a bug with the Mayan culture. Nothing to see here.
I've been having steel shortages with the last patch. Can't build ports and railroads after 10 years...
I'm having huge coal shortages with this patch, played two games on as Italy and the other as the UK and the same coal shortage happened. Not sure if this is the problem but I did some tag switching and Russia, Austria, America, France and Japan are all on metallurgy 1850 tech when it's the 1910s. Never had this problem on past patches so....
Yes it happens a lot now :/, probably something to do with new AI research decisions. They seem to favor Army/Culture over everything else now. Russian AI for example almost never research anything in commercial and industry at all entire game.
It could certainly use some tweaking, still it's a bit better than before.
Posted twice sorry
For some reason I'm not receiving any newspapers, if only a sporadic one or two, the same thing happened in previous patches but until now remember about. Just a minor thing but it does prove to be useful from time to time.
Hey there! First of all thank you very much for this great work.
There seems to be a bug with your latest release though, i am at 1890 playing as ottomans and there is a huge coal and iron shortage through the world i tag switched Russia and saw that it didnt research any coal - iron techs...
Hope it is easy to fix.
Cheers and again thanks for this awesome mod!
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Hi, I've noticed a bug lately with Poland Uprising.
If you, as Russia, release Congress Poland as a vassal (to avoid crisis), and Poland Uprising event did not fire before that, if a CPoland then gets a lot of rebels it may still trigger it.
It causes Congress Poland to lose all cores and declare war on "Poland", which does not exist however.
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I love this mod, but as a paraguayan, i find that in vanilla and in this mod paraguay is badly represented. Could you please correct in the next version?
The changes should be these:
geography: paraguay had the size shown in the first map of this page: Histocast.com
The resources paraguay have should be distributed like this, in everything east of the paraguay river and, one third should be cattle, one fourth tobacco, one coal and one iron deposits, the rest just stuff like grain and cotton.
everything west of the paraguay river should be divided in half cattle, half timber.
everything between the bermejo should have one coal, one iron,one the two southest provinces should have timber, and the rest just grain, cattle and cotton.
Population: paraguay should have two accepted cultures, the guarani and the
paraguayan. The guarani should be the majority in the regions between the pilcomayo and paraguay rivers, aswell in the north and west regions at right of the paraguay river. The guarani should have between 10-30% of the pops in the area shown in the map
Pueblosoriginarios.com.
the rest should be paraguayan. the guarani should be animist, the rest catholics.
events: till 1844, it was goberned by an isolationist. represent this as a minumun 35% tariff, max 60% tax,only reactionary party. When the dictator, Jose gaspar rodriguez dies (make an event that kills him of old age have a 40% chance after 1844), an event should fire that turns the country into a democracy and eliminate the max tarif minumun tax. Five years after this, have a event about industrialization, which or gives the country 5 militancy and conciousness to all pops and 20% efficiency increase to factories and 15% cost and build time reduction to factories for 15 years, or 5 less militancy and conciousness to all pops for 20 years. also make some war of the triple alliance events.
Please try to implement these changes when you can.
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Too many socialists. In late game all the GP's save USA and maybe Russia have socialist governments. It kills AI industry since they don't build factories and their military drops tremendously.
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I like this mod but I must ask why merge all the Mesoamerican Indians into one culture group? I kind of like the difference in cultures making them similar to the ones in Medieval II Kingdoms Americas, as a continuation.
Can't get the game to launch with this mod. Keeps crashing on loading menu. Deleted cache and still didn't work.
Nevermind, fixed.
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Hi, some friends and I are trying to play a multiplayer game with this mod, however, whenever the game is launched, half the players are getting the incorrect checksum UKMW. Have you come across this before? We have the same base game checksum, are all using steam versions of all the game. When we attempt to use different mods the checksums are correct, but if we use HPM (regardless of version) we have this issue. I've done the usual stuff the like deleting cache etc.