The main change of this version is the fact that all soldiers are now on the capital of the state. There are many reasons for this, but the main one is to remove the annoying micro of brigade reorganization after every war. It also reduces brigade count a bit. Mobilization was also nerfed in size to help make late game wars less annoying. On top of that, technology was changed to come a bit earlier, so there is no longer this great gulf between 1880-1900 that makes both Germany and Russia equal in tech. A bunch of other small fixes too
lowered mobilization size to help against annoying micro
soldier pops promote a bit slower now
soldiers now gather in the state capital. this should reduce brigade count bloat, making micro a lot less annoying
tech rework, so every country isn't equal in tech by the 1900's.
clerks give 3 rp now instead of 2, to buff high lit countries
removed the crossing between france and england
this should also nerf colonial troops, meaning non-colonial land is a lot more important for your army size
scandinavia and finland now get all of pestamo if russia is dismantled
PLC now gets cores on west prussia too
it's faster to build brigades now, to make up for them all being grouped up
rich and middle class pops are now more likely to rebel as better units rather than irregulars
nerfed chance of scandinavia forming a bit
ai should prioritize military techs a bit more through the game
fixed south africa changing it's capital right after making a new one
egyptian levant can't fire from 1870 onward
military leaders gain prestige faster
fixed small bugs
the ai should build a few more transports late game now
prussia now only needs 50 relations with the GCF and no truce to join them. if is it below this value though, they will rebel.
the railroad tech is back to being unlocked in 1898
what's it worth to you event even more likely to fire
the release and the take puppet cb are now more expensive in warscore cost
the CSA no longer gets central american as accepted
white flag burning is no longer once per country, but once global.
england, france and russia want to research nationalism and imperialism more
the event to annex montenegro if you own all provinces in the state except it is now cheaper
small pop changes in france to help occitans assimilate better
the US draft riots should fire fater now
the rhine crisis can't happen past 1850 now
the french ai now always tries to annex the rhine during the rhine crisis rather than puppet it
france now gives haiti the recolonization modifier if they enact revenge
ai france now has a 10% chance of trying to take quebec from the UK
quebec has 2 more cores at game start
a small state is now one below 75k pops as far as the CB is concerned
russia can now genocide minorities as an absolute monarchy or semi-constitutional one, instead of being an exception to the rule together with the balkan nations.
removed the outdated border control modifier
bakelite now no longer buffs glass production
turks now have a 10% chance of refusing french demands in the crimean war even if they aren't in a sphere
bourgeois dictatorships should now have school reforms reverted automatically
kurdistan irredentism is now grosser
laissez faire GPS can now build factories in non-gps
israel should get more jewish migrants now
the ai can now reinstate the slave trade without needing to sphere an african country, because the AI never did it even if they met all the other conditions.
fixed the EIC technology event
EIC ai now gets even less RP to prevent it from civilizing
the South German Federation was renamed to the SGF so that their name actually appears on the map
fixed an issue where enslaving capitalists as a communist didn't work if the country had broken to rebels instead of becoming communist via event
breaking to rebels now only gives 20% war exhaustion instead of 50%, to help against rebel spiralling
becoming communist should now automatically give you max school reforms
alaska should now get colonized less by russians
restoring order in a vassal event now only costs 1 infamy
fixed some stuff with india
install government cbs now cost 8 infamy but take a bit longer to construct
you can now give your allies land that they don't directly border or that aren't coastal, because sometimes it lead to issues.
did some changes so that the AI is more likely to encourage craftsmen
ai can now more easily use the take capital cb
the cult of capital modifier was nerfed a bit
poland now has a core in mariampole
kurdistan no longer accepts turks
communists can now mediate borders between countries (no idea why they couldn't before)
the ai should now ALWAYS accept the doctrine of lapse
small change to utility decisions
reworked GCF dismantling a bit
small changes to inventions
buffed la plata a bit because their bad rgos mean the ai underperforms a lot as the game goes on
the balkan nations gets a pop growth buff after removing the turks, to help them keep up with their historial population a bit more after killing 30% of their people
the ai no longer assimilates provinces to remove cores, because it could lead to some weird borders later on
changed obsolescence of slavery event and modifier a bit
take capital is now only 15 infamy rather than 21
fixxed a bug with the annex hedjaz decision for egypt
fixed togo not getting african minor as an accepted culture
soldiers get paid slightly more now
assimilation rate in the americas is now a bit faster to improve late game performance
fixed ai uruguay joining the gauchos
removed one coal province from manchuria, gave two to spain and one to the philippines
small changes to help an italian GP sphere other italians
newly released countries that are authoritarian now get their voting reforms set to none voting even if the player didn't click the ''change reforms of releasable nations'' decision
texas now start with the US techs to make them more playable, and some more military goods
added a fail-safe in case you end up with no prime minister (happened sometimes in multiplayer if you ended up clicking events in the wrong order)
some tech priority changes, to make the ai prioritize the later tax and admin efficiency techs less if they're poor
the coloured troops decision is now a one time thing, because it is too memey and because it does not work very well with the new soldier-capital system
fixed a rare bug that happened to central america
fixed an issue where sometimes the ai called in gp allies via event in the brother's war
gave the UK more indian provinces at game start, to help their economy early game a bit
paraguay conservatives are no longer laissez faire, because that is just too much pain for a sudaca
paraguay now starts with la platan tech rather than generic sudaca tech
some buffs to paraguay, and changes to the paraguay war so it should happen a lot more often now. also changed what happens when they win a bit
added a decision to partition limburg from the netherlands
added a decision for france to buy luxembourg if it is owned by the dutch directly, while they don't hold wallonia
changed venezuelan states so it follows the jungle a bit more
babe wake up
new update !!
I love the mod bro keep up the Good work!
also any chance for a burgundy formable as Netherlands and or belgium? just so they can form something interesting
No plans in adding formables, i don't really like the ones that don't make sense and are only there to help you blob
Ah makes sense just seeing if more flavor could be added to Netherlands or Belgium great mod though!
Does israel Get the New world tag in this mod, or how do they gain immigrants?
If they're in the New World (Alaska, Guyana or Patagonia) they can get any immigrants. If they're anywhere else, they can only get ashkenazi immigrants via the traditional immigration mechanic
The way they get most of their pops is via events, which should move from 300k-500k jews from around the world to their new homeland over a few years.
I have had an Alaskan Israel puppet which started getting immigrants and reached over 3m pops, but it's not always that they can out-compete the new world nations
Keep it up my dude this is great, do you have a discord where you hang out for vicky 2 lovers?
no
Ok thanks, keep it up anyway Alex!
Hey Alex one last thing (I'm the guy that commented as guest above):
Any reason why you can take capital as a civilized to another civilized but you can't take capital as a civilized to an uncivilized? Thanks in advance
Because most of the time you can just annex an unciv even if they have many states once you get the colonialism techs
Oh ok thanks dude, thank you kindly for answering, love your mod, I couldn't stand the ai in hpm any longer! :D