This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
A complete version of the CWE mod. To install, please follow the instructions below. The full changelog is on Github. Don't forget to clear the map cache before starting. You can view the partial changelog with the important features added/changed below. Updated as of 31/12/2020. PLEASE DOWNLOAD THE GITHUB VERSION INSTEAD
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Update on 12/06/21:
1. Please download the Github.com version instead as this one is too outdated.
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Update on 31/12/20:
1. Increased global emigration rate more substantially and reduced migration rate between provinces of the same nation
2. Decreased electric gear and machine parts consumption to avoid causing a severe shortage after 10 years of starting a game
3. Added Russian secessionist states based on the existing federal districts
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Update on 29/12/20:
1. Increased global immigration rate slightly
2. Increased Iron production rate to deal with the machine parts shortage
3. More accurate pops for Vietnam in 1946
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Installation Instructions:
Copy CWE and CWE.mod from the CWE.zip file to the mod directory of your Victoria 2 Program File.
CWE requires Victoria 2 Heart of Darkness Version 3.04 which includes the beta patch. Please delete your map cache prior to starting a new version of the mod for the first time.
CWE music files:
This Moddb version includes the music add-on pack.
Github link:
While the Moddb file will give you big changes between versions, you may still feel that you wish to follow the mod more closely so I have made a Github Repository with the mod where you can download the most up to date Dev version of the mod. However as it may be updated frequently, you may have to download the lastest Github version multiple times for small commits like bug fixes etc but what you will get will be the most updated development version of CWE.
Notice:
Some people have asked whether not being able to justify war is a bug. It is not. The ability to justify war is tied to ruling party war policy, government type, world tension levels and being in a war. So unless you fulfill at least one of those conditions then war justification will be possible.
Social Corruption can be reduced by increasing literacy (above 25%) while Government Corruption can be reduced by increasing admin spending (above 70%).
Development levels are determined by the literacy rates of specific provinces (above 25%) and whether the province has a large enough population. Provinces that have less than 30,000 pops will always be extremely underdeveloped. Increase your literacy to increase your developmental levels.
I don't release a full changelog because there are far too many changes per version so summarising the key ones is more pragmatic.
Version 1.12 Partial Changelog:
Core Game Mechanics
1. The economy has been tweaked so factories costs more to build.
2. Executives (previously aristocrats) are now needed for most factory types.
3. Factory build rules have been tweaked for all economic policies.
4. A fake nation, the UN, has been added to fix the No.1 sphere bug.
5. Immigration has been reviewed.
6. Pop issue support has been improved.
Additional Generic System & Mechanics
1. Party campaigning system for elections
2. More war CB types have been added.
3. Viral Epidemic system has been overhauled.
4. Proxy war system improved.
5. Elective monarchy system.
6. SPEZ system reviewed.
7. Trade deals system reviewed.
8. Superpower system improved.
9. Being in a currency union blocks most types of international loans.
10. Theocracy elections system.
11. Improved the UN truce system.
12. Famine system improved along HPM lines.
13. Being nuked can trigger anarchy depending on how good the nation's civil defence was before being nuked.
14. Improved the containment system. A country needs to get the International Pariah modifier first before any containment wars can be launched against them.
15. Improved the embargo system.
16. Party split mechanics
17. Hardliners vs Reformers conflict in dictatorships
18. More interesting dictatorship to democracy and democracy to dictatorship mechanics.
19. Different types of Republics (Presidential, Semi-Presidential, Parliamentary).
20. Player can select the new leader if the ruling party was not ousted. Cannot select a new leader if the opposition party just won an election.
21. Defence Production Act to create more military goods during wars in exchange for money.
22. Military units and techs rebalance.
23. Fears of MAD if 2 nuclear powers are at war with each other.
24. Strategic bombardment overhauled and is now a province event.
25. Tactical nukes.
26. System to incorporate SAR nations.
27. All countries can get the Industrious Nation country flag if they have the appropriate literacy.
28. Reviewed the Nuclear, Biological and Chemical weapons attack systems.
29. The AI can be slightly more trigger happy with nuclear weapons in some situations when they are losing.
30. Unconditional surrender system. Pacifism and pro military AIs can surrender more readily during wars,
Cold War Mechanics
1. Specialised blocs alignment system created to make sphere drift more historical.
2. Cold War crisis system improved.
3. Some Cold War related restrictions to joining the UNGA.
Changes to Reforms
1.Improved reform names.
2. Politicised Civil Service boosts ruling party ideology support amongst rich strata pops if reform selected is Semi-appointed.
3. Officers are in the rich strata.
National Politics
1. Improvements made to starting reforms and techs for some nations.
2. Added a huge number of new historical parties for many countries.
North America
1. Reviewed Canadian events
2. Reviewed US events
3. Added Mexican events
4. Reviewed NAFTA
5. More US releasable states.
Caribbean
1. Reviewed Cuban events
2. Reviewed the West Indies Federation events
3. Anguilla independence events
South America
1. Reviewed the Latin American Debt Crisis
2. Overhauled the Peruvian events
3. Reviewed the Falklands events
4. The Bolivian Gas War
Europe
1. Reviewed UK events
2. Reviewed some French events
3. Reviewed Malta events
4. Reviewed Cyprus events
5. Reviewed Yugoslavian events
6. Improved Italian events
7. Reviewed Portuguese events
8. Reviewed Albanian events
9. Reviewed Austrian events
10. Reviewed German events
Africa
1. Reviewed Egyptian events
2. Reviewed Tunisian and Moroccan events
3. Reviewed Congolese events
4. Reviewed Rhodesian events
5. Reviewed South African events
6. Reviewed Angolan events
7. Added some Chadian events.
8. Reviewed Ethiopian events
9. Reviewed Iranian events
10. Reviewed Iraqi events
11. Added Lebanese events
12. The Dhofar Rebellion
Central Asia
1. Reviewed Pakistani events
2. Reviewed Indian events
3. Reviewed Burmese events
4. Reviewed PRC events
5. Completely overhauled the Indochina events
South East Asia + Oceania
1. Reviewed Malayan events
2. Reviewed Indonesian events
3. Reviewed Australian events
4. Reviewed New Caledonia events
5. Fixed a bug in the Papua New Guinea chain
Far East Asia
1. Reviewed Taiwanese events
2. Reviewed North and South Korean events
3. Reviewed Japanese events
4. Hawaiian independence events
Transnational Issues
1. The 2020 Coronavirus Pandemic
and many more that I can't remember.
Hello, really loved the mod, and just now realized I played on an outdated version
I have a quick question, as I like to play an early FBU, has various events from France/UK been adapted to take into account the FBU too ?
On the previous version (1.06) I know I had to spend a considerable amount of time going through every events/decisions file and going OR = {tag = ENG tag = FBU} etc...
No, it’s by design that the events don’t fire once the FBU is formed as the main purpose of the FBU is to slow down decolonisation. The FBU is also considered a different country so I don’t want to extend UK or french domestic events to them.
hi are you going to make a version of this mod for victoria 3?
Yes
Hello, I have a question about PRC government, in the 1950 scenario, the market socialist party has semi-planned economy in economy policy, but in 1992 scenario, it has state capitalism, isn't that a error or is just like that?
It’s intentional, the reformist wing of the party moved very much towards capitalism, albeit somewhat state guided, after Mao. Semi planned is more for the watered down economic system the USSR took after 1965.
Hey man, I've been trying to run this mod all day. Got the latest version off GitHub, installed it all correctly. Am not using a pirated version of Vic2 but am still encountering the database crash no matter what I do. I've cleared the map cache. Even tried to see if it's the music or gfx folders causing it to crash but no such luck. I've tried reinstalling and redownloading.
Every launch with the mod enabled leads to the same database and instant crash to desktop. I'm not sure how to fix this.
I’m afraid I don’t know what is the cause of this. But you can try the latest git version again.
I have a problem, when I install the mod and select it to play the mod just doesn't seem to exist, even if I have already installed it, victoria only starts as if it were in the vanilla version, my game is original, I don't know if this happens because my version of the game is ''a divided house'' instead of ''heart of darkness'', pls answer me as soon as possible
Yes, you need the HOD expansion pack for this or it will crash.
Amazing work with the mod, i'm surprised by the sheer amount of content you have put into it. I'm not sure you are still working on the project or if you are just gonna move on to VIctoria 3 now that it has been announced but i can give you a couple of feedbacks:
-first and most important is the fact that currently switching from farmers to factory workers, and from those to clerks is extremely slow. Even with the factory workers encouragment focus on all the time farmers will make up the majority of a country population for basically the whole game. Considering how major nations such as post war Italy (gone from around 60% workers employed in primary sector in the 40s to 10% in 25 years) or post wto china (50% in 2002, 25% in 2019) have made much faster shifts i think there's a case to increase the pace. I'm a hoi4 modder and i've never touched viki 2 extensively but maybe you could achieve a faster switch by increasing the unemployment factor in the promotion/demotion mechanic and have new technology ensure farmers and laborers become unemployed by decreasing rgo size while increasing rgo efficiency so that new technology isnt detrimental to production
-second major thing is population numbers and migration, i saw that you put in place an "overpopulated nation" system to try and tackle the growth problem. I think that you should slap a big reduction in immigrant attraction on the modifier so that it prevents migration destinations from becoming even more overcrowded even if natural growth has stopped, something that right now isnt happening as huge immigration waves will actually increase your pop growth by lowering your literacy. I see you are using number of states to assign the triggered modifier, if a more precise way to determine population density cannot be used i'd understand as iirc viky 2 doesnt have the neat variable system of hoi4, but i'd still lower the requirements population wise as right now the modifier kicks in when the nation is already beyond overpopulated (3x 4x 5x times real life values). Obviously the system would work much better if only you could use number of provinces or actual province size (a sum of rgo sizes?) because right now even a tiny one province state greatly decreases your population / number of states ratio, but again i'm not sure that's possible.
Thanks, I'm still working on the mod. I plan to release a new version on moddb sometime this week.
-On the issue of factory workers ratio, it is done on purpose to avoid the economy from exploding from too many workers due to over production, lack of resources, extreme shifts to socialism across all nations etc. The game was unfortunately not made to handle modern day ratios of workers.
-Okay I will add an immigration attract malus to the overpopulated nation triggered modifiers and reduce the current check values as there is no other way to check for population density.
ah makes sense, is it because production/goods/ecc values cause stack overflows? anyway sad to hear it, maybe viky 3 will be more flexible on the issue :D
Congrats again on your work!