Checksum GJZC after 2nd startup. Mostly QoL changes. You can now build multiple naval bases and universities at a time via decision. Brought back horse artillery units.
# Version 0.8 - 6/6/2023
## Bug fixes:
* Player factory construction no longer requires waiting until the start of the next month to be enabled when switching to State Capitalism or Planned Economy.
* Fixed not being able to upgrade mines in Luxembourg province.
* Fixed some provinces not going to the right owner in WW1 peace deal events.
* Added missing port in Zadar.
## Gameplay changes:
* Added decisions to build multiple universities and naval bases at a time.
* Brought back horse artillery units. They have the same stats as light artillery but are 50% faster and cost 50% more.
* All provinces over 1M pops get an overcrowded modifier. Provinces with this modifier cannot be the target of the attract immigrants decision. At the start of every year, any provinces that have both the attract immigrants modifier and the overcrowded modifier will automatically lose the attract immigrants modifier.
* Merged all technology flag events into one master event.
* Modern Naval Doctrine tech gives +1 port level.
* Carriers require level 7 ports to build.
* Buffed base submarine gun attack from 1.5 to 2, base torpedo attack from 18 to 20, and torpedo attack from torpedo gyroscope and advanced fire control inventions from 2 to 3.
* Working Board of Directors invention now gives -10% factory maintainence upkeep.
* Added new Capital Supply Depot modifier that automatically gets added to a country's capital. Unlike a regular supply depot, this one does not get destroyed when a battle is fought in the province.
Are mines supposed to be 10K pop cap for everyone at game start?
Yes mines employ less people than farms in order to simulate historical low population regions that produced large quantities of iron/coal/sulphur in real life. The amount of goods produced by mines was drastically increased more than vanilla and HPM so you don't have to worry about worldwide shortages either.
What happened to the 0.8 version zip? Why does it now show version 0.8.9 of the mod?
Two questions, is the mod still in development and is there any chance you'd consider a compatibility patch for Project Alice? Alice is a playable vic 2 remake, performance is amazing and would love to play Universalis that way.
Mod is still in development but I don't have as much free time to work on it as I used to. I'll take a look at Project Alice and see how feasible it would be for me to make Vic Uni compatible.