I've never had this issue, were you able to recreate it?
I've never had this issue, were you able to recreate it?
Excellent suggestion, I will add this in when I get to reviewing global institutions
The differences are quite large actually. You are correct that it used CWE as a base, but it has diverged so much from CWE that it is very much its own mod, just as CWE used NWO as a base.
Key differences being:
- Improved space attempts mechanics
- Reduced startup event spam
- Climate change, Superstates, and a new feature of railroading the USSR to collapse like it did historically can be toggled via decisions at the start
- Alternate history flavor for the KMT in the event they win the civil war
- Added a cleanup mechanic that reduces player event spam to ensure a smoother gameplay with less unnecessary interruptions (no more development levels, bretton woods modifiers, population trends, economic focus popup events every time you annex a new province)
- Tweak conquest CB so that superpowers can annex entire countries regardless of size
- Consolidating factories into a smaller list that does the same thing and organizing the list of factories in the buildings tab
- Overhaul genocide mechanic to be more powerful with more military tech researched and add a new mechanic for migrating your primary/accepted culture pops to provinces under your control where they aren't the majority
and just recently
- Implement seasons that have effects on farm RGO production based on what time of the year it is and which hemisphere of the world they're in
Oh yes anon, it's quite good. Sorry for the very delayed response, I'm much more active on github and discord.
DoktorKure
joined
Victoria II modder, focused on modern history in general