The Massive 0.5 brings most of all major economic changes, as well as tons of new mechanics and flavor! Hope you'll all enjoy it!
[Flavor and Mechanics]
-Added the Holy Roman Empire which works based of cores. Nations with less then 3 states can join the empire and they benefit from extra diplomatic points that't to it. Austria as the Emperor can Unite the hre enacting a series of reforms, which also provide bonuses for the members, similarly to how eu4 currently does it. The hre can also be dismantled after 1790 through an addble cb
-Added East india companys. Any major nation can enlist them if they have a province in india after 1755. Companys will acquire additional land through seppoy rebellions in neighbouring states.
-Any Radical nation gets a cb to spread their government type, similarly to how communist do it in hpm/hfm, accept the cb is always available
-removed the jingoism threshold on adding cb's
-Removed the current colony system, you can now directly hold land outside of your territory
-Added new flavor for Austria, Sweden, Dzunghar khanate, Plc, England/Great Britain and Denmark-Norway
-Implemented a trade post system- Countries with trade republic and mercantile monarchy government type can use a special cb which allows them to take trade ports: provinces with a modifier that provide monthly income boost to the owner. Some of the starting countries which have access to it are: netherlands, Venice, Tuscany, Ryukyu
-Added the Austrian succesion crisis/war
-Mandate of heaven implemented for china
-Mughals recieve additional debuffs during their collapse
-Nerfed indian military pops
-localization fixes
- revisions to promotions
- revisions to ideologies and parliament promotions
-Ai will choose a side for the spanish succesision war based on relations and alliences, more then spheres
- Change to pop composition.
- Fort can now only be build once per state and more expensive, with buffs added to counterbalance.
-Tech changes for AoE finalised. Inventions upcoming in next patch.
-Naval units updated to be accurate and unlocked by appropriate tech.
-Fixed prime minister system.
-Prussia will now change into barndenburg if they loose territorys in prussia
-Added more starting prestige to european nations
[Economy]
-Added new goods, replacing those which didn't fit the timeframe
-Rgo's factories now add a boost that their respecive rgo would add for normal factories
-various economy balances (we hope on some feedback from you guys to finally balance the economy)
-lowered the amount of starting factories
[Bugfixes]
-cleaned up some smaller bugs
-fixed the bug where hovering over some decisions would couse a crash
-fixed the bug where the ghost unit cleanup system would couse a crash late-game
also why is my pops becomeing craftmen in 1700
That's a bug to which a fix we wil release shortly. U gonna have to redownload the mod soon
I'm still wondering why there's 'minor' nations instead of 'primitive'
There are no unciv nations in AoE. Having uncivs would break the economy system
Ah, ok. Well good luck with making this mod and take your time.
i was wonder how to colonize because the life rating in many provinces are only 1 and there are not tech enought to reduce the life rating in the nation
unfortunetly for now you can't colonize, there are some evetns to settle stuff like alaska or parts of australia and america, but that's it for now. colonization is something we'll do in the future, doe it probably won't be liferating based, since in our mod liferating is dynamic
ohhi get it, in any case this mod is a great mod i like it and it would be better if the game finish in 1836 just to continue with the original game or the hpm or other mod and extend the game, of course this is just my imaginations.
like every 1-2 years m y game crashes
Why not come to our discord? We can help you out more then see ur logs etc. What ur expiriencing isn't normal
Why does the window appear larger than the screen when I click on a province?
Issue is connected to your resolution, to fix it you must switch to a higher one. Sorry but we can't really change this on our end
Hi, the game crashes at the start in "processing flgs" how i can resolve this? thanks
more then likely it's an issue with ur base game, try verifying game files throught steam or just redownload
I think there is a bug in the Marmara Strait; I played both the Tsardom of Russia and the Ottoman Empire and the ships goes nowhere in or out the Black Sea.
That was in version 0.3.
I like this mod, btw. Kudos.
oh yeah we know about that and it's fixed on the dev version only so far.
You can get access to the developer version of the mod through our discord, in the #faq channel
In the version 0.5, I noticed the POPs focus were't there, is it normal or did I do something wrong?
yeah it's intentional as one of the devs removed it, they are back on the dev version doe. (link in the discord)
when will the next eirso ome ut aand can i have to post stable veirson if so
>>Fort can now only be build once per state and more expensive, with buffs added to counterbalance.<<
I like very much what you did with the forts. The forts are in the buildings.txt. What files are the "buffs" in and what are they?
thanks
They are harder to seige basicly i think it should be specified in the buildings file as well
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
Will You be adding all the colonial wars between Britain France And Spain?
We won't necesserly railroad them, but the option for the colonial wars to start will be there. I'm currently reworking the eniterty of the new world.
Overall colonies will be able to lunch expeditions into native owned lands, and colonial wars will occour based on the flashpoint system and crisis.