Latest patch for the Divergences of Darkness mod for Victoria 2, focusing on the Kurdish Emirates and the Timurtash Empire. See the description for a detailed changelog.
- Major content expansion for the Timurtash Empire
- Added a new mechanic for the Timurtash Empire: legitimacy. Reconquering the great cities of Iran will increase your legitimacy, losing them will drop it
- The Timurtash Empire gets several decisions and an event chain related to the centralisation of the Empire and the end of the Soyurghal feudal system. The magnates will oppose centralisation, triggering revolt if this process is pushed forward too fast at too low legitimacy levels
- Increasing legitimacy unlocks expansion decisions that will allow you to restore the 18th Century borders of the Empire and eventually integrate some of the peoples living beyond your current borders
- The Timurtash Empire can no longer for Iran - instead, as the direct continuation of the last ruling dynasty, they can get cores by event on Western Iran
- Both the Timurtash Empire and the generic Iran tag now get decisions to expand into the Caucasus after the Iranian Plateau is secured
- Added event chain for the Timurtash Empire regarding border disputes with Kashgaria, after the Ferghana valley is reclaimed
- Added several miscellaneous flavour and economic events for the Timurtash Empire
- Major content expansion for Kurdistan
- Five Kurdish Emirates were added to the map, all of which can form Kurdistan once civilised and holding the capitals of the other Emirates
- Bohtan (and Bitlis, if Bohtan refuses) will get events at the start of the game to chose wether they sponsor the Kuren Kurdistana Azad, a militia of Kurdish rebels, or not
- Sponsoring the KKA will cede to you any provinces occupied by the militia and you will get a powerful modifier
- If sponsored, the KKA will make demands throughout the game, costing you prestige and even reforms. The demands can be stopped through a decision, at the cost of hurting your soldier pops and losing modifiers
- Soran gets an event to embrace the Assyrian rebels in Mosul, geting Assyrian accepted and annexing Mosul
- Once civilised, Soran can chose to keep both Kurdish and Assyrian as accepted, lose Assyrian, or lose Kurdish to become Assyrian
- Event chain related to the presecution of Assyrians in the Kurdish Emirates
- Once united, Kurdistan gets an irredentist decision with 3 possible paths: expansion to the Mediterranean through Syria, liberation of the Kurds of Eastern Anatolia, or the conquest of lower Mesopotamia
- Kurdistan has several economic decisions available
- Iranshahr can now get cores on Ossetia after the Southern Caucaus is conquered
- The Shaki Khanate now gets an event at the beggining of the game allowing to chose the succession of the current Khan. Choosing Ibrahim Bey disables access ot the Iranian reunification CBs
- After the Shekhbizin Empire forces the sedentarisation of the nomads, tribal cultures are no longer re-added by event a few months later. Instead, a new decision has been added to re-accept the cultures, requiring Rev & Counterrevolution
- Increased the assimilation and conversion bonus that the Zaydi Imamate gets after chosing to presecute the Ismaili community
- Liberating the Azerbaijani Iranians as the Kar-Kiya now gives Fahlavi as an accepted culture
- If Azerbaijan is liberated by the Kar-Kiya, an event will eventually fire proposing the reconstruction of the region's civilian infrastructure, giving pop growth and movement cost bonuses
- Relaxed conditions needed to use colonial CBs on large uncivs
- The Instant Infamy Submod CB costs were increased from 50 to 66% of their original cost
- Adal now reverts to Ajuraan if it only owns the Somali coast
- GP Spain can now Revoke the Treaty of Selon by decision
- Provences now has a decision to trigger the Occitan Revolt after the liberal revolutions have fired
- Fixed Amazonie's "Rive Gauche" event firing over and over if reconciliation with Gran Colombia is chosen
- Fixed Janissary modifiers that were causing mass-exodus in the Ottoman Empire
- Fixed various instances of faulty localisation keys
- Chosing to puppet the Dzunghar Khanate as Japan through event no longer gives more infamy than intended
- Moved naval base from Bergen to Christiansand to allow it to be upgraded
- Further divided West Africa in pro-slaver and Islamist states. The west african Emirates no longer suffer from the "Lack of Writing System" modifier
- Fixed caliphate events that weren't properly checking for Islamic pops
- Reduced the prestige given by the Inca's Modernisation event, which was bringing them to the brink of great-powerdom upon civilisng
- Fixed Palembang and Mallkipacha from periodically switching between coal and oil RGOs
- Germany and the League of Berlin are now allowed to have theocratic government types, as would be the case if formed by Westfalen
- Fixed faulty requirements for creating Georgia
- Aragon now has earlier and easier access to a state capitalism party
- Romania now has earlier and easier access to a jingoist party
thank you for the divine work, but what are your plans for the future, it's been a good experience thanks
Next stop: Hungary!
hehe, thanks
Nice job, this mod is by far my favorite, I can spend weeks of my life playing it.
Honestly, I would like another westernization rework, some uncivs are unplayable. For example, I tried playing Aotearoa. You can't even civilize cause the militancy caused by reforms is exaggerated and you just can't handle the absurd amount of rebel units. I know no one is going to play Aotearoa, but there is no possible way to grow as it and I think that's unfair cause it actually has special flavour fo the player, the path to form Polynesia, cause the AI won't do it. Perhaps more sparsely populated uncivs suffer the same.
Have you tried with the latest patch? The likelyness of unciv reactionaries rising has been decreased across the board
I've been having a blast with the mod so far. Is this a bug? In the "End the Kartvelian Autonomy" discission for the Shaki Khanate, one of the requirements is to have 50% civ progress or be civilized. Shaki is at 50% civ progress at the start of the game and the decision is still locked. Is this just supposed to be "is civilized" so they don't take this decision at the start of the game and the 50% is still left in to no effect?
This is due to engine limitations: the conditions are civ progress beyond 65-75% (can't remember exactly), but the ingame tooltip will always show 50% no matter what.
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Do i need to download dod or downloading only this patch works ?
This is the full download, you won't need anything else.