A mod for Victoria 2 HOD that adds several new game mechanics, UI improvements, and extra starting bookmarks.

Description

Checksum ZZTH after 2nd startup. Finally fixed the AI exiled troops bug that would get them permanently stuck in exiled territory after a war. Imported HPM terrain map and middle eastern nations. Redrew a lot of provinces and states all over the globe. Added more flavor to central asian and middle east in general. The internal migration province selector decision is now automatically unlocked for every nation from the start and doesn't require a national idea. AI English Channel bridge now also connects to Bombay and Hong Kong - this helps the UK AI more effectively fight wars in Asia. Remade the entire oob for every WW1 participant in the 1913 and WW1 scenarios so that every stack follows the optimal 4 inf 1 cav 5 art template. Buffed central powers a little bit in WW1.

Preview
Victoria Universalis v0.7
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TredRL
TredRL - - 31 comments

You're back, wow. I'm going to start playing this as soon as possible

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TredRL
TredRL - - 31 comments

It lacks the .mod file :(

Edit: No worries, I found the solution

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Guest
Guest - - 691,627 comments

Where is the file?

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Vic1984 Author
Vic1984 - - 105 comments

I updated the download to include the .mod file. Download it again and it should work.

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Vic1984 Author
Vic1984 - - 105 comments

It's been so long since I last made an update I forgot what I was supposed to include.

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JT-Neutro
JT-Neutro - - 11 comments

Eres increĆ­ble esperaba el regreso de este grandioso mod.

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Panzerfaust1
Panzerfaust1 - - 13 comments

welcome again!

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Panzerfaust1
Panzerfaust1 - - 13 comments

can you please tell me briefly: what was the problem causing the ai to get stuck? and how was it fixed?

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Vic1984 Author
Vic1984 - - 105 comments

I noticed that other modders were using "any neighbor country" within other "any neighbor country" scopes to make up for the lack of an "any country" event trigger scope. I imported a few of these decisions into a vanilla unmodded game and found that even a few of these decisions by themselves could slow game speed, so I created my own workaround by having every province have an impassable border with Jan Mayen and then using any_neighbor_country = JAN as a way of getting every country in the trigger scope of a decision. Turns out this method causes the AI's exiled troops to glitch out after a war so I had to scrap it in the latest update.

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Panzerfaust1
Panzerfaust1 - - 13 comments

thx!
by the way, it seems to me that it would be good if, when choosing the colonial policy of "settlement", all the bureaucrats of unaccepted culture went into artisans/intellectuals

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Guest
Guest - - 691,627 comments

Playing as Russia on this update I notice that you get the Great Game CB on every unciv nation, however, the cb only applies to Central Asian nations. Hope its fixed soon where it only shows the cb for the Central Asians.

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Vic1984 Author
Vic1984 - - 105 comments

Great Game CB is only supposed to apply to Central Asians. Scramble for Africa is the free cb for African nations and requires different tech to unlock.

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Guest
Guest - - 691,627 comments

Thats the mod man thats the mod thanks

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Guest
Guest - - 691,627 comments

Is there a non-fullscreen resolution for this mod? I hope it does in the future

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Vic1984 Author
Vic1984 - - 105 comments

Are you not able to play on lower resolutions? The only issue I have when I test out lower resolutions is part of the start menu is cut off, but once I start a campaign everything else is normal.

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Guest
Guest - - 691,627 comments

Bro stop splitting provinces in Europe unless you increase infamy loss over time. Also the mod doesn't work with map mods.

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Vic1984 Author
Vic1984 - - 105 comments

There's a tech and one national idea that increases infamy decay from -0.1 to up to -0.15 per month as well as several lower infamy cb options for less populous states and countries. I increased the number of states in Germany/UK/Russia/Austria by about 20% but increased infamy decay by a possible 50% so its overall easier to conquer land if you get the infamy reduction tech and national idea. I also combined several states outside of Europe so its easier to expand in South America, Asia, and Africa.

As for incompatibility with map mods, it's a sacrifice I made because I didn't copy paste the HPM/GFM map and stuck to the vanilla # of provinces in order to improve performance. If I didn't do that then the game would be significantly slower as HPM/GFM add almost a thousand new provinces and fills each one with 10-30 POPs each.

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Guest
Guest - - 691,627 comments

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zaxarx
zaxarx - - 3 comments

Hello, I was wondering if you could look into adding a decision with the province selector to dynamically upgrade provinces to 40 liferating (similar to the "renovate city" ones).

It should obviously have limitations as to not make it OP like only 1 per state, tech prerequisites and a large cost but that's up to you.

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Guest
Guest - - 691,627 comments

I've noticed that my factories mostly hover around 0 profitability, even when unsibsidized. The only exception seems to be really profitable ones, like steamer shipyards and cars. Is this because they're overproducing but being bought by the world bank?

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Vic1984 Author
Vic1984 - - 105 comments

The red or green number that is displayed next to the subsidy button on your factories doesn't tell the whole picture, it is simply the leftover of income minus market spendings and worker's paychecks. In Vanilla Vic2 and HPM, worker's paychecks are calculated by taking the difference between income minus market spendings and multiplying it by 25% (remaining 75% goes to factory budget). In VU 98% of this leftover gets paid to the workers and 2% goes to the factory budget. This means that your factories will NEVER display a high number in the factory screen even if their income is twice as large as market spendings, but this is NOT a bad thing! The extra money your POPs earn allows them to buy more goods which further increases profitability of consumer goods factories worldwide, plus their income and purchases are taxed and tariffed so it ends up in your hands all the same.

To get a better picture of the overall profitability of your factories, hover your mouse over the number and it will reveal a dropbox that displays a more detailed look at the balance sheet of the factory. Look for the part that displays income, market spendings, worker's paychecks, and budget. In VU, if factory income is 300, market spendings is 200, and worker's paychecks is 98, that means that your factory is giving you 98 pounds of taxable income, even though the profit of the factory might only be 2 pounds. In vanilla, a factory with income of 300 and market spendings of 200 would give 25 to the workers and display a profit of 75 instead of 2, so it would appear like its 37.5x more profitable than a VU factory but in reality, they are both generating the same level of income.

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Guest
Guest - - 691,627 comments

Such a unique mod with lots of potential, I am looking forward for more updates, thanks for bringing us this great mod.

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Guest
Guest - - 691,627 comments

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