A mod for Victoria 2 HOD that adds several new game mechanics, UI improvements, and extra starting bookmarks.
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.
#Version 0.7 - 10/16/2021
## Bug fixes:
* Fixed AI exiled troops getting stuck after a war.
* Irish POPs will be no longer migrate to Europe during the Irish Famine event when USA has lost a blockade war.
* Fixed bugged naval port in Medan.
* Event and decision tooltips now properly display the correct amount of infamy gained from acquire state, demand concession, and conquest cbs in scripted wars.
* Universal healthcare reform now properly gives +0.05% pop growth instead of +0.01%.
## Interface changes:
* Increased zoom distance threshold for the political map to be displayed.
## Map changes:
* Imported HPM terrain map.
* Reverted river thickness to normal levels so they look less ugly.
* Created Hong Kong Island off the coast of Hong Kong province.
* AI English Channel Crossing now connected to Hong Kong Island and Bombay. This helps the UK AI not be so useless in its Asian wars. Reminder that only AI can use this crossing and it is disabled for the player.
* Split Baltic States back into Estonia and Latvia states.
* Split Upper Egypt back into Middle and Upper Egypt states.
* Added dozens of new provinces in the Middle East and Central Asia.
* Split Arabia into Nejd, Trucial Coast, and Hedjaz states.
* Split Arabian Coast into Oman and Yemen states.
* Split West Afghanistan state into Herat and Kandahar states and split Eastern Afghanistan state into Qonduz and Pashtunistan states.
* Created Sarhad state from upper half of Baluchistan state.
* Created Tajikstan state from lower half of Kirghizia state.
* Created Akmolinsk state from upper half of Semirechye state.
* Removed strait from Jask to Dubai.
* Created Orkey and Shetland Islands province off the coast of Scotland.
* Changed trade goods in Zanzibar to market goods.
* Partitioned Champagne state between Amiens, Picardie, and Franche-Comte. Renamed Alsace-Lorraine into Alsace and created new separate Lorraine State.
## Gameplay changes:
* Redid starting army stacks for all major Great War participants in 1913 and WW1 scenarios to follow the 4 infantry, 1 cavalry, 5 artillery template.
* Added Declare Neutrality decision for small population non colonial nations. This sets a neutral country flag for the nation which prevents all wars and cbs to be used by and against the neutral nation. Except for Switzerland, AI nations will not enact this decision. A neutral country can cancel neutrality by enacting the Cancel Neutrality decision at the cost of 15 infamy.
* Added new Violate Neutrality cb that can only be used against neutral nations. If war is declared against a neutral nation using this cb, the target nation's neutral status is instantly removed and wars and other cbs will function normally against them. This cb does not have to be enforced in a peace deal in order to take effect.
* Made the bonus to internal migration attraction from the Migration Attraction province selector decision apply to an entire state instead of a singular province. This is a nerf as it makes it harder to move a mass amount of POPs to singular high liferating and gold provinces.
* New Great Game cb is unlocked after manifest destiny is invented. It lets great powers acquire states in Central Asia at the cost of 2 infamy.
* Lowered base supply cost of infantry by about 20%.
* Military logistics is a prerequisite for enacting four year draft and mass politics is a prerequisite for enacting mandatory service.
* Increased airplane base attack by 1.
* Moved Haber-Bosch process invention to Organic Chemistry. Has starting base chance of 0, Electricity and Synthetic Polymers give +1 and +4 discovery chance respectively.
* All government types can now use the Scorch Earth province selector decision when at war.
* Caucasian POPs can now migrate to Ottoman Empire, Persia, and Egypt if they are civilized during the Circassian Genocide event instead of just Ottoman Empire.
* Added new "Militancy Reduction" national idea that gives global -0.03 POP militancy.
* Migration Attraction province selector decision no longer needs to be unlocked from the national idea list. All countries start with the ability to use this decision.
* Removed -3% tax efficiency modifier from European Military Advisors modifier.
## Country changes:
###### Poland:
* Austria, Prussia, and Russia will get a Polish Uprising event sometime between 1846-1849 that will add the Polish Nationalism modifier to Polish core provinces and increase the militancy and consciousness of all Poles by 5.
* Neighbouring GPs can annex AI Krakow via decision after they get the Polish Uprising event.
###### United Kingdom:
* Irish Potato Famine modifier lasts 6 years instead of 5.
* Created a decision to end the Irish Famine up to 4 years early at the cost of 3 million pounds. AI is scripted to not enact this decision.
* Increased costs to annex Commonwealth nations.
###### Russia:
* Pyatigorsk, Vladikavkaz, and Åland provinces start under Russian control in 1836.
* Pacification of Circassia and Integrate Transcaucasia decisions no longer give cores on the annexed land.
* Provinces of Qaratal and Alma Ata start under the control of Xinjiang in 1836.
* Added decision to annex provinces of Qaratal and Alma Ata from Xinjiang.
###### Germany:
* German nations can now benefit from tiny, small, and medium nation triggered modifier bonuses. They were prevoiusly excluded from these bonuses.
* Sigmaringen province is its own seperate country under the sphere of influence and vassalage of Prussia in 1836. This allows AI Austria to instantly form the SGF if it wins the Brother's War against Prussia.
###### Scandinavia:
* Decision to form Scandinavia no longer requires owning Schleswig, Iceland, Greenland, or Faroe Islands.
* Iceland & Greenland are states in 1836.
* Created a decision that allows Sweden and Sweden-Norway to add Estonian as an accepted culture.
###### Italy:
* Added decision for Tuscany to annex Lucca in 1847.
###### Ottoman Empire:
* Added Mashriqi as an accepted culture in 1913 and WW1 scenarios in order to increase mobilization size.
###### Chile:
* Chile is now included in the list of countries that can form United Provinces of Río de la Plata.
###### Middle East:
* Redrew starting borders of Oman and Nejd.
* Split Yemen up into several nations and added a decision to re-form Yemen.
* Added a decision for GPs to annex Aden if it's owner is uncivilized and a vassal or sphereling of said GP.
* Hedjaz exists as a puppet of Egypt in 1836.
* Jabal Shammar and Annazah exist as new independent countries in 1836.
* Added decisions for Egypt and Turkey to annex Hedjaz, Annazah, and Sana province.
* Changed prerequisites for the Form Arabia decision to include owning all Arab culture group cores in the Middle East.
* Oman and Trucial States own a few Persian provinces along the coast of the Straits of Hormuz in 1836.
* Added Voyage to America decision for Oman that gives one year worth of research points.
* Added decision to let Oman accepted Swahili if they win the succession war with Zanzibar.
* Added extra 5% western civilization progress to most middle eastern nations.
###### Persia:
* Added decision to add cores on North Caucasus and Transcaucasia.
* Added decision to add cores on and conquer Herat. UK will get an event to go to war to free Herat if Persia uses this decision and conquers Herat.
* Provinces of Zahedan and Chabahar belong to Kalat in 1836.
###### Afghanistan:
* Split up western Afghanistan into the countries of Kandahar and Herat. Herat is independent and Kandahar is a puppet of Afghanistan.
* Created decisions to annex Herat and Kandahar.
* Added extra 10% civilization progress to Afghanistan.
###### Central Asia:
* New nations Kazakh Khanate and Akhal-Tekke exist in 1836.
* Redrew borders of Khiva, Bukhara, Kokand, and Badakshan.
* Changed prerequisites for Form Turkestan decision to include owning most states in Central Asia.
###### Egypt:
* Winning the 2nd Oriental War will remove Turkish cores from the Levant.
###### Netherlands:
* Batavia Reborn decision now turns West Java into a state.
###### Switzerland:
* Added Sonderbund civil war event.
###### Baltics:
* Increased liferating of Riga and Reval from 35 to 40.
###### China:
* Sichuan and Inner Mongolia are Chinese substates in 1836 instead of directly controlled by China.
* Retaking a treaty port will convert the trade goods in that province from market goods into fish.
You're back, wow. I'm going to start playing this as soon as possible
It lacks the .mod file :(
Edit: No worries, I found the solution
Where is the file?
I updated the download to include the .mod file. Download it again and it should work.
It's been so long since I last made an update I forgot what I was supposed to include.
Eres increĆble esperaba el regreso de este grandioso mod.
welcome again!
can you please tell me briefly: what was the problem causing the ai to get stuck? and how was it fixed?
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.
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
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.
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.
Thats the mod man thats the mod thanks
Is there a non-fullscreen resolution for this mod? I hope it does in the future
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.
Bro stop splitting provinces in Europe unless you increase infamy loss over time. Also the mod doesn't work with map mods.
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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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.
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?
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.
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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