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File: 1412712972486.jpg (1.6 MB, 1920x1200, 8:5, v2.jpg)

 No.1169[Last 50 Posts]

Vickymod thread.

Pastebin for latest (unofficial) version: http://pastebin.com/MHswMhZi

Post any suggestions you have or any bugs you've found.

Vickymodguy, if you're here tell me if you are still modding and if so whether you want to combine efforts or you want me to split things off.

Also, what's the consensus on adding Commiemod in? Is Commiemodguy here to talk with us?

 No.1171

File: 1412727204498.gif (1.05 MB, 320x240, 4:3, thumbs-up-computer-kid-gif.gif)

Hey Rob. Nice to see you here.

 No.1173

File: 1412727884668.gif (804.08 KB, 500x281, 500:281, Shitposter elicits at reac….gif)

>Rob and Vickymodguy collaboration

Will Infinitymod come true after all?

 No.1177

File: 1412739905719.jpg (306.6 KB, 600x446, 300:223, 1386664632201.jpg)

>>1169
>Commiemodguy, RobBoss, vickymodguy collab
>Infinitymod is in the near future

 No.1182

File: 1412751382175.gif (124.6 KB, 500x540, 25:27, gottamodfast.gif)

I don't really feel I have anything to add at the moment and I'm helping Liangbro with his project at the moment anyway so I honestly don't have that much motivation to work on anything else.

 No.1189

Will you finally fucking fix the state of god damn south madagascar having an island north of madagascar

I'm tired of saying this all the fucking time to you lazy trustworthy commercial managers

 No.1191

Add in more releasable nations.

 No.1206

Thanks for the update, Rob. Appreciate it much.

I would like to see Commiemod added in, but that's just me. I think it's up to you if you think it fits well.

 No.1215

Gonna be rebalancing the ministers. Tell me how this looks. Keep in mind that there are three levels and this is level 1 (40/40/20% chances to get level 1/2/3 respectively).

Also thinking of adding in a "Find me the best you can" minister option. This would give you a random minister type but they would be guaranteed to be at least level 2. Good idea?

poor_industrialist = {
factory_owner_cost = -0.15
factory_throughput = 0.15
RGO_throughput = 0.15
icon = 17
}
poor_intellectual = {
research_points = 0.5
global_pop_consciousness_modifier = 0.01
icon = 17
}
poor_military_man = {
org_regain = 0.10
land_organisation = 0.10
naval_organisation = 0.10
land_unit_start_experience = 10
naval_unit_start_experience = 10
icon = 17
}
poor_statesman = {
prestige = 0.10
diplomatic_points_modifier = 0.10
ruling_party_support = 0.10
badboy = -0.02
icon = 17
}
poor_reformer = {
global_pop_militancy_modifier = -0.01
global_pop_consciousness_modifier = 0.02
ruling_party_support = 0.25
issue_change_speed = 0.10
global_assimilation_rate = 0.25
global_immigrant_attract = 0.15
icon = 17
}
poor_administrator = {
mobilisation_size = 0.01
supply_consumption = -0.10
icon = 17
}

 No.1216

>>1191
What nations would you like releasable?

Do you want nations that are playable on release or just more ways to balkanize?

 No.1220

>>1216
More ways to balkanize

 No.1230

>>1182
Back to reddit, fag.

 No.1231

>>1230
He got shadowbanned for upvoting GamerGate content IIRC.

 No.1232

>>1231
He's still very much active on there. Last post was yesterday. Why are we even accepting Rob and Vickyfag on here? Seriously.

 No.1234

>>1232
Probably because they can potentially make good mods.

 No.1238

>>1232
>we

Stop with this hivemind bullshit

 No.1239

http://pastebin.com/LWVfkx3Y

Current random ranting, from playing base NNM

Some of this has been fixed already in Vickymod, this was originally my notes for a from-scratch NNM based Infinitemod

 No.1240

Okay, guys - after a couple of games in vanilla Vicky, I think I'm ready to play with this. What should I expect? (because your log, that starts with the latest version only, is a bit shit.)

 No.1241

Also, okay - game is permanently stuck with UK (and me, as it's ally) being in a war with a state that doesn't exist, namely, Beiyang China.

 No.1243

>>1240
It should feel mostly like vanilla. It's not a complete overhaul or anything.

The download itself has a full log.

>>1241
Give me a savegame example. It's also possible you installed something improperly (it's been reported several times before but I've never had savegame evidence).

 No.1244

>>1239
>- rename "muzzle loaded rifles' to 'percussion rifles'
Well technically correct, I don't see a reason to change it.

- higher tech troops increase recruitment time (possible?)
For Vickymod my reasoning is that Soldier pops = Already trained but not mobilized troops, and constructing = simply getting everyone together and handing out weapons, therefore the recruitment time should be generally low unless weapons aren't available in the stockpile, in which case construction stalls entirely.

And no, I'm pretty sure it isn't possible. Naval forces have a build modifier but it's per-province.

>- fix cores in a few places (New England)

I can't see a problem with it.

>- impassable provinces in the rockies

Impassable provinces don't exist, only borders that can't be crossed. Unless someone wants to redo the map to include mountain passes it wouldn't really work.

>- TONE DOWN CHOLERA HOLY FUCK

Don't think it's really a problem except for one state uncivs, and I added a way for uncivs to get Medicine before civilizing in the last patch.

>- consider toning down constant rebellions in spain

From what I've seen AI spain has been alright in the past few games. I'm planning on adding a possibility for Spain to restore the Spanish Empire so I'll be testing them in the future.

>- Coronation of Queen vicky localization fix

More details?

>- Warri currently has no political parties

Fixed.

>- Russia tends not to influence Serbia

Sadly AI is pretty much hardcoded.

- Forming Italy from gutter crown (among other events for various nations) causes all diplo relations to be reset (annoying as fuck)
I haven't ever formed italy by gutter crown so I wouldn't know. Will look into it though.

>- higher chance of 'alternatve' settlements to the oregon territory dispute.

Done.

>- Change "claim Savoy" event for France - it should have pretty big infamy repercussions and hurt relations with other great powers - make AI not take it?

I don't think it really deserves big repercussions. It's an area with French pops. I wouldn't put it at more than 6 infamy.

>- remove raving loon and gauche bafoon

>- allow non-europeans to event-annex sphered uncivs in africa
>- remove congo uncivs except coastal
>- fix early game clipper undersupply
>- Add British as an accepted Canadian culture
All done already.

 No.1248

>>1244
>I added a way for uncivs to get Medicine before civilizing in the last patch.

You lose all the techs when you civilize which is dumb

 No.1249

>>1248
Yeah it is but there is no good fix that I am aware of. You do keep the inventions though. And since behind-time tech costs much less you'll catch up quickly, so for most nations you're looking at ~20 years of less disease and +0.6% pop growth with only 5-7 years of early civilization that you are losing medicine for.

I could just dump a bunch of RP on any civilizing nation but that would feel heavy-handed.

 No.1250

>>1244
>rifles
Muzzles loaded rifles coming after flintlock rifles is silly. How do you load a flintlock?

>cores

Canada retains cores on one province in New England after the WebAsh Treaty (the one right below the WebAsh province…Bangor?

 No.1253

>>1243
Damn, couldn't fix it, so deleted it. UK was helping that small nation to get independence, the wargoal was status quo, and then, after a while, it was impossible to do any diplomacy with them, because they didn't exist.

 No.1254

Can someone recommend me an interesting country to play in this mod? (except Prussia)

 No.1256

File: 1413056129168.jpg (402.52 KB, 1280x1024, 5:4, Australia.jpg)

As my GF asked to, I released Australia and am playing that. Wat do?

 No.1258

>>1256
Wait for immigration and encourage soldiers.

 No.1259

>>1253
>>1243
Ok, so it happened again, in my Australia game - UK is now in a perpetual war with the same nonexistant state.

Save game here - http://failiem.lv/u/vabggbj (it's a Latvian megaupload analogue, should be much faster due to our insane internet speeds here)

 No.1261

>>1256
I'm not sure what happened, but one time when I played Australia in Vickymod I was absolutely swarmed with soldier immigrants. Some states had 70%+ soldier popular, it was insane. I was fielding an army larger than China was only 2 million total pops.

 No.1264

>>1259
There are no events that start a war with the CHI tag with the status quo war goal. This shouldn't happen.

Are you playing with a clean install (NSPY checksum) and no other mods loaded?

 No.1265

>>1261
That's a bug with how assimilation works. Pops who assimilate get a free promotion that bypasses all the normal limitations on what they can promote to.

 No.1266

XXX = { civilized = no }
inherit = XXX
XXX = { civilized = yes }
This is how you annex a civilized nation as colonies.

 No.1270

>>1261
It's like that in vanilla too

 No.1271

>>1270
Indeed. It's why the USA always has tons of soldier pops without even trying, even when their population is far less than european nations.

 No.1276

does Robmod have alt flagpack?

 No.1289

I noticed that using the "Remove Turks" decision gives you intergration policy modifier, but if you look at the assimilation in the pops menu it doesn't give you +15% assimilation rate

 No.1291

>>1289
That's just a flat out genocide decision, so people aren't rushing to assimilate. The normal remove undesirables decision is just a government-sponsered nationalistic/moralizing movement.

I'm open to suggestions if you think the decisions could be named better to get this point across.

>>1266
This doesn't work if someone uses an acquire state CB, unfortunately.

 No.1300

>>1264
Did a clean re-install. I think that the checksum wasn't the correct one.

 No.1301

>>1300
Okay, now I have an OHFB checksum. (Using the Vicky that can be acquired from 4chan's /gsg/ meadiaarchive.)

 No.1303

>>1291
Well it's just confusing that it gives you "integration policy" when it really doesn't give you it especially when Balkan countries can't do the normal removal anymore

 No.1304

>>1301
>Using the Vicky that can be acquired from 4chan's /gsg/ meadiaarchive.
If you mean the vickymod version, the one on 4chan is some horribly mangled piece of crap that someone else shit out after I left. Don't touch it.

If you mean Victoria 2 then you should be fine as long as the base game still gives you the normal NSPY checksum, but OHFB should not be your checksum with vickymod running.

>>1303
Yeah, it's due to a quirk of the Vicky2 system. Pop modifiers can't check country effects (like the integration policy modifier you see on your screen), but can check country flags (which are always hidden). So the normal decision sets both the country flag and the country effect.

 No.1307

New version when?

 No.1322

>>1307
Probably next weekend. I've been slacking off playing Alpha Centauri

 No.1337

>>1304
Ah, fcuk. Well, I'm going to find a different version of vicky, then.

 No.1372

Hey Rob, I forget for sure, but you were the one who took Napoleon's Legacy from .27 to .29, right?

If so, are you considering to continue work on that mod? It's still probably my single favorite one around.

 No.1376

>>1372
It was Aerzo, and he is working on it

 No.1391

BTW, can someone explain to me that "Yay, we're independent" event at the beginning of the game, which gives you a bunch of stuff and a lot of leadership? For what purpose? I get it every time, no matter what I play, so, am wondering - it must do something, mustn't it?

 No.1398

>>1391
It's just an event to smooth out the early game. It's not like nations in 1836 started out with zero supply reserves and no generals.

 No.1412

>>1216
>>1322
If I'm talking to Rob or Vickymodguy, I'd like to suggest a new unification of the United States, should the Disunited States events happen.

Probably something along the lines of creating the "New States of America" of you conquer the Confederacy as the Free States and vice versa.

 No.1415

I shouldn't have the reclaim poland decision if I still own my polish cores.

 No.1468

Can you make it impossible for African uncivs to westernize before let's say 1885?

Them westernizing adds nothing to the game expect to screw you over because of bad rng

 No.1469

>>1468
That's just stupid and arbitrary.

 No.1473

>>1469
African uncivs westernizing is still an issue which hasn't been solved

 No.1475

>>1468
>>1473
No because that's retarded. Obviously they should be able to westernize since players should be able to.

As for "solving" it, you now get the same CB and diploannexation opportunities against all African nations in 1895 so long as they are below secondary power status.

 No.1480

File: 1414066423655.jpg (485.06 KB, 1680x1050, 8:5, v2_12.jpg)

I can't take independence even though I can take loyalty and they both have the same requirements

 No.1481

>>1480
It appears to be a bug with V2 that is unfixable. The requirement in the files is civilization progress 75%, and getting 75% will allow you to take it, but it shows the requirement in-game as 50%.

I'll make the requirement 50% so that it doesn't appear wrong in-game.

 No.1482

>>1415
According to the decision it can only show up if:

OR = {
706 = { NOT = { is_core = RUS } }
713 = { NOT = { is_core = RUS } }
707 = { NOT = { is_core = RUS } }
719 = { NOT = { is_core = RUS } }
}

Which corresponds to Suwalki, Warsaw, Radom or Bialystok not having a russian core on them. So check those provinces and see if you have a core on all of them.

 No.1488

You know how you conquer uncivs as uncivs, and when you westernize the states you conquered will be full states instead of colonies even though they're overseas with no accepted pops.

Is there any way to fix/prevent this?

 No.1489

>>1488
It's possible to change individual provinces to colonial/non-colonial only through hacks that involve giving the province away to another placeholder nation for a day and then inheriting that nation back.

I've already implemented this for the next version for China. Previously whenever the treaty ports event fired China would get back the territory as a colony, which is a problem that AFAIK not a single mod has ever fixed (and NNM/PDM/derivatives all copy the same treaty port events).

Theoretically it would be possible to do the same thing for the on-civilize. The question is what should the conditions for turning back into a colony be?

 No.1493

File: 1414286599522.jpg (417.07 KB, 1844x405, 1844:405, 114b.jpg)

Latest version is up, detailed in the pastebin.

Here's the changelog

 No.1494

File: 1414295236376.jpg (19.7 KB, 480x480, 1:1, 1342813238776s.jpg)

>>1493
Based. Like the new additions.

South America, here I come!

 No.1497

>>1493
Following the loss, Christian IX went behind the backs of the Danish government to contact the Prussians, offering that the whole of Denmark could join the German confederation, if Denmark could stay united with Schleswig and Holstein. This proposal was rejected by Bismarck, who feared that the ethnic strife in Schleswig between Danes and Germans would then stay unresolved.
http://politiken.dk/kultur/article1038865.ece

Could we get an event for NGC/Prussia/Germany if Denmark looses puppet on Schleswig-Holstein

 No.1498

>>1493
>>1494

Accidentally uploaded a bad version, broke the china part with a line missing. Redownload the mod if you don't have the checksum TRHQ

 No.1499

>>1497
How would you represent that? A puppet Denmark that keeps Schleswig-Holstein?

 No.1500

>>1489
>The question is what should the conditions for turning back into a colony be?

5% of accepted pops?

Everything that is oversees because I don't think there's a single unciv with core overseas provinces

 No.1503

>>1493
>Spain/Portugal/Iberia/Carlist Spain may now attempt to restore their respective empires. New puppet CB for former American colonies while Spain has decisions to get cores on Naples, Sardinia, and Netherlands. Requires N&I, Great Power status, and either an Absolute Monarchy or Fascist Dictatorshi
jesus fucking christ rob stop this shit

 No.1504

>>1503
y u mad bro?

 No.1505

>>1500
Is that 5% of accepted pops OR overseas = colonial or 5% of accepted pops AND overseas = colonial?

 No.1506

>>1505
It's just brainstorming, basically any combination would be fine

 No.1522

Bug report - when civilizing, I endlessly get Tech Transfer - the Command Principle, despite not having completed the reform (Foreign Naval Officers, I think) that activates that tech. When I say endlessly, I mean every day.

Tried firing the event manually, don't even have the flag that should be firing it. I've got nothing. Any idea for a temporary fix?

 No.1523

>>1522
It looks like I fucked up the event ids, one of them was used twice. I can't replicate your issue but I assume this is what's causing it.

Tell me if this fixes it: https://www.mediafire.com/?3novvtebhng68r1

 No.1533

Is it possible mod it so that forming Scandinavia / Iberia makes you stay as Sweden and Spain, but with all the cores, accepted pops and everything

I just hate Iberia and Scandinavia and especially Iberian color, but want to snatch Portugal

 No.1534

>>1533
If the color is the problem then the easiest thing to do is simply change the color in common/countries/iberia

If the name bothers you, you'd need to hit the localization files.

For flag, gfx/flags.

You'll still have the IBR/SCA tag and everything else that comes with it. If you want to mod out the tags themselves then that involves a lot of hunting through events and decisions and is probably more work than it's worth.

 No.1535

>>1523

Sorry for the slight delay in response - worked like a charm. Your mod is the only mod I can run that keeps the game running at something approaching a smooth pace late-game, so I really appreciate the fix. Thanks.

 No.1573

Fix the boxer rebellion bug pls

 No.1588

>>1573
What is the bug?

 No.1600

>>1232
Because they're more useful than you, fine African-American gentleman.

 No.1623

After you win a war the keep only cores or everything event is bugged as hell. I always click on only cores, but I usualy get the whole state or really fucked up borders.

 No.1661

>>1169
WHATS THE EVENT ID FOR GENOCIDE?

 No.1671

>>1661
Be fascist or communist and you get a decision.

 No.1674

So anythings planned for the future of the mod? Since it's pretty much this Vickymod and Napoops I play I'm curious as to how this mod is going in terms of development.

 No.1675

>>1674
I thought poopan was ded

 No.1680

>>1674
At the moment not a ton is planned or done. I have a small list of additions, but I won't put out a new version until I have something more substantial.

Suggestions are welcome.

 No.1683

>>1623
Sorry to respond so late, but do you have a save game? I've not tested the decision much (I imagine most players take everything too), but the most common instances of taking only cores seem to work for me.

 No.1687

>>1675
I read once that Poop mod is being worked on by another modder, which is something I'm a bit excited for, given it's honestly still my favorite mod for Vicky 2. Muh alt-history

>>1680
Sounds good man. I don't exactly have any suggestions at the moment, but it's nice to know the mod won't be forgotten. Since it's still one of the best out there. Fuck HPM.

 No.1691

>>1683
No need for save, this happens everytime when I want to take French cores from Italy. Sometimes when I take Italian cores from Austria/Yugoslavia/Croatia too. Maybe its the all cores cb? I'm not sure

 No.1692

>>1691
Yes, there's a need for a save. I've done both of those and not had issue.

 No.1771

>>1232
All of my activity is limited to gamergate and the occasional post on paradoxplaza.

 No.1782

New version up.

I particularly like the CB options for expanding puppet states. Should lead to some interesting new gameplay.

 No.1783

>>1782
up where?

 No.1784

>>1783
Pastebin in OP
>>1169

 No.1785

>>1782
>Soldier promotion limits more fluid. Rather than a hard cap at 5% soldiers now hard cap is at 10%.
Why, just why. Its just too much

 No.1786

File: 1418406509631.png (581 KB, 563x675, 563:675, banana.png)

>>1784
Oh, I tought patebins weren't edited and if something new came up people would just make a new one.
I also don't know how to install mods.
I got this game a couple of months ago and haven't had much time to dedicate to it, due to Uni.
Shamefull display.

 No.1787

>>1785
10% is almost unreachable unless you become fascist (who now get a bonus to soldier promotion).

The normal limit otherwise is about 4% without an NF on soldiers or 6% with an NF on soldiers. In addition the overall pop promotion was lowered, so it takes longer to get there and you need to use your NFs on other pop types more.

Compare this to vanilla where everyone by 1860 had 4.5-5% soldiers without even trying.

Also keep in mind that casualties are a lot worse in vickymod. In vanilla losing a 1000 brigade meant you only lost 200 actual soldier pops, in vickymod it means you lose 550 soldier pops.

It's been tested and works fairly well I think. Probably could have worded it a bit better to make things more clear, but w/e. Give feedback after you've played a game if you think its still too much.

 No.1794

>>1782
I haven't tired the newest version yet but in 114bH1 almost every unciv had westernized by 1860

 No.1795

>>1794
That sounds like a highly exaggerated claim.

 No.1799

>>1795
Was playing Sikh Empire, by 1860 Persia, all Indian substates and all of Indochina had civilized

 No.1800

>>1799
>almost every unciv.
That's like 1/4th of them.

Indian substates get bonus to RP and most of those other nations have military reforms giving +RP for conquest. Assuming they've fought a few wars as they usually do, that's normal.

 No.1801

>>1787
If anything it should be cut. Its already a fucking nightmare managing all these armies in late game, especially in MP.

 No.1803

>>1800
Normal for shitstains that still haven't civilized to this day to do it in the mid 1800?

I like the new stuff for China though.

 No.1804

>>1801
Again, I think you should actually play the game and see how it works out. You are going to struggle to get over 5% soldiers nationwide. There are a lot of good reasons for the change and it does play better.

>>1803
Just because they are considered civilized doesn't mean they aren't way behind in tech until the end of the game. When you have 25 mil tech it doesn't matter much whether the country you are fighting has 0 or 10 mil tech.

 No.1832

Optional Decision to be able to become a republic from a Constitutional Monarchy if any party other than Conservatives,Reactionaries or Fascists are in power when?

Unlocking in the 1870s or something

Next update please

 No.1833

>>1832
Why?

 No.1849

>>1833
because fun

 No.1850

>>1849
I hate fun.

 No.1855

>>1850
I hate you

 No.1856

New version up in pastebin.

 No.1857

>>1856
>All these new Ottoman decisions

Based. Time to spread Kebab anew.

 No.1858

>>1857
I like to think of it as a christmas present for very, very unlucky Greece players.

 No.1859

>>1858
If you don't mind me asking, was the boost for the max influence to 125 intentional? Seems kinda strange to me.

 No.1860

>>1859
Yes, intended to allow you a bit of leeway with stuff so you have to micromanage less. Otherwise you have to be watching the number every day and stop at 100 in order to not waste influence.

 No.1869

>playing as ottomans
>get the "he was out drinking last night ?" event every 30 seconds

why

 No.1899

A minor issue, but when the division of Switzerland event fires, it gives FRA and ITA cores, but it doesn't give GER any cores, they just inherit it. Also, making this event work with the German Confederation would be nice too.

 No.1901

File: 1420294562034.jpg (328.8 KB, 1366x768, 683:384, 2015-01-03_00001.jpg)

r8 my north america

 No.1902

>>1901
>Not Carving Up Burgerland with Mexico and CSA

come on m8

 No.1904

File: 1420330561886.jpg (95.59 KB, 500x667, 500:667, 267466419.jpg)

>>1901
>Not raising influence with Mexico to Friendly, if not just sphereing them outright, so you can intervene in the Mexican-American war and tear the USA to shreads
ISHYGDDT

 No.1917

>>1869
Nothing I've changed.

If you want I can convert it into a country-wide event like I did with other spammy events that only target a single state.

>>1899
I'll look into it.

 No.1963

File: 1421690205211.jpg (335.4 KB, 1845x486, 205:54, 1.jpg)

Pastebin updated with latest version: http://pastebin.com/MHswMhZi

 No.1988

Rob please, change the Danubian Federation colour. Its fucking disgusting

 No.1989

>>1988
It's a disgusting nation

 No.1991

>>1989
For you

 No.1992

Is 115 compatible with the previous version's saves?

 No.1997

CSA isn't getting any dixie cores in the runup to the civil war, hence there's no ACW. I'm running Vickymod 1.15

 No.1998

>>1992
Probably not, that's what I it's 1.15 rather than 1.14e.

>>1997
I'll check this out.

 No.2000

File: 1422059867892.jpg (435.98 KB, 1280x1024, 5:4, v2_13.jpg)

>>1998
;_; /waves goodbye to my mali empire

 No.2002

>>1997
Updated with fix for CSA cores not appearing, in pastebin.

>>2000
You can try it if you want. Just can't guarantee that anything won't go weird.

 No.2003

>>2002
Thanks m8, time to go full golden circle.

 No.2024

Rob, its possible to exploit the minister decision by selecting it again when the minister event shows up, so you can have two. Can you fix this please? Thanks

 No.2030

>>2024
Yes, I'll fix that next version.

 No.2036

>capitalists spam nothing but explosives and fertilizer factories
epic, simply epic

 No.2059

New version up in pastebin.

>>2036
Yes that's fairly high on my "shit I would fix ASAP if Paradox would let me" list.

 No.2060

hello

 No.2062

>>2059
Is new version compatible with saves from 1.15h1? I just started a new game earlier today and would hate to lose that progress already.

 No.2064

>>2062
It should be. As a rule unless there is a major version change (1.15->1.16) it should be compatible. I can't guarantee 100% compatibility (say if I edit an decision that you've already taken and a later event needs it, you might not get the new event), but it shouldn't outright crash or anything.

 No.2068

Drop the 8chan pass if you want more support from /gsg/ tbh

 No.2069

>>2068
It was dropped several version ago actually, around mid December. It was there while I was banned from 4chan in order to make sure people understood where to find me.

 No.2073

Found a problem, Yemen seems to be forming almost every game for me, but their cores get all messed up. It removes all the NYE cores they own, but it keeps the NYE cores in Hodeida and Aden and Yemen doesn't even get a core in Hodeida.

 No.2074

>>2073
Also, may I suggest moving the provinces in Greenland to the American continent and lowering their liferating? Just so that Greenland gets a little bit of immigration in the event it becomes independent. And the 35 life rating provinces don't make any sense.

 No.2075

>>2073
What do you mean, Yemen starts formed.

I'll fix the cores though.

>>2074
The 35 life rating is weird but the majority of the world starting in 1836 has it even if it is nigh inhospitable. In fact the only place in America that starts less than 35 is Alaska, which is probably to avoid Russian migration. So I'm not really interested in altering it when I'd need to alter hundreds of other provinces to maintain parity, and in terms of game mechanics sub-35 areas shouldn't be colonizable in 1836.

I'll move them to America.

 No.2077

>>2075
Well, like Alaska, Siberia, and those other few inhibitaed provinces that start sub-35, I think there should be an exception for Greenland. I mean, come on, it's exceptionally inhospitable. Even today there are only like 50k inhabitants, which would mean only 12.5k pops if that was in Vic2. Not to mention that those are modern statistics, so contemporary Greenland should have next to no one living there. Certainly not 25 liferating at any rate.

 No.2081

>>2075
I just checked and Yemen does start formed, I thought it didn't. Well, nevermind that, fixing the cores should be enough in that case.

As the anon above me said, you should lower Greenland's liferating. I manually lowered it to 15 in Nuuk/Godthab and 10 in the rest of it and it's not getting any immigrants, which makes sense, but it may get a few immigrants as the game goes on.

 No.2083

>>2077
>>2081
You have to keep in mind the difference between "people want to live here" and "people can live here" though. People can live in in Greenland quite well along the coastline, they just don't want to because it's an arctic climate. OTOH people of western nations physically can't live in the Congo until the late game, since they just drop dead of disease.

 No.2118

File: 1423242074998.jpg (261.7 KB, 1838x483, 1838:483, 116.jpg)

Pastebin updated with latest version.

 No.2121

Bug Report:

With the new event that lets Ottos retake Greece, if they take part of Greece (say, Attica), then at the Eastern Question series of events, Greece will get Thessalia, but still lack Attica. You might make it so that if Greece exists, and the Ottomans own Attica, they get Attica back, and if Greece exists, and the Ottomans own the lower province of Greece (can't remember the name), they get that back too.

 No.2122

Pastebin updated with hotfix for China's repeating event spam.

>>2121
I'll look into this.

 No.2123

So what the hell does the map mods folder do?

 No.2124

>>2123
Load it with vickymod and see

 No.2126

Minor suggestion:

I know Carlist Spain has the decisions to get cores on Sardinia, Sicily, Naples, and the Low Countries. But what about that little bit of French Catalonia? Seems like Spain should be able to get a core on that.

 No.2127

>>2126

Oh, one more small suggestion:

Persia/Iran ruled the island of Bahrain from 1602 until about 1800. The decision to get cores on the old Safavid lands (the one that gives cores on Azerbaijan, Basra, and Baluchistan, should really give a core on Bahrain, too.

 No.2128

>>2126
Yeah, if anything that should be a core Spain gets automatically, given that it is almost 70% their accepted pops. I'll have to think of under what circumstances to give it since Spain fighting France is basically suicide and I don't want the AI to suicide.

>>2127
k

 No.2129

File: 1423341922569.jpg (90.4 KB, 807x315, 269:105, HPM defence force.jpg)

top lel

If you criticize HPM you get banned for criticizing a mod. HPM confirmed for janitor.

 No.2130

File: 1423343762511.png (43.92 KB, 197x168, 197:168, 1415497548081.png)

>>2129
>complaining about halfchan is b&hammer worthy

 No.2131

>>2128

Just make it like how they get a core on Gibraltar with a decision once they have Nationalism and Imperialism.

 No.2132

>>2131

Oh, but if you do that, make sure that the "Form Iberia" decision doesn't require you to have that one province.

 No.2137

>>2131
I think I'll do that with the additional stipulation that the AI won't take the decision unless it out-ranks France. Same logic I used for Ottomans vs. Russia.

>>2132
Of course.

 No.2142

>>2137
>>2132

Actually, just to add on to this, the Form Iberia decision is currently affected by the decisions giving Spain cores on Sardinia, Sicily, Naples, Malta, and the Low Countries. I'm currently at a point in the game where I can't form Iberia because I don't own Malta.

 No.2143

>>2142
That's fixed in the latest version that doesn't give the cores, only a CB.

 No.2144

How often do you guys play MP? I wanted to get into it, but I have shit internet connection because I live in a 3rd world shithole.

You guys play at speed 2 or 3?

 No.2147

>>2144
This isn't a MP thread, if you want a game you'll probably have better luck asking on 4chan.

 No.2148

>>2147

You're kidding, right? Those autists back there will go crazy just by mentioning MP.

 No.2149

>>2148
There is a mp steam group.
You can join them/

 No.2150

>>2144
>>2147
>>2148
>>2149
We could start a game here and spam it on 4chan whenever we start hosting.
It worked pretty well last time.

 No.2152

>>2149
>joining the memebloc shitters
>>2150
And invite Kojak and the rest of them to shit up the game and make it one huge hugbox, again? Why would you want to do that?

 No.2153

>>2152
Would you rather have a 3 person game?

 No.2154

>>2153
If it means no memebloc shitters, then yes, I'd rather have a 3 person game. We could always post on /v/ too, don't forget that.

 No.2155

>gsg/mp
>memebloc
lmao
Even Rob play with them sometimes.

 No.2156

File: 1423626298868.jpg (984.04 KB, 5616x2160, 13:5, V2_MAP_KOR_1898.1.23_1.jpg)

Rate my map at 1898. Played as Korea. Fought my way out of being a vassal to remain alive this long.

 No.2157

File: 1423686956470.gif (272.26 KB, 250x250, 1:1, 254490507.gif)

>>2156
>that germany

 No.2164

Been out of the loop for like a calendar year. If this is Robmod, what happened to vickymodguy?

 No.2167

>>2164
vickymodguy is helping liangmodguy with his mod, last I heard.

 No.2173

>>2167

He is, but I'm not actively modding at the moment. Vickymodguy still posts here, though.

 No.2182

Why does the USA never want to colonise Colorado?

 No.2184

File: 1423929420147.jpg (697.27 KB, 1920x1080, 16:9, v2_53.jpg)

Why is Germany so fuckin OP? Their total number of troops after mobilising is higher than mine. I'm fucking Russia and can't even summon as many people as fucking Germany.

 No.2185

Is it intentional that Russia owns Aland? It always becomes majority Russian rather quickly. Is it an oversight? Because it seems like it is.

 No.2189

>>2184
>not keeping your army at full strength at all times
>falling behind on essential military tech
You've brought this upon yourself

 No.2190

>>2189
>keeping up with military tech
>as Russia
To be fair, I have no idea how to be git gud with Russia, I've never really played as Russia.

 No.2191

File: 1423961214804.jpg (377.38 KB, 1600x900, 16:9, 42960_screenshots_2015-02-….jpg)

>>2164
I got a full time job with way too many hours to really devote significant time to modding.
I am working on something on the side though.

 No.2192

Is it worth playing as China in the latest Robmod? I've done all I can with all other 'interesting' nations and wish to try my hand at China, but I've heard it's a real bore westernising so slowly and then things are so shit when the Warlord Era arrives.

 No.2193

>>2182
Never? It should eventually.

>>2184
That's a pretty high number for Germany, if you let them form completely un-hindered then you should expect it to be a very difficult opponent. Yes, Germany is pretty tough thanks to all of those pops of accepted culture in core lands with high literacy. FWIW I already nerfed the Germany-specific Prussian General Staff bonus from 2% mobilization to 1% mobilization and give it a supply penalty rather than a supply buff. Other than that its simply game mechanics at work.

If you stayed on-time with tech you should have a mobilization pool of around 350-450 at least, and had you encouraged soldiers a bit more and built all available regiments you should have 200-250 standing army. You aren't doing too bad on Literacy, but on Military tech you really need to keep up at least in Artillery and Tactics or bad things happen.

>>2185
It's historical that they own it. As to it becoming Russia, it's mostly just how the game works. Since the internal pop migration is essentially random, regions with very small numbers of pops get too many immigrants that overwhelm the local population, and if militancy gets high the Swedish pops start to migrate away. I'll take away the core (Russia only gained the islands very recently, too recently to gain a core in EU terms), but that will only delay the inevitable a bit.

>>2191
What's this? Looks a lot like Napoleon's Legacy.

>>2192
TBH it's never really worth playing a full game as China unless you like being invincible once you westernize and unify after the warlord era. The Taiping Rebellion and Warlord Era are the only things interesting about China to play.

 No.2194

>>2193
That is indeed Napoopen's Legacy.

 No.2195

File: 1423965742936.png (62.21 KB, 500x306, 250:153, 1422215424151.png)

>>2193
>regions with very small numbers of pops get too many immigrants that overwhelm the local population, and if militancy gets high the Swedish pops start to migrate away.
>Paradox perfectly recreating modern immmigration
ayy

 No.2196

>>2195
The irony. Swedes actually made immigration pretty accurate in their game.

 No.2199

File: 1423984371555.jpg (54.34 KB, 475x360, 95:72, 1254172884282.jpg)

>>2191
>Napoleon's Legacy is being worked on
>MFW

 No.2200

File: 1424015922634.jpg (687.27 KB, 1920x1080, 16:9, v2_54.jpg)

ROOOBBBB, ye crazy cucumber

 No.2201

>>2200
heh heh heh.

Did Holstein somehow add Place in the Sun CB during the Schleswig War? That'd be pretty hard since they'd have to win it on their own without Germany intervening.

Guess that's an unintentional but hilarious side effect of the continent change.

 No.2202

File: 1424017718084.jpg (605.03 KB, 1920x1080, 16:9, v2_55.jpg)

>>2201
Seems like it. Meanwhile, I took Kashmir lmao. Will be releasing it whenever I need to lose some infamy - I blob but not *that* hard.

 No.2317

File: 1424217402389.jpg (249.63 KB, 1840x448, 115:28, 116b.jpg)

Any last-minute bug reports or requested additions for next vickymod version?

 No.2323

File: 1424249878659.jpg (370.2 KB, 1600x900, 16:9, 42960_screenshots_2015-02-….jpg)

>>2199
>>2193
I'm rebuilding it from the ground up, me and poops had a lot of problems with standing bugs that never got fixed because we had no idea what we were doing at the time.

I'm going to start with NNM, strip events down so that it makes sense for Napoleon's Legacy and add things in from original Napoleon's legacy and any other mod that would improve the gameplay from there.

Rewriting some of the lore too with the help of a mate to try and make things a bit more plausible.

>>2317
I don't really think Spain needs a decision for Perpignan considering they can get it via great wars as it is, although that is pretty opaque to anybody who doesn't know the code so I guess it does make sense.

 No.2324

Does this require both DLCs? I only have AHD, and the only download of HOD I have is some shitty portable version that can't accept mods.

 No.2361

>>2324
Yes.

Should install right to your /mod/ folder. What do you mean "can't accept mods"?

 No.2362

>>2317
The minister exploit is still there in MP, you can select all if you want to

 No.2366


 No.2409

>>2323
I assume you haven't finished Europe yet. Is Poland/PLC going to own Posen? What about Bavarian Tyrol? And what is going on in Portugal?

 No.2412

>>2409
Europe is done.
We've changed the lore around, to gain a lasting peace Napoleon gave back those lands to their respective owners.
The only thing I'm really debating in Europe is adding in Salzburg.

 No.2413

>>2409
Also gets are some details on why Portugal got fucked. http://en.m.wikipedia.org/wiki/Treaty_of_Fontainebleau_%281807%29

 No.2517

>>2366
Now I randomly have 2 or 3 ministers sometimes

 No.2533

Is it worth playing as any of the Japanese minors (ie. not Shogunate or Imperial)? Do you have an option not to get automatically annexed following the Boshin War?

 No.2576

>>2533
I'm pretty sure I've seen AI minors (with Empire as a puppet) start the Boshin War

 No.2603

To whoever is currently working on Napoleon's Legacy, is there any ideas to give Napoleonic Spain any more entertaining events and flavor? It's a nation I've enjoyed playing in the past and I think they could be used to add a lot more interesting Napoleon shit.

Heck, I was thinking maybe possibly giving them events to even unite as a sort of Napoleonic Iberia should you do so good as them.

 No.2619

>>2603
Napoleonic Spain is an interesting kettle of fish but I could see a chance for uniting Iberia given Spain already had has one of the artificial Portuguese states, Algarves, as a puppet to start with.
If they could puppet or sphere the others I could see some kind of political and economic union like kalmar coming into place before a propper union.

They're done differently than in the old version so there is just one Spanish crown instead of the mainland and the colonies So they still have the Philippines but the USA has seized Cuba.

I'm not sure how to model them internally though, I guess it depends on who has the crown.

 No.2621

>>2619
The idea of doing a sort of kalmar deal before true unification works for me. Since it does sorta make sense.

Though are you saying that you've done away with the two crown systems? Damn, that was actually something I really enjoyed about Napoleonic Spain in old versions was the idea of getting to play a sort of pretender state.

Heck, I had ideas for decisions and event lines that would help you to sorta legitimize the Bonaparte hold on Spain, and then possibly a French handover of Catalonia in exchange for continued strong relations, most likely post-unification of Iberia there. Even an event during the French Civil War for Napoleonic Spain to either join in to preserve the current status quo, or pretty much fuck off for a prestige hit.

There's actually quite a few ideas I could think of if I really got to thinking about it.

 No.2622

>>2621
You can do it with Portugal, the monarchy fled to Brazil.

That said the monarchy in Spain will still lack legitimacy so there is still room for events with that.

 No.2623

>>2622
So is Reino Unido still around?

I actually like the idea of fleshing out the idea of the conflicts between the Bourbons and Bonaparte for control of the Spanish homeland.

I'd actually like to hear more about some of the changes you're implementing in general. Napoleon's Legacy is honestly probably my favorite mod for Victoria 2 and I'd actually enjoy giving some feedback regarding what paths you're planning on taking.

I'm not exactly a really fantastic idea man, but sometimes I get impulsive and can get some pretty interesting ideas as long as I can write them down quickly.

 No.2625

File: 1425452519427-0.jpg (339.48 KB, 1600x900, 16:9, 42960_screenshots_2015-02-….jpg)

File: 1425452519427-1.jpg (296.03 KB, 1600x900, 16:9, 42960_screenshots_2015-02-….jpg)

File: 1425452519427-2.jpg (377.43 KB, 1600x900, 16:9, 42960_screenshots_2015-02-….jpg)

File: 1425452519427-3.jpg (373.31 KB, 1600x900, 16:9, 42960_screenshots_2015-02-….jpg)

File: 1425452519427-4.jpg (310.46 KB, 1600x900, 16:9, 42960_screenshots_2015-02-….jpg)

>>2623
No, the Portuguese monarchy is in exile in Brazil while Portugal itself is divided into puppet states.

Generally the big change is that after Poops died there was another large war and the peace makers pushed for a deal that the kings of Europe would be more inclined to accept.

 No.2626

>>2625
I see. So you're really taking a lot more creative liberties to expand upon stuff. I can't really complain since I really wanted someone to continue working on Frankwenk.

Is the whole British Union vs. British Empire subplot taken out? because it appears that way

 No.2627

>>2626
Yep, I discussed it with a couple of other history nerds and we decided that it wouldn't really happen so now I'm working on another way to try and deal with the monarchy being ousted.

 No.2628

>>2627
Hmm. To be entirely honest, suddenly seeing these screenshots and seeing all these changes that's being made is making my interest wane a bit.

I thought an update to Napoleon's Legacy would be more along the lines of like, integrating NNM/Robmod decisions and flavor, creating more flavor for the unique nations, fleshing out more epic events like the Union/Empire War, French Civil War, etc.

I mean, it's up to you in the end since you're the only person who had the nads to try and continue the mod idea, and I respect that.

At the very least, you should give it a slightly different name to differentiate from Frankwenk, since it would probably surprise a lot of people to update to a new version and see EVERYTHING different.

 No.2631

>>2625
>>2628

What made Poopmod so interesting was the new scenario. Especially with exiles and the companies. This looks pretty meh.

 No.2632

>>2628
>>2631
Most of the exile/company wasn't even historically plausible, the Indian stuff in particular was retarded and even poops has admitted as much.

Half the purpose of the rebuild is to try and remove some of that more retarded and ahistorical stuff and try and replace it with more interesting and plausible stuff while importing NNM and vickymod stuff.
For example New England is planned to have both a war chain and a diplomatic chain to try and unite with the USA or to just take the northern free states and leave the slave states with their own problems.

 No.2634

>>2632

Unfortunately it created very interesting scenarios. Looking forward for your version now though.

 No.2635

>>2632
Well I still like what you're doing. Though I have a couple requests.

1. Remove some of the African minors. Pls. Ethiopia, and like Nigeria is totally fine with me. But I'm really not that into going full Ooga Booga. Even go and take the current group from Robmod if you're interested. He has a good amount, but not to the point where it's too much.

2. I would prefer to have the two Spain deal. I recommend giving Cuba back to normal Spain, but labeling them as "Bourbon Spain" and placing "Bonaparte Spain" or "Napoleonic Spain" in Spain much like during the Peninsular War. It's just something I feel could be a very fun game, between the old Spanish monarchy stuck in their old colonies and the pretenders in Europe. Heck, you could give the Bourbons some extra buffs to actually give them a chance.

Really, other than those, it works out for me thus far.

 No.2640

>>2517
geh, OK, think I've fixed it completely for next version.

Damn MP handling things differently. I suspect there are tons of events that you could mess up like this by keeping the event on-screen until another event that should be mutually exlusive happens. You just don't see it often due to them having longer MTTHs.

>>2628
I kind of have to agree with this. I liked the crazy shit. Just because some things felt to be very unlikely misses the point, because the mod was meant to be a fantasy as a whole.

IMO remove something if you really are against it, but you need to come up with something equally compelling and different from history to replace it. As it is America and India look more like V2: slightly different borders edition.

>>2635
Definitely agree against the Africa bloat. East and West Africa have enough to do and relevance to exist, Central Africa is just there to ensure that the colonial borders end up twisted and disgusting.

 No.2645

>>2635
I'll probably cut down on African nations but I want to try and establish a what requirements establish what does and doesn't make it into the mod so I've basically put it in hold for now.
As for the two Spains I'm not sure if it will add to anything since one would start as an untouchable French puppet and would remain so for over half the game. I think it would be more interesting to have Spain after it breaks free try to retake Cuba and have to deal with rebellions in the Philippines.
I'll do some thinking in it.

>>2640
With a point of divergence 20 years before the start of the game places like Africa, Asia and the Americas aren't going to be too different.
However I'm looking into some filibustering history and I think the southern states with much more power note that new England had seceded would encourage it a lot more so that should help shake up the Americas in the mid game.

 No.2646

>>2640
Oh hello Rob. Always nice to have your input. Any plans for next version of Vickymod you have going?

>>2645
Well alright. Just lessening the amount of African minors is a big help to myself personally given I don't exactly have a good computer for vidya gaems.

As for the whole puppeted Spain, it doesn't exactly "have" to happen like that. They could just be really close allies, Napoleonic Spain and France. Also NSA would be a sphereling.

But you know there's no real timeframe for releasing the mod anyway, and I usually check this place a couple times a day to see if there's anything new. So if you want extra input on things, I'd be willing to offer it.

 No.2648

>>2646
I'll probably be able to cut a lot of nations with the way the rework is looking right now so the game should run a lot better.

I'll probably make a dedicated thread for this on the weekend to avoid shitting up Rob's thread, I'll dump all the information on changes and reasons for those changes then so we'll be able to have a better discussion.

 No.2650

>>2646
>Oh hello Rob. Always nice to have your input. Any plans for next version of Vickymod you have going?

Acquire port CB for non-africans before colonization that will give a port province and sphere the african nation. Normal CBs for them blobbing into Africa early removed.
Some Japan stuff and a general look at the Asia/Oceania region to make sure AI Japan performs plausibly.
Code a bunch of rules for the spread of CSA cores before the civil war to ensure the CSA comes out looking nice.
Some changes/additions to Great War dismantling process.

That said I'm on a bit of a break, so no ETA.

 No.2657

>>2650
I found a few issues. When Hungary revolts, their capital is in Sopron, not Budapest. And if you form China as the Qing, they keep Mongol as an accepted culture.

 No.2659

>>2650
The decision to form Iberia is broken by the line about Perpignan

 No.2660

>>2657
>When Hungary revolts, their capital is in Sopron, not Budapest
Thanks, fixed.

FWIW, that's a problem with all instances where a nation is released by secede_province lines rather than release nation. It releases provinces sequentially, and they first numbered province (as seen by provid) ends up the capital. There's probably dozens of these little bugs lying around caused by lazy modders

BTW, Hungary ends up with slightly different cores and lands depending on whether you fight them, release them without war, or become them. My assumption is that Hungary should only keep Eisenstadt if released in peace (otherwise it needs to fight for the German-majority part of osterreich) and should only get cores on Croatia if the civil war happens, whether the player becomes them or not. NNModder sure did a lot of silly stuff.

>And if you form China as the Qing, they keep Mongol as an accepted culture.

They lose Mongol as an accepted culture during the Taiping Rebellion. How are you avoiding that?

>>2659
>The decision to form Iberia is broken by the line about Perpignan
Works for SPA, looks like I put the conditional one line too low in the SPC decision. Will fix, thanks.

 No.2661

>>2660
>They lose Mongol as an accepted culture during the Taiping Rebellion. How are you avoiding that?
They do? I didn't know that. I was doing an experiment and I'd formed China early. Nevermind then.

 No.2662

>>2660
>BTW, Hungary ends up with slightly different cores and lands depending on whether you fight them, release them without war, or become them. My assumption is that Hungary should only keep Eisenstadt if released in peace (otherwise it needs to fight for the German-majority part of osterreich)

That's a good idea. But make it so that they keep their core and only get it back from Austria if they win.

>and should only get cores on Croatia if the civil war happens, whether the player becomes them or not. NNModder sure did a lot of silly stuff.


Well, I think they should have cores on Croatia from the start, as they already do. If you decide to release them, they keep Croatia. You could also add event that either adds croatian as an accepted culture, or releases them as a puppet of Hungary, it would have some historical basis, but it's not entirely necesary. And even if Croatia is released and Hungary gets Fiume, they can keep it, as it was still de facto part of Hungary, even historically.

http://en.wikipedia.org/wiki/Croatian%E2%80%93Hungarian_Settlement

If Hungary revolts, they should lose their cores on Croatia, the Croatians fought on Austria's side. And they already have that irredentist decision, so they can get it back later. Speaking of that decision, it should add a core on Fiume if it doesn't already.

I'm quite familiar with the history of the area, I'm from an area that was once part of Hungary itself.

 No.2678

>>2662
>That's a good idea. But make it so that they keep their core and only get it back from Austria if they win.
Right, that's what I meant. In case of white peace it would stay with Austria.

I don't think they should lose cores on Croatia simply because they revolt. How about a Hungary that is released peacefully keeps Croatia/Fiume w/cores and gets Croatia as accepted, while a Hungary that that secedes in war will have to re-take the cores during the war like they do with Eisenstadt, and will not get Croatian as accepted? I'll add an event so that if the war ends in a white peace or Hungary loses the war that they lose their cores.

 No.2691

>>2678
Okay, that sounds good too.

 No.2693

Hey sorry for coming late to everything, but where can I get the commieguy mod? I remember it being in the older pastebin but I never got it because it was like 1gig and had no idea what the mod was about. Now I want to try it.

 No.2704

When the Ottomans gain cores on Greece, is there not meant to be an Ottoman core on Cyclades? Only Greece has a core there so when the AI annexes them they still exist on the Cyclade Islands.

 No.2714

>>2678
No way that could have happened tho. Austria directly controlled Croatia and Slavonia, and half of these areas were military frontier.

 No.2716

Also Rob, Transylvania should be a Hungarian country with north German accepted and should have it's cores restricted to the traditional boundaries of Transylvania.

The cores should be removed if Austria forms KUK although Hungary should still retain cores in that area before this.

http://en.wikipedia.org/wiki/Principality_of_Transylvania_%281711%E2%80%931867%29

 No.2735

>>2704
Yes, that's an already fixed bug in the next version.

>>2714
Well AI Austria is going to not let it happen 95% of the time.

>>2716
I think most of these are already true.

 No.2740

File: 1425766998120.jpg (156.54 KB, 1850x451, 1850:451, 116c.jpg)

Tentative list of changes for next version, tell me if you want anything added.

 No.2741

>>2740

Did you manage to fix the double minister bug?

 No.2742

>>2741
Mostly, if two pop up at the exact same time you'll still be able to pick and choose the better one though.

 No.2751

>>2742

Other thing. "Organize Indonesia" decision crashes when hovering over the button

 No.2754

>>2751
Are you using the latest version? That was a rather old bug, everything works now as far as I can tell.

Testing with : Date 1880.1.1 in console, instantresearch up to R&CR, and it does what it says.

 No.2760

>>2754

I am. Although I didn't do it while playing Netherlands (tried with Spain and Germany, after taking the dutch colonies). Still crashes. What was/is the problem? Maybe I can fix myself. I tried to but couldn't point a finger at the problem.

 No.2761

Ever thought of changing the way the canals work, so instead of a static money gain (which is pretty pitful tbh) each year, you'd have some good modifiers instead?

 No.2762

File: 1425820048029.jpg (279.69 KB, 1920x1050, 64:35, v2_47.jpg)

>>2760
Working fine for me. Make sure you are using the latest version downloaded from the pastebin, no where else.

http://pastebin.com/MHswMhZi

Also make sure to delete your cache in the mydocuments folder

>>2761
What would you propose?

 No.2764

>>2762

idk, I'm not a clever man.
Maybe tariff and imported goods efficiency or some shit.
Yearly prestige?
Also boost to RGO produced in the canal's region, or changing them to better/more viable ones

 No.2765

>>2764

And perhaps adding a high level naval base to it. Like level 5 or 6

 No.2770

Rob, was it you who removed Hakka from Taiping's accepted cultures? Why? It makes sense to have it there, considering Hong Xiuquan was a Hakka.

 No.2771

>>2770
Nope, back in.

 No.2772

Pastebin updated with latest version.

 No.2774

Can you fix the epic meme name and description for the Tibetan irredendist decision? And I'm sure a revision of what cores they actually get would be good too, considering how old that decision is.

 No.2776

>>2774
I'll add that to my list.

 No.2783

File: 1425893665831.jpg (33.65 KB, 500x500, 1:1, 1333903064453.jpg)

>>2774
>Can you fix the epic meme name and description for the Tibetan irredendist decision
Oh man, you've got to be one of the first people to bring that up. I actually just wrote that crap up because I couldn't think of anything else at the time.

 No.2785

>>2783
I'm surprised somebody has actually played as Tibet. Makes me realise there's a whole set of nations I've yet to play through.

 No.2786

>>2783
Is that you Vickymodguy? Yeah, it's pretty silly. I don't even know if Tibetan fits into the Asian stereotype of pronouncing L's as R's.

>>2785
I didn't quite play as Tibet, I just switched to them to check something.But yeah, tons of nations are very much overlooked.
>tfw no greater Sikkim decisions

 No.2794

>>2786
Yeah, I was just really lazy and nobody ever asked me to change it so I never bothered.

 No.2797

Rob, I think the Mandate of Heaven should go away if you westernize, or if you aren't a monarchy. Why would a non-monarchic China hold on to the mandate?

 No.2799

>>2797
Ideologically it's not strictly linked to a single ruler or ruling dynasty (like the European version of divine right of kings), but to the ideals of just rule. It's not so much something held on to but something that exists as a property of good government.

More practically, it's there to slightly nerf united China and lower the number of emigrants China has, but still allow a divided china to mobilize properly to retake their land during the warlord era or if someone is really blobbing into them. If you've ever watch the late game economy, China will be at #1 or #2 and every time they mobilize everyone lower ranked than them on the market immediately has 0 access to canned food and stuff.

 No.2870

When was infamy modifying import cost added? Latest patch?

 No.2873

>>2870
I think so. Sorry I'm not perfect about keeping a perfect record of changes.

Lots of mini-balance changes need testing and by the time I get around to doing test runs unless something is wrong I don't even remember exactly what was tweaked.

 No.2890

Can you make it so that the player is always the warleader?

I am sick and tired of the AI ending the wars for me in a completely retarded manner and you don't get to say anything about it or add your own wargoals because the moment the war is going well enough for you to add wargoals they end the war

 No.2893

I enabled the "remove turks" decision and after 10 years when the cooldown timer modifier expired nothing happened. I can't revoke the policy or do the removal again

What gives?

 No.2894

>>2893
Sorry, forgot that you'd want to re-use that.

You can edit the modifier out of your savegame, search for "kebabbies". Will fix for next version.

 No.2895

>>2890
Completely hardcoded, nothing I can do without the source code.

 No.2896

>>2894
How long do I have to wait for the new version?

 No.2899

>>2896
Probably about a week.

 No.2902

Have you thought about making Chinese treaty ports reduce importation costs now that infamy increases it

 No.2985

File: 1427060780668.jpg (225.77 KB, 1845x621, 205:69, 116d.jpg)

Current Changelog for next version, if you have additions you want then speak now.


>>2902
The way Treaty ports are implemented currently everything you get from the port goes strait into your economy, bypassing the importation part. So it wouldn't really be applicable.

 No.2987

>>2985

What did you do with immigration (specially colony migration) and assimilation? Why does it feel its so much bigger than vanilla? Don't you feel its too OP? And no CP for creating states out of colonies?

Also, posted in 4chan but


Is the lack of Canned Food early game intended?
If you're not top 8 (or top 16), forget about building infantry.
Also makes building factories for it profitable as fuck

 No.2992

>>2987
>What did you do with immigration (specially colony migration) and assimilation? Why does it feel its so much bigger than vanilla?
In vanilla you only got colonial migration if you had mass unemployment or militancy. This is kind of dumb that you would have to close factories and intentionally make your pops mad in order to get people in colonies, so I changed it.

The problem now is that colonial migration still is dumb and unfixable, because it doesn't depend on how many colonies you have. If France only has 1 colony in Algeria, every colonial migrant will go there, and if it controls every province in africa, it will have the same migration amount (dispersed across more states).

The only way to fix this is to turn a colony into a state before it gets infinite amount of French. So I lower the CP cost and increase the rate of pop promotion to bureaucrats in colonies to make sure this happens. Before I did this, I saw a Russian Alaska with 1.5M Russians in it because Russia never got enough CP to convert Alaska into a state and literally every pop in Russia was slowly migrating there. Once the colony gets turned into a state, this stops.

It's not a great solution, but I consider it better than needing to intentionally close factories in order to get historical levels of migration. Unfortunately the alternative is migration that often looks far too strong in some edge cases, because there's no good way to control it other than disabling it.

As for assimilation, its mostly the same as NNM, barring the remove undesirables thing which essentially forces assimilation and emigration. The change I made was for internal (non-colonial) migration to happen much faster for unemployed pops, which helps USA get more historical pop distribution and helps oversaturated China get their pops to move elsewhere in China rather than emigrate en-mass to USA. But this has a side effect where if a pop migrates outside of its the provinces which have a core of the culture, it becomes able to assimilate, so a Czech pop that migrates from Prague to Venice can assimilate to South German there. It's definitely a problem but I think of I've gotten it to the point where its not an unacceptable amount, though if you have saves where it gets out of hand then show them to me. Older versions would get pretty bad by 1930s, where if Austria wasn't dismantled they would have 50-60% South German pops.

>Is the lack of Canned Food early game intended?

>If you're not top 8 (or top 16), forget about building infantry.
>Also makes building factories for it profitable as fuck

Yeah, I went through most Europeans and added factories to states with lots of unemployed craftsmen. Starting supply/demand looks alright now.

 No.2994

>>2992

Alright. Everything sounds fair enough. Thanks for being this thorough. I really like how you focus on balance and gameplay instead of autism

Release when?

 No.2995


 No.3020

>>2985
>>2893
>>2894
You didn't fix this you fucking trustworthy commercial manager

 No.3024

>>3020
It's fixed. It might not fix in old save games. In that cause you'll have to manually edit the save game to remove the modifier and it should work from there on.

 No.3036

File: 1427282086604.jpg (698.33 KB, 1920x1080, 16:9, v2_169.jpg)

Iberia formed and later became Portugal. Why?

 No.3037

>>3036
That's because Spain somehow exists somewhere else (was released or rebels enforced demands). If Spain exists Iberia becomes Portugal (and if Portugal exists Iberia becomes Spain).

If you have a good solution to fix this problem then I'm all ears.

 No.3038

>>3037
The same thing happened to me because of an event that gave Spain a port in Morocco. It was the one in southern-ish Morocco, north of W. Sahara, El Rif I think. I don't know how it works though, I haven't checked it.

 No.3039

>>3038
If there's a rogue event still giving Spain shit when it doesn't exist, that's a problem. I put that on my list of things to check for.

 No.3076

File: 1427589539587.png (107.64 KB, 365x310, 73:62, HfVBfy8.png)

I made a bunch of rebel icons for my minimod, you guys can use them if you want. I really dislike the anarchist icon being used for everything

http://forum.paradoxplaza.com/forum/showthread.php?729421-Minimod-Faulty-s-Fixes-for-PoD

 No.3085

File: 1427729770703.png (7.19 KB, 220x20, 11:1, politics_rebel_strip.png)


 No.3103

Some thoughts from long time player:

Russia is still VERY powerful post-dismantle, and even if beaten in the game. I think this is due to the amount of land left without countries to balkanize it, possibly you could throw in novgorod/moscovy. I know It's a long time past but still, It's so much land.

Rhodesia can't be made by non-british, once again ridiculous that it would exist without britons but It's annoying to see a primal african nation among many modern-formed nations.

Aceh the eyesore; whenever the UK loses them out of their sphere the dutch jump on it, but it is so rare that I've taken to just removing them. Perhaps there should be some invent of the dutch removing them from premises? I don't know the history, but god I hate Aceh.

Malta is boring. In every mod I know you can do some stuff with malta, but not with this one, I know KOJ is a stretch but vickymod is known for its gameplay over historical for the most part, and I think it could do with such a possibility.

Crises; I know that great powers stick to their regions, but would it be possible for USA(or any American GP) to be more aggressive in the world? I know it was isolationist, but it didn't get the phillipines by being a neutral nation. It's really boring as it is, never does anything but the ACW and occasional invasion of Canada. I know HPM for example has events for the Spanish American War, maybe you could work on your own.

Peru-Bolivia and FRCA breaking up need work, AI isn't very good and I think most people would prefer if those states succeeded more than they do, or maybe I'm wrong (we are dealing with autists here after all). Not to mention the events are wonky in general.

Mexico. I'm a ricky veteran, and in that game (and much like RL) their situation was a MUCH bigger deal in that. I think number one it should receive more international interest, and number two be moreso balkanized if it has turmoil, similar to the USA if it goes crazy. Add in more states for total breakdown, even.

Dismantling needs work, I see you are working on it lately, but the fact that nations get random one province spots in a state sometimes? It's absolutely haraam. If you could fix this in any way it'd be way better, It's just gross. Maybe even give it to the native nations nearby if you can't find a valid GP.

It's also very hard to take the capital of a nation, in EU3 etc if a capital province is surrounded it can be taken, but in vicky it can't. I suppose the work around would be to make the capital go elsewhere if it is surrounded, not sure how you could do it, but if you could figure it out major points robbro.

Early prestige values somewhat decide the game, I think prestige in the early game should be decreased to allow for more interesting gameplay. Spain, Sweden, Ottomans struggle to maintain their possibility for great power yet obviously every single one of them played a big part in our collective histories. I've played a lot of games, they don't do that great.

Unification removing cores from premises, It might be hard coded, but I think some of the major states should remain when things unify as cores, maybe not forever but like France has an event that gets rid of them later in the game, maybe put an event that removes them in X years.

African jihad, I don't understand why it only stops at some certain amount of countries. In fact I think holy war should remain an omnipresent casus belli for muslim nations in general, after all even in 2015 a state such as ISIS can pop up and be like lol gonna conquer ur shit for allah.

Lastly, there's a lot of cool random nations in your mod such as Lusatia, the Aztec nation, Gauchos, Banat, etc. I think some of these could use some revamping, they're quite fun but lack a goal, since they are ridiculous already might as well let them go the extra mile and make crazy claims and formations. You could even go full kaiserreich tier and make one for sternburg's mongolia.

In any case, I think there is a great attention to detail to this mod and so much potential even still with such a great product already. I commend you on your great work, Rob, and if I had anything to wrap up this tl;dr post It's that the bigger nations without greater balkanizing potential could use some. Russia, Brazil, USA(I know it has some, but it is rare), France(Normandy could be implemented; It's strong even broken), etc.

Once again, thanks for your great work and I hope you take these thoughts into consideration.

 No.3104

>>3103
one last thing, Finland stays with russia for pretty much the whole game, maybe you could make so if Sweden goes to war with Russia it can take land from Finland for itself or Russia to annex it and Sweden can then take it from Russia themselves. That always annoyed me how Finland was permanently Russia's bitch. (also it has no tech, the last time I played it)

 No.3105

File: 1427915591907.jpg (170.21 KB, 922x918, 461:459, 1412358597490.jpg)


 No.3120

The province of Osorno in Araucania should be a part of Chile in 1836

http://en.wikipedia.org/wiki/History_of_Chilo%C3%A9

 No.3126

Hey Rob, didn't you add an Organize Siberia decision at some point? I can't find it, seems to be missing.

 No.3158

I had an excellent idea for a feature to add but forgot what it was. Damn.

There is a bug I found Rob: if Heavenly Kingdom wins the Taiping Rebellion, the event which pops up saying "woo, we won" etc takes away 25000 research points rather than gives 25000 research points. What occurs then is that TPG is in the heavy negative numbers for research with two decades of waiting until it can reach a new reform.

 No.3164

File: 1428649488749.gif (8.66 KB, 363x323, 363:323, darkages.gif)

>>3158
Working as designed, that's 2000 years of Christian anti-rationalism catching up with you in one dose.

 No.3171

>>3164
I can’t tell if this is parody or true mental illness, so good job.

 No.3183

>>3164
>implying the Dark Ages weren't caused by Islam and the Black Plague and not so much Christianity

 No.3184

>>3164

I've always liked the way this idea places the burden of proof on the people who don't agree with it, it's a brilliant rhetorical ploy. If I were to argue against this, I'd have to sum up all the wonderfull things invented in Europe during the middle ages (for which I'm too lazy). This idea of medieval Europe being a period of decline is engrained in the common perception since at least the 1800's. Such a shame, really.

Also, just in case:
>nice bait

 No.3186

>>3171
>>3183
>>3184
>Not having seen this by now
Come on guys, this was the original bait. It was bait years before bait was cool.

 No.3188

>>3164
This might work for the people who don't know shit about history.

This is not a place where such people hang out.

 No.3193

>>3164

>Larger scientific advancement in roman ages than in medieval

Top heh

 No.3202

>>3164
>bullshit, the comment

 No.3209

File: 1428963565558.jpg (66.55 KB, 550x735, 110:147, 1427812168954.jpg)


 No.3215

Hey, modguy - how is Italian unification supposed to work? I start as S-P, and there's two identical events - Garibaldi's and that other, more generic, "Let's spawn young italy rebels". I managed to grab Lombardia from Austria, clicked the Garibaldi event, which, supposedly, spawns tons of rebels around South Italy, but….nothing whatsoever happened. Am I supposed to be a great power before I do that? Or what the hell? And what's the difference between those events. There's nothing about this in the changelog as well…(and I've restared quite a few times, because the other countries managed to get their unification thing before I did, due to AI being superfast event clicker)

 No.3216

So, I checked. For some reason, there are no autorevolts with militancy 10, although there should be…

 No.3217

Also, when the Garibaldi rebels start forming, the AI jut passes a reform, and they all dissapear…

 No.3229

Sorry for not responding, went on vacation.

>>3076
Thanks

>>3103
>Russia is still VERY powerful post-dismantle, and even if beaten in the game. I think this is due to the amount of land left without countries to balkanize it, possibly you could throw in novgorod/moscovy. I know It's a long time past but still, It's so much land.

Manually firing the dismantle events in 1836 for these countries gives me this many pops left:

UK: 5M
France: 5.25M
Russia: 8M
Germany (if united): 6.7M

Which doesn't seem too unfair. Most nations should still be a decent power after being dismantled, except for a dismantled Austria and Ottomans because they historically were torn down to nothing. Keep in mind that the German dismantling is set up to be historical, and the other nations are intended to be left with a similar amount and a similar potential for recovery as Germany had.

>Aceh the eyesore; whenever the UK loses them out of their sphere the dutch jump on it, but it is so rare that I've taken to just removing them. Perhaps there should be some invent of the dutch removing them from premises? I don't know the history, but god I hate Aceh.

The Gold Coast event chain takes them out of the sphere, I'll try to make sure it happens more often.

>Malta is boring. In every mod I know you can do some stuff with malta, but not with this one, I know KOJ is a stretch but vickymod is known for its gameplay over historical for the most part, and I think it could do with such a possibility.

What other mod lets you do stuff with Malta? KoJ is too much of a stretch, sorry.

>Crises; I know that great powers stick to their regions, but would it be possible for USA(or any American GP) to be more aggressive in the world? I know it was isolationist, but it didn't get the phillipines by being a neutral nation. It's really boring as it is, never does anything but the ACW and occasional invasion of Canada. I know HPM for example has events for the Spanish American War, maybe you could work on your own.

Nothing to really make the US do things in crises, that's AI I can't touch. There is a spanish american war chain, AFAIK it's the same in all mods.

>Peru-Bolivia and FRCA breaking up need work, AI isn't very good and I think most people would prefer if those states succeeded more than they do, or maybe I'm wrong (we are dealing with autists here after all). Not to mention the events are wonky in general.

I've seen FRCA succeed a bit with AI, Peru-Bolivia is basically screwed though. I'll see what I can do.

>Mexico. I'm a ricky veteran, and in that game (and much like RL) their situation was a MUCH bigger deal in that. I think number one it should receive more international interest, and number two be moreso balkanized if it has turmoil, similar to the USA if it goes crazy. Add in more states for total breakdown, even.

There's already the Rio Grande and Yucatan rebellions. What more would you suggest? Not every nation can spontaneously combust under rebels like the USA (which is a special case for the most part).

 No.3230

(cont)

>Dismantling needs work, I see you are working on it lately, but the fact that nations get random one province spots in a state sometimes? It's absolutely haraam. If you could fix this in any way it'd be way better, It's just gross. Maybe even give it to the native nations nearby if you can't find a valid GP.

The code is very, very messy and its hard to get something that can work for every conceivable situation. And due to how the triggers work AFAIK it's impossible to give out provinces by adjacency like that.

>It's also very hard to take the capital of a nation, in EU3 etc if a capital province is surrounded it can be taken, but in vicky it can't. I suppose the work around would be to make the capital go elsewhere if it is surrounded, not sure how you could do it, but if you could figure it out major points robbro.

It's actually very easy to do, just edit cb_types and remove the capital restriction. If you annex the capital it automatically goes to the lowest id province (as seen in provid).

Problem is if you allow it it can mess with events and stuff that assume that the capital hasn't been moved. Also opens the game up to lots of silly cheesy. Imagine forcing Brazil to move their capital to Africa, which the game then takes to consider Brazil as an African nation, meaning they get full annexed during the scramble. Or literally any nation moving their capital to America and getting huge immigration bonuses.

>Early prestige values somewhat decide the game, I think prestige in the early game should be decreased to allow for more interesting gameplay. Spain, Sweden, Ottomans struggle to maintain their possibility for great power yet obviously every single one of them played a big part in our collective histories. I've played a lot of games, they don't do that great.

I've seen Spain and Ottomans stay a GP for a long time. Ottomans in particular will almost certainly stay a GP if they do well in the Oriental Crisis and don't need help from other GPs, getting lots of pops and gaining prestige rather than losing it. Sweden is mostly a lost cause, there's basically no way to help the AI stay relevant with them, let alone become a GP and form Scandinavia.

What exactly would you seek to accomplish by lowering prestige, and what are you looking to lower it from (random events, scripted events, tech, tech bonuses)? There's always 8 GP slots, if one of them is falling then its because another nation is getting ahead. In most cases more prestige helps these nations, because the other nations getting ahead are doing so by industrialization (belgium/netherlands) rather than by prestige.

>Unification removing cores from premises, It might be hard coded, but I think some of the major states should remain when things unify as cores, maybe not forever but like France has an event that gets rid of them later in the game, maybe put an event that removes them in X years.

Not at all hardcoded. AFAIK they are there simply because Italy and Germany have never really had any chance of "going back" to their un-unified form.

>African jihad, I don't understand why it only stops at some certain amount of countries. In fact I think holy war should remain an omnipresent casus belli for muslim nations in general, after all even in 2015 a state such as ISIS can pop up and be like lol gonna conquer ur shit for allah.

Jihad doesn't just mean holy war, especially since in this case it's a war against other muslims. It's basically a unification CB to encourage the AI to try and form Toucouleur/Mali. If a muslim state wants to just conquer something, that's what acquire state is for.

 No.3231

>Lastly, there's a lot of cool random nations in your mod such as Lusatia, the Aztec nation, Gauchos, Banat, etc. I think some of these could use some revamping, they're quite fun but lack a goal, since they are ridiculous already might as well let them go the extra mile and make crazy claims and formations. You could even go full kaiserreich tier and make one for sternburg's mongolia.
Someone else can do this if they want to, but I'm not too keen on it. Unlike Kaiserreich/HoI small nations are basically boned in V2 and would need legions more positive railroading to accomplish anything like that.

>In any case, I think there is a great attention to detail to this mod and so much potential even still with such a great product already. I commend you on your great work, Rob, and if I had anything to wrap up this tl;dr post It's that the bigger nations without greater balkanizing potential could use some. Russia, Brazil, USA(I know it has some, but it is rare), France(Normandy could be implemented; It's strong even broken), etc.

FWIW I was considering added a second tier of dismantling that would be much more severe (think WW2 Germany)

>>3104
The generic event for a puppet to change allegiance mid-war if it is occupied exists. The trouble is that it requires the occupier to be a GP. I'll add a special exception for Sweden so that it can happen even if they aren't a GP. The Finn tech issue was fixed a few versions ago.

>>3120
Fixed

>>3126
I've not added one.

>>3158
That's kind of the point, since the civil war is supposed to set China back decades rather than give them tons of RP through the RP-from-conquest bonus.

>>3215
>>3216
>>3217
Normal Italian call to unification unlocks with N&I. S-P has an alternate decision if they acquire Lombardia before that. It's all intentional, you can only choose one of them.

There are no autorevolts at 10 militancy, despite what certain code comments suggest. Not sure if it was different in earlier versions of V2 or if its a wild rumor, but it doesn't exist in HoD. Rebels compare their strength to your army strength, subject to a bunch of modifiers, to decide when to rise up. AI passing a reform to lose militancy is, of course, the proper move for them. What I'll do it give a persistent militancy increase the stays for a year or so, rather than a one-time thing that they can sidestep.

 No.3239

>>3231
Thanks. I modded in a modifier that gives them +10 Pop Militancy modifier for a year now. Haha, let them refuse me now, the shitheads.

 No.3240

>>3239
Aaand nope. My modifier show up in the event description, localisation and all, but has no effect, they just pass more reforms. Goddamnit. I'm listening to the italian unification podcast now, wanted to do that nice and historical. So…which event does that in vanilla?

 No.3241

>>3240
So, I read the original PoP demand mod and stuff…basically, the rebels are supposed to jut be enabled, and you're supposed to wait until they get militancy through other means. What I would like to say, though, is that the Cavour's Diplomacy decision needs to be scaled back to state & government tech, instead of nationalism & imperialism, as it's useless now. AI S-P will never use it, as they'll always choose the italian rebel spawn decision over it (tested) which disables the cavour's diplomacy one. And even players will have a hard time using it, provided they get N&I first, as it drags them into a war, and while they're figthing, someone else uses the call for italian unity event, and the whole reason of why to go to war becomes useless.

 No.3242

>>3240
Are you sure your modifier is working properly to raise their militancy? There is a limit to how fast they can pass reforms, any decent amount of constant militancy increase should overwhelm that. Try tag switching to them and checking their modifiers.

>>3241
How about moving the Call to Union decision forward to 1860, since it's intended as the ahistorical variant, while the Pact of Plombieres and Expedition of the Thousand are unlocked by 1850?

 No.3243

How do you feel about changing immigration stuff? I feel the bias towards continents is silly. It should be based on life rating and the government of the nation itself, not be overridden by silly AMERICA IS THE BEST migration programming. Just asking, if you've already changed this I'd love you more.

 No.3244

>>3242
I haven't messed with Vicky 2, only EU4, so maybe I did something wrong. I added they should get global pop militancy +10 for a year. Like I said, it shows up when I hover the mouse on decision effects, but when I tag switched, I saw no such thing in modifiers. Also, yeah, moving CtO to 1860, while the others are 1850 seems like a nice idea.

 No.3245

>>3244
Also, one year is too little, extended the period for 3 years, gonna see what happens.

 No.3262

>>2361

As in doesn't detect them if I do put them into ~/Documents/Pdox Interactive/Victoria 2/mod.


 No.3264

>>3262

Installs in the folder your copy of V2 is in, not the my documents folder, which is strictly for savegames and screenshots.


 No.3272

Hey Rob, chinese events for panthay/dungan rebellion need to be fixed, the global flag never get removed and the events if Yunnan/Kashgaria wins dont have fire_only_once either so they are showered with prestige if they get free later


 No.3288

>>3243

I second this.


 No.3291

>>3272

Noted. Should be fire_only_once = yes

>>3288

>>3243

Allowing migration to non-american/oceania provinces can lead to massive slowdown due to the amount of extra pops it creates, potentially making the game unplayable, so the continent bonus needs to stay.

I'll knock down the USA-specific boosts a notch though.


 No.3298

Yunnan keeps geting Panthay rebellion won event that gives 10 prestige seemingly forever when you win war of independence.


 No.3299

>>3298

Tested it, it lets them grow into great power should they civilize in five years.


 No.3357

Here's a thing

So Britian declares war on Beyang China and then somehow it stops existing and then forever there is the "Concession of Qing Canton" in the war screen and it bugs


 No.3358

>>3357

I've heard of this before, but I've never been able to duplicate it. If anyone can give me reproducible circumstances in which it occurs I'll look in to it, but I think its due to a borked installation.


 No.3361

Please tell me you accidentally took siege ability off artillery. That is the absolute worst design decision ever made, there is now literally no use for artillery over engineers.


 No.3362

>>3361

Note: even HPMcuck made this change as well, so I can't help but think someone is trying to outdo someone here, but fucking stop. That's fucking retarded. Change it back to how it used to be.

If you guys changed artillery to not have siege ability to compete with one another's changes, you're both fucking retards and I'll start my own branch without retarded tit-for-tat changes.


 No.3364

>>3209

Blow your brains out.


 No.3365

>>3361

>>3362

Artillery are way, way better for combat due to having higher support %. Artillery not having Siege is part of vanilla.


 No.3373

>>3365

It was changed before, now it's lolsiegeability on horsemen instead of artillery and engineers like it used to be. It was different before, and made sense.

Give engineers some siege and artillery more at the start because they're fucking artillery, engineers should get upgrades over time with tech to their siege as they do, but not start out OBJECTIVELY better than artillery then become even better over time.

Either increase the tech bonuses to artillery or get rid of artillery entirely, as it has no use in comparison to half-tech engineers.

There is no reason to build artillery in the current game with the state of the unit stats. Balance is just fucking gone lately, and I don't know who's trying to outdo who in this little game.


 No.3374

>>3373

>It was changed before, now it's lolsiegeability on horsemen instead of artillery and engineers like it used to be. It was different before, and made sense.

I don't know about previous expansions, but siege in HoD has always been for engineers, not artillery. The minor siege amount on cuirassiers and dragoons are strictly balance and to make them slightly less shit.

>Give engineers some siege and artillery more at the start because they're fucking artillery, engineers should get upgrades over time with tech to their siege as they do, but not start out OBJECTIVELY better than artillery then become even better over time.

>Either increase the tech bonuses to artillery or get rid of artillery entirely, as it has no use in comparison to half-tech engineers.

>There is no reason to build artillery in the current game with the state of the unit stats. Balance is just fucking gone lately, and I don't know who's trying to outdo who in this little game.

You clearly don't understand how the combat system works. Engineers are no way near as good as artillery. Support % is what matters in battle, siege does nothing except help negate forts, and you only need 10% of your army to be siege to get the effect. Hence the 4inf/4art/1hus/1eng combo most use, with inf holding the line, art doing the damage, hussars reducing dug in/speeding occupation, and eng lowering fort bonuses. If Artillery had siege ability there would be no reason to build engineers


 No.3408

I guess I'm retarded and mistook certain changes for your changes.


 No.3415

I'm pretty sure that this thread is past the bump limit.


 No.3441

What are conditions for integrating a province? I've been owning Brunei (rest of borne still in Dutch hands) for decades, primary culture is 90% majority, but I still can't stamp the thing with a core.

Also, how do I trigger great war? Great wars are triggered and I had war against allied Japan and UK and it didn't become great war.


 No.3442

>>3441

You can only core provinces if they neighbor your cores.

Great Wars require at least 2 GPs on both sides. You can fight a 1v7 and it won't be a great war.

>>3415

I'll make a new thread when we drop further down.


 No.3463

Are the cores needed for the North German Federation changed with this mod? Cuz I seem to be unable to get it to form and that requirement is the only stumbling block.


 No.3464

>>3463

Cores are the same. Check that all of the relevant states are free (not vassals of another nation) and that they aren't at war.


 No.3465

>>3464

And outside of the need for State & Government to be researched, and the sphere members to be at peace, the only other requirement is to have all providences that are a core of Germany under your control/in your sphere, correct?


 No.3466


 No.3470

Okay, how do I get rid off the Mandate of Heaven malus as ROC. it makes mobilization pretty much impossible for me.


 No.3473

>>3470

>Okay, how do I get rid off the Mandate of Heaven malus as ROC

You don't.

>it makes mobilization pretty much impossible for me.

That's the point. China doesn't need mobilization and it breaks the economy in half when it does it.


 No.3475

>>3473

Really nice. While I can snatch +50 warscore figting UK by defeating bunch of 300+ deathstacks they and their Sikh allies throw at me, I just can't get more score and in prolonged war I eventually get overwhelmed, especially as they are allied with Russia, so I have to guard my northern border too.

I think I can solve this issue by not annexing the last clique untill 1935.


 No.3487

File: 1431890761735.jpg (702.56 KB, 1826x477, 1826:477, 116e.jpg)

Tentative changelog for next version.


 No.3489




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