Base tax values and economic development of countries are done. We are now working on foreign relations and alliances.Any more progress or you stopped working on it ?
Thank you! It's a long time ago, but was a wonderful period.PreXident, you (and your brother) have done a great work and this mod has the most potential out of them all, so I'd like to continue this project.
Could you release whatever progress you've made from the first upload (if you still have it), if you let me work on the mod?
Another thing, I don't know if it's due to the FtG 1.3 patch, but there seems to be a few problems like these:
9
Does anybody know what is the cause?
Wonderful! Thank you too!
As this mod focuses on an entirely different timeline it must change many aspects of the game, but sadly that probably isn't possible.
On the economy, industry should be the primary good. How about adding random events depeding on the free trade/protectionism (I believe this should actually be changed to central planning) than change what is produced to light industry, and from that to heavy industry? And to make industry vital the best way might be to give a huge incomes bonus to provinces with manufacturies.
Agreed.Relating to revolt risk, let's remember we are deep into the age of nationalism, so we should probably reduce the war normal exhaustion increment (to make total wars easier), but increasing the malus for wrong culture provinces (in WE), and also the nationalism and wrong culture penalty during war.
Then there's the military, what would they be? I imagine inf should be Mechanized inf, cav Armored divisions, and art would be self-propelled art, right? And with units come doctrines. I want to propose Mobility (faster but weaker or more expensive) and Firepower (well, slower albeit stronger and cheaper), though I don't think this can be done at the moment.
A different alternative, which to me sounds really promising is having inf being a combination of inf and armour, and cav being (later on in the game) ROBOTS, incredibly expensive units that don't, however, require manpower, making them the ideal unit for large empires which can't rely on its subjects' willingness to fight, but can still use the economies of the conquered nations. The third unit type could still be artillery.
Another very important aspect is mobilization. Conscription centers will have to remain, but they should be way cheaper and faster to build, while on the other hand also increasing the revolt risk and perhaps an income penalty. If there was a way of removing or closing them then we could apply demobilization too.
I fear all or most of this will remain in fantasy as I don't think it can be changed yet.
A minor point is that with the new Personal Union mechanic we can include the special France-Andorra relationship. Speaking of Andorra, I saw the province has Spanish as its culture, is that realistic?
Meanwhile we have tech groups. I'm not sure if the current clasification is good, as it will lead to countries in the "developing" group staying backwards forever.
For this I have three proposals, two are simply unifying all of them and forget them altogether (which as a consequence will mean all the underdeveloped will have investment bonuses), or to change all the values to 100 but still keep the different groups.
But the third idea is way more complicated, it creates a group for each major country (USA, Germany, USSR/Russia, China, India, maybe Brazil and other ones) and when a country joins an alliance with one of them an event changes its tech group to that of the major, thus technology is shared only among allies. It might also either keep the current groups for the early game or replace them for a "neutral" one.
In any case I assume some nations start ahead of the rest in tech, is that so?
The technologies themselves will be another complex topic, but I'll sort it out or discuss it with you if want to keep working on this even if just a bit.
Last but not least, some other changes that I already have in mind:
Insanely large number of possible alliance members, because large coalitions are a reality in this era.
Random events in case of instability changing the ideology of provinces.
In line with, that countries should be able to change their form of government to any other.
Monarchs and leaders will be a serious concern as there are many different possibilities, but I hope to be able to cope with that and all the other troubles with some help from the community.
One last question, what's your stance on alt-history? Do you approve of, for example, partitioning Switzerland along cultural lines and giving the three countries cores and changing the culture of the provinces to that of the respective nations?
Again, great work!
EDIT: I further asume all countries should be annexable.
EDIT2: I'm also unsure about forts. I mean, if they improved the defenders' fighting values they'd be fine, but as a way of maintaining control over a province they are anachronistic.
This post will serve to inform everyone of the changes I've made so far, in case anyone has ideas to propose. (I might have to delete the older stuff once it gets too long)
DEFINES.TXT:
*Alliances have a max member number of 999
*Barrack initial price is 100, increases by 10 each time one is built
*All building save for the Shipyard now only take 2 months to be built
*The insane price of lvl 1 forts is retained
*No increase in price after building shipyards
*Direct tech investment now gives as many points as it costs (always was useless a feature to me, hopefully this will change it)
War Tax:
*Big increase of inflation, now it's 5%
*Smaller change in WE, just 0.2% (so now the effects are more related to the economy)
*Countries now require rebels to control provinces for just 1 year and half to declare independence (since I plan to make all states annexable and there won't be any forts I thought this'd be better for the game)
LOCALIZATION:
*The Royal Marriage is now called "Treaty of Friendship" (really hard to find a better term for something so vague)
*Claiming a throne is now "Claim Conniving"
*Vassalization is now "Puppetization" (Might need a better name, but at least it suits its action)
*Royal Diplomacy (the term for the diplomats bonus from the monarch DIP stat) is now Foreign Ministry (again, better term may be necessary)
It seems changing the localization files will be the most tedious task of my life.
Took a long break, but I'm back, and there's progress:
EDIT: Flags and "shields" for all the initial countries of the Americas + French Guyana and Puerto Rico finished. Other revolters will be fixed in later releases, for now I just want to polish the RL world.
...
I've began working on the events, and as a first chain I'm making one about the wall (duh). I want to include the possibility that if the DDR refuses to open up the FRG may invade it and annex it if it controls Berlin. Naturally it will have "Fantasy" right in the title. Think it's a good idea?
This post will serve to inform everyone of the changes I've made so far, in case anyone has ideas to propose. (I might have to delete the older stuff once it gets too long)
DEFINES.TXT:
*Alliances have a max member number of 999
*All building save for the Shipyard now only take 2 months to be built
*Direct tech investment now gives as many points as it costs (always was useless a feature to me, hopefully this will change it)