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    Close the worLd,.txEn eht nepO GAGA Extrem's Avatar
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    The GAGA Mod

    The GAGA Mod for Victoria 2

    ...because we all hate useless and imbalanced technologies!

    Current Version: 0.8
    DOWNLOAD


    How to install:

    Make backups of your common, event, inventions, localisation, localisation, poptypes, technologies and units folders.
    Unzip the folders from Victoria-2.rar into your Vicky 2 main folder, select overwrite.
    Start the game.



    Chanelog:


    Version 0.8:

    Fixes:
    Fixed a typo in rebels.txt ( Paradox used "(" instead of "{" )
    Fixed some minor typos.

    Balance:
    Reforms: Added several MILand conciousness effects to reforms.
    Reforms: Rebalanced all reforms (esp. minimum wage).
    Politics: Parties are now more supportive to enact and revoke reforms.
    Politics: Socialists will now be much more supportive for political reforms.
    Politics: Fascist ideology can now be activated from 1900 onwards.
    Static Modifiers: War exhaustion is now much more severe.
    Static Modifiers: Reduced max war exhaustion in peacetime.
    Static Modifiers: Badboy now also increases militancy of pops.
    Static Modifiers: Occupation and blockades now hurt RGOs and pops a lot harder.
    Static Modifiers: Several minor balance tweaks.
    Rebels: Rebellions should now occur way less often, overall rebel size increased to make them more challanging.
    Rebels: All rebels are now smart.
    Defines: Doubled education speed to 0.2 (from 0.1).
    Defines: Several balances fixes and changes.
    National Values: Now have minor impact on CON or MIL of pops.
    Crime: Made crimes much more severe by adding or increasing CON effect.
    Pops: Added explosive demand as luxury goods to capitalists, aristocrats, officers and soldiers.

    Technology:
    Army: Increased supply consumption for several techs.
    Navy: Improved many inventions to make them more useful.
    Navy: Naval armament techs now only affect the current modern ship model, but have increased modifiers.
    Culture: Literature now slightly increases CON.
    Culture: Philosophy now slightly increases education efficiency.
    Culture: Psychology now slightly decreases MIL.
    Additional balancing for several techs.


    Version 0.7:

    Events:
    Fair events are now much less likely (increased MTTH by x3).

    Balance:
    Moved Gas Warfare and Gas Defence to Infiltriation (1900 tech).
    Reworked recruiting: Soldier pops from non-primary cultures can only become irregulars and cavalry.
    Rebalanced some techs.
    Balanced pop demands and promotions.

    Misc:
    Fixed some typos.


    Version 0.6:

    Added Inventions:
    Great War Experience: Modern Trench Warfare, The Meat Grinder.
    Bolt Action Rifles: Improved Offensive Tactics, Improved Defensive Tactics.

    Balance:
    Reduced overall chance for inventions (to 1-2%).
    All army inventions now have a +2% invention bonus when at war.
    Reworked Army and Navy Techs & Inventions to make certain techs more useful.
    Rebalanced stats from army & navy inventions - battles will now be a bit more bloody overall, esp. during the later game.
    Increased pop loss from battle casualties to 0.33 (from 0.1), but added trickleback (+10% total) to certain techs to compensate.
    Culture: Moved Logical Positivism from Philosophy to Psychology.
    Culture: Increased prestige for tier II techs to +15 (from +10).
    Industry: Made many late game inventions more useful.
    Industry: Increased effect of certain techs on RGO output, increased size reduction to compensate a bit.
    Population: Added customized pop needs - should result in somethwat more balanced economy demand & profits.
    Population: Increased the likehood that your pops become and remain clerks, esp. with high literacy.
    Population: Decreased the regular chances for aristocrats and bureaucrats.
    Defines: Adjusted a few values in defines.lua


    Version 0.5:


    Added Inventions:

    Supressive Fire (+1 Atk, requires Machine Gun Tech)
    Assault Techniques (+1 Atk, requires Machine Gun Tech)
    Grenade Tactics (+1 Atk, requires Machine Gun Tech)
    Association Psychology (+10 shared prestige, requires associationism)
    Robert Owen (+10 shared prestige, requires associationism)
    James Mill (+10 shared prestige, requires associationism)
    Reality And Illusion (+20 shared prestige, requires phenomenalism)
    Transcendental Aesthetics (+20 shared prestige, requires phenomenalism)
    Wilhelm (+20 shared prestige, requires experimental psychology)
    George Trumbull Ladd (+20 shared prestige, requires experimental psychology)
    Charles Sanders Peirce (+20 shared prestige, requires experimental psychology)
    Sigmund Freud (+20 shared prestige, requires psychoanalysis)
    The Interpretation Of Dreams (+20 shared prestige, requires psychoanalysis)
    Ego Psychology (+20 shared prestige, requires psychoanalysis)
    John Broadus Watson (+20 shared prestige, requires behaviorism)
    Burrhus Frederic Skinner (+20 shared prestige, requires behaviorism)
    Clark Leonard Hull (+20 shared prestige, requires behaviorism)


    Balance:

    Army Techs:
    Light Armament: Reduced attack bonus from Bolt Action Rifles from +5 to +3.
    Machine Gun: Added 3 inventions.

    Naval Techs:
    Naval Science Inventions: Increased naval ORG to +2 (from +1), added -2,5% supply consumption.
    Naval Leadership: Increased naval ORG to +2 (from +1).

    Commerce Techs:
    Commerce Inventions:
    Increased effect of many late game commerce techs.
    Market Regulations: Increased education bonus to +5% (from +1,5%). Can now only discover one of the polypoly, oligopoly and monopoly inventions.
    Management Strategy: Can now only discover one of the old style, anonymous and marketied inventions.
    Organization:
    Increased output effect to +2.5% (from +1%).
    Economic Thought And Critique Inventions: Replaced +1 prestige bonus with +5% shared prestige.

    Culture Techs:
    Reduced prestige gain from tier 2 inventions to +10% shared prestige (from +20%).
    Reduced discovery chance for philosophy inventions to 3% (from 6%).
    You can now discover all inventions from a cultural tech.
    Social Thought: Increased education bonus to +5% (from +2.5%).
    Social Alienation: Can now only discover either revolt of the masses OR decline of the west. Increased plurality effect to +20% / -20%.
    Ideological Thought:
    Can now only discover either authoriatarianism OR constitutionalism OR social justice. Increased plurality from social justice to +10 (from +5).
    Can now only discover either political religion OR secularization OR atheism. Increased plurality from atheism to +10 (from +5).
    Psychology:
    Added 14 inventions distributed 0-3-2-3-3-3 along the tech tiers, now has similar prestige gain as asthetics and philosophy. Increased prestige for The Talkies to +50 (from +20).

  2. #2
    looks nice, i'll definitly give it a try

    besides, can we have a lady gaga sprite to go with it ? I'm out -> [ -]

  3. #3
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    ...
    Last edited by Nitrousoxide; 19-08-2010 at 17:00.

  4. #4
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    Thank you.
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  5. #5
    Major Solo?'s Avatar
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    Does this alter the late game battles at all? I just installed a mod that increased machine gun attack to increase opponent casualties and therefore reduce battle length.
    Istanbul was Constantinople
    Now it's Istanbul, not Constantinople
    Been a long time gone, Constantinople
    Now it's Turkish delight on a moonlit night

  6. #6
    Close the worLd,.txEn eht nepO GAGA Extrem's Avatar
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    Quote Originally Posted by Solo? View Post
    Does this alter the late game battles at all? I just installed a mod that increased machine gun attack to increase opponent casualties and therefore reduce battle length.
    Overall there is a +1 ATK for land units, but the inventions from Machine Gun will kick in one tech level sooner than in vanilla, making these battles a lot less painful. In addition I will probably add a few more inventions in later versionsthat should balance battles a bit further.

  7. #7
    Major Solo?'s Avatar
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    But a present, due to tactics technologies, later stage battles are endless because of the defensive capabilities of each side. Does this mod address that?
    Istanbul was Constantinople
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    Been a long time gone, Constantinople
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  8. #8
    Super ideas. Thanks for the work.

  9. #9
    Close the worLd,.txEn eht nepO GAGA Extrem's Avatar
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    Quote Originally Posted by Solo? View Post
    But a present, due to tactics technologies, later stage battles are endless because of the defensive capabilities of each side. Does this mod address that?
    Let me put it this way: So far the only thing I have done is to decrease the effect of MGs on midgame combat. However, there will be a complete overhaul of the army techs as soon as I have the time to do so.

    The first beta is mostly focused on balance óf culture and industry techs.

  10. #10
    Captain Belegurt's Avatar
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    Quote Originally Posted by Solo? View Post
    Does this alter the late game battles at all? I just installed a mod that increased machine gun attack to increase opponent casualties and therefore reduce battle length.
    well, late battles should actually last forever... remember that the first world war was a defensive and not mobile at all war... so if that's the case this mod will actually keep the taste of early 1900's warfare

    i will actually give it a try... italian unification is a bit too easy righ now if u focus only on military techs... if this mod rebalance warfare a bit i will surely use it everytime

  11. #11
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    Quote Originally Posted by Belegurt View Post
    well, late battles should actually last forever... remember that the first world war was a defensive and not mobile at all war... so if that's the case this mod will actually keep the taste of early 1900's warfare
    It wasn't immobile everywhere though.
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  12. #12
    Captain Belegurt's Avatar
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    it's true, but u probably have to choose one of the 2 situations and the first one is the one that meet the collective imaginary of early '900 warfare in my opinion

  13. #13
    Close the worLd,.txEn eht nepO GAGA Extrem's Avatar
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    Well, lets face it: Currently losses are sometimes around 5-25 men per day for an whole army - this is too low. A slight increase of attack power (or a reduction of military tactics) is necessary, but morale should be adjusted accordingly to make sure battles last long enough.

    I have fought two major wars around 1900 (both as BEL vs PRU) and in both wars I had roughly 150 vs 200k men clash of from the very beginning to the very end (roughly 3 years) in a sinlge continues combat (without any unit cylcing!). In the end losses were only around 60k vs 110k - in the same time, my soldier pops had increased by over 300k!

    So beside increasing the ATK value of units, I am also thinking about increasing POP losses from casualties to 0.2 to 0.5 (from 0.1). This makes war REALLY costly and dangerous (and again a careful balance will be needed) - and in my dreams, it will also have a huge impact on politics.

    But that is definatly a thing to be done later, techs come first.

  14. #14
    Close the worLd,.txEn eht nepO GAGA Extrem's Avatar
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    New version is up.

    New stuff in short:
    Better balance.
    Some new inventions.
    Combat revamped - more losses, less over- and underpowered techs.
    Added customized pop demand to create more need for canned food, fertilizer, ammo and alike.

  15. #15
    Major Solo?'s Avatar
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    Looks good GAGA. I think battles in the early game are a little too bloody at present, have you changed anything in this regard?
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  16. #16
    Close the worLd,.txEn eht nepO GAGA Extrem's Avatar
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    Quote Originally Posted by Solo? View Post
    Looks good GAGA. I think battles in the early game are a little too bloody at present, have you changed anything in this regard?
    Not so far, I am currently looking for a basic modifier to reduce overall casualties, but haven't found it yet. I guess I will just double tactics on the command principle.

  17. #17
    Major Solo?'s Avatar
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    Quote Originally Posted by GAGA Extrem View Post
    Increased pop loss from battle casualties to 0.33 (from 0.1), but added trickleback (+10% total) to certain techs to compensate.
    Does this mean that pops don't suffer 100% losses when their corresponding pop is killed/wounded in combat? Maybe this should increase throughout the game, as weaponry becomes more deadly. Or even better it should be high at the start of the game (due to poor medical care), reduce in mid game (as medical care improves) and increase rapidly after the onset of machine guns.
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  18. #18
    Thanks for the update.

  19. #19
    Close the worLd,.txEn eht nepO GAGA Extrem's Avatar
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    And another update - not too much time, so no new inventions this time.

    Nevertheless, this should help to improve lategame balance by weakening the huge colonial armies.

  20. #20
    What did you change so that non-primary cultures can only be irregulars and cavalry? It seems like a very good idea.

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