DOWNLOAD LINK: http://www.mediafire.com/?eg3hc6lwphwtlzg
What does this mod do?
It reworks the naval units and naval techtree. Contents currently include:-
- naval units modded to include: Ship-of-the-line, Frigate, Ironclad, Protected Cruiser, Pre-Dreadnought Battleship, Destroyer, Dreadnought, Light Cruiser.
- techtree redone with over 100 new or revised inventions
All the techs are based on extensive historical research. While you will never get a perfect representation of every detail of naval history, this is an awful lot better than the representation you get in vanilla V2. ;-)
What's the impact on gameplay?
There are quite a lot of problems with the vanilla naval techs. What tends to happen is that old ship models upgrade far, far too well as you discover new technology. For most of the game the optimal unit is actually the Steam Transport! Also, the benefits from technology research are very heavily concentrated in the Naval Engineering area of the techtree.
The new techtree rewards consistent investment in naval research. The most powerful ship models require 2 or 3 tech areas before they are unlocked and they are worth the investment. There are 3 areas of research which are about upgrading the ships and only 2 on doctrines. Those 2 areas of doctrines also have a higher number of inventions which impact on the Attack and Hull stats. There are more inventions and there are more inventions which have a long MTTH. So if you want a world-beating navy you will have to take a more serious strategic decision to build one.
The unit 'levels' are designed so that when a new class of warship is invented, it is between 1.5 and 3x as powerful as a teched-up ship of the previous generation (Ironclads are about 3x as important as a fully-researched Ship-of-the-Line, there is a smaller gap between Ironclads and Pre-Dreads and Pre-Dreads and Dreadnoughts). However, once a new type of ship is researched, future inventions only modify the new ships not the old ones. So an ironclad is nearly competitive the moment pre-dreadnoughts are invented. But after another 10 years of research they are obsolete.
The combat powers used to make these balancing judgements are based on a Lanchester's Square Law model of the game's combat system (see here: http://forum.paradoxplaza.com/forum/...d.php?t=494924).
When will it be ready?
The current version is here: http://www.mediafire.com/?eg3hc6lwphwtlzg
If you unzip this into your Victoria 2 directory, so that the files in the mod overwrite your game files, then the mod will install. It's a good idea to copy your Victoria 2 directory to create a duplicate installation before trying this (or any other) mod. The mod is not savegame-compatible.
To be clear on what this includes, the following things are in:
- the revised ship models
- revised naval techtree
- localisation text to explain all the inventions
- revised tech setups for the major naval powers plus Egypt
- the historical Brazil OOB is included
What is not included is:
- amended graphics for the naval techtree
- any new unit graphics - in the building screen and on the map, the new units look identical to the old ones for now
- revised historical ship names for ships you build - so if you build Destroyers currently you will get the defined Steam Transport names for them.
This is tested & stable, though obviously still under development. If you find any problems please let me know. Also your feedback would be very much appreciated.
Future versions will include:-
- increasing the number of ship models from 9 to 14
- more graphics
- impact of the Navalist Movement on politics
- a bit of work on some of the starting setups.
How does the AI deal with this?
I can't see any reason why the AI should handle this any worse than it does vanilla. It does attempt to build the new ships if it has researched them but there is no guarantee that the research AI is bright enough to research a navy, even if it needs one. However, playtest reports would be very helpful.
Here is a screenshot of the revised techtree showing some of the new inventions: