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  1. #1
    Field Marshal Andrelvis's Avatar
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    Imperium

    Ladies and gentlemen... I present you the Imperium mod! Imperium features:

    * New buildings: Printing Press, Temple, Courthouse, University, War College and Fine Arts Academy
    * A new invention, Cotton Gin
    * New events and decisions based on Victoria 1's and VIP1's events
    * Historical leaders
    * Character and minister country modifier system, with the inclusion of notable people such as Queen Victoria
    * Research team country modifier system
    * Mining RGOs owned by capitalists instead of aristocrats
    * Slightly reworked regions to better represent historical divisions
    * Many country names specific for country and government combinations, such as "Grand Duchy of Baden"
    * Four new "expert" poptypes: Expert Farmers, Expert Fishermen, Expert Lumberjacks and Expert Miners; in their respective RGOs, they produce double the amount that a farmer/laborer would, but they also consume more, and there are education and other requirements for farmers and laborers to promote to them.

    Many thanks to:

    - Keder for the expert POP graphics
    - aprof, Generalisimo, General Perón, Hrast, Pimparel, Palisadoes, PMLF and Scythe for the events they had made for VIP, which were converted to events and decisions for Imperium
    - ZomgK3tchup for the historical leaders for the USA
    - KonradRichtmark for the expert pops fix

    You can check the full log (along with instructions on how to install) in the readme!


    Download Imperium 1.4
    Last edited by Andrelvis; 25-04-2011 at 22:33.
    Imperium 1.4 (Mod for Victoria II)

    Austria: efficient like the Germans, musical like the Italians and refined like the French.

  2. #2
    Modding Victoria 2 ZomgK3tchup's Avatar
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    Are colleges actual buildings or...?

  3. #3
    Field Marshal Andrelvis's Avatar
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    Quote Originally Posted by ZomgK3tchup View Post
    Are colleges actual buildings or...?
    Province modifiers. It is possible to add them as buildings, but the interface looked cluttered, and the AI didn't seem to build them.
    Imperium 1.4 (Mod for Victoria II)

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  4. #4
    Field Marshal KonradRichtmark's Avatar
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    How has making capis own mines worked? Has it had some of the spurious effects we feared when we originally hatched the idea on the VRRP subforum?

    Have you actually changed the history files and made some capis exist at start in regions with mines? If not, wouldn't that make mines unowned at start?
    So.. digital distribution equals communism?
    I disagree SO MUCH that I have to close this thread now.
    -Kallocain

    Victoria 2 Realism & Rebalance Project 2010-2014, Requiescat in Pace

  5. #5
    Field Marshal Andrelvis's Avatar
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    Quote Originally Posted by KonradRichtmark View Post
    How has making capis own mines worked? Has it had some of the spurious effects we feared when we originally hatched the idea on the VRRP subforum?
    Due to the 1.2 changes in POP promotion to capitalists, it didn't change much. The output of mines is usually a bit lower, at least at start (as there are far less capitalists than aristocrats), but the capitalists have a new source of income before building factories. What finally made up my mind in making them own mines was reading about the dominant classes of Spanish America, and how the character of the mine owners was quite different from that of the landowners, the mine owners being essentially entrepreneurs.

    Have you actually changed the history files and made some capis exist at start in regions with mines? If not, wouldn't that make mines unowned at start?
    No, not yet (I don't have data on their quantity historically, and I don't want to put some ahistorically large or small ones), but a few capitalists spring up soon in any case (a few hundreds usually, playing as Austria and setting rich taxes at minimum). What do you mean by unowned? The lack of capitalists means mines don't get their bonus to output, and I suppose the laborers get a higher share of the profit as well.
    Imperium 1.4 (Mod for Victoria II)

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  6. #6
    Registered User perhat's Avatar
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    Dude.Links wont work.

  7. #7
    Field Marshal Andrelvis's Avatar
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    Ops. Should work now (does for me).
    Imperium 1.4 (Mod for Victoria II)

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  8. #8
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    In Imperium 1.1, a new feature is going to be implemented: character country modifiers. Here is a screenshot:



    Countries start in 1836 with some "character" country modifiers. Each employment (Ruler, Prime Minister, Diplomat, etc.) gives certain modifiers, and the amount of the effect of each modifier depends on one of the character's attributes; for instance, chancellors reduce infamy per month at a rate of -0.025 per point of charisma. Austria starts the game with Metternich as Chancellor, and Metternich has 9 charisma, which nets Austria a 0.225 infamy reduction per month.

    Some of the "characters" have vertical mobility; Metternich, which starts off as Chancellor, can be dismissed, thus being assigned to a lower employment, that of Diplomat.

    As time passes, new characters will become available for recruitment - through a decision, a character natural of your lands can be employed, at a cost. If you don't employ the character for a year since the character has become available, then any country may recruit him.

    If there is a particular character you'd like to see in Imperium 1.1, post here which stats (martial, charisma, intrigue, stewardship and finesse, each being 0-10) he should have, and which lowest employment (I'm using the EU3 advisor types as a base for those).
    Imperium 1.4 (Mod for Victoria II)

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  9. #9
    Alternative Affairs Specialist TekcoR's Avatar
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    Really quite intriguing with the characters. Seems like it would add a great benefit to the game.
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  10. #10
    Scio quod nesciam. MrTaxman's Avatar
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    Nicely done. Good work on the modifications.
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  11. #11
    Field Marshal Andrelvis's Avatar
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    Quote Originally Posted by TekcoR View Post
    Really quite intriguing with the characters. Seems like it would add a great benefit to the game.
    Quote Originally Posted by MrTaxman View Post
    Nicely done. Good work on the modifications.
    Thanks
    Imperium 1.4 (Mod for Victoria II)

    Austria: efficient like the Germans, musical like the Italians and refined like the French.

  12. #12
    Field Marshal Andrelvis's Avatar
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    The building province modifiers have been made into actual buildings for Imperium 1.1, and the province interface has been enlarged to accommodate them:





    This has the great advantage of making them be buildable in the province the player wishes to build them in, instead of having to be in specific provinces through decisions, as well as making it possible for them to cost money and goods.
    Last edited by Andrelvis; 15-10-2010 at 00:04.
    Imperium 1.4 (Mod for Victoria II)

    Austria: efficient like the Germans, musical like the Italians and refined like the French.

  13. #13
    Modding Victoria 2 ZomgK3tchup's Avatar
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    Have you considered using the V2 Validator to fix mistakes in the game code and double-check your own work? Since your mod overhauls and fixes some of the basic slider problems, it might be a good idea to look into adding some bug corrections so things run even smoother.

    http://forum.paradoxplaza.com/forum/...or-Victoria-II

  14. #14
    Field Marshal Andrelvis's Avatar
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    Quote Originally Posted by ZomgK3tchup View Post
    Have you considered using the V2 Validator to fix mistakes in the game code and double-check your own work? Since your mod overhauls and fixes some of the basic slider problems, it might be a good idea to look into adding some bug corrections so things run even smoother.

    http://forum.paradoxplaza.com/forum/...or-Victoria-II
    Thanks

    I do use the validator already, and it has helped me quite a bit, though it has given me some false errors.
    Imperium 1.4 (Mod for Victoria II)

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  15. #15
    Modding Victoria 2 ZomgK3tchup's Avatar
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    Hm, I don't know if I like buildable Printing Presses, Courthouses, and Temples. Those things should normally be in provinces by default and shouldn't have to be built.

  16. #16
    Field Marshal Andrelvis's Avatar
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    Quote Originally Posted by ZomgK3tchup View Post
    Hm, I don't know if I like buildable Printing Presses, Courthouses, and Temples. Those things should normally be in provinces by default and shouldn't have to be built.
    For some regions, that may be true, but for others not, specially outside Europe.
    Imperium 1.4 (Mod for Victoria II)

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  17. #17
    Field Marshal Andrelvis's Avatar
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    Imperium 1.1 has been released!

    Click here to download

    The main new features of this version are new buildings (and the removal of the building province modifiers), the introduction of character country modifiers and new events and decisions converted from VIP. The events converted were originally made by aprof, Generalisimo, General Perón, Pimparel, Palisadoes, PMLF and Scythe, thanks very much to them!

    The complete log of changes is below:

    -----------------------------------------------------------------------
    - 1.1
    -----------------------------------------------------------------------

    - Implemented a character system of country modifiers; for instance, Austria starts with the Emperor Franz I von Habsburg and Chancellor Metternich country modifiers.
    - Changed events to make use of character modifiers; for instance, the "Coronation of Queen Victoria" will add Queen Victoria as a country modifier for Great Britain.

    * Buildings
    - University, Fine Arts Academy and War College removed as province modifiers and added as buildings (College was subsumed into being University's level 1).
    - Added Printing Press building, and changed existing generic events to make use of it.
    - Added Temple and Courthouse buildings.

    * Decisions
    - Added "A Telegraph Line to Uruguay" and "Found the School of Military Aviation" decisions for Argentina.
    - Added "Law of the Free Womb" decision for Paraguay.
    - Added "Recognize Argentina's Independence" decision for Sardinia-Piedmont.
    - Added "The Vesuvius Observatory" decision for the Two Sicilies.
    - Added decisions for changing resources in certain provinces.
    - Removed the decisions pertaining to the "building" province modifiers.

    * Events
    - Added "The King of Sardinia visits Argentina" event for Argentina.
    - Added "The Ruthenian Triad Publishes 'The Mermaid of the Dniester'", "The Czech National Theater", "The Splitting of Charles University in Prague" and "Theodor Herzl's 'Der Judenstaat'" events for Austria.
    - Added "The Great Drought of 1877-1879", "Father Feijó Resigns the Regency", "The Baron of Mauá", "The Mauá Bankruptcy", "O Guarani", "The Influence of Positivism", "Dom Pedro II Weds" and "Establishment of the National Academy of Letters"" events for Brazil.
    - Added "Nieuw Woordenboek der Nederlandsche Taal" event for the Netherlands.
    - Added "Free University of Amsterdam" event for the owner of Amsterdam.
    - Added "José de Alencar" event for the owner of Fortaleza.
    - Added "Machado de Assis" event for the owner of Rio de Janeiro.
    - AI has events to build buildings.

    * Interface
    - Enlarged the province interface to show up the new buildings.

    * Map
    - Changed regions in Brazil to better reflect historical administrative divisions.
    - Split Salzburg region from Tyrol.

    * Scenario
    - Added buildings as appropriate in the history of many provinces.
    - Some countries will start with character country modifiers.
    - Russia now has party_appointed as it's initial upper house composition reform.
    - Removed the "building" province modifiers from the provinces that had them.

    * Credits
    - Thanks to aprof, Generalisimo, General Perón, Pimparel, Palisadoes, PMLF and Scythe for the new events and decisions based on VIP events.
    Imperium 1.4 (Mod for Victoria II)

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  18. #18
    Field Marshal KonradRichtmark's Avatar
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    Quote Originally Posted by Andrelvis View Post
    No, not yet (I don't have data on their quantity historically, and I don't want to put some ahistorically large or small ones), but a few capitalists spring up soon in any case (a few hundreds usually, playing as Austria and setting rich taxes at minimum). What do you mean by unowned? The lack of capitalists means mines don't get their bonus to output, and I suppose the laborers get a higher share of the profit as well.
    Well, true, it won't cause the game to be technically unworkable or anythin, just thought a weird situation would appear where the mines are labourer-owned at start of game but a capi appears and takes it over almost immediately.

    POPs represent large, fairly abstract groups of people defined by role, so if capis take over the role of owner of some RGOs from aristos, you could change aristos for capis straight away according to how big a share of the RGOs in a state are mines. For example, if 1 out of 5 RGOs in a state is a mine, 20% of the aristos would instead be capis. Letting there actually be a significant amount of them also prevents the potential problem of them being too good at building, as a small capi will have the same income as a big one but much smaller needs, and thus have much more money to build with.
    So.. digital distribution equals communism?
    I disagree SO MUCH that I have to close this thread now.
    -Kallocain

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  19. #19
    I'm having problems with the mod, I'm not a modder so i can't really tell where the error lies... When i start Vicky 2 with the mod, the countries are bugged, i.e. The UK is called Flanders, China Japan, Sweden Belgium, ect. I've tried both overwriting the Vicky 2 files(in a copied and pasted Vicky 2 folder ofc) and I've also tried using JSGME. But it doesn't work, i get the same bug no matter what.... It worked when i used 1.0, but 1.1 doesn't. Hope anyone can help me get this fixed asap, since it's a great mod.

  20. #20
    Field Marshal Andrelvis's Avatar
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    Quote Originally Posted by Serethis View Post
    I'm having problems with the mod, I'm not a modder so i can't really tell where the error lies... When i start Vicky 2 with the mod, the countries are bugged, i.e. The UK is called Flanders, China Japan, Sweden Belgium, ect. I've tried both overwriting the Vicky 2 files(in a copied and pasted Vicky 2 folder ofc) and I've also tried using JSGME. But it doesn't work, i get the same bug no matter what.... It worked when i used 1.0, but 1.1 doesn't. Hope anyone can help me get this fixed asap, since it's a great mod.
    Serethis, thanks for your comments

    I found the problem and fixed it, it was an extra line in /localisation/inventions.csv that was causing the problem. I have reuploaded version 1.1 with this issue fixed.
    Imperium 1.4 (Mod for Victoria II)

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