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  1. #1

    Age of Colonialism

    Age of Colonialism
    for Victoria 1.4


    New version 3.4 released 11/12/11!




    Sick of overpowered colonies outproducing their metropole? Tired of super-speed assimilation? Indignant about France on steroids outproducing the rest of the world combined and fielding multi-million man armies? Infuriated with an economy that doesn't make sense? Bored with dull and repetitive election events you don't even bother to read? Seeking more historical flavor and interesting events? Then this is the mod for you.

    Age of Colonialism is not a massive overhaul of the base game. We are not trying to reinvent the wheel and bring you a whole new game. This mod is about giving you more a more interesting experience on top of the vanilla experience that you always wanted. It does not add new RGO goods, add new factories, add new pop types, or change the battle mechanics. Age of colonialism is focused on balancing the game, fixing bugs, and improving the base experience. This is accomplished through many changes which are described below.

    Discussion for Age of Colonialism
    The discussion for AoC is divided up amongst a few threads.
    -For bug reports go here
    -For Event/Decision discussion go here
    -For gameplay & empire reports go here
    -For general feedback and everything else use this thread

    Technology Spread

    Are you finding it bizarre that when you research steam turbines it immediately applies to all your provinces? Should Bombay really be getting the same tech as London?

    The various techs and inventions that were linked to farming output increases (the six levels of power generation techs, the inventions under the mechanical production etc) no longer give instantaneous bonuses to all provinces under your control. Farming technology spreads gradually, state by state, based on a number of factors:

    Factors that increase chance for farming advancement:
    +high literacy
    +high plurality
    +high consciousness
    +having a province nearby that already has the advancement

    Factors that decrease chance for farming advancement:
    -colonial state (very significant)
    -high militancy
    -low literacy

    For example, once water-wheel power generation is researched all of your provinces have a chance to advance their farming technology to water-wheel power generation based on those factors.

    With these changes you will see a much more realistic spread of technologies. Distant colonial farmers now produce less goods, make less income, and provide less taxes. The starving masses of Bombay will no longer live in luxury equaling or surpassing that of Oxford.

    Realistic Industrialization

    Now you can see industrialization be driven by by the agricultural revolution of the 19th century! With improved farming technology you will realistically need fewer and fewer farmers per acre. See your farming land run out as your technology improves and the unemployed farmers flood into your cities eager to work in your factories!

    Those countries that can improve and spread their agricultural technology will be the best suited to industrialize, just as in reality!

    Assimilation and Racial Prejudice

    Tired of seeing absurd amounts of assimilation from cultures who would never be accepted by your country in reality? How could millions of Indians magically become British by 1880?

    The assimilation mechanic is massively improved and now based on the prevailing racial prejudice of the game's time period.

    Only Europeans (this includes Latin Americans & Yankee/Dixie/Texan) can assimilate to other European cultures. Members of the Turko-Semitic and Persian-Turanian culture groups can assimilate to each other (Persians, Misri, Berbers, and Turks for example). Members of the south east Asian and east Asian culture groups can assimilate to each other. Members of African culture groups may assimilate to each other (this includes African diaspora). All other culture groups, native Americans (Zapotec etc), central Asians (Mongol, Tibetan etc), south Asians (Indians), may only assimilate within their own culture group.

    Now you can watch as racial prejudice is accurately modeled in your game! 19th century earth was not a hyper-globalized egalitarian planet! Check out the screens below of Africa and India in 1903:

    V2_7.jpgV2_6.jpgV2_9.jpg

    Are you also distraught by hordes of unaccepted pops swelling your soldiers ranks despite having a moralistic anti-foreigner society?

    Now pops will consider their position in your society before wanting to fight for you. That Native-American won't want to fight for your bigoted moralism/residency USA!

    Balanced Colonization and Emigration

    Finding it absurd that France can easily turn African colonies into states? Hitting your head against the wall at the unstoppable French behemoth super-charged with an African utopia?

    Now colonization makes sense! Pops will only seriously consider migrating to the colonies when they are hungry and unemployed. Pops now only migrate to their country's colonies when they are desperate!

    On the other hand, pops that feel persecuted in your society, the Irish in the UK for example, will be inclined to pack up and move to a country where they can be more free (off to the land of liberty!).

    Bureaucratic Bloat That Makes Sense

    Finding it ridiculous that putting your administration slider to minimal levels does nothing to stop your ever expanding bureaucrat population? Now bureaucrats will realistically leave their jobs when you don't pay them enough.

    Be prepared for HARD decisions regarding your bureaucratic salaries. You want to turn that African colony into a state? Then you will have to raise your bureaucratic spending to entice pops in the colonies to become bureaucrats, but by doing so you risk bloating your bureaucracy back at home!

    Will you leave your colonies backwards and inefficiently administered in order to maintain a balanced administration at home or will you bloat your bureaucracy at home to turn those colonies into efficient states!

    More Interesting Historical Flavor and Critical World Events

    AoC adds many new events, decisions and even some countries. See world shaking events like the Taiping Rebellion take place, watch Britain consider the costs of holding onto restive colonies like Canada versus letting them go free. Get involved with important events like the Berlin Congress and Opium Wars.

    tai.jpgbalk.jpg

    Realistic Standing Armies and Mobilisation

    Standing army sizes and mobilization pools will now be much more realistic. Expect to see mobilization pools exceed the standing army sizes by quite a bit.

    Improved AI

    Great pains have been taken to direct the AI along the best routes of tech progress. Expect the AI to be deviously good at picking the right technologies for its situation!

    Watch as the AI properly maintains its army only recruiting new soldiers when it can support more brigades!

    Election Events Overhaul

    Growing tired of the same boring election events spammed every four years? One doesn't even need to read the text as they are almost all 5%-30%, just select 5% for every issue you don't want and 30% for every issue you do want. Dreadful and dull.

    Now election events have flavor, character, and real consequences! Political assassinations, pedophile priests, minority violence, and much much more! Watch as the different parts of your society clash over the issues that mean so much to them.



    Install

    Installation is simple. Just extract the folder then copy the entirety of the contents into your main Victoria 2 directory. It should ask you to replace a bunch of files, say yes to all.
    You need the v1.4 beta patch of 26 september in order to play AoC.

    DOWNLOAD

    MAKE SURE YOU HAVE CHECKSUM JQWB

    Credits:
    Rizzmond
    Van Diemen
    Last edited by Rizzmond; 06-12-2011 at 10:14.

  2. #2
    Changelog Age of Colonialism v3.4

    - Removed the dynamic economy system to create more stability
    - Compatible with PI patch 1.4 beta of 26 sept 2011
    - Schlewig and Holstein now start in Prussian SoI to aid German Unification
    - Made several adjustments on pop demands
    - Machine parts can no longer be produced without the necessary tech
    - Rebalanced army supply costs
    - Rebalanced rebel system meaning major rebellions ar eless common and added new rioter rebel type
    - You now need at least two succesful redshirt rebellions in Italian states in order to be able to unify Italy by pan-nationalists
    - The North German Federation will now start as a Federal Monarchy upon creation

    Changelog Age of Colonialism v3.31

    - Compatible with PI patch 1.4 beta of 9 Sept 2011
    - Rebalanced the new dynamic economy system
    - Fixed minor issues with events
    - The Netherlands now starts at war with Minangkarbau (may be white peace if under AI)
    - The Netherlands now starts with two leaders: De Kock and Michiels
    - Prussia/North German Fed AI should now be more capable in gaining diplomatic influence techs
    - Artisans can now be promoted and demoted more from and to other pops
    - Rebels now require less time to assert their demands if the amount of country forces is less than 1 division
    - Fixed some factory and artisan profitability

    Changelog Age of Colonialism v3.3

    - Rebalanced prestige gains by events
    - Artisans moved to poor class
    - Tax income and reform spending now limited by political economic policy
    - Added a new cyclic economic system to keep demand and supply better in balance
    - Farm RGO trade goods can now chance to another, if unprofitable, within natural confines
    - Polish and Hungarian nationalists can now rise (no longer union countries)
    - Nationalist rebels are now better in uniting their country
    - If reform rebels succeed in their demands they will now reduce militancy and conciousness of their supporting pops
    - If reform rebels succeed in their demands they will now reduce war exhaustion by 10
    - If reform rebels succeed they will trigger events for their surrounding countries under certain conditions
    - Rebalanced factory maintenance with low demand for cement
    - Added new naval invention: Additional Armoured Plating
    - Rebalanced naval combat
    - Rebalanced naval inventions
    - Rebalanced naval maintenance requirements
    - Removed machine parts from factory construction
    - The Canaries are now a state instead of colony
    - Viipuri is now in 1836 Russian again
    - Rebalanced RGO sizes in North America
    - Made a lot of Russian Siberian and Asian colonial states
    - Made a lot of Ottoman provinces in the middle east and africa colonial
    - Altered the Crimean War decisions and events
    - Added a new decision for the Ottoman Empire triggering the war against Egypt (Orient Crisis)
    - Added a new event series that allows the Austrian Prussian war of 1866 to happen
    - Changed and expanded the Elms dispatch decision and event
    - Added a new decision for Denmark to revoke the Öresund sound toll
    - Added a glass factory and factory pops for Denmark
    - Made the province in North Angola part of the East Angola state to prevent strange outcomes
    - The South American Patagonia area is now colonised by Argentinia and Chile in 1836
    - Made the Brazilian Amazonias colonial in 1836

    Changelog Age of Colonialism v3.2

    Mods added
    - Improved 1836 mod from CaptRobau

    Economy
    - Fixed economy so that there is no longer hyper demand for goods like liquor throughout the game
    - Rebalanced the price of goods entirely
    - Rebalanced the needs for pops to fit with the new economy
    - Aristocrats now have much less needs to allow a more stable global money supply
    - Rebalanced and normalised factory input and output
    - Rebalanced factory maintenance
    - Rebalanced and normalised RGO output and associated modifiers
    - Halved the build time for many factories
    - Rebalanced infrastructure, fort, naval base and factory build costs
    - Added a new late game factory: 'Synthetic Rubber Factory' to provide some rubber
    - Rubber and Oil RGOs will now only be activated if the owning country or their master has the appropiate technology to use oil and/or rubber

    Map changes
    - Added several straits in Indonesia
    - Moved the strait between Odense and mainland European Denmark
    - Fixed some issues with provinces that did not have a trade good
    - Made London a seperate state called Greater London
    - Alsace-Lorraine will not start with German cores anymore
    - Altered RGO sizes to hold a minimum size of 20.000 employees
    - North America, South America, Oceania and Africa will now have larger maximum RGO sizes compared to Europe and Asia as their start population was extremely low, thereby resulting in low RGO sizes
    - Artic and Desert territories now reduce RGO size even more
    - Changed some starting factories for several nations

    Events and Decisions
    - Added new events for secession of territory after British Dominions become independent
    - Added new Welfare state decisions for the German Empire and the North German Federation which gives them social reforms
    - Added a new decision which adds German cores on Alsace-Lorraine
    - Changed the way the Integration of Schleswig decision works and its associated event
    - Fixed the bug with the Berlin Congress event series, in which Austria would inherit Bosnia while Austria-Hungary instead of Austria existed
    - Fixed the government type demand in the Homestead decision for the USA
    - Made all the Capital RGO improvement decisions more expensive to initiate
    - Removed the AoC 'Leave Sphere of Influence' decision that allowed spherelings to get out of the sphere if the population was starving and their master took all their food
    - Added the Creation of Liberia decision for the USA
    - Made the russian 'Defender of Eastern Christians' and french 'Conquest of Indochina' decisions declare war instead of giving a free cassus belli
    - Taiping rebels will now be defeated if not making any progress within 15 years
    - Taiping rebels cores will now spread state wise
    - Added an event which will increase pop demands for everyday and luxury needs upon higher average literacy values
    - Adjusted the way CSA cores spread

    Technology and Innovations
    - The 'classicism and early Romanticism' technology now has a -60% prestige modifier to reduce exessive prestige buildup
    - Halved all shared prestige by innovations to reduce excessive prestige buildup

    Military
    - Adapted unit costs to suit the new economy
    - Early game units will now require raw RGO materials for building instead of industrial goods
    - Decreased build time for commerce raiders
    - Doubled build time for Dreadnoughts and monitors

    AI
    - The naval doctrine tech tree (for building naval bases) will now be much more attractive to the AI after 'Nationalism and Imperialism' and 'Machine Guns' technologies have been researched
    - The AI will now pick whether a state becomes a slave state or not more appropiately
    - Adjusted the relationship if the AI controls both Belgium and the Netherlands to reduce the chance of them having constant wars

    Database changes
    - Trinket Healthcare now has only a milicancy reduction
    - The UK and Belgium now start with minimal healthcare instead of trinket healthcare
    - Adapted some vanilla events to the new economy (they demand more money now)
    - Reduced the militancy effects of some modifiers for China
    - Changed some starting relationships between countries
    - A liberal political party of the Netherlands called 'Rooms-Katholieke' now has pluralism instead of moralism
    Last edited by Rizzmond; 26-11-2011 at 10:20.

  3. #3
    reserved for future use
    Last edited by Rizzmond; 17-05-2011 at 01:55.

  4. #4
    Captain RedRoverMan's Avatar
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    So focusing solely on the Colonial aspect of the game, what are the primary differences between this mod and your Colonial Development mod? Are they compatible?

  5. #5
    Captain RedRoverMan's Avatar
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    Oh and the Unofficial Fix Pack is @ V.9 now, only V.8 is integrated in this mod.

  6. #6
    Field Marshal hjarg's Avatar
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    Sounds interesting, logical and historical! Thanks, will try it out!
    My latest AARs

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    de Hautevilles- Can Anyone Stop the Norman Invasion?: A tale of Normans in Southern Italy. Completed!

  7. #7
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    This is what Chann said in another thread about this mod:

    Originally Posted by Rizzmond
    chann's mod should still be compatible and the recommended section of the first post should still be applicable. However, keep it mind chann also has made changes to the poptypes files.

    If you just want the bug fixes i did in the poptypes files do not replace my poptypes files with his. If you want chann's additional tweaks then go ahead and replace them. I am unsure as to the extent of his tweaking.


    Chann responded:

    Hey, I'm about to give your mod a spin, so thanks for the recommendations.

    After comparing with the poptype files in version 4 I can tell you that the mods are basically fully compatible -- Colonial Development's only additions are the 2% bureaucrat cap and clergy being uniformly capped at 4%/state rather than 4% nationally and not across all types.

    There are inconsequential changes to event_modifiers.txt; the copy from this mod can safely overwrite the fix pack version.

    There are actually no pop promotion tweaks in the latest version of the fix pack, I removed them because I didn't really know what I was doing in the area in the first place

  8. #8
    Quote Originally Posted by RedRoverMan View Post
    So focusing solely on the Colonial aspect of the game, what are the primary differences between this mod and your Colonial Development mod? Are they compatible?
    Ok I'll give the full-rundown. (To clarify, when I say "region" I mean a state or colony, think region mapmode).

    Colonial Development Mod worked by negating farming tech modifiers for colonies. For example, if you got water wheel power generation tech it was immediately applied to all your regions by the game and then negated in your colonial regions by the mod with province modifiers.

    For Age of Colonialism I switched it around. Now the tech itself doesn't give any immediate bonus. Instead, once you research the tech the bonus gets applied gradually by province modifiers, region by region, depending on the following:

    Factors that increase chance for farming advancement:
    +high literacy
    +high plurality
    +high consciousness
    +having a province nearby that already has the advancement

    Factors that decrease chance for farming advancement:
    -colonial state (very significant)
    -high militancy
    -low literacy

    This has three advantages over the first method:

    1. There is a realistic advancement of farming tech through your non-colonial regions. If you're playing Russia and you have highly illiterate and militant populations in a state out in Siberia, they are going to advance slower than your highly literate and non-militant populations around St. Petersburg and Moscow, even though it isn't a colony.

    2. Colonies are no longer dead-locked without any advancements. A colony can still adapt a farming tech advancement, it just takes 8x as long as a state (not including other factors like literacy and militancy). If you watch the Empire Tour video above you can see that some colonies have very minimal farming advancements, others don't have any.

    3. A overwhelming reduction in event spam. For many of the mechanization techs Colonial Development Mod had to apply the negations on a province basis because the mechanization techs varied greatly by trade good. This led to massive amounts of messages about province modifier changes constantly.

    For Age of Colonialism, I've averaged it all out into 4 levels of mechanization that can be applied region by region:

    Minimal Farming Mechanization
    Partial Farming Mechanization
    Advanced Farming Mechanization
    Complete Farming Mechanization

    They are tied directly to the tech/inventions that would have been used before:

    Minimal Farming Mechanization-The first half of the Mechanical Production inventions
    Partial Farming Mechanization-The second half of the Mechanical Production inventions
    Advanced Farming Mechanization-Drying techniques invention under the semi-automatization tech
    Complete Farming Mechanization-Refrigeration invention under the assembly-line tech

    Because these can be applied region by region instead of province by province and it doesn't need to recheck everything immediately when you get a new tech/invention there is no longer event spam.

    Keep in mind, those are the four levels of mechanization, there are also 7 levels of power generation advancement (corresponding to the techs/inventions in that tree). Those advancements didn't need to be averaged out though because they weren't trade-good specific.

    Age of Colonialism is not compatible with Colonial Development mod.

    Quote Originally Posted by RedRoverMan View Post
    Oh and the Unofficial Fix Pack is @ V.9 now, only V.8 is integrated in this mod.
    I'll make sure to get it into the next version.

    This is what Chann said in another thread about this mod
    The 4%/region clergy cap was intended by the developers. It's somewhere in that "why i'm not playing 1.2 anymore" thread in the general forums.

    The 2%/region bureaucrat cap is less clear whether it was intended. However, I have decided to include it because it plays in nicely with the importance of moving from colony to state and allows you to actually spend enough on the administration slider for law enforcement.

    If you prefer chann's version of the poptypes just copy them over, there won't be any problems.

    edit: Found the post

    Quote Originally Posted by Darkrenown View Post
    Well surely you want an explosion of clergy while trying to increase literacy?

    Clergy promoting past 4%/state is a bug though. You can fix it yourself fairly easily in the popfiles, or there's a fixpack mod that does it.
    Although he says chann's fixpack made it 4%/state, I believe chann put it to 4%/nationally.
    Last edited by Rizzmond; 10-12-2010 at 00:12.

  9. #9
    Field Marshal hjarg's Avatar
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    I've tried a bit last night. Not half bad, you know. UK doesn't get crazy superpowers and advancements per region actually make sense. Good for making difference not only between states and colonies, but also giving your country a bit of variety- less developed regions vs more developed etc.
    Only sad thing is that i've so much used to love getting the mechanical invetions and stuff and watching it improve my country... that is gone now.
    But otherwise- good ideas. Hmm, if you could only tie factories to level of power generation as well. Would further discourage building them in every unimportant backward province in Siberia :P
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  10. #10
    Quote Originally Posted by hjarg View Post
    I've tried a bit last night. Not half bad, you know. UK doesn't get crazy superpowers and advancements per region actually make sense. Good for making difference not only between states and colonies, but also giving your country a bit of variety- less developed regions vs more developed etc.
    Only sad thing is that i've so much used to love getting the mechanical invetions and stuff and watching it improve my country... that is gone now.
    But otherwise- good ideas. Hmm, if you could only tie factories to level of power generation as well. Would further discourage building them in every unimportant backward province in Siberia :P
    Thanks for the feedback

    It is unfortunate that some of the mechanical flavor was removed, but I think it was a necessary sacrifice to avoid the kind of event spam present in my other mod, Colonial Development Mod. I'm not sure I can influence which states capitalists put their factories in, but I'll look into it.

  11. #11
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    I've downloaded your mod. I like it so far. Playing as Sweden. No other mods or cheats. One interesting thing is that in July of 1852, Japan is GP #5.

  12. #12
    Lt. General ashandresash's Avatar
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    It seems great! Downloaded and pretending to give it a try this weekend. Most of the changes I've been thinking about are included
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  13. #13
    Quote Originally Posted by Pappy View Post
    I've downloaded your mod. I like it so far. Playing as Sweden. No other mods or cheats. One interesting thing is that in July of 1852, Japan is GP #5.
    I'm glad you're enjoying it. It is strange seeing Japan civilized and of that high rank in 1852, I don't really think the mod is influencing that. I'd just chalk it up to a fluke/peculiarity, although not a totally unthinkable outcome.

  14. #14
    Colonel Grunthex's Avatar
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    Hey Rizzmond - this looks excellent and I'd love to merge it in (for my own use at least) into the mod I generally play (Divergences), which changes oh, a heck of a lot of things, so i don't just want to dump your mod overtop.

    Can you tell me which files in particular are changed by A) your election event changes and B) your RGO spread changes? I tried comparing with WinMerge, but there's just so much stuff interweaved I couldn't pick out what was what without sitting down and reading all the files, and that means less playing!

  15. #15
    Quote Originally Posted by Grunthex View Post
    Hey Rizzmond - this looks excellent and I'd love to merge it in (for my own use at least) into the mod I generally play (Divergences), which changes oh, a heck of a lot of things, so i don't just want to dump your mod overtop.

    Can you tell me which files in particular are changed by A) your election event changes and B) your RGO spread changes? I tried comparing with WinMerge, but there's just so much stuff interweaved I couldn't pick out what was what without sitting down and reading all the files, and that means less playing!
    The files you will need are:
    event_modifiers.txt
    defines.lua
    ElectionEvents.txt
    RGOSpreadEvents.txt
    industry_inventions.txt
    000_age_of_colonialism.csv
    industry_tech.txt

    I would suggest the poptype files too, but I don't know if divergences changes them at all.

    Also, I would hold off until later today as I am releasing an updated version of the mod

  16. #16
    New update! Changelog:

    v1.2
    -Slowed RGO advancement spread
    -Fixed atheism and planned economy election events triggering before socialism was enabled
    -Integrated chann's v9 fixpack

  17. #17
    Rizz, are the RGO techs spread via event? And if so, does that not risk it being somewhat spammy for bigger countries?

    Also, mind if I pinch the election event changes for PDM? Full credit given, ofc.
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  18. #18
    Field Marshal hjarg's Avatar
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    The spam isn't that big actually. Bit spammy, yes, but not that much. The events almost don't happen in colonial provinces and low literacy makes them spread slowly in main provinces as well.
    And i think it gives a very nice addition... shows that even though the inventions are there, people aren't starting to use them the very moment but rather, it takes time-time-time-time and bit more time and neighbors buying the new reaping machine before they start using it. Kinda CK-like tech spread that feels just about right.

    Overall, me likes! A lot!
    My latest AARs

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  19. #19
    Quote Originally Posted by Naselus View Post
    Rizz, are the RGO techs spread via event? And if so, does that not risk it being somewhat spammy for bigger countries?

    Also, mind if I pinch the election event changes for PDM? Full credit given, ofc.
    Go for it with the election events.

    I think hjarg summarized my view on the spread events nicely. Note that it takes ages for tech to spread into colonial regions which are often a large portion of bigger empires (it spreads region by region, not province by province), and there are only 4 levels of mechanization and 7 levels of power generation for the whole course of the game.

  20. #20
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    After playing with Prussia... this mod is great! I'm downloading v1.2, and I'll try Austria this time. Congrats, Rizzmond! And thank you
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