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Thread: Age of Colonialism

  1. #461
    Second Lieutenant Red Menace's Avatar
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    Installed it for the first time and playing with it now and liking it so far. Does just what it says.

  2. #462
    General Van Diemen's Avatar
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    About new release v3.1

    We indeed put a lot of effort to improve the vanilla game. Here is a list of the major and most obvious changes of v3.1 compared to the older AoC versions.

    Industrialisation
    The industrialisation process will behave much more different. You will now no longer have massive overproduction near the dawn of the 19th century. Only if world demand allows you to sell , or your standing in the world is very good (prestige), will you be able to sell enough goods when they are already in oversupply on the world market and are your factories capable of making profit. The role of making more profit is now only influenced by having clerks and capitalists providing the relative input and output bonuses. Technology will only allow a greater volume of goods being produced, while still demanding more input (tech gives only throughput).

    In addition, we have added dependency on coal for nearly all industries. This will mean that countries with their own stocks of coal will be allowed to industrialise more efficiently. Later oil will replace coal in many aspects, though of course by far not to the extent we see today, still late game factories will rely much more on oil as a source of power instead of coal.

    Migration
    Pops will now only migrate to places that would make sense to them. You will now see very few pops migrate to overseas colonial holdings in Africa and Asia, while those in the Americas and Australasia will be way more attractive. Also within your territories everywhere on the globe, matters like life rating, terrain and employment conditions will have impact on the pop's choice to move to a certain area.

    Historical Events
    Within the game's confinements you may now experience a few more historical major events that occurred during the 19th century. Things like the Crimean War, Treaty of Paris, unrest in the United States of Central America, the declaration of independence by Romania, The Berlin Congress, the Taiping rebellion on mainland China have now been added or improved in the game. Though, it must be said that the conditions of these events have been chosen within historical confines, such that leaving these confines might cause them not to occur at all. Victoria II is of course a 19th century open ended game, and not a historically scripted simulator. We just provide some directions.

    Balancing and bug fixes
    We also applied many fixes to existing problem, whether vanilla or AoC associated. One of the annoying bugs can be that for example a member of a sphere might be forced to send all its food and other life needs to its master. As we sadly cannot fix this issue as it is hardcoded at least a new decision will be available to leave your master's sphere if your pops are starving while your sphere master's pops are throwing parties at home on your expense.

    In addition promotion and demotion has been approved and several problems have been fixed there as well. Some modifiers weren't working properly due to our or PIs mistakes.

    Mobilisation and Standing armies
    Again we looked at this and decided to reduce the mobilisation pools available at the start of the game. This means standing armies have become more important though later mobilised armies will in most cases seriously outnumber your standing force.

    Map Rebalancing
    We strive to have a realistic map, but also to have a balanced one. Therefore, many randomly placed coal and iron provinces have been replaced for grain, fruit and other goods. Now the most northern part of France and Alsace Lorraine will hold coal and iron. This is just one striking example, but there are more cases. Also terrain has been adjusted where incorrect. For example, though not entirely new in this version, New Orleans will have marshes and swamps instead of plains.

    Cassus Belli changes
    Though we will atm not provide further cassus belli restrictions for military policy (which might become available in further as a separate file). We have improved the cassus belli system in several ways. For example, infamy for claiming non core states has been increased. This means you can now only claim one non-colonial state each war before going over the badboy threshold. However, uncivilized powers may still claim more states during each war as civilized powers do not really care a lot what uncivilized countries do against eachother. However the "a place in the sun" war goal should now increase infamy a bit less.

    In general these are the most obvious visible changes. But, do not forget that there are many minor under the hood changes that are especially touching balancing but are not really interesting to report here. I hope you all like the new version and please keep those Empire reports and potential bug reports rolling in so that we can further improve this game.

    I just would like to state that the game should work fine, if correctly installed. Do not try to install this mod over an already extensively modded version of Victoria II, unless you really know what you are doing. Most bug and especially crash/CTD complaints that we get are usually not due to any bug, but often due to people not installing properly!

    I wish you all much fun playing this mod,

    Van Diemen
    Last edited by Van Diemen; 17-05-2011 at 07:03.
    The HRE Revised Mod is a Holy Roman Empire and CKII balance mod aimed to stop want to be despot emperors in their tracks

    Try the 3.4 version of the Age of Colonialism mod for Victoria II v1.4 beta 26 sept 2011

  3. #463
    Quote Originally Posted by Ayetach View Post
    First, do events or balances in the mod encourage separatism in the world like the cases of (but not only) Norway, British overseas possessions, the withdrawl of Ottoman rule in the Balkans, succession of states from the USCA and the change of reintegration?
    We certainly do have encouragement for Britain to release their colonial possessions (Canada, South Africa, Australia and New Zealand) under times of great stress for the empire. Additionally, the withdrawal of Ottoman rule in the Balkans is a big focus and you will see many events linked to that. Generally speaking, Van Diemen handles the majority of separatism event chains/decisions so if you want to know specifics ask away.

    Quote Originally Posted by Ayetach View Post
    Secondly, along with revolutions of moving more liberal/socialist/facist/communist governments into power does the game also encourage the potential of moving backwards with reactionary and absolute monarch leadership?
    Reactionary rebels are always a potentiality and I have seen them revert countries backwards. Liberal revolutions are more common for obvious reasons though.

    Quote Originally Posted by Ayetach View Post
    Thirdly, are certain issues addressed in this mod that helps route the issues that arose from 1.3 (like wine and liquer
    Wine and liquor will remain in demand for the beginning of the game but neither are needed for building infantry. These shortages in early game are largely out of our control (we can only mitigate their effects and have) due to the hard-coded economic model in V2. In real life when a good remains in shortage its price continues to raise until it is no longer in shortage but the game is not modeled to handle that.

    Those goods along with others (luxury goods, clothes, furn etc) will come out of shortage later in the game and only the lowliest of nations won't have access to them early game.

  4. #464
    Great news :-)
    Have you put a plug in the infinite bureaucrat promotion going on in uncivilized nations?

  5. #465
    General Van Diemen's Avatar
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    Quote Originally Posted by Jawa View Post
    Great news :-)
    Have you put a plug in the infinite bureaucrat promotion going on in uncivilized nations?
    I think Rizzmond in general has been able to fix a lot of the bureaucrat promotion bugs that caused immense bureaucrat pops of sometimes 25% of the province.

    Of course like we said, if you want to create states out of your colonies you will have to accept some bureaucrat bloating by increasing their pay.
    The HRE Revised Mod is a Holy Roman Empire and CKII balance mod aimed to stop want to be despot emperors in their tracks

    Try the 3.4 version of the Age of Colonialism mod for Victoria II v1.4 beta 26 sept 2011

  6. #466
    Quote Originally Posted by Van Diemen View Post
    I think Rizzmond in general has been able to fix a lot of the bureaucrat promotion bugs that caused immense bureaucrat pops of sometimes 25% of the province.

    Of course like we said, if you want to create states out of your colonies you will have to accept some bureaucrat bloating by increasing their pay.
    I'm glad to hear that. That kind of bureaucrat bloating is only fair.

  7. #467
    Thank you for this mod, I've had a lot of fun playing 3.0 as UK, and I will definately try 3.1.

    I have a feature-request. Around 1890 my country has several regions with 8 lvl 10+ factories. By that time they need to be almost continuously upgraded to make room for new workers. If a factory goes bankrupt, or if I want to make room for a new type, I get 100,000 unemployed, and it takes 20 years for an aeroplane factory to upgrade far enough to take them all in. If two or three factories need to be replaced in a span of <20 years, it becomes unemployment hell.

    Realistically, nobody would destroy a lvl10 textile mill to make room for a lvl1 car factory. What really happened is the car factory was built next to the mill, and workers gradually transferred from a dying industry to a growing one.

    Furthermore, it makes no sense for the upgrade from a 100,000 to 110,000-worker factory to take just as much time as needed to build a 10,000 plant from scratch.

    I'm not sure what's possible, and I assume the 8-factory limit is hard-coded. But I have some ideas to make late-game factories better able to absorb workers:
    1) Increase worker-capacity by factory level. So a lvl1 factory takes 5,000 workers, a lvl2 factory 10,000, lvl3 20,000, lvl4 40,000, lvl5 80,000, lvl6 160,000, etc. That way new factories start small, but as the population grows factories continue to be able to absorb them.
    2) Increase worker-capacity by tech level. As technology advances, each factory can employ more workers.
    3) Decrease buildtime for "old-tech"-factories by tech level. A new steelmill should be much faster to construct in 1900 than in 1840.
    4) Increase base worker-capacity. 20,000 workers per factory level instead of 10,000.

    I like 1) best, but it may not be possible to implement. 2) makes no sense for new technology factories, they should start small. 3) would become micromanagement-hell for state capitalism, but I think it's both realistic and possible to implement. 4) is easiest, but makes no sense for new factories.

  8. #468
    Sergeant braveheartm's Avatar
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    hy guys ... could you please let us know what's the checksum?

  9. #469
    Field Marshal James The 1st's Avatar
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    The dedication you put into this really shows!

  10. #470
    Quote Originally Posted by Rizzmond View Post
    Wine and liquor will remain in demand for the beginning of the game but neither are needed for building infantry. These shortages in early game are largely out of our control (we can only mitigate their effects and have) due to the hard-coded economic model in V2. In real life when a good remains in shortage its price continues to raise until it is no longer in shortage but the game is not modeled to handle that.

    Those goods along with others (luxury goods, clothes, furn etc) will come out of shortage later in the game and only the lowliest of nations won't have access to them early game.
    Generally the issue is that factories produce far less than the demand the pops are made to have - I've corrected it by reducing the demand and increasing production just enough to still have some dynamics but I find it a residual issue left in the vanilla version. I'll give your mod a test try to see how everything runs - thanks for the response!

  11. #471
    Quote Originally Posted by Ayetach View Post
    Generally the issue is that factories produce far less than the demand the pops are made to have - I've corrected it by reducing the demand and increasing production just enough to still have some dynamics but I find it a residual issue left in the vanilla version. I'll give your mod a test try to see how everything runs - thanks for the response!
    This is actually not correct. Because of the way prices are set in game (they are tethered to a pre-set price) increasing factory production only increases demands proportionally because the prices won't lower as in real life when goods are in surplus. This means craftsmen just make more money then before meaning they demand more goods. You can increase production to the point where the craftsmen make so much money they fill all their needs and just start filling up the bank but it's quite lame to see industrial workers constantly filling 100% needs and destroys other elements of the game.

  12. #472
    Just did a few test runs through this new version. There seems to be numerous issues with some of the gameplay mechanics. For one, Russia tends to declare war on China repeatedly for far more territory than was is normally observed in most games, Indonesia gets cut up by too many powers early in the game (not to mention Holland becoming swiss cheese for a country after Belgium guts it), the American civil war begins with lots of scattered states all over the union (not to mention the actual war starting a few years later after the succession). The Danish annex of its puppet state and being sphered by Prussia has prohibited its ability to form NGF or Germany for that matter in certain games. I've also witnessed the NGF forming but Austria not reforming into the Austro-Hungarian empire or with a war of hegemony ever occuring.

    Certain things I did like though was the British aquisition of Hong Kong, the election system, the pop immigration system, the Taiping rebellion (although it was pretty short), the withdrawal of nations from SoI (AI being the ones to manage this), & military size restrictions.

    The AI's ability to manuver around the tech tree helps but I think it also speeds up their development (i.e. Japan achieved Meiji Restoration in 1861 - perhaps thats okay since it was shy 7 years but it sure felt early).

    Of all the games I played through, the only managable method Holland has managed to attain Maastricht was when it broke away from Belgium (presumably because either the UK pounded Holland when it triend to reinstated the 'rebel' provinces or because Belgium became a great power):


    Because of the Holland-Belgian war, many powers took advantage of cutting up Hollands colonial holdings and basically gutted the empire that once was - observe the remains of Indonesia after the first war with belgium Holland attempted:


    In this mod I saw a lot more activity by the US getting involved in foreign wars like Egypt or Morocco which I find somewhat silly since the US usually had a more isolationist policy and even then engaged in most of its imperialist activities in the americas or Pacific theatre:


    This was an image I captured after the NGF was formed but no war of hegemony was ever made and therefore never really established the groundwork for teh NGF - maybe that's not necessary but the fact that NGF did 2-3 hegemony wars on Austria made it seem weird. On top of that Austria remained Austria for most of the game - only during very unstable periods did they switch over to AH, but it took a lot - losing Bohemia was not enough for it to lose its initial title:


    This pretty much speaks for itself:



  13. #473
    ayetach, you have to realize victoria is not a deterministic game. Aside from the first opium war (British conquest of Hong Kong) none of the wars you described were in anyway compelled by AoC. Russia decided to attack China because it was stronger and a good target to attack, there's nothing wrong with that and it is a possibility in vanilla as it is in AoC. China is less powerful in AoC for good reason, it was incredibly overpowered in vanilla. Too easy to civilize and no internal strife as there was in real life.

    There is a great variation from game to game, here is a v3.1 test game where the Netherlands did quite well for itself.
    V2_10.jpg

    It maintained all colonial possessions and added more (bali, yemen, part of ethiopia) bringing itself to rank 11 at 1902.

    I've also seen the Netherlands conquer all of Belgium and hold it for the whole game.

    Here is a v3.1 test game where the civil war borders are more close to what happened in reality.
    V2_11.jpg

    Usually the USA will dominate the CSA and Mexico and form its complete to-date borders. This is not always the case nor would it be good for the game if it was. Extremely little was changed about the ACW by AoC, it just so happened that in your game many of the western states were slavery sympathetic.

    As for the NGF, in vanilla, as in AoC, it is not necessary for Prussia to attack Austria to form the NGF. It may make it easier to get all the necessary countries into their sphere with an assert hegemony casus belli but that doesn't mean Prussia has to do it.

    Mods have no control over when nations will intervene in wars with each other, we can only influence power directions (France being less able to turn african into states than in vanilla for example)

    The only screenshot that concerns me is the last one. What nation was that as? It honestly looks like you didn't install the mod correctly or tried to change it breaking something.

    In the future if you have a gameplay report please post it in the appropriate thread.
    Last edited by Rizzmond; 19-05-2011 at 02:09.

  14. #474
    Quote Originally Posted by braveheartm View Post
    hy guys ... could you please let us know what's the checksum?
    SJNX should be the correct checksum

    I'm not sure what's possible, and I assume the 8-factory limit is hard-coded. But I have some ideas to make late-game factories better able to absorb workers:
    1) Increase worker-capacity by factory level. So a lvl1 factory takes 5,000 workers, a lvl2 factory 10,000, lvl3 20,000, lvl4 40,000, lvl5 80,000, lvl6 160,000, etc. That way new factories start small, but as the population grows factories continue to be able to absorb them.
    2) Increase worker-capacity by tech level. As technology advances, each factory can employ more workers.
    3) Decrease buildtime for "old-tech"-factories by tech level. A new steelmill should be much faster to construct in 1900 than in 1840.
    4) Increase base worker-capacity. 20,000 workers per factory level instead of 10,000.
    I'm afraid only 4 is possible. However, the pace of industrialization is much slower in 3.1 than 3.0 so this may not be as much of an issue. Give 3.1 a shot and let me know if you think we should still raise the base worker-capacity.

  15. #475
    Quote Originally Posted by Rizzmond View Post
    ayetach, you have to realize victoria is not a deterministic game.
    I realized that before I even bought the game


    Quote Originally Posted by Rizzmond View Post
    Russia decided to attack China because it was stronger and a good target to attack, there's nothing wrong with that and it is a possibility in vanilla as it is in AoC. China is less powerful in AoC for good reason, it was incredibly overpowered in vanilla. Too easy to civilize and no internal strife as there was in real life.
    Oh sure, but this behavior I see in Russia consistently gutting China is that it seriously deviates away from many of the vanilla games I've played, even with mods like PDM or rebalance. The behavior I saw was simply alarming. China does tend to be overpowering but because of events like the Taiping, Boxer rebellion, and ofcourse certain changes in the characteristics of the pops that make up China it can be controlled. Thing is, normally I'm used to Russia dealing China out of territory like many of its event choices offer. But if it keeps attacking like this (like it did in 5 seperate games I tested after I noticed this behavior with my first serious game) then it frankly makes those decisions pointless. Don't you think? It may just be a difference in opinion, so I simply see it as being overly aggressive to a possibly overweakened China.

    Quote Originally Posted by Rizzmond View Post
    There is a great variation from game to game, here is a v3.1 test game where the Netherlands did quite well for itself.

    It maintained all colonial possessions and added more (bali, yemen, part of ethiopia) bringing itself to rank 11 at 1902.

    I've also seen the Netherlands conquer all of Belgium and hold it for the whole game.
    Okay well in the 6 different games that I mentioned I saw nearly the same behavior each time. It seemed silly from my perspective.

    Quote Originally Posted by Rizzmond View Post
    Usually the USA will dominate the CSA and Mexico and form its complete to-date borders. This is not always the case nor would it be good for the game if it was. Extremely little was changed about the ACW by AoC, it just so happened that in your game many of the western states were slavery sympathetic.
    Perhaps but how many times did those successionist states withdraw in mostly large clumps? That 'little' bit of change that was made to the game did affect how scattered the seperatist states were. Its simply odd that certain northern states would join the rebellion when most of the events specifically mention the seperatism going on in 'the south'. Again you've stated your point of view on this but for me it feels off with the setup on this war deal. Also the US doesn't even declare war immediately on its rebelling states, but rather 3 or even 5 years down the road - this happens especially when its already entangled in a war with another nation.

    Quote Originally Posted by Rizzmond View Post
    As for the NGF, in vanilla, as in AoC, it is not necessary for Prussia to attack Austria to form the NGF. It may make it easier to get all the necessary countries into their sphere with an assert hegemony casus belli but that doesn't mean Prussia has to do it.
    Okay, so what is this asserting hegemony 2 or 3 times after north german unification all about? its happened in 2 of the 6 games I ran.

    Quote Originally Posted by Rizzmond View Post
    Mods have no control over when nations will intervene in wars with each other, we can only influence power directions (France being less able to turn african into states than in vanilla for example)
    Yes I understand that, but it has very little to do with what I'm trying to point out about the behavior of certain events and casus belli used when its clearly inappropriate for use (and I mean inappropriate by unnecessary).


    Quote Originally Posted by Rizzmond View Post
    The only screenshot that concerns me is the last one. What nation was that as? It honestly looks like you didn't install the mod correctly or tried to change it breaking something.
    Sardinia-Piedmont, I think there was something wrong with the refresh of the screen shot. I installed everything properly (in fact I did a fresh install a second time to make sure all the files were in place when I started seeing all this odd behavior).

    Quote Originally Posted by Rizzmond View Post
    In the future if you have a gameplay report please post it in the appropriate thread.
    "-For general feedback and everything else use this thread"

    Because reviewing a new release doesn't necessary constitute a bug, event/decision discussion, & gameplay & empire report (since this isn't a finished game). Then as you said in that final line of the first post for this thread, its a general feedback which is exactly what it is.

    Don't get me wrong - I really like some of the concepts of this mod like retaining the adminstrative percentages that some other mods essentially toss out, or limiting army sizes, the seperatism that was happening around (like indian states), and even the removal of sphere influence that the AI can also utilize. Lots of great ideas here. There's just some odd behavior going on that wouldn't constitute by design necessarily.

    Thanks for explaining your thoughts though

  16. #476
    Perhaps but how many times did those successionist states withdraw in mostly large clumps? That 'little' bit of change that was made to the game did affect how scattered the seperatist states were. Its simply odd that certain northern states would join the rebellion when most of the events specifically mention the seperatism going on in 'the south'. Again you've stated your point of view on this but for me it feels off with the setup on this war deal. Also the US doesn't even declare war immediately on its rebelling states, but rather 3 or even 5 years down the road - this happens especially when its already entangled in a war with another nation.
    I'll have to talk to Van Diemen about this, he's the one who made the slight changes to the ACW so it is possible something is influencing this behavior but I think something else might be at play here. I've given some more thought to this and I think it may have to do with the changes to agricultural revolution. Unlike in vanilla and other mods, farm RGO sizes get significantly smaller as states tech up to simulate the importance of agricultural mechanization to urbanizing industrialization (peasants moving to the city) (this also prevents the overindustrialization of poorly mechanized countries like Russia). Since the south is pretty much all farms (as opposed to the north which has more mines) the decreased RGO sizes probably causes southerners to consider colonial migration much more than their northern counterparts--ultimately leading to greater number of dixies in the western colonies and turning them into pro-CSA states. Regardless, I will try to smooth this out so that the line between USA/CSA is more contiguous.

    Okay, so what is this asserting hegemony 2 or 3 times after north german unification all about? its happened in 2 of the 6 games I ran.
    the NGF is probably trying to take Baden/Wurrtemburg/Bavaria from Austria so it will be ready to form Germany

    Yes I understand that, but it has very little to do with what I'm trying to point out about the behavior of certain events and casus belli used when its clearly inappropriate for use (and I mean inappropriate by unnecessary).
    Could you be more specific about which casus belli event(s) you think is inappropriate?

    Concerning the Russia/China issues, perhaps we went overboard with the China nerfs (leading to Russia's overly-aggressive behavior). If we hear more reports about china being overly nerfed we will tone down the nerfs and Taiping Rebellion.

    I do appreciate the feedback, I'm just trying to not overly generalize without having a larger sample size.

  17. #477
    Quote Originally Posted by Rizzmond View Post
    I'm afraid only 4 is possible. However, the pace of industrialization is much slower in 3.1 than 3.0 so this may not be as much of an issue. Give 3.1 a shot and let me know if you think we should still raise the base worker-capacity.
    Will do.

    I think the issue is basically too large regional populations relative to the factorylevel-size of 10,000. But I'll let you know how 3.1 goes.

  18. #478
    Quote Originally Posted by Rizzmond View Post
    I've given some more thought to this and I think it may have to do with the changes to agricultural revolution. Unlike in vanilla and other mods, farm RGO sizes get significantly smaller as states tech up to simulate the importance of agricultural mechanization to urbanizing industrialization (peasants moving to the city) (this also prevents the overindustrialization of poorly mechanized countries like Russia). Since the south is pretty much all farms (as opposed to the north which has more mines) the decreased RGO sizes probably causes southerners to consider colonial migration much more than their northern counterparts--ultimately leading to greater number of dixies in the western colonies and turning them into pro-CSA states. Regardless, I will try to smooth this out so that the line between USA/CSA is more contiguous.
    That makes a lot of sense - there is afterall dixie pops out in the scattered states. I checked my save file and was suprised to find that many of the scattered states only had 3 or 4% that were dixie. California, being one of them didn't even have any dixies in it, which is really strange considering the core is placed on that state and it rebelled.



    Quote Originally Posted by Rizzmond View Post
    the NGF is probably trying to take Baden/Wurrtemburg/Bavaria from Austria so it will be ready to form Germany
    Hmm yeah that might be it, still, the way it was originally designed you'd think it'd only be necessary once.



    Quote Originally Posted by Rizzmond View Post
    Could you be more specific about which casus belli event(s) you think is inappropriate?
    My main reference was the NGFs repeated Assert Hegemony war.

    Quote Originally Posted by Rizzmond View Post
    Concerning the Russia/China issues, perhaps we went overboard with the China nerfs (leading to Russia's overly-aggressive behavior). If we hear more reports about china being overly nerfed we will tone down the nerfs and Taiping Rebellion.
    Speaking of Taiping rebellion, is that an event that only activates certain states for open rebellion? or is it based on variables that determine how large the rebellion territory can be? I noticed that when they do come they're roughly the size that matches historical region but they tend to get conquered rather quickly (sometimes within the month), is that by design?

  19. #479
    There is some nice variation though, I'm doing my 7th run in this and now there's a SGF along with a relatively peaceful border between Russia and China, Holland is also mostly intact. You might just be right to say that it varies each game. I still find the repeated Hegemony wars between NGF and Austria & the CSA makeup rather silly.

  20. #480
    Quote Originally Posted by Ayetach View Post
    There is some nice variation though, I'm doing my 7th run in this and now there's a SGF along with a relatively peaceful border between Russia and China, Holland is also mostly intact. You might just be right to say that it varies each game. I still find the repeated Hegemony wars between NGF and Austria & the CSA makeup rather silly.
    So I went over the changes made to the ACW events and the only change we made was to delay the outbreak of the war for 1 month after the CSA forms so that it has a chance to pull its troops back to its borders for a fighting chance against the USA (otherwise an army that split between CSA/USA soldiers immediately fought and the CSA almost certainly would lose all of its standing army after the first few days).

    Here's how the the game determines what states join the CSA (these are vanilla steps we haven't touched):

    1. When a colony becomes a state the AI picks randomly (50/50) whether it will be a slave state or free state. Kinda silly, but that's how it's setup.

    2. Any state that is a slave state and has at least 10% of pro-slavery pops becomes eligible to become a CSA core

    3. states that have at least 15% pro-slavery pops are twice as likely to get a CSA core

    So, even if the state has no dixie in it, if there are 10% pro-slavery pops it can still become part of the CSA

    To make it more contiguous for the next patch I'm planning on adding two things:

    1. Slave states will get farming mechanization much slower than non-slave states. This is realistic and will also reduce dixie colonial migration.

    2. A state will be extremely unlikely to get a CSA core unless it already borders an existing CSA core

    Another possibility is to raise the threshold for the amount of pro-slavery pops needed to make it a CSA core, but I don't think that will be necessary.

    As to the hegemony wars, it really varies from game to game. I've seen games where prussia/NGF never does a single hegemony war. We haven't changed this at all from vanilla and I am reluctant to make any changes in this regard.

    For the Taiping Rebellion, cores spread out from a starting point in the south near where the point the real Taiping Rebellion started. Any province that gets a core starts spawning a special rebel type called the Taiping Rebels. These rebels are instructed to bumrush Nanjing (as in real life). Once they successfully occupy Nanjing it triggers a pre-set area (historical borders) around it to become the heavenly kingdom and the civil war starts. The rebel type is giving us some issues though and we might make the setup more like the ACW in the next version.

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