There are a few modifications I've made that I'd like to see for a new patch or even for AHD (since I know a lot of effort is going into it).
1. POP reforms. Currently, no POPs will ever support extending political party reforms (harassment, gerrymandering, etc.). From all POP files,
As you can see, the code currently has it that POPs won't support gerrymandering unless the country policy is already gerrymandering. This is true for all stages of this reform.
2. Gold rushes. In the base code, gold being found in a province does not trigger the "gold_rush" province modifier except for the Witwatersrand gold rush and the one discovered by Custer's expedition. Admittedly, much of the population movement was temporary, as many people left when there was no more gold to be found. In this game, however, that isn't an issue.
3. RP-giving events. "Liberty Shines!", "Horace Mann", and other events give RPs. 4 of them. That is a rather insignificant effect. Suggested fix: change "research_points = 4" to "years_of_research = x".
4. A Boer Trek that actually works. Currently, that moves no one from British South Africa to Transvaal or Oranje. Suggested fix: just move the POPs directly.
5. Trail of Tears. As currently written, it moves Cherokee POPs from Oklahoma City to Talequah. Since the point of the ToT was to move the Cherokee west of the Mississippi River, POPs that are already there shouldn't be affected. Suggested fix: add 2 lines to the file:
6. Garibaldi's Redshirts. Currently, they ask SAR or an Italian GP to lead unification. However, SAR almost always gets this event (when the Redshirts stick around long enough to take over a country). Suggested fix:
Now SAR has to be important to get this event. If Two Sicilies gets its act together and SAR falters, TS will lead.
7. Rebels. When MIL reduction on rising was 2, we got rebels constantly. Now that it's 3, we get rebels that rise, stick around for 2 weeks, and go away. Suggested fix: change the MIL reduction mechanic so that MIL is not affected until the rebellion is over.
(I also added some events to force the ENG AI to release CAN, AST, and NZL).
1. POP reforms. Currently, no POPs will ever support extending political party reforms (harassment, gerrymandering, etc.). From all POP files,
Code:
gerrymandering = {
factor = 2
modifier = {
factor = 0
OR = {
vote_franschise = none_voting
NOT = { consciousness = 6 }
NOT = {
is_next_reform = non_secret_ballots
}
luxury_needs = 1.0
}
}
2. Gold rushes. In the base code, gold being found in a province does not trigger the "gold_rush" province modifier except for the Witwatersrand gold rush and the one discovered by Custer's expedition. Admittedly, much of the population movement was temporary, as many people left when there was no more gold to be found. In this game, however, that isn't an issue.
3. RP-giving events. "Liberty Shines!", "Horace Mann", and other events give RPs. 4 of them. That is a rather insignificant effect. Suggested fix: change "research_points = 4" to "years_of_research = x".
4. A Boer Trek that actually works. Currently, that moves no one from British South Africa to Transvaal or Oranje. Suggested fix: just move the POPs directly.
Code:
ENG = {
any_pop = {
limit = {
has_pop_culture = boer
consciousness = 6
}
move_pop = 2101 (for ORA, 2105 for TRA)
}
}
5. Trail of Tears. As currently written, it moves Cherokee POPs from Oklahoma City to Talequah. Since the point of the ToT was to move the Cherokee west of the Mississippi River, POPs that are already there shouldn't be affected. Suggested fix: add 2 lines to the file:
Code:
NOT = {
location = {
OR = {
province_id = 130
province_id = 129
province_id = 131
}
}
}
6. Garibaldi's Redshirts. Currently, they ask SAR or an Italian GP to lead unification. However, SAR almost always gets this event (when the Redshirts stick around long enough to take over a country). Suggested fix:
Code:
OR = {
is_greater_power = yes
AND = {
tag = SAR
OR = {
is_greater_power = yes
is_secondary_power = yes
}
}
}
7. Rebels. When MIL reduction on rising was 2, we got rebels constantly. Now that it's 3, we get rebels that rise, stick around for 2 weeks, and go away. Suggested fix: change the MIL reduction mechanic so that MIL is not affected until the rebellion is over.
(I also added some events to force the ENG AI to release CAN, AST, and NZL).