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Thread: Issues of Our Age - Reform Pack

  1. #1

    Issues of Our Age - Reform Pack

    Issues of Our Age is a reform pack mod that introduces a eight new categories of reforms to the politics screen, allowing the player greater control over many policies of the country. Feel free to use this in your own mods, but remember to give me credit!

    The eight categories added are: Immigration, Consciption, Minorities, Pollution, Child Labor, Gun Control, and Arts Endowment.

    NOTICE: Now works on monitors of all sizes!



    The tooltips don't give all effects of the policies.

    Immigration: See below.

    Nobody Gets Out: Emigration and immigration to and from your country receive massive negative modifiers, preventing both.
    Wealth Immigration: Middle and upper class immigrants get net positive bonuses to immigration, lower classes get -50%.
    Culture Immigration: Accepted and primary culture immigrants get net bonuses to immigration, non-culture pops get -50%.
    Quota Immigration: Your country receives a largish -50% penalty to immigration but pops with literacy above 40% receive a net positive bonus (with more literate pops getting larger bonuses).
    Open Immigration: General +10% bonus to immigration.

    Conscription: More liberal policies reduce mobilization size but decrease poor luxury needs, give a modest research bonus, and a small reduction in militancy. More reactionary policies greatly increase mobilization size but create militancy and research penalties.

    Minorities: More liberal policies increase assimilation rate and reduce militancy and expand the franchise to other culture groups.

    Pollution: More socialist policies increase population growth (by small amounts), as well as factory maintenance. More reactionary policies decease growth.

    Child Labor: More socialist policies increase factory throughput. More reactionary policies increase pop growth.

    Gun Control: More socialist policies reduce mobilization size but also reduce crime and militancy.

    Arts Endowment: More socialist policies increase prestige.

    Communist, Fascist, and Reactionary rebels enforce Nobody Gets Out and Mandatory Service, and Fascists additionally enforce Oppression.

    Future Plans:
    -Add events related to reforms
    -Change initial reform settings for various nations to match historical realities
    -Allow the AI to strategically change settings

    Version History
    0.10: Release
    0.11: Graphics bug fixes
    0.20: Small screen version, abortion changed to child labor, justice eliminated, added
    0.21: Revised minorities to change voting type
    0.22: Hotfix for graphics bugs
    0.23: Hotfix for more graphics bugs
    0.24: Decision slider fixed
    0.30: Changed graphics to vanilla
    0.31: Expanded decision/rebel boxes
    0.40: Edited to work with A House Divided
    0.41: Added new debt law, trial, patent, and penal reforms, removed gun control
    0.42: Fixed missing localization issue
    0.43: Fixed unciv reform screen
    0.50: Added new unciv reform interface
    0.51: Added nine new unciv reforms
    Attached Files
    Last edited by ThunderHawk3; 13-02-2012 at 02:47.

  2. #2

  3. #3
    Alternative Affairs Specialist TekcoR's Avatar
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    Pretty cool setup right there and some great options.
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  4. #4
    Might I suggest that 'child labour' is probably a better category than 'abortion' for the 19th century? Abortion was only legalized in three countries in the entire game's span, and those were the Soviet Union in 1919, Iceland and Nazi Germany in 1935... seems a little too limited for a reform, while child labour was a major issue of contention in many industrial countries throughout the period.
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  5. #5
    BL-logic
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    Quote Originally Posted by Naselus View Post
    Might I suggest that 'child labour' is probably a better category than 'abortion' for the 19th century? Abortion was only legalized in three countries in the entire game's span, and those were the Soviet Union in 1919, Iceland and Nazi Germany in 1935... seems a little too limited for a reform, while child labour was a major issue of contention in many industrial countries throughout the period.
    I think the OP must intend this as a pack of issues for the modern age, rather than the victoria 2 timeframe. The modern day scenario would find it useful.
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  6. #6
    General KPJ's Avatar
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    This is very beautiful stuff, TH3.
    My monitor is fine, but do you know how it plays on lower resolutions? Also, are POP's preferences and demands for these reforms implemented?
    Will definitely try it out if it's okay on my resolution, but higher resolutions crash me
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  7. #7
    Quote Originally Posted by Naselus View Post
    Might I suggest that 'child labour' is probably a better category than 'abortion' for the 19th century? Abortion was only legalized in three countries in the entire game's span, and those were the Soviet Union in 1919, Iceland and Nazi Germany in 1935... seems a little too limited for a reform, while child labour was a major issue of contention in many industrial countries throughout the period.
    That's a pretty fair point. From the mechanistic perspective, though, I would have a problem because initially illegal abortion balances pollution penalties to population growth. I could remove pollution penalties and make it growth-only, but I'm worried about the effect of too much pop growth on the long-term balance of the game. Banning child labor, if anything, would increase population growth (as well as reducing factory throughput and maybe give a research bonus or education efficiency bonus because the kids are staying in school).

    As a side note, I do seem to have reached the limit of what can be added to the game neatly in the politics screen, sans adding another column. I have a feeling it might be possible to make all buttons and text smaller; that might give a little more wiggle room.

    Quote Originally Posted by KPJ View Post
    This is very beautiful stuff, TH3.
    My monitor is fine, but do you know how it plays on lower resolutions? Also, are POP's preferences and demands for these reforms implemented?
    Will definitely try it out if it's okay on my resolution, but higher resolutions crash me
    Pop preferences aren't implemented and I don't have any short-term plans to implement them. I'm not sure how I'd implement minorities (can I target certain minorities in the pop preferences files?). I might make conscription reform popular with the lower classes and immigration reform popular with capitalists.

    Also a report on resolution: the politics screen is playable but ugly on 1280*800. Any shorter than 800 and it becomes unplayable. I recommend 1280*1024 or larger for this mod, but I think if you have a very small monitor then it practically breaks the game.

  8. #8
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    Thanks for the quick reply TH3. I will definitely be looking into this after I'm satisfied with my own mod, and plan to mix them if I can be sure of this working on my computer (will be a few days at earliest, a few weeks most likely).

    The method for choosing POP preferences would be in the poptypes/farmers.txt or whomever.txt. Here is an example for atheism

    Code:
    	pro_atheism = {
    		factor = 1
    		modifier = {
    			factor = 0.25
    		}
    		modifier = {
    			factor = 1.25
    			consciousness = 8
    			NOT = { is_state_religion = yes }
    		}
    		modifier = {
    			factor = 1.25
    			consciousness = 6
    			NOT = { is_primary_culture = yes }
    			country = {
    				religious_policy = moralism
    			}
    		}
    		modifier = {
    			factor = 0.9
    			consciousness = 6
    		}
    		modifier = {
    			factor = 0.9
    			consciousness = 7
    		}
    		modifier = {
    			factor = 0.9
    			consciousness = 8
    		}
    		modifier = {
    			factor = 0.9
    			consciousness = 9
    		}	
    	}
    I'm curious if the new reforms could even be effected by this. It would be your first step to making the AI implement these reforms (when the population hits 7% in favor and the Upper House makes it possible, the AI enacts).

    So, for minorities, for example, I would try something like this:

    Code:
    	oppression = {
    		factor = 1
    		modifier = {
    			factor = 0.25
    		}
                    modifier = {
                            factor = 0
                            NOT= {is_primary_culture = yes }
                    }
    		modifier = {
    			factor = 1.1
    			consciousness = 6
    			is_primary_culture = yes
    			country = {
    				religious_policy = moralism
    			}
    		}
    		modifier = {
    			factor = 0.9
    			consciousness = 6
    		}
    		modifier = {
    			factor = 0.8
    			consciousness = 7
    		}
    		modifier = {
    			factor = 0.7
    			consciousness = 8
    		}
    		modifier = {
    			factor = 0.6
    			consciousness = 9
    		}	
    	}
    That would make non-primary cultures never accept it, primary cultures more likely to accept it under Moralism, and consciousness reduce the preference for it.

    Hope I've helped, and sorry I'm too busy to actually try out the mod for a while (also unsure if I can make it work given my low-res play, my computer shouldn't even be able to run V2 according to the system requirements )
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  9. #9
    General Hibernian's Avatar
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    First of all, nice work, that's some really excellent modding.

    Quote Originally Posted by ThunderHawk3 View Post
    Minorities: More liberal policies increase assimilation rate and reduce militancy.
    Eh, shouldn't this be the other way round? A Liberal policy on minorities would mean recognising their rights (linguistic and cultural rights, etc) and would allow them to continue to exist as a distinct community. Whereas Assimilation is a right-wing ideology, which says that minorities must give up their "differences" and become like the majority. I would think that the Liberal policies should reduce assimilation and make minorities less militant, and the Reactionary policies should increase the assimilation rate, but make the minorities more militant.

    Quote Originally Posted by ThunderHawk3 View Post
    Justice: More liberal policies reduce militancy.
    Well the "Trails/No Trails" mechanic is very simplistic, but again this sounds like it's almost backwards, in my experience a "liberal" justice system is hated by the poor but liked by intellectuals (think about the Death Penalty debate, popular opinion often says "Hanging is too good for them" whereas intellectuals are generally opposed to it).

    Quote Originally Posted by ThunderHawk3 View Post
    Pollution: More socialist policies increase population growth (by small amounts), as well as factory maintenance. More reactionary policies decease growth.
    The Factory maintenance makes sense, but does reducing pollution really increase the birth rate? I suppose toxic gases no longer being allowed to be produced by factories inside cities does have health benefits, but "Pollution" is a massive thing, does it include CO2 emissions? (that actually would be a good reform to have for a modern times simulation).

    Quote Originally Posted by ThunderHawk3 View Post
    Abortion: Reactionary policy (no abortion) increases population growth. Socialist policy (yes abortion) decreases crime and militancy.
    I suppose that generally makes sense, but having abortion doesn't reduce militancy all round, it placates Liberal but infuriates Conservatives. You could perhaps simulate that, by all Conservative, Reactionary and Fascist POPs being angered by Abortion being allowed and all Liberal, Anarcho-Liberal, Socialist and Communist POPs being angered by it not being available.

    Quote Originally Posted by ThunderHawk3 View Post
    Gun Control: More socialist policies reduce mobilization size but also reduce crime and militancy.
    Sounds all right, but again, it shouldn't reduce everybody’s militancy, the Right-wing would hate it.

    Quote Originally Posted by ThunderHawk3 View Post
    Arts Endowment: More socialist policies increase prestige.
    Surely this should be more complex, with a right-left divide, and also it should actually cost the government money.

  10. #10
    Hib, you know full well we can't target militancy by class, type, income bracket or anything else outside of events.

    KPJ, I suspect that wiring the new reforms into the existing issues tables will be a bit tougher than you think, as well - you have to remember that every new issue effects support for all the other issues, and so impacts on elections, war goal selection, social and political reform desire (and thus militancy).... It's a bit more complex than simply sticking in a new table and hoping for the best. You need to buff the basic party issues to compensate for the new reform positions.
    For every subtle and complicated question, there is a simple and straightforward answer, which is wrong.

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  11. #11
    Quote Originally Posted by Hibernian View Post
    First of all, nice work, that's some really excellent modding.
    Thanks.

    Minorities: Assimilation is maybe a harsh term here (remember that Full Citizenship also increases assimilation rate). My idea wasn't so much that the minorities were becoming more willing to join the primary culture group as it was that the primary culture was becoming more accepting of minorities. Clearly, if you've instituted a caste system or you're fascists or something, you're not assimilating the minorities. Quite the opposite, in fact, you're trying to keep them separate.

    Justice: Justice was pretty slapdash because I only had room for two options, but keep in mind that the issue here was trials and not capital punishment. I think there are very few groups that generally oppose trials.

    Pollution: Pop growth is just a stand-in for general health. The game awards pop growth for a lot of stuff that actually directly increase the birth rate (x-rays, stethoscopes, antiseptic principle, ect.).

    Abortion: I can't change scope inside reforms, so it's just general militancy for now.

    Gun Control: In Gun Control, I sort of took the coward's way out. More liberal policies should reduce rebel organization gain rate, not militancy, (the idea being that rebels have a harder time getting guns) but I can't seem to change that inside policies.

    Arts Endowment: It decreases bureaucratic efficiency. I just neglected to mention it. (If it's really bugging you, I could have it decrease tax efficiency, I suppose, but the administrative efficiency seems to be the more conventional thing to do.)

    EDIT: I've identified a few graphics issues, particularly with the rebel table in the politics screen and the issues list. I'm going to release an update to fix them shortly.

  12. #12
    I just updated to fix those graphics issues. The rebel table should now be in the right place, the issues list shouldn't run off the screen anymore, and new policy-issue text should be correct.

  13. #13
    Modding Victoria 2 ZomgK3tchup's Avatar
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    Abortion and pollution might be too modern to be relevant here. The former seems slightly touchy, especially for Western users and has a whole new dynamic because, in most cases, abortions were more dangerous than childbirth. The latter was never a big problem nor discussed until World War II and the Great Smog of London.

    Overall great idea. I'd recommend checking out HOI3's wartime policies for inspiration. They're relevant to both the 19th century and our age.

  14. #14
    Quote Originally Posted by ZomgK3tchup View Post
    Abortion and pollution might be too modern to be relevant here. The former seems slightly touchy, especially for Western users and has a whole new dynamic because, in most cases, abortions were more dangerous than childbirth. The latter was never a big problem nor discussed until World War II and the Great Smog of London.

    Overall great idea. I'd recommend checking out HOI3's wartime policies for inspiration. They're relevant to both the 19th century and our age.
    Thanks for the comments.

    Anti-pollution laws were most certainly discussed and implemented in Britain in the 19th century; I think you are confusing them with clean air laws. Smoke is not the only form of pollution.

    You might well be right about abortion (though no one can deny it is an issue, it might not be topical in this time period). Naselus suggested replacing it with Child Labor and I'd be open to any other suggestions with two options, but then I'd have to balance pop growth with something else.

  15. #15
    Might I suggest 'minorities' would be better placed to decide voting rights for non-accepted cultures etc, and that party citizenship policy should either be given a militancy modifier of something, or else used purely for the assimilation effects?
    For every subtle and complicated question, there is a simple and straightforward answer, which is wrong.

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  16. #16
    Quote Originally Posted by Naselus View Post
    Might I suggest 'minorities' would be better placed to decide voting rights for non-accepted cultures etc, and that party citizenship policy should either be given a militancy modifier of something, or else used purely for the assimilation effects?
    It would make sense that the minorities policy would determine voting rights rather than the citizenship policy, but I'd be hesitant to remove the assimilation modifiers from the minorities section entirely, though I could change them.

    The only real problem is that I've reserve four places for the minorities policy and I'll have to edit it to three if the minorities policy is going to define voting rights, which means I'd have to dump off the extra option somewhere. I was kind of thinking "Show Trials" or "Kangaroo Courts" for the justice option, or I could change it altogether.

  17. #17
    BL-logic
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    How about copyright terms as another reform type.
    Eg
    No recognition of copyright
    14 year terms
    28 year terms
    Etc
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  18. #18
    Damn my monitor is 1280x768 Other than that this looks really good, maybe some time in the future I'll be able to enjoy it. Till then good luck

  19. #19
    UPDATE: Now fixed to work with monitors of all sizes.

    Abortion changed to child labor, justice eliminated, and some other tweaks and minor fixes.

    EDIT: PS, guys, you need to tell me when stuff doesn't work. Your monitors should look like that screenshot; I just realized that I literally forgot to include the updated background in the last package of this mod.

  20. #20
    Quote Originally Posted by Naselus View Post
    Might I suggest 'minorities' would be better placed to decide voting rights for non-accepted cultures etc, and that party citizenship policy should either be given a militancy modifier of something, or else used purely for the assimilation effects?
    I just checked this in game and it doesn't seem to work. You can't change voting rights inside of the reforms as nearly as I can tell.

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