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Thread: AHD Svoboda i Rabstvo mod

  1. #1

    AHD SiR mod

    Not compatible with HoD expansion, but there is light version of mod compatible with HoD

    Mod for Victoria 2.3 A House Divided

    Svoboda i Rabstvo mod (SiR mod)
    (eng. Freedom & Slavery)


    Main changes:

    - possibility to create collaborationist governments in enemy lands in wartime (like in HOI2, where you can liberate Ukraine if occupied their lands, use make puppet decision)
    - decisions to prohobit emigration, deportation, slavery spread, provoke rebels
    - fixed install\uninstal communism CB so it works good
    - blockade actually ruins economy
    - two 1914 scenario (WWI started & Before WWI)
    - fixed zero slave growth
    - when you conquer new state you can convert it to colony!

    - Marinesco's map (v.AHD 0.8) with about hundred new nations, new flags, states, new French and Britain subcultures like Scots, Anglo-African, Breton and more
    - scramble for Africa with unciv conquest
    - faster battles and occupation
    - communist & fascist military coups
    - demand passage for our armies
    - anti-communist interventions
    - communist & fascist dictatorships will be much more aggressive

    - decisions "Free vassal", "Exclude from SOI" and "Destroy enemy industry" on occupied enemy lands
    - fast factory building
    - victim can demand war cost compensation
    - russian commie can make world USSR, fascist can do anschluss of cultural union
    - slaves can work at factory
    - more gore in battles, end of game in 2035
    - possibility to conquest capital states, whole country in one war, etc...
    - fast diplomat return
    see details below

    Included mods:
    - Part of Chronology mod by Truvor (those mod available in russian language only)
    - APD migration & promote system by PDM team
    - Canal mod by Xcapos
    - Great Wars by Rylock
    - Synthetic Factories by GAGA Extrem
    - Alexspeed´s Untransparent Map
    SiR mod included in:
    Mod Collective Project by dskod1
    Modern Day Scenario Mod by kovio

    Language support: English & Russian.
    It is better to start new game (if it is your first game with mod).
    I am staunch opponent of stalinism and nazism, this mod does not encourages such things.

    Download last version (for patch 2.3 or 2.31): 33th version (Russian localization included)


    Old versions (for patch 2.3 & 2.31 ):
    32th version (русские файлы внутри)
    31th version (русские файлы внутри)
    30th version (русские файлы внутри)
    english 29d version (русские файлы внутри)
    english 29c version русская 29b версия
    version 29b (english)version 28c (english) версия 28с (русская)
    version 27 (english) версия 27 (русская)
    Older versions (for patch 2.21): version 20 (english); версия 20 (русская)
    Very old versions (for patch 2.1): version 19b (english); версия 19b (русская)
    Too old version (for patch 1.4 september): version 12 (english)

    If you too lazy to tune your message setting you can download mine. It tweaked to use with my mod, and it says all info what I need.
    Last edited by Nashetovich; 06-10-2013 at 17:34.

  2. #2
    Full change list & details:

    version 33
    Simplified industrialization:
    + No machine_parts needed to mountain machine_parts_factory.
    + No iron needed to mountain for cement_template.
    + Don't need machine_parts to build machine_parts_factory.
    + In 1836 scenario added precision_work to PRU and USA.
    + In 1836 scenario added machine_parts_factory to London, New York and Berlin.

    + Gold price increased 4 times. Now it more valuable. Also should warm economy.
    * Faster farmers and laborers conversion to craftsmen (and soldiers). If they unemployed more then 30% and there is work for craftsmen then they "demote" fast. Main change in update, it designed to balance RGO supply - if there is too much RGO then people go to factories then - RGO demand becomes higher. This lead to high urbanization especial in countries with big resource supply. This also could make high migration from third-world to Europe in late game, to fill empty RGO-workplaces.
    + Doubled tee production. Tea price rolled back to original.


    * Anticommunist interventions: GPs would not call allies anymore.
    * Finally, I hope, fixed communist revolutions before 1900.
    + When anticommunism or antifascism CB accepted then defeated country joins to winner SOI.

    * Added proper cultures for SAF, NZL, Australia.
    + Decision "This world is too big and scary". Drops your prestige. You can use then you are in good SOI but go to GP status against your will.
    + 1836 MEX army reduced (to enforce USA and TEX).
    + Added malus for Vassal's prestige witch prevents them to become GP.
    * Made slower African colonial wars.
    version 32
    * Not only second power but also civilized can leave SOI by decision.
    * Switzerland excluded from unification events.
    * Returned old unification, mine was too buggy.
    version 31
    * Little changed commie rebels, in attempt to fix strange commie rebellions.
    + Not only second power but also civilized can leave SOI by decision.
    + Doubled clerk effect.
    + Lowered needs for clerks.
    + Increased assimilation in Europe.
    + Increased tea price.
    version 30
    + Lowered minimal tax for parties (I believe this will warm economy).
    + Doubled capitalist input bonus.
    + Unemployed farmers and laborers should convert to craftsmens if there is work for them.
    + RGO and mine size 10 times bigger.

    + Boosted Nat focuses: party loyalty and promotion.
    + Prestige penalty for braking alliance: 100 instead 3.

    * Old annoying bug: AI had insolence to demand annex of too big countries from post below.
    * No commie rebellions before 1900 (I hope).
    * Removed election tick events (How I hate them).
    * Removed Ukrainian cores from Orel.
    * Little fixed South Caucus and Kurdistan cores and cultures.

    * Swiss culture splitted to Germans, French and Italian. (Now Switzerland involved in German events)
    * Then AI uses my events for war starting AI would not attack countries in SOI. No more stuped wars between allies.
    * Ai will use make_puppet little later.
    * Outer Manchuria population reduced 10 times, inner - 3 times.
    version 29d
    * Fascist converting little tuned.
    * Industrializated fascist states now aggressive too.
    + Then commie or fascist overthrown by military power they will get anti-commie or anti-fascist agitation for 10 years. Not sure if it works 100%.
    version 29c
    * Fixed 1914 pop issue in english version.
    version 29b
    1914 scenario
    + Countries got social and political reforms to historical point. Alliances now placed in history\diplomacy\, where it should be.
    + Modern fleet.
    + Historical leaders with photos by Truvor, Chronology mod creator (those mod in russian language only).
    + SOI cleaned and changed to historical point.
    + Historical (almost) amount of people. Maybe I will add also several millions of craftsmen when industry will ready.
    + Railroads and oil fields.

    * Removed slavery in south america.
    * Puerto Rico seceded to USA.
    * Fixed Russian-Turkish border.
    * Japan status fixed.
    + Clergymen growth boosted (+ GP conquest civilized African countries too because they westernizate too fast)
    + Pan nationalist country recreation made much more effective.
    + Fortress build time reduced: now it is about 30 days.
    + Alexspeed´s Untransparent Map removed but If you want return flat relief download this file and place it in "Your game\mod\SiR\gfx\FX\" (overwrite).
    * Fixed PBC and La Plata names.
    * Common pops migration tweaked.

    * Commie attack little rarer.
    * AI will enact "make puppet" decision little rarer.
    * "Annex puppet" decision: added check for common border.
    * Fixed Kota Bahru cores.
    * Removed inter-border communist rebellions. Its fun, but they stuck a lot and communists now aggressive enough.
    version 28c
    1914 scenario:
    + More fortress in Europe.
    + New map by XXL_Plakat! With historical governments and country's titles!
    + Contries got historical plurality and literacy (which mean provoke rebels will work properly in 1914).
    + Germany claims Luxembourg.
    + Leaderships for your generals.
    * Reworked relations for China, Usa, Spain, Portugal, Brazil...
    * Rebalanced GP military power.

    + APD migration and promote system.
    + Latin Union returned (testing).
    + Nationalization will lead to "return our money CB".
    + AI much more like to rebuild dismantled countries.
    + APD national focuses added.

    + New mechanism for commie rebels: after seizure of power they would not dismantle; they would attack neighbour governments for the world revolution. But they also could attack their own communist government like this guy http://en.wikipedia.org/wiki/Nestor_Makhno. Let them flow through your borders. Sometimes they stuck in some place. Also keep your capitals, commie rebels takes it fast now.
    + After commie revolution AI must sign peace with other commie.
    * After commie revolution country will loose vassal\substate status.
    + Fascist got strong military bonus.
    * Fixed endless Brown_plague and Revolt_army effect.
    * Fixed fascist aggression.
    + AI will not annex communists lands (it looked weird).
    + Reworked communist aggression: they will attack collectively beware to fight with whole Comintern.
    + Communist Russia will not annex neighbour commie lands: first Russia need to form USSR (as cultural union).
    * Now migration in slavery countries is zero.

    * Germany stimulated to colonize Africa.
    * AI will not annex big countries in one war.
    * Countries will not breakup so dramatically.
    * Poland cores made like it was in 1918.
    * Fixed multiple attacks on African uncivs.
    * Added militancy in destroy industry decision.
    * Ai will use Make puppet decision later (when get 300 prestige).
    * War-time created puppets army will be much weaker.
    * Synthetic oil production 2 time less effective.
    version 27
    1914 scenario:
    * Canals made.
    + South Pacific map done.
    + Full blockade: import cost 50% more. And production in blockaded provinces less by 30%.
    + France: increased french people proportion. This also enhances France.
    * Petsamo seceded to Russia.
    * Sardinia in 1861 must belongs to France (west part).
    * Fixed endless communist rebellion from 26 version.
    * Holstein deleted after 1910.
    * Fixed endless contain wars from vanilla.
    * Fixed "empty" wars.
    * AI will not infinitely convert colonies to state and backward.
    version 26
    1914 scenario:
    + Much better balance.
    + African map done.
    + More socialist pops.
    + Divided to two scenarios: Great war started and Before Great War (in last case war can start a different way).
    * Japan is civilized nation.
    + Fortress in Europe.
    * Fixed slave zero growth (I assume it is Paradox bug): employed slaves (>90%) will growth 0.02%-0.06% each month. This will not shown in pop growth tab. Techs & reforms does not affect this.
    + When war is over you can annex your puppets if they are neighbor to your core provinces and has less than 25 provinces.
    * Now puppets actually will have same government as their master.
    + Communist government now can mobilize 10% more poor strata citizens in addition to 4-13% standard.
    * Anticommunist intervention chance decreased.
    + Increased effectiveness for "provoke communist rebellion" decision.
    * Added Karelian cores in Finland. Added Finnish cores.
    * Fixed strange master change for puppets.
    * Now can not use "make puppet" on other puppets.
    * Deleted "Install communism" CB from Great wars mod system. Use mine CB
    + Pomerania cores deleted after 1910.
    + Zalessie nation deleted.
    * Fixed strange fascist rebellions in fascist states (as I think it is vanilla's bug ).
    version 25
    + 1914 scenario (alpha version, changes: europe map, GP techs & relations).
    + Integrated Great Wars 1.8 mod by Rylock. You can see messages like SomeCountry sign peace with "nothing" or SomeCountry joined war against "nothing". It is how add-AI-country-in-existing-war-mechanism works. Just ignore it.
    + Integrated Synthetic Factories mod by GAGA Extrem. You need to invent Government Interventionism to get
    (1) Synthetic Rubber: Oil -> Rubber
    (2) Synthetic Tropical Wood: Oil + Lumber -> Tropical Wood
    (3) Synthetic Silk: Oil + Cotton -> Silk
    + Israel cores available from start.
    + British culture changed to English.
    + After 1910 if Germany united german minors will loose their cores.
    version 24
    + When you conquer new state you can convert it to colony! Colony has not right to vote, industry competion, social gains. Also colonies does not affect your literacy level. Notes: this does not works if you conquer part of state. You need wait about 2 months to finish state convert. There could be Neverland message - just ignore it, it is a trick I used to . Also this new thing allow you to spread regular slavery in you current colonies. Just convert it to state and then back to colony.
    + Included Canal mod made by Xcapos.
    + As far as import is a bad thing and export is good I changed their icons.
    + Germans forced to colonize Africa.
    + Some dialog windows moved to top-right corner. So you can fight and concentrate on screen centre.
    + When you add CB you will loose 1 militancy. You can use wars to keep your rebels in peace, like some governments tried to.
    * Removed excess Cyrillic text.
    version 23c
    * Slavery spread sometimes did not work in conquered states.
    * fixed define.lua loading error in 23 version so its recomended to download latest version.
    P.S. Anyway slavery does not spread in colonies.
    version 23
    + Adapted to 2.3 path.
    + Included Alexspeed´s Untransparent Map mod: added clear screen, removed relief from all maps except relief map.
    + Fresh map from Marinesco (v.AHD 0.8), including states: Boer Federation, East Timor, Komi, Kalmykia, Tatarstan, Bashkortostan, Chuvashia, Udmurtia, Orenburg, Altai, Buryatia and corresponding cultures.
    version 20b
    + Added new map, pops and about 100 new nations from Marinesko mod (still not present on Plaza).
    + After 1885 year AI GP will conquest african unciv.
    + Adapted to 2.21 path (not to 2.3).
    + Diplomat return time reduced to 5 days.
    * AI will not use "make puppet" in early game.
    version 19b
    * Fixed bug when country loose wargoal and sign white peace with make pupet decision. Now AI USA can normaly conquest Mexica etc.
    + When country forced to accept any CB it must sign white peace with all puppets liberated by agressor.
    * Make puppet decision will not liberate Germany, Italy, Yugoslavia, Romania, Czhehoslovakia.
    + Wars for lands become more persistent.
    version 19
    + As DesertSnow sayd: "allow newly occupied provinces to be annexed to the corresponding, already created, vassal" (still "vassal" keep fighting, and with 5 years limit). Now it is much more funny, but remember about BB it can be more then 1 BB sometimes.
    * When you enforce a cut down to size CB country will not breakdown, when you enforce contain country CB country will breakdown and noncore provinces will secede to winner.
    + Battle wide must be 30 regardless of the technologies (maybe except mountains). This will make battles faster.
    + Supply limit techs give much more Supply limit. This two things must help AI fighting with you.
    * You cannot make an anschluss on vassals (if it is not your vassal).
    version 18
    * AI can use most of the decisions.
    + With Cut down CB accept country must free conquered countries.
    + New decisions: communist & fascist military coup in your country. Non communist (or fascist) POPs will rise. Prepare strong army to fight with angry citizens. It would be very difficult. Need: mass politc tech, jingoism war policy.
    + New decision: Demand passage for our armies. If they refuse our proposition We will gain war CB.
    + Minimal delay between reforms set to 12 months.
    + When communists seize power non communist goverments will intervene, like it was in Russia in 1918-1920.
    + Communist & fascist dictatorships will bу much more agressive.
    + Decrease relation will be -50 instead -25.
    + People will be much more agressive in conquered non core provinces.
    + If you want see anti-communist intervention in Russia in 1918-1920 use cheat event 999972. Write in console (alt+2+1) "event 999972".
    + Slavery spread allowed (except Europe). If you decided to make slave state, poor citizens with another culture and religion become slaves (1-2 months need).
    version 17
    + New CB "stop war with my friends"(allies, substates, vassals, SOI members), also you can use it as status_quo CB but without vanil limits
    + New decisions "Free vassal" and "Exclude from SOI". How to pick vassal to release? Vassal or substate with relation below -190 will picked. Change relations to select the desired country. After it you can do war with ex-vassal and ex-SOI member.
    + New decision "Destroy enemy industry". Use it when you occupy enemy lands. (possibly, enemy factories will work again after some long time)
    + Improved make puppets decision: country automaticly start war against wartime liberated puppet, use "stop war" CB to protect your puppets.
    + New decisions "provoke commi rebellion" (in non communist country) & "provoke liberal rebellion"(in communist country), you need mass politc tech, 100 000 money and communist ideology enabled to do it. If there is enought rebels in country they will rise. It works, but result depends to many factors, so rebellion is not guaranteed. How to pick country to provoke? See above (-190 relations). See party loyalty map to find communist support. Good time to use provoke decision is time when country's army crushed.
    version 14
    + Factory bulding increased 10 times
    + You can conquest capital regions and you can conquest any country for 1 war
    + Not only Greate Powers can war for communism spread
    + Added CB: anticommunist\antifascism intervention. If country loose such war they will free all enslaved countries, pay contribution, disarming also they loose SOI, allies and satelites. Government wil change to democracy
    + Country - victim can demand war cost compensation
    + Simplified free people wars
    + Unciv can war with civ and with every one )
    + Non democratic goverment can deport foreign nationals (it seems it doesnot work in colonies)
    + Commie & fascists can prohobit emigration, enact kolkhoz(its takes 1-2 months !!). Russian commie can make world USSR, fascist can do anschluss of cultural union.
    + Liberals will not join commie and vice versa.
    + Possibility to librate state at enemy lands in wartime (like in HOI2)
    + If you have occupied core provinces of contry you can librate colonies of it (for example occupy English island and then Kanada, Australia and other will get freedom - Empire fall descision)

    +Allowed slavery in Europe, including conquested states
    + all rebels get what they want faster: 90 day insted instead 365. Commie will strict with capitalists, officers and aristocrats. Also commie will join COMINTERN and lose old unions\sphers\satelites.
    + Commie sphere owner increase revolt risk.
    + Slaves can work at factory
    + Slave growth only 2 time less.
    + Reparations set to 50%, war subsidies to 98%, more gore in battles, end of game in 2035
    + Assimilation and colony migration decreased.
    + Voluntary release of country gain -15 BB
    + Occupy speed increased, planes become faster, tanks faster and stronger
    + Fixed african cores
    + Core gain prohibited

    1914 scenario screenshots:


    v2_2.jpg
    Germany won WWI
    v2_17.jpg
    Kind of Russian Civil War
    v2_12.jpg

    Last edited by Nashetovich; 06-10-2013 at 17:27.

  3. #3
    There is a lot of small bugs, thought game is playable , in my opinion.

    Known bugs (list is not full):

    Canal events looks broken.

    Great war mechanism: looks like AI use it too early (and this mechanism produces "empty war" messages)

    In early 1836 game there is shortage of machine parts and other goods. Later economy should stabilize.



    How to install my mod (for actual version):

    Get Victoria 2 A House Divided game 2.31 or 2.3.

    This mod does not compatible with APD mod or other big mods so you need clean install if you used those mods without JSGME.

    If you use steam game folder can be found in "c:\Program Files\Steam\steamapps\common\victoria 2\"

    If you upgrading from previous mod version delete folder "yourgame\mod\SiR" (your saves are stored in "my documents\Paradox Interactive\Victoria II\SiR\save games\")

    Download mod, unzip it into game folder (should be: game\mod\Sir\).

    Launch this mod via game launcher (select Svoboda & Rabstvo mod).

    If you do all correct there must be label "SiR mod" in game main menu.

    If you experience "virtualfilesystem.cpp" error it is not about mod. Try to delete mapcash in "my documents\Paradox Interactive\Victoria II\SiR\map", "my documents\Paradox Interactive\Victoria II\map", even "yourgame\map\cache". Make sure you have 15 GB free space and try to redownload game from Steam if you use it.


    Notes & tweaks:


    If you want return flat relief download this file and place it in "Your game\mod\SiR\gfx\FX\" (overwrite).

    If you need mod save games it stored in "my documents\Paradox Interactive\Victoria II\SiR\save games\".

    Setting & logs are stored separatly for each mod, see string above.

    If you dont like fast factory building (and related industry congestion in GPs) just delete file "your game\mod\SiR\common\buildings.txt". This will return normal industry building. This tweak can made your factories frozen, so it is better to do it before new game starting.

    As i added Ai support for decisions, there could be some spam messages. If you dont like it turn-off another country "historical event" & "execute decision" popup in message settings. Make sure major event popup is turned on.

    If you dont like top-right moved dialogs delete file "your game\mod\SiR\interface\eu3dialog.gui".

    If you dont like fast battles & occupation delete file "your game\mod\SiR\technologies\army_tech.txt". It is strongly recommended for 1914 scenario. otherwise "The war to end war" will be too fast.

    Dig-in does not work now.
    Turns out high speed occupation (reconnaissance parameter) does not compatible with dig in ability. So if you want dig-in come back delete files
    "your game\mod\sir\units (whole folder)" and "your game\mod\sir\technologies\army_tech.txt" But you will loose: high speed occupation, tweaked tanks and planes, fast battles (by wide front). If you delete units but keep technologies then dig in will present in early game but disappear in last game.

    If you want back core gain mechanism delete file "your_game\mod\sir\events\CBsAndCores.txt". But this may disrupt "Empire fall" decision which is used by AI too (although rare). Actor will gain larger lands than it should.

    I have to admit that mod sometimes crashes the game - but rarely. I watch it about couple times for months.

    If Britain, Russia, Turkey and USA disappear all together then mod mechanic will be broken.

    If you do hate Latin America Union go to "yourgame\mods\sir\events\nashnash.txt" found string "#latin union" and change this
    #any_country={
    # any_owned={remove_core=ULA}
    #}
    to this
    any_country={
    any_owned={remove_core=ULA}
    }
    then start new game. LAU would not mess with you.

    Some cheats, be carefull

    If you want see anti-communist intervention in Russia in 1918-1920 use cheat event 999972. Write in console (alt+2+1) "event 999972".

    Write fow in console for turn off fog of war

    Write tag XXX toselect country for play where XXX is first country letters like RUS USA ENG
    I hope you will enjoy SiR Mod

    Gratitudes:

    I want to gratitude Deadlybaker, DesertSnow and Legions of Rome for their suggestions to mod. Also I want to gratitude Marinesko and all people from russian Victoria comunity for they map modding. Also I want to gratitude Alexspeed & Indrister for their work on Alexspeed´s Untransparent Map Mod and Xcapos for his Canal mod and sagji for idea how to move standart dialogs and Rylock for Great Wars 1.8 mod and GAGA Extrem for Synthetic Factories mod and flame7926 & jaxx2009 for WWI materials and NightfieXIV for bugreports and XXLPlakat for map fixing and suggestions and Naselus with all PDM team and Truvor the Chronology mod creator for permission to use their work.
    Last edited by Nashetovich; 06-10-2013 at 17:35.

  4. #4
    Soon we will be able to ask technical support to make a Russian-speaking forum there.

  5. #5
    This definitely sounds like a very interesting mod. I hope paradox doesn't ban this thread.
    "I have no fear, i have no hope, i am free" inscription on a greek writer's tombstone.

  6. #6
    Quote Originally Posted by DesertSnow View Post
    This definitely sounds like a very interesting mod. I hope paradox doesn't ban this thread.
    Why should they ban this thread?you're scaring me

  7. #7
    Quote Originally Posted by Nashetovich View Post
    Why should they ban this thread?you're scaring me
    Paradox has been known to...react strongly when making sure Nazi symbols aren't displayed in their games. Make sure there are no swatsikas and everything should be fine, IMO.

  8. #8
    Colonel dskod1's Avatar
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    hello may I include this in my mod collective project. Looks very neat
    "In the Soviet Union, capitalism triumphed over communism. In this country, capitalism triumphed over democracy." - Fran Lebowitz

  9. #9
    Nice mod
    Well done!
    Хорошо товарищ!

    (I hope that was correct. )
    [Do note that Google Translate was not used!]

  10. #10
    Quote Originally Posted by EMT0 View Post
    Paradox has been known to...react strongly when making sure Nazi symbols aren't displayed in their games. Make sure there are no swatsikas and everything should be fine, IMO.
    They also close threads related to genocide (as the OP says, nationalist rebels kill people of other cultures when they conquer provinces), ghettos, goulags, population exchange, death camps...
    "I have no fear, i have no hope, i am free" inscription on a greek writer's tombstone.

  11. #11
    "Nice mod
    Well done!
    Хорошо товарищ!"
    This is absolutely correct, thanks.
    "hello may I include this in my mod collective project. Looks very neat"
    Yes, you can. But note i am still improving my mod.
    Desertsnow & Emto: thanks for clarification.
    Last edited by Nashetovich; 14-02-2012 at 20:48.

  12. #12
    New version is ready, have fun
    Last edited by Nashetovich; 18-02-2012 at 13:00. Reason: old version

  13. #13
    is version 17, fixing gigantic BB gain.
    Im going to add in my mod: military coups, a-bombs, opening country borders under the threat of war, maybe province sale and others.
    Last edited by Nashetovich; 17-04-2012 at 22:05.

  14. #14
    Corporal YaseOner's Avatar
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    Ох, комраден Нашетович, и вы здеся)
    Russian modding is moving fast'n'forward, and I'm think Nashetovich's mod will be first in many russian mods which will be copied and localisated to Paradoxplaza.
    Anyway, it's a very good mod that fixes some.. bugs or somethin' like this which had been in vanilla. Especially after-revolution and CB events and improvments.
    Тащемта, поблагодарил на стройке, поблагодарю и здесь
    Last edited by YaseOner; 20-02-2012 at 01:38.

  15. #15
    Thanks, Yase. I believe your mod will be here too.

  16. #16
    events and decisions you have added are awesome. it is a great work tbh.

    only problem is that your mod is unplayable after 1880. you shouldnt have edited the industry and scores etc. it is broken at late game.

  17. #17
    Thank you for comment. I did not see problems after 1880 years. I tested mod up to 1910 and it goes well. May be your game was unfortunate? I found some bugs wich I will fix with new update, but it is not about industrial scores. May be you can write more? Please.

  18. #18
    Quote Originally Posted by Nashetovich View Post
    Thank you for comment. I did not see problems after 1880 years. I tested mod up to 1910 and it goes well. May be your game was unfortunate? I found some bugs wich I will fix with new update, but it is not about industrial scores. May be you can write more? Please.
    The problem was, GPs were having over ten to twenty thousand scores and majorly that was coming from industry. United Kingdom had factories that were over 50 level by 1880 in all of its main island provinces. Around the world it was between 1 to 20. I think building factories in 80 days have affected this a lot in my opinion. Anyway this much of industry by most of the top nations have really ruined the world economy. I was playing Latvia, and my economy and world economy was fine up to 1880s altho it was getting crippled and harder year by year. At the late game era no matter what i do it is impossible to avoid bankruptcy with any mediocre country.

    On the other hand, military score calculation is quite nice. Your tweaks are good at that part. But industry is making late game definetaly unplayable.

    I have done some tests myself like destroy all factories owned by top 8 industrial powers, and it did really affected the world economy at late game, atleast mediocre countries stopped going bankrupt. So i think the industrialization rate of great powers should be nerfed a lot. I think the cheap supply and the less amount of work really makes this problem appear. You should try a game aswell as some minor and check it out.

    I will give it a go with a different country this week to check if i get the same results.

  19. #19
    btw another bug or i dont know what it is;

    deporting the foreign immigrants seems like doesnt work if u enable it second time.


    also when i did it first time as Latvia, it deported everyone but 2 Ugrian craftsman and around 1k Estonian farmers in 1 of my city, at the very start of the game. When i did it second time later around 1870, it didnt remove any foreigners at all from the conquered provinces. Altho i had slavery allowed and took those provinces with establish protectorate cb and turned them into slave states, maybe thats why i couldnt deport all foreigners from those lands? dont know..

    and yea btw i have an idea for your mod seeing its awesome name , maybe you should add some POP mechanic like when you create a Slave State, the foreigner poor class such as farmers and miners should promote to slaves and stay like that as long as you have slavery allowed. You can add requirement for that POP switch like unemployment, residency, not accepted culture/religion, low literacy etc, some factors like these, and then those farmer and miner pops can turn in to slaves at some rate. i think it should be possible to create this mechanic. just my opinion tho :P

    great mod!

  20. #20
    Thank you very much for information about mod, it was very usefull. I will also test mod starting 1836 with some mediocre country.
    Quote Originally Posted by Deadlybaker View Post
    The problem was, GPs were having over ten to twenty thousand scores and majorly that was coming from industry. United Kingdom had factories that were over 50 level by 1880 in all of its main island provinces. Around the world it was between 1 to 20. I think building factories in 80 days have affected this a lot in my opinion. Anyway this much of industry by most of the top nations have really ruined the world economy. I was playing Latvia, and my economy and world economy was fine up to 1880s altho it was getting crippled and harder year by year. At the late game era no matter what i do it is impossible to avoid bankruptcy with any mediocre country.
    80 days building factories is very impotant part of my mod, i hope to keep it. In my game started in 1861 bankruptcies occurs as usual, GP industry is great (5k-7k) but secondary powers has some industry too. I want mediocre country earn money by selling resources I will think about it.
    Quote Originally Posted by Deadlybaker View Post
    btw another bug or i dont know what it is;

    deporting the foreign immigrants seems like doesnt work if u enable it second time.

    also when i did it first time as Latvia, it deported everyone but 2 Ugrian craftsman and around 1k Estonian farmers in 1 of my city, at the very start of the game. When i did it second time later around 1870, it didnt remove any foreigners at all from the conquered provinces. Altho i had slavery allowed and took those provinces with establish protectorate cb and turned them into slave states, maybe thats why i couldnt deport all foreigners from those lands? dont know..
    May be the second time it was colonies, it is only case i found when immigrants doesnot leave country. Its core thing, i dont know how to fix it. And slavery POPs possibly will not emigrate too. This thing work as not is_culture_group = this, Estonians is a part of Baltic culture, here's why Estonians were stay.
    Quote Originally Posted by Deadlybaker View Post
    and yea btw i have an idea for your mod seeing its awesome name , maybe you should add some POP mechanic like when you create a Slave State, the foreigner poor class such as farmers and miners should promote to slaves and stay like that as long as you have slavery allowed. You can add requirement for that POP switch like unemployment, residency, not accepted culture/religion, low literacy etc, some factors like these, and then those farmer and miner pops can turn in to slaves at some rate. i think it should be possible to create this mechanic. just my opinion tho :P
    I am surprised how i forgot this. I am going use "religion" and not accepted/primary culture trigger for that POP switch: it is easy and realistic as I think. And I sure it must be prohibited in Europe for reliability.
    Last edited by Nashetovich; 29-02-2012 at 14:56.

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