Simplified industrialization:version 32
+ 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.
* Not only second power but also civilized can leave SOI by decision.version 31
* Switzerland excluded from unification events.
* Returned old unification, mine was too buggy.
* Little changed commie rebels, in attempt to fix strange commie rebellions.version 30
+ 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.
+ Lowered minimal tax for parties (I believe this will warm economy).version 29d
+ 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.
* Fascist converting little tuned.version 29c
* 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%.
* Fixed 1914 pop issue in english version.version 29b
+ 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.
+ 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.
* 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.
+ 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 ).
+ 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.
+ 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.
* Slavery spread sometimes did not work in conquered states.version 23
* fixed define.lua loading error in 23 version so its recomended to download latest version.
P.S. Anyway slavery does not spread in colonies.
+ 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.
+ Added new map, pops and about 100 new nations from Marinesko mod (still not present on Plaza).version 19b
+ 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.
* Fixed bug when country loose wargoal and sign white peace with make pupet decision. Now AI USA can normaly conquest Mexica etc.version 19
+ 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.
+ 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.version 18
* 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).
* AI can use most of the decisions.version 17
+ 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).
+ New CB "stop war with my friends"(allies, substates, vassals, SOI members), also you can use it as status_quo CB but without vanil limitsversion 14
+ 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.
+ 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