Wannabe Tatar said:If you feel like it you can change the party start dates. Just change all 1836 (and earlier) startdates to 1815. Later we can make new parties. Or if you think that is too much work, then you can write some events.
Wannabe Tatar said:yes, please. Mail them to martijn_meer@hotmail.com with the subject 1815 (or something like that).
I'll start tweaking the country setups and change some colonies in Asia. Recently I stumbled across some treaty between England and Holland in which Holland seceded Malacca to Britain, and Britain seceded Bencoolen to Holland.
Wannabe Tatar said:Thanks, it has no loading errors. Although I found some mistake with the Holland setup, for some reason it started with a french party :wacko:
About your suggestion, let me think about it. I'll write you a reply about it tomorrow.
Wannabe Tatar said:What about techs? Should we need extra techs for the early period? It seems to me a bit weird to research post-napoleonic thought even when Napoleon is still around. I've done some testing and it's possible to add at least one tech per sector, before it gets really messy in game.
So far I came to this additions:
Army Techs
Army doctrine: Napoleonic Thought
Light Armament: Matchlock Rifles
Heavy Armament:
Military Science: Battle Plans
Army Leadership: Battle Posistions
Naval Techs
Naval Doctrine: Nelsonian Thought
Ship Construction: Shipwright Constructed Ships
Naval Engineering: Sail Plans
Naval Science: Adaption of Weather Conditions
Naval Leadership: Battle Posts
Commerce Techs
Financial Institutions: Central Banks
Monetary System:
Economic Thought and Critique:
Market Functionality: Mercantilism
Organization:
Culture Techs
Aesthetics:
Philosophy:
Social Thought:
Political Thought:
Psychology:
Industry Techs
Power: Draught Animals (animals used in transportation and industry)
Mechanization: Steam Powered Tools
Metallurgy: Shaft Mining (possibly some other sort of mining or metallurgy)
Infrastructure: Wagonways
Chemistry and Electricity: Early Chemistry
This is just a first draft of techs, comments and suggestions are welcome.
Wannabe Tatar said:As for now, and probably the first release aswell, I won't change the techs. Perhaps it's better to use the vanilla techs, but make some changes to them. Especially the Freedom of Trade tech.
Does literacy actually affect progress speeds of techs? I thought it was just RP. Of course POPs still need to be changed which will reduce the amount of RPs gained. And it's possible to change the time to research a tech aswell. Perhaps a good solution would be to increase the cost by 25%-50% and increase time by 50% aswell? So it will take 18 months to research a tech, if you have sufficient RP. And instead of 9-10 it will cost 14 or 15 RP. Cost and time reduction can be handeled by event IIRC.
For the economy, I thought perhaps it's better to use certain inventions to give you 1 or 2 machine parts and remove the machine part factory from Britain. In the current setup Britain will be overpowered pretty quickly if they have a machine part factory.
I've thought about increasing the costs for colonial buildings with ammunition and manpower. To slow down colonization, since ammunition is/or will be a scarce resource.
Of course all of the above I'll test this weekend when I've enough time for it.