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Sounds fairly nice. Attaching units sounds sweet for MP, if only I played :closedeyes:, and a little useful for SP. At least for helping annoying little nations in ones sphere to grow in certain wars. Naval rally point though....yes....now....

you should sign up for some MP. We've got 4 or 5 timeslots on going or in planning phase (1 on wednesdays, 2 on fridays, 1 each on sat and sun) with the Blut und Eisein forum some of us use to do more in-depth diplomacy and stuff. I've got an open thread in the MP section for a new friday night game with the upcoming 2.2 patch which would start at 8PM eastern time (I think this would work for you given your location says Michigan).

invitation is out for anyone else who wants to try a little AHD MP on friday nights as well.

This DD has alot of good stuff in it, should make running big empires in MP all the more smothly with the attachment, naval rally point, and troop splitting features.
 
Looks like I need to pick up AHD. Will we limited to attaching only to other countries' units? What about my own fleets when I want my main battle squadrons to escort my invasion fleet?
 
Promotion/demotion/migration rework
We have had great help from the betas in redoing pop promotion/demotion logic and it is now much more responsive to sliders and conditions (read: less problems with clergy). Promotion and demotion are now using a literacy/needs-based system. Promotion and demotion choices rewritten, to reduce slider POP bloat and produce Artisans and Clerks as slider populations grow. Slider operation more responsive and intuitive, determined by level of spending and existing population. Migration has also been reduced and changed to emphasize internal over colonial and external migration. Targeting logic has also been expanded so that POPs tend to urbanize much better.
Hmm. Does this mean that unemployed pops will be more likely to move where the jobs are?
 
Does better urbanisation mean that more farmers and labourers will promote to craftsmen or does it mean that your population will focus on a specific province in your country or each state?
 
Wow great improvements. Looking forward to try them. I hope it comes out just as my Belgium game ends so I can try an unciv.
 
Hmm. Does this mean that unemployed pops will be more likely to move where the jobs are?

Yes. The head for factories, and won't head for factoryless provinces with RGO unemployment.
 
I know you don't like giving ETA's
But I'm just wondering if its worth starting a new game or is it REALLY close? If so, I'll wait.

I cant give a date, but early in the week looking pretty unlikely now. Tracing down this out of sync bug that has messed up a few late game MP sessions is proving tricky and its one of the things I'v promised for the patch. The way these bugs work it can take 10 minutes to fix, or 3 days.


Will the mod folder and userdir improvements be backported to EU3 and/or HoI3?

it requires quite a bit of rewrite of the game, so I don't think we'd do it for small patches at least

I was hoping they would do something to fix how easy it is to build so many dreadnaughts with little to no impact on the economy.

cant remember how much this changed from 2.1 to what we have now, but I know Johan was struggling pretty hard to feed his hungry navy in his GP Sweden game during war time
 
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@podcat... It would be really nice if you could add this before you release the next patch??

Foreign Investments: When I view my factories in foreign lands... I cannot tell which are mine and which are that country's factories?? Can you change the colour of mine, or add my flag... just something to show me what's mine and what's theirs... Cheers
 
@podcat... It would be really nice if you could add this before you release the next patch??

Foreign Investments: When I view my factories in foreign lands... I cannot tell which are mine and which are that country's factories?? Can you change the colour of mine, or add my flag... just something to show me what's mine and what's theirs... Cheers

it doesnt quite work like that. you should see it as an investment in the country, not that you are building your own factories there. I originally planned to show this, but once people start upgrading others factories (or you upgrade a factory built by others etc) it breaks down and the flagging becomes pointless. To see who has invested most in industry you have to check the money and compare it.

If the answer is so jaw-droppingly easy, then why does it need a suite of data parsers and 40 handsoff games to test it? Why does it take so much time for you to do it, yet the Devs are supposed to be able to manage it in the twinkling of an eye...?

this. roughly every large economy change takes a week at least to test and balance and small changes can sometimes have ripple-in-a-pond effects

Will the AI ever use the attach units function?

no, its a player feature only. The AI already works a bit like this and will follow your troops in attacks etc if they think its a good idea.

It all sounds really great. Maybe a few fixes in ideologies and being able to pass reforms in a more plausible way could also be considered.

we are tweaking that too actually. the DD doesnt cover all the stuff we have been up to. There has been some nice fixes to make people vote more realistically in elections also. There will be a full changelog when the patch is done, but I wanted to give you guys a little taste.
 
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Isn't this already possible?

As far as I know, no. Technologies can only have two requirements: the year and the preceding technology on it's subcategory. So, for instance, it isn't possible to make railroad technologies require a steam engine technology.
 
As far as I know, no. Technologies can only have two requirements: the year and the preceding technology on it's subcategory. So, for instance, it isn't possible to make railroad technologies require a steam engine technology.

True, but you can move the effects of railroad over to an invention and do it that way; and tbh, I always felt that's what should have been done anyway. There's a big difference between getting the general concept of a railway, and actually developing the specific means to build one.
 
@podcat: Thanks for replying so quickly.. It's mad that I can get in contact with the guy who is actually programming the game... Where else would you get THAT?

Probably too 21st century thinking... just think about: for the future?

If you could invest in just factories.. and not be, as you say "investing in the country"... if the factory became huge enough.. like an industry becoming a corporation... like Coca Cola or ? Pfizer... think of the extra leverage and power that investing country could wield in the junior country... would lead to an extra dimension in the game.... where country's corporations became huge and bigger than the country itself.. and it was the CORPORATIONS that started to wield the power.. and not the State... too far fetched??
 
My only issues with the game so far are the weird population growth (In my last Russian game I kept loosing pop from flue pandemics and migration and I was never gaining it back !) and industrialisation which works weirdly (Austria always become an industrial giant while Prussia barely has any factories). Otherwise this add-on was definitely worth the money and this patch will only make it better. I love you Paradox :wub: