So, this is a thing I'm doing. As I'm kind of bored with Vicky GC where Britain and Russia always rule everything and the amount of interesting countries is very limited, I'll be doing this (hopefully) fun mod where all countries have a reasonable chance to success.
I won't be doing modding to province file or actually not to any other core files, but parties and events. I wouldn't do to parties otherwise, but getting stuck with Royal Faction for whole game is not interesting.
Especially as I love differing parties.
I'm dividing countries into four classes: Small, medium, large and huge. Small countries (1-5 provs) are advanced countries, who start with railroads, two factories and rather significant industrial population, but have few soldiers and weak active military and rely to mobilization pool (start with 10) for defense. Medium countries (6-15 provs) are middlegoers, who also have two factories, but less less industrial population, though more soldiers and somewhat larger active army, though slightly smaller mobilization pool (just 5). Large countries (16-40 provs) are agricultural lands, with just 1 factory for whole country, with less industrial workers than smaller countries, but their active army and amount of soldiers is significantly higher, though they have no initial mobilization pool. Huge countries (41+ provs) are homes to backwardness, with no factories, few industrial workers, lesser techs than the rest and huge active armies, with no mobilization pool. I have an excel sheet of exact figures.
The country layout is based on vanilla tags and are situated in appropriate places, though some take larger areas than historically and some smaller. Most countries are medium class, smalls being next common, larges are rarer and I think there will be something like two huges in whole scenario (China & Russia, I think). There won't be any primitives anywhere, as primitive imo hardly fits into "having reasonable chance at success" or "interesting".
Cultures are also more-or-less in appropriate areas, but as amount of minorities (non state-culture pops) is defined by country class, some smaller cultures will likely get leaved out. Usually if a small culture has appropriate tag for it, it will be represented as a country. Some countries have multiple state cultures, when the area they encompass should have several majority cultures, like for example Lithuania, which takes up much of Byelorussia area in addition to Lithuania proper. Then all countries get cores in provinces holding their state culture pops. This means that while places like Sweden have cores on Sweden proper and some border provinces of Norway, Finland and Denmark, places like Hannover have cores on whole northern Germany and some provinces bordering that area. I'll have some events to allow unification of large divided cultures, if there is appropriate tag to unify them into, like North German Federation for north germans.
I try to have each country with an appropriate factory, meaning that they can produce most or all of the raw materials needed domestically. Small countries are hard for this one, so I put those factories that use goods produced in other factories as raw materials into small countries. Also each country will have 10 units of all raw materials needed for their factories. Also countries other resources, set like this:
I reduced the amount of army stuff given in GC, as I hear AI tends to sell their huge stocks of stuff at start, which seems stupid, but I wonder that will I still give them too much? What will AI do with 60 CF & 60 SA? Mobilize once, sell it WM or keep it stocked? Any suggestions regarding this basic resource set are welcome.
I'll also give each country 10 prestige and 5000 cash, so you won't go bankrupt right away.
I am sure there will be areas to colonize, mostly in Africa and Pacific, like in GC, as those areas lack appropriate tags.
I'll also have AI files, as I think it's rather silly how AI never builds Railroads into some countries in GC and also to have AI first focus on economy, before going to colonization, war and bankrupcy sprees.
I won't be doing modding to province file or actually not to any other core files, but parties and events. I wouldn't do to parties otherwise, but getting stuck with Royal Faction for whole game is not interesting.
I'm dividing countries into four classes: Small, medium, large and huge. Small countries (1-5 provs) are advanced countries, who start with railroads, two factories and rather significant industrial population, but have few soldiers and weak active military and rely to mobilization pool (start with 10) for defense. Medium countries (6-15 provs) are middlegoers, who also have two factories, but less less industrial population, though more soldiers and somewhat larger active army, though slightly smaller mobilization pool (just 5). Large countries (16-40 provs) are agricultural lands, with just 1 factory for whole country, with less industrial workers than smaller countries, but their active army and amount of soldiers is significantly higher, though they have no initial mobilization pool. Huge countries (41+ provs) are homes to backwardness, with no factories, few industrial workers, lesser techs than the rest and huge active armies, with no mobilization pool. I have an excel sheet of exact figures.
The country layout is based on vanilla tags and are situated in appropriate places, though some take larger areas than historically and some smaller. Most countries are medium class, smalls being next common, larges are rarer and I think there will be something like two huges in whole scenario (China & Russia, I think). There won't be any primitives anywhere, as primitive imo hardly fits into "having reasonable chance at success" or "interesting".
Cultures are also more-or-less in appropriate areas, but as amount of minorities (non state-culture pops) is defined by country class, some smaller cultures will likely get leaved out. Usually if a small culture has appropriate tag for it, it will be represented as a country. Some countries have multiple state cultures, when the area they encompass should have several majority cultures, like for example Lithuania, which takes up much of Byelorussia area in addition to Lithuania proper. Then all countries get cores in provinces holding their state culture pops. This means that while places like Sweden have cores on Sweden proper and some border provinces of Norway, Finland and Denmark, places like Hannover have cores on whole northern Germany and some provinces bordering that area. I'll have some events to allow unification of large divided cultures, if there is appropriate tag to unify them into, like North German Federation for north germans.
I try to have each country with an appropriate factory, meaning that they can produce most or all of the raw materials needed domestically. Small countries are hard for this one, so I put those factories that use goods produced in other factories as raw materials into small countries. Also each country will have 10 units of all raw materials needed for their factories. Also countries other resources, set like this:
Code:
#basics
cement = 100
lumber = 100
steel = 100
clipper_convoy = 5
machine_parts = 5
#army stuff
wine = 20
explosives = 20
canned_food = 60
small_arms = 60
liquor = 20
artillery = 20
luxury_clothes = 10
I reduced the amount of army stuff given in GC, as I hear AI tends to sell their huge stocks of stuff at start, which seems stupid, but I wonder that will I still give them too much? What will AI do with 60 CF & 60 SA? Mobilize once, sell it WM or keep it stocked? Any suggestions regarding this basic resource set are welcome.
I'll also give each country 10 prestige and 5000 cash, so you won't go bankrupt right away.
I am sure there will be areas to colonize, mostly in Africa and Pacific, like in GC, as those areas lack appropriate tags.
I'll also have AI files, as I think it's rather silly how AI never builds Railroads into some countries in GC and also to have AI first focus on economy, before going to colonization, war and bankrupcy sprees.
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