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Trebond

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Quick question: Doens't the "goods" cheat completely destroy your game? I never dared to use it but I expect that your since your country is overflooding the market price is getting lower and lower. This finally leads bankrupt factories and a high unemployment rate. Along with this, I'm afraid that all the fulfilled demands eventually lead to a high amount of aristocrats.

Can anyone confirm I'm right?

I can confirm that the price will drop after using the cheat.
I have tried it whit Uruguay, but didn't have factories soo... cant say anything about unemployment, bankrupt factories etc.
 

b9AcE

[funny custom title]
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More buttons please

So I have done some more looking in to this button based cheat.
I now have five different decision buttons for five different groups of cheats.

Again, what you end up with is not having to use the console and not having to use a trainer, which for a complex game like this can tend to have unknown results.
You instead get a button in the "Politics" screen for whichever kind of cheat you'd like.
Shape the world!

Since the last time I posted these cheat buttons I have, as you might have guessed, split the cheats into groups depending on their general area of effect.
I also looked into General Lorange and DrMaier's questions and added buttons to get 10% more liberals/conservatives.
You most likely add any ideology or issue this exact same way, but I haven't gotten to the part in the game where I have more ideologies than the basic three.

Okay, so here goes.
1. Make a backup of "decisions\Political.txt".
You will usually find this at "C:\Program Files\Paradox Interactive\Victoria II\decisions\".
This is important so that you will be able to restore to the original version if you need to.
2. Open that file and replace the last line (the single "}" at line 194 in version 1.1) with these lines:
Code:
	opium_for_the_masses = {
		alert = no
		potential = {
			ai = no
		}
		
		allow = {
		}
		effect = {
			badboy = -50
			war_exhaustion = -10
			any_pop = {
         	      		consciousness = -50
               			militancy = -50
			}
		}
		ai_will_do = {
			factor = 0
		}
	}

	moarwoar = {
		alert = no
		potential = {
			ai = no
		}
		
		allow = {
		}
		effect = {
			any_pop = {
				dominant_issue = {
					value = jingoism
					factor = 0.1
				}
			}
		}
		ai_will_do = {
			factor = 0
		}
	}

	we_are_so_clever = {
		alert = no
		potential = {
			ai = no
		}
		
		allow = {
		}
		effect = {
			research_points = 7200
		}
		ai_will_do = {
			factor = 0
		}
	}

	liberal = {
		alert = no
		potential = {
			ai = no
		}
		
		allow = {
		}
		effect = {
			any_pop = {
				ideology = {
					value = liberal
					factor = 0.1
				}
			}
		}
		ai_will_do = {
			factor = 0
		}
	}

	conservative = {
		alert = no
		potential = {
			ai = no
		}
		
		allow = {
		}
		effect = {
			any_pop = {
				ideology = {
					value = conservative
					factor = 0.1
				}
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}
3. Save.

If you have not made any other changes from vanilla 1.1 you should end up with a checksum of CIHQ.
Hah, funny, Cheat Investigations HQ?:rolleyes:
 
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unmerged(183166)

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It does work, it is similar to my own version, you just have to use it a few times in a spam or 'up' the number. For example, mine is:
Code:
	option = {
		name = "Sell not virtue to purchase wealth, nor liberty to purchase power."
		any_pop = {
			ideology = {
				value = liberal
				factor = 5
			}
		}
	}

The problem with it for ideologies, is that the game crashes if you have one which isn't unlocked yet and you 'hover' over the event button. I tried with an event to increase the number of socialists, it failed due to this reason.
 

Ricox

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b9ace, how to put in a title and description for those decisions you wrote? Otherwise it's not cool to have those "moarwar_title" or something like that things.
 

unmerged(183166)

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I see. Low factor numbers then... Thank you very much, Beskar :D

No problem.


I am trying to find it, but some one posted a very interesting code which gives money to the populations. (Therefore, capitalists have money to build factories, etc), which is very good tweak to those stuck with Laissez-Faire/Intervention at the start, as there is no industry being build.
 

unmerged(12779)

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Dec 15, 2002
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The cheat code "goods". I know it gives the stockpile 10,000 of all
goods at the default setting. It says you can put in another amount
if you want more or less than 10,000. My question is this:
Can you also name a goods like "wool" so that it only supplies that
1 item to the stockpile? Or does it have to do them all....

JIM
 

ssfsx17

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Any way to change the RGO output or population growth of a province? On the wiki, I've only been able to find modifiers for decreasing population, or increasing the number of people who can work at an RGO.
 

unmerged(59878)

Second Lieutenant
Aug 14, 2006
100
1
Any way to change the RGO output or population growth of a province? On the wiki, I've only been able to find modifiers for decreasing population, or increasing the number of people who can work at an RGO.

Pop growth, mm i made it with a province decision:

in the event_modifiers folder you must add:

tuki_tuki = {
population_growth = 130.02
icon = 19
}

Now in the events folder in the cheats.txt file you created you must add:

option = {
random_province = {
add_province_modifier = {
name = tuki_tuki
duration = 65
}
}

this will add tons of people for 3 months, you can fire the event as many times as you like when the three months are over, the pop will be highly increased, with oldenburg my divisions capacity went from 1/1 to 1/395 and my movilization cap went to 156, my pop was 92.12k and then 18.21 M
 

b9AcE

[funny custom title]
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Ask and ye shall recieve

Ricox wanted to have proper text messages for the decision-based cheat, so I have created some.
Indeed the text had to be put into the localisation as Hohen suggested.

First I changed the decision file "decisions\Political.txt" by adding "be_more_" to the desicions changing people's ideology.
This is to ensure we don't conflict with something else.
Now that file looks like this from line 194 onwards (Version 1.1 vanilla. Remember to make a backup of the original.):
Code:
	opium_for_the_masses = {
		alert = no
		potential = {
			ai = no
		}
		
		allow = {
		}
		effect = {
			badboy = -50
			war_exhaustion = -10
			any_pop = {
         	      		consciousness = -50
               			militancy = -50
			}
		}
		ai_will_do = {
			factor = 0
		}
	}

	moarwoar = {
		alert = no
		potential = {
			ai = no
		}
		
		allow = {
		}
		effect = {
			any_pop = {
				dominant_issue = {
					value = jingoism
					factor = 0.1
				}
			}
		}
		ai_will_do = {
			factor = 0
		}
	}

	we_are_so_clever = {
		alert = no
		potential = {
			ai = no
		}
		
		allow = {
		}
		effect = {
			research_points = 7200
		}
		ai_will_do = {
			factor = 0
		}
	}

	be_more_liberal = {
		alert = no
		potential = {
			ai = no
		}
		
		allow = {
		}
		effect = {
			any_pop = {
				ideology = {
					value = liberal
					factor = 1
				}
			}
		}
		ai_will_do = {
			factor = 0
		}
	}

	be_more_conservative = {
		alert = no
		potential = {
			ai = no
		}
		
		allow = {
		}
		effect = {
			any_pop = {
				ideology = {
					value = conservative
					factor = 1
				}
			}
		}
		ai_will_do = {
			factor = 0
		}
	}

	be_more_reactionary = {
		alert = no
		potential = {
			ai = no
		}
		
		allow = {
		}
		effect = {
			any_pop = {
				ideology = {
					value = reactionary
					factor = 1
				}
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}

Then I created a new file in named "localisation\cheats.csv".
Using a text editor (I used UltraEdit since using Excel seemed to mess things up) I put the following text in that file:
Code:
opium_for_the_masses_title;An opium for the masses;;;;;;;;;;;;;x
opium_for_the_masses_desc;Religion is the sigh of the oppressed creature, the heart of a heartless world, and the soul of soulless conditions. It is an opium for the masses. By convincing everyone that our actions have been nothing but the will of god, they accept the actions of the rulers as just and acceptable no matter what. All fatigue, aggression and unfair treatment is forgotten.;;;;;;;;;;;;;x
moarwoar_title;moarwoarplz!1;;;;;;;;;;;;;x
moarwoar_desc;By pointing out that those other people over there have something nice you convince your people that they should take it. They will now sacrifice their posessions, their morals and their very lives for your war goals. Like convincing an infant that a shiny metal coin is valued more than paper money. More war please!;;;;;;;;;;;;;x
we_are_so_clever_title;We are so clever;;;;;;;;;;;;;x
we_are_so_clever_desc;A stranger, claiming to be back from the future, offers you some yet unknown knowledge. A thick bundle of documents marked "Classified xyzzy" contains all, or at least very much of the solution to your nation's current research. Having given it to your leading scientist, the stranger says "The name is Einstein. Albert Esinstein. We will meet again". He then turns away, speaks into his wrist "Beam me up Scotty!" and vanishes in a flash of light.;;;;;;;;;;;;;x
be_more_liberal_title;Be more Liberal;;;;;;;;;;;;;x
be_more_liberal_desc;Look to the future people! We have seen the state of the past and know how horrible it was. We must work for a world free of unneeded regulations and other opression, that is the only way to achieve justice and satisfaction for all humankind!;;;;;;;;;;;;;x
be_more_conservative_title;Be more Conservative!;;;;;;;;;;;;;x
be_more_conservative_desc;We know what we have and we know what has been. If we change things, we don't know what might happen. The world is an intricate mechanism of interlocking actions and reactions. Changing anything could result in an unknown future disaster!;;;;;;;;;;;;;x
be_more_reactionary_title;Be more Reactionary!;;;;;;;;;;;;;x
be_more_reactionary_desc;Changes are good? No they are not. We changed things the way those radicals proposed and see what it got us? Now we demand but one thing: Change it back to the way it was. The way we all know worked. A world where people know their place!;;;;;;;;;;;;;x
Of course you can write yor own title or description in there instead...

So has anyone found a way to add diplomats at will?
It's the only thing I still have to save/exit/edit/start/load for.
 

b9AcE

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Julian8, you could just keep removing their "consciousness" and "militancy" whenever you think it is getting too high.
Using the decision-based cheat I have been describing in this thread I did this and was able to get past The Year of Revolutions (1848) without a single rebellion starting in my country.
Instead my country was apparently so stable that they decided to revert to Absolute Monarchy around then...

If you are having trouble with liberal aggitators poping up all the time you could just "End Liberal Revolution" with event 10050.
The aggitators will then be removed from your provinces after a while by the force of military presence, clergy preaching the divinity of the superiors or just plain disinterrest on account of your population being happy people.

But maybe you were looking for something else?
 

unmerged(97773)

Corporal
Apr 19, 2008
30
0
@ b9AcE & atyourownperil
Thx a lot guys I'll try
b9AcE I'm looking for something to be sure there are not going to be any more rebellions, I'm gonna try both of your suggestions and see, thx again :)

b9ace hahaha that opium for the masses is GREAT!
I was just watching the revolt risk being at 30% and after opium it went down to 0 !!! oh yeah!
 
Last edited:

unmerged(59878)

Second Lieutenant
Aug 14, 2006
100
1
For pop growth, i know that it doesnt work at all if you put it in static modifers (and set game to very easy difficulty) and i really wish it would. Maybe with patch 1.2?

The only way to make your pop growth is with my 190 post, trust me ;).