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Mozart41st

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Flemish Duck- Thank you for your kind words

Oblomov- China does still have it's massive armies which is something I'm looking at addressing in the next update as well.
 

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frasco101 said:
Mozart...was that the official Paradox MOD statement? j/k

I suppose what I was asking was- based on other peoples experience...which do they prefer and why. Now, I dont think THAT is such an unanswerable question? :rolleyes:

In all seriousness though, keep us the good work guys. Us lazy gamers appreciate your efforts.

Oh..one more thing. I dont know bout youz guys, but I always get a little annoyed with the fact that America cannot gain the land it actually got in the mex-american war, since there is no event. Because of this, I wrote up my own events so that
a) the war should actually happen more often.
b) If America (this was desinged so that even the AI could win easily...since the AI does not have the ability to land at vera cruz and sack mexico city) gains a few western territories...it gets the land.

Its a simple event..but it works (at least..im my few test).
****Note...I have not yet had time to see if the war will regularly happen now, but the event does work once the war itself is triggered and America gains the area needed.****

If anyone wants to see it....just let me know and I will post it here (with the threads permission :)

~Rob

I'd love to see those events. I've written my own series of events for the territory gained at the Treaty of Guadalupe-Hidalgo, but I would love to see how you've implemented your events. Please post. :)
 

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Doing a game as Netherlands using this mod... the AAR is here ... One thing is that the African coastal colonies are all gone by April 10, 1839:

For the record:

40 possible trading post/missions/fortresses/coaling stations...

Netherlands - 7
Britain - 16
France - 7
Spain - 3
Russia - 3
Oman - 3
Ottoman Empire - 1

Obviously, even though the cost of colonies was increased to 10,000 plus 100 cement and 100 lumber, it only delayed things a year or so....
 

unmerged(8351)

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Dean said:
Doing a game as Netherlands using this mod... the AAR is here ... One thing is that the African coastal colonies are all gone by April 10, 1839:

For the record:

40 possible trading post/missions/fortresses/coaling stations...

Netherlands - 7
Britain - 16
France - 7
Spain - 3
Russia - 3
Oman - 3
Ottoman Empire - 1

Obviously, even though the cost of colonies was increased to 10,000 plus 100 cement and 100 lumber, it only delayed things a year or so....

several of those are in the starting setup
 

Mozart41st

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Modern angel, This game was mostly modeled around how well the great European powers made money, and how well uncivilized nations like Korea and Japan did. I never played as Brazil until today, and you are right. Brazil definitely has no problem earning money. Using typical settings, I was making 160 bucks a day at the beginning, though that slowed down to about 100 after a few months, it was still a bit much for that early in the game. Brazil is one of those countries that benefits from having lots of small pops, they have dozens of little 2,000 pops spread out all over the place. This will make industrialization tough, but it does give you a big boost at the beginning.

Unfortunately, this is not something that could be easily rectified, short of giving Brazil an event similar to what I gave Austria, which I don't think would be justified in this case. The number of small pops Brazil has will come back to bite it in the butt when it wants to build factories. I think this situation will resolve itself if/when Paradox switches over to a strictly linear model for pops. Thanks for trying out the mod, sorry if your experiences were dampened by the Brazil situation.
 

Mozart41st

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Dean, thanks for trying out the mod and taking the time to post your findings. I have found that doubling of costs, as well as the quintupling of resources needed have slowed colonization quite a bit, even if not as much I would like. I am looking at ways to further slow down the rate of colonization, which would include further increasing some of the costs, and even altering some of the AI files. Thes changes are a bit more difficult to implement, as altering the costs even further would move further and further away from my original vision of this as a "conservative" mod and any changes to the AI files would require a great deal of testing before I could determine what effect they may have had. But you can be sure that I will not give up until the colonization situation is modelled as perfectly as it could be.
 

Modern Angel

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Mozart41st said:
Modern angel, This game was mostly modeled around how well the great European powers made money, and how well uncivilized nations like Korea and Japan did. I never played as Brazil until today, and you are right. Brazil definitely has no problem earning money. Using typical settings, I was making 160 bucks a day at the beginning, though that slowed down to about 100 after a few months, it was still a bit much for that early in the game. Brazil is one of those countries that benefits from having lots of small pops, they have dozens of little 2,000 pops spread out all over the place. This will make industrialization tough, but it does give you a big boost at the beginning.

Unfortunately, this is not something that could be easily rectified, short of giving Brazil an event similar to what I gave Austria, which I don't think would be justified in this case. The number of small pops Brazil has will come back to bite it in the butt when it wants to build factories. I think this situation will resolve itself if/when Paradox switches over to a strictly linear model for pops. Thanks for trying out the mod, sorry if your experiences were dampened by the Brazil situation.

Not at all. :) Actually, after about a year, it went down to much more reasonable levels. I'm having a blast right now with my hodgepodge of VIP events, Brazil VIP events, and your mod.

Might I suggest, h owever, one change to colonization? Add glass/p_metals back in. I was messing with it early in December and it really did wonders for slowing down the AI.
 

Mozart41st

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That's a really great idea actually Angel. In all of my tweaks to try to slowdown colonization, I have not tried something simple like adding a couple resource requirements. :)

You can look forward to these requirements appearing in the next update.
 

Modern Angel

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Mozart41st said:
That's a really great idea actually Angel. In all of my tweaks to try to slowdown colonization, I have not tried something simple like adding a couple resource requirements. :)

You can look forward to these requirements appearing in the next update.


Play with it a bit, first, though. :) I think what I had was the base 1.02 cost, plus 30 glass/30 p_metal for the mission and trading post respectively. Worked quite nicely. That was with the economy Mod, so YMMV with the Community Mod. I noticed glass is tough to come by with this mod.
 

eeers

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Played a little in single player, seemed to flow very well, very nice mod.

tried to use it in multiplayer and seemed to have problems with the events fireing for the non host, has anyone else tried MP with community mod?
 

Mozart41st

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Modern Angel said:
Play with it a bit, first, though. :) I think what I had was the base 1.02 cost, plus 30 glass/30 p_metal for the mission and trading post respectively. Worked quite nicely. That was with the economy Mod, so YMMV with the Community Mod. I noticed glass is tough to come by with this mod.

Of course, of course. :) I am in the process of tweaking a few different possible settings as we speak. Glass is hard to come by as you said, which may actually work to our favor. :)
 

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  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Europa Universalis IV: Call to arms event
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Teleglitch: Die More Edition
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
Hmm, I'm not sure what could be causing that. The only thing I could suggest is to make sure both of you guys have the latest version of the Community Mod installed on both PCs. If that is the case, I don't know what else to suggest. :)
 

unmerged(23687)

Second Lieutenant
Dec 19, 2003
101
0
First I installed the Victoria X Mod and then i install the Community Mod 1.03, without removing Victoria X mod. I dont know if i have know a mix of both mods or if i play only your changes. However, I play as prussia, and i love it. It seems for me to be a quit got compromies between 1.01 and 1.02.
The best thing is that i was able to finance all my Divs as Prussia right from the beginning (with maximal tariffs in Budget) and with enough alliances i had a Chance to beat the russian bear and took some provinces from him.
Right know i was able to fire the "German Reich" event, through taking Paris.
Know it is the first time that i have really fun with Victoria. (Propaply i am to dump to have real fun with 1.02 vanilla)
Sorry for my englisch and greeetings out of Bremen
 
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