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unmerged(19361)

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I'm enjoying this mod, but is it just me or is the AI colonization way too slow in the latest version, I got to the 1870s and still not all the border provinces of africa were colonized, and none of the interior.

Also I found it really easy to conquer every single uncivilized country as two sicilies gaining a huge colonial empire, but theres not much you can do about that I guess.
 

Mozart41st

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Action said:
I'm enjoying this mod, but is it just me or is the AI colonization way too slow in the latest version, I got to the 1870s and still not all the border provinces of africa were colonized, and none of the interior.

Also I found it really easy to conquer every single uncivilized country as two sicilies gaining a huge colonial empire, but theres not much you can do about that I guess.

Wow, really? In my games the AI usually had the border provinces by 1850ish and most of the interior by 1860-1870. Is anyone else witnessing this?
 

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Mozart41st said:
Wow, really? In my games the AI usually had the border provinces by 1850ish and most of the interior by 1860-1870. Is anyone else witnessing this?

Heres what everyone has in Africa in 1864 (Most recent save)

Spain: Full Colony: Draa, Seguiria el Hamra, Rio De Oro
Claims on Everything in Mauretania, three still under construction

France: 3 claims in Senegal, 2 claims in Ivory Coast, 1 claim in Gabon

England: 1 claim in Senegal, 1 claim in Guinea, 2 claims in Gold Coast (one is under construction), 1 claim in Nigeria

Portugal: 1 claim in Senegal, 1 claim in Ivory coast

Dutch: 1 claim in Nigeria

Ottomans: 3 claims in Libya, 2 claims in Sahra al Gibaryah, 3 claims in Somaliland

Oman: 2 claims in Somaliland, 1 claim in Kenya, full colony Swahli coast

You may notice many of these claims are ones they start out with in 1836.

Perhaps this is a fluke I've only played one game with this mod. I didn't do anything but conquer uncivilized nations, and unify Italy so nothing I did affected it.

Normal/Normal
 

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1.06 is here! And what an update it is!

The main theme of this update is German unification
--------------------------------------------------------------------------

-The "Leadership of Germany" events have been altered
-----Previously, if Austria had accepted Prussia's leadership outright, without a war, it would not have triggered the formation of the NGF, which I almost consider to be a bug. I fixed that.
-----Probably the most important change, during the "seven weeks war" , if AI Austria's war exhaustion hits 10%,a new event will make it will accept Prussian leadership most of the time. This is done to simulate how quickly Austria actually did fold historically, and to make unification easier for an AI Prussia.
- "Three Hurrays for the German Empire" has been altered to make it slightly easier for Germany to unify. Previously, the requirement was for Prussia to control Paris. I have modified this to Prussia simply winning a war against France, as long as the NGF exists. Also, in the past, when this event triggered, the SGF was never given an option to unify with the rest of Germany. This has been fixed also.

You will see unification happen with much greater frequency now.

-You Aussies and Aussie sympathizers are in for a real treat. Dale's "Australia Mod" has been included which makes the formation and independence of Australia a much more intresting affair. Many thanks to Dale for graciously sharing his work.

-A couple more tweaks have been done to Italian unification. I tweaked Sardinia's AI file to make it less willing to offer peace. I also gave AI Austria a handicap against the three big Italian nations. Now, in the event of war, Austria will wait 180 days before moving troops to the front. This was done to simulate Austria's historical indecision to the events in Italy, and to help give unification another push.

-There is now an event included which gives Siam the chance to reach "Civilized" status.

-I have removed the "100 prestige" requirement for the formation of Mughalistan. This was done because of the high prestige requirements of declaring colonial wars in 1.02.

-In the past, a hodge-podge of events was stored in Ecudor.txt. This is no longer the case, you can find many of the Victoria Community Mod's new events in the newly created victoria_community_mod.txt.

Well, there you have it folks! You can find the patch here.

http://www.europa-universalis.com/forum/showthread.php?t=126658
 
Last edited:

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There is a trouble with this nice mod (good worck and thx), for uncivilized country, if you become civilized (after reach 500 prestige) without find the tech Flintlock Rifles, the game crash each time you try to build an army. You can modify the event in ecuador.txt like that:

-solution 1, give the tech when you becoming civilized :


#########################################################################
# Becoming Civilized
#########################################################################
event = {
id = 590140
random = no
invention = no

trigger = {
civilized = no
prestige = 500

}

name = "Becoming Civilized"
desc = "Upon reaching such tremendous prestige, the world now considers us civilized!"
style = 0

date = { day = 1 month = january year = 1836 }
offset = 30
deathdate = { day = 30 month = december year = 1920 }

action_a = {
name = "Took them long enough!"
command = { type = civilized value = yes }
command = { type = gain_tech which = 1101 }
}
}

solution 2 : becoming civilized only if you have both 500 prestige and the Flinlock Rifle (more realistic imo)

#########################################################################
# Becoming Civilized
#########################################################################
event = {
id = 590140
random = no
invention = no

trigger = {
civilized = no
prestige = 500
invention = 1101
}

name = "Becoming Civilized"
desc = "Upon reaching such tremendous prestige, the world now considers us civilized!"
style = 0

date = { day = 1 month = january year = 1836 }
offset = 30
deathdate = { day = 30 month = december year = 1920 }

action_a = {
name = "Took them long enough!"
command = { type = civilized value = yes }
}
}

I don't know if i'm the only one who get this crash (ver 1.02, french), but it may help some player.
And sorry for my poor english :)
 

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Corruption

I have been thinking of trying to add events that would simulate the corruption that existed in many countries during this time (come to think of it I think it is still the same in some countries today.)

Both Russia and China had huge local aristocrats that ate up huge amounts of the taxes that would be collected. If this could be better reflected in the game then the resources would still be available in the WM but the government taxes collected by the AI or human would be substancially less.

I think this would better reflect the reality of these countries. For the government to be able to get a larger slice of the pie (IE more tax revenue without taxing the poor slobs anymore) then social and economic changes would have to take place and these would GREATLY increase the militancy and social concience of those that benefited from the old system.
Aristocrats, clerks, officers and clergymen. Enough that revolts would appear as they really did in reality.

This should be applied also to many of the countries in Asia, and South America.
 
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Great work Mozart! In my opinion the best victoria mod... since now :D
The new german unification events looks great... can you post them please in the german vip section too?

Bye
 
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Hallo,
i've noticed there is a bug in 1.06 community mod. You will get a few errormessages like this "---(type=7/id=43800) does already exixts" and this i think with 3 other id's! I found out that dependant on this is Dales aussie mod. It's because you have flavour autralia events doubled. They are in DALE_ast.txt and in flavor_ast.txt with the same id's. So after i visited dales thread i found ot an easy solution of this:
Dale said:
# You MUST add:
event = "db\events\australia.txt"
and delete:
event = "db\events\flavor_ast.txt"
from "event.txt" to include these new events in the game.

So the australia.txt = DALE_ast.txt!
So we have to delete this form event.txt: event = "db\events\flavor_ast.txt"

I think that's it!

Bye
 

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Yes, that's correct. Because I found the old Aussie flavor events were slightly flawed (triggering for a nation that didn't exist) I fixed them up to trigger on province.

Delete the flavor_ast.txt line from events.txt. :)

Dale
 

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Now that we have all of the important stuff out of the way more or less(economics, unification, colonization, uncivilized/civilzed), we can start *really* having some fun.

Just to give you a small sneak preview as to the theme of the next update....
Let's just say it will be waving the red flag. :)

soviet.jpg
 
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Is it just me, or what...

Don't mean to complain, but I've started another game, playing Prussia, and I now find at the start, that I can't make any money again.... Not too sure what's going wrong. I notice there is no request for ships to move goods, I've built a good number of factories to get everyone working, but the profit margines are way down, even steel makes diddly??? I only mention this, because I notice a great improvement with the previous upgrade, when the workers production was bumped up and I started make money within a month or so....

Anythoughts
Long LEE
 

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Missing files

Mozart41st said:
thanks for the kind words guys, I apologize for the Aussie bugs. I will post an updated version immediately.

Good morning from Sunny Frozen Canada

Mozart41st i think that the last update 106b is missing files, t does not include anything else in the scenario files other than the uastria inc file, no pop files and also no new 1836 file.
I think this is the reason some people are starting to advise that they are not making any money.

All of the mods are now in the community event and there is no mention of that in the old 1836 file.

Thanks again for your hard work have good day

PS: If any one finds any hot weather please package it up and send COD to Canada we need it.
 
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Cold Weather

Haaaaa, good old Winterpeg... I lived there for 10 years when I was with the Princess Pats, down at Grant and Kenniston (is that right, it's been 15yrs) Anyway it's getting rather "COLD" here in southern Ontario as well. Us whimps aren't use to the -15 & -20s around here. I remember one winter in Winnipeg, 1977 I think, it didn't get above -30 for 3 weeks in a row "BURR".

Didn't mean to do a highjack here....

Cheers
Long LEE
 

unmerged(13408)

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Just got tried an aborative Chinese game.

First off I knew the war with Britian was coming so I built up my army bordering India to around 300k and garrisoned Southern China + HK.

The war went well, every amphibous operation the British tried was thrown back into the sea with ease and my Indian advance force fought its way down to Dhaka which they could hold but due to the Chinese lack of morale and increasing British resistence I was forced abandon all offensive operations. However the stupid Brtish would not agree to a white peace. And so a stalemate continued for the better part of two years until I finally through in the towel and gave them HK. Bad idea.

My presitige took a hideous jolt into negative territory (it had been +60 or so) and remained there for the rest of the game. Angry I expanded my attack armies to around 500k and descided to add Korea to my empire in an attempt to regain some prestige and gain its (hopefully) rich provinces.

The invasion, to put it mildely, was a disaster. From around 30k men visiable at the border an 800k man wave boiled out of Seoul and fighting raged through northern Korea for near a year. Finally with all available reinforcements having to be used to crush endless, and large, partisan uprisings, let alone aid my front line armies I abandoned the attempt and fell back to the orginal border where a white peace was signed. Though I had not dared to shift my Southern China or Indian frontier garrisons I had still been throwing every thing else into Korea.

After that I spent the rest of the 1850's licking my wounds and glumly building up huge but seemingly useless stacks of armies. I haden't planned on the second British war but easly crushed their garrison in HK and occupied it. All attacks on Southern China were easily swatted aside. I then moved a million and a quarter men into India and took all of it from Calcutta east. There again I was forced to go on the defence. It took a hideously long time recover morale and attriton rates were 7% so I had to constantly rotate armies. The British had perhaps a thrid as many troops facing me, they had apperently ended the Crimean war on a high note and their full focus was on me.

Even with a war score of 9% they woudn't hand over HK (3%) and when they refused a white peace I threw in the towel.

Budge wise I kept crime fighting at 50%, education at full, defence just a bit over the minum, and army at full. For revenue I had taxes for all at 50% or a bit under and terrifs over by about 1/4.

The revolt situation wasn't to bad, just the scripted ones but I did notice that any serious increase in terrifs or taxes from the above rates rapidly caused Red to spill over my otherwise green provinces.
 

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Hi guys,

I double-checked, but to the best of my knowledge, I couldn't track down any missing files. The Austria.inc file is the only one in the scenarios folder because I removed a couple of Austria's state cultures in that file, but have not done anything else.

Long, can you send me a saved game please? I am not sure what could be causing you to make no money.

I will PM you with my email address.
 

Lusitania

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Mozart41st said:
Hi guys,

I double-checked, but to the best of my knowledge, I couldn't track down any missing files. The Austria.inc file is the only one in the scenarios folder because I removed a couple of Austria's state cultures in that file, but have not done anything else.

Long, can you send me a saved game please? I am not sure what could be causing you to make no money.

I will PM you with my email address.

I last downloaded your 105cPOp file which after adding the missing "}" to the Modena file worked great.
Now when you download 106b the 1836 file does not include the new scenario files that were added to the events directory.

Thanks:

PS: Mozart when you respond send some heat from your area here it's so cold I do not want to go outside unless it's an emergency.
 

Mozart41st

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Lusitania said:
I last downloaded your 105cPOp file which after adding the missing "}" to the Modena file worked great.
Now when you download 106b the 1836 file does not include the new scenario files that were added to the events directory.

Thanks:

PS: Mozart when you respond send some heat from your area here it's so cold I do not want to go outside unless it's an emergency.

Hey Lus,

I'm not too sure that the 1836 file needs to have the new event files added. If you check Victoria\db\events.txt you will find the new Dale_AST and Victoria_Community_Mod files listed there and they both seem to work fine for me! :)
Let me know if you have any problems though.

PS. Here in Kansas, it's not exactly warm either, though I'm sure it would seem quite mild to Canuck like yourself. :)
 

Lusitania

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Mozart41st said:
Hey Lus,

I'm not too sure that the 1836 file needs to have the new event files added. If you check Victoria\db\events.txt you will find the new Dale_AST and Victoria_Community_Mod files listed there and they both seem to work fine for me! :)
Let me know if you have any problems though.

PS. Here in Kansas, it's not exactly warm either, though I'm sure it would seem quite mild to Canuck like yourself. :)

Thanks I will try,

I was thinking of a new user to the community mod and that they would not get the population mod from 105, I think it made the game better.

BRRRRRRRR