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Varangian

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Unknown X,

Just a quick update on the second playtest of the Mod, now as the Dutch. I've played about 20 years or so and the mod is working fairly well. Ottomons have picked up provinces from persia and Egypt, Prussia accepted the Northern German federation as a satellite, French took the Algerian Minor, and Africa is slowly colonizing. There are still about a half dozen coastal provinces left to colonize, modern day Gabon, Infi, and the upper province of the Spanish Sahara. The French are behind the Brits in the colonizing race, but they are both staying in historic areas, although the Brits went large into Micronesia. I've got the Dutch east indies locked up. The brits have also taken a few provinces off the Chinese. Otherwise, the balance of power in Europe is holding, with no major losses or gains for the bigger powers. I control all of Belguim, but that has it's downside, as I've fought 2 wars against the French, surviving by fighting on French territory and letting my reserves try to take back dutch territory the French capture. Europe is slowly building railroads. Next big event will be the US civil war. Looking good so far. Shortages remain the same, paper, furniture, clothing, fabric, explosives.

Varangian
 

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Raynald said:
The economy need a major fix (not that the economy alone need a fix) but I'm afraid the fix won't please me.

In 1836, all the pre-industrialized economy should be working correctly, be able to wage war and colonize (a little) if they want. Hell, it's been done since the 15th century !

But they should become less and less competitive (economically and military)compared to the more industrialyzed one. It should be very progressive however. In 1853-56, GB could not have done any arm to Russia (except to its navy) without the French army. In 1914, there were still far more peoples in the country than in the city in France (until after WWII actually), yet it was as technically advanced as Great Britain? Germany or the United State, had the money to pay a huge bill to Germany in 1871 (a bill designed to ruin her, she nevertherless repayed it quicker than anyone expected), and didn't lose WWI in 6 weeks.

The industrialisation of the world in the 19th century wasn't like the one in USSR between 1923 and 1941. The whole "convert POP" concept is completely ahistorical. If anything, it should be harder to convert peasan to craftmen, and still far harder to convert them to clerk.

To make it short, I'm afraid that the fixing of 1.02 will make industrialisation easier and quicker, while it should be harder but far less vital (with consequence later rather than sooner).

Quite frankly I think the conversion problem from farm worker or laborer to "craftsman" is the problem. Steel mill workers aren't craftmen. Most of the "basic" industries lumber mill, glass works, cement, steel, to name a few are skilled jobs. The skill comes in when building the factories and machine goods. I don't recall "canned food" workers being very well educated or trained from my history knowledge. And for god sakes, what are the industrialist there for? Shouldn't the need for craftsmen, clerks and industrialist be the starting point to industrialize? To sum up, to build a factory you shuold need industrialists, clerks and craftsmen. To work them you should be able to add laborers. What do you think all those tired, hungry, poor immigrants did when they got to the gold streets of the USA? They worked in factories. Let's simplify the staffing problem. But counterbalance that with the shortage of machine parts (I can live with that)
and use the upgrade needs for skilled workers and managers in specialized industries, like small arms or artillery. Just a thought.
 
Dec 20, 2003
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Hi unknown-X-,
first of all you've done a very good job with this mod!!! :rolleyes:
I've have experienced some strange things happen by using the mod or is it a bug of the game? :confused: First i have to tell you that i use your mod without your economic changes because i did change economy on my own... and it works fine for me so far.
So i have 2 Problems/stupid things happened:
1. I've been playing as Prussia in GC and i was at war with Hannover and have made a total victory(all provinces occupied)... so in peace negotiations i've made them to a satellite of mine and got two provinces from them!
So far everything ok... but now after the peace treaty expires something strange happens... Hannover is no longer my satellite and is now again an independent nation! :confused: :confused: :confused:

2. So as time passes in the middle of the 1850's russia starts a colonial war
against china! Ok so far but in the middle of the war they made an defensive alliance with china but they are still at war with them! :eek:
I've seen it in the diplomatic screen! Verry silly at war and an defensive alliance with the same country! I will make this too! :rofl: :D :rofl:

so can you tell us if it's a bug of your mod or of the game???

Greets
 
Dec 20, 2003
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unknown-X- said:
these mistakes must be game bugs...because a mod can't change hardcoded diplomacy rules.

Ok thanks! I will post it in the bug forum!
But i'm thinking about perhaps a logical fault of mine with the colonial war problem!
Is'nt it possible to delare colonial war(we know it's only a war in any of the opponents colonies) and to negotiate a defensive alliance too?
Ok it's a strange thing to have war in colonies and to fight together on a other place! But perhaps possible!
What do you think?
 
Last edited:

unmerged(24160)

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Just started using your mod, seems to work well... Thank for all the trouble.

However, there is one odd thing I noticed while playing as Prussia. Colonial fort is apparently same project as a normal fortress for provinces. Thus increasing the price and resource requirements for colonial fort makes building fortresses unnecessarily expensive, in my opinion. This, however, could be WAD on your side, so it is merely a matter of opinion. The odd thing is that the tech "Market structure" and its inventions seemed to affect also colonial buildings (as well as normal fortresses) instead of being restricted to factories...

While playing I just started wondering why all colonial buildings and fortresses were _so_ expensive (38000 for a simple redoubts and 30000 for trade posts)... luckily the game crashed, and I reloaded for earlier save when I did not yet had researched "Market structure". This time I got "Polypoly" (whatever, 25 % off new factory price and increased cost for expanding) instead of "Oligapoly" (again, whatever, 100 % more new factories and 25 % off for expanding), and lo, colonization became a tad more feasible (11500 for a trade post).

The question is whether this issue is a bug in a normal game, working as designed, or caused by X-mod. I don't have vanilla game now, so I did not test it...

A funny side issue is that the same affect is caused by other inventions which affect the factory prices. So, my trademarked Missions are 2 % cheaper that vanillla ones... is this like creating a new religion or what? :rofl:
 

unmerged(5110)

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unknown-X- said:
i think that to be engaged in colonial war and to be allied to same country is a bit strange and should be reported as a bug, but it might be a wad...

Yeah even though it is historical, I would still log it as a bug, since I don't think the AI is complex enough to handle this!

An example is China, when she was fighting the 2nd Opium War against Britain, she was also allied w/ her to fight the Taiping and Nian rebels.

Odd, isn't it??
 

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I don't know if anyone else has seen this but I have seen Brazil start colonizing the Congo though I have heard that some of the AI files are messed up. Have you worked on getting the ai files to have them colonize in the appropriate places and when is an ETA of the next update?

I also have noticed by looking at the save file that just doing the historical fighting as Sardinia-Piedmont gives me around a 35 badboy score causing everyone to DOW me making it very hard. Would by adding cores in the "unify or die" event cut this down? That and I have rarely ever seen the Dominican Republic last along with the dissolusion of the UCA and Peru-Bolivia. Have you looked at when countries form from revolt that they get all of the rightful cores and also seeing if other countries have all the ones they deserve since I don't see events where cores are added or removed at all. I also thought on the UCA dissolution is to have it where if any 4 of the 5 nations that it devolved to have formed, you become the last remaining one since I saw all 5 there with the UCA which makes no real sense.
 
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ImperialMog said:
I don't know if anyone else has seen this but I have seen Brazil start colonizing the Congo though I have heard that some of the AI files are messed up. Have you worked on getting the ai files to have them colonize in the appropriate places and when is an ETA of the next update?

Ahh...yes, Brazil colonizing Congo, that is a known mistake and will be fixed in next update. ETA for next update would be roughly around next week.
 

Varangian

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Unknown X,

I've finished three more games using the mod and the only problems I can see are with the three commodities needed to promote pops (regular clothes, paper, and furniture). You've tried to address the paper problem but it is still there. Furniture does become available on the world market. Regular clothes, do not. The reason is a lack of fabric. The clipper factories eat it up and there just aren't enough factories cranking out fabric. I normally build a fabric factory and a paper factory as my first two new factories. I frequently have to shut down clipper lines to build up enough fabric to allow me to make some regular clothes. I keep turning factories on/off long enough to get enough to convert a pop and then I turn back on the factories to earn enough money to repeat the process.

Having enough basic commodities to convert pops helps to make the first 20-30 years of the game more interesting and allows you to feel in control of your own destiny. I'm looking forward to the next mod.

Varangian
 

valisk

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unknown-X- said:
the other for DIE-HARD victoria gamer. The harder version would contain ai files that are made for best peformance against human opponent. Also there will be hidden events to help AI to fight against any threat from human player.

I'm looking forward to giving it a try :)
 

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I am also trying to note any odd things as well on what the AI does so you know what can be done to fix it, I notice is that the US starts colonizing Africa and even controls Ethiopia, Sudan, and parts of Egypt. :eek: Also I see Prussia/Germany always conquering Belgium and not colonizing. I do commend you for fixing the Russian colonization in Africa to a degree but they still do that some like in Southern Algeria since the French never starts doing so even after they conquer the coastal nations there. Just take your time in fixing the AI's since a good look at how they behave by looking all nations would be good since that's what you mod is in the largest part.

I am curious as well if you are contributing your AI files to the VIP project since they are quite good and having extra hands with your work would make it even better? Especially given that it seems they want to get the first version of it set up for download pretty soon.
 
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ImperialMog said:
I am curious as well if you are contributing your AI files to the VIP project since they are quite good and having extra hands with your work would make it even better? Especially given that it seems they want to get the first version of it set up for download pretty soon.


In order for all/or atleast some ai files to work as intended i need to see general setting for countries(which factories they have, how much starting resources and etc.), state of the WM, economical settings, etc. in VIP. So, if VIP need some new ai files, then someone should inform me when and how much time do i have to prepeare those files before launch, because i'm always willing to help.

to all using this mod - I will start extensive economy and ai testing from tomorrow when i have some more time. I would be thankful for any future advices and ideas. Also report all bugs that you find during gampley and think that these could be fixed by this mod or are caused by it.
 
Last edited:
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After few days of testing i have reached a conclusion that historical/standard Vicotry X megamod will be discontinued. I will release one last version somewhere next week when i have more time to put all the materials together.


New HARDCORE Victory X mod(H-VX) is aimed to give human player even more challange. This means that dependant of the difficult level(victory X is going to feature 3 levels of difficulty, that can be selected at the beginning of the game) AI opponents will focus some or all their effort to fight the threat from human player. This means that AI will be acting more ahistorical, using all tricks that human player's do.
This needs alot of testing(and once again TESTING), so i would like to find some voulteers who would be so kind and help me out here.
 

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unknown-X- said:
After few days of testing i have reached a conclusion that historical/standard Vicotry X megamod will be discontinued. I will release one last version somewhere next week when i have more time to put all the materials together.
.


well thanks for your mod but the HARDCORE Victory X is not for me. thanks again i had fun with your mod. :)