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Nov 15, 2003
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New 4-way Sardinia-Italy AI files reached Alpha testing(don't look at the year, it's way to early, but imagine what Sardinia-Piedmonte could have done when it would have attacked 10 years later...):

AI Sardinia kicking some major ass. Austria lost half of their initial army and front stabilized. Pappal states and Sicily are next victoms...
piedmonte.png


A few years later...Sardinia is doing good, but Austria has rallied and is moving A LOT of forces to frontier. Sardinia priorities, when fighting against Pappal states need tweaking...

pie2.jpg


Game crashed 2 months after this picture was taken...so we'll never know how this war would have ended...Sardinia economy was in quite poor shape, but didn't make into huge debts.
 
Last edited:

Aragos

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Vic X,
I've done some minor changes to the USA and Mexico, trying to set up a more realistic situation at game start (for example, all of the American West has only colonial buildings controlled either by USA or Mexico). Hopefully this will allow a Mexican-American war where the USA or Mexico can actually end up with control of the region without a series of wars.

Interested?
 

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Dec 27, 2003
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When I play this mod, I touch nothing, and then on 2.1.1836 my budget shows -4000! Soon it gets positive, but when I start building two factories, increase the literacy(or something) slider and cut defence, army and navy to minimum (taxes ~ 75% and tariffs ~ 50%): budget is steady at ~ -50! It continues to be negative, though I raise taxies, and after a few months I have a huge debt. Could someone tell, what is a good thing to do in the first few months?
 

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Paul Bäumer's gravedigger
Mar 22, 2002
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metto said:
When I play this mod, I touch nothing, and then on 2.1.1836 my budget shows -4000! Soon it gets positive, but when I start building two factories, increase the literacy(or something) slider and cut defence, army and navy to minimum (taxes ~ 75% and tariffs ~ 50%): budget is steady at ~ -50! It continues to be negative, though I raise taxies, and after a few months I have a huge debt. Could someone tell, what is a good thing to do in the first few months?


need way more info...which country? how are your i mport/export seetings...you going into too much debt?....you attempting to maintain.expland army before you economy is going?
 

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Mar 22, 2002
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metto said:
I was playing Prussia in the Grand Campaign, trade was AI-controlled, except lumber and tinber, which were buy <20. The factories I was building were steel and paper factories.

Well with Prussia here is my adivse...minimize army spending...spend nothing on crime and only half fund education for about 2-3years

in the mean time build fabric, wine, reg clothing, and paper factories AND expand your glass, ammo, fertilizer, lumber, steel, and cement factories. After you finsih all this (might want to expand fabric factory a bit or maybe build two of them)...begin upgrading everything to lvl 1 RR. By 1840 you should have a very sizeable debt and an income of about 100-150 per/day. Now you can choose to pay down your debt, fully fund education/crime, expand the military or whatever floats your boat.

The biggest mistake I think people make in 1.02 and this mod are to try to maintain full crime education and military funding at the same time...it is almost impossible and more importantly it shouldn't be possible IMO

Anyway I am always ready for the burmese and danish wars (about 1846)...I then get ready for 1866 by filling out my army and teching for 20 years as well as slowly promoting pops and expanding to lvl 2 RR. By the time of the 1866 war you should be happy if you have 30 divisions (the mobilization pool is where you should rely on for your real strength)

in fact I never build unbrigaded main army divisions anymore...I just have about 15-30 brigaded divisions that serve as the heart of my corps and then fill those 8 or so corps out with the conscripts
 

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Paul Bäumer's gravedigger
Mar 22, 2002
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Unknown I have noticed zululand is an indepndant nation (as opposed to an uncivilized one) in the mod...surely this is a mistake?
 

Aragos

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unknown-X- said:
Oh, yes. I would be happy if you could send me the modified files.
Sorry for such a slow reply i was away on a holiday.
Hmm...i'll check that zulu thing today.

No prob. It looks like the VIP guys have absconded my setup (hehehe). I can email you what we've done, but other than that it is sitting in our Yahoo group website. Feel free to join (check the USA VIP thread)
 
Nov 15, 2003
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Victory X v0.21b teaser:

******List of few changes*******

*New modified, starting resource pools for every major country(keeps factories going for atleast 6 months - makes game easier for beginners and add's more challange to experienced players).

*Ruthless AI players that use every means at their disposal to dispose their enemies.

*Weeks/months of economy testing and balancing have created a well working mechanism, that allows better gameplay.

*Colonization is much slower and goes more historical route

*South-American countries will recive new AI files

*Crippeled some countries like : Austria, Spain, Russia etc.

*Factory and RGO buildtimes tweaked for better balance.(tested for few weeks)

*plus a lot MORE!

ETA: 4th of january
 

ImperialMog

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I've been trying to play as Sardinia-Piedmont and I have the constant problem of not being able to get a balanced budget. I have to try to balance if I should lower my education and crime fighting or have high taxes which angers the populace. And the other thing I try doing is taking the small Italian minors before the Italian unification events so I can do better in that by having a larger base of production and manpower though I think I get a nasty badboy that way. The biggest challenge I have is really not having money to build anything, especially railroads.
 

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Paul Bäumer's gravedigger
Mar 22, 2002
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unknown_x with some more playtesting of your mod I have noticed a distrubing trend. Russia is too too strong. I looked and it seemed russia was one of the ai files you modified the most. I regullarly see it beat the daylights out of AUS PRU OTT and SWE. Perhaps the AUS and PRU ai need fine tuning? the OTT and SWE seem fine since RUS should beat them 1v1. Great job on the RUS ai though :)
 
Nov 15, 2003
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Victory X version 0.21 released! Get new version here .

######################
#New in Victory_X v0.21b PRO #
######################

AI Changes:


*Sardinia-Piedmonte AI reworked and consists of 3 separate files
*Egypt AI improved for better peformance in war
*Russia AI tweaked to do more research and economy and wage less war
*Sweden recived major AI rework(should build more railroads and factories now)
*Denmark recived major AI rework(a bit better against Prussia and is more likely to build railroads)
*Mexico AI tweaked to do more research and build more factories/railroads
*Brazil is now more likely to build factories and railroads(next version will include pimparels excellent AI files and events)
*Columbia recived new AI file
*Peru recived new AI file
*Venezuela recived new AI file
*Spain AI files tweaked for even better peformance
*Serbia AI priorities modified
*Japan AI slightly modified
*England AI only slightly modified(didn't have time for bigger changes)
*Portugal AI priorities tweaked
*Austria economy AI tweaked
*Ottoman Empire AI should peform a little bit better
*plus other changes i forgot to list!

Economy changes:

*cotton_plantation cost increased to 200
*dye_plantation cost increased to 200
*tobacco_plantation cost increased to 500
*tea_plantation cost increased to 350
*coffee_plantation cost increased to 350
*opium_plantation cost increased to 500
*sheep_ranch cost increased to 200
*silkworm_ranch cost increased to 200
*cattle_ranch cost increased to 200
*fishing_wharf cost increased to 200
*orchard cost increased to 200
*grain_farm cost increased to 150
*coal_mine cost increased to 200
*sulphur_mine cost increased to 250
*iron_mine cost increased to 250
*precious_metal_mine cost increased to 1000
*timber_lodge cost increased to 200
*rubber_lodge cost increased to 200
*oil_rig cost increased to 1000

*RGO construction time increased to 2 years, except : oil_rig, precious_metal_mine, sulphur_mine - 3 years
*Factory construction times tweaked. Different factories now take from 1.25 years to 4 years to build

Changes to Population:
*Everyday, luxury and life_need goods consumption tweaked for better balance
*Basic income from POP's reduced 2 times
*Defence spendings costs reduced by 1/4
*Crimefighting costs reduced by 1/3
*Literacy cost increased by 0.05
*One time mobilization reduced from 5 to 2
*Promoting leaders costs now 25 instead of 20

*Conversion costs changed:
*converting pop's into clerks no longer requires luxury furniture
*converting pop's into clerks is now slightly expensive
*converting pop's into craftsmen is now slightly expensive
*converting pop's into clergyman requires more paper
*converting pop's into capitalists requires more money and resource
*converting pop's into officers requires slightly more money and resources

Changes in starting resource pools:
(Changes in resource greatly improves gameplay for beginners.)
NB!Resource pool's are checked and never exceed their original values.

*Russia starting resources allow all of it's factories to work at full-load for 3 months
*Austria starting resources allow all of it's factories to work at full-load for 1 month
*Prussia starting resources allow all of it's factories to work at full-load for 6 months
*Sweden starting resources allow all of it's factories to work at full-load for 6 months
*Sardinia-Piedmonte starting resources allow all of it's factories to work at full-load for 6 months
*United Kingdom starting resources allow all of it's factories to work at full-load for 7 months
*USA starting resources allow all of it's factories to work at full-load for 4 months
*France starting resources allow all of it's factories to work at full-load for 6 months
*Spain starting resources allow all of it's factories to work at full-load for 5 months
*Ottoman Empire starting resources allow all of it's factories to work at full-load for 6 month
*...plus minor changes to other countries!

Tech changes:

*Techtree researchtime increased slightly
*Some tech's are now more expensive to research

*plus other overall changes!


Please report of any bugs/errors found in this mod!
 
Last edited:

Varangian

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Nov 18, 2003
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Unknown X,

I only had three hours to play with your mod, so the initial feedback is limited.

Playing as Two Sicilies:

Good:
-Colonizing is not possible/probable due to budget issues. Raising 15K for a single colony building would take years and wreck any plans for unifying Italy.

-Money is very, very tight. With almost no crime fighting, 50% investment in research, 50% taxes, full army maintenance, minimal defense spending, and full tariffs, I am clearing 1-2 pounds per day. Every decision, including expensive (400 pounds) diplomatic missions to France have to be thought out and weighed versus other priorities.

-Colonization seems to be following historical patterns. No small countries colonizing (I haven't checked the far east yet). No russian colonization of africa.

-With the tight budget, by 1851 I had built one railroad (in naples). It will be years before I build another one.

-In 1850's Austria was wracked with revolts. Ukraine, Croatia, and northern Italy all became independent for a while. Austira eventually regained most of Croatia and northern italy.

Bad:
-I was not able to support all my industries due to the lack of fabric on the world market. Suggest either making more fabric available or replacing the clipper factory with something else - possibly explosives due to the amount of Sulpher or making it a paper/clothing/furniture factory.

-Mexico still does not have craftsmen at the start of the game, so none of the industries work.

Not mod related:
-Tunis seems to grow population at a phenominal rate. I usually take Tunis at the begining of the game to get access to the two industries. I have to expand the RGO every 2-3 years to keep up with the pop growth.

Just my initial observations. I'll get back to the current Two Sicilies game tonight.

Varangian
 

Varangian

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Unknown X,

Sardinia-Piedmont is #15 in the rankings (I'm 19). From what I can see, they have a standing army of at least six divisions. They allied with the Papal States when I declared war. They have a separate alliance with Tuscanny and another one with France. No aggressive moves yet.

Varangian