• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning
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OHgamer

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Some of the changes introduced in VIP:R 0.2 are listed here

But there is no manual akin to the excellent one Magna Mundi has produced.

A quick summary of some of the main changes though :

1) Thousands of additional events for dozens of nations, including chains that deal with the Revolutions of 1848 in the Habsburg Empire, ending the Crimean War, the Risorgimento, the Russo-Turkish War of 1878, war of the Triple Alliance in South America, the Boshin War in Japan, the Boer War, the Balkan Wars of 1912-1913. In development for 0.3 are event chains to recreate the alliance system that arose pre-WWI and event chains for the Boxer Rebellion

2) New Resources and Factories compared to vanilla (replaced some older resources and factories)

3) Colonization mostly based on event chains for the historical colonizers interacting with newly created native states in Africa or the South Pacific. Ahistoric colonization is possible, but will cause increasingly negative relations with the historical colonizers of those regions and dealing with a great deal of native unrest post conquest

4) Many new cultures (about 60) and religions (4 so far) added to give more detail and flavor to the game

5) British India is separate from Britain for both historical reasons and for game balance. In addition, VIP is now modding responsible government by creating separate nations as the white dominions gain responsible govt (Canada and the Maritimes already included, Australia planned for 0.3)

6) additional political parties for most nations, including most of the historical parties for the major nations, with changes in ideological positions reflected for parties when they historically changed

7) The USA, Canada, Australia and New Zealand are generally controlled by native "placeholder" states with events to transfer lands over to the Euro-descent states that arise during the 19th C to mirror the slow steady expansion of Euro-origin populations in these regions. Plans to have similar events for Patagonia and the Amazon Basis are in the works for 0.3 and 0.4 VIP:R

8) Dozens of AI files, most major nations have at least 3, some more than that, to help keep the game behavior of the AIs along a historical course. Unfortunately the capitalist build system prevents our being able to control economic development among AI nations along historic lines, so industrialization in some countries can happen earlier than historical, but until such time as greater control over the behavior of capis can be gained by modders, there is little we can do.

8) Costs are significantly reworked so that during the course of the game as your society modernizes, the cost of administration of your State grows rapidly, requiring more and more income to maintain the levels of spending for education, defense, social reforms etc. Costs for unit maintenance have also been significantly raised, especially for later game naval units.

9) Reform costs have also been changed. Political reforms cost nothing, but their impact on POP militancy has been enhanced, while social reforms now have fairly low startup costs, but much, much higher daily management costs (esp for the more extensive levels of reforms such as good health care.)

I'm sure there is more that can be added, these were the key differences off the top of my head.

The important thing to remember is that VIP is not a "completed" mod, it is constantly in development and will likely remain so for the forseeable future. It's much like CORE for HoI, AGCEEP for EU2 and Magna Mundi for EU3, a user made mod to improve gameplay and historical feel developed by the community of players.
 

OHgamer

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One more important change

Civilizing the Uncivilized

Completely rehauled in VIP:R

requires 10 Prestige, 6 Military (to be lowered in future versions) and the discovery of a basket of techs, both cultural and other techs.

To aid in the research, background events to improve RP generation from the current 1/10 level of civilized nations up to 70% of civilized production fire, these are connected to the amount of literacy you have - investing in education thus is the key to civilizing, the more literate you become, the more RP you will generate.
 

unmerged(83121)

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The info like this deserves to be stickied IMHO, to save efforts in the future... Considering lack of the manual ;)
 
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