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Topic Started: Aug 28 2014, 03:02 PM (564 Views)
eidur

Viceroys
Newest MOD

Checksum EGGM

Total blockade
If a nation has 15 or more coastal provinces and more than 85% of them are blockaded modifier is applied:


0.02 WE per month
-0.01 pop growth
-0.15 factory throughput



Combat width

Techs 1870+ reduce combat width by -2 instead of -5.

1904 battle, glowing squares show how much wider battles are in the mod.

Posted Image

Decisions:

-no alert about geneva convention
-Yugoslavia formation also gives albanian and bulgarian as accepted culture
-Austria requires Italy OR Germany to form
-Ionian islands question decision no longer removes 4 infamy
-switching to traditional tech school no longer results in prestige hit, and requires 15 prestige not 45
-certain decisions cost money to enact ( see next post )

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Factories:

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-Halved factory building time
-Small arms factory no longer requires ammunition but lumber to make weapons.


India soldier promotion:

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[/align]

[align=center]Decisions costs:

Austria
-the_grunderzeit, -50k

USA
-manifest destiny, -100k

Canals
-kiel -50k
-Suez -450k
-panama -350k

UK
-BBC, -75k
-Scotlandyard, -50k
-rhodesia_charter, -75k

France
-statue, -750k
-legion, -50k
-japan mission, -50k
-palais_garnier, -100k
-the_lambert_charter, -50k
-end_the_merina_monarchy, -250k
-brazzas_expedition, -25k
-build_the_eiffel_tower, -100k
-haussmanns_renovations, -50k

GER,NGF,PRU
-ems_dispatch, -10k
-construct_germania_werft, -50k
-support_ruhr_industrialism, -100k
-die_wacht_am_rhein, -50k
-niederwald_denkmal, -150k
-schwabing_circles, -100k
-support_biesterfelds, -50k
-das_zivilgesetzbuch, -75k
-kaiser_wilhelms_land, -75k
-construct_the_walhalla, -25k
-von_moltkes_staff_reforms, -100k
-the_ruhr_boom, -150k

Great Powers
-egyptological_excavations, -50k
-forced_egyptological_excavations, -50k

Italy
-cavours_diplomacy, -50k
-award_order_of_st_francis, -25k
-statuto_albertino, -35k
-build_vittoriano, -25k
-law_of_guarantees, -150k
-italia_irredenta, -250k
Russia
-abolish_serfdom, -200k
-peking_convention, -100k
-move_capital_to_moscow, -50k







[/align]

[align=center]New treaty ports in China

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Players can conquer them as well as old ones (with exception of Hainan and Formosa that require using 5 infamy CBs) using Acquire treaty port CB (base 3 infamy).

Posted Image[/align]


Uncivilized Countries

- Added a second reform step to all economic and military reforms
- The last category of economic reforms is now dedicated to “Western Science,” and the “Industrial Construction” reform was moved to be the second reform step after “Pre-Industrial Construction” in the category above.
- All reforms now have a standard base cost of 3500 points each
- First level reforms now give 5% westernization progress, while second level reforms give 10%, for a total of 160%. 100% is still the required progress level for westernising
- Reduced the research discount from literacy from a maximum of 50% to a maximum of 10% to balance the overall decrease in the cost of reforms
Egypt, Morocco and Persia
- industrial reform builds liquor factory instead of fabric

Morocco:New decision "Rock the casbah", requires 10 prestige and military staff system, adds tuareg, bedouin and maures as accepted cultures and gives Morocco cores on Algeria and Tunis.

Morocco and Egypt: New decision "African ambition" requires 10 prestige and military staff system, for 250000 pounds adds African minor as accepted culture

Persia, Egypt, Morocco and Oman: "Abandon the old ways" decision, muste be civilized. Enacts "good school system" reform and gives Brave new world modifier for 20 years. Effects: 25% immigrant attraction, 0.02% pop growth, 75% assimilation rate, 20% RP

"Rise of the Persian Empire" decision. Req: 100 military score, 100 prestige, effect: mashriqi, armenian, turkish and kurdish as accepted pops.

"Rise of the Egyptian Empire" decision. Req: 100 military score, 100 prestige, effect: sudanese, amhara, oromo and somali accepted culture.


Immigration


- The 20% bonus for migrants to choose a Great Power has been removed
- Disabled the province targeting modifiers for migrants that were based on POP size in the target province.
- Countries which have Boer as an accepted culture (Transvaal, Oranje, South Africa) may now receive immigrants alongside those from the Americas and Oceania
- Enacting Social and Political Reforms are now very important in determining immigration levels to your country. A fully reformed nation now receives a 150% bonus to immigrant attraction from being fully reformed (75% from each column). This is to place immigrant attraction more firmly in the players’ control and not within hidden factors
- The immigration bonus from having the Statue of Liberty is now 50%


Resources


- The spread of rubber plantations is now a more gradual and drawn-out process, with 4 generic events instead of 2. The current dates for rubber spread are 1880, 1890, 1900, and 1905
- Manaus (Brazil) starts with a rubber plantation in 1836 and 1861.
- Fixed the rubber event bug in 3.03 where Kursk gets rubber instead of Nkuna (Congo)
- Madingou (Congo) now keeps its iron mine and does not switch to rubber
- Sassandra (Ivory Coast) will now get rubber
- Cayenne (French Guiana) now gets grain instead of timber
- Toyama (Japan) now gets grain (rice) instead of fish


Misc

- AI weights for forts and railroads switched around, so that AI is now 50% likely to choose a railroad and 20% likely to choose a fort.
- The base discount of 50% to supply consumption in peace and wartime from has been reduced to 25%.
- Enacting each level of health care reform now gives a 2% bonus to factory throughput, rather than a 0.02 bonus to population growth.
- Austria starts out with Czech as an accepted culture
- Ottoman Empire starts out with Kurdish and Bosniak as accepted cultures
- Sao Tome is now a non-colonial province from 1836.
- The new triggered modifier for low-population countries also reduces the economic impact of mobilisation by 25% similar to some other mods. This balances the negative effect of base supply consumption being 25% higher for them relative to the base level
- Adding wargoals no longer requires jingoism.
- Mobilisation size and impact are now the same 4% for all national values
- Increased the percentage of leftover factory money given as paycheques from 25% to 85%;3
- Replaced culture technology “Phenomenalism” with “Psychological Intelligence”


Inventions


- Added 2 new inventions “Advanced Vulcanization” and “Silk Waste Spinning”
- Invention “Stainless Steel” now increases input too
-Added some flavour inventions for social science and psychology techs to introduce some more famous historical people of the period into the game, and/or to give inventions to techs that had none before. The social science thinkers give shared prestige based on order of discovery; some also affect education efficiency (previously given by the parent tech upon research), diplomatic points/influence, or reform desire. The psychologists give set prestige amounts like the economic thinkers; Binet and Spearman give a net 10% bonus to education efficiency that was previously tied to Biologism
- Inventions “Gas Attack Capability” and “Gas Defense Capability” now have a modifier to increase discovery chance by 6% if a neighbouring country has them
-whitney_n_colts_standardized_small_arms 2% to 4%
-industrialized_armament_industry 3% to 8% everything
-oil_pumping_machinery 10% to 15%

More misc changes
-soldier to pop damage changed from 0.2 to 0.25
-decreased reinforce speed
-dig-in increase every 10 days instead of 5
-doubled ticking warscore speed
-warscore starts ticking after 18 months instead of 24
-diplomat travel time 7 days instead of 14
-non-core province tax penalty 7% instead of 5%
-loan base interest 8%
-private investors can borrow 150k
-can loan max 15% of country tax base instead of 3%
-4 years till bankrupcy clears loans
-AI very rarely builds forts (0.05 chance to 0.5 railroads, 0.75 naval bases)
-slaves have only 3x lower growth, not 10x
-Forts increase in cost by 20k per level
-naval bases increase in cost by 20k per level (15k vanilla)
-changed buildcost and maintenance of some units to deal with early and late game shortages
-NonGPs can get add core events now as well
-swiss conservative party has planned economy
-GPs can now increase crisis tension too
-Pop growth in techs: ideological thought, idealism, biologism, cheap steel, military logistics, organic chemistry, combustion engine, electricity
-Shift work, added certain industrial RGO output bonuses for late game shortages

CBs
-take_capital - new CB to acquire capital state
-10 infamy conquest for countries with less than 400k pop
-acquire state 10 infamy
-place in the sun 6 infamy
-dismantle forts half price
-communism CB: doesnt need to be GP, can be used on GP
-make puppet: requirement changed from number of states to below 4.5mil pop

National unification

Sweden: Set of alternative requirements to form Scandinavia, either vanilla requirements or: 90 prestige, state and government tech and holds Copenhagen.

Germany: requires invention = national_fraternity to form and 250k

Colombia: 75 prestige and 1mil pop requirement for gran colombia

Arabia: 45 prestige and 500k pop to form

Players are allowed to go over 25 infamy when they try to justify a new CB and then proceed with the war. During the war they can't add any wargoals that would make them incur further infamy penalties. Afterwards, they can only enter defensive wars until infamy is below 25.


If player goes over 25 infamy he gets event:

[align=center]Posted Image[/align]

another event, removing the effects of this one will happen after player is below 25 infamy again.

Containment wars are obviously allowed. Note that modifier gives 0.05 badboy, standard infamy decay is -0.1 so when you're over it will take twice as long to get rid of infamy.





There is a built-in year restriction for the newly added African nations so people dont rush Africa in 1836.


1840:
-Trarza
-Fouta Tooro
-Wolof
-Gabu
-angoche

1850:
-Bamana
-Fuuta Jallon
-Ashanti
-Loango
-Kongo

1855:
-Massina
-Mossi
-Wattara
-Dahomey
-Oyo
-Benin
-Warri

1860:
-Dendi
-Aro
-Calabar

1865:
-Sokoto


1870:
-Lunda
-Kuba
-Bornu

1875:
-Buganda
-Rwanda
-Burundi

Other new changes:
-NFs limited only by tech not accepted pop
-USA gets statue of liberty event in 1880
-restricted use of some CBs vs china
-integral rail system increases rgo size
-Paris, Marseille, St. Etienne increased liferating
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Maggix

House of Commons
you sure you put the right files in?
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Claudius8110
Member Avatar
The straw that stirs the drink.
Viceroys
Maggix,Aug 29 2014
10:18 AM
you sure you put the right files in?

Im pretty sure this is the last NSPY mod wasn't that last game
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Claudius8110
Member Avatar
The straw that stirs the drink.
Viceroys
eidur,Aug 28 2014
06:02 PM

Posted Image
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Otto of England
The Free State of Kiev
Viceroys
The life rating in province 862 is broken, you need to add a space at the end of the file.

There may be other haven't really looked that hard.
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eidur

Viceroys
The mod doesnt change province 862, it uses vanilla file. I also dont know what a space would change, lol
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Otto of England
The Free State of Kiev
Viceroys
eidur,Sep 16 2014
06:52 PM
The mod doesnt change province 862, it uses vanilla file. I also dont know what a space would change, lol

I meant add an extra line at the bottom, to explain the issue 862 is reading as 3 life rating, which is clearly not intended as no provinces have 3 life rating in the game.

The reason why adding an extra line works is that the Victoria engine never reads the last line of a document, because of that 862 which lacks a line after the document doesn't read the life rating and thus defaults to the minimum of 3.
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