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| Mod Discussions; all feedback and suggestions here. | |
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| Tweet Topic Started: Feb 4 2015, 05:09 PM (627 Views) | |
| Kristjan | Feb 4 2015, 05:09 PM Post #1 |
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This is to keep the actual mod thread free of non-official clutter. I have a proposal, to which I would need consent from the other players in this case and particularly from the Russia player. If there is no consent, this will not go forward. Our Sweden player was looking to switch because the extra prestige penalty on negotiating for cores makes it seem like the rules are designed to prohibit such. I do understand his concern. As you guys probably have guessed, the rule change is meant really to cover the big core deals that might regularly get made - the US Southwest, Alsace-Lorraine, Lombardy and Venetia, and so on. The game is more interesting if these regions are not handed over virtually pain-free, and more realistic as well. Sweden being a much less strong power than any of Prussia, Italy, or the USA, I can understand where the rule design is a bit harsh on them. Mind you, i have seen Scandinavia players rack up a hell of a lot of prestige. I propose that we change Finland's status in-game. Currently they are a directly-ruled, cored part of Russia. We could do as the VIP mod for Victoria Revolutions and the POP Demand mod for Victoria 2 have done, and make it a personal union/satelllite country of Russia. It then wouldn't have Russian cores. Sweden still wouldn't get the country for free, and Russia would still have something to lose by agreeing to let Sweden take it. I could make a decision for Russia to reabsorb Finland later on the in the game if no such deal is made, when the Tsar historically cancelled the special status given to Finland as a separate Grand Duchy under the Imperial Crown. Again, this would require specific consent from the Russian player and general consent from the group at large, since this could be seen as showing mod favouritism towards the Sweden player. |
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| Otto of England | Feb 4 2015, 05:20 PM Post #2 |
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The Free State of Kiev
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I think this is a pretty good idea myself, as it makes the start more realistic and still keeps Sweden a nations that isn't too weak, as with finland Scandinavia is only a so-so country unless played very well without Finland it is that much weaker and thus less fun for a player. So I think this is a good change. |
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| icendoan | Feb 5 2015, 01:58 AM Post #3 |
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I think this is a good approach. The other viable option would be to just remove the Russian cores from Finland, and I don't think it would make much difference to the Russian player. The POPs in Finland are never going to convert (being either Finnish, Swedish or Russian) with or without Russian cores. |
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| Seleukos | Feb 5 2015, 04:43 PM Post #4 |
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Ze Czar Approvz of such meashurz. Aka, sure go for it, im fine with Finland being a puppet of the mighty Russian Empire. |
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| Kristjan | Feb 7 2015, 07:19 PM Post #5 |
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So, since there has been no opposition and Russia is planning to do it anyway, the mod starts Finland out as a satellite in personal union with Russia. Finland is also in the Russian sphere of influence. They don't start out with an army since its historical for them not to, but they do start with a general. I was wondering where this Anders Edvard Ramsay guy that was previously in the Russian leader files but dumped by Semper Victor from them, where he came from. Turns out he's in the Finnish files. So he will start out there. Russia will keep direct control over the strategic Aland Islands as this is also historical from what I can see. There will not be a decision to reannex Finland since apparently it stayed as an autonomous part of Russia virtually the entire time, even when Kerensky replaced the Tsar. It was only when the Bolsheviks took power that Finland then declared independence. I may add a decision for that if the POD mod has something that can be adapted and have realistic firing conditions for MP mode. I updated the 1861 leader files heavily (while i've been waiting to see if the above proposal was going to be objected to by any of the players). I got them into line with the 1836 files where leaders overlap, filled them in where pics were available but not yet added, etc. In many cases, the 1861 pics were not as polished as the 1836, Semper having abandoned the project due a game bug or two being unresolved with adding generic leaders for specific nations and such. But they are still more than passably good and the rougher edges vanish when they got sized down to the 32x40 size used by the game. |
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| icendoan | Feb 8 2015, 04:03 AM Post #6 |
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Does Russia keep its core on the Aaland Islands? |
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| shampoocat | Feb 8 2015, 04:19 AM Post #7 |
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They are part of Finland. |
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| Kristjan | Feb 8 2015, 04:32 AM Post #8 |
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They do. |
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| Kristjan | Feb 12 2015, 02:45 PM Post #9 |
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I put up Version 19b, this should be the last time I do anything to the mod that we use for this campaign. If there are future changes, they will be for future campaigns. Since the changelog is small, I'll repost it in entirety here: Countries - Added uncivs Oyo and Benin to give coastal access to Sokoto. Provides a workaround to an issue where someone annexing Sokoto would get the province blockaded modifier in its provinces, because there was connection to their own capital or to the ocean. Provinces - Corrected a continuity error in the mod where the Tripolitanian provinces are reverted to their pre-HoD colonial status for 1836, but not for 1861 under Ottoman rule - Added a core for Oyo on Illorin province (owned by Sokoto) - Added a core for Benin on Lokoja province (owned by Sokoto) - Changed empty Nigerian provinces to be ruled by Oyo or Benin where appropriate in 1836 and 1861 - Genoa (Piedmont) will now produce coal instead of fruit, ala the POD mod. With the reduction in South Italian literacy to more historical levels, and the overall nerf to literacy growth, giving a little extra coal should not cause Italy to become overpowered post-unification POPs - Updated POPs in Nigeria with adapted research and scripting from POD mod for 1836 and 1861 for the new uncivilised countries - Updated POPs in Congo with updated research and scripting from POD mod for 1861. Congo is no longer severely depopulated relative to history when starting closer to just before colonisation starts (how can the Belgians work millions of people to death if they do not even exist in the game???) Decisions - Intervene in Lagos decision now adds an Oyo core to the province - Statuto Albertino now actually makes Sardinia-Piedmont a Constitutional Monarchy, as it did historically (I feel the Prussian form is the most realistic, so they got that instead of HMS government unlike France and Britain) - Force Publique for Belgium now adds pop militancy as well as RGO throughput to the provinces affected by the modifier |
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| Kristjan | Feb 15 2015, 02:15 AM Post #10 |
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Had to update the mod again. I hadn't playtested in a few days, and missed that the way i'd implemented the blocks to using the colonial CBs on Sokoto/Benin/Oyo was also preventing civ nations from using them on all uncivs. So I scrapped that and did what I should have done in the first place. I took the stuff directly from eidur so now it works like in WiR with custom CBs. Sorry gentlemen for missing this. |
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| icendoan | Feb 15 2015, 04:49 AM Post #11 |
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Well I'm glad that bug was found now instead of later. |
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| Kristjan | Feb 17 2015, 06:09 PM Post #12 |
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I apologize that the mod had to be updated yet again. Somehow I missed that Demand for Ally was absent from the game, then Cynical who testloaded for me missed it, and then we all missed it for an entire session. Anyway I fixed it like I fixed the other CBs using eidur's method. I loaded into an 1861 scenario test game and with our end of session 1836 campaign save, and the CB is there like it should be. Since it was compatible, I made one other important fix for the 1861 scenario. I had to move the 1878 block on getting Colonial Negotiations from the factor scripting to the limit scripting. It does result in the year getting hidden, which is what players complained about months ago. But I forgot why it had to be accepted as hidden when I reverted it back to a factor. If its not an absolute limit, the game will ignore that factor and autofire the invention when loading the 1861 scenario. The result, any country starting with Breech-Loaded Rifles in 1861 gets 17 years to colonize without competition.
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| Kunarian | Feb 19 2015, 03:25 AM Post #13 |
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I don't see any of the Large Empire/Small Nation/Etc. modifiers firing at all in any of the games I am playing. Is it actually working? |
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| am300307 | Feb 19 2015, 10:55 AM Post #14 |
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The higher 3 levels (Large Nation, Empire, and Large Empire) grant maluses in the same settings that the smaller levels grant bonuses. The maluses start with Large Nation (15 million male POPs) and progressively increase as you reached 25 million POPs (Empire) and 50 million POPs (Large Empire). These modifiers not kick in until 1860, and only then to civilised countries in order to not ruin the gameplay for relatively techless uncivs and to avoid destroying the early balance. Small nations was working for me as Spain. |
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| Kristjan | Feb 19 2015, 03:42 PM Post #15 |
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What am said, the higher tiers don't kick in until 1860 for early economic balance and market stability reasons. At the rate you are losing territory, you may never have to worry about a bad modifier in any case... |
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| Otto of England | Feb 28 2015, 02:32 PM Post #16 |
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The Free State of Kiev
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After the recent phillipines purchase and Felicity saying they won't be up puppeted (I don't blame him he is being consistent) I think adding a decision to allow players to release puppets would be wise. A couple of other mods have decisions like this (I believe PD does) and I think this would be a nice addition to the game and I don't see a reason why wouldn't be allowed to unpuppet places. Though I think we should wait for a new game before adding this doing so this game would change it a little too much. |
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| Kristjan | Mar 2 2015, 03:42 PM Post #17 |
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This will be on the list of things to look at, though it won't be a totally free decision. |
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| Otto of England | Mar 2 2015, 05:02 PM Post #18 |
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The Free State of Kiev
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I would agree some form of prestige malus or something would be reasonable. |
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| Kristjan | Mar 6 2015, 02:38 PM Post #19 |
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So I have looked at the POD decision about puppets, and its not what you guys had in mind. There, the puppet makes the decision to try and "break free" and then the overlord gets an event with basically two options: let them go and get bad effects, or deny their freedom and get bad effects. As another point for PUIR 20, I did get the Demand for Ally CB restored to its previous working order, ie you can only demand land for nations that already are on the map. No more AI releasing Scotland in Tabriz and other such nonsense as I found in my previous test game. I have also noted the debate in previous sessions about the way citizenship policies slow down or speed up assimilation. I can see the argument for reversing the way it is currently, and also Paradox's design decision to have it work the way it does now. I am open-minded on the subject. |
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| icendoan | Mar 6 2015, 03:45 PM Post #20 |
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In NNM and related mods (/gsg/, PPM, etc) there is a family of puppet release decisions that aren't as you say. In my copy (of ParadoxPlazaMod) they are all under the file './decisions/gtfo.txt', and are organised with a country flag so as not to clutter the decisions tab overmuch. |
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| Yenzen | Mar 6 2015, 06:15 PM Post #21 |
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You're talking about the one Eidur also imported into his WiR mod? |
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| Kristjan | Mar 9 2015, 06:04 PM Post #22 |
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It seems the GTFO decisions have been repurposed in the POD mod to free puppets rather than kick from sphere. It never occured to me to think of them more as legacy stuff left over from pre-HOD development. I guess I can adapt the file over for our purposes. On the subject of decisions, I also scripted one for Taiping to claim the main areas of China if its won the civil war. it currently doesn't include the Xinjiang/Mongolia/Manchuria cores. |
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Anyway I fixed it like I fixed the other CBs using eidur's method. I loaded into an 1861 scenario test game and with our end of session 1836 campaign save, and the CB is there like it should be. Since it was compatible, I made one other important fix for the 1861 scenario. I had to move the 1878 block on getting Colonial Negotiations from the factor scripting to the limit scripting. It does result in the year getting hidden, which is what players complained about months ago. But I forgot why it had to be accepted as hidden when I reverted it back to a factor. If its not an absolute limit, the game will ignore that factor and autofire the invention when loading the 1861 scenario. The result, any country starting with Breech-Loaded Rifles in 1861 gets 17 years to colonize without competition.

7:37 AM Jul 11