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- 1.12b unofficial
- - Fix minister strength not being random.
- - Fix some event crashes from old events that still referenced old ministers.
- 1.12 unofficial
- - Fix repeating French political party names.
- - Fix a few wayward Hungarian decisions.
- - Remove undesirables changed to a sustained policy that can be turned on or off at will. It now greatly increases emigration of non-accepted pops, adds a small amount of assimilation, and if slavery is allowed enables enslavement of unaccepted pops.
- - Pops are more likely to become reactionary over time if slaves are present in the same province.
- - Removed arbitrary penalty to promotion/demotion by having slavery allowed
- - Sikh mobilizing bonus nerfed yet again.
- - Aden Protectorate decision now has an event chain to cede Sana to the Ottomans if they still hold power in the region.
- - Individual region RGO spread events from inventions rolled into the inventions themselves, to reduce event spam.
- - Idaho now starts as a colony.
- - Stop colonial emigration on low-pop provinces to prevent depopulation.
- - Organize Indonesia now properly gives cores on all of Java.
- - Staggered the apply for statehood decision for Canadian substates, since if multiple triggered on the same day the USA would not receive the events for all of them.
- - Remove clerks from Cairo.
- - Lowered prestige gain from converting colonies into states.
- - NGF can now form if Austria has cores on Silesia.
- - Normalized base promotion/demotion rates. No actual changes to the end result of pop promotion or demotion, but makes the math more clearly presented in the pop screen.
- - AI less spammy on forts and ports.
- - Retooled minister system to give selectable bonuses for 10 years.
- 1.11b unofficial
- - After strict testing showed that a majority of modifiers to control internal immigration were non-functional (including vanilla modifiers), base internal immigration has been reverted back to vanilla (i.e. non-existant) to prevent stupid shit.
- - Birth of a nation event now occurs for all nations.
- - Forming SGF no longer requires A-L provinces if NGF has been formed.
- 1.11 unofficial
- - North America and South America merged into American continent. This was primarily done to give the US an incentive to focus more on South America rather than Asia/Africa.
- - Removed redundant generic unification decisions for nations who had unique unification decisions.
- - GPs now receive an influence penalty in the CSA when the Civil War starts.
- - Reduced wool consumption of unciv units, since generally bigger armies was causing a shortage.
- - France will continue getting CBs on Algeria for a longer time, in order to prevent the little Algerian dick in Oran from staying around for decades.
- - Some CB justification times scaled up. Change to detect justifying CBs returned to vanilla.
- - Some restrictions on NV changes removed to allow more variety and to not lockout smaller nations.
- - Migration changed to more heavily prefer larger areas, areas with the same culture as the arriving pop, and not rough terrain.
- - Wait time on diplomatic actions removed.
- - Raise relations changed back to require 2 diplo points, now for 40 relations.
- - Base sphere rate down a bit. Increase in sphere rate according to relations made stronger.
- - Balkan nations will remove kebab if independant and either at war with Ottomans or have poor relations with Ottomans.
- - Badboy added to remove kebab/undesirables.
- - Color changes for Germany and Austria-Hungary.
- - Removed craftsmen from uncivilized Egypt.
- - Unciv conquest reduced to a max of two states.
- 1.10b unofficial
- - Rename Ranjit Singh to Maharaja Ranjit Singh, since it could interfere with the events connected to his death if a leader randomy spawned with the same name.
- - Re-jigger a bunch of AI tech priorities. AI now more likely to take research tech when it is behind-time. Tech schools slightly more balanced now.
- - Lowered attrition from not being able to supply fleet, and increased the minimum strength fleets would attrition to.
- - Incrased naval supply up to vanilla levels.
- - Lowered clipper supply consumption to make them more affordable to minors
- - Eased up on ideology-based limits to budget screen, since testing showed they had adverse effect on certain AI nations.
- - Rewrote rules for make puppet CB. GPs can puppet SPs. SPs can puppet below-SPs (max 5M pop). Below-SPs can puppet below-SPs (max 500k pop).
- - Multi-state conquest re-enabled for uncivs vs. uncivs.
- - National unification decisions now doesn't require AI to un-puppet nations, since the AI couldn't understand the requirement.
- - Great Qing renamed Qing Empire. Greater Japanese Empire renamed Empire of Japan
- 1.10 unofficial
- - Cut out a number of useless nations. Mostly African.
- - African unciv civilization pushed back by giving them uncivilized National Values, which penalize Research and must be reformed.
- - Greatly lowered the barrier to turning colonies into states. Should lower incidences of AI getting stuck with colonies that get endless immigration from the homeland.
- - CSA is now released prior to the war. War will start with the Fort Sumter event a few months later.
- - 1861 bookmark modified so that CSA generals don't die of old age within months.
- - CSA mobilization bonus balanced to be more useful.
- - Get even more leadership on game start if playing a secondary power or greater power. Also gain some basic resources.
- - Sikh mobilization bonus lowered, but supply consumption bonus granted to allow them to actually supply their units.
- - France no longer gets CBs on Algeria while a truce exists.
- - Leader attack/defence bonuses normalized a bit, to reduce RNG bias.
- - Removed military score block on decision to abandon neutrality for Switzerland. AI will still not do so unless it is a GP.
- - Netherlands OOB slightly adjusted so their units don't start in Belgium
- - Deus Ex decision can now only be fired if both the originating country and the USA are fascist.
- - Build times for most units and buildings decreased.
- 1.09c unofficial
- - Increase internal pop migration by unemployment. China's chronic unemployment problems that cause an infinite loop of emigration should be much lower.
- - More tweaks to the Taiping rebellion. Heavenly Kingdom is now released 2 months ahead of the war, to allow both sides to gather their forces. HK also slightly smaller on average.
- 1.09b unofficial
- - Toned back some changes in defines.lua to more sane levels. Mainly rebels and CB justifing/detection.
- - Many uncivs who previously received a substantial mobilization bonus now get much less, to counter the non-negative base mobilization pool.
- - Ottomans penalty to mobilization from Christain Oppression modifier removed. They already can't mobilize the Christains anyway since they are unaccepted.
- - Heavenly Kingdom's starting reforms nerfed so that they don't westernize instantly if they win the civil war.
- - Fix vanilla bug where Ottomans started with a Tripoli unit in their army, causing horrible, horrible things to happen. Since I'm generous I've also reorganized the Tripolian OOB and gave them the starting 60 leadership. Maybe if you roll a really, really good leader you can survive.
- - Fix bug with Japan that could lead to it getting isolationist/uncivilized penalties after civilizing.
- - Fix Annex Fiji decision.
- - Fix Reclaim Bosnia decision.
- - Rebalanced Social Issues. Note that the Administrative costs of different issues are now priced differently. Health Care now costs 2 to 3 times as many bureaucrats per level to maintain compared to normal reforms, while less meaningful reforms like unemployment subsidies and pensions only cost 1/2 as much bureaucrats.
- - Amplified CB acquisition speed bonuses from restricted voting reform levels. No Voting now gives a very large bonus, as a tradeoff to how hard it is to maintain an absolutist governments.
- - Unciv reforms rebalanced. Rule of thumb is: 6.5k per 10% for economic reforms, 8k per 10% for military reforms (that don't give RP on conquest), 10k per 10% for military reforms (that do give RP on conquest).
- - Increased overall Mobilization Impact from War Policies. Jingoism now gives more bonuses (as vanilla) to military power at the cost of more supply consumption, while pacifism does the opposite.
- - Decreased event spam for USA through greater MTTH or converting province events to country events. The wickedness has been stamped out.
- - Reduced combat width reduction from tech to prevent stalemate battles lategame. Slightly reduced combat width reduction in mountains.
- - Mediate Belgian Independence (Treaty of London) restricted to not happen before 1839.
- 1.9 unofficial
- - Fix bug in Defines.lua that has existed since at least 1.06 and caused the vanilla Defines.lua to be loaded instead.
- - # of soldiers pops to create regiment changed from 1k->950. Fixes nations losing half of their initial force limit by 1837 because all of their 1k soldier pops decayed to 999. Successive regimets still require 3k pops each.
- - Occupation of states now goes faster with only 1 or 2 regiments.
- - AI is much smarter about using NFs. Will prioritize Clergy and Soldiers when low. Sadly unable to force AI to prioritize Bureacrats since it will be dumb and encourage bureaucrats in non-accepted pops.
- - Improve Monetary systems to 7.5% Administrative efficiency gain per level.
- - AI uses smarter troop compositions and is willing to spend a greater proportion of its budget on its army.
- - Uncivs can now mobilize a small number of troops.
- - Base pop slightly increased to help uncivs survive epidemics.
- - Soldier loss effect on pops slightly decreased.
- - AI more likely to peace out if losing a war or dying of WE, rather than fighting to the death.
- - Fix a few events/decisions that could be repeated endlessly.
- - Fix typo that prevented Chinese Warlord event chain from starting. Made warlord chain more likely to happen.
- - Slowed Qing civilization a bit.
- - Changes to colonial migration to encourage pops of the same culture to congregate, except for bureaucrats who will spread across all colonies. Also should be slightly faster.
- - Scramble for Africa now gives CB only to non-sphered nations, to help avoid colonial wars.
- - Relations made more important for sphereing. Relations also quicker to raise/lower.
- - Danubian Federation made more likely to be useful rather than almost always screwing Austria-Hungary over.
- 1.08b unofficial
- - Fix migration so that unaccepted pops are less likely to migrate to colonies rather than more. Oops.
- 1.08 unofficial
- - Fix problem in technology changes that caused Clothing factories to be unbuildable.
- - Fix error in Gas Defense invention requirements
- - Most inventions now 2x as likely, to make them less RNG-dependant.
- - Some further NV changes, tooltips now updated to reflect all NV effects.
- - Internal country migration heavily overhauled. Previously the only way to have internal migration and colonial migration was to have unemployment. This was undesirable since it also increased emigration to other countries. Now all countries will have a small amount of internal and colonial migration at all times, enabling things like Gold Rush events and player-placed immigration NFs to attract pops from other parts of the country. Colonial migration starts out slow but is boosted much more by Social Thought now.
- - All vanilla election events that only affected the political leaning of a single state were removed to prevent event spam. Country-wide election events have been slightly increased in frequency to compensate.
- - Buildings build time reduced to allow the AI and lassiez faire to react more quickly to market changes.
- v1.07b unofficial
- - Add some things that were mistakenly left out of v1.7
- - Some changes to liberal revolution events to prevent deathspirals, especially for the AI, when bad luck cause certain very bad events to happen multiple times.
- v1.07 unofficial
- Units:
- - Guard improved to be a slightly better version of Infantry. Was mostly useless as of HoD, since they were almost the same as infantry (slightly higher attack vs. slightly lower defense) while costing more in supply and with the restriction of only coming from accepted pops. Now the standing professional army can enjoy an advantage over colonials and mobilized civilians.
- - Tanks greatly improved. Before they were nearly the same deal as Guards except that they cost 10x as much as regular infantry. Now they will be slightly stronger than both infantry and Guards on Defense and much stronger than any other front-line unit on offense.
- - Planes initial invention moved to 1900, so that both Planes and Tanks can be used in the first Great War even if it starts a bit early. First round of Plane inventions moved to be available at 1900 but will only have a chance to be unlocked before 1914 tech if the nation is involved in a Great War. Planes rebalanced to be support units that are equally effective on both offense and defense, but are weaker than Artillery as a support unit until the Great War inventions are unlocked.
- Technology changes (Army):
- - Military Statistics gives +2.5% mobilization size, while Military Logistics only gives +2.5% instead of +5%.
- - Chance to learn gas defense without being at war if someone else already knows it.
- - Improve chance of AI picking Army tech at all times, with an even higher chance when at War.
- Technology changes (Navy):
- - Naval Engineering inventions now 2x as strong. May be a little OP, but it's still no where near the exponential growth scale that Army techs give.
- - Naval Science now gives -10% supply consumption per level
- - Slightly lower chance of AI picking Naval Doctrine or Ship Construction just because it has a lots of ports.
- - Greatly lower chance of AI picking Naval Engineering, Naval Science, or Naval Leadership.
- - Sea power tech school (UK) AI chance to pick naval techs improved to partially compensate.
- Technology changes (Commerce):
- - Improve Economic Thought and Critique from -1% input to -3% input.
- - Market Functionality bonuses to mining and farming output extended to later tech levels.
- - Improve chance of AI picking Financial Institutions if low on cash, or Monetary Systems if low on Bureaucrats
- Technology changes (Culture):
- - Aesthetics buffed from 5% to 7.5% prestige gain, so that it is more worthwhile to pick up even if you aren't the first to get the prestige inventions.
- - Psychology buffed to +10% reinforcements and +7.5% experience per level.
- - Greatly improve chance of AI picking Philosophy and Political Thought.
- - Greatly improve chance of AI picking Social Thought if Literacy level is not already high.
- Technology changes (Industry):
- - Chemistry changed to add more to supply limits but inventions no longer give -% army attrition. Ultimately the number of troops that can be in a province is nearly unchanged, but 3k troops will now take up 3 supply limit rather than ~2.2.
- - Greatly improve chance of AI picking Chemistry line.
- Defines.lua:
- - Various AI tweaks.
- - Jingoism requirement to add wargoal 7%->5%. Because waiting around with a country occupied to add a wargoal is dumb.
- Events:
- - Initial Birth of a Nation event modified to give 60 leadership, allowing all nations to start off with 3 generals. Hopefully early wars won't see armies saddled with the horrible leaderless general penalty.
- - Blood and Roses (increase jingoism while at war if WE is low and not losing ground) can now fire for countries with all NV types rather than only order/might types, but the MTTH for them will be doubled.
- Decisions:
- - NV changes can now occur as soon as State and Government is researched (1840) rather than requiring Revolution and Counter Revolution (1870). In exchange, the National Confusion penalty was made much more hardcore.
- National Values:
- - Equality buffed from 2% mobilization to 4% mobilization (was 6% in vanilla). Advanced forms of Equality raised to 4% if they were lower than 4%.
- - Freedom line of NVs that had no mobilization buffed to 2% mobilization.
- v1.06b unofficial
- fix for Italian Law of Guarantees decision
- correct check for poptype in Golden Circle decisions
- fix French Language Schooling, move check from potential to allow.
- fix France re-taking Haiti to not cause 74% of all pops in France to spontaneously die off
- fix Remove Undesireables also affecting colonies.
- /gsg/VickyMod 1.06
- By Hisuibro with credit to Finnbro and Rylok
- DO NOT USE THIS WITH NNM
- ALSO IF YOU HAVE ANY TECHNICAL ISSUES AT ALL, CLEAR YOUR CACHE INSIDE VICKY2/MAP
- THEN DELETE EVERYTHING IN MYDOCOS/PARADOX/VICKY2/GSGVICKYMOD EXCEPT YOUR SETTING AND SAVES
- If you want to borrow anything from this mod for your own, feel free
- IMPORTANT:
- Installation instructions:
- Extract this directly into your victoria 2/mod folder.
- Use the launcher to select the mod
- To install map mods, just copy them into the main mod folder and delete the current GSGVickyMod folder in mydocuments/paradox/vicky2
- Or just select it in the mod launcher
- If you are having bugs, clear both your map caches and verify file integrity before asking for help
- FEATURES:
- More irredentist decisions
- Genocide decisions
- New border changes, decisions and events to help model historical accuracy
- Pop changes to improve historical accuracy from vanilla and NNM by referencing census data and available information from the era
- TO DO LIST:
- make event for Egypt losing Zeyla
- make event for asir becoming a puppet of Egypt if they still hold Jordan+Palestine after the war with Turkey and Hedjaz is still a puppet
- make qing westernize slower
- netherlands annex south africa thing?
- Russian's conquer outer manchuria bugged, sphered manchuria stuff?
- check french napoleon stuff to see if he still gets extradited and stuff
- find a way to make on add display correctly
- incorporate austrian germany
- Luxemburg crisis
- republic of ezo event tree and tag
- put timer on bankrupcy events
- let japan buy phillipines
- event for South American nations that puts rubber in the Amazonian basin and increases immigration and migration attraction for those provinces.
- bug with usa buying northern mexican states?
- More flavour events
- have US join 1837 canadian rebellion
- The treaty of Guadelupe Hidalgo event should really have an option to annex all of Mexico, since it was an actual thing that was proposed in congress http://en.wikipedia.org/wiki/Manifest_Destiny#All_Mexico
- Make sure this effects the ACW
- Buffs/Events for Portugal that mean Portugal usually ends up controlling Mozambique and Angola if they are in the British SOI, punishments if they colonise Zambia and Zimbabwe as well, and that they sell the Angolan coast if the interior is colonised by another power.
- quebec rebellions
- January uprising
- Rework communism, conservative/socialist/communist parties only for voting, make an anarchist party?
- Follow up events for mountains of madness event
- make uncivs less shit
- change the political leader events to give a choice between two/three leaders?
- Sudanese revolts
- (A)Culture conversion decisions/events
- (A)Event to abolish slavery if commies take over
- (A)American Slave revolt making an independant nation based on john brown's raid in the USA
- Mosley related events to increase chance of Fascists in UK.
- Redo caucasian war to move caucasian pops to turkey instead of just killing them
- (A)Event to abolish slavery if commies take over
- Emperor Norton event chain for a free California starting in 1859
- Event for the assassination of Queen Victoria in 1840, increasing conservative ideology and decreasing militancy, has a small chance to get her killed resulting in hanover becoming a british puppet and sphere
- (A)Irish Civil War
- New inventions for non-invention techs. (I'm going to steal these from PDM and rebalance them.)
- Balkan pop exchanges
- October revolution stuff
- Red Clydeside events
- (A)Colombian Civil war
- (A)Revolution of the park in Argentina
- (A) communist 5 year plans
- industry, literacy, infra(RGO modernization), technology, military, party loyalty
- I figure industry should be a global promotion of laborers with a negative pop growth as well as some factory throughput bonuses.
- Education should be a clergy promotion rate increase, clerk rate increase and a buff to education efficiency but I can't figure out a downside for this one.
- Infrastructure will deal with RGO efficiency and I'll see if I can make it reduce the costs of railroads, again I can't think of a specific downside for this one.
- Technology is pretty straight forward, an increase in tech rate, maybe with an increased pop awareness?
- military a blanket slight increases in bonuses as well as soldier and officer promotion chance with a militancy and consciousness growth with the negative being in military and industry tech growth, negative education efficiency and slight pop growth drop?
- party loyalty plan that allows events to fire that make people more communist while purging the reactionaries.
- Maybe it makes a state 20% more communist but kills 10% of all the reactionaries, fascists and anarcho-liberals, and increases their CON and MIL.
- Flesh out the Soviet factions and parties to better simulate the in-fighting at the time. (please someone else do this I don't have the autism)
- Hungarian Aster Revolution of 1918.
- Tsar of all slavs(Slavic irredentism?)
- Reclaiming Crimea for ottomans
- Decision for great powers who have Greece in their sphere to encourage them to attack Turkey for the Coast of Anatolia.
- Changes:
- (A) indicates additions first suggested, reported or even made by a bro as fuck anon.
- /gsg/Vickymod 1.06
- >Some minor changes to US parties
- >Numerous bug fixes
- >Savoy has a 25% chance to join Switzerland when France is Dismantled
- >Made Switzerland start with Neutrality modifier
- >Fixed a bug in the annexation of spheres event that allowed Germany to annex Switzerland
- >Brought back historically accurate African nations and introduced a handful of new ones
- >Tahiti and Fiji start as independent nations
- >Changed Sri Lankan Mashriqi to Maghrebi
- >Added the Maldives as an independent country
- >Changed the culture of the Maldives to Maldivian
- >Bahawalpur added as a separate nation
- >Increased CB discovery chance slightly
- >Made non-military unciv reforms reduce liberal militancy
- >Made Papal Italy capable of inheriting Italian spherelings
- >Changed Papal Italy party policies
- >Austria/AH can't use the restore empire CB if Hungary exists and Austria/AH isn't a GP
- >Made uncivs techs require slightly more research
- >Incorporated the canal mod, canals now take a significant amount of time to produce and cost a pile of money
- >Added Yemeni minors with decisions to unite them as a GP and as one of them
- >Added a Willow Palisade modifier to Manchurian provinces that reduces the amount of immigrants the region gets and decreases pop militancy slightly
- >Added the Warsangali Sultanate
- >Zeyla starts under Egyptian control
- /gsg/Vickymod 1.05b
- >Fixed a bug with republican flags
- >Changed Interventionism back due to massive demand for machine tools breaking the economy
- >Made Finland start as an independent puppet of Russia
- >Changed the collapse of Yugoslavia decision for Serbia so that it requires them to not own Bosnia
- /gsg/Vickymod 1.05a
- >Reworked China
- >Fixed a bug with Jacobin rebels
- >Added a .mod file for the map mods folder
- >Fixed numerous small bugs
- >removed a few ahistorical tags
- >Added more fish provinces
- >Changed colonial migration slightly
- /gsg/Vickymod 1.05
- >Added an Indonesian core to Madura when Indonesia forms
- >Divided Java into 3 regions
- >Nerfed statue of liberty modifier
- >Revoked Hohenzollern's puppet status
- >Made events around Prussia inheriting Hohenzollern less simplistic
- >Reduced Timimoun and Ilizi's life rating to 10
- >Renamed a few regions to be more historically accurate
- >Added Arvanites (Greek Albanians) in Greece
- >reduced non-accepted militancy on residency
- >Added slaves to Wallachia and Moldavia
- >Changed interventionism to allow the construction of factories, but took away the ability to expand them
- >Reworked pops in Kotor
- >Made the Meiji era event more likely to fire
- >Papal Italy tag
- >Banatan irredentism
- >Changed trade goods of 3 provinces in Africa to gold
- >Reworked 1.03 rebels and brought them back
- >Added an event that gives Osterreich back to Austria in exchange for Croatia in the event that they take Vienna trying to get their core in Eisenstadt
- >Added in Chadian Arabic pops in Kufe, Zinder and Abeche
- >Added colonial recruitment modifiers to Japanese decisions on renaming Hokkaido and Taiwan
- >Made China start with Mongol as an accepted culture, they revoke it to add nanfaren and beifaren as accepted
- >Nanfaren added as an accepted culture the same time Beifaren is
- /gsg/Vickymod 1.04
- >reduced siege attrition
- >Added Aromanians into Greece, Albania and Macedonia
- >events for Moldavia becoming free or joining Romania if Russia loses its connection
- >Changed Clergy to Intellectuals
- >Change the names of New Britain and New Ireland to earlier names
- >reworked culture conversion and religious conversion
- >Event for Bulgaria and Yugoslavia to change Istanbul's name
- >Changed rebel mechanics to NNM base
- >Moved Montenegro into friendly status with Russia and changed their monarchy flag
- >Made Serbia a vassal state of the Ottoman Empire at the start of the game
- >Made Hungary's Conservative party activate at the start of the game
- >Reworked congress of Berlin when the balkans are favoured
- >Quebecois Irredentism for that one guy, Canadian as well
- >Events to annex Cambodia if you own Cochinchina
- >Ability to form a united Lao nation for Lao states
- >Ability for SEA nations to form a Indochina tag, and for Colonial masters to use it in the same manner that Indonesia spreads
- >Tuned down liberal revolution by increasing time to fire for almost all events
- >Reduced CB fabrication time even though it took me forever
- >Fixed 1861
- >reduced the assimilation effects of education reforms slightly
- >Changed weighted voting to be more bias towards the rich
- >Geonese tag
- >Changed names of prussian and hms governments
- >Made more leading parties available to presidential dictatorships
- /gsg/VickyMod 1.03
- >reworked Assyrian pops and other pops in that region
- >reworked most irredentist decisions to be usable by a fascist government if they have significant military power
- >Divided the Swiss along linguistic lines, made almost all Swiss parties limited citizenship
- >Events for the Armenian genocide
- >Probably more stuff I've forgotten
- /gsg/VickyMod 1.02a 4/02/14
- >Bug fixes errywhere
- >Reduced Arab rebellion event spam
- >Events for Louis Napoleon's coup of 1836
- >Some minor bug fixes
- >Events for the Savoyard plebiscite
- >reworked some western russian regions to fit russian empire administration
- >redid pops for Wilno and change the sized of the province in the map mod folder
- >Changed Gladstone to produce coal
- >Moved Troppau to the South Silesia region
- >Force your people to war
- /gsg/VickyMod 1.02 29/01/14
- >Added Musandam to Sohar for the mapmod folder
- >Added Cythera to Zante for the mapmod folder
- >Did a bit more work on policies, made several policies reduce militancy slightly
- >Added impassable provinces along the Alps and Carpathians
- >When Germans form UBD they make it north german and can inherit it at a much later date, north german is also an accepted culture of the UBD
- >Tried to reduce rebels somewhat
- >Jacobins should calm the fuck down when you have universal voting
- >Reworked general rebel AI somewhat, militancy now impacts their chances of rising
- >Danish own Accra at the start of the game and get an event to sell it later
- >Indirectly nerfed Chinese tech growth
- >Decision for Russia to get cores on Ruthenia
- >Event for Germany to gain cores on all of Bohemia if they own it already or own the majority german provinces
- >Added a decision for Vietnam to annex Cambodia if they have civilized and still own all their cores
- >Reduced chance of CB fabrication discovery per day from 15/1000 to 10/1000 and increased CB generation speed
- >Increased length of time between crises
- >Fixed Berlin Congress so that Northern Macedonia does not belong to the Turks if the Balkans is supported
- >Event if Pljevlja is cut off from the rest of the Turk holdings to secede to BOS or MON
- /gsg/VickyMod 1.01 26.8 MB 11/01/14
- >Fixed a bug with the Farrapos war
- >Added events for Rio Grande
- >Removed Serbian cores from Macedonia but made the Greater Serbia decision easier to use and added them as part of that
- >Reworked African nations and cores, in particular the Congo and Ethiopia
- >Made irredentist decision give jingoism and reworked a bunch of them
- >Did more work on Balkan pops based on available census data
- >Made fascism less likely
- >Added the possibility for Charles Louis to keep control of Lucca
- >Fixed some bugs in Boer war events
- >Made Immigration national focus usable, also attracts immigrations globally now
- >Reworked pop migration, if it's shit I'll remove it pretty quick, America less OP!
- >Changed party policies around a bit, removed the effects of religious policies and made their effects immigration based
- >gave GPs the ability to increase tension anywhere and secondaries in nearby lands
- >Event for dominica to secede to the usa or spain
- >Made Native American culture colours stand out better against Yankee culture
- /gsg/VickyMod 1.0 26.8 MB 04/01/14
- >Remodeled baltic germans to be more historically accurate
- >Changed around some pops in Austria
- >Stripped Occitan cores from Savoy and Lyon, changed occitan pops to french since the language is closer to french than occitan
- >Fixed some bugs with Hohenzollern
- >Added a decision for France to accept wallonians
- >Added a Hungarian core to Eisenstadt
- >Added in Lombardy-Venice as a releasable nation via decision for Austria only, not Austria-Hungary
- >Added a core for Fiume since it was independent for 4 years during the game's timeline
- >Event to conquer Montenegro for less infamy if you completely surround them
- >Event for Austria to gain cores on Silesia and remove Prussian cores if they control the whole region for a significant amount of time
- >Added Armenia, Pontus and Cicilia to the list of nations that can remove kebab
- >Added an extensive event tree for Austria of they release nations and aim to form Germany
- >Added an event to force a peace with Turkey if Tripoli annexes the coast for several years
- >Removed Siamese cores from Laos since most of it was only annexed into Siam in the previous 20 years
- >Fixed cores around Laos to model the three kingdom split
- >Gave Aden to Yemen at the start of the game, made a small event tree for GB buying it
- >Added pictures to irredentist decisions finally
- >Added decision for Greater Syria
- >Rebalanced genocide decisions
- >Increased amount of occitan pops in southern France
- >Fixed bugged pops in Ethiopia
- >Added Champassak
- v0.27 13 MB
- >Split hohenzollern off as a puppet of prussia to be inherited in 1850 so prussia doesn't start with accepted south germans
- >Changes to pops in Persia, specifically the kurds and turkmen
- >Changed around Afghanistan and how it forms the Durrani Empire
- >Changes in African uncivs, removed the less plausible ones for starters
- >Added an event tree for diplomacy with Egypt about the control of Northern Egypt
- >Added a central andean culture to move chile back into the south andean culture
- >Added a greater finland decision
- >Added the Cham people in Vietnam+Cambodia
- >Galician pops
- v0.26 12.7 MB
- >More irredentist claims and a few modifications to current ones
- >Started adding pictures to everything I missed before
- >Some presents for Greece
- >A new event for Austria
- >Changes to Italian Irredentism
- v0.25 12.7 MB
- >Updated to NNM 2.3 and HoD 3.03
- >Included parts of the greater new england mod and rebalanced them
- >Complete rework of the CSA minimod
- >Handful of new fun events
- >Some minor pop changes
- >Mod torn apart, alot of old features removed since NNM did the job better, or in a neater way
- v0.24 12.7 MB
- >Updated to NNM 2.1 and HoD 3.02 beta
- >Changed Oman to not always lose their African holdings, added an event for them to change their capital
- >Minor bug fixes
- >A few new decisions and events added and touched up
- >Cut back on bloat
- >Small modifications to a few ACW events
- >Decision for russia to release moldovia if its not connected by land to their holdings
- >Changed some culture colours to stand out better
- >Added French and Afo-Antillean pops for Luissiana based on the best records I could find but balanced them to be minorities
- >Texas no longer accepts dirty mexicans
- >Picard areas added to belgium post great war if they have a truce with france
- >Put a Bohemian core on Tesin
- >(A)Fixed the bugged outside formation of italy decision
- >Removed the ability to make the baltic states german if formed by a german nation, working on a fix for them that means they aren't inherited
- >revoked unciv reform changes for now, need to spend more time looking at their balance in HoD
- >(A)Now packaging in some map mods
- >Changed some German pops to Dutch to simulate Frisians
- v0.23 1.14 MB
- >Incorporated a minimod for the CSA and slave states in general, this'll give slave states themselves a bit of a buff and give the CSA quite a bit more to do
- >Pop changes in Belgium and Savoy
- >(A)Sale of caribou changed to not remove canadian cores, made the UK less likely to give it over
- >(A)NNM 2.0/HoD compatability
- >Leonese irredentism
- >Venician irredentism
- >Assyrian irredentism
- >Civilization levels of Punjab and Egypt to reflect history
- >When released before 1860 Dalmatia will now have a primary culture of Italian
- >Rebalanced remove kabab/remove undesirables decisions
- >Rebuilt caucasian war events
- >Russia now releases moldovia as a puppet if they have no land connection
- >Made France start at war with Algeria for Oran, rather than for annexation
- >Accept baluchis decision for punjab
- >Dicked around in the defines to reduce some of HoD's crazier changes
- >Added more Guajiro pops because there were nowhere near enough to represent reality
- 0.22 never got an official release : (
- v0.21 1.3 MB
- >More decisions for Turkey revolving around removing greek and annexing their North African puppets
- >Remoddled ottoman, greek, serbian pops, primarily in Europe to be more historically accurate to the start date based on Ottoman Population in Europe in the 19th century by engin deniz akarli
- >Bonus money at game start to fill your trade goods stockpile with and maybe have enough for a factory
- >(A)Hudson Bay Company together with events and decisions for them and reworked British pops in Canada and Columbia, thanks to poopan for these things that don't work and have now been REDACTED
- >(A)Fixed assimilation
- >Redid Ethopian nations, made the union more likely to form
- >France now starts at war with Algiers in a war of conquest suggested by poopan
- >Decision for the Ainu to settle the islands to their north if civilized
- >(A)reworked unciv techs to be a little kinder towards westernizing nations, resulting in them being less volatile
- >Added an event for an italian nation with italy in sphere or italy puppeted to inherit italy and then reform it
- >Australia decision to claim unoccupied interior if GB hasn't by the time they are freed.
- >prestige buff for CSA post war and a debuff for america
- >(a)change the usa to display as full name, same with CSA but it doesn't work so all I can say is fucking paradox
- >Made the United Baltic Duchies decision add a German Primary culture if formed by Germany
- >Added an event for a monarchist california
- >(A)Fixed form arabia decision
- >(A)The Hansa by a germanophile - good luck forming it though
- >(A)Redone Hungarian revolution by someone who likes hungary and wanted to be helpful
- >Dalmatia (now irrelevant because of NNM 1.6)
- >redid pops more
- >Reworked White Russian cores
- >Lots of little things
- v0.20 1.01 MB
- >More irredentist decisions
- >Pop changes across a few areas, most notably the Franco-Provencal language language speakers and increased italian pops in dalmatia
- >Muslim world literacy upped to reflect the fact that mudslimes love their holy book
- >Redone regions in spain, added portuguese pops in galicia to simulate the galician culture, extended galician cores to northern portugal
- >Fixed enslave albanian decision, now requires ownership of albania
- >Rebalanced political policies and civilized reforms as well as pop immigration and assimilation (Expect to actually see minorities in America!)
- >Fixed a bug in NNM's JAPflavour, resulted in 6 major notifications that are not that major being slapped on your screen at the same time
- >reworked greek nationalism decisions
- >limiters on the AI to stop them doing irredentist decisions when the infamy would put them over limit
- >(A)decison for netherlands if they've sphered belgium and luxemburg to annex belgium and release a walloon puppet.
- >Bohemia no longer accepts Slovaks
- >Made pops of American democracies capable of leaving
- >(A)Fixed japan getting its dick wet in the chinese civil war
- >Aragon now exists!
- >Bug fixes!
- v0.192 - 3/17/2013 - 988 KB
- >Irredentism decisions update, including more nations than NNM this time, a few more to come in the future
- >Region changes in Spain to better simulate both pretty borders and historical regions
- >Senj moved to the Dalmatia region to give Italy better borders when they go Irredentist
- >More minor bug fixes
- >Added Basque core to Logrono (because historical claims and pretty borders, I would have made it an irredentist decision but its not worth it for one province)
- v0.191 - 3/15/2013 - 980KB
- >Various bug fixes with culture and a few other things
- >Events for USA and CSA to export their niggers post Civil War
- >Changed pop conversion to make pops in america convert to the native cultures slower and made jews convert twice as slowly
- >Changed some western slavic pops around
- v0.19 - 982KB - 24 September 2012
- Fixed the fascist dictatorship options for the easter egg. (A)
- Added in the Soviet Union as a country. (A)
- Russia->USSR/USSR->Russia basic decisions. (A)
- "Translated" previous communist RUS events/decisions to SOV.
- Same deal as above, but for NNM.
- Tweaked the Enslave Capitalists decision and modifier a bit.
- Fixed slavery pop growth so the USA/CSA isn't 90% slaves by 1880.
- Stole Lucky Nations from Napoopmod, made a few changes.
- Added in new graphics for every MiniMod decision.
- Added an alternative USSR flag for those who use large flag frames. (A)
- Split up the localisation files into more compartmentalized versions.
- Made a few other minor changes that are undocumented.
- v0.18 - 750KB - 5 September 2012
- Fixed a major issue with the MTTH modifiers.
- "Localized" the Caucasian War events for NNM.
- Compatibility with NNM 1.6/Hotfix B/whatever.
- Added a bit of Viking Magic.
- v0.17.1 - 731KB - 8 August 2012
- Compatibility with NNM 1.5+Hotfix A
- Fixes for UPCA unification decisions.
- A Mystery of Some Sort.
- HA! HA! TIME FOR VACATION.
- v0.17 - 730KB - 28 July 2012
- Rise of fascism event chain.
- Fixed the fascist/communist events - upper house and reforms. (A)
- Brazilian abdication, Vargas. - From the work of a brave Anon.
- Added fascist flags for GER, DEN, SWE, SCA, NOR, FIN, ICL, RUS, and ENG.
- What am I even doing with my life.
- v0.16.1 - 157KB - 22 July 2012
- defines.lua changes for rebels and other misc things. (A)
- Fascistic/communistic takeover if elected parties. (A)
- -Added a few improvements to these by a brave Napoops.
- Compatibility with NNM 1.4. (A)
- v0.16 - 151KB - 17 July 2012
- Added the possibility to unite the UPCA and Greater Arabia. (A)
- Added the possibility to unite the UPCA, Italy, Greater Arabia, Yugoslavia, and Romania if you have their constituencies sphered. (A)
- Periodic 8-10 year events to increase slave populations in countries with slavery. (A)
- Slavery of useless cultures as an alternative to genocide. (A)
- A bit of a secret.
- Removed the Lazy Piece of Shit event modifier from FinnBro.
- v0.15.1 - 24KB - 10 July 2012
- Possibility to blow up the Statue of Liberty. (A)
- Added a decision for Communists to enslave/remove capitalists. (A)
- Reunification of nations - Only UPCA for now. (A)
- Added the Lazy Piece of Shit event modifier to FinnBro.
- v0.15 - 22KB - 4 July 2012
- Added the Taras Shevchenko event chain for more flavour and a bit of a ruckus in the Ukraine. (A)
- Added genocide events for totalitarian nations.
- Removed possibility of being on the Paradox Forums. (FUCK YEAH)
- Fixed a bunch of things with the Caucasian War chains.
- Re-Enslavement decision for totalitarian USA. (A)
- v0.14.1 - 20KB - 1 July 2012
- Nerfed and fixed a lot of the decisions and modifiers to accomodate for a lying wiki. (A)
- Made REMOVE KEBAB and ENSLAVE ALBANIANS make a bit more sense. (A)
- v0.14 - 20KB - 29 June 2012
- Compatibility with NNM without the need for a patch! (Thanks to Rylock for help)
- Caucasian War flavor events for Russia (A)
- Event firing fixes for the Riel Rebellion events.
- Balancing fixes here and there.
- v0.13 - 17KB - 25 June 2012
- Compatibility with NNM 1.3 Hotfix A (1.4)
- Better compartmentalization for the mod.
- Minimized the files that overlap with NNM. Not fully.
- Fleshed out REMOVE KEBAB and ENSLAVE ALBANIANS decisions.
- Added a new modifier to nerf the above decisions.
- Allowed non-TUR nations to remove the Assimilation Program in case they got released while the Program was still active.
- Cleaned up most decisions to make them a bit more readable.
- Fixed typos. Typos everywhere.
- v0.12 - 16KB - 25 June 2012
- Compatibility (hopefully) with NNM Full 1.3 (A)
- v0.11 - 14KB - 24 June 2012
- Riel Rebellions event chain for CAN (A)
- Quebec/Columbia Independence Chain for CAN
- Historic Norwegian Independence - Abstract (A)
- v0.10 - 10KB - 24 June 2012
- Balkan Assimilation Decision (A)
- Mexican Refutation-Reclamation Chain
- Historic UK Independence of Australia/Canada/New Zealand
- Localization files thereof.
- Included REMOVE KEBAB and ENSLAVE ALBANIANS decisions from previous mod.
- Other things:
- Want to help mod? Pick something from the backburner planned list,
- make events/decisions/localisation files/whatever for it, put it all into a neat little archive,
- and post it on the thread with the word MiniMod somewhere in your post.
- If your additions aren't a 'complete pile' of shit (I'll fix most bugs, if there are any),
- expect them in the next release! If you want attributation, just say under what name you want your changes attributed to.
- If you don't have a preferred name, I'll just name you [whateveryoudid]Bro.
- Credits and legal shit:
- FinnBro (amongst many aliases that the creator uses) created this minimod for the GSG community.
- The only true tripcode you will ever see FinnBro use is FinnBro!!UIw63MjXv78.
- If you see a different tripcode without a major announcement and transition period, it is an impostor.
- If he ever uses this trip regularly and outside of release posts, then put him out of his misery for the good of the world.
- Hisuibro is currently updating minimod now, I'll do my best!
- I wont use a tripcode ever if I'm lucky, you can find me posting Hisui images or space marine cups, although other people like to post the space marine cups
- Also, thank you anons, you guys provide ideas, localization and mountains of research help. Love you guys.
- Thank you to Rylock and his fine people for making NNM so I can bust my ass making my mod compatible with it. I hope they don't get mad.
- Full NNM credits are found here: http://forum.paradoxplaza.com/forum/showthread.php?592320-New-Nations-Mod-(For-AHD)
- A big thank you to Napoops (the guy making the Napoleon's Legacy mod for /gsg/) for the Lucky Nations decisions as well as a few other bits of errata.
- Personal modifications are accepted and encouraged (it'll make you learn something about modding, which is always good),
- just don't redistribute your version of the mod without properly attributing me.
- If you go full Ubik and try to make a profit off this, I'm going to laugh in your face.
- I don't give a shit if you do or don't try to fork this into a major mod,
- just don't claim this work entirely as your own. Give credit where credit is due, bro.
- If you find this mod on the Paradox Forums, inform me immediately. This mod was never meant to be on the Paradox Forums, nor will I ever put it there because finnbro said the forums are bad.
- Reasonable suggestions, balancing issues, bug reports, etc are appreciated and welcomed. Just post on /gsg/ and I'll respond to you.
- If you don't know where /gsg/ is, don't worry yourself about it. Just know that the target audience is not you.
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