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Victoria 3

Started by Syt, May 21, 2021, 01:46:04 PM

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Solmyr

Quote from: Tamas on June 22, 2025, 06:13:27 AM
Quote from: Solmyr on June 22, 2025, 04:17:40 AMFor the time being I've been using Gates of the Bosporus mod for Balkan chaos and flavor. It does a good job of simulating the Eastern Question and emergence of Balkan nation-states. :) Also has content for Orthodox nations in general.


QuoteA Romanian Empire: Restore the Byzantine Empire as Romania with a fixed path to the Purple Phoenix

Oh FFS. A hard pass.  :yuk:

Come on, you gotta have a way to reform Byzantium in every Paradox game. It's a meme at this point. :P And it already exists in the vanilla game for Greek states, this just adds it for Romania.

For AI it's great for emerging Balkan states. Here's the situation in my current Russia game in 1880 (and yeah I helped this along by crushing the Ottomans repeatedly but still).



Valmy

Both the Russians and the Bulgarians wanted the Roman Empire title IIRC. Don't know about Romania.
Quote"This is a Russian warship. I propose you lay down arms and surrender to avoid bloodshed & unnecessary victims. Otherwise, you'll be bombed."

Zmiinyi defenders: "Russian warship, go fuck yourself."

HVC

Quote from: Tamas on June 22, 2025, 06:13:27 AM
Quote from: Solmyr on June 22, 2025, 04:17:40 AMFor the time being I've been using Gates of the Bosporus mod for Balkan chaos and flavor. It does a good job of simulating the Eastern Question and emergence of Balkan nation-states. :) Also has content for Orthodox nations in general.


QuoteA Romanian Empire: Restore the Byzantine Empire as Romania with a fixed path to the Purple Phoenix

Oh FFS. A hard pass.  :yuk:

 :lol: could be worse, they could form Byzantium with Hungary included
Being lazy is bad; unless you still get what you want, then it's called "patience".
Hubris must be punished. Severely.

Syt

Playing as Venezuela, trying to run a resource/agriculture state, run by church/landowners/officers. Trade helps a lot with not having to fully industrialize to cover my inputs.

USA invites me to their trade league. Yeah.

USA goes to war with Mexico, Great Britain joins on Mexico side.

Britain raids convoys in Gulf of Mexico.

My market access is now 10% and the war shows no signs of stopping anytime soon - cutting as many expenses as I can, still running a crazy deficit. :lol:
We are born dying, but we are compelled to fancy our chances.
- hbomberguy

Proud owner of 42 Zoupa Points.

Syt

Oh wow. When market access dropped to 0%, America gave me back market control. :o :D
We are born dying, but we are compelled to fancy our chances.
- hbomberguy

Proud owner of 42 Zoupa Points.

Solmyr

Safe to say I won the Great Game. :ph34r:


grumbler

Quote from: Solmyr on June 24, 2025, 06:57:42 AMSafe to say I won the Great Game. :ph34r:

You beat Ohio State?
The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.   -G'Kar

Bayraktar!

crazy canuck

Quote from: Valmy on June 22, 2025, 11:49:01 AMBoth the Russians and the Bulgarians wanted the Roman Empire title IIRC. Don't know about Romania.


It's in the name

Valmy

Quote from: crazy canuck on June 24, 2025, 01:53:32 PM
Quote from: Valmy on June 22, 2025, 11:49:01 AMBoth the Russians and the Bulgarians wanted the Roman Empire title IIRC. Don't know about Romania.


It's in the name

Well I hope a little more research went into this alt-history possibility than that.

Tsar Ferdinand of Bulgaria had a crown and everything ready to go to be crowned Emperor when his Bulgarians took Constantinople. He absolutely would have tried to do that had that happened.

But I guess I should give up on wanting Paradox to focus on historical plausibility. Like when they introduced all those fake empires in CK2.
Quote"This is a Russian warship. I propose you lay down arms and surrender to avoid bloodshed & unnecessary victims. Otherwise, you'll be bombed."

Zmiinyi defenders: "Russian warship, go fuck yourself."

Tamas

Quote from: Valmy on June 24, 2025, 03:14:55 PM
Quote from: crazy canuck on June 24, 2025, 01:53:32 PM
Quote from: Valmy on June 22, 2025, 11:49:01 AMBoth the Russians and the Bulgarians wanted the Roman Empire title IIRC. Don't know about Romania.


It's in the name

Well I hope a little more research went into this alt-history possibility than that.

Tsar Ferdinand of Bulgaria had a crown and everything ready to go to be crowned Emperor when his Bulgarians took Constantinople. He absolutely would have tried to do that had that happened.

But I guess I should give up on wanting Paradox to focus on historical plausibility. Like when they introduced all those fake empires in CK2.

This one is a mod

Valmy

Quote"This is a Russian warship. I propose you lay down arms and surrender to avoid bloodshed & unnecessary victims. Otherwise, you'll be bombed."

Zmiinyi defenders: "Russian warship, go fuck yourself."

The Minsky Moment

Ferdinand's ideas about restored Bulgarian Byzantium say more about his own mental stability than about a realistically achievable political project in the 1910s.
We have, accordingly, always had plenty of excellent lawyers, though we often had to do without even tolerable administrators, and seen destined to endure the inconvenience of hereafter doing without any constructive statesmen at all.
--Woodrow Wilson

Solmyr

Well, the game isn't very realistic anyway. In my current game as Russia I control everything from Libya to Manchuria and everyone is fine with me. I doubt anyone would have let Russia get away with that IRL.

Tamas

Found a simple mod that removes power blocs which I like. They are way too overpowered and make no sense. Austria being super efficient in passing laws because they have a few tiny vassals in their bloc? Come on.

Syt

Was doing a Prussia => Germany game last few days, but by 1900 it became boring. Had 1400 standing troops, and while not subjugating/conquering much, had spread the Zollverein market far and wide while being a Parliamentary Republic with Universal (and women's) suffrage, max education, welfare, social security and worker protections and rolling in cash. Could have gone and carved up Europe, but couldn't be bothered. Forgot how easy the game can be as a major power :lol: I love how you can use "trade states" in treaties as a way to clean up colonial borders. :)

However, I see a beta for 1.9.6 is out wit some critical fixes and some big changes.

QuoteChanges since 1.9.5:
Improvements�
  • It is now possible to request the other party to owe you an obligation as part of treaty negotiations
  • Deployment of additional invading armies is now disallowed for invader allies
  • The cost of a treaty article now scales depending on existing lobbies and on the ranks of involved countries
  • Consuming Prestige Goods now increases the Standard of Living of Pops, based on how large a percent of the value of their buy package is Prestige Goods
  • Land invasions are now disallowed if it would take too long for armies to reach the target state
  • Landlocked countries are now able to sign Goods Transfer deals with countries whose markets they border, even if they do not border the country itself :w00t:
  • The 'Earning Recognition' Journal Entry now gives advancement for being in the top #10 GDP rankings, and only retreats when you are not in the top #30 GDP rankings rather than retreating based on SoL or GDP per capita. It also retreats if you have Isolationism or a variant thereof.

AI�
  • Fixed a bug that was preventing the AI from constructing Trade Centers in states that did not already have a Trade Center :w00t:
  • The AI will now never declare neutrality before Countdown to War if doing so would void an alliance or defensive pact
  • AI is now more interested in composing treaties with alliances and defensive pacts when they do not already have allies
  • The AI now only cares about non-colonization agreements in regions that could be plausibly colonized by both countries
  • The AI is now a bit less deterministic about which articles they include in treaties
  • The AI will no longer break treaties with allies if both are involved in the same diplomatic play
  • AI Britain will now properly prioritize taking a treaty port in Hong Kong when resolving the Opium Wars
  • The AI logic for acceptance from gifting articles and equal exchange has been reworked to be more consistent and to look at the entire treaty instead of only specific articles. The AI now also only considers articles it actually wants to be gifts.
  • Fixed a bug where the AI would sometimes not correctly send a composed treaty if they were trying to make it more fair first
  • Fixed a bug where the AI would sometimes break a treaty they had just enforced through a wargoal

Balance�
  • The impact of obsessions & prestige goods on goods substitution now varies for different pop needs, with a reduced effect on food in particular as over-focusing on a single food can cause starvation
  • Alliance/Defensive pact treaties are no longer automatically broken by being opponents in a diplomatic play but only if it actually goes to war
  • Increased the demand for grain, fruit and groceries slightly
  • The enactment chance from Law Commitment now scales with how much higher rank the committed-to country is compared to the committer. If the countries are of equal rank there is no bonus at all.
  • Most wargoals that require any enemy state to be controlled now require any \*incorporated\* state to be occupied, so that for instance Money Transfer can't be extracted by occupying a random African colony :lol:
  • The 'Dangerous Gunsmiths' event no longer lowers infamy for the arms exporter, so that you can no longer continually maintain 0 infamy just by exporting guns :lol:
  • Ports now produce much less infrastructure, coastal states instead start with a bonus to infrastructure from population
  • The events 'Disrespecting our Maps' and 'A Dubious Claim' no longer give infamy, but instead just reduce relations between the squabbling colonial powers :w00t: THANK FUCK!
  • Financial Districts, Manor Houses and in particular Company Headquarters now employ less people
  • States now lose market access relative to % of enemy occupation, and become isolated if fully occupied :o NICE!
  • Removed the pop birth rate penalty from high population relative to arable land, as there are now other mechanics to handle this
  • Market Capitals now also provide 25% Trade Advantage
  • The "Bremerhaven" state trait now also grants 5% MAPI
  • Invented a few thousand more residents of British Ceylon so that the state can actually somewhat function :lol:
  • Confédération générale des vignerons now requires Joint-Stock Companies instead of Central Planning, so Champagne can be produced earlier
  • The state region of Hebei now starts with 5 Coal potential instead of 4

Content
  • Added 7 new Prestige Goods. 6 of them are generic Prestige Goods so that they are a bit more widely available, no matter which country you play. Among them are notably a version of Small Arms and Artillery. Note that for this beta build, we did not give the new generic goods to historical companies yet. This will happen before the patch is officially released though.
  • Added a new generic Military goods company producing Small Arms and Artillery. They can produce the new generic Small Arms Prestige Good. Also note that we have shifted around the icon from the Munitions company to this new company and have instead created a more fitting icon for the company producing Munitions and Explosives.
  • Added historical clothing to William of Hanover
  • Located about 3.5 million Nepalese hiding in cave systems under the Himalayas and dragged them out into the light (or: Nepal is no longer be drastically underpopulated compared to best-guess historical population studies, and has received adjustments to arable land and resources as well)
  • Nepali culture now has the Indo-Aryan culture trait

Interface
  • The goods transfer article now allows filtering goods with the usual categories found in the market panel
  • The goods transfer article now allows sorting the visible goods by any of: name, price, buy / sell orders balance, buy orders, or sell orders. The sorting can be applied in reference to the market of either of the two countries involved
  • Infamy generation and maneuvers cost breakdowns for enforced treaty article wargoals now display the scripted factors that participate in the calculation
  • Added paging for Articles in the Treaty fancy tooltip when there are more than 10 Articles on one side
  • Changed the default map mode for the Power Bloc panel to be the Power Bloc Leverage map mode
  • Fixed a whole bunch of overlapping texts in various panels

Performance
  • Fixed suspected cause of micro freezes related to Coat of Arms and text icons :w00t:
  • Improved performance of daily tick tasks :w00t:

Modding
  • Added a trigger for controlling whether a company charter is possible to grant or not
  • Added new value link gdp_ranking
  • Added a trigger for controlling whether a monopoly can be made with a given building type
  • Added new trigger num_potential_resources
  • Treaty article visible trigger now takes scope other_country so that visibility can take both countries into account
  • Treaty article goods input triggers now takes scope other_market_goods for the good in other country's market
  • Added new value link ai_colonization_value
  • Added years_to_incorporate state trigger

Bugfixes
  • Fixed an issue where armies were automatically deployed to naval invasion fronts and became locked to it this way
  • Fixed a bug where other companies already owning building levels in a state were prioritized over monopoly companies for privatization
  • Fixed a bug where war goals are removed from a diplomatic play when a subject's overlord joins the subject's war
  • Fixed a bug where disbanding a company could lock an industry from being monopolized by another company
  • Fixed a bug where the AI would treat State Transfers as being worth nothing when giving states away due to an incorrectly set flag. This could also cause the AI to sometimes refuse treaties they were clearly shown to accept.
  • Fixed an issue where the AI would send too many units to a naval invasion front, causing themselves penalties
  • Fixed a bug where pops were unlikely to migrate to a treaty port where their culture had low acceptance
  • Fixed a bug where if you had a regional HQ in the annexing country and all your property was in the annexed country, your company would destroy its own HQ and move it to the annexing country
  • Enforce Treaty Article wargoals now follow the same inclusion limitation rules as normal treaty articles
  • It is no longer possible to incorrectly promise an obligation to a country that already owes you an obligation, when drafting a treaty
  • Fixed a bug that was blocking Treaty wargoals from being properly used in Sways
  • Fixed an issue where power blocs' current leverage wouldn't decrease if all power blocs had a predicted leverage lower than their current leverage
  • Fixed an issue where invasions could continue after a war had ended
  • Fixed an issue when battles couldn't occur on the front due to incorrect occupation data
  • Fixed an issue when generals couldn't advance due to missing state assignments
  • Fixed a bug where after disbanding an HQ, a null object HQ could start buying levels
  • Fixed an accidentally missing functionality whereupon a country that repudiates an obligation will see obligations they owe or call in in treaties be worth less acceptance score
  • When setting inputs for a Treaty wargoal Sway, acceptance shown is now the actual values for the Sway
  • Treaty port articles are now invalidated if either of the two signatories loses their territory in the state region
  • Fixed a case where countries not owned by a company would replace their ruler unnecessarily when becoming independent
  • Unrecognized Nations can no longer grant Companies Colonial Charters as they are not allowed to have the Chartered Company type of Subject
  • Fixed an issue where defeated fleets failed to return home for repairs when another admiral died
  • Fixed an issue where the AI could capitulate in the wrong war
  • Fixed an issue when occupation could persist after a war ended
  • Fixed an issue where the law commitment article would give a bonus to enactment chance to both countries, instead of just one of them
  • Fixed a bug where annexing a state or a country sometimes did not correctly remove the Regional HQ in it
  • Fixed a bug that would cause new conscription centers associated with a mobilized army during war to be created in an inactive state
  • When setting inputs for an added Treaty wargoal, acceptances are no longer shown
  • Fixed a bug in the AI calculation for constructing Trade Centers where it was applying a nonsense profitability score instead of only looking at Trade Potential
  • Fixed a bug where the Alliance treaty article would be unavailable without explanation in the tooltip (the reason was already having an Alliance and lacking Multilateral Alliances)
  • Fixed a bug where the acceptance tooltip for subject actions contained a NULL_OBJ due to missing scope
  • Fixed a bug where some 'request' diplomatic actions (such as request knowledge sharing) could not be used
  • Treaty port articles are now invalidated if either of the two signatories loses their territory in the state region
  • Treaties that are only drafts no longer affect daily relations gain/loss progress
  • Fixed ruler traits not working for company executive rulers
  • Alliance articles now correctly check if either side can still have an alliance or have researched Multilateral Alliances
  • Fixed an Out of Sync issue in multiplayer related to fronts
  • Fixed an issue where the goods producer rank could be evaluated incorrectly
  • Fixed an issue where the popup when you attempted to revoke a Trade Rights company charter incorrectly claimed it would nationalize buildings
  • Fixed a graphics bug where black squares would appear during revolutions due to a particle issue
  • Fixed a bug that would cause enforce treaty article wargoals used as part of sways to change allegiance during a diplomatic play to fail to allow the player to actually select the desired inputs
  • Fixed some instances in which alliances and defensive pacts were not always correctly taken into consideration for various operations
  • Right-clicking on a treaty proposal now declines it, rather than effectively ghosting the opposite party forever
  • Fixed a bug with the has_subject_relation_with trigger which caused it to evaluate false if checked from the overlord's perspective
  • Fixed a number of events (such as lobby_events.15, 'Good, not Foreign') that were checking for foreign investment rights in either direction instead of checking for it in a specific direction
  • Fixed an issue where tooltip with effects for breaking a treaty would show misleading information, either in the form of effects that would not be applied or by hiding effects that would be
  • Landlocked countries can now only use Goods Transfer articles with neighbors
  • A bunch of references to Isolationism now also take the Canton System into account
  • Fixed an issue where barracks could merge incorrectly during the annexation of split states
  • Fixed a bug where changing resolution when using vulkan would sometimes offset the positions of your mouse and some gui elements
  • Fixed an issue where in some cases the notification for a treaty proposal being declined would display the wrong country if the treaty was a renegotiation
  • Fixed a display issue in the migration tooltip where it would show you the wrong market in case of a treaty port
  • Fixed the *_scope_ally scriptlist not working correctly (blocked establishing the Anglo-Persian Oil Company, among other things)
  • Fixed the num_defensive_pacts link not working correctly
  • Transfer state treaty articles that transfer a split state that stops existing after the treaty enters into force are now removed from the treaty. If this causes the treaty to have no more articles, the treaty will dissolve without any effect or penalty. This fixes a bug were using a transfer state article to transfer a split state could lead to the article referring to the null state.
  • Fixed a visual bug that would lead to incorrect influence maintenance costs displayed when drafting treaties after removing directed articles originating from the non-player country
  • Fixed an issue that was causing many Capitalists and Aristocrats to start with much lower wealth than their income could cover
  • Fixed an issue where total and per-market exports/imports would not add up correctly
  • Fixed a number of events (such as lobby_events.15, 'Good, not Foreign') that were checking for foreign investment rights in either direction instead of checking for it in a specific direction
  • Fixed a crash that could happen when using the markets map mode
  • Requesting Military Assistance in the "The Eastern Frontier" Journal Entry no longer creates duplicate treaties
  • Auto-expand tooltip text regarding market access now shows greater than instead of less than. This time for real.
  • Fixed a (visual only) bug where the wrong country would sometimes be shown as getting infamy when withdrawing from a treaty
  • Fixed an issue that caused Law tooltips to omit certain effects
  • Fixed the description text for the "Returned from Exile" notification
We are born dying, but we are compelled to fancy our chances.
- hbomberguy

Proud owner of 42 Zoupa Points.