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I have a little suggestion for Ottoman area:
how about adding a few more province to make both pre WWI and post WWI borders possible. Like the area of East Prussia in the map:)

you are assuming that those curved borders in the Middle East are "hard borders". In reality the borders of Ottoman authority waxed and waned in the desert dependent upon the relations between the Ottomans and the various bedouin communities of the region. So having those curved borders is really not a good "approximation" of the borders of Ottoman authority during an extended period of time, at times the Ottomans were indeed projecting their authority well into the deserts of Arabia.

The province borders will remain as they are, there is no need for any additional "smooth" borders in the desert.
 
you are assuming that those curved borders in the Middle East are "hard borders". In reality the borders of Ottoman authority waxed and waned in the desert dependent upon the relations between the Ottomans and the various bedouin communities of the region. So having those curved borders is really not a good "approximation" of the borders of Ottoman authority during an extended period of time, at times the Ottomans were indeed projecting their authority well into the deserts of Arabia.

The province borders will remain as they are, there is no need for any additional "smooth" borders in the desert.

Thanks for telling me the reality of the borders:)
 
Gaius - the final province changes have not been added in yet. Dongola is being reworked.

Good to hear, much obliged. :)

EDIT: my solution for St. Barthelemey, as posted back in October:

I've been pondering a bit on the old Swedish Carribean topic once again , and i have the easy solution to finding room for Saint Barthelemy: simply have the nameplate for Saint Martin appear above rather than beside, and there would be room for Barthelemy and its plate. lots of room to make Martin appear larger as it is in reality as well.

I could sorta modify the current map display to reflect what i'm suggesting, if need be.
 
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I'd imagine they will.

One thing though: how will we compensate for the new, much larger sea zones? Will we just slow down the ships so they don't travel as quickly?


the various stats regarding ships, including detection and speed, will need to be altered to deal with the larger sea zones.
 
I have a little suggestion, in Sweden there is a city called Gothenburg, it should be splitted in to two provinces. This because there is a historical diffrece between the city of Gothenburg and the province of Bohuslän (Bohuslän was a norwegian province in old times).
 
Sorry if this has been brought up before, but it just occurred to me. Now that the sea zones are larger, wouldn't the long-ranged European POPs be able to access the American Mid-West at last? I think this could be a blessing in disguise...
 
Sorry if this has been brought up before, but it just occurred to me. Now that the sea zones are larger, wouldn't the long-ranged European POPs be able to access the American Mid-West at last? I think this could be a blessing in disguise...

They always could; its simply a matter of providing an incentive. In the mod i've worked on for a long time (mainly for MP player), i've implemented a system which uses temporary gold mines that pop up and vanish every few years in different states, moving in an historical progression. This system, even under the AI, brings european immigrants to pretty much every state except Arizona and New Mexico by 1900.
 
They always could; its simply a matter of providing an incentive. In the mod i've worked on for a long time (mainly for MP player), i've implemented a system which uses temporary gold mines that pop up and vanish every few years in different states, moving in an historical progression. This system, even under the AI, brings european immigrants to pretty much every state except Arizona and New Mexico by 1900.
I was more referring to VIP... going the historical route, etc... It always appeared that the immigrants would not go to the mid-west as the mid-west was just out of reach.
 
They always could; its simply a matter of providing an incentive. In the mod i've worked on for a long time (mainly for MP player), i've implemented a system which uses temporary gold mines that pop up and vanish every few years in different states, moving in an historical progression. This system, even under the AI, brings european immigrants to pretty much every state except Arizona and New Mexico by 1900.


hmm that's a clever idea. Hadn't thought of that.
 
hmm that's a clever idea. Hadn't thought of that.

Yep, its a foolproof method. Anytime someone asks me why California (and later Idaho) is getting all the immigrants in unmodded Vic, i point to the fact they they get Gold RGOs, and keep them for the rest of the game. Liferatings, RGO values, and state size will have nothing to do with it. Its all about resource type, and to a lesser extent, factories. In my long period of playtesting and observing, I have noted that the most immigration will go to a state of ANY size, if there is at least one gold RGO, and at least one factory. Gold alone is good; factory states alone can trigger immigrants as well, if states with just gold are full of labourer POPs. As far as other resources go, I find that tobacco can be a magnet for immigration in some cases (see: Mozambique, American South and parts of Brazil). Iron seems to work for Argentina, as referenced by the fact that the little 1.5 Iron RGO in Vichina draws a majority of Argentina-bound immigrants. Timber also seems to work in some cases, but not as well as the other goods. Oil can be a hit, at least in the cases of Wyoming, L.A., Maracaibo, and the one in Patagonia

All that said, gold is the RGO to use for directing migration. There is nothing POPs like more, if you want to be sure. You do face the problem of the playing getting a bit of extra income from gold mines; but at least in my mod, i've tried to have only a few active for every 5-7 or so year period. I put them into the lower value RGOs also to help with that extra boost. I haven't done it yet, but my system could probably be extended to help distributed immigration in other places, for example an independent Canada to fill up western provinces other than Alberta (and Yukon during the gold rush). I'd be happy to send you my modded files if you like, I don't mind if VIP adds them. I can also send you yet another updated unitnames.csv.

Will require a re-do with the new province setup in CLIO, but my system should be just as adaptable to the new map.
 
It's because those RGO's are generally quite valuable. This means that the POPs will get more money for their needs.

Also, you mentioned LR and RGO types/values. I mentioned this a while ago (under the username 'jonesy1289') as for being for POP growth, not attracting immigrants. Those factors help increase POP growth, though I think I mentioned POP growth when the OP of the thread was more on about migration? Sorry for any confusion, my wording isn't always great.

No idea where people got the idea of state sizes from though?? I never thought that mattered.
 
And now the moment we've been hoping for since the start of this project, our first complete map, including seazones



this is a low-quality, one-third size version, which will give an idea of the whole map.
 
Very impressive. The coasts are especially detailed. Looks like the Balkans can now provide some interesting territorial outcomes in the many wars fought there.