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That would be great Kaiser Franz, but only if they are applicable to the time period. Although I'm not sure we should include leaders who retire shortly after the Battle of Waterloo. It seems to me it would be a waste of leadership if you've to create a leader who will die just after a few months.
 
Duke of Wellington:
Nap_Wellington.jpg


Erzherzog Karl:
Nap_Karl.jpg


Erzherzog Johann:
Nap_Johann.jpg


Andrew Jackson:
Jackson.jpg


Gebhard Blucher:
Blucher.jpg


Oliver Hazard Perry:
Perry.jpg


Prinz Wilhelm of Prussia (future Kaiser Wilhelm I)
Prinz_Wilhelm.jpg


Joachim Murat:
Murat.jpg


Michel Ney:
Nap_Ney.jpg
 
They look great KF, I'll include them. Do you by any chance know which traits they should have?
 
Wellington:
innovative tactician, au fait

Erzherzog Karl:
War college, brilliant

Erzherzog Johann:
Aristocrat, keen

Andrew Jackson:
Politician, Sharp

Gebhard Blucher:
School of the bayonet, madman
 
Thanks KF, I'll include them in my next progress file! Also I'll try to move the infrastructure levels. Perhaps level 1 should be expended road network or wagonways.

EDIT: I just done some leaders. It seems saving them to my computer it saves as jpg and messes with the borders between green and the general. It isn't so much of a problem since I can fix it myself. Also conserning generals themselves, the two Austrian ones are already included in the game. And should we include Blücher? IIRC he retired shortly after the war.
 
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Emailed the start of Texas's rebellion events. Glad to hear the wagonway idea might get put in.

I have been thinking mainly about chains that could cause more of Europe to get involved in South America, something which seems to have been a "near happen". In fact, this period, more than any, seems to be laced with some very tempting ahistorical lines. But first the historical stuff has to get done. Perhaps the first post of this thread should be transformed into a sort of ideas/to do list to help highlight what is and what needs to be done. This might lure a few people in who want to, say, do the history of their country, etc.
 
I've edited the first post. I'll include the wagonways in the first official release or one of the last progress files. Making a graphic will be a bit more difficult. Also how will we slow down railroad/wagonway expansion? Perhaps add machine parts to the costs.
 
Sure, although machine parts will be really scarce, so you probably wouldn't see as much railways outside of Britain. The main problem is that building cost will effect all others aswell. Perhaps an increase in cement, lumber, steel and money will be sufficient?
 
Yeah. Ideally only the first tier of railway (tier 2, if we used wagonways) would need machine parts, and wagonways would need only cement lumber cash maybe some iron. However, I'm pretty sure new goods can't be introduced with a new tier of railway, so then wagon way would need whatever is the smallest fraction possible of machine parts.
 
Today I started to mod some pops, not as difficult as I thought it was, but still very difficult to achieve something close to historical accuracy. Sweden, Norway, Denmark, Switzerland and Holland, including Dutch Guyana and Belgium, have been done. For Belgium I replaced the French culture with Ruthenian, renamed to Walloon. After these changes I noticed that the rp gain of sweden had dropped from around .80 with 50% education spending to around .30.

It's one hell of a job, and especially larger countries, will take a lot of time to complete.
 
For all the people who've downloaded the progress file so far, could you give me some feedback? It would help me in making this mod even better. Probably I'll be able to upload a next progress file in the next couple of days.
 
T'ung Dynasty said:
what is a progress file

Short version, to show people what I've/we've done so far. The link is in my sig.
 
A new progress file has been released. See my sig or the first post for a valid download link. If there are any problems with installing and/or downloading post your problems here.

Comments and suggestions are welcomed!
 
The end date of this mod has been decided. The conclusion is that the end date will be 1 January 1861. Of course this end date doesn't exclude future expansions. It will still be possible for a player and the AI to form Germany or Italy.

Now we can do more with the game itself. And I intend on changing some raw goods, personally I feel that South America, Africa and Asia lack regional specific resources. And we've a few factories open for modding so new factory produced goods can be introduced.
 
Seeing an increase in the number of downloads the last few days I want to say it's not fully compatible with the latest patch. The game will jump from 1815 to 1835 right from the start.

Since my last post was from 3 weeks ago I want to say that I still worked on this mod. Many new events have been added. I also reworked the pops of the British Isles, France, Spain, Portugal, the Lowlands, the Italian States, Scandinavia, the Baltic States and Poland. I'll try to rework the pops of the German states and Austria-Hungary for the next release (which will be when there is a no time limit patch for 1.04)

There have been some map changes aswell. I've removed the Hejaz and given it to Egypt plus I've given the Ottoman provinces between the Sinai and Hejaz to Egypt, so Egypt has a connection with the lands of the Hejaz. I've added Sudan to the south of Egypt. Caucasia has gotten some work aswell, I changed the Russian-Ottoman in Georgia. Georgia has been replaced with Abkhazia and added Dagestan in the provinces of Gunib and Derbent.

Plus a lot more work has been done.
 
Some Screenshots

South America after Argentina, Chile and Columbia are formed.
South_America1.jpg


South America after the wars of independence are succesfully finished

South_America.jpg


The Spanish Civil War, will occur if you reject the Liberal constitution.
SCW.jpg


The Spanish Civil War a bit later
SCW2.jpg


Greek War of Independence, still need some of work.
Greek_War2.jpg


India after the fall of the Maratha Empire
India2.jpg


For those interesting in this mod, a next release is probably released in the near future. It's just waiting for a no timit limit patch to be released, which extends the start date. People who know how to change the start date, or are willing to modify the exe themselves, post here if interested and I can upload the next version.