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Ferrous Will

I Invoke The Ancient Power That I May Return!
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Jul 17, 2012
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Just a collection of various minimods I've made thus far. Shop around, maybe you will find one that deals with a specific annoyance you had with the game.


This tweak does two things: 1)Pops now demand every applicable goods, so, as an example, Fine Art will always have some buyers if suitable pops exists. 2) “Services” is now a limited substitute good for every pop need. This is partially to simulate the Artisan pop type from Victoria 2; but also, to simulate people like homebrewers, or people that grows opium in their backyard.

Item 1) fixes the substitute goods bug that is currently keeping oil, coal, and fine art wrongly at the minimum price (unless you already have an industry up and running that uses the goods, which btw, not possible for fine art, as that is a purely pop consumption good)

item 2) is mostly there for realism, and to ease the burden item 1) may have caused.
Makes it so that pops losing their job no longer increases their radicalism, losing SoL still does that though.

Mostly fixes the issue that seasonal(read:weekly) hiring drives your population into revolution.

Feedback and suggestions are welcome
 
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Infamy Bank
New minimod


Makes it so that you can save up "Negative Infamy", such that you are not compelled by the mechanics of the game to start trouble on the very first in-game day

The way this works, is that every centralized country gets a journal entry, and at the start of every month, a check occurs, and if your infamy is less than 5, you are automatically given 10 infamy, this added infamy is rememberd by the journal entry, so when your infamy ever goes over 15, you cash in the saved negative 10 infamy, and lose that 10 infamy on the next monthly check.

So, for example, If you save up 50 negative infamy, and made a diplomatic play that costs 90 infamy, you will lose 50 at the start of next month and only gain 40 infamy overall

The journal will tell you how much negative infamy you have saved up, up to 50, but there is no actual upper limit as to how much negative infamy you can save up.
 
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Journal Entries for Engines Fixed

Fixes the Journal Entries "The Atmospheric Engine" and "Steam Engine Time" so that it ACTUALLY FIRES for nations that fulfills the criteria for it on game start.

This is done by adding a timed gate to the entries, so, as an example, Great Britain will complete these journals on 14th of January, instead of potentially missing out of those forever.
 
Welfare Payment Fixed

Makes it so welfare payments is no longer applied in unincorporated states. The percentage of payment per institution level is also rescaled.

Poor Laws:
10%/20%/30%/40%/50%
Wage Subsidies and Old Age Pension:
20%/40%/60%/80%/100%

Minimum Wage from Workers' Protections is also fixed, and no longer applies to unincorporated states
also rescaled to 20%/40%/60%/80%/100%
 
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Update: Welfare Payments Fixed now also stops minimum wage from being enforced in unincorporated states.
 
Play With Subjects

Allows countries to start a select few diplomatic plays on their own direct subjects.

These include: regime change, ban slavery, conquer state, return state, take treaty port, transfer subject's subject to directly under you.

Diploannexation takes time, recognized countries can only annex puppets, they can turn dominions into puppets, and protectorates into dominions.

If one is unrecognized, they can only annex vassals, and can turn trbutary into vassals.

Requires the "Playing With Friends" Mod by Xaelyn, load "Play With Subjects" below that mod.
 
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Reasonable Heavenly Kingdom

Makes it so The Taiping Rebellion only spawns in Han Cultural Homelands.

Qing also no longer gets ~100 infamy for wanting to retake its lost territory.
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Honeymoon Period

Makes it so every non-insurrectionary interest group in your country gets a +16 approval bonus for 2 months after an election has ended.

This "Honeymoon Period" will allow you to shuffle and reform your government without the "IG is angry" status blocking you.
 
Know When to Fold 'Em

Makes it so AIs are more reasonable with negotiated peacedeals

Quintuple AI desire for white peace.
AI now has a base desire for peace, same magnitude as the white peace desire.
War support factor doubled
Bilateral Peace buffed
Shortwar war desire effect doubled, but duration halved to only 3 months.
Gold reserves have half the effect in their war desire.
Debt has quadruple effect on them wanting to peace out.
Devastation effect on peace desire doubled
Loyalist has 16-fold effect in AIs wanting to keep fighting.

All in all the AIs will actually accept negotiated peace now.
 
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MORE OIL!

Quintuples~Sextuples the amount of Oil Oil Extractors provide.

Base tech yields 300 oil per level, final tech yields 600 oil per level. All input numbers are also scaled up to compensate.

The people working in these will be filthy rich, and that might impact your internal politics, which, I think, is realistic.
 
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Rarer Powerful IGs

Makes it so an IG need 25% clout to be considered as powerful

This will make breakaway parties rarer, and in most cases would result in a more realistic party composition (The United States won't get a "Free Trade Party" at game start, for example)