• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Well, we wanted to do Physicians and Architects after Geologists, so it's not that unrealistic. How good are you at modding? ;)
 
Well, we wanted to do Physicians and Architects after Geologists, so it's not that unrealistic. How good are you at modding? ;)
I'm actually so-so ish, but this kinda stuff is n't what I did. I did a complete map replacement for a WIP total conversion for CK3 that I work on every once in a while, and surprisingly, it actually loads and works fine (other than all the titles having no history and the like) plus the custom meshes I've imported appear in the game with the correct textures, etc.

Modding like this is, alas, beyond my know how :p I am a qualified writer, though (I'm very soon to be a member of the Society of Authors, the UK's own Writing Guild), so if you needed localization sorted out, I could toss my hat into the ring and help there :D
 
  • 1Like
Reactions:
I'm actually so-so ish, but this kinda stuff is n't what I did. I did a complete map replacement for a WIP total conversion for CK3 that I work on every once in a while, and surprisingly, it actually loads and works fine (other than all the titles having no history and the like) plus the custom meshes I've imported appear in the game with the correct textures, etc.

Modding like this is, alas, beyond my know how :p I am a qualified writer, though (I'm very soon to be a member of the Society of Authors, the UK's own Writing Guild), so if you needed localization sorted out, I could toss my hat into the ring and help there :D
Writing would help, yes! Especially the flavor texts take time.

Now to go into your very detailed and very good post in more detail: I also imagined some concepts that way. Especially because diseases, especially tuberculosis and cholera, have so far played a minor role in V3. There is exactly one cholera event that John Snow mentions, and that was it. One of my basic ideas was that an architect, together with an engineer, could modernize the sewage system of a capital city, and a doctor should also play a role in this (which is why I think of the doctor and the architect together).

In this respect, many of your ideas fit perfectly into the basic concept. I'm not yet sure whether we can manage it with three different physicians. Maybe in the end there will only be one physician who has one of the traits (we'll have to see that during the implementation), but in principle I think the Ideas and the specializations are very exciting, and also the very immersive idea of a doctor examining an illness on site. Everything you wrote under the “Vaccinations & Disease Treatment” paragraph is extremely inspiring and I wish we could do it 1 to 1! Thank you so much for this, you answered a lot of questions before I could think of them. :)

I sent the link to Nirual so that he, as the person who mainly works on the GUI, could give an assessment. At first glance, the actions/projects should be quite easy to implement.

Maybe you would like to prepare texts for the events? You're lucky in that I think I should be able to finish geology in 1-2 weeks, so it won't be long before I can start medicine! :)
 
Now to go into your very detailed and very good post in more detail: I also imagined some concepts that way. Especially because diseases, especially tuberculosis and cholera, have so far played a minor role in V3. There is exactly one cholera event that John Snow mentions, and that was it. One of my basic ideas was that an architect, together with an engineer, could modernize the sewage system of a capital city, and a doctor should also play a role in this (which is why I think of the doctor and the architect together).
I actually had a similar thought! My idea was to fold it under the Civil Engineer as I didn't know about the upcoming Architect. This might be an interesting possibility where this could actually be one of those projects that allows extra people to be brought aboard, sort of like how the various expeditions can get extra events and the like - sending the Civil Engineer on his own will get it done eventually, but having the architect along for the ride could bring additional talent plus prestige (beautifying surface components and nice to haves, like fountains!) and maybe other benefits (in this case, maybe the Vaccinologist could examine the existing system and find clues as to the health impacts of poor quality sewer systems and its impact on their drinking water).

A neat part of this is that it actually slots in with some available monuments that could exist in the game. It's a bit funny to think of sewers of all things as a monument, but the sheer scale of them as construction projects made them very serious affairs with a lot of manpower, and that's without mentioning how they had to deal with it with a whole city atop of them. There's a superb documentary out there about the London Sewers (called Wonders of the Industrial World - Sewer King) which can be found on the net if you're up for something to watch; it even gets into a bit about cholera and the miasma theory and the like. It'd be gated behind the Society tree's Modern Sewerage tech for sure, and would probably work to remove an SoL penalty that should exist on London from game start (it was an infamously filthy city even by the standards of the era) and replace it with a positive version.

Another major one would be in Rome, and actually exist at game start and for many, many years before: the Cloaca Maxima, one of the world's earliest sewer systems and a superb demonstration of Roman engineering...and still in use today! It went through a bit of a refurbishment and got some much needed love and care during the 19th century, and would present a neat little thing for an Italian player to deal with; renovating the sewer system of the capital (which was itself a tourist attraction) and doing some of the little archaeological digs and explorations that went tumbling through its core, looking for Roman era goodies. This probably works best as a journal entry, gaining progress when you have a Civil Engineer or an Archaeologist available, providing a trickle of artifacts and other niceties like that.

In this respect, many of your ideas fit perfectly into the basic concept. I'm not yet sure whether we can manage it with three different physicians. Maybe in the end there will only be one physician who has one of the traits (we'll have to see that during the implementation), but in principle I think the Ideas and the specializations are very exciting, and also the very immersive idea of a doctor examining an illness on site. Everything you wrote under the “Vaccinations & Disease Treatment” paragraph is extremely inspiring and I wish we could do it 1 to 1! Thank you so much for this, you answered a lot of questions before I could think of them. :)
I definitely think Psychology should be a part of some system in the future, even if the regular physician line gets cut and this one sits as Vaccinologists only. There's just too much of a gold mine for psychology to not have a system: Søren Kierkegaard wrote "the Concept of Anxiety", which was one of the first real writings on the topic, Phineas Gage (the man who had a railway spike go straight through his head) inadvertently proved that different parts of the brain had different functions, Gustav Theodore Fechner (whose photo was actually used in Victoria 2, if I remember right) fathered the science of psychophysics (which basically means how stimulus leads to sensation, and how this is understood by the mind), and all this starts the slow evolution away from things like insane asylums and straitjackets to the idea of mental illness being something that can be treated through things like medication, therapy, so forth and so on.

If it can't be part of the main Medical Science system, it could at least be related to it - sort of like how there's a bit of a cross between the paleontologists and naturalists in game with them both being able to go on expeditions and the like to find goodies. Interestingly enough, that's something that still applies here: you'd be able to send Psychologists and Vaccinologists off on these kind of expeditions, too - the latter would be gathering samples of exotic diseases and documenting the effects on the health of the crew, whilst the former would be examining the crew themselves to see how they respond to the pressure of the voyage. If the Physician makes it through and doesn't get cut, they'd be richly welcomed on just about every trip possible as a proper medical expert; the exact sort of person you need to deal with your mountaineers if something goes wrong, and much better qualified to treat the strange ailments you can encounter whilst exploring the deserts of Egypt for ancient artifacts than anyone else, but coming at the cost of picking others who might have more useful direct science. The Vaccinologist and Psychologist bring scientific goodies, but the Physician would be protecting the characters themselves, basically.

I'm happy my dream-ramblings are useful :D

Maybe you would like to prepare texts for the events? You're lucky in that I think I should be able to finish geology in 1-2 weeks, so it won't be long before I can start medicine! :)
That could be doable, but I'd need a list of some of the events that you might want. If the good doctor is heading off to a region, it'd probably make sense that each disease type has its own special intro event, so that just means a list of the kind of diseases that can be investigated. I'd suggest, broadly speaking, a list like this:

Polio (beyond the science of the day to cure, but at least treatments started to be developed)
Cholera
Smallpox (this is the vaccine, and it exists at game start - it just needs to be spread nationwide, which isn't cheap)
Influenza (the regular version)
The %NATIONNAME% Flu (the big one)
Tuberculosis (vaccinated in 1921)
The Third Bubonic Plague (there was a major pandemic in the era)
Scarlet Fever
Measles (cure was in 1963, beyond the best tech of the game, but treatment is possible)
Typhoid
Diphtheria (vaccine in 1923)
Rickets (the odd man out on purpose - this was thought for a time to be a disease, but is actually a nutritional deficiency! The Vaccinologist would basically discover that this has more in common with, say, scurvy, than it does with other diseases; the "cure" in game would be a policy of free school meals or something and to push for better welfare in general = something better than poor laws?)

Those are just what I can think of right now, but there's probably more (Dengue? Yellow Fever? Malaria as a disease and not just as a province modifier?) that should be considered. If a list like that can be put together, then organized by difficulty rating (on a scale of 0 to 25, with the Spanish Flu being the hardest at 25), with a focused batch for the main release. If we can figure that out, I could probably throw the flavor texts together very fast :D

Also, a thought for some of the historical characters:

John Snow - the man, the myth, the legend, he doesn't need an introduction here - he's the father of epidemiology as we know it.
Louis Pasteur - the man for whom Pasteurization is named, the father of microbiology, he developed the vaccines for rabies, anthrax and cholera (the former two should be in the game, but aren't "epidemic" diseases; maybe hard challenges to meet with laboratory research rather than the Vaccinologist travelling around)
Peter Ludvig Panum - a Danish doctor, who did one of the best recordings ever on the nature of Measles in the outbreak on the Faroe Islands, which was basically a virgin field outbreak due to the disease having been absent from there for so long.
Joseph Lister - massively pushed for disinfection after surgery, building off of Pasteur's germ research to determine that infection in injuries is caused by bacteria, then how to kill it with disinfectant.
Robert Koch - Invented the cultivation of bacteria using agar (improved by his assistant, a certain Julius Richard Petri. No points for guessing what dish he invented :p), providing concrete proof for the germ theory of disease that ultimately destroyed the idea of "miasma theory".
Alexander Fleming - the father of antibiotics, he invented penicillin, which is believed to have saved some 200,000,000 lives since 1928.
Ronald Ross - Born in India and serving as a military medical officer, Ronald won a Nobel Prize for his groundbreaking work on documenting the lifecycle and development of malaria.
Ilya Mechnikov - Born in 1845's Kharkov, they discovered how the immune system fights infection, specifically discovering phagocytosis - when white blood cells go omnomnom on intruders.

That's just a flake of snow on the iceberg, so there's room for tons more; this is something that can go global (a pandemic of characters, perhaps) for sure. If Physicians come in, there's room for many more (including a lot of women, like Florence Nightingale and Elizabeth Blackwell), and Psychologists open up an absolute treasure trove, to boot. If they're to get some special traits (the experience tiers of composers and scientists, etc), I could probably get the whole batch of them done very quickly :D
 
  • 1Love
Reactions:
Mendelejew Mod Logo.png

Update 2.2.2d "Ball"

Well, it took me almost ONE WEEK to upload the chemistry update on ParadoxMods. It was released on Steam on Friday. Therefore, the Paradox version starts immediately with 2.2.2d, including the hotfixes until now.

Game Rules
- Academic at Game Start: You can chose that every nation with an university starts with a random academic or with no academics at all.

Changes
- Renamed Inorganic Chemistry to Organic&Inorganic Chemistry.
- Drastically reduced the number of countries starting with Organic&Inorganic Chemistry (57->25).
- To build an observatory, you need an university and either Modern Astronomy or Organic&Inorganic Chemistry.
- Astronomer and Chemists will offer to build an observatory if none exists yet.
- Smugglers get 5 points of infamy when they fail (instead of 10).
- Early Aviation, not Steel-frame buildings is needed for the Airship JE to trigger.
- Switzerland and Sweden start with Atmospheric Engine.
- Replaced some loading screens for more variety.

Geology
- Added Geology Tech.
- Added Echo Sounding Tech.
- Natural History University available with Geology instead of Theory of Evolution.
- Added Minerals as a new object. Minerals will be found yearly in states with special state traits, like caves, mountains or special deposits. Arctic and desert traits add a little bit, too. Volcanoes and Great Geological Formation are the best, however.
- Minerals obtained at the end of a Pacific Expedition.

Chemistry
- Added Chemist as a new Academic.
- Chemists can theorize, discover and isolate elements, depending on your technologies, PMs and character traits/experience.
- Chemists need Minerals to discover or isolate elements.
- 15 Random Chemist Events theorizing, discovering or isolating an element.
- Added a button for Chemist to improve fertilizer. Chemists will improve Fertilizer Plants, giving modifiers for throughput, input and output.
- Added a button for Chemist to improve explosives. Chemists will improve Explosives Factories, giving modifiers for throughput, input and output.
- Added a button for Chemist to improve Synthetics. Chemists will improve Synthetic Fuel Factories and Synthetic Plants, giving modifiers for throughput, input and output.
- Added the possibility to arrange a Chemist Congress based on the Karlrsuhe Congress of 1860 to determine atomic weight.
- Chemists can research Synthetic Fuel and Synthetic Rubber (both are hidden techs).
- Added Synthetic Fuel Tech.
- Added Hydrogenation Plants Building (possible with Synthetic Fuel Tech).
- Added Synthetic Rubber Tech.
- Added Hydrogenation Plants Building (possible with Rubber Fuel Tech).
- Added JE for the Noble Gases.
- Added JE for the Periodic Table.
- Removed Mendeleyev Event for Russia (you can do the Periodic Table on your own!).
- First nation that researches Dynamite or Electromagnetism gets a free chemist.
- Added 3 Chemistry achievements.

GUI
- Complete List of Elements which are theorized, discovered or isolated from 26,000 BC until 1945.
- List will change to Periodic Table when invented.

Characters
- Robert Bunsen (random German Chemist)
- Dmitri Mendeleev (random Russian Chemist)
- Alfred Nobel (random Swedish Chemist)

Engineering
- Civil Engineers on Infrastructure Projects will no longer go to the nice unincorporated islands first and instead focus on incorporated states.
- You can now invest additional money to accelerate your civil engineering projects.

Zoology
- Naturalists can document native animals in integrated states with a habitat.
- With the Film technology, Naturalists can document animals in all owned states with a habitat.
- Naturalists can improve logging camps and rubber plantations.

Astronomy
- After a Meteor shower, meteorites can be discovered by astronomers and analyzed by chemists.
- Added three historical meteorites.

Fixes
- Devout scientists no longer wear their silly hats.
- An Academic that was retiring and just got replaced will no longer cause the young academic to also retire.
- The tooltips of the character traits in the GUI work properly again.

>>>Download via Steam<<<

>>>Download via Paradox Mods<<<
 
  • 2Like
Reactions:
I actually had a similar thought! My idea was to fold it under the Civil Engineer as I didn't know about the upcoming Architect. This might be an interesting possibility where this could actually be one of those projects that allows extra people to be brought aboard, sort of like how the various expeditions can get extra events and the like - sending the Civil Engineer on his own will get it done eventually, but having the architect along for the ride could bring additional talent plus prestige (beautifying surface components and nice to haves, like fountains!) and maybe other benefits (in this case, maybe the Vaccinologist could examine the existing system and find clues as to the health impacts of poor quality sewer systems and its impact on their drinking water).

A neat part of this is that it actually slots in with some available monuments that could exist in the game. It's a bit funny to think of sewers of all things as a monument, but the sheer scale of them as construction projects made them very serious affairs with a lot of manpower, and that's without mentioning how they had to deal with it with a whole city atop of them. There's a superb documentary out there about the London Sewers (called Wonders of the Industrial World - Sewer King) which can be found on the net if you're up for something to watch; it even gets into a bit about cholera and the miasma theory and the like. It'd be gated behind the Society tree's Modern Sewerage tech for sure, and would probably work to remove an SoL penalty that should exist on London from game start (it was an infamously filthy city even by the standards of the era) and replace it with a positive version.

Another major one would be in Rome, and actually exist at game start and for many, many years before: the Cloaca Maxima, one of the world's earliest sewer systems and a superb demonstration of Roman engineering...and still in use today! It went through a bit of a refurbishment and got some much needed love and care during the 19th century, and would present a neat little thing for an Italian player to deal with; renovating the sewer system of the capital (which was itself a tourist attraction) and doing some of the little archaeological digs and explorations that went tumbling through its core, looking for Roman era goodies. This probably works best as a journal entry, gaining progress when you have a Civil Engineer or an Archaeologist available, providing a trickle of artifacts and other niceties like that.

So, today I have a bit time to answer you in particular, so sorry that you had to wait so long (2.2.3 is coming soon, though!)
The architect's idea was to expand the capital, perhaps even in its own GUI window that can be accessed among the artists. That would eliminate the need for a monument slot. Possibilities would then be expansion stages such as sewers, boulevards, city parks, a new palace/parliament (depending on the form of government), etc. In the case of Rome, the existing sewers could be repaired at a lower price.

My specific idea is that the architect has the big idea, namely urban planning, but he will rely on other academics such as the engineer and the doctor, and on the artists, if available, for the architectural beautification of the cultural sector.

A few more words about the vaccinologist later.

I definitely think Psychology should be a part of some system in the future, even if the regular physician line gets cut and this one sits as Vaccinologists only. There's just too much of a gold mine for psychology to not have a system: Søren Kierkegaard wrote "the Concept of Anxiety", which was one of the first real writings on the topic, Phineas Gage (the man who had a railway spike go straight through his head) inadvertently proved that different parts of the brain had different functions, Gustav Theodore Fechner (whose photo was actually used in Victoria 2, if I remember right) fathered the science of psychophysics (which basically means how stimulus leads to sensation, and how this is understood by the mind), and all this starts the slow evolution away from things like insane asylums and straitjackets to the idea of mental illness being something that can be treated through things like medication, therapy, so forth and so on.

If it can't be part of the main Medical Science system, it could at least be related to it - sort of like how there's a bit of a cross between the paleontologists and naturalists in game with them both being able to go on expeditions and the like to find goodies. Interestingly enough, that's something that still applies here: you'd be able to send Psychologists and Vaccinologists off on these kind of expeditions, too - the latter would be gathering samples of exotic diseases and documenting the effects on the health of the crew, whilst the former would be examining the crew themselves to see how they respond to the pressure of the voyage. If the Physician makes it through and doesn't get cut, they'd be richly welcomed on just about every trip possible as a proper medical expert; the exact sort of person you need to deal with your mountaineers if something goes wrong, and much better qualified to treat the strange ailments you can encounter whilst exploring the deserts of Egypt for ancient artifacts than anyone else, but coming at the cost of picking others who might have more useful direct science. The Vaccinologist and Psychologist bring scientific goodies, but the Physician would be protecting the characters themselves, basically.

I'm happy my dream-ramblings are useful

Paradox has set up a few events for Psychatry. But it's a bit like Snow himself: there was actually an event about Snow and the Cholera epidemic, even though cholera and tuberculosis were very, very big topics at the time. I think the Physician would actually be a good way to expand on the psychiatric aspect. As you rightly wrote: the development of the treatment of mentally ill patients was completely different at the beginning of the 19th century, and it is an interesting and exciting development that can be traced. :)

The thing that's going through my head right now is this: we always planned the microbiologist as the fourth "Nature" character (we agreed very early on on 12 academics as a maximum), so de facto what Robert Koch, Alexander Fleming and Louis Pasteur were. What you describe with the vaccinologist is very close to what we had planned for this academic. I also had in mind that the microbiologist would go on trips to research illnesses. In this respect, the vaccinologist would already be “outsourced”. I think what you're describing has actually been an idea with us for a long time. I am therefore considering focusing the physician more on the treatment area and the diagnostic area, while the research into new medical substances falls more into the area of the microbiologist.

Polio (beyond the science of the day to cure, but at least treatments started to be developed)
Cholera
Smallpox (this is the vaccine, and it exists at game start - it just needs to be spread nationwide, which isn't cheap)
Influenza (the regular version)
The %NATIONNAME% Flu (the big one)
Tuberculosis (vaccinated in 1921)
The Third Bubonic Plague (there was a major pandemic in the era)
Scarlet Fever
Measles (cure was in 1963, beyond the best tech of the game, but treatment is possible)
Typhoid
Diphtheria (vaccine in 1923)
Rickets (the odd man out on purpose - this was thought for a time to be a disease, but is actually a nutritional deficiency! The Vaccinologist would basically discover that this has more in common with, say, scurvy, than it does with other diseases; the "cure" in game would be a policy of free school meals or something and to push for better welfare in general = something better than poor laws?)

Thank you very much for these many suggestions! I think smallpox (as a disease that can be treated, but needs to be fought more strongly in non-Western parts of the world), tuberculosis (as a disease that can be researched and active vaccines are found as the game progresses) and cholera (as a disease which can be prevented through other measures) could be the first diseases I would implement, simply to have a basis. Others would be added later.

In this sense, it could be like the chemist that you first have to describe (theorize) a disease in detail. Typhus and typhoid fever were considered the same disease until the middle of the 19th century. You already mentioned Rickets as another type of disease which wasn't really described/analyzed in the time period (there are certainly others).
 
Firstly, you need a disease; you can study any disease that exists in the world, but you are best off actually studying one in the country itself, which provides an abundance of patients to examine and access to local medical resources (and avoids the risk of an incautious doctor dropping a sample and accidentally releasing it into the region), which is found on regions as a series of temporary modifiers. In my dream, there was a bout of Cholera ravaging Crimea, leading to a drop in standard of living, a rise of turmoil, decreased factory throughput and, last but not least, a sharp surge of mortalities. That's bad enough, but there's the risk of it spreading to neighbouring regions - it can't overwhelm Russia, but the damage done in the region could seriously impact the Tsar's realm for the near future. The process of fighting a disease isn't necessarily something that can be completed in just one outbreak, except perhaps for the very best vaccinologists, but whatever the results, the start begins by Change Disease Program button to select the disease in question, then Starting Disease Research.

When Disease Research is underway, the Vaccinologist heads out to the regions in question to start studying - examining patients both recovered, ailing and dead, meeting with local physicians, collecting samples, and just going through the basic work of constructing a proper vaccine. This overtime generates points towards unlocking critical facts about the disease: there can be a number of these, but each one can have different values and those values correspond roughly to the chance of developing a suitable treatment. In the case of this Cholera outbreak, my Vaccinologist already knew a lot of how the disease worked, but managed to uncover the critical part of the disease - they discovered that it was a waterborne illness, worth four points towards the disease's total score of 10 points, meaning that they raised success chance from 30% for already having other information to a promising 70% chance of developing a suitable treatment. I could've left him for longer to try and discover the final pieces of the puzzle, but this kinda time sensitive; the longer we take to find a cure, the more people can be infected, and the more people look to their government for answers only to get the words of the Surgeon-General in response.

So, I've thought about it a little more carefully and I'm slowly - as you saw above - slowly getting into the implementation phase (everything above is to be taken into account with caution, the modifiers are of course anything but finished).

As I said, I would take on as much as possible, but of course I have to adapt it. I think maybe we could use the engineering system instead, meaning you have an academic, but you can specialize it. Since the vaccine search is the job of the microbiologist, I would give what you call a vaccinologist the name epidemiologist so that the player knows that he is primarily responsible for the “on-site work” but that the vaccine is not developed by him.

The epidemiologist would then do exactly what you describe on site: he is the one who describes and analyzes the disease and takes measures. I thought we could do it similarly to what chemists do with the elements: before vaccine is found, the disease must be described and the cause found. Only then can a microbiologist find the pathogen and (hopefully) develop a vaccine. So the job of the epidemiologist is exactly what Snow and Panum did.

You talked about a JE and Clues. I'm guessing you have ideas for local events too. Do you have ideas for events? You also offered to write some texts? Please let me know your detailed ideas!

I would limit myself first to cholera, as it was the most common and well-known disease of the 19th century, then tuberculosis would come first.
 
As I said, I would take on as much as possible, but of course I have to adapt it. I think maybe we could use the engineering system instead, meaning you have an academic, but you can specialize it. Since the vaccine search is the job of the microbiologist, I would give what you call a vaccinologist the name epidemiologist so that the player knows that he is primarily responsible for the “on-site work” but that the vaccine is not developed by him.
I'm not entirely sure about splitting them that way; I personally think it'd be better to keep some of these features under one roof, mostly so that it can give plenty to do for the characters in-between outbreaks and the like. Doing research and developing vaccines versus rolling them out, forcing the player to do a sort of cost-risk analysis on what to do with them - do I keep my medical staff back just in case that outbreak in Europe makes its way across the Atlantic, or do I spend time working on deploying the cure to the diseases that I've already got and save lives by shutting down the risk of future outbreaks, albeit at the risk of being caught unprepared if that disease does come to my shores? It's a harsh kind of choice, but that's part of what makes the mechanic for it work, I think :p

The epidemiologist would then do exactly what you describe on site: he is the one who describes and analyzes the disease and takes measures. I thought we could do it similarly to what chemists do with the elements: before vaccine is found, the disease must be described and the cause found. Only then can a microbiologist find the pathogen and (hopefully) develop a vaccine. So the job of the epidemiologist is exactly what Snow and Panum did.
That's pretty much how I described the system in my dream - scientist shows up gathering samples nd doing research, gathering clues which gives the "score" needed to take a crack at developing a vaccine or treatment plan for something that isn't "vaccinable" yet.

You talked about a JE and Clues. I'm guessing you have ideas for local events too. Do you have ideas for events? You also offered to write some texts? Please let me know your detailed ideas!
You kinda sniped me on those events up there, haha. I do have some ideas for others, though. Some of these are general purpose, others more specific, but all of them would be the flavor part, written from an in-universe perspective for maximum flavor and immersion. I'm going with the idea that the four you've got above are the first batch for the update. Here's a general list of what I've come up with:

Epidemiologist visiting events for:
Cholera
TB
Smallpox
Typhus

And, hopefully (feels wrong to use that word here, haha) the Spanish Flu, which I really think should be in for the first release (as an end game boss :p).

Local Disease Events
Negative Side:


Public Panic - probably causes turmoil?
Political Upset - if you're not responding well enough/fast enough, people are going to start getting upset with the government. Likely adds penalties for more radicals from SoL living drops, or increased attraction to political factions outside the government?
Panic Buying - possibly a direct SoL penalty to pops in the affected area, especially the lower stratas who can't afford goods that are being bought up by richer classes, etc.
Factories Spreading Disease? - a two choice event over the idea of the tight and generally horrible working conditions of 1800s factories acting as a perfect incubator for disease; choice A) keeps the factory open but increases mortalities and (if such a feature is planned) the severity of the outbreak in the region, choice B) closes the factory down for a manufacturing penalty in the region for, say, a year, but stops mortalities from getting worse.
Hospitals Overwhelmed - another negative event, this time dealing with the breakdown of the medical system in trying to handle the outbreak; things like the nurses and doctors getting infected, etc. Spikes mortality rates for a short period of time.

Funeral Arrangements? - This event would come in multiple flavors, and broadly speaking deals with how the bodies are disposed of after the outbreak tears through the region. This varies a little depending on which of the major religions you are in game; Christianity, Islam and Hinduism all have different funeral practices, so you get slightly different consequences. Choice A is the one that varies; it'd be continuing the normal practices for each religion with an accompanying penalty - Christian nations would have a lumber production penalty in the region (as the wood is going to coffins), Islamic nations would have a penalty to fabric production (as the cloth is going to burial shrouds), and Hindu nations would also have a wood penalty (as the wood is going to make funeral pyres). Ideally this'd work to increase demand of the given resources instead (allowing for this event to make sense in regions that don't have that much build up of the goods in question), but I'm not sure if that is programmable. Option B for the event would be to "streamline" practices, usually slowing the whole process down to what gravediggers and the like can do; this'd avoid the penalty of Option A, but makes people unhappy to say the least.

Positive Side: less common than the negatives, but usually much more powerful.

Common Purpose - basically the opposite of Public Panic = a sort of rally around the flag effect as people of varying ideologies work together to contain the outbreak and save as many lives as possible. It should cancel out Public Panic if it occurs or prevent it from happening, else providing a buff to loyalists gained in the region.

Mask Mandates - triggered by having more advanced medical research and established Germ Theory JE (more on that later), provides a substantial decrease to mortality in the region and seriously reduces the severity of the outbreak. Possibly increases demand for fabrics if that can be controlled?

Hospitals Fight Back - more likely to occur as you get better medical care institutions (rough order of strength: none is worst and can't trigger this > private health insurance (in game only affects rich strata = bulk of people infected can't get this kind of care, or maybe it does trigger but only if the government foots the bill) > charity hospitals > public health), but shows that the stat'es health system is enough to keep the situation under control and doesn't collapse. You get this or Hospitals Overwhelmed if one of them has to fire, and this one mitigates the worst edge of the outbreak, greatly reducing the penalties involved. It isn't enough to stop the outbreak outright, and it isn't a permanent solution, but it is the best case scenario for your epidemiologist.

Vaccination Tests - triggered if you have a vaccine that is partially completed, leading to a live test case scenario in the outbreak. The flavor for it goes that it works on a variety of people but not everyone, making it a serious step in the right direction; adds a modifier like "Experimental Vaccinations" which similarly to the Hospital Fight Back event would blunt the edge of even the toughest outbreaks. This also has the added benefit of helping develop the full vaccine, giving a bonus clue as they now know they're on the right track.

Antibiotic Deployment - basically a mega-event for this kind of stuff, if you've somehow got to Antibiotics in the tech tree without fully curing some of the bacterial diseases in the tree, then this is basically a nuke which almost instantly ends the ongoing outbreak. It won't work on the various viral diseases (not that people in game know that - the technology to distinguish between the two doesn't exist yet :p), but for the bacterial ones that might be introduced (ie, the Third Bubonic Plague), it basically ends the outbreak instantly, and provides a wealth of clues to your epidemiologists as a result.

Raw Flavor: maybe the occasional bonus or malus, but mostly for lore.

Introduction of the Ambulance - The first combustion engine powered ambulance was given to a hospital in Chicago in 1899 = this event is triggered by having the appropriate technology, with a higher chance maybe if you have an Automotive Engineer. Triggers once per nation, probably with a timed bonus for being the first nation on Earth to have the event.

Spread of Disinfection Practices - First adopted in 1862 historically, this event is about the widespread adoption of disinfection and sterilization practices - you need the Pasteurization tech from the tree at most and maybe a combination of other events before then, but this gives a shot of prestige (and, again, more for being the first nation), but probably also sets a flag in the background for various events due to better medical practices, etc.

The Air Ambulance - Although sounding a lot more modern than it actually is, the first air ambulance service became a thing in the early 1920s in Sweden and Thailand, but the concept had even been used in World War One; a British soldier was shot in the ankle in 1917 and was flown to a hospital in 45 minutes when the same land journey would've took three days. Naturally, you'd need aircraft plus probably a Pilot.

If Hospitals are added as a Government Administration method, then there'd probably be a set of events relating to that as being the establishment of the hospital system + this'd probably use Pharmaceuticals as a new good for the economy. If that's the case, there's room for plenty of events there, but I don't know if that feature is coming at all, now, or if it is something for a later expansion. Give me a holler and I'll come up with some events :p

Journal Entries: The big things that are triggered in game, sort of like the global races. I first imagined this whole system as a set with the regular Physician and Psychologist, so there would've been JEs with them (ie, the world's first heart surgery was in 1893, the mission to map the brain in 1913, etc), so I can only come up with two, each being about a 50 year journey and thus making two for the whole game:

Germ Theory: This is a big one, and takes a lot of research from multiple different directions to prove. Epidemiologists are the best at generating points for this, and you get them passively from each clue that you have ever discovered, bonuses for curing a disease and thus proving the effectivity of vaccines over miasma theory, but you also could get it from other places - expeditions to the tropics by Naturalists or to the Pacific in general can reveal the existence of exotic tropical diseases with no connection to the "miasma" of the theory, punching holes in the opposition. Points would be fairly easy to obtain, but there's a lot of institutional momentum behind miasma theory, so the threshold to complete it is fairly high. This'd trigger an event at completion which would decisively prove the existence of Germ Theory, allowing you to fire an event for an international congress to discuss this, which would work to both define a bacteria (ie, the division between fungal and bacterial) and whether or not there is something even smaller than a bacteria to consider (are viruses a thing?), culminating with a discussion about Koch's postulates. This is all purely for flavor, similarly to how you can discuss how the dinosaurs died. Major prestige for the nation that does it, however!

Discovery of Penicillin: Similarly to how you can't easily research the various later cultural techs, you probably shouldn't be able to just research antibiotics as the concept itself is pretty damned alien to science. Instead, antibiotics should be derived from this Journal Entry, which is the discovery of Penicillin - completing this gives you the tech for free, closes the global JE, and for those that failed to get it, unlocks the technology for research in the usual manner. This is a fair bit harder than Germ Theory, as it'd be developed mostly from successful vaccinations and the like = basically growing people's knowledge that there are significant weaknesses to bacteria that they can exploit, plus getting a bit from various character events and the like. I'm less sure of how this one works than the other :p

I likely can't write everything on this list (I'm a busy bee these days), but I can write a fair bit of it. If you give a me a char-cap for each event, basically the maximum length of characters and the like that I can use, I can see about writing up as much flavor material as possible for you :D
 
  • 1Love
Reactions:
Haha, completely independent of you, I added exactly these two events yesterday:

att.u77eiaNpHLnEE9NQRTPJHpNew9oSWgRJqG4NSM5K2L8.jpg

att.rz30rLhhrqefmXmWpgVgg0EtL80L_AzFOEfUVRVc6QU.jpg
 
First, I'll show everything I've done so far:

Cholera Character.pngCholera Country.pngCholera ends.pngCholera Exodus.pngCholera Factories.pngCholera Hospitals.pngCholera in State.pngCholera Mass Graves.pngCholera Opposition.pngCholera starts.pngCholera.png

I think it would be best if you do these events, because it will take some time until I'll add them, so you are not under pressure:

Introduction of the Ambulance
Spread of Disinfection Practices
The Air Ambulance

Flavor/Description texts for:

Public Panic
Common Purpose

Would be good, but I would need them today/tomorrow, so I can add them for 2.2.3.

Description texts (the short ones) normally don't have more than 200 characters, 150 are good.
Flavor texts (the long ones) can have much more, the long Cholera text (look at: Cholera Epidemic in 1836) has roughly 700 characters.

Thank you! :)
 
  • 1Like
Reactions:
Introduction of the Ambulance
Here you go:

Introduction of the Ambulance

Description: A few days ago, a wealthy entrepreneur in %STATE NAME% generously donated a new vehicle to the local hospital: the first self-powered ambulance in all of %Country-Name%!

Flavor Text:

"...and there, I saw it. Painted a brilliant white and proudly emblazoned with a cross, the new ambulance needed not the fussing of horses or the strength of men, but instead carried the power of its own engine. For the first time, wounded men and women in direst need of aide could be delivered to the comforts and care of the hospital at speed, a thing sure to save the lives of countless souls who might otherwise be lost. It stirred my heart to see it, for here, the best of Man, the love he might bear for strangers, was on display for all to see."

Excerpt from a local newpasper, the %STATE NAME% Gazette, %YEAR%.

ACTION if world first: "Magnificent! Now, it only needs a siren..."

ACTION if not world first. "Excellant! Our hospitals will make great use of these!"

Spread of Disinfection Practices
Finished this one:

Description: Having successfuly proven the importance of sterilization, %Character Name% has made it standard practice for all physicians in %NATION NAME% to wash their hands and clean their tools!

Flavor Text:

"Of course, there are still those that believe that these practices are unnecessary, and many of them will be learned gentlemen who have saved many lives before. To these hallowed men, I say this: listen to the evidence. The discovery of germ theory has proven that disease is born of a microscopic creature, which might be destroyed well before infection, saving lives that might otherwise be lost. No greater is this than in the maternity ward of %STATE NAME%'s greatest hospital, where the mortality rate for new mothers was so greatly reduced from 18.3% to a mere 2.2% a single month later."

"Clearly, good gentlemen, the results speak for themselves."

%Character-Name%, at the Medical Congress of %NATION NAME%, %YEAR%.

ACTION if first: "Who knew that washing your hands after touching sick people was so important?"

ACTION if not first: "Ah, so a doctor has another reason for a bottle of liqour!"

Action if %Character% is an alcoholic: "Hmmm. This seems like a convenient excuse..."

The Air Ambulance
And done this, too.

Description: With the advent of reliable air travel, it was only a matter of time before this most swift form of transportation was used to bring patients to hospitals, and %PILOT NAME% has done just that!

Flavor Text:

"It was a simple matter, in truth. I just so happened to be preparing for a practice flight when one of my best mechanics crushed their leg under a spare engine. That would have been a tragedy indeed, and they might have surely lost the limb or their life in the time it took to go by land, as slow as it would be. Fortunately, the plane was already ready, and it took just a little under an hour to deliver them from rural %STATE NAME% to a city hospital. Now, they'll be back to work in a matter of months."

"I do believe that this might not be a one off. This could be the start of something amazing - flying ambulances, taking the wounded and the sick to where they need to be most!"

From the journal of %Character-Name%, writing of the founding of the %NATION NAME% Air Ambulance Service, %YEAR%.

Action if world first: "We soar on the wings of angels!"

Action if not world first: "At last, our medicine is truly modern!"

I actually did this one multiple times as I had a couple of ideas about it: here's an alternative version for the peace one...

Description: News has just reached the capital of something amazing: %PILOT NAME% just flew a woman in labour from the rural countryside to a hospital, the first medical flight in the history of %COUNTRY NAME%!

Flavor Text:

"...of course, it was quite hard to concentrate. A plane doesn't have seats for many, you know, and you could almost hear the wailing of labor over the sound of the propellor and engine. Of course, those are but triffling matters compared to the deed itself - there is not a soul on this Earth who could turn down the cries of a woman in need, so when she went into labor at the viewing grounds, I did what any good soul would do, and delivered her as swiftly as I could to the skilled and capable hands of a hospital. I was told it would have been a dangerous breech-birth, but being there so soon made it possible for the doctor to adjust the position of the child before a healthy, natural birth."

"Why yes, I do believe the child was named after me."

Interview with %Character name% from a local newpasper, the %STATE NAME% Gazette, %YEAR%.

Action if world first: "So babies really do come by air!"

Action if not world first: "A sigh of relief, for mothers everywhere!"

...and here's a version of the event if it happens during a war.

Description: News has just reached the capital of the front: %PILOT NAME% has flown a wounded soldier from the battlefield to a hospital, the first ever medical evacuation by air in the history of %NATION NAME%!

Flavor Text:

"...I was just unlucky, is all. Some shrapnel from the shells o' %ENEMY COUNTRY NAME%, stuck in a way the doctors at the field hospital couldn't treat. I don't know why the pilot was there, but thank heavens he was. I'd have been dead if he didn't get me on his plane and fly me to a proper surgeon. They got it all out, bandaged me up, and now I'm here, healing up in the ward and gettin' ready to get back in the fight."

"Oh, so that was the first time this ever happened? Does that mean I get one of 'em photographs? I can't wait to tell me Mum! She'll be worried sick, but at least she knows her boy is alright! A toast to our man, %PILOT NAME%!"

An excerpt from a journalist report on the frontline of the %Country Name% war effort, %YEAR%.

Action if world first: "Flying ambulances are the future of medical treatment!"

Action if not world first: "Only the finest care for the soldiers of %Country-name%!"
Public Panic
Done here:

Description: Despite the best efforts of the local government in %STATE NAME%, the population has begun to succumb to one of the most dangerous parts of any outbreak: panic.

Flavor Text:

"It is easy to think that we are above any other beast upon this Earth, but strip away the veneer of reason, and you find that Man is still an animal, governed by fear and dread of an unknown tomorrow. The outbreak and spread of disease can fill the hearts of even veteran troops with terror, for who can fight a foe they cannot even see? No, terror can chew at their hearts, and leave them seeing enemies in every corner, and where there are enemies, there are foes to be fought. The sick man, pelted with stones to keep them away. Whispers about that family that hasn't came out of their door. The quiet and honest man brings home a gun, afraid that the next knock upon the door will bring petty theft and robbery, not aid."

"This is not the end of the world. It is the end of delusion: Man is an animal, and he is afraid."

An excerpt from a news article on the outbreak of %YEAR%, from the %STATE NAME% Times.

Action: "Damnable fear! How can we help them if they won't see reason?"

Common Purpose
And done with this one, too:

Description: The %DISEASE% Outbreak in %STATE% appears to have fostered a sense of national unity, the people of the region uniting together to try and fight off the outbreak.

Flavor Text:

"A hospital ward is a grim place, for it is a reminder that we live in a sickly world. But that sickness does not care who you are: it does not care for what religion you keep, for the master you have, for the color of your skin or the politics you hold close to your heart. Look to the bed, and yu see a man, or a woman, or a child. You see poeple, in need of help. They do not care for who brings it. They do not care if the doctor is a priest, or a soldier, or a common working man offering what little time he has to spare, endangering himself to help a stranger. They do not look to him to see a monarchist, or a republican, or an agitator, or anything else than what they truly are."

"They look to him, and they see a man. A brother, a son, a countryman, but above all, a fellow Man."

An excerpt from a news article on the outbreak of %YEAR%, from the %STATE NAME% Daily.



Action: "We stand united against %DISEASE-NAME-HERE%!"

This one's a twofer, like the other. I had an idea for an alternative version which reads a bit differently. Maybe both could be used for added flavor, but who knows? I'm a writer, not a coder :p

Common Purpose (B)

Description: United amongst the crisis of the outbreak, the people of %STATE% have united to wage war on the %DISEASE NAME% that threatens their lives and community.

note from Caek: the description is a bit awkward as some of the diseases work better with it ("wage war on the Smallpox" vs "wage war on the Typhus" vs "wage war on the Influenza") than others, but it does work. If you want, I can come up with an alternative descriptor there. I've edit'd this post already with an alternative one that works more smoothly.

United amongst the crisis of the %DISEASE% epidemic, the people of %STATE% have united to wage war on the outbreak that threatens their lives and community.

Flavor Text:

"From prince to pauper, from aging elder to squealing newborn, it does not matter who is the wheat that lies before the scythe of the Grim Reaper, all are struck without mercy. In the face of such calamity, all the divides of Man become so petty and meaningless, but it is upon the anvil of this crisis that brotherhood is forged. Within %STATE%, there are no rich and no poor, only the healthy and the sick, the former united to save the latter. The wealthy offer up their coin, the poor give freely their labor and time, the learned give their experience. Every man that can do their part steps forward, eagerly, to help these people who they have never met, and yet who are now their own."

"Walk upon the streets, and you will find a people united in purpose. The outbreak has become a war, and it is one that the people of %STATE% intend to win."

An excerpt from a news article on the outbreak of %YEAR%, from the %STATE NAME% Daily.

Action: "Death comes, but it will not take our sons and daughters this day."

Some are a little over (you turn on the writing faucet and it stops whenever it wants to, haha :p), but they should hopefully fit. If you want more or need a bit of editorial advice with some of the existing events, just tag me in - this is my favorite, must have mod for Vicky, so I'm happy to lend a helping hand :D
 
Last edited:
  • 1Like
Reactions:
Thanks a lot! I would welcome any help you can provide. Maybe you can think about some events which would trigger for the epidemiologist/vaccinologist when doing research in an infected city? Like, getting a water probe, doing cartography of infected houses ... just think of everything what John Snow did to uncover the secret of the Cholera epidemic in London. Also think of failures; what could happen that not everything succeeds perfectly? :)

Cholera Public Panic.pngCommon Purpose.png

I made "common purpose" a bit stronger, because it may be the only positive event at the moment, including two IGs, so it seems like these two IGs work together.
 
  • 1Love
Reactions:
Thanks a lot! I would welcome any help you can provide. Maybe you can think about some events which would trigger for the epidemiologist/vaccinologist when doing research in an infected city? Like, getting a water probe, doing cartography of infected houses ... just think of everything what John Snow did to uncover the secret of the Cholera epidemic in London. Also think of failures; what could happen that not everything succeeds perfectly? :)
I can do that. Got any info like about how many clues it takes for each disease, so I know roughly how many events I might need? Some events would probably be more powerful than others so it doesn't need to be a one to one match, but just having a rough ball park of the difficulty for each one = a rough idea of how many I need to make :D

Also, I noticed I accidentally left a typo in on the Common Purpose event that you used - "yu see a man" and "poeple" are in there. They just need a small correction to the both.
 
  • 1Like
Reactions:
I can do that. Got any info like about how many clues it takes for each disease, so I know roughly how many events I might need? Some events would probably be more powerful than others so it doesn't need to be a one to one match, but just having a rough ball park of the difficulty for each one = a rough idea of how many I need to make :D

Also, I noticed I accidentally left a typo in on the Common Purpose event that you used - "yu see a man" and "poeple" are in there. They just need a small correction to the both.

I think a maximum of 10 Clues would be good to complete a JE about the disease, because you also need 10 clues for an excavation inspection (this would be something familiar for the player). Like you said, some events could give you more than others.

I'll fix the loc!
 
  • 1Love
Reactions:
Morgenröte logo.png

Update 2.2.3 "Miss Duce"

With a little delay, 2.2.3 "Miss Duce" has just been finished - and is now available on Steam and Paradox Mods.

"Miss Duce" is our long-awaited geology update and brings the geologist, our now 8th academic, with many new functions and a very special expedition. We've also fixed numerous bugs and, in particular, improved astronomy again - the GUI has been completely overhauled, and you can now also discover the moons of other planets.

2.2.3 is save game compatible, but will have a few errors in terms of geology and will not run as smoothly as when you start a new game.

If there are problems, try de-subscribing and re-subscribing to the mod. And take a look at the changelog!

Changes
- Paleontologists and Anthropologists will not discover formations/caves anymore. Geologists will do that instead.
- Cologne Cathedral, Mole Antonelliana, Gotthard Railway, Cristo Redentor and Vienna Reingstrasse no longer need gold reserves to be build.

Geology
- Added Geologist
- Added Geologist Traits: Mineralogist, Geophysicist, Volcanologist, Oceanographer, Prospector
- Added Seismology Tech
- Added Volcano Observatory building. Can be build in states with volcanoes. You need a Geologist to do that.
- Added a button for Geologists to find new ore veins. Geologists will give all mining buildings a modifier.
- Added a button for Geologists to find new oil wells. Geologists will give all oil rigs a modifier.
- Rare Minerals can be found on expeditions when a Geologist is present.
- 20,000 minerals can be exchanged for 1 rare mineral.
- With 50 rare minerals, a Mineral Cabinet can be added to the Zoo.
- Added a button to explore the Mid-Atlantic Ridge after it was detected by the Transatlantic Cable Expedition.
- Added a button to determine the Age of Earth. This can be done once in a life time of a geologist. Other nations have to accept the theory, however.
- Added a button for Geological Research. Geologists may discover Formations, Caves and Uranium. If a Geologist has the mineralogist trait, yearly minerals are doubled. If not, he may get the trait after five years.
- When doing Geological Research, Geologists may find meteorites, which can be analyzed by chemists. Added 5 historical giant meteorites.
- Added other random events for Geological Research.
- Oceanography JE also gives Geological Knowledge when completed.
- When Oceanography JE is completed, a second Oceanography JE will trigger, giving tech boost and geological knowledge when completed.
- First country that invents Seismology gets a free Geologist.
- Added Geological Congress on Plate Tectonics.
- Moved Journey to the Center of the Earth from Archaeology to Geology.
- Geologist may find (historical) Geysers.
- Added 4 achievements.

Volcanology
- Added Volcanoes to Azores and Canaries.
- Reworked Volcano eruptions. Every ten years, one of three things may occur: volcano gets active (no devastation, possible science), volcano erupts (small, normal or mega eruption, giving also scientific benefits under circumstance) or nothing happens.
- Geologists can do Volcano expeditions in states with a volcano and Volcano Observatory. 25 random Events. A Geologist has to gain 18 progress in less than 2 years. If the Volcano Danger bar reaches 5, the expedition will end in catastrophe.
- Geologists may discover Helium when exploring a volcano.
- Geologists become volcanologists when succesfully exploring a volcano.
- After a succesful expedition, the Basic Volcanology PM in the Volcano Observatory will be elevated to Advanced Volcanology.

Characters
- Emil Erlenmeyer (random German Chemist)
- Justus von Liebig (random German Chemist)
- Georg Städeler (random German Chemist)
- Jaques-Louis Soret (random Swiss Chemist)
- Louis Agassiz (random Swiss Geologist)

Pacific Expedition
- Geologist may go on Pacific Expeditions and get the Oceanographer or Geophysicist trait.
- Added 4 new Geologist Events for Pacific Expedition.

Mountaineering
- Geologist may go on Mountain Expedition and find minerals.
- Having a Geologist in your team will give you a better chance fo success for every mountain step.
- Having a Geologist will give you one free step if you have done at least 3 steps.
- Don't climb without your Geologist.

Astronomy
- ENTIRE REWORK of the Planetarium (once Observatory) -> have a look!
- Moon Mapping is an astronomer action/button now.
- Moon Mapping events will trigger more frequently.
- Added a JE to find Meteorites. 10 Meteroites will give a large astronomical tech boost.
- New action: Discover Satellite. About 20 different moons can be found for Mars, Jupiter, Uranus and Neptune, depending on your tech levels and other recquirements.
- Astronomers searching for Satellites and doing Moon Mapping will find less astronomical objects.

Fixes
- The Retirement of the Chemist no longer causes the Anthropologist to retire.
- Major Artifacts should arrive in your country again.
- Printing PMs are now less overpowered.
- State secrets are no longer shared by the newspaper all the time.
- Writers should no longer meet themselves or noone

>>>Download via Steam<<<

>>>Download via Paradox Mods<<<
 
Last edited:
  • 1Love
Reactions:
Great to see another update, but I can't write those events fast enough, alas. I'm down for the count (I did some work repairing an old chair, but must have got a bit too eager with a mallet and done something in my dominant arm) for a little bit, so I can't use my computer that much. Hopefully I'll bounce back soon enough to be able to write new events again, but it should (hopefully) be after just a few days rest :D
 
  • 1
Reactions:
Great to see another update, but I can't write those events fast enough, alas. I'm down for the count (I did some work repairing an old chair, but must have got a bit too eager with a mallet and done something in my dominant arm) for a little bit, so I can't use my computer that much. Hopefully I'll bounce back soon enough to be able to write new events again, but it should (hopefully) be after just a few days rest :D
No problem, Panum will be a big and long project, I think we won't see it finished in August, maybe mid September or even the last weeks of September ... :)
 
  • 1Love
Reactions:
Morgenröte logo.png

Hotfix 2.2.3a "Miss Duce"

Fixes
- Fixed small loc errors.
- Anthropologists should no longer be busy if they get recalled.
- Only the countries with the most provinces in a state can sell an excavation licence. Countries with Treaty ports can still conduct excavations for themselves though.
- No more smiley face events that do not go away anymore.
- You will no longer lose a Zoo if you have no Zoo in your capital
- Geological Research will no longer auto terminate out of unknown reasons.

>>>Download via Steam<<<

>>>Download via Paradox Mods<<<