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Just a bit more about my proposal for changes to the scenario file. Right now, the game setup most certainly does not correspond to this
us_terr_1860.jpg
.

The "territories" should just be colonial buildings, with one province in each state blanked out to allow the USA to claim these as states at a later date. In game terms, setting up territories as non-states is pretty much useless because you can make them states immediately (same continent) and you can march a billion men across without taking attrition. Keeping these as blank territories would mean 1) attrition and 2) dissuading players and AI from marching in with huge numbers of troops. The Confederate New Mexico event can simply cede all the US colonial buildings in southern Arizona and New Mexico to the CSA. At the end of any victorious war for the CSA, have a peace event that returns any non New Mexico colonial buildings from the CSA to the USA (the spoils of war do not include the midwest). Of course if the USA wins, it will inherit all the colonial buildings that the CSA had, so no event is needed there.
 
ptan54 said:
Point accepted about the unlikelihood of early emancipation. But it doesn't have to be about racial equality - it's a utilitarian view of how best to employ/exploit labour! Slaves in game terms could not be made to work in factories (although in real life, they probably could). At the end of the day, it pits the interests of any budding industrialists against the landed agricultural gentry. What about an event that converts a proportion of all slaves in the CSA to labourers, without emancipation?

Event 146301 should also include an extra/alternative trigger condition, IMO. This is the event where the CSA offers to buy Sonora and Chihuahua in the event of good relations. If Mexico is a puppet of the CSA, I think this should also lead to Mexico giving up these territories as option_a in event 213301. After all, a vassal state has little leverage over its master.

The problem of converting slave POPs without emancipation is they can then be mobilized as soldiers, and whatever problems there might be envisioning slaves as factory workers, it's beyond weird to picture them as soldiers. In addition, they can also emigrate--not an unreasonable thing to picture, but nowhere near the numbers seen in the game.

The key thing is this: in any conflict between the landed aristocracy and the scant numbers of Southern industrialists, the aristocracy will win, and it won't even be close. It's almost impossible to overstate the degree agriculture was wrapped up in Southern identity, and will remain so--at least until the cotton economy collapses 'round 1880.

Good ideas about Sonora. I had to shift gears and work on making my DD mod 1.3 compliant, but I'll look into those once I can get back on SR 1.2.

Thanks for the post!
 
ptan54 said:
The "territories" should just be colonial buildings, with one province in each state blanked out to allow the USA to claim these as states at a later date. In game terms, setting up territories as non-states is pretty much useless because you can make them states immediately (same continent) and you can march a billion men across without taking attrition. Keeping these as blank territories would mean 1) attrition and 2) dissuading players and AI from marching in with huge numbers of troops. The Confederate New Mexico event can simply cede all the US colonial buildings in southern Arizona and New Mexico to the CSA. At the end of any victorious war for the CSA, have a peace event that returns any non New Mexico colonial buildings from the CSA to the USA (the spoils of war do not include the midwest). Of course if the USA wins, it will inherit all the colonial buildings that the CSA had, so no event is needed there.

Interesting. I'll look into this. Thanks for the post!
 
I've taken the liberty to alter the 1861_csa.inc and the 1861_usa.inc files. This is what it looks like at the start of the scenario:
1861NewSetup.jpg


I didn't make the State of Washington an empty space because both provinces border British Canada. Don't want the British to run in a build colonial buildings.

One error sticks out like a sore thumb. Green River is a British fort. This, despite me never having altered the 1861_eng.inc. Upon opening that file, it seems that the Paradox programmers never took out Britain's fort in Green River 536!!!!! Removing the code will fix the problem.

Note - Forgot to remove Kansas.
Updated setup:
1861NewSetup2.jpg


It takes 3 years for a colonial building to be finished, so it seems likely for the duration of the Civil War these empty lands won't be claimed (I've seldom seen a war stretching into 1864).

I've tested this setup a few times as the CSA. The US AI doesn't seem to know how to build colonial buildings well into the late 1870s [then they declared war on me again, so I quit], so that too needs to be addressed.

Should I email the edited inc. files to you for testing?
 
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ptan54 said:
Should I email the edited inc. files to you for testing?

Thank you but no, I have my hands full right now updating my DD mod.

Thanks again for the suggestions!
 
I've noticed that even after Civil War defeat, the USA still elects the Republican party time and time again. Wouldn't this be rather odd - after all, this is the party that "lost" the war against the "rebs". Should USA pops get a massive shift in priorities and ideology after a CSA victory? A significant proportion of pops should become jingoist, others should become antimilitary/pacifist. I am saying all this because the Republican Party is the only major full_citizenship party for the postwar USA - would there not have been a major backlash against the "Black Republicans" in a defeat?
 
ptan54 said:
I've noticed that even after Civil War defeat, the USA still elects the Republican party time and time again. Wouldn't this be rather odd - after all, this is the party that "lost" the war against the "rebs". Should USA pops get a massive shift in priorities and ideology after a CSA victory? A significant proportion of pops should become jingoist, others should become antimilitary/pacifist. I am saying all this because the Republican Party is the only major full_citizenship party for the postwar USA - would there not have been a major backlash against the "Black Republicans" in a defeat?

Perhaps.
 
I'm looking forward to playing this, but It won't load. I've downloaded it, extracted MODS and JGMES and put them in Victoria directory, then I activate the mod, but when I hit play it doesn't fire. What am I doing wrong?
 
KaiserAl said:
I'm looking forward to playing this, but It won't load. I've downloaded it, extracted MODS and JGMES and put them in Victoria directory, then I activate the mod, but when I hit play it doesn't fire. What am I doing wrong?

Just taking a guess, but when you extracted it, did you do so directly into the Victoria directory? Some people accidentally put MODS or the Southern Revolutions folder (the one with all the modded files) into an extra folder. That's the only thing I know of that causes the problem you describe.

The JSGME folder should be in the Victoria folder, as should the MODS folder. Inside the MODS folder should be the "Southern Revolutions" folder and inside it should be the ai, config, etc. folders. If any of them are inside any other folders, JSGME can't do its job.

Sorry if this doesn't help, but if the mod is active in JSGME and you're still not getting the modded files, that's the only thing I can think of that might be causing it. Please post again or email me if you need more help.
 
V 1.2

It's back, bigger & better than ever! Download it from the links in the sig. below:

V 1.2:
--The CSA now starts the 1861 scenario with the (Confederate) Arizona Territory. This recognizes its March secession, and keeps the USA from assimilating the Dixie and Mexican POPs ahistorically early.
--Reallocated the V:R POPs in Arizona and New Mexico to better match real history. Thanks to Admiral Semmes for pointing this out.
--The CSA AI is now unlikely to explore the possibility of acquiring Sonora & Chihuahua during the American Civil War.
--Changed the wordings of the USA events "A House Divided?" and "McClellan Asks for Peace" to make them contextually clearer.
--Added modified versions of the VIP flavor events for the First Texas Rodeo and Booker T. Washington.
--Fixed the various "CSA Purchases Sonora & Chihuahua" events so the CSA gets all of the latter state.
--Fixed the "Confederacy Demands the Border States" event.
--The USA now maintains West Virginia as core provinces.
--Modded the VIP Jim Crow event for SR.
--New events change the CSA flag/shield to communist or fascist (and back again), as appropriate.
--Modded the "President tours the Confederate White House" event, giving it a range of dates, and added a CSA counterpart event.
--Added new historical post-ACW leaders for the CSA. Thanks to Frodon for the tips.
--Adapted the VIP Philippines Insurrection event chain for the CSA.
--Changed the "Britain Calls In A Debt Of Honor" events so that 1) it triggers only if the CSA actually got help, and 2) there's a prestige loss if the South refuses.
--The USA "Lincoln Assassinated" event won't fire if the Republicans aren't the ruling party.
--Amazing new CSA leader pictures, courtesy of the amazing Sempor Victor.
--Adapted the VIP Sale of Alaska event chain for this mod.
--Fixed the "Cuban Call for Independence" events so they no longer raise Confederate rather than Cuban militancy.
--Added a CSA flavor event for the Kentucky Derby.
--Adjusted the start dates for CSA leaders, making them more consistent.
--Dispelled the USA "President Johnson Impeached" event (until PI makes it actually do something).
--Adapted the VIP Cleburne's Emancipation Proposal event for this mod.
--Added to the triggers of the Great War events so countries at war in 1914 don't ally.
--Events give Britain & France a range of diplomatic options if the Union continues fighting after the "A House Divided?" event fires.
--Western Virginia starts 1861 Confederate owned but Union controlled. After 1862, the state of West Virginia is created if the territory is Union-controlled.
--Added an Emancipation Proclamation event, adapted from VIP.
 
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Well would y'all just go an' hush my mouth!
These hear downloads is better'n snuff but ain't nearly so dusty! :DThey be finer'n frog hair. More ENjoyable than cornbread and sweet milk.

I'd say that your mods are slicker'n deer guts on a skinnin' knife. I'm just happier than a coondog on a bare leg.
This here is just slicker'n snot on a brass knob. It's just gooder'n grits, if'n y'all know what I mean.
:rofl:
I mean it, boy! This here is just slicker'n a greased hog. If'n y'all would start charging cash money, I bet y'all 'd go and get yankee-rich. Hot-dang if'n this ain't hotter'n a two-dollar pistol! I reckon that a add-on with this much quality is as scarce as hen's teeth.

I tell you what! If things get any better, I may have to hire someone to help me enjoy it.

(somebody stop me) :eek:
 
RELee said:
Well would y'all just go an' hush my mouth!
These hear downloads is better'n snuff but ain't nearly so dusty! :DThey be finer'n frog hair. More ENjoyable than cornbread and sweet milk.

I'd say that your mods are slicker'n deer guts on a skinnin' knife. I'm just happier than a coondog on a bare leg.
This here is just slicker'n snot on a brass knob. It's just gooder'n grits, if'n y'all know what I mean.
:rofl:
I mean it, boy! This here is just slicker'n a greased hog. If'n y'all would start charging cash money, I bet y'all 'd go and get yankee-rich. Hot-dang if'n this ain't hotter'n a two-dollar pistol! I reckon that a add-on with this much quality is as scarce as hen's teeth.

I tell you what! If things get any better, I may have to hire someone to help me enjoy it.

(somebody stop me) :eek:

:D Thanks!
 
:eek:o

Well, no, not yet. I'm still finishing off a V:R game of Prussia/Germany, and here lately I get about 3 hours a week to actually play anything.

Doggone adult responsibilities! :mad:
 
RELee said:
:eek:o

Well, no, not yet. I'm still finishing off a V:R game of Prussia/Germany, and here lately I get about 3 hours a week to actually play anything.

Doggone adult responsibilities! :mad:

Thanks--looking forward to your feedback!
 
semihippie said:
I'll probably start a game tonight...Looking forward to turning the Confederacy socialist... ;)

Oh wow, never tried that before! Would you please post a little summary of how it went?
 
Stingray said:
I tried out the mod today, with the 1861 scenario. Really good work, thank you.

You're very welcome--thank you for the post!
 
CSABadass said:
Just taking a guess, but when you extracted it, did you do so directly into the Victoria directory? Some people accidentally put MODS or the Southern Revolutions folder (the one with all the modded files) into an extra folder. That's the only thing I know of that causes the problem you describe.

The JSGME folder should be in the Victoria folder, as should the MODS folder. Inside the MODS folder should be the "Southern Revolutions" folder and inside it should be the ai, config, etc. folders. If any of them are inside any other folders, JSGME can't do its job.

Sorry if this doesn't help, but if the mod is active in JSGME and you're still not getting the modded files, that's the only thing I can think of that might be causing it. Please post again or email me if you need more help.

It is in the Victoria directory, not in a separate folder. I'm not sure what is up.
There is a separate Southern Revolutions folder in the Victoria directory now, though.
 
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