Download link : https://mods.paradoxplaza.com/mods/52798/Any . This mod fixes numerous bugs such as buggy events and provides workarounds for many issues. It also increases combat width (with a decision to switch to vanilla combat width), improves GER/ITA unification and the Scramble for Africa.
To install : Either use the "add" button to subscribe to the mod and login with your launcher, or install manually. The files should be unzipped into : Documents\Paradox Interactive\Victoria 3\mod\Unofficial bug fixes and tweaks, you will need to create the folder called "Unofficial bug fixes and tweaks".
There is no steam version. Subscribe on paradox plaza.
Mod Compatibility :
Make sure to save before loading a save game with this mod. If you wish to remove the mod from your save, you can edit the save game file to remove it. These are a bunch of fixes taken from my own personal mod and I hope it helps people, it is not guaranteed to be as fully tested as Paradox's patches as I have limited time.
To recalculate parties and fix legitimacy issues, run the game in debug mode and type "event test.103" in the console to trigger an instant election (you will need to pause the game). If you are still unable to get a high legitimacy government, post a screenshot with details of which IGs are in which parties.
Issues
If you are experiencing anything weird in the mod, first check that you have no other mods that could be causing it, and try removing/resubscribing to the mod again. Feel free to report issues here.
There is also an discord channel : https://discord.gg/sZEXNTUz
Changelog :
To install : Either use the "add" button to subscribe to the mod and login with your launcher, or install manually. The files should be unzipped into : Documents\Paradox Interactive\Victoria 3\mod\Unofficial bug fixes and tweaks, you will need to create the folder called "Unofficial bug fixes and tweaks".
There is no steam version. Subscribe on paradox plaza.
Mod Compatibility :
- Load this after the Anbeeld AI mod as it overwrites his strikes events file.
- Load this after the Lotus AI mod as his mod contains many of the fixes from this mod, but some are outdated.
- Load this after the Best War mod if you want his edited unit stats. If you do not want his edited unit stats and just want combat width changes, use this mod only.
- All other mods should be loaded after this one if you are unsure about compatability. Compare which files they change if you are unsure.
Make sure to save before loading a save game with this mod. If you wish to remove the mod from your save, you can edit the save game file to remove it. These are a bunch of fixes taken from my own personal mod and I hope it helps people, it is not guaranteed to be as fully tested as Paradox's patches as I have limited time.
To recalculate parties and fix legitimacy issues, run the game in debug mode and type "event test.103" in the console to trigger an instant election (you will need to pause the game). If you are still unable to get a high legitimacy government, post a screenshot with details of which IGs are in which parties.
Issues
If you are experiencing anything weird in the mod, first check that you have no other mods that could be causing it, and try removing/resubscribing to the mod again. Feel free to report issues here.
There is also an discord channel : https://discord.gg/sZEXNTUz
Changelog :
Version 1.5a (Patch 1.1.2)
AI
-The AI should now want the force recognition wargoal less.
-The AI's preference for neutrality has been increased while on the Defend the Borders strategy. This should help prevent Qing from intervening in other wars.
-The USA shouldn't be aggressive towards anyone else till they clear finish their manifest destiny journal entries.
-The AI should now check for number of mutual trade routes correctly when calculating whether to take a treaty port.
-The AI will now take treaty ports from AI nations but in most cases will only do so if they have at least 50 mutual trade route levels.
-The AI will now desire the Force Recognition war goal less while on Defend the Borders.
-Reduced wargoal_maneuvers_fraction for the Expand Core Territory diplomatic strategy as the AI would add too many war goals, preventing them from swaying potential allies.
-Increased DIPLO_PLAY_TAKE_SIDES_MIN_BOLDNESS to 75 to try and stop the AI from sucidally taking sides in a diplo play. This is not a full fix as the AI's calculation of boldness based on force balance appears to be broken in diplo plays.
-Increased DIPLO_PLAY_NEUTRALITY_IN_SUBJECT_CONFLICT to -100 to increase the willingness of the AI siding with their own subjects.
-Set DIPLO_PLAY_DECIDE_ON_SUPPORT_ESCALATION to 1 to allow AI overlords to side with their own subjects without a sway offer.
-Reduced DIPLO_PLAY_SECESSION_OWN_SECESSION_RISK_FACTOR to 0 because it is currently discouraging the AI from siding with their own subjects in secession wars due to a bug. This is a temporary workaround.
-Fixed an issue in default_strategy preventing Central American powers from targeting each other to unite Central America.
-Increased FRONT_STRENGTH_FACTOR_TO_INVADE to 1.1 to decrease the odds of the AI launching sucidal attacks on a front.
-Reduced DIPLO_PLAY_SWAY_MINIMUM_OBLIGATION_VALUE to 20 to increase the chance of an obligation being accepted (the max worth of an obligation is 30).
Countries
-Legitimacy should now function very similar to 1.06's clout and size based system. This is a temporary workaround till Paradox fixes ideological penalties.
-Cultures may only secede if they make up at least 5% of the state to stop very tiny secession spam.
Events
-Faith Knows no Borders should no longer trigger for decentralized powers.
-The Veiled Protectorate will no longer cause the Ottomans to decrease relations with themselves.
History
-Siam now starts with protectionism instead of isolationism which is more historically accurate.
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Version 1.5 (Patch 1.1.2)
AI
-The AI should no longer annex Canadian, Australian, Maori or Boer subjects with only one province.
-The AI should no longer subsidise trade centers since they can bankrupt themselves doing it for unprofitable trades.
-The AI will now pass laws with a min 20% chance of success, down from 25%.
-Lots of tweaking to try and reduce the performance impact due to ai_strategies.
-The AI can now pick the Unify Germany/Italy strategies if there are no unification candidates left as a failsafe.
-The AI will now try to liberate subjects from rivals.
-The AI will now always take a side if they want to, in vanilla, this was a RNG roll based on boldness and led to inconsistent results. To compensate, DIPLO_PLAY_TAKE_SIDES_MIN_BOLDNESS has been doubled to 50 to reduce the odds of the AI taking a side in a diplo play for no gain.
-START_DIPLO_PLAY_POTENTIAL_ALLY_STRENGTH_WEIGHT has been reduced to 0.05 which should fix the problem where the AI is terrified of starting diplo plays and requiring massive bravery bonuses before doing so (e.g. why Ethiopian minors wont fight each other in vanilla).
-Base aggression has been halved from 5% to 2.5% because more countries will actually start diplo plays due to the above fix.
-The AI should only take treaty ports from GPs if they are a homeland or they have a split state.
-The AI should no longer bother taking treaty ports against one province minors unless it is a homeland or a split state.
-The AI should no longer bother taking treaty ports against AI nations unless there is an embargo or it is a homeland or split state, as the AI keeps taking worthless treaty ports from tiny countries that produce nothing.
-The AI should no longer bother using the open markets war goal unless the target has isolationism or is a player. They should also not bother using it against subjects or junior partners in a customs union.
-Germany should now take Alsace-Lorraine when they have the journal entry active.
-Germany should be aggressive towards minor german powers that are not in their market to clean up left over minors.
-The AI should now want to turn protectorates or tributaries into puppets/vassals to annex them if they are a one province minor.
-Added safeguards to stop the AI from targeting countries with war goals if they can't reach the target.
-The USA should no longer try to puppet owners of their frontier states while they have the journal entry.
-The AI should no longer bother trying to befriend, protect or reconcile with countries if their states has a claim by the target, since it wouldn't work anyway.
Buildings
-Subsistence farms should no longer employ slaves, any slaves that are employed should be automatically fired and convert back to peasants. This is necessary because slaves on subsistence farms do not get upkeep due to a bug and will eventually start starving. This is a temporary solution till Paradox fixes it.
-The Taj Mahal should no longer flood the log with errors.
Countries
-Added confederate decisions and journal entries for South Africa. Also added a decision for their overlord to cede states in South Africa to them.
-The ideological penalty for legitimacy has been temporarily disabled because Paradox broke it in 1.1, and it was impossible to account for all possible party combinations that would break legitimacy. This also means that all party related changes have been removed from the mod.
-Increased WORKING_ADULT_RATIO_SKEW_MAXIMUM further to increase the speed at which pops reach the max workforce ratio. Still very slow however.
Decisions
-Fixed a bug where the AI could pass colonial laws if they had at least 50 flotillas, even if they werent in the list of nations intended to do so.
Diplomacy
-India should be able to use the Annex India diplomatic play as well.
-Fixed a bug where you could make a landlocked country a protectorate despite not having a land connection to their capital.
-The +1000 AI acceptance for offering to become a protectorate due to AI attitudes should now only apply if the player is the one offering to become a protectorate. This should slow down the rate at which the AI can amass a large number of protectorates because only they can set an AI attitude to get the +1000 bonus, the player can't, which is why the AI will never offer to become the player's protectorate.
-Custom unions and subject pacts should now auto break if you are lacking a port or land connection. Personal unions are excluded due to Luxembourg's positioning.
-Secession wars and leadership plays no longer allow negotiated peace because the AI keeps settling for a white peace too quickly.
Events
-The Colonial clash and Rogue Imperialist events can no longer fire if you have a subject/overlord relationship with the other party. Also tweaked AI chance values, friendly countries should no longer pick aggressive options and hostile countries should no longer pick peaceful options.
-The Rogue Imperialist should no longer fire for states you already have a claim for.
-Decentralized nations should only trigger the "Visitors from the colonies" event once per country.
-The Colonial Exploitation event to improve labor conditions can now only fire once per state, and only you have at least one state that fulfills the conditions.
-Outmoded Economics can no longer trigger if you have the isolationism trade policy as trade routes are disabled.
-The Ethics of Colonization can no longer triggering if enacting no colonial affairs. Credits to DognutJoe for spotting this.
-The AI should now always choose the options that give them claims for the Greek Nationalism events.
-The second Greek event should now correctly give claims on states like Trabzon.
Flags
-South Africa's multiculturalism flag will now only display if they are independent.
Journals
-The follow up journals to finish unifying Canada and Australia should no longer be visible at the start of the game.
-The Religion, Autocracy, Nationality journal should no longer flood the log with errors.
-The Age of Princes journal entry now requires you to own Oromia and Eritrea as well to avoid the AI forming Ethiopia with only Amhara and Gonder then ignoring the rest. Ethiopia also now qualifies for this jouranl entry.
Laws
-Made some changes to stop the AI from picking colonial laws when they shouldn't.
-Arts academies can now be funded via Interventionism and Laissez Faire.
Pops
-Pops may now only get an obsession if supply exceeds demand by at least 25%. In vanilla, pops could get an obsession if supply was at least 75% of demand which could make a good shortage even worse.
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Version 1.4a (Patch 1.1.2)
AI
-The AI will now value war goals from countries less if they have an alliance, customs union or defensive pact with them (instead of not wanting it entirely).
-The AI will now value war goals from countries less if they have an alliance, customs union or defensive pact with their overlord.
-The AI will now value war goals less if they have a trade agreement with the target or their overlord.
-The AI will now value war goals less depending if they have cordial, amicable or friendly relations with the target or their overlord. The end result is that the AI should be extremely reluctant to accept sway offers against countries they have good relations with, and diplo pacts will reduce the chances even further.
-Non-Fillipino countries in Indonesia should no longer desire the Phillipines and Fillipino countries should now want to unite the Phillipines.
-The AI should no longer want to befriend, protect or puppet countries that can form Central America or Ethiopia to prevent them from signing a defensive pact or puppeting them and preventing formation.
-Nations in China and Manchuria other than Qing and Taiping should no longer be hostile towards nations owning non-treaty port states in China and Manchuria.
-Tried to decrease the bravery of AI subjects if the target nation has a truce with their overlord, as their overlord wouldn't be able to help them.
-Tried to make the AI more likely to pass laws based on movement support and radicalism.
Countries
-Decentralized countries that are released as independent should now be released as unrecognized countries.
-Fixed Ghana and Granada being broken in this mod.
-Qing Tomsk now belongs to Russia at game start, this is to avoid the inevitable border gore if it becomes isolated. Actual gameplay effect is minimal. Qing Tomsk for some reason will never secede even at 100% turmoil, I'm unsure why this happens.
Events
-Fixed the duel event again, credits to Mannio5 for this fix.
-Tweaked border gore events more, should have less of a performance impact now. Note that radicals will never be applied to a state under colonization, regardless of whether they have the warning modifier or not.
Journals
-Airships of the air now times out in 20 years instead of 10 to give you more time to research Zeppelins.
Misc
-Fixed the localization of war reparations to show that it is now 20% of income.
Parties
-Moralist, Pious and Patriachal ideologies (Churches) are now blocked from joining communist parties due to ideological conflicts with trade unions.
-Reactionary ideologies (Petite Bourgeious) are now blocked from joining radical and liberal parties due to conflicting with liberals.
Production Methods
-Skyscraper airships now give +5% prestige instead of +10 prestige to make it relevant at this point of the game.
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Version 1.4 (Patch 1.1.2)
AI
-Did more work to try and make the AI unite India, East Indies, Canada, Australia and Central America properly.
-Allowed Austria to take the Unify Germany strategy as long as Germany does not exist, this should hopefully prevent situations where Austria defeats Prussia in a unification play and then sits there ignoring Prussia instead of trying to form Germany, resulting in horrible border gore.
-The AI should no longer want to protect, befriend or reconcile with countries that are targeting them as rivals, since it would never work anyway.
-The AI should no longer use a RNG factor when choosing war goals as it was leading them to take illogical states (e.g ignoring homelands in favor of random states).
-Added safeguards to try and prevent the AI from taking states they cannot reach.
-The AI should no longer want obligations from nations they are targeting as a rival.
-The AI should no longer want to antagonize GER/ITA unification candidates because it just makes it less likely they will attack them. They should now pick dominate or conquer.
-The AI should now want to protect any country that is supporting them as a GER/ITA unification candidate.
-The AI should no longer want to annex the Ionian islands as a subject as they are required for a Greek decision.
Battles
-Patrol coast now gives the same xp as escort convoy because it can actually intercept convoy raiders in the HQ, not just naval invasions. You can use this to intercept convoy raiders in the origin HQ without needing to escort to somewhere else.
Countries
-Xibei should now be correctly released with Ningxia, Qinghai and Gangsu.
-Sichuan should now be correctly released with Sichuan and Chongqing.
-Hunan should now be correctly released with Hunan, Western and Eastern Hubei.
-Decentralized powers now have 0% subsistence modifiers and building output, same as regular nations as that is enough to prevent them from starving.
-Yemen is now correctly a kingdom, this will also allow principalties to form it from the nation formation screen.
-Low and very low tax rates now give -25% and -50% investment pool contributions respectively. This is to reduce the amount of money that gets trapped in the investment pool in the late game when you are rich enough that you do not require the investment pool much, if at all.
Decisions
-AI Japan can now pass colonial laws.
-Added a decision for certain AI states such as the Dutch East Indies to pass colonial exploitation because there is no other way to make them do it.
-Players may now use the decision to peacefully unify with other Greek states, which has been reworked. Also added a similar decision for Polish nations.
-The decision for a Greek nation to annex the Ionian islands have been reworked. Subjects may not use it if they both share the same overlord, and the AI no requires the relations requirement as the AI doesn't know how to fulfill it. Added a number of safeguards to make sure it works as intended as well.
Events
-The Great Garment Fire : You can no longer blame children for being the factory owner.
-Inefficient Agriculture : The state modifier is now -25% migration attractiveness since the point is to make peasants move to other states with jobs.
-Tweaked border gore events to try and avoid false positives. Isolated states under colonization now get a modifier that warns you to connect them to your market, and states that get radicals added via the border gore event will now get a modifier so you can tell that they were added via the event.
Ideologies
-Ideologies that support women's right are now neutral towards propertied women, as otherwise they wouldnt want to support women in the workplace.
-Women in the workplace is now unlocked by labor movement, and the Suffrage journal entry now requires Feminism only. This is not an ideal solution, but both requiring feminism basically meant you could skip straight to suffrage making women in the workplace pointless, and the journal entry requiring political agitation meant it activated too late. Unfortunately, the game is hardcoded to not allow a law to be unlocked by two techs, so I can't make suffrage unlocked by feminism + political agitation.
Journals
-Added a journal entry for UK to consolidate the east indies after completing the first one, as otherwise the AI would get stuck. Also added journals to finish Canada and Australia.
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Version 1.3c (Patch 1.1.2)
Reuploaded to fix the corrupted files that were causng the strange mass aggression issue at game start.
AI
-Tried to prevent the AI from taking treaty ports from subjects/junior partners except in some situations like split states or homelands.
-Tried to make the AI aggressive against one state minor subjects to annex them.
-Tried to make UK be hostile towards the owners of the states required to federate Canada if they aren't already a subject.
Events
-Open Arms : The default choice is now the migration bonus. The prestige bonus is now permanent and gives +25% prestige as a temp +100 prestige was very underwhelming compared to a permanent +25% migration attractiveness.
-Busy chararacters can no longer have affairs.
Subjects
-Puppets and Protectorates may now have insignificant powers as overlords, this is mainly to stop Dutch East Indies from automatically losing their subjects when Netherlands drops to minor power, forcing DEI to drop to insignificant power, which automatically releases all their puppets.
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Version 1.3b (Patch 1.1.2)
Small update as I am not feeling well currently.
AI
-AI should no longer be aggressive if they have more than 5 infamy to try and stop the AI from declaring back to back wars.
-Made some tweaks to try and reduce AI aggressiveness if they are only antagonistic.
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Version 1.3a (Patch 1.1.2)
Small update to try and fix the border gore events triggering in incorrect situations (mostly for the AI's overseas states) and generating tons of turmoil.
Diplomacy
-Fixed an issue in the mod that was making it impossible for junior partners in a customs union to end the customs union.
-Customs unions auto breaking should now only happen if the junior partner has no market access and both the junior and senior partner are not at war or in a diplomatic play. This probably needs better tweaking.
Events
-Tweaked the border gore events to try and stop them from triggering before a country can recover market access after leaving a customs union, since the game sometimes triggers the event before recalculating market access.
-Border gore events should no longer trigger for states under colonization.
-The event that makes subjects independent if they are completely isolated from the market should now only trigger if the subject is not at war or in a diplomatic play. Also tweaked them to try and give the game time to recalculate market access properly.
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Version 1.3 (Patch 1.1.2)
Credits to Ra'zac for giving me ideas for some of these fixes, notably the diplomacy ones.
Added a new debug event to call for an instant election to recalculate parties. Use "event test.103" in the console if necessary.
AI
-The AI should no longer desire treaty ports or open markets from countries that are already in their market.
-The AI should no longer want war goals against their own subjects or overlords.
-The AI should no longer want war goals against countries that they have a customs union, defensive pact or alliance.
-The AI should be aggressive against the owner of canal provinces if they have purchased the province but lost it before the canal could be built.
-Tried to make Canadian countries want to take the 9 states required to form Canada.
-The AI should now desire the Independence war goal if they are rebellious or antagonistic to their overlord.
-Tried to increase bravery for Ethiopian and China warlords to make them fight each other.
-AI chance to start changing laws has been increased.
-BASE_AGGRESSION increased back to 5 since the AI is still pretty passive on normal aggression setting. If you notice berserker AI issues on high aggression, I recommend editing the save and changing the game rule to normal aggression.
Battles
-The weaker side no longer gets to bring additional troops.
-BATTLE_PROVINCES_TAKEN_FRONT_PROVINCES_NUM_DIVISOR set to 1 to increase the number of provinces taken in very large fronts (e.g. Russia or China).
Canals
-Changed canals to require a very small workforce instead of zero as they would otherwise complain about not being able to hire anyone.
-Canals should now be government funded.
-The canal decisions, events and journal entries should be more accurate now.
Characters
-Chinese and European heirs should now be generated with hair.
-Increased the number of commander choices to 3 and tweaked values to try and discourage all choices being from the same interest group.
Countries
-Reduced the amount of radicalism that political movements can generate so that very small movements can no longer generate massive radicalism and trigger revolutions.
-Buffed the modifier that revolutionary/secessionist countries get to try and stop them from going bankrupt and capitulating when they are winning.
Decisions
-You can no longer transfer growing colonies to the Dutch East Indies to avoid an exploit.
Diplomacy
-Reduced the amount of infamy that the "Make Dominion" wargoal generates because dominions can make alliances on their own which makes it much harder to annex them.
-The Taiping rebellion diplomatic play no longer allows a negotiated peace to try and force them to fight to the finish, since AI Qing had a tedency to white peace then sit there fuming at Taiping for the rest of the game without trying to declare war.
-You should now be able to ask to join a customs union if you have subjects of your own.
-Subjects may no longer join someone else's custom union.
-You can no longer ask to join the customs union of an isolationist country.
-You can now annex your own subjects regardless of relations and even if you are in a customs union or am a subject yourself, as long as you do not have a truce with the target. Warning : This may cause your top overlord to side with the target. The AI cannot annex players this way.
-Countries that are liberated from subjects should always be independent now, instead of becoming a subject of the top overlord.
-Added safeguards so that countries in a diplomatic play or war cannot become customs unions, protectorates or tributaries.
-The AI can no longer use the protectorates or tributaries diplomatic actions unless they have at least two states or the other party is a player since that just creates lots of tiny one state subjects.
-War reparations now give 20% of income to make them a more attractive option to use past the early game.
-Dominions and Tributaries now correctly pay 10% of income to their overlord. Puppets now correctly pay 20% and vassals pay 15%.
-You can now take treaty ports from countries if you have a non-treaty port state in a state where they have a treaty port (E.G. East India Company could take Pondicherry from France).
Events
-The dueling event now uses the correct values to determine the success chance. Credits to Mannio5 for spotting this.
-The Invisible Cry : The second option now correctly gives a bigger enactment success modifier.
-Monarchy rulers will no longer intervene to try and help you abolish the monarchy.
-The event that randomly kills interest group leaders will now remove generals/admirals as the interest group leader instead of killing them, to prevent them suddenly dying in battles. Credits to Eiszett for this idea.
-Tweaked the Meiji foreign assistance events so that you can no longer get assistance from yourself.
-The Meiji foreign investment event can once again trigger if you are a recognized power because there are strict law requirements to triggering it anyway.
-Fixed a typo causing an Italian unification event to use the localization for the german one instead. Credits to Lorbeer for spotting this.
-The famine relief modifier should no longer stack.
Ideologies
-Liberals (Intellgentsia) now support no migration controls. With 3 interest groups opposing no migration controls and only 1 favoring no migration controls, this led to the odd situation where passing total seperation + multiculturalism was easier than no migration controls and achieved the same effect.
-Populists (Trade unions) now support elected bureacrauts because a strong intellgentsia naturally results in a weak petite bourgeious and could block the law indefinately.
Laws
-Fixed a typo in the pop support for Poor welfare laws. Credits to alp7292 for spotting this.
-South Africa and Dutch East Indies can now pass colonial laws once they research Quinine.
Parties
-Interest groups with the plutocratic trait (Industrialists) are now blocked from joining Liberal and Radical parties because they cause massive ideological penalties with Intellgentsia and Trade Unions (who mostly join those parties). Paradox needs to fine tune the parties more.
-Interest groups with the moralist or patriarchial ideologies are now blocked from joining Social Democrat parties due to conflicting with trade unions.
-Liberals (intellgentsia) are now blocked from joining Communist parties due to conflicting with the Proleterian ideology.
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Version 1.2b (Patch 1.1.2)
AI
-Did more tweaking with ai_strategies to try and make the AI take states they are supposed to. Tried to stop the AI from taking the Defend The Borders strategy if they were supposed to unify their capital region instead. Still can't get Ethiopia minors to fight each other though.
-The AI should be more willing to use the Force Recognization war goal.
-The AI should no longer try to puppet countries who only have one state unless they are a player.
-Tried to make the AI more willing to pass progressive and regressive laws to avoid dying to high radicalism political movements.
-The AI should be willing to pass laws with at least 25% support.
-The AI should update goals more often.
Battles
-The defend order now gives attrition again (10%) because otherwise theres troops on defend never suffer any attrition, even at 0% supply.
Countries
-Lowered the secession threshold so that very tiny states can secede when isolated to fix border gore.
-Increased the migration limit to 3 million, this seems to be very close to how much the game can handle without breaking migration.
Decisions
-Added an AI only decision to allow Greek nations to peacefully other Greek nations if they are independent and not in a war or diplomatic play.
Diplomatic actions
-You can no longer ask a country to change to your customs union if they owe an obligation to the senior partner of the union.
-You can no longer leave a customs union if you owe an obligation to the senior partner of the union.
Diplomatic plays
-Revolutionary/Secessionist countries now get 100% loyalists when the war begins to avoid being penalized by high turmoil and then surrendering early. They also get a modifier that means they don't need to pay government wages or military costs which will be removed when the war ends.
-You can now add war goals for revolution/secessionist diplomatic plays, mainly to try and sway others to your side.
-You should now be able to take treaty ports from nations regardless of country rank if they are your homeland.
-Regime Change now generates much lower infamy (0.1 base) to try and make it worth using against large countries.
Laws
-AIs with decentralized nations in their capital region will now only pass colonial laws if they are a Canadian, Australian country or the Dutch East Indies.
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Version 1.2a (Patch 1.1.2)
AI
-Made more tweaks to the default AI strategy to try and make the AI unify India, Ethiopia and Central America.
-Recognized and Colonial countries should now be more aggressive towards unrecognized countries in their capital's region.
-The AI should be extremely aggressive and hostile to any country whom they have claims on.
-Fixed a bug where the mod's sanity check to stop the AI from waging wars back to back was affecting every AI with an interest in the region, instead of only those involved in the war. Need to come up with a better solution for this. I recommend running "event test.102" in the console after updating.
Economy
-Increased the rate by which goods substitution takes place by 10x.
Diplomatic Actions
-You can now correctly bankroll your own subject or overlord. The action was previously available, but it would instantly break with the wrong error message that relations were too low.
-A customs union pact will now be automatically broken if the junior partner's capital is isolated from the senior partner's market capital. Trade agreements will break in a similar way.
Events
-Fixed the Gold and Oil Rush events so that they cannot keep triggering in states with the smaller rush modifier.
-The second option to spread rubber discovery in the Rubber Rush event now checks for the rubber rush modifier, so you cannot keep stacking the modifier on the same state.
-The Generous Donations event no longer allows you to receive donations from unrecognized or decentralized powers.
-Tweaked the border gore events so that they wouldnt fire if you were a committed diplomatic play participant (e.g. a rebellion) and to not fire for subjects and junior partners in customs unions.
-An Unexpected Guest : The kidnapped ambassador may no longer be from your own country.
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Version 1.2 (Patch 1.1.2)
AI
-AI countries that are released as independent should now adopt a Befriend goal to the releasing country. The releaser should adopt a Protect goal to the released country.
-Adjusted the default AI strategy so that the AI is less likely to adopt the Antagonize goal if relations are cordial or above.
-Tweaked the default AI strategy so that USA should now care about the states mentioned in the frontier wars journal entry (Colorado, etc), at least in sway offers.
-Great Britain and Indian states should now care about uniting India and the surrounding states, at least in sway offers.
-The AI should now want to take back treaty ports in their capital region or homelands if they have less than cordial relations with the treaty port owner.
-The AI should now only accept independence sway offers if they have relations less than cordial with their overlord.
-The AI should now accept sway offers to fix split states.
Battles
-Convoy raiding chance has been increased to 50% and intercept chance has been increased to 100% so you can actually tell if you are assigning admirals to the right sea nodes.
-Lethality has been doubled to 0.01 so that battles end quicker, instead of being stuck on the last few units reinforcing constnatly.
Countries
-Countries released as independent should now get +50 relations with the country that released them.
-Added two hidden events on the on_monthly_pulse to try and fix border gore. One event will free subjects that are completely isolated from the market, the other will add 100% radicals in owned states that are completely isolated to force an eventual revolution. The intent is to fix situations like The Raj becoming independent and cutting off market access to Indian subjects.
-Increased the migration cap to 1 million as a workaround where having large countries in your market who had migration disabled would still count towards your migration cap, and dramatically reduce the amount of migration that could take place in your states.
-Increased min assimilation and conversion to 1k to try and reduce performance issues from pop fragmentation.
Decisions
-The stop canal survey decisions are now only visible if you have the survey modifier.
Events
-The law event where discriminated pops become unhappy when you are passing a law that discriminates minorities should no longer trigger for pops that will become accepted by the law you are passing (e.g. passing Racial Discrimination in Sweden will no longer make the Sami unhappy, because they will become accepted after the law passes).
-Fixed another localization issue with The Brave Engineer event that was flooding the log with errors.
-The Strikebreakers event now correctly grants an enactment time bonus if you stop the strikebreakers and a penalty if you do not.
-The funding oil pipeline event modifier now only lasts for the same amount of time as the approval modifier. This wont take effect if the event has already triggered in your save.
History
-Gilbratar, Accra and Dutch Ghana now start as incorporated states to avoid being automatically turned into treaty ports at the start of the game.
Journals
-The Metropolitan Police will now complete when your capital has less than 20% turmoil, instead of exactly 20% turmoil.
-The Skyscraper journal entry that wants you to research Zeppelins now only activates when you finish building the skyscraper.
Unification
-Forming Germany will now auto-annex any german countries below your rank who are in your custom union or your subject.
-Forming Germany will now give you claims on any German states not owned by a German country.
-Italian states now get access to the unification journal entry if they are at least a minor power, as otherwise it's very hard for an AI Italian State to become a major power.
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Version 1.1a (Patch 1.1.0)
AI
-DIPLO_PLAY_SWAY_MINIMUM_OBLIGATION_VALUE set to 25 to try and reduce the AI being swayed by obligations from tiny countries.
-PRODUCTION_METHOD_CHANCE_TO_CHANGE removed from the mod to try and stop the AI from switching PMs too often.
Buildings
-Railways should now use the new auto expand rule in the mod that takes into account goods shortage and devastation.
-Railways now benefit from economy of scale.
Characters
-William Shubrick is now correctly an admiral.
Countries
-Winning a civil war should once again add 50% loyalists in all incorporated states. This was removed from a previous version by mistake.
-Low legitimacy no longer generates constant radicals, this is a temp workaround because the AI in 1.1 does not know how to get high legitimacy and will end up in constant radical death spirals.
-Tunisia and Tripoli are now releasable countries.
Journals
-The New Colossus journal will now complete if you have total seperation + multiculturalism as you have zero discrimination at that point anyway.
Laws
-Colonial resettlement has been reduced to a 25% migration pull bonus as it was causing people to flee incorporated states en-masse and leaving them empty.
-The AI will now pass colonial resettlement or colonial exploitation if their capital region has any decentralized powers.
-Oligarchy now correctly has a +25% ideological penalty.
-The Distribution of power file should no longer use the outdated 1.06 version.
Production Methods
-Fixed double morale loss modifiers in naval doctrine production methods. Also increased the training rate to match the rate of barracks and added kill rate modifiers.
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Version 1.1 (Patch 1.1)
Battle Conditions
-The dug in battle condition now correctly gives a defence bonus instead of an offense bonus.
Commanders
-General travel time has been changed to 1 day max because Paradox still hasn't fixed generals being teleported back home or to the wrong fronts. Admiral prep time reduced to 1 day as well due to buggy invasions.
Countries
-Base minting increased to 10k so that small countries can afford construction buildings easier.
-The Olympic Games modifier is now -100 bureacracy instead of -20% as it unfairly penalized larger countries.
Defines
-AI reduced peace desire changed to 6 months (vanilla 10 months) temporarily for 1.1 compatability. Needs more testing.
-Some changes to production methods to stop the AI from constantly switching PMs.
-Base AI aggression reduced from 5 to 2.5.
-States with less than 500k pops now get reduced economic migration, up from 300k.
-The AI will now estimate conscript power as 20% of their size, down from 50%. The US in particular was vastly overestimating their combat power as they usually use national militia and they would get steamrolled by regular armies before they could finish mobilizing their conscripts.
Decisions
-The revive the olympic games decision is no longer visible after using it.
Events
-The event where the Ripper is caught can no longer pick characters that are busy.
-The expedition event that is supposed to replace a character when he dies while on the expedition now works properly for all expeditions except the Antartic.
-The Suffrage Rally event should no longer flood the log with errors.
-The Veiled Protectorate should no longer flood the log with errors if the Ottomans no longer exists.
Interest Groups
-Facist leaders will now correctly spawn less often if approval is >=5 if you do not have Ethnostate enacted.
Journals
-The Fascism journal entry now require the interest group to be either bolstered, OR in government AND powerful, to stop a small IG from randomly grabbing power with no way to stop them.
-Finishing the scramble of africa now gives you a second scramble journal entry so you can keep triggering colonial events until Africa no longer has any decentralized powers. This is not fully tested.
-The Airships of the Sky journal entry now only starts when you have a skyscraper constructed.
Misc
-Redundant files and changes removed
-For 1.06 saves, start the game in debug mode and type "event test.101" to have all countries research all era 1 techs. For some reason, trying to research only the new bureacracy tech causes an instant crash instead. This is a hidden event.
Natives
-Stat modifiers are now +100% offense and +200% defense.
Pops
-Bureaucrats, Capitalists and Shopkeepers should no longer have 0 political strength.
Scripted Triggers
-The default auto expand rule now requires at least 1 unemployed pop to stop buildings from auto expanding when there is a shortage of workers.
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Version 1.06 (Patch 1.0.6)
AI
-DIPLO_PLAY_BACK_DOWN_GUARANTEED_ESCALATION set to 80 to make the AI back down past the diplomatic maneveur stage quicker. This does not affect the % chance of them backing down, it merely makes them back down faster when they are guaranteed to do so.
-AI countries that sign a peace agreement or capitulate should now be blocked from starting diplo plays for 1 year to force the AI to recover from a war. Unfortunately, there is no way to prevent them from taking sides in a diplo play.
Battles
-Set BATTLE_LETHALITY_MIN to the same value as BATTLE_LETHALITY_MAX to try and make battles end faster when one side is down to the last few units. Set CASUALTY_ROLL_MIN to the same value as CASUALTY_ROLL_MAX for the same reason.
-Set BATTLE_BASE_MAX_PROVINCES_TAKEN to 300 to try and solve the 1 province captured bug. I think it actually works now. Number of provinces captured is still limited by a depth of 3.
Buildings
-Government administrations can now be auto expanded. They will auto expand if there is a tax capacity shortage and the building is not suffering from any input shortages.
-Railways now use a different auto expand rule. They will now auto expand if they have 75% or more cash reserves, there is an infrastructure shortage, there is no input shortages and the state has less than 1 devastation.
Characters
-The bandit trait once again gives -25% infamy, this was removed from the last version by mistake.
Countries
-Minimum Assimilation and Conversion has been increased to 100 pops per month to help clean up tiny cultures.
-Political strength from wealth has been reduced by 75% to try and avoid overflow bugs.
-Voting power from some laws have been reduced by 80% to try and avoid overflow bugs.
-WORKING_ADULT_RATIO_SKEW_MAXIMUM increased by 10x to try and make pops adjust their workforce ratio to maximum faster (mainly to take advantage of suffrage and trade union bonuses).
Events
-The event that triggers when the Taiping is defeated no longer creates an incident worth 25 infamy in GPs that discriminates against non-christians. The option to convert them back to Mahayana now grants -25 relations with the GPs instead, and the option to forgive them now grants +25 relations.
-The Rogue Imperialist event no longer gives the other country an incident worth 10 infamy. The options now reduce relations instead.
-Oil rush subsides and Gold rush subside events should no longer trigger if the rush subsides debuff is already present on the state.
Wars
-WAR_EXHAUSTION_KIA_FACTOR increased to 200 to make casaulties more relevant in wars.
-WAR_EXHAUSTION_TURMOIL_FACTOR and WAR_EXHAUSTION_CONTESTED_ENEMY_WARGOALS set to 5 to make them more relevant to war exhaustion.
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Version 1.05c (Patch 1.0.6)
-Fixed some typo errors with the Reckless and Tactful traits.
-Added some defines to try and fix the problem where armies would only capture 1 province after a battle.
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Version 1.05b (Patch 1.0.6)
-AI_MONTHS_OF_REDUCED_PEACE_DESIRE set to 1 as the game can't seem to handle a value of 0.
-Some files set to UTF-8 BOM encoding to prevent errors in the log.
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Version 1.05a (Patch 1.0.6)
-Fixed the missing Antartica journal entries file from the zip file.
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Version 1.05 (Patch 1.0.6)
IMPORTANT : If using Anbeeld's AI mod, load this mod AFTER his mod as it overwrites his strikes event file. All other mods should be loaded after this mod if you are unsure about compatability.
AI
-MIN_AVAILABLE_LABOR_FOR_NEW_BUILDING removed from the mod as the base AI is broken anyway. This makes it fully compatible with Anbeeld's AI mod.
-AI peace desire from wargoals pressed against them has been reduced to -30 from -50 to try and make them more willing to accept peace deals rather than fighting till auto capitulation.
-AI peace desire from "short duration of war" has been reduced to 0 months to try and get the AI to accept peace deals faster when they are already fully occupied in short wars.
Battles
-The defend order no longer slows front advancement as merely having a single general assigned to defend would slow front advancement by 50%, even if they are out of supply. Front advancement points required to start a battle is now a flat 70 points so you should have 1 battle per week.
Characters
-Reckless and Tactful now correctly give a % rather than a flat bonus to offense/defense.
Countries
-Germany's dynamic country name (German Empire) should now correctly check for a rank value of major power or above and stop flooding the log with errors.
-Discriminated pops should now have -90% political strength, credits to The_Reader for this fix.
-Native conscripts now have a 200% defence bonus, down from 400%.
Decisions
-The decision to change combat width should now be working, the file was left out of the last version by mistake.
Expeditions
-The "average progress" event that only creates a notification and no event popup now only generates a small progress with no peril, because for the antartica expedition, it was possible to run out of events to reduce peril and it would be impossible to complete the expedition.
-The chance of the Antartica expedition having the average progress event has been increased because most Antartica events are unique and cannot be repeated, and it was possible to get stuck on this expedition for years with nothing happening.
-Increased the chance of the West America expedition having an small progress (notification only, no event popup). Also reduced the chance of nothing happening on the monthly pulse to make the expedition progress more smoothly.
-The West America journal entry will now fail if all 3 possible outcomes have already been completed, as otherwise the expedition would complete successfully with no event.
-The Cabin Fever event's first option now has a 50% chance to reduce peril.
-The Snow event now reduces peril if you wait for the snow to clear.
-The Circular Expedition event's first option now gives a 50-50 chance for either peril or progress.
-Failed expeditions should now correctly remove the expedition leader variable from the leader.
-When choosing who to go on an expedition, commanders with the explorer trait are now prioritized.
-At the Mountains of Madness will no longer flood the error log with countless errors because it didnt save the expedition leader as a scope.
-The End is Near should no longer trigger the event to replace the expedition leader mid-expedition, because the expedition is instantly ended by everyone dying.
Events
-Oil and gold discovery events should now trigger properly when the resource is discovered, as opposed to when a resource is discovered when an oil rig or gold field is already present.
-Strike events have been updated to use Anbeeld's ai_chances.
Modifiers
-More state traits that grant an agriculture bonus now also grant a plantation bonus. Credits to kormer for this fix.
Laws
-Worker's Protections no longer gives minimum wage as the way it is currently implemented destroys economies.
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Version 1.04a (Patch 1.06)
-Fixed some missing localization files in the zip file.
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Version 1.04 (Patch 1.06)
Battles
-Number of front advancement points needed to trigger a battle has been reduced to 50 because defending generals could easily stall front advancement to 2 weeks or more to trigger a battle, causing wars to drag on forever.
Countries
-Decentralized powers now have a +50% bonus to subsistence farms and building output to try and stop decentralized nations from starving themselves into oblivion before they can be colonized.
-Assimilation and conversion has been increased to a base of 1% per month to try and make them relevant, up from 0.2% per month.
Decisions
-There is now a decision to swap between the vanilla and modded combat width which scales with numbers of troops on the front. This will not affect battles that are in progress.
Diplomacy
-The infamy discount for taking a homeland state is now -75% as a workaround for the Return Lands diplomatic play being hardcoded to use the same infamy as Conquer State.
Events
-The Western Investment event for Japan will no longer allow Japan to repeatedly invest in themselves to get a constant tech spread bonus in exchange for owing an obligation to themselves. It will also only trigger if Japan is an unrecognized power.
-"A Brazen Expedition" should no longer trigger for NULL states.
-Colonial Clash events now only create an incident worth 2.5 infamy (before modifiers), half that of a regular conquer state diplomatic play.
-The AI will now cede colonies to you in a colonial clash if you have an alliance, defensive pact or customs union with them. They will never cede it to you if they have a rivalry, am embargoing you or am at war with you.
-The Rogue Imperialist will no longer trigger for states you already have a claim on and the incidents now give 2.5 infamy before modifiers. The event should only trigger once per state as well.
-The Tax Cut event modifier should now grant -5% tax rather than -10% as -10% could completely remove tax income if you were under medium land based taxation.
-The Brave Engineer event should no longer flood the error log with countless errors.
-The Secular Teachings event now correctly grants +20% law enactment time if you make the intelligentsia happy, and -20% time if you make them unhappy.
Journal Entries
-The Scramble of Africa now only completes if you have at least 7 states in Africa, and those regions do not have any decentralized powers. This allows the scramble to continue for longer instead of instantly ending when you have 1 province in 7 different states with plenty more colonization left.
-The Congo Free State, Belle Epoque and Communism journal entries should no longer flood the log with errors.
Modifiers
-The Good Soils and Terra Rossa state modifiers now correctly affect plantation output.
Laws
-Interventionism and Laissez-Faire now allows you to use the investment pool to build power plants.
Unification
-The pre-ITA unification journal entry has been reworked. It only requires 12 states or more to complete, and you can complete it as ITA. This allows you to form ITA via the cultural tab which only requires 12 states, and you can then complete the journal entry to trigger the unification evnent.
-The pre-GER unification journal entry can now be completed as GER to ensure that you do not miss out on the unification event.
-The +25 bonus for inviting one of your ITA unification supporters to join your customs union should now work.
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Version 1.03 (Patch 1.05)
Battles
-Generals should no longer pick an ocean, lake or river province to fight battles on.
Canals
-You should no longer be able to use the purchase canal decision if the owner of the canal province is at war or is a committed participant in a diplomatic play, to avoid the canal province from being purchased by someone else while someone is at war to take it.
Events
-Psychological Affair : Commanders should no longer have affairs with their own wives.
-"A Brazen Expedition" and it's follow up event, "Disrespecting Our Maps" should now only happen once per state to stop infamy spam.
-Path to Liberalism's 2nd and 3rd options to change a leader to radical or reformer ideology will now only appear if non-marginal interest groups are present, and will prioritise powerful groups followed by normal groups.
Expeditions
-The West American expedition journal entry should now remove the correct variable when it ends. Credits to Restitutor Orbis for this fix.
History
-The UK should now start with +30 relations with all of their subjects. This will not take effect until you start a new game.
-The Papal States now starts with Government Administration buildings to collect tax.
Journals
-The Taiping rebellion journal should only trigger once now. This will not take effect if they have already spawned in your save.
Unification
-NGF, SGF, GER and ITA now get additional journal entries after unifying to auto annex leftover minors.
-NGF, SGF, GER and ITA auto annex events should now let you annex any relevant country below your rank.
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Battles
-Generals should no longer pick an ocean, lake or river province to fight battles on.
Canals
-You should no longer be able to use the purchase canal decision if the owner of the canal province is at war or is a committed participant in a diplomatic play, to avoid the canal province from being purchased by someone else while someone is at war to take it.
Events
-Psychological Affair : Commanders should no longer have affairs with their own wives.
-"A Brazen Expedition" and it's follow up event, "Disrespecting Our Maps" should now only happen once per state to stop infamy spam.
-Path to Liberalism's 2nd and 3rd options to change a leader to radical or reformer ideology will now only appear if non-marginal interest groups are present, and will prioritise powerful groups followed by normal groups.
Expeditions
-The West American expedition journal entry should now remove the correct variable when it ends. Credits to Restitutor Orbis for this fix.
History
-The UK should now start with +30 relations with all of their subjects. This will not take effect until you start a new game.
-The Papal States now starts with Government Administration buildings to collect tax.
Journals
-The Taiping rebellion journal should only trigger once now. This will not take effect if they have already spawned in your save.
Unification
-NGF, SGF, GER and ITA now get additional journal entries after unifying to auto annex leftover minors.
-NGF, SGF, GER and ITA auto annex events should now let you annex any relevant country below your rank.
Version 1.02a (Patch 1.05)
Canals
-Canal survey decisions should no longer be available if someone else has purchased the canal province.
-The Panama canal survey decision should no longer be available once someone has completed the canal.
Events
-The Labor Negotiations event triggered via strikes should no longer give you the option of negotiating to downgrade laws.
-The Pen and Paper event should now correctly give you a -15% bureaucracy modifier for providing school supplies.
-The plague should no longer be able to spread from a country with lockdown measures.
Migration
-Migration targets no longer require arable land as this was preventing many late game states from being picked once constructions have been completed. With any luck, this will also fix the bug where states have a migration target but no actual migration occurs.
Misc
-Government wages should now affect petite bourgeouis approval and military wages should now affect training rates, this was left out by mistake when I updated to 1.04.
-Made some changes to the mod structure to try and get the paradox plaza's subscribe function to work.
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Version 1.01a (Patch 1.05)
-Fixed some minor issues with the german unification journal entries and the spanish flu events.
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Version 1.01 (Patch 1.05)
AI
-AI peace desires in wars should no longer be affected by the size of their gold reserves, as it was making it near impossible for the AI to accept peace deals.
Country
-The base for economic migration (lower SOL states to higher SOL states in the same market) has been reduced to 0.2% of the state's population, down from 2%. This was probably a typo as 2% base economic migration is extremely high, higher than the regular birth rate and was depopulating states. Modifiers still scale this up as per normal.
-20% of Unemployed pops now affect migration to get them to move on faster from overpopulated states to states with spare jobs and free resources/arable land. Vanilla uses 5%.
-States with less than 300k pops now get less economic migration to avoid total depopulation (vanilla is 100k).
Characters
-The bandit trait now grants -25% infamy reduction, down from -50%. If loading a save game with a ruler that has the bandit trait, this may cause the infamy reduction to dissapear when you mouse over your infamy. I am unsure if this is just a UI bug.
-Liberals and Egalitarian ideologies should now support women's rights, as otherwise there are situations where it is impossible to enact those laws once the event granted feminist leader becomes unavailable.
-Retired commanders no longer give -1 IG approval as a workaround for units being stuck in the garrison and not being assigned to commanders. You can now recruit and immediately fire a commander to get the units assigned.
Economy
-Max construction progress per week for buildings is now 50, up from 20 to help deal with the construction bottleneck.
-Downsizing a building no longer causes radicals, as it could lead to permanent radicals when optimizing states taken from the AI.
Events
-law_events.5 should now only fire if you are currently enacting a law, as intended.
-The Colonial Clash event has had it's text fixed so that it correctly shows who is demanding that you leave the colony.
-The Colonial Clash event should no longer fire for states that already have an existing claim by you.
-election_moderate_events.2 should now check that a country has a communist party before trying to save them as the communist_country scope.
Journals
-Plague lockdown now completely prevents the plague from spreading and plague measures make it 66% less likely to occur.
-Plague lockdown and measures variables are now only increased monthly rather than weekly.
-Plague should no longer spread or spawn in a state that has already gotten the plague previously, so you will not be locked into a permanent plague spiral.
Unification
-German and Italian unification journal entries should now be disabled when NGF, SGF, GER or ITA exists. This should prevent countries from forming a second version of these countries.
-There is now a +25 bonus to joining a customs union if you share same culture and a further +25 bonus if the country is supporting you as a unification candidate, as otherwise it is very hard for the AI to get others to join a customs union for purposes of unification.
War
-The winner of a civil war should now get +50% loyalists in incorporated states to prevent a never ending rebellion spiral.
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Version 1.0 (Made for patch 1.05)
AI
-The AI no longer gets confidence from gold reserves in diplomatic plays as this was causing them to become overconfident despite being much weaker than the other side.
-AI aggression has been increased to try and get them to affect the rest of the world.
-The AI should be willing to build buildings even if there is no labor available, to increase the availability of oil rigs and other later game buildings when all pops have already been employed.
-The AI should now heavily prioritize escorting convoys that are being actively raided.
-The AI should only attack if they have at least 75% morale (up from 50% morale).
-COMBAT_UNIT_ASSIGNMENT_STICKINESS has been set to 0 to try and fix an isuse in 1.04 where the AI would not assign generals to fronts.
-If the AI backs down from a diplomatic play, they should no longer be able to start new diplomatic plays for 365 days, as some users were reporting that the AI would spam them non stop in some situations. This currently only affects normal diplomatic plays as I'm unsure how it would affect unification plays.
-The AI should now be willing to start a leadership play if it would form a nation of the same tier.
-Adjusted some values for the AI's preference for production methods and buildings to try and get them to build them more often.
Battle system
-The defend order no longer grants additional attrition, as the game advises you to set commanders to defend to avoid attrition, which seems to be the intended effect. Base attrition should be unaffected.
-Tried to prioritise higher morale troops for the battle, unsure if it works.
-The combat width formulae has been changed to (base 10 + 1/2 infrastructure + 1/2 number of troops on front * terrain combat width modifier) to get more troops into combat in fronts with a lot of troops.
-The "battle luck" system that randomly removes a % of troops before the battle starts has been disabled as it was consistently causing the attackers to lose even with a large front and stat advantage.
-Attempted to set reinforcements in battle to happen 100% of the time and up to a max of the combat width to get more troops in the battle, instead of having other generals sit there twiddling their thumbs.
-Naval Admiral interception chance is now 20%, same as the chance to raid convoys to try and get fleets to engage each other more often.
-When advancing, commanders with offensive traits should have a higher chance of being picked. Commanders with defensive traits should have a higher chance of being picked when defending.
-When picking a province, commanders with terrain traits should have a higher chance of picking that terrain.
Canals
-Canal purchase events should no longer allow you to send the purchase offer if someone else has already bought the province.
-Surveying a canal should now fail if someone else has already purchased the canal province.
-Because of the very small workforce present in canal provinces, canals have been changed to not require any workers. They now grant a flat +100 prestige and 100k minting.
-Added "ai_value = 10000" to canals to try and make the AI build them.
Characters
-Fixed several typos in commander skills where they were giving a flat offense/defense bonus rather than a multiplier.
-Terrain specialists now grant the bonus for both offense and defense.
-Characters should now die at age 80 (down from age 90) and start checking for death chance at 50 years (down from 60). Unfortunately, the death chance appears to be hardcoded and it is still extremely rare for characters to die before the maximum age.
Country
-Pops no longer beome radicalized when fired, as buildings need to be able to automatically fire them to manage cash reserves.
-All countries now start with the ability to add at least 1 interest as otherwise they wouldnt be able to conquer states from the nation next door if they werent part of the same market.
Decisions
-The decision to expand the Dutch East Indies will now incorporate those states for them, as otherwise there is no point in giving them unincorporated states.
Economy
-Trade routes now have a max level of 1000 to allow more trade with big resource producers such as the USA.
-Resource discovery chance has been set to 0.1% per day up to 0.02% to make oil more available in the late game.
Events
-The Rogue Imperialist event will no longer allow you to get colonial claims on yourself.
-Communism events now check if pops are employed to avoid them trying to affect unemployed pops
-The AI should only auto annex Peru if Peru is an AI country.
Expeditions
-Expeditions should now correctly remove expedition variables when they end, to avoid commanders getting permanently stuck on busy. If you currently have commanders that are stuck, run the game in debug mode, open the console with ` and type "event test.100" to run a debug event to fix this. Do not run it if you currently have any expeditions in progress.
-Expedition taxes and ransoms now last till the end of the expedition instead of being timed modifiers.
-The baby event for the West America expedition now correctly records if you decide to keep the baby, and the peaceful settlement event now correctly checks if the baby is with you.
-Failing the West America expedition should now correctly remove expedition effects.
Journals
-The Scramble for Africa should now correctly check for provinces with severe malaria.
Technology
-All naval port techs now give +3 max port level to try and fix the massive convoy shortage.
Unification
-Fixed a bug in the German unification event that was preventing unification candidates from annexing their subjects as part of the unification journal entry.
-Forming NGF should now give you claims on all North German homelands to try and make the AI take them. It will also auto-annex AI North German countries that are either subjects or part of your customs union.
-Forming SGF should now give you claims on all South German homelands to try and make the AI take them. It will also auto-annex AI South German countries that are either subjects or part of your customs union.
-Unifications events should now make all German and Italian unification candidates get the correct unification AI strategy to try and make them compete for unification, as opposed to doing nothing.
Wars
-War exhaustion from casaulties has been increased by 4x, taking millions of casaulties in a war will now increase reduce war support much quicker.
-Annex_Country temporarily set to 0 infamy as a workaround to prevent native uprisings and civil wars from generating ridiculous hundreds of infamy.
-Return_state should no longer generate infamy.
-Infamy should now be fully refunded for secondary war goals if the target backs down as this was discouraging players from adding secondary war goals in wars where the AI might back down.
-BATTLE_WS_LOSSES_MULT set to -1 and BATTLE_WS_KILLS_MULT set to 1 to try and make kills affect war support more. Unsure if it actually works.
Misc
-Added "concept_convoy" to game_concepts because the error log was complaining that it was missing. Not sure if it does anything.
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