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Starls

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Apr 30, 2022
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This week I worked on a little project to fix a couple of outstanding problems with Vic2. I still enjoy vanilla; but it's gotten to the point where I have run into each of these problems multiple times. So, I'm starting with some pretty easy fixes for this first release. The design goal is to avoid any serious alterations that make vanilla no longer feel like the vanilla game, while fixing little problems here and there.

Here are the changes I have made:
  • Removed Kursk rubber spawn due to typo (moved from prov977 to prov1977 in the Congo region)
  • Provinces now belong to their respective continents in Asia, Africa, and Oceania (some were misplaced)
  • A sphereling Israel will no longer join Germany when taking the "3 Hurrahs for Germany" decision
  • Civilized tags released by unciv tags can now pass reforms (this used to require a game-restart)
  • Countries will use their "republic" flags if they become full democracies through revolution/events
Here is a link to download through moddb https://www.moddb.com/mods/victoria-ii-unofficial-patch

There are some larger issues that I still think could fit within the scope of this project, so I am open to suggestions!
 
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I have to add two real bugs if you don't mind.
From my own tiny private bugfixmod

---------

1) The province of Izmit having no live rating in-game.

Simply due to a missing empty line below the life_rating line.
Every other province file, that has no further history below it, has that empty line, just like Uskudar (861) before it.

Victoria 2\history\provinces\balkan\862 - Izmit.txt

Code:
owner = TUR
controller = TUR
add_core = TUR
trade_goods = fruit
life_rating = 35

-----------

2) A modifier for an invention is disabled.

Victoria 2\inventions\industry_inventions.txt

Code:
clinical_thermometers_and_binaural_stethoscopes = {
    limit = { medicine = 1 }
    chance = {
        base = 2
        modifier = {
            factor = 2
            inorganic_chemistry = 1
        }
        modifier = {
            factor = 2
            organized_factories = 1
        }
    }
    effect = {
        pop_growth = 0.0002
    }
}

I had changed organized_factories = 2 to 1.
The 1 is only a "yes", so the modifier is added once organized factories are invented.
2 does nothing and effectively disables the modifier.
 
I have to add two real bugs if you don't mind.
From my own tiny private bugfixmod

---------

1) The province of Izmit having no live rating in-game.

Simply due to a missing empty line below the life_rating line.
Every other province file, that has no further history below it, has that empty line, just like Uskudar (861) before it.

Victoria 2\history\provinces\balkan\862 - Izmit.txt

Code:
owner = TUR
controller = TUR
add_core = TUR
trade_goods = fruit
life_rating = 35

-----------

2) A modifier for an invention is disabled.

Victoria 2\inventions\industry_inventions.txt

Code:
clinical_thermometers_and_binaural_stethoscopes = {
    limit = { medicine = 1 }
    chance = {
        base = 2
        modifier = {
            factor = 2
            inorganic_chemistry = 1
        }
        modifier = {
            factor = 2
            organized_factories = 1
        }
    }
    effect = {
        pop_growth = 0.0002
    }
}

I had changed organized_factories = 2 to 1.
The 1 is only a "yes", so the modifier is added once organized factories are invented.
2 does nothing and effectively disables the modifier.

Great find on Izmit! I will make these changes soon. How do you know that the organized_factories = 2 is a boolean?
Edit: Never mind - I dug into the files and you're absolutely right! Next version uploading soon :)
 
Last edited:
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How do you know that...

I'm a pretty slow playing micromanager and when i find bugs i tend to test immediately if my perception is just wrong and if not what might be the cause and go into detail and ignore what i had in mind or planned before. Console commands obviously make testing a lot easier and make you rely less on assumptions/too easily made conclusions. Here it was obviously easy by simply adding the tech in-game and checking the tooltip and its numbers. I can be very focused or not at all. Not much in between.

Izmit by end game had a too low population number in contrast to its surrounding provinces, so i checked the tooltip for live rating and voila..
The invention bug was found by just casually checking the tooltip when i researched it and i saw the inactive modiifier.
Had been in 3.03 as well and probably long before. Makes me wonder why it was apparently never discovered and fixed.

Sorry for the long me-focused reply. I'l lhave some more coffee..
cheers
6jqFBQI.gif


PS: you can attach files here too.
I'l have a look at your work...
 
Last edited:
  • 1
Reactions:
This week I worked on a little project to fix a couple of outstanding problems with Vic2. I still enjoy vanilla; but it's gotten to the point where I have run into each of these problems multiple times. So, I'm starting with some pretty easy fixes for this first release. The design goal is to avoid any serious alterations that make vanilla no longer feel like the vanilla game, while fixing little problems here and there.

Here are the changes I have made:
  • Removed Kursk rubber spawn due to typo (moved from prov977 to prov1977 in the Congo region)
  • Provinces now belong to their respective continents in Asia, Africa, and Oceania (some were misplaced)
  • A sphereling Israel will no longer join Germany when taking the "3 Hurrahs for Germany" decision
  • Civilized tags released by unciv tags can now pass reforms (this used to require a game-restart)
  • Countries will use their "republic" flags if they become full democracies through revolution/events
Here is a link to download through moddb https://www.moddb.com/mods/victoria-ii-unofficial-patch

There are some larger issues that I still think could fit within the scope of this project, so I am open to suggestions!


Two remarks

Not convinced about Kursk. They are producing rubber there to this day.
The two reports i found seem to be pure assumtpions and based on what exactly ?
The province number and a similar following in the rubber-spawn event in Goods.txt ?
Not enough for me.

The continent association stuff i recall as intended for game purposes, but i haven't checked that yet.
Been a while since i played Vic2.

Would be curious to hear about your exact reasoning for these two.

The other three bugfixes in contrast seem to make sense, though the Israel one is not a clear bug to me, for example in a scenario where Prussia takes the Balfour decision it would be comprehensible. German jews were quite assimilated and nationalistic. The new jewish immigrants from Hungary, Russia, Poland etc not so much. Possible in a non-historical scenario.
 
Last edited:
Two remarks

Not convinced about Kursk. They are producing rubber there to this day.
The two reports i found seem to be pure assumtpions and based on what exactly ?
The province number and a similar following in the rubber-spawn event in Goods.txt ?
Not enough for me.

The continent association stuff i recall as intended for game purposes, but i haven't checked that yet.
Been a while since i played Vic2.

Would be curious to hear about your exact reasoning for these two.

The other three bugfixes in contrast seem to make sense, though the Israel one is not a clear bug to me, for example in a scenario where Prussia takes the Balfour decision it would be comprehensible. German jews were quite assimilated and nationalistic. The new jewish immigrants from Hungary, Russia, Poland etc not so much. Possible in a non-historical scenario.

Kursk may produce rubber products, but natural rubber only occurs in tropical areas. Processing such as vulcanization can happen anywhere, but this is already represented by vic's industry mechanics that require importing the rubber RGO (plant). These grew first in the Amazon, but were introduced all over the world, infamously so in the Congo but also in India and Southeast Asia. The plants simply wouldn't survive in Kursk's climate. The closeness of the provIDs is the final nail in the coffin for this being a typo.

If you can find any literature from devs on the continents issue, I'd be happy to look into it more. I would go out on a limb and say that the provinces were added based on country (Egypts exact borders) in this case, rather than individual consideration for each province, indicating a little oversight.

As for Israel, there are other examples in the game's files trying to specifically prevent German annexation of Israel, so I also consider this a patchable case, though I definitely see the historic argument!
 
Kursk may produce rubber products, but natural rubber only occurs in tropical areas.
Maybe...
- Synthetic rubber, russians invented that early/first
- Balance reasons
- Three other russian empire provinces get rubber

...

If you can find any literature from devs on the continents issue, I'd be happy to look into it more. I would go out on a limb and say that the provinces were added based on country (Egypts exact borders) in this case, rather than individual consideration for each province, indicating a little oversight.

As for Israel, there are other examples in the game's files trying to specifically prevent German annexation of Israel, so I also consider this a patchable case, though I definitely see the historic argument!

Regarding continents, i'm neither currently playing Vic2 nor have the time, energy and focus to look up old posts and related game mechanics or whatnot. It likely has to do with the in-game consequences, like migration, research (AFAIR) etc, all game parts influenced where and how far a continent is. It's all about game mechanics, not what something is in real life.

I see it the way that usually Three-Hurrahs should happen long before Israel might get created, which is why i'd favour the potential scenario
to be available and possible in an "unofficial patch" mod, rather than blocking it.

Whatever...i'm fine with you having another opinion.
Your mod. Your mod.

I was just curious.
Cheers
6jqFBQI.gif