Victory X megamod v0.22a is for use with Victoria v1.02, tested to work under normal/hard. Works fine in multiplayer games!
Victory X megamod is designed to offer players improved AI files, better working economy and worldmarket, more realistic tech research times/costs, more balanced combat unit values, changed factory startup, fixed events, Halibutt's "POP MOD", pimparel's "Brazil Mod", Dale's "Australia Mod", Xyrix "Paris Commune Mod" and much more!
Discuss it here: http://forum.paradoxplaza.com/forum/showthread.php?t=114629 (problems, suggestions, errors, ideas, tweaks - post 'em all!)
Announcement from the main thread :
I have been asked to explain the economy system on my mod and specify the reasons why my mod is not compatible with Community mod or Economy mod. Difference comes from the way how the solution for economy problems are found. Economy and community mod's use events that increase production and have changed starting factories(that i have done, also) to meet the need of world market. But the biggest difference is that in Victory X mod all the economy is about 70% AI related. AI countries have been given specific goal which factories to build(with a good random chance) and how much of them to build(that part is under extensive developement). This way Victory X economy is able to avoid different events that increase factory production in order to make World Market function. This makes every game differ from the previous one, but there is a chance that when most of AI countries manage to screw themselfs up, economy is more or less screwed also. That's beacuse Victory X economy is very much AI orientated and respects AI needs and weakneses, something that other mod's don't take into account. This could make games a bit more harder for human player, but also allows more competent opponents.
Download - Victory X v0.22a installer
Victory X megamod is designed to offer players improved AI files, better working economy and worldmarket, more realistic tech research times/costs, more balanced combat unit values, changed factory startup, fixed events, Halibutt's "POP MOD", pimparel's "Brazil Mod", Dale's "Australia Mod", Xyrix "Paris Commune Mod" and much more!
Discuss it here: http://forum.paradoxplaza.com/forum/showthread.php?t=114629 (problems, suggestions, errors, ideas, tweaks - post 'em all!)
Announcement from the main thread :
I have been asked to explain the economy system on my mod and specify the reasons why my mod is not compatible with Community mod or Economy mod. Difference comes from the way how the solution for economy problems are found. Economy and community mod's use events that increase production and have changed starting factories(that i have done, also) to meet the need of world market. But the biggest difference is that in Victory X mod all the economy is about 70% AI related. AI countries have been given specific goal which factories to build(with a good random chance) and how much of them to build(that part is under extensive developement). This way Victory X economy is able to avoid different events that increase factory production in order to make World Market function. This makes every game differ from the previous one, but there is a chance that when most of AI countries manage to screw themselfs up, economy is more or less screwed also. That's beacuse Victory X economy is very much AI orientated and respects AI needs and weakneses, something that other mod's don't take into account. This could make games a bit more harder for human player, but also allows more competent opponents.
Download - Victory X v0.22a installer
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