Victoria II: Heart of Darkness is the second expansion for the grand strategy and political simulator Victoria II. This expansion focuses on the Scramble for Africa. Compete with other colonial powers and experience international crises which require Great Power mediation if the world is to avoid war in this experience crafted by Paradox Development Studio.
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I've got it! A good way to compromise while keeping scalin' and fleet producin'. I am trully sorry if there exists one person who had to download every iteration of 1.7 xDDD but the better game requires such sacrifices~
AI is now both strong and smart!
Kiel comes back as a capital of the holstein state (cuz AI GER loves to build in the capital of holstein)
Germania Werft now gives a naval base LVL 6 (Cuz Hamburg has navy academia and will have higher lvl navy base than kiel xD)
Germania Werft Modifier is now -10% ship contruction time from -5%
Construction spending minimum 74% (So AI can ""see it"") and not bankrupt itself
Who would have thoughts that with simple addition of artisan wool into clothing industry would skyrocket wool from useless good to strategic one~
Wool production 5->6
Thusly i'll add some wool provinces to GP.
Aachen Prussia coal -> wool
Augsburg Bavaria cattle -> wool
Kildare UK cattle -> wool
I am tryin' to compromise between AI scaling in literacy terms and its ability to refill army/navy. Current problem is the spiking of machine goods required to upgrade factory. Upon looking at machine parts factory it appears to have it required goods outmatching the price of the finished good, leading to prodution only under high demand situation. I'm lowering base goods needed to manufacture machine parts hopin' it shall lead to AI spendng more on Literacy with forced 74% construction slider.
I am doing the same with steamers factory~
Adding limitation per port on BB and CL leads to AI having some sweet navy compositions, cuz they cant build BB or CL so they go for 2nd best of CA and DD. Sweet, will tweak with the limitations a bit to see how it fares. But 1.7.3 i hope will find the elusive compromise of Might/scaling of AI leading to AI being belove averge in both which means basicly impossibly higher lvls of competence that vanilla AI~
Cruiser limitation = 4 per port
Dreadnought limitation = 1 per port
(AI still won't get monitors but now they will produce destroyers... with graphic of submarine for now xD)
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Removed canned goods initial cost from the ships so that AI will build em faster. This phenomena was caused by purchase of goods prioritising land forces so when AI queued in 100 brigades and 1 ship they would first provide the 100 brigades with canned goods... Now that i think about it Arti is shared too.. FFS... back to the drawing board i guess~ if only AI could stockpile. Ahh i think its based off of priority afterall... anyway the change stays ><
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1.7.1 Changes: Blockaded provinces will no longer give war exhaust (they now give conc so that enclaves will rebel). Scaled down casuality to war exe ration from 30 to 25
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China: stripped'em of their reforms so now they are primitive cuz they would get lots of RP throught conquest of oneself. China will now westernize 'bout 1910+. (good for game speed)
Gave'em more manchu soldiers in Peking and allowed 'em to pick decision that provides them with accepted cultures before the Taiping war so that AI can mobilise those pops and win Taiping reb. in 'bout 70% of cases.
(AI would mobilise their 5 infantry and then get a decision for better mobilisation xD)
Fixed mehiko ghost war in ACW when USA has whole of Mehiko.
Colonisation Changes: Sudd, Nyasaland and Kazembe moved from 1880 to 1890 so that africa is neatly cut into 3 regions and so that UK finally won't enclave itself like a retard. And now it in fact does not enclave itself!!
Changed all colonies into protectorates on game start so one does not have to click it each Fuqin' time~
Biafra added
Colonial exploitation buffed from + 10% rgo output to +50%
Colonial life rating event from +1 to +3 (and removed option of not taking it, so AI will pick it too..)
Oman: Oman AI will now sometimes pick to retain Zanzibar they get african to accepted then but lose 10 years of research. If they abandon Zanzibar they get 5 years of research
Blockade changes: since AI has a tendency to enclave itself and blockaded province does work on a cut-off provine i am nerfing blockaded province from 0.1 war exhaust/month to 0.05 and instead i am buffing scaling blockade from 0.8 war exe/month to 3/month. Scaling blockade does not scale off cut-off provinces . Only from blockading via ship. AI now can live just fin with 'bout 3 states cut-off due to its own stupidity or 3rd party maligence.
Craftsmen glitch adjust: i've placed a craftsmen card to produce a new pop-card upon reaching 60k which was to prevent craftsmen glitching and yet allow it in a way cuz it's fun to see lil'italies and china-towns. Havin' so many pop-cards does slow game a bit so i'm moving the "make a new card" to 100k.
Literacy changes:
Spain 17%->13%
Portugal 17%->7%
Turkey 10->4%
Egypt N/A ->5%
Romania/Serbia -> 3%
Prussian poles 5%
Russian poles 12%
austrian poles 3%
austrian slovene 15%
austrian romanian 5%
a. russians 3%
a. slovaks 5%
Prussian west-slavic 5%
Two sicily Kingdom 20->10%
Papacy 20->11%
Tuscany 40->30%
Most Afircan countries will now be around 1% literacy
USA AI sphere: there was an event that kicked USA from africa spheres. Thing is AI would do it anyway,(Losing precious influence time!) so i am removing the event and instead giving each african "country" -200 relations with USA and hopefully that will make'em not focus on africa...
India post-UK: made forming regional tags (Hindustan, Dravidistan, Marathas) much easier so that when UK india explodes the minors can band up together and maybe form India before heat death of the universe.
AI-decision-making: AI will now take "Crown from the Gutter" dunno why it was set to not accept.
Navy Part 2 - Stupidity: So i kinda didnt rework monitors cost and they ended up costing both in production and in maintence the same as an ironclad would (no wonder AI did not touch'em) anyway fixed that and now Ironclad does not costs 2/3rds of a cruiser... and monitor does not incur corruption fee upon its meaningless existence.
Made navy techs cheaper... much cheaper. Fiddled with modifiers so AI will not abandon navy totaly as now blockades are deadly. Further on i am monitoring how AI fares with long build times (the realistic ones) for the ships and AI is pretty hectic around its fleet managment. They cannot fathom that in 2 years of constructing a ship their budget will fluctuate and they will disband that thing after 2 yrs when it finishes and queue in another one. When they queue in another one they get a big spike in budget spending on construction goods for the ship which makes AI think it overspends and they need to cut on something... FOR EXAMPLE disband an existing ship of the line... AAHHH
I want realistic ship build times but i also desire my AI to posses a navy... this is hard
Monitors get buffed: Hull 22->40 Guns 10->20
Ironclads: Hull 31 -> 60 Guns 2X->35
Germany: Failure to form Germany by Prussia changed. In lieu of how kewl AI made KUK look ill give Austria cores on Saxony and Silesia. Stadtebund will inherit the techs instead of being a backwater but loses Saxony.
Holland and LUX: when NET aquires LUX they get an event which lets em either keep it or release it in various forms. I upped the presitge of releasing it so player will consider doing so:
keep LUX: -10P
puppet LUX: +25P
LUX canton: +50P
LUX canton + Liege: +100P
Construction budgeting: changed slider limitation from 10-100% to 30-75% in accordance with fairness towards AI act. Will think on it, maybe ill go "full fair" and make it 30-30% since this is what AI usually spends on it~
TONKS: now have 120% discipline cuz they still to weak to cost ratio xd
Kulturkampf: will happen more often when fascist
Rebellions: moved militancy required fro various steps of joining a rebellion by +0.5
Join radical Movement 7->7.5
Rise up when force parity with country army: 8->8.5
Rise up when lesser force than army detterence 9->9.5
Taxes: all countries now have a base of 20->25% tax efficency (lowered tax eff. for serfdom and unciv reforms by 5% accordingly). Anyhoo more m budget so AI will invest more into literacy.
It is now possible to reach 102% tax efficency with 100% literacy, full tech and serfdom... Do with that what you will. xD
France gets ability to unite Italy as a puppet with major land grab to make'em jump to GP in a picto-second:
Terrain changes: Torun is no longer the ugly rectangle and instead has a his. shape
East interwar poland border - makin' em look like they should
Tesin shape:
Chaterux now does not look like shit but isntead like a lung...
Gdynia - Madagascar goin' for more like a city-state look:
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Moddb.com
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Diary #3: Modding progress so far, quick peep of urban areas, a few new countries and flags and pre-alpha test information.
Diary #2: About political leaders, political parties, and their conceptual evolution and adaptability through the geopolitics of the 20th and 21st century...
Diary #1: Introduction to the mods ideas and goals.
Geographical changes (Adding mountains to China,India,Korea,Taiwan and swamp in fashoda-Africa) State-province changes for prettier borders and to enable...
Up to date versions on Github Up to date versions on Github Up to date versions on Github
The Iberian Wars are now modeled by a unique rebel type and event. Proxy wars have been added as a CB that you can use to intervene in your sphereling's...
Fixes a seeming oversight where several basegame unciv tags had the Order National Value rather than Tradition, preventing them from selecting their preferred...
This version of my mod adds: new provinces the war of the confederation new african countries better frontiers in south america and in the arabian peninsula...
Mod updated to Crimeamod 1.43. Smaller update containing a nerf to pop growth to bring it closer to historical outcomes.
Fixes the decision the Germans get to trade other French cores they own to remove French cores from Alsace–Lorraine. Also Fixes the Germany/Austrian...
There are many revolutions and the revolutionaries have more morals than the army itself [= ^ · <· ^ =] but the mod was very fun, I still don't know English, maybe it was because of some decisions I made without understanding it well.
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