Doesn't the decision already add south slavic?
Doesn't the decision already add south slavic?
Mod is still in development but I don't have as much free time to work on it as I used to. I'll take a look at Project Alice and see how feasible it would be for me to make Vic Uni compatible.
Yes mines employ less people than farms in order to simulate historical low population regions that produced large quantities of iron/coal/sulphur in real life. The amount of goods produced by mines was drastically increased more than vanilla and HPM so you don't have to worry about worldwide shortages either.
Thank you for telling me about the bugged mine in luxembourg it will be fixed. I can bring cav artillery back as a separate unit in the next version too.
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intente cambiar la resoluciĆ³n en C:\Users\Me\Documents\Paradox Interactive\Victoria II\Victoria Universalis v0.78/settings.txt
Sure, I will include it in v0.78.
This should be fixed in the current 0.77 version. I tested every resolution to make sure the province window can fit on the screen.
I don't have any issues with money as Qing and have beaten the Taiping rebellion many times. You can fund admin at less than 50% and keep education and soldier spending at 50%+ to make a lot of money in the early game.
You don't need to own the falklands to form la plata, but I'll add south andean as an accepted culture in the next update.
I copied some states shapes from GFM which is also different from vanilla but I'll revert some of the changes back to vanilla if that's more accurate. The reason treaty ports are single province states is because if I didn't make them single province states then I would have to create several events and a new cb type that would allow players to take a treaty port without taking an entire state. It's just easier and less buggy to have the treaty ports be separate.
As for the localization, I'm aware of some duplicate keys from the HPM files, but I don't have time to redo them all right now.
Sorry for the late reply I took a break from updating the mod since the last release. I will be updating the github after I release the newest version and you have my permission to translate this mod.
Because there are a lot of provinces without any starting accepted culture POPs in the more isolated parts of Argentina/Canada/USA/Australia. This can result in weird assimilation glitches when these provinces get immigrants but don't already have one of each type of accepted culture POP. For example, in vanilla and other mods, if you have an accepted soldier POP in a province with positive assimilation modifiers but no farmer, laborer, or craftsmen accepted culture POPs in that province, then all non-accepted poor strata in that province will assimilate into soldiers and you can get insane demographics of like 50% soldier POPs in a single province. If however you have accepted farmers and soldiers in the province, then non-soldier non-accepted poor strata will turn into farmers instead of soldiers.
So basically I converted the native population into the accepted cultures of the new world nations in order to seed all starting provinces with enough accepted cultures pops to prevent this assimilation glitch from happening.
Money from province selector decisions are destroyed but there can never be a liquidity crisis because the world bank country will always pay for any excess RGO goods that exceed demand on the world market. In the lategame they inject millions of pounds of liquidity every week.
The only Chinese provinces that I modified are in Manchuria. The rest should be the same as vanilla, which provinces do u think are a problem?
Was busy trying out Vicky3 but I have come to the conclusion that it isn't a complete game yet, so I will have some time to update this mod again.
When a country civilizes the game glitches and deletes all inventions, including the one that unlocks province selectors. You can fix this by simply reloading the save. After reloading the save, the game will correctly load the inventions that you had previously unlocked.
Sry for the late reply but small nations already get a huge boost to internal migration compared to big nations. The craftsmen glitch can also work in mining provinces if you first expand the mine size before you start forcing migration there and make sure there's space for more workers.
AI nations that aren't allied, part of the same sphere, and aren't puppets/overlords, will not give military access to other AI nations in this mod. So long as your puppets and spherelings aren't allied to the nation you are at war with they shouldn't be giving mil access to them.
When a country civilizes it automatically loses all inventions and this can only be fixed when reloading the save after you civilize. Nothing I can do to fix this issue unfortunately.
Artisans were changed to lower class awhile ago in order to make them eligible for mobilization. If I see it as a problem in the Americas I will do something about it, but in other parts of the world I don't see any issues arising from it.
Sure I can make a more detailed guide and post it here in the coming week.
You can see a province's immigration go up when you use the migration attraction decision on a state. As for why its hard to get craftsmen to go there, what country are you trying it as and what point in the game is it? POPs need to be a minimum size in order to migrate unless they are fully unemployed, if its early in the game and you don't have big craftsmen POPs then they won't migrate unless you close down all the factories in the state you want them to emigrate from.
I might include this, as well as other things like increasing liferating of provinces, in a future version as a sort of "arcade" option that can be toggled on and off by vote.
I found out the problem with the save is the Sokoto coastal bug I mentioned earlier. You can fix the save by opening the console and giving the province of Cotonou away to a different nation before the start of August. The bug is triggered when AI France unlocks colonial negotiations and declares war via event on a bunch of African nations that own provinces along the coast. If you prevent Sokoto being targeted by this event by taking away their coastal provinces then the game will continue normally. This bug will be fixed in 0.72.
Can you upload it via another source? That link isn't working for me. If you can't upload it somewhere else, can you post a screenshot of the Nigerian coast right before the crash? There's an event for AI UK and France to declare war on a bunch of African uncivs that own provinces along the African coast when colonial negotiations is unlocked and I discovered if they declare war on Sokoto via this event in 0.71 the game crashes every time. I fixed this in the upcoming 0.72.
Can you post a save right before the crash? I haven't had any crashes around that date myself, if I have access to the savefile that will make tracking the bug a lot easier.
When testing decisions I will sometimes remove the requirements to see if the effects work as intended and I forgot to put the prerequisites back for this one.
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