Victoria 3
Victoria Tweaks Mod
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Mis à jour le : 18 juil. 2024 à 13h09

- lengthened JE_Oregon timeout significantly

Mis à jour le : 18 juil. 2024 à 11h52

VTM 1.7

This list is not exhaustive!

NEW:
- You can now assign armies to frontlines by clicking on a formation and right-clicking on a frontline marker. Unfortunately this doesnt work for navies, you will have to ask Paradox to implement this themselves. :P
- Added a new "Carlist War" Journal Entry to Spain.
- Added a new Game Rule that handles whether the AI is allowed to create Colonial Administrations or not, default off.
- Subject nations that are the target of a "Reduce Autonomy" or "Annex Subject" play will now receive 100 Liberty Desire.
- Added a new trigger 'vtm_is_active' that other mods can check to see if VTM is running.

DATABASE:
- Basque culture no longer has the Iberian trait, this means that Basque is now discriminated in Spain under "National Supremacy".
- Assyrian culture has been given the Caucasian trait, although its not accurate its necessary for them to have a culture trait for some mechanics to work.
- Spain: Added Carlos de Borbon, Carlos Count of Montemolin, Vicente Gonzalez Morreno, Rafael Maroto, Ramon Cabrera, Juan Antonio de Urbiztondo, Maria Cristina of the Two Sicilies, Vicente Genaro de Quesada and Leopoldo O'Donnell.
- Spain: Added two new events for the "Carlist War" Journal Entry and two new events covering the regency of Isabella II.
- Spain: Added two new ideologies "Carlist" and "Borbon Loyalist".
- Spain: Now starts with the "Napoleonic Warfare" tech unlocked.
- Spain: Now starts with the "National Guard" law enacted.
- USA: Added Huey Long.
- Italy: Added Antonio Gramsci.
- Turkey: Added Mustafa Kemal (he comes with two outfits and hairstyles).
- Turkey: The Intelligentsia now starts off with the Constitutionalist ideology instead of the Republican ideology.

BALANCE:
- Obsessions are now more likely to trigger.
- Reduced Convoy Costs when trading the following goods: Silk, Dye, Sulfur, Fruits, Liquor, Wine, Tea, Coffee, Sugar, Tobacco and Opium.
- Changing laws in the "Education System" and "Childrens Rights" categories now only has a x0.75 impact on approval.
- Doubled the Experience Gain modifier from "Professional Army" law since base experience gain in VTM is significantly lower.
- "Provinces Lost", "Provinces Captured" and "Battle Combat Width" modifiers work now.
- Found out that Anarchists apparently care about Land Reforms!
- Revolutions now take a more reasonable share of states instead of the entire country.
- Auto-Downsizing of private buildings now begins sooner.
- Maximum Goods Shortage penalty has been increased from 50% to 75%.
- Trade Routes bureaucracy costs has been reduced from 20 to 10.
- Trade Routes economy of scale max has been increased from 41 to 99.
- Trade Routes now require less of a Convoy buffer to increase in level.
- Trade Routes are now willing to accept slightly lower productivity levels than before.

AI:
- Countries will no longer agree to being granted "Investment Rights" or "Mutual Investment Rights" if they have below 100 Construction.
- Eased conditions for AI Russia on some of their content since the AI cannot reasonably fulfil those.
- The AI is now more likely to try to pass laws.
- The AI is now less inclined to invest abroad when investing in anything other than raw materials.
- General tweaks to AI diplomacy but more adjustments are to come, particularly to some of the new actions like "Support & Guarantee Independence".

PATHFINDING:
- Formation travel has been adjusted to be a bit less restrictive about when to use direct movement instead of deciding that the place down the street is unreachable on foot and taking a boat across half the continent to arrive on the other side would be far more reasonable.

Mis à jour le : 18 mai 2024 à 9h55

- light AI state value change

Mis à jour le : 11 mai 2024 à 0h50

Fixed GDP tooltip

Mis à jour le : 28 mars 2024 à 11h03

- Updated for 1.6 (Blackcurrant)
- rebalanced population growth to be less intense at the start of the game
- slightly nerfed new vanilla migration values (probably still really high esp in the end game, be happy about this before I nerf it again!)
- slightly rebalanceed warfare costs etc
- Denmark will now attempt to annex Schleswig as per a new Danish JE
- added Danish JE to annex Schleswig + a couple of events
- added AI strategy for Denmark to pursue Schleswig
- added Pan-Scandinavian AI strategy
- Denmark annexing Schleswig will allow Scandinavia to form peacefully and by consent - otherwise conquest is necessary
- Countries with extremely small populations are now immune to revolutions
- removed colonial capacity info
- Hesse-Kassel now starts off as a protectorate of Prussia so that the latter can move its armies around freely
- Fixed some typos and minor script issues

Mis à jour le : 18 déc. 2023 à 2h05

- Slightly altered endgame pop growth to flatline growth curve in developed countries a little bit harder
- made it easier to upgrade monitors and artillery all the way to their respective endgame units for ease of use and AI usability

Mis à jour le : 16 déc. 2023 à 3h08

- Fixed a bug where colonies would be isolated if the first tile of a newly colonised state is impassable

Mis à jour le : 14 déc. 2023 à 8h28

Please note: This changelog only includes the more important changes:


- threw out some elements that now work in vanilla
- altered subsidies and consumption behaviour wrt electricity (AI now no longer burns a hole in its pocket when first going electric - still some abnormal behaviour in the late game, but related to construction queue behaviour, so not fixable by mods)
- capped car consumption so that cars can't nuke transport consumption entirely
- rebalanced various elements, buffed siege and shrapnel arty
- relaxed building wages behaviour, stretched growth curve end towards 20 (from 14 SoL)
- removed easier VTM triggers for SOTP JE - JE needs a proper rework and until then is not good enough to trigger
- gave decaying buff to TUs if spectre haunting the world ends in communist success and TUs are marginalised
- tweaked some AI (rudimentary Unify Arabia/Yemen AI strat to allow some aggression there, rudimentary Ugandan aggressive behaviour)
- gave Kenya coast to Oman (historically they had a vassal in that area and it means settling East Africa happens at a different pace - also instructed European powers to be more aggressive in that area to claim the coast - results to be seen long-term)
- removed some impassable land to stop VTM bug of non-progressing colony mostly in Africa
- rebalanced technology to be slightly more in line with vanilla
- ships can now be upgraded into their higher variant of the same type and cavalry can be upgraded into tanks --> these changes were made because the AI is incapable of destroying its own units, meaning that once any unit comes along that can't be upgraded, they get stuck

Known issues:
- Vanilla: AI queues can massively overqueue power plants - nothing can be done about this
- Vanilla: AI countries with coop econ are almost certainly doomed to stagnate - nothing can be done about this

Mis à jour le : 6 déc. 2023 à 1h09

Mis à jour le : 5 déc. 2023 à 8h35

Apparently there is such a thing as "too many trains", anyways the boom is over. Sell sell sell!

  • AI: Told the AI to be more reasonable with Railways construction