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Thread: Victoria 2 is a complete mess.

  1. #1
    Dinner
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    Victoria 2 is a complete mess.

    Seriously, it is unplayable right now and is just a complete mess. Endless rebels every where which you can't kill because battles take 18 months to finish and result in 1% casualties, a broken economic system which results in there never being any demand for anything and pops being unable to get stuff like fish or fruit even though you are the largest producer in the world, etc..

    Sadly, Paradox has been in decline ever since their American parent company spun them off on their own and the independent operation is so rinky dink it's a joke. It's become routine for their games to come out completely unplay tested as well as dysfunctional while their customer service has gotten so bad I will no longer even buy their products. That's right, I've gone from being a huge vocal supporter who bought everything they put out to a guy who won't ever give them a penny again. WTF do you make it so that the only way to get customer support is through the website, then make it so that you can't register the game if you've ever gotten a violation on their web site. When HOI3 came out I started a thread pointing out several serious bugs and issues with the newly released game and instead of thanking me for tracking down issues they failed to find on their own they warned me not to "bad mouth" their game and then put me on perminent probation which means now I can't even register any PI games which means I can't legally get them to work or get any customer service for them. It's just retarded.
    "Our scientific power has out run out spiritual power. We have guided missiles and misguided men." - Martin Luther King Jr.
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  2. #2
    Al B. Sure!
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    Oerdin, I've been playing their games since EU1 and I can tell you that every game they release, on release, is complete crap. I think they treat a release as a beta. They are the best company I have ever seen with regards to patching their games, however.

    It seems ****ed up but never buy a Paradox game new. Within 12-18 months after release, they have expansions and patches that make the game playable. I heard EU3 was crap when it came out but I bought it recently with all 3 expansions and patched it up and it's flawless and bugless.

  3. #3
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    I owned EU1 as well (though didn't get it until after EU2 was released) and while all of their games had problems on release most of them at least were playable. Vicky2 isn't even playable. Not even remotely. EU3 wasn't much fun on release but it was completely playable and with the expansions (most of which were actually just large patches they charged $20 for) the game became epically good. I just object to PI's pay for patch policy.
    "Our scientific power has out run out spiritual power. We have guided missiles and misguided men." - Martin Luther King Jr.
    "A cynical, mercenary, demagogic press will produce in time a people as base as itself."
    - Joseph Pulitzer

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    Al B. Sure!
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    What pay for patch? If you register the game on their forums, you can download the patches for free. As for the glorified patches which are the expansions, I don't know. I got EU3 with all 3 of the expansions for $24.98 from Steam. That's not bad at all.

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    I've been checking the forums and will be giving Vicky 2 a while. There's already a couple of guys modding the hell out of everything, mostly the economy, which is in serious needs of balancing (Paradox basically gave one of the factory pops sky-high requirements to drive industrialization, and all it does is generate tons of unhappy people who revolt, or something like that).

    Some factories are downright unprofitable, since one factory produces more than enough to feed the demand.

    Demand isn't calculated properly. If y people want x good, that good costs proportionally to that demand, even if none of those can afford to pay even 1/4 of the new cost (so you have higly-demanded goods which are left unsold because noone can afford them)
    Indifference is Bliss

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    Give it a year or two, and Victoria 2 will be worth purchasing (when they finally get it patched/all the additions released).
    Please put Asher on your ignore list.
    Please do not quote Asher.
    He will go away if we ignore him.

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    Yeah, that's the plan
    Indifference is Bliss

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    For those that actually went and got the MKI of Victoria 2, is it really worth the buy, or is this basically just Vicky with better visuals?
    Please put Asher on your ignore list.
    Please do not quote Asher.
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    Oerdin, maybe you should fire it up again. I saw this update:

    New Features
    Difficulty is back, with lots of different effects.
    Added a sphere overview to the outliner
    Added flags in zoomed out mode to represent armies and navies on the map.
    When releaseing a nation you are now able to select that you want to continue playing as them. (singleplayer only, but will not make them a satellite.)
    New Countries
    Added Israel, South Rhodesia, Congo Free State & Iceland as releasable countries.
    You can now form the Byzantine Empire if you play as a greek state and achieve a few goals.
    Playable Babylon added as a free DLC integrated in the patch.

    AI Improvements
    * Diplomacy AI
    AI will now try to influence and remove other GPs influence from countries it wants to attack
    AI is more likely to cancel alliances with those that occupy their territory.
    Countries which has cores in other countries no longer want to ally with them
    AI less keen on expelling advisors
    Fixed a bug which made the GP AI misjudge the influence gain of other GPs
    AI now less likely to sphere unciv neighbors with low production output
    AI now a bit more stubborn when feeling superior to another country when determining peace chance
    AI should now be able to intervene in wars
    AI now takes possible intervention into account when evaluating wars
    Made sphere leaders slightly more friendly towards spherees
    AI doesn't really like to intervene and help out countries with high badboy
    AI now dislikes provinces it cannot reach even if has lots of goodie factorys and gold RGOs
    AI now likes countries which can get canals built through them
    Fixed a serious bug that made the AI overconfident when going to war
    AI now considers neighbors more of a threat when evaluating enemies allies, and allies close to war target is considered slightly better
    AI will no longer count countries in their own sphere as allies when evaluating if another country should be allied with.
    Great powers will now consider allying with people outside their sphere.
    AI is now less likely to break alliances.
    AI can now cancel alliances because of CB against allied
    There's now a small distance penalty when evaluating non-neighboring states as target of wargoals
    * Economic AI
    Fixed an issue with AI budget minister assuming it could take loans when it couldn't
    Fixed an issue with AI budget minister not always taking the cost of the national stockpile into account
    AI now tries to lower taxes for rich strata to make them invest more in projects
    AI should now build and upgrade naval bases in decent positions
    AI no longer tries to upgrade factories that are already being upgraded
    AI should now promote more craftmen/clerks
    AI will now save some more money in the budget
    AI is now better at promoting Capitalists to kickstart the economy.
    * Military AI
    A country that has heavily occupied core territory will now mobilize
    Army AI: Splits off siege forces when dealing with rebel occupied provinces
    Army AI: now properly considers areas with rebels "war zones"
    AI now considers Military Tactics a bit stronger when calculating troop strength
    * Tech AI
    tech ai should now be more resonable
    AI should be a little bit better at keeping up in naval tech research.
    more ai evaluation to watch out for nasty gas
    Clean coal tech is now also desired by iron producers.
    Electricity is now more desirable by great powers.
    The AI will now focus on national focus techs if a greaterpower or having a big population.
    Gamebalance Changes
    * Great Powers
    GP intervention now requires the country to have a "Friendly" opinion of the GP
    Once a GP has formed its union tag it no longer gets the free assert hegemnoy CB vs other nations with the union tag.
    Assert Hegemony wargoal changed into removing the all nations within the same culture group from being either in the sphere or being vassals. It also sets the relation back to neutral.
    Changed warscore for Hegemony to 6 for each sphere member or vassal
    Military and industrial score now have higher theoretical maximum
    Halfed impact from leaders on military score.
    In order to intervene in a war, a nation targeted by a wargoal need to have at least cordial opinion of the nation wanting to intervene
    Removing a country from a sphere now incurs an influence drop as well
    Relation now has slightly less effect on suppressing wars if countries have valid CBs
    It's no longer possible to call your sphereleader again and again into a war as a spheree
    Lowered influence cost of discredit, upped the effect(-50% -> -75%)
    You can no longer influence any country you have a truce with.
    * Diplomacy
    Its no longer possible to release satellites when at war.
    Relations now have slightly more effect on military access chance
    It's no longer possible to add wargoals to a side that has a Status Quo wargoal added to it
    The first nation that intervenes in a war will always become warleader, subsequent joins will never become warleader
    Called allies never become warleader in Status Quo has been added to that side
    It's no longer possible to negotiate with minors if you have added non-annex wargoals and the other side has added status quo
    All states that are annexed by a minor in a war are now added as "Free people" wargoals(up to 150 warscore worth)
    Status Quo wargoal is now removed if someone annexes a minor(since it will be replaced with Free People wargoals)
    No longer possible to call allies into civil war
    Rebel territory is now disregarded when occupation percentage is compared.
    Releasing nations now reduce infamy and prestige

    * Capitalists
    Capitalists are no longer restricted to building factories/railroads in the state they live in.
    Capitalists now select a couple of states to invest in rather than distribute money over the entire nation
    Capitalist build selection now less random, are nowmuch more likeley to listen to national focus.
    Capitalist projects now responds to economic policy changes
    Capitalists should now invest some of their money in projects before buying luxuaries
    Capitalist should now consider available inputs when determining projects
    Capitalists now better at investing in projects before their needs
    Capitalists will now focus fully on creating new factories when they have none and slow down their investment to support their life needs
    * Pop Migration
    POPs are even less likely to move to desert or arctic provinces.
    POPs are slightly more likely to move to coastal provinces
    Migrating pops now understands that unemployment is not an ideal dream.
    Factory workers won't move to colonies anymore.
    Pops now understand that migrating where unemployment exists is bad.
    Pops getting luxury goods are no longer keen on migrating.
    Soldiers will not migrate to provinces where farmers and labourers are heavily unemployed.
    * Pop Promotion
    Pops will no longer promote away from what a national focus desires.
    Fixed a few problems which caused pops to demote when they shouldn't.
    Pops promoting gets consciousness to 0 now.
    Pops are less likely to promote to capitalists where there is low amount of beurucrats or if they have low literacy.
    Artisans will not consider becoming capitalists if the capitalists are not well off.
    Capitalists are now less likely to be promoted in low pop areas or if they are non-accepted culture.
    Pops are less likely to become bureaucrats if the admin slider is low.
    Low literacy is now a proper penalty on beuruecrat promotion.
    Rebalanced crime slider impact on bureaucrat promotion.
    Pops will not promote to aristocrats if aristocrats can't get all luxury goods.
    Pops promoting to bureuacrats of accepted culture will not auto-assimilate into non-accepted.
    Pops will no longer want to become aristocrats if there is already 2% in a province.
    Clergy will not promote to beuruecrats if there is more spending on clergy than on beurues.
    Clergy will not promote to artistocrats if you fully fund clergy.
    Clergy and Literacy now impact researchspeed more and country status less.
    Clergy is no longer desired to promote to when the optimal is reached.
    Made a small increase in promotion for farmers and labourers to craftsmen if there is work for them.
    Pops will not promote to soldiers if there is lots of soldier pops not recruited.
    Pops are less likely to become soldiers if payment is bad.
    Craftsmen doing well is now far more likely to promote to clerks.
    Pops will not promote to officers if already at optimal cap percentage unless a national focus is there.
    * Politics
    Conservatives now properly allow social reforms at scaled militancy.
    Fixed a consistency with militancy to support reform calculation.
    There is now less of a militancy decrease when enacting a reform.
    You can now only change ruling party once a year.
    Ideology changing on pops from events is no longer divided by 100.
    You can now release union tag countries if nobody with this tag exists (crush krakow->release poland->victory)
    Ruling party is now set to one of the same ideology you had, after a tag change.
    Free peoples now work on union tag countries that already exists
    Pops of the primary culture will never assimilate now.
    * Revolutions
    Rebels of union tags can now spawn if no country with culture exist
    Reliability is now applied correctly.
    Rebels now have a bit better organisation, and will be more likely to form in bigger armies.
    Inventions are now inherited when a country is formed.
    When a rebellion ends in any way, all pops who symphatized with that rebelfaction lose militancy.
    Pan-nationalists are now limited in spawning, not in enforcing
    Rebelfactions grow stronger a little faster now.
    Provinces seceding from events will now get militancy&consciousness reset.
    Government change is now updated when rebels enforce their demands, thust nationalists rising under one fog wont change the country they broke free from when they do so, should that country had changed during their insurection.
    All alliances, SoIs and influence cleared by revolutions
    Rebels are now far less likely to rise on their own.
    General risings will now set the organisation of a faction to 0.
    Rebel organisation gains are now colored correctly.
    Soldiers now only revolt when the rest of the faction is close to ready to rise.
    Getting a revolution succeeding in your country now reduces 10% of your current prestige instead of -5.
    * Armies
    Naturalbornleader trait is now good.
    Experience for already recruited troops are now affected from tech discoveries the next time they get some r&r.
    Units forced to retreat now cancel previous movement before doing so.
    Gas is now a bit less awesome, also the modifier is exported in defines for tweaking
    Artillery added to combat after first day is now more likely to avoid frontline duties.
    Pops now take higher casualties when a unit takes damage.
    Battles at endgame now gets bloodier, and attack value is only for attacker and defend value for defender, with each value giving +10% extra damage dealt.
    Discipline now reduces morale damage taken only.
    Units in exile status will not attempt to siege which they weren't allowed to in the first case.
    If you have access to a countries territory, you also have access through its vassals.
    * Navies
    Fleets now check hull value instead of number of ships for "overrun".
    Ships now costs about 20x as much to upkeep.
    Canals are now blocked if the controller is hostile.
    Each level of navalbase now gives a little less range.
    Admirals should no longer get traits and backgrounds that affect reliability.
    * Mobilisation
    Mobilised troops will not transfer over automatically when a province is taken.
    Only accepted and primary cultures can be mobilized now.
    * Technology
    Literacy gain doubled.
    Made a large overhaul of how often inventions spawn and which spawn for each country and when.
    Plurality is now far worse for tech research.
    Reworked a few inventions that reduced plurality to instead modify other aspects.
    Education efficiency inventions are now far better.
    Aesthetic techs now increase prestige impacts by a bigger margin than before.
    Philosophy techs now increase research speed instead of prestige.
    Psychology techs now affect reinforcement rate and experience of regulars.
    Social Thought techs are now both colonisation and education efficiency.
    Market functionality techs are now affecting great power influence.
    Organisation techs now affects output.
    Reduced factory out effect from power techs, front loaded the RGO tech effects so the total bonus are same but your receive more earlier.
    Reduced effect of pop-growth inventions.
    Gas-attack and defend is now triggered from a later tech, and gas-defend is only possible to get from fighting with countries that have gas-attack.
    Rebalanced effects from some naval inventions. Steamer Transports are now far worse, while Dreadnoughts and Cruisers got a nice buff.
    * Economy
    Added more pre-reqs to the formations of canals.
    Factory output are now affected by your economic policy. LF is by far the best.
    Rebalanced goods demands for pops.
    Added demand for fuel at various places.
    Pop projects are now re-evaluated if they building a new/expanding factory and factories are added to state, either conquered or player-built, but only if there aren't enough workers
    Under Lassiez Faire, each state can now have 1 closed factory(2 if they are the only factories in the state)
    Factories can now be upgraded to far higher levels than just 5, if needed.
    Maintenance goods are now only consumed if they make a difference to the output
    check if countries can take loans in budget ai now also checks bankruptcy
    fixed an overflow issue when calculating potential project profits
    Only cultured bureaucrats now contributes to tax efficiency
    Factories no longer skip buying input if the input good is also needed for maintanace.
    Pop demands in non-colonial territories is now increased by plurality.
    Pension costs now properly calculated
    Fixed calculation issue with amount of sold goods from factories
    Convoy needs now always bought independent of stockpile slider to stop market fluctuations
    Oversea costs now deducted earlier to stop problems with army using more than they should
    Selling big stockpiles internally should no longer nuke world price
    Factories are now updated in different order depending on day, which means same prio factories have an equal chance of getting clerks/craftmen for instance
    Banks now limit the loans they give based off the creditors tax base
    Interest payment now much more costly
    * War exhaustion.
    Removed war exhaustion for just being at war
    Increased all other warexhaustion gains.
    Exported base combat war exhaustion gain
    Warexhaustion now declines a bit quicker at peace.
    * Slavery
    You can no longer make conquered provinces in europe into slave states.
    Making a state into a slave state or not, now have repercussions.
    Its no longer possible to make a colony into a state when at war.
    Prevented the USA from abolishing slavery early if during the slavery debate.
    Database Changes
    * Balance
    Prussia, Austria and Russia have somewhat better relations at start.
    Disease events now more expensive
    Increased weight for nationalist_rebels
    Added MTTH modifiers to delay the ACW
    Britain now enjoys cordial relations with Johore
    Increased the military spending penalty from signing the Geneva Convention.
    Reduced MTTH:s for regional and colonial fairs
    Removed ships from danish and swedish oob.
    Increased conservative weight toward nationalist rebel type.
    CSA should now get some leadership when they break free.
    Reduced prestige gain from Penal Colonies
    PAP can now be inherited when Italy unites
    Safaris should now give a lot less prestige
    Cavour's Diplomacy should now remove SAR cores from territories ceded to FRA, and give cores on Lombardy
    Chanoine's Expedition now only requries naval statistics
    Fabric factories require less inputs
    Fixed a problem with event "Miliary Intelligence Spreads" firing too often
    minority_building_restrictions now gives less assimilation bonus and more militancy
    The Prussian tech school is now actually good.
    FRA's palais_garnier decision now requires expressionism0
    RGO spread events now more likely in capitals
    Most minority events now hit state scope rather than province scope. Their mtths have been altered to hopefully reflect this.
    Tweaked the descent into wishy washy Liberalism caused by bleeding heart abolitionists
    Nationalist rebels should now be ever so slightly more common
    changed power techs to increase factory throughput
    made it more likely that explosives will actually make money
    * Setup
    Gave Chile and Argentina their historical provinces in Patagonia from game start
    Slightly increased the life rating of the far North of Canada and the Australian outback.
    UCA_reactionary economic policy -> State capitalism
    Added Bureaucrats both here and there to AUS
    MEX no longer has "The Command Principle"
    Made Texas' regiments cavalry, guards and artillery
    Fixed an issue with Panjab's main army taking attrition on day one
    Fixed a problem with Persia's main army taking attrition on day one
    Kokand's and Bukhara's armies no longer suffer attrition on day one
    Added some more cores for HND
    Renamed EGY_921 to "Palestine"
    Made ORA use a nice hue of orange as country color
    Fixed issue with PHI reactionary party not being set to reactionary ideology
    The Netherlands now allow Slavery at game start
    Fixed an issue with several mainstream US parties having a residency citizenship policy
    NIP_conservative and NIP_conservative_2 set to support state_capitalism
    Added in further modifiers to army inventions
    Italian Socialists now organise a party much earlier
    Fixed an issue with ALD not having cores on French Algeria
    Scripted in political party names for ISR, ICE and BYZ
    Fixed a problem with region sub-divisions in EGY/TUR
    Irish Conservative party should now last the entire game
    Austria-Hungary now has a different color.
    KUK is now non-releasable
    Baden now has new Defualt, Monarchy and Republic flag
    West Hawaii seazone fixed
    West Magellan straigt fixed
    Made the USCA upper house more reactionary to prevent reforms being passed
    Removed Austrian Cores from Northern Italy
    San Antonio now has a fort (The Alamo, remember it)
    Several of Mexico's infantry units set to irregulars
    Fixed a problem with ICL's conservative party expiring too early
    Split Bas-Congo into 'Bas-Congo' and 'Equatorial'
    moved Aosta into Piemote State to prevent split states
    Gave Piedmont a military Industrial Complex
    Moved Jamaica and The Cayman Islands to the Caribbean Islands region
    Renamed "Greater Antilles" region to "Cuba"
    Maputo province renamed Lourenzo Marques
    Added SCA cores to Flensburg and Aabenraa
    Eisenstadt is no longer a core of HUN
    USA_prussian_constitutionalism now named 'The Kingdom of America'
    anti_jacobin_tract now uses core_pop_consciousness_modifier
    ENG_bourgeois_dictatorship -> Republic of Britannia
    Soldier POP in Malmö partly transferred to Stockholm
    Reshuffled Sudanese provinces and states a bit, and gave them some better names
    Lebanon & Formosa now have proper names
    Fixed region names in The Congo
    Fixed Cameroon Region names
    Broke the back of Mexican militarism by sending thousands of soldiers off to the reeducation camps. World now safer for democracy.
    DES is now a civilized country
    Fixed a problem with a superflous comma in the Mexican leader names
    Fixed an issue with primary cultures for MCK and MGL
    Added in some missing modifiers to pru.con. monarchies for invention triggering
    Alaska set to colonial
    Belgium now accepts French culture
    RUS, ENG, and GER will now be called The ADJ Empire if absolute monarchies or prussian constitutionalist
    Harare region renamed Zambezi.
    Proletarian dictatorship Ottomania will now be called Turkey
    GER_2530 and AST_2528 now renamed Northern New Guinea and Southern New Guinea
    * Events & Decisions
    Added the "Peking Convention" and "Russian Vladivostok" decisions to RUS
    Added a decision to allow ITA to move its capital to Rome
    Added events to represent the Doctrine of Lapse, allowing the UK to annex Indian Minors who haven't behaved themselves.
    Added a decision 'The Vega Expedition' to SWE
    Added a decision 'The British South Africa Company' to ENG (Zambezi -> Southern Rhodesia, Harare -> Salisbury)
    Added a decision 'Kaiser-Wilhelms-Land' to GER (Northern New Guinea -> Kaiser-Wilhelms-Land)
    Added a decision 'Megali Idea' to GRE
    Added a decision 'Motala Verkstad' to SWE
    Added a decision 'Borggĺrdstalet!' to SWE
    Added in a few mostly harmless events
    Added a decision 'Miskatonic University' for NEN
    Added a decision 'The Walhalla' to BAV
    Added a decision 'Introduce the Presbyteries' to HAN
    Added a decision 'Build The Gotthard Tunnel' to SWI
    Added a decision 'The Lambert Charter' to FRA
    Added a decision 'End The Merina Monarchy' to FRA
    Added a new country, RHO
    Southern Rhodesia, cores placed by decision British South Africa Company
    Added a new decision 'Host the Congo Conference', with a couple of follow up events.
    Added a new event 'Rubber from The Congo!'
    Added a new event 'The Congo Reform Association'
    Added a new decision 'Annex The Congo'
    Added a new decision 'Explore the Congo!' for BEL (Renames Leopold-, Elisabeth
    and Stanleyville)
    Added a new decision 'Brazza's Expedition' for FRA (Renames Brazzaville)
    Added a decision 'von Moltke's Reforms' to PRU
    Added a decision 'Kanun-i-Esasi' to TUR
    Added a decision 'Encourage The Ruhr Boom' to PRU, NGF or GER
    Wrote a new event 4430
    Added a decision 'Build The Eiffel Tower' to FRA
    Provided decision 'The Bonnie Blue Flag' with text and event modifier.
    Wrote decision "King of Kings, Ruler of Rulers" to form the Byzantine Empire
    Rewrote the anarcho-liberal enabling text.
    Forming KUK will now add KUK cores to all provinces with Austrian cores.
    Forming KUK will now remove all AUS cores from provinces not of south german culture.
    Expedition of the Thousand should now give you North and South Italian culture
    Legation Quarter event now gives CB to the offended power
    Ionian Islands question decision now has tech requirements
    Republic of Neuchâtel decision now requires you to be SWI
    CB Event "Ship Explodes!" now gives cut_down_to_size CB
    CB Event "Ship Explodes!" can no longer fire versus Allies
    GER should no longer be able to annex AUS by having it in its SoI unless HUN exists
    Crown from the Gutter is now sent to neither AUS nor KUK unless HUN exists
    Three Hurrahs decision no longer annexes AUS nor KUK unless HUN exists
    All events that reduce the stockpile should now only fire if there are corresponding goods in the stockpile
    Wrote a decision for ENG to hand over Caribou to USA
    Renamed 'Support Ruhr Industrialism' to 'Support The Krupp Family'
    Removed crazy mtth modifiers from World Fairs. They should now be less likely.
    Metz should now join the SGF if Austria forms it.
    Added a decision 'The Left Bank' to FRA
    Decision 'Die Wacht am Rhein' now dependent on France's decision 'The Left Bank'.
    Wrote decision "The Balfour Declaration" to place Israeli cores
    KUK can now form if AUS prestige is below 80 OR GER exists
    Events that issue a declaration of war should now also add the CB for said war.
    Added a decision 'The Confiscations of Mendezibal' to SPA
    Fixed a small problem with the Guardia Civil decision
    Added a decision 'Hausmann's Renovations' to FRA
    Italy now gets its further cores by a special decision 'Italia Irredenta'
    Germany now gets its core on Heligoland by a special decision 'The Heligoland Question'
    Interface Improvements
    * Cheats
    Added a cheatcode "prestige" to add some prestige to your country.
    The Instant research & construction cheats is now only affecting the player.
    Fow cheat now works in release mode
    * Screens
    Closed factories no longer show a false cost for being subsidized
    Project view now shows states with 0 investors if the state has a project, so you no longer need to wonder what happened to you 99% complete factory that suddenly disappeared
    Cavalry should now allways be visible in unitview if present, even if country cant build more
    Pop view sort buttons now updates properly when switching province
    Production output in production screen now more correct
    Colorized display of factors in lists of factors for pops.
    Interface should be better at handling fractions of loans
    Added support for more accepted cultures in the interface
    Updated projects tab to only show projects in progress
    Goods icons shown correctly for biggest produced
    Stockpile slider will be cut as well on bankruptcy if player is not in the budget view at the time
    * Tooltips
    Added some more cases in explanation of when you can't select a certain ruling party.
    Added detailed explanation to pop literacy change
    Added tooltips for relation progress.
    Improved a tooltip for regiments and ships in the unitview.
    Max speed shown on unit details tooltip
    Fixed top producers tooltip to take trade into account.
    Fixed a tooltip on core restricting navalbase distance.
    Tooltip for colonization should now tell you if you cant colonize due to lack of focus
    Morale and trait effects are now applied to the org change value shown in the unitview tooltip.
    Added expiration date for CBs in event/diploview/diplomapmode tooltips
    trade view now displays actual bought of a good as well as supply/demand in the tooltip
    * Map
    Diplomatic mapmode won't list cb's against yourself anymore.
    Diplomacy mapmode will only show relations with other country, not the player against itself.
    Changed colors of infrastructure mapmode so it now shows railroad levels and provinces where railroad cannot be built
    Ship flags are now shown in ports
    Fixed some serious lag issues when scrolling around on the map
    Keyboard scrolling is now disregards multiple arrow key events
    Keyboard scrolling a bit smoother as well
    Fixed issue with rgo goods icon not updating
    Building sprites should now properly update when switching levels
    Unit stack size indicator now summarizes stacks of neutrals, shows asummary of enemies and a summary of friendlies if friendly stack
    * Misc
    Updated tutorial text about how much clergy you need
    Autoassign and generate leaders now saved in settings
    'Sieges' renamed 'Occupations' in the outliner
    Added a slider for counter distance in settings menu
    units now show counter under stacks if < 1000 men
    Corrected incorrect color codes in localization message for peace negotiations
    Number of researched techs now properly displayed in endscreen
    Fixed overwrite problem in textbuffers
    Chat removal timeout increased to 60 seconds
    Scrolling in the Loans list should not reset at each tick of day.
    Reordered the outliner so occupations are shown first
    Election sounds now played at start and end of election instead of on election event
    Declaration of war sound now played on intervention
    Fixed a province event title overflow problem
    Shortcut for building railroads in the province view is now shift+r to not conflict with 'r' that changes mapmode
    User Modding
    * Effects
    Added primary_culture effect
    Added an 'all_core' effect.
    Infrastructure event effect now builds railroad
    new effect "leadership" to give/take leadership points from a country
    * Triggers
    Added a 'crime_higher_than_education = yes/no' trigger to check if crime spending is higher than education spending or not.
    Added a 'total_pops = x' trigger that checks the current scope.
    new "rank = " trigger to check a countries ranking
    new "big_producer " trigger to check if a good is one of its major produced ones
    new trigger someone_can_form_union_tag =
    Added a = [0-1] trigger to check current scope how much % of that poptype there is there.
    Added a new trigger 'rebel_power_fraction = '.
    Added 'is_secondary_power trigger = yes/no'
    Added a 'recruited_percentage = [0-1]' trigger to check how much troops is recruited from the soldier base.
    * Misc
    Added modding support for another level of sprites, and for unique units for each landunit type without affecting the checksum.
    is_greater_power & any_neighbor_country triggers now work from pop-scope.
    ruling_party_ideology now works from pop-scope.
    Performance and Stability
    WavesVertexDeclaration fixed for older ATI cards.
    Fixed start issues for people with odd desktop resolutions
    Map cache can be rebuilt in Release without crashes.
    Debug reload right click menu no longer enabled in release.
    Optimised some internal calculations.
    Game will no longer crash due to ruling party being removed.
    Fixed crash when drawing unit arrows close to map edge
    Fixed a crash bug with country name generation
    Fixed crahsbug in ai sphere recalculation.
    Fixed a crashbug in the pop details window.
    Fixed crashbug with the formation of Italy
    Generic Bugfixes
    * Game Mechanics
    Strategic AI is now reinitialised properly when resigning and starting a new game, so the AI will no longer be braindead by this.
    Fixed an issue with discredit effect not being applied correctly
    Changed a bug which caused countries to influence other countries it had cores in to still influence them(to ban other GPs) but never add them to own sphere
    It's now possible to intervene in wars containing satellites
    Fixed a bug that could lead to countries not calling allies or mobilize under certain circumstances
    Fixed a bug that caused wargoals to become corrupt when changing tags
    Leaders generated from events will no longer instantly die, and will also have pictures.
    fixed error when taking many small loans
    Countries now properly change parties on tag change
    Fixed issue with luxuary goods supply/demand behaving oddly in the world market
    Inventions will no longer be able to trigger twice if scripted from the start files.
    Core giving event now checks for province control
    Annexed countries spheres is now cleaned up properly.
    Fixed a problem which caused multiple parties to be duplicated after reloading when your country had changed tags.
    Fixed a bug with the needs triggers not working as they should.
    Fixed bug in casus belli update code
    * Interface
    Combats should now be properly selectable if a country switches tag.
    Now possible to cancel national focus in region 0 (Alaska for humans)
    No longer possible to repay more debt than you have
    Fixed a few issues with events having broken picture references
    Fixed so that move to front on listboxes actually work (making chat allways on top)
    fixed a rounding error with leadership points display.
    fixed a calculation error for supply display on some goods
    Changed province and statenames now saved
    Sorting leaders by army now actually works
    No longer possible to turn other peoples colonies into states.
    Provinceevents will no longer have "null_state" when referring to the state the province is in.
    Trade sliders no longer drop in value
    Fixed a bug with combat width limitation being displayed for the wrong positions.
    * Database Files
    Fixed a spelling error in Portugese leader names
    German text no longer get cut in lobby.
    Fixed a bug with a rebel modifier scripted wrong
    Fixed some spelling errors in the tutorial as reported.
    War Gamming renamed War Gaming
    Added in a timed modifier to prevent Excavation spam for EGY
    Republic of Neuchâtel now removes NGF and GER cores as well as PRUssian.
    Witwatersrand Gold Rush now a modifier instead of a flag
    RGO Spread Events should no longer fire in provinces that already have the modifier
    Fixed issues with province LRs foobared due to lack of linebreak for province(s): 280, 2702, 1002, Lima
    Fixed several spelling issues in the tutorial
    Fixed an issue with country tag not set properly by the politics tutorial
    Wrote a better ADM_DESC
    Fixed a trigger problem with event 32508
    fixed text overflow on becoming GP
    free people wargoal now has proper check for union tags
    North American minors should no longer be able to apply for statehood if the USA is at war
    Fixed issue with event 13150 genociding an entire province
    Unification decisions can no longer be enacted if at war
    Indian Sepoys should no longer spawn in south_asian countries
    Fixed an issue with Trinket Minimum Wage being named differently in the reform and issue lists
    Decisions to civilize no longer possible to enact during wartime.
    fixed a typo in the constitutional convention event
    Fixed an issue with the "Europeans Harassed" event reducing population by 50% instead of 5%
    Fixed a problem with spelling of Flemish/Dutch/Belgian parties
    Fixed a problem with Hondura's adjective form
    Fixed a problem with Union nations having unification CBs
    Fixed an issue with province Kuala Lumpur switching RGO type back and forth
    Fixed a problem with Garibaldi's Redshirts not spawning as intended
    Border Incident event should now only fire versus civilized countries
    Red Shirts should now not appear in SAR
    Fixed a problem with SWI's signing of the Geneva Convention
    Fixed a problem with DEN reverting back to Absolute Monarchy due to decision 'Den Danske Lov' not setting a reform properly
    Fixed a problem with event 19300 lacking options titles
    Fixed a slight spelling issue in newtext.csv
    Fixed a spelling issue in international_negotiations modifier
    Fixed a problem with armies lacking closing brackets
    Vega expedition now uses badboy instead of infamy
    EGY should no longer have troubles with Egyptian officials in the Valley of The Kings
    Unification CBs now only valid if there is a union tag
    Corrected the province owned check for the Congo Conference decision
    HOL_anarcho_liberal no longer misspelled
    Stopped the invention of cars and planes until you can build electric gears
    Fixed an issue with ARG spamming the law 1420 decision
    Fixed a problem with rebels rising despite lack of cores

    That's not an update. That's a whole new game
    "Flutie was better than Kelly, Elway, Esiason and Cunningham." - Ben Kenobi
    "I have nothing against Wilson, but he's nowhere near the same calibre of QB as Flutie. Flutie threw for 5k+ yards in the CFL." -Ben Kenobi

  10. #10
    Heraclitus
    Emperor Heraclitus's Avatar
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    Local Date
    May 23, 2013
    Local Time
    23:14
    I hope Victoria 2 is patched together, I really wanted to play a game like that.
    Modern man calls walking more quickly in the same direction down the same road “change.”
    The world, in the last three hundred years, has not changed except in that sense.
    The simple suggestion of a true change scandalizes and terrifies modern man. -Nicolás Gómez Dávila

  11. #11
    Jonny
    Apolyton Sage No. 1 Jonny's Avatar
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    Local Date
    May 23, 2013
    Local Time
    17:14
    I played this for a few days right when it came out, and quickly put it aside, right about the time when the world ran out of resources and half the US rose up in revolt every other week. It was torture, not fun.

    A new beta patch came out last week, and I've been playing around with it since. Much better now. Still a few problems (there still seem to be some shortages of common industrial goods, since it seems like prices of highly-demanded things aren't increasing properly), but it's enjoyable now at least.

    Full changelog:

    Beta of 1.3 - 23rd February 2011

    ################################################## ##########
    # Changes for 1.3 below.
    ################################################## ##########

    ----------------------------------------------------------------------
    - AI Improvements
    -----------------------------------------------------------------------
    - Tweaked the AI logic for techs and Gas.
    - AI will now recruit as many generals as possible.
    - AI is now better at assigning leaders.
    - National focus AI will now remove focus from colonization attempts that are far behind an opponents colonization attempt of the same region.
    - All AI countries will no longer pick the same option on events that all countries get simulatiously.
    - Added more AI chance factors to techs, mainly to encourage late game factory unlockers.
    - Further fixes to capitalist AI
    - AI will now turn off subsidies more intelligently
    - AI chance added to lots of Army/Navy techs.
    - Upped AI chance on researching new ship types some more.
    - AI is more likely to increase military spending if low amount of soldiers.
    - AI will nolonger attempt to colonize regions where someone elses colonization is way ahead.
    - AI can now delete factories.
    - Fixed some Naval AI issues
    - Improved Naval AI strait blocking and guarding
    - Optimized an AI pathfinding check (ShouldGoByLand)
    - fixed: Does the AI know how to remove factories?
    - fixed problem with the ai trying to upgrade buildings that aren't there
    - fixed Capitalist AI build logic: Single Closed Factory in State under L-F Government
    - Fixed a bug which caused the AI to always disband at least one regiment at each reload.
    - The AI learned to not build engineers instead of infantry.
    - Army AI: Fixed an odds bug where the AI would grossly underestimate enemy strength
    - Army AI: Improved odds calculation to look at more factors

    -----------------------------------------------------------------------
    - Gamebalance Changes
    -----------------------------------------------------------------------

    * Pops
    - Clergy promotion now check clergy levels, not officer levels.
    - A few immigration-attracting effects now also increase assimilation rate.
    - Reduced default assimilation rate by 25%.
    - Citizenship policies now increase assimilation rates.
    - Continents can now affect provinces, which currently just sets assimilation rate depending on continent.
    - Having political and social reforms enacted increase the angryness of political party being appointed.
    - Low literacy POPs are now far less likely to promote
    - Soldiers are now less likely to become craftsmen if you spend money on them.
    - Farmers and Labourers at <20% literacy is now less likely to become craftsmen.
    - Increased Mil reduction after rising to 3 (from 1).
    - Mil from reform desire doubled
    - Literacy is now capped to 100%
    - Fixed a bug in promotion factors that nerfed promotion to bureaucrats when admin spending was above 0.
    - Literate pops are more likely to promote to bureaucrats in states with under 1% bureaucrats.
    - Removed lux goods modifier for generic promotion chance as lux needs are higher now.
    - Fixed clerk to bureaucrat promotion.
    - Soldiers may now also promote to craftsmen.
    - Craftsmen now want the wage reforms more.
    - Told soldiers not to promote to craftsmen in colonies.
    - Clergy less likely to promote to officers when education spending is 100% and Military is under 80
    - Pop's desire for voting rights to their strata doubled.
    - less bureaucrat promotions when spending = 0
    - pops thinking of becoming aristocrats check state scope to see if there's too many rather than the nation
    - Pops will not assimilate in overseas colonies.
    - Lowly populated areas will not completely depopulate from migration.
    - Pops should no longer emigrate to occupied provinces
    - Pops in occupied provinces should not promote or demote.
    - Hit healthcare with the nerfbat.
    - Made craftsmen a little more likely to promote to clerks.

    * Military
    - Arty brigades have defence now, techs increasing their attack will also raise def.
    - Mobilisation calculation is now using merged smaller pops to not punish smaller countries so much. ie, Prussia vs France.
    - Supply costs now affect military score.
    - Upkeep cost for brigades increased
    - Army techs increase upkeep cost more.
    - Troops no longer affect colonial progress.
    - MoW arty need upped to be in line with others
    - Units will nolonger leave combat if they cancel movement.

    * Diplomacy
    - Same continent-cores and the capitals are now weighed more in warscore calculations.
    - Peacecosts for taking province will not grow because of enemy is losingn territory to rebels at the same time.
    - A country being forced to be released will get a truce with the country releasing it.
    - Rewrote mechanics so that bankrupcies, 'gunboating' and defaults are 'on the same page':
    * A country that cant pay their intresst goes bankrupt, this will put them in default to all creditors for two years
    * All creditors gets a cb/wargoal to force them to repay their debts, if they win the country will no longer be in default to them
    * After two years, all loans held by the bankrupt country, that it still is defaulting on, will be cleared
    - Good peace offers that are declined now incur a penalty to the decliner, also added text to the peace offer message that reflects this.
    - Admit Hegemony now gets all relevant countries into your sphere!.
    - You can now properly influence countries added to your sphere even if you have a truce.
    - No longer possible to humilitate a country which has recently lost a war (within last 5 years.)
    - Being forced to disarm now reduces your badboy quicker.
    - You can always influence someone in your sphere, even if at truce with them.
    - Countries should now allways get a cb on debt default

    * Economy
    - Changed price calculation to use actual bought instead of real demand
    - Increased output of underproduced RGO goods
    - Complete revision of Pop needs.
    - Reduced POP demand for certain manufactured goods
    - Lowered electric gear factory's cement cost to be in line with others
    - National focus for factory production will now be much strongerly considered by capitalists and they may ignore non-profitability.
    - Intrest is now payed before anything else
    - If you have no money and get no loans, expenses no longer gets payed
    - Loans are now payed of in fleet orders (the private inverstors have a really big one )

    * Rebels
    - Middle-class pops now provide some infantry when they rise.
    - Rebels are now a bit more dangerous, as they have leaders, and will reinforce and are resilient.
    - Socialists now back political reforms at half the want of liberals.
    - Liberals now back social reforms at half the want of socialists.
    - Military issues are no longer so extremely important for people.
    - Chanced Anarcho Liberal trigger to be political reform want rather than social. No social reform want before Socialists are active.
    - Anarcho liberal rebels will no longer form in bourgeois dictatorships.
    - Reduced chance for primary culture pops to join nationalist rebels.
    - Expanded trigger to activate commies to make it more likely.
    - Farmers and labourers are a bit more likely to go socialist in equality nations with socialist ruling parties.
    - Farmers and labourers are keener on pensions when not getting their lux needs filled.
    - Small increase of probability of national rebels rising compared to others in the later game.
    - Pops less likely to join Anarcho-liberal rebels if not of culture group or accepted
    - More modifiers to make Pops go Socialist when they desire social reform
    - Rebel rising popups now has a max size

    * Technology
    - Advantgarde Intelligentsia were found to be actually quite useful, we have returned the Intelligentsia back to it is more traditional role of being seen to be a burden to honest hard working people.
    - Increased researchpoints from plurality and literacy.
    - Newly created countries will now have their technologies properly initialised.
    - Released countries no longer go immediately bankrupt.




    -----------------------------------------------------------------------
    - Interface Improvements
    -----------------------------------------------------------------------
    - Newly created leaders are now added to the top of the list.
    - Supply consumption on unitview now takes current level from country into account.
    - Map will no longer scroll if you are moving cursor while editing the name of a unit. (Or any other editbox)
    - Fixed needs dissapearing from the pop details screen for very small pops.
    - Political screen will now show the same reform allow percent in all toolstips regarding the same thing.
    - Bank loans tabs nolonger toggle, but rather switch to the tab that was clicked.
    - Fixed bug where poptype tooltips would show the wrong luxury fullfillment.
    - Fixed a technology tooltip.
    - Declare war tooltips will now state that you are in the same SoI as your target rather than that they are in your SoI if this is infact the case.
    - fixed Stockpile slider: percentage tooltip should be visible over buttons
    - added shortcut tooltips
    - National focus sprites will now always be placed in a province owned by the focus owner. ( Unless colonization focus )
    - Chance of allies joining in a war when call allies checkbox is ticked added.
    - War effects can now be setup to call in allies or not.
    - Unitview will now color the pop icon red if the pop is unable to reinforce or yellow if it can reinforce only at a slower rate.
    - Pop icons on subunits being reorganized will now be colored the same way as the pop icons in the unit view.
    - Units that are under construction will no longer flicker in the millitary screen
    - Build screens will now remember what tab it was on.
    - Military screen is now less laggy with large armies.
    - New policical parties and removal of old parties will now trigger messages.
    - War intervene screen now shows the correct reason.
    - Days of insolvency for factories is now visible on the production screen.
    - Unitflags will now change when government is changed.
    - Parties now have a more informative tool tip.
    - Fixed Message log incorrectly reports province defection
    - Auto-create/assign leaders creates admirals for 1-ship fleet
    - You can now disable auto assign for leaders you don't like
    - Now Better scrolling in popview

    -----------------------------------------------------------------------
    - User Modding
    -----------------------------------------------------------------------
    - Terrain trigger now works properly in migration checks.
    - Civilized trigger now works for pop & province scope.
    - The 'corruption' trigger now works properly and is a range from 0-1 telling how large percentage of your country that is covered by crime buildings.
    - Fixed the "is_secondary_power" trigger.
    - Added a new modifier called 'global_assimilation_rate' which is for an entire country.
    - Added a trigger for 'has_recently_lost_war = yes/no'.
    - Infrastructure command now changes railroad level, not sets it.

    -----------------------------------------------------------------------
    - Database Changes
    -----------------------------------------------------------------------
    - Added a decision where secondary powers with poor relations with their master can leave a SoI.
    - Leave SoI decision now uses secondary power trigger. Also moved it to Allow section so it is visible to any nation in a SoI.
    - Lowered MTTH on socialist and communist enabling events and made triggers a bit easier
    - Tweaked a few triggers for events to not happen when they shouldn't.
    - von molke's reforms also availible to NGF/GER
    - fixed ORs in Jacobin rebels
    - fixed tech check in expressionism inventions
    - DAN/HAB changed to DEN/AUS in country colors
    - name changes in cultures file from community fixpack
    - prussian_constitutionalism uses monarch flag
    - Israel can no longer form Germany
    - The Peking Convention can no longer be enacted while Russia is at war with China
    - Gifted Administrator trait now improves ORG rather than reducing it
    - corrected flag name in ACW events
    - corrected relation effects to use WHO rather than WITH in some ACW events/decisions
    - fixed abolish_prohibition trigger
    - fixed event 31507 trigger, should be for AUS rather than LOM + flag check
    - event 31508 polish Committee of Independence also fires for GER/RUS
    - Ship Explodes event adds correct CB
    - fixed WITH/WHO in civ and gunboats too
    - Disloyal Regiment event checks correct pop type
    - removed needless owner scope in the Bitter rain event
    - added civ check to Heia Safari! event/effect and changed WITH to WHO
    - Colony Improves event only happens in colonies now
    - correct poptype checked in event 36202
    - correct poptype checked in event 36203
    - removed check for global flag GermanizeSchlewsigDENes in event 36206 as it is not set by anything
    - correct poptype checked in event 36923
    - events 36940 and 36941 check correct tag (NZL)
    - event 33003 checks BAV, not BAY
    - event 33004 affects relations with DEN, not DAN
    - Abu Dhabi checked only once in oil event
    - IdeologyEnabling events now only have one picture defined.
    - The Great Escape event only checks civ status once
    - Friend's Almshouse event checks pop, not state
    - Signing the Geneva convention requires under 25 BB, not 250.
    - Dental Care Bill event modifier corrected
    - The Familiar Institution and Withdrawing Privileges of the Unemployed events empty modifiers removed
    - Unraveling Reform event changes correct reform
    - Union Busting event only checks civ status once
    - $COUNTRY$ Has Abolished Slavery event only checks civ status once
    - An Age of Liberalism event flag corrected
    - Springtime of Nations modifier corrected
    - End of The Liberal Revolution Part 2, trigger needed an OR and now it has one.
    - Potato Famine Debated, needless owner scope removed
    - Insurrection event, OR added
    - Revolt event checks correct flag
    - Cholera Epedemic event, needless owners checks removed.
    - Local Poet event modifier fixed
    - Local Clergy preaches disobedience event modifier fixed
    - National Martyr event, extra AND removed
    - Pan-Nationalist event, empty modifier removed
    - Onaction events, unneeded country and owner scopes removed
    - Red John event makes pops 30% more in favour, not 300%
    - Workhouse Strike events makes pops more 15% demanding rather than 150%
    - fixed Upper House Dissatisfaction event effect
    - fixed Free Trade & Repeal Society, Free Trade & Morals, Freemarketeering Criticized, and Newspaper Publishes Blasphemy events effects
    - The Alaska Purchase now sells ALL Russian land in NA to USA and removes Russian cores there
    - The Alaska Purchase event1 now has text on option B
    - The Alaska Purchase decision now requires you have enough money
    - Blackshirts event fixed scaled mil effect
    - Suffragette Movements event, fixed UH effect
    - Added owner scope to gov type check on event 36603
    - Temperance League, Beer hall, Religious Temperance, Licensing Act, Temperance & Labour events check for muslim religions
    - unneeded owner scope removed form beer hall opens event
    - Viticultural Association event checks for country flag now, not province
    - many unneeded owner scopes in workplaceevents.txt removed
    - Blood & Iron Mine event won't fires for same place ehile modifier is active
    - Fashion Fails event - removed empty modifiers
    - anti_egalitarianism invention now correctly enables citizen guard crime
    - changed ENG_2014 to 2016
    - removed 3 factories from the UK and turned the craftsmen back to farmers.
    - Added a revised alot of parties.
    - USA proletarian_dictatorship called American People's Republic again
    - Upped money from first choice in the First farmer's bank event to make it slightly tempting.
    - Added starting USA colonise NFs in Washington and Oregon.
    - Alaska purchase now gives ALL Russian NA to USA, not just USA's cores in case RUS takes some Canada.
    - Boy shot event costs more to investigate/
    - Increased attraction to fascist rebels a bit.
    - Can go KUK if government = prussian_constitutionalism too!
    - Added a boost to fertilizer production on the artificial_fertilizers invention and electricity tech.
    - 13200 checks for truce with SoI owner.
    - 13200 gives add to SoI CB/wargoal.
    - Made allow/remove liquor_prohibition less spammy.
    - Corrected triggers in Temperance League events
    - Removed odd modifier from reactionary rebels.
    - It now costs a lot more to join the Internatonal Olympic Committee.
    - Changed Foreign Smugglers and Point of Trade events to give a country modifier
    - Event 31505 now points to correct localisation.
    - Added BUR to UK's SoI.
    - Reduced brigade cost and tech cost increase a little.
    - Added Linebreak to fixe liferating in Leghorn.
    - Activated unused FRA parties.
    - ISR won't ask GER to annex them anymore.
    - Lowered mil score needed for meiji.
    - Lowered Lit requirement and MttH for Enable Fascists events.
    - Fixed MTTH in event 45100
    - precious_metal_mine is now a mine
    - Event 21030 MTTH fixed
    - 1935 nobel prize events checks right flag
    - Fixed the fort in Edirne.
    - Venezuela now has the core on Mahdia, not Venice.
    - Modena now in Austria’s sphere at game start
    - Changed event 19000 to not trigger followup for GPs with over 90 influence to avoid double SoIs.
    - Change a Fabric factory in Boston to Canned food and made the UK's Clipper factory level2 to smooth out early game economy.
    - Gave the USA 2 techs and some more bureaucrats so they can afford their navy.
    - Penal colonies won't fire again if you have the modifier from it.
    - Laagers attacked shouldn't fire multiple times for the same nation.
    - Events where you DoW also have a choice to call your allies as it is not automatic anymore.
    - FRA can't decision-annex a player MAD.
    - Ideologies can only be invented by civilised nations.
    - BOL and PEU start allied
    - Removed the culture penalty on industrial tech school
    - Removed ai_will_do from webster_ashburton_treaty and added a BB trigger
    - Anarcho-liberal, fascist and reactionary rebels like no_trade_unions now
    - Nations can only apply for US statehood once
    - Added a VEN core on Mahdia.
    - Fixed a bunch of modifiers that used literacy incorrectly
    - Renamed the Benin region to Dahomey.
    - BEL starts with XP railroad
    - Breslau's arty factory is now open and some more craftsmen have been added.
    - PRU starts with mechanical production
    - Fixed when poor pops want Gerrymandering
    - Added an event for TEX which grants some supplies
    - Added small BEL railway
    - Fixed a modifer in harassment voting issuse choice for poor pops.
    - Gave pandemic_influenza global effects as it is a country modifier.


    -----------------------------------------------------------------------
    - Performance and Stability
    -----------------------------------------------------------------------
    - Quite alot of optimisation done, mostly focused on late game performance.
    - Reported crashbugs tracked down and fixed.
    - Fixed lockup with big rebellions.
    - Fixed a common reason for OOS.

    -----------------------------------------------------------------------
    - Generic Bugfixes
    -----------------------------------------------------------------------
    - Fixed bug in land combatant where subunits were not removed from retreats when their unit was deleted.
    - Population growth modifier will now function as intended.
    - fixed Losing GP status incorrectly
    - fixed Mass building of the same factory
    - fixed Negative population w/ endgame save
    - Some mod dir problems fixed.
    - fixed Russia and UK on again, off again
    - fixed Intervene Tool Tip confusing
    - fixed discrepancy in call alliance chances
    - Fixed previous owner calculations
    - Fixed a bug with the order of wargoal execution on peace. This was causing some wargoals to fail when they should not.
    - Fixed units stuck as builditems in the millitary view.
    - Fixed ship avatars dissapearing when a ship in a unit dies.
    - Closed a hole in the world market code that caused money to be lost
    - Fixed bug where loading would reset the unique name index.
    - Fixed a bug where the fort bonus would be given to both sides in a combat.
    - Fixed a problem that caused money not be saved in save games
    - Casus belli's will nolonger loose their enddate on save/load.
    - Added missing "=" to several prov files
    - Removed pop needs effects from many province modifiers as it's a country level effect
    - Fixed a major bug that truncated savegames at some times.
    - New messages should now appear properly.
    - Fixed being occupied is great for industry
    - Fixed Uniforms not updating fully
    - Improved Gathering the following materials before construction can start info
    - Fixed a few missing ports.
    - Fixed a lockup with scripted occupation.
    - Fixed a few spelling mistakes.

  12. #12
    Dinner
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    So that 1.3 beta was the patch Johan said he wanted to release on the first of the year, right? Well, I guess it is better two months late rather then never.
    "Our scientific power has out run out spiritual power. We have guided missiles and misguided men." - Martin Luther King Jr.
    "A cynical, mercenary, demagogic press will produce in time a people as base as itself."
    - Joseph Pulitzer

  13. #13
    MrFun
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    Quote Originally Posted by Al B. Sure! View Post
    Oerdin, I've been playing their games since EU1 and I can tell you that every game they release, on release, is complete crap. I think they treat a release as a beta. They are the best company I have ever seen with regards to patching their games, however.

    It seems ****ed up but never buy a Paradox game new. Within 12-18 months after release, they have expansions and patches that make the game playable. I heard EU3 was crap when it came out but I bought it recently with all 3 expansions and patched it up and it's flawless and bugless.
    I own EU 3 Complete - love it.
    This is where an awesome Mark Twain quote would be, but Apolyton says it would be too many lines. :(

  14. #14
    Dinner
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    I decided to give it another go around after installing v1.3 and it is better as the economy now seems to actually function now (until mid to late game when it breaks down again) and instead of having 99% of your population rising up against you now I haven't seen a single rebel.
    "Our scientific power has out run out spiritual power. We have guided missiles and misguided men." - Martin Luther King Jr.
    "A cynical, mercenary, demagogic press will produce in time a people as base as itself."
    - Joseph Pulitzer

  15. #15
    Dinner
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    Still crap.
    "Our scientific power has out run out spiritual power. We have guided missiles and misguided men." - Martin Luther King Jr.
    "A cynical, mercenary, demagogic press will produce in time a people as base as itself."
    - Joseph Pulitzer

  16. #16
    Dinner
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    The expansion pack seems to have fixed a whole lot of issues. Sadly, Paradox only did three smallish patches on Vicky2 and they expect us to pay for patch via expansion packs.
    "Our scientific power has out run out spiritual power. We have guided missiles and misguided men." - Martin Luther King Jr.
    "A cynical, mercenary, demagogic press will produce in time a people as base as itself."
    - Joseph Pulitzer

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