Victoria 3

Victoria 3

[1.9] Basileia Romaion 1736 - Update 140 - 🛠️ Tech, Production & Company Overhaul
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Opdatering: 27. juni 2024 kl. 5:33

Continue uploading save game compatible fixes as I am made aware thank you for all the reports please continue to make them on discord its the easiest place to reply and have discussions.

- Fixes bug causing ai to downsize gold fields
- Fixes some missing ai naturalization logic
- Fixes some missing production methods related to power blocs.
- Adds in some missing localizations.
- Few minors changes.

Opdatering: 26. juni 2024 kl. 13:54

Continued bug fixes. Please continue to give feedback on discord.

- Track tech icon fixed
- Subjects can once again be ordered to start diplomatic plays. (mod feature)
- Overlords can again force subjects to your primary culture. (mod feature)

Opdatering: 26. juni 2024 kl. 4:33

Hotfix

- Fixes unintended infamy cost from population
- Adds in a missing file necessary for the Morgantote Compatch.
- Please keep posting feed back on discord.

Opdatering: 25. juni 2024 kl. 5:31

###################
##### Update 98 1.7 Mega Update.
###################

### Power Blocs
- Created 14 Power Blocs

### Map changes
- Added dozens of new nations. Some are independent most are new subjects.
- New and Renamed states/hubs.
- Adjusted the borders of many previous nations/states.
- Adjusted starting arable land/resources to many states.
- Adjusted strategic regions

### Countries
- New countries on the map as well as new releasable/formables.
- changed colors and flags for some nations.

### Characters
- Many characters have been adjusted
- Clothing Adjustments

### Buildings
- Re-balanced entire maps starting buildings/production methods.
- Added building ownership to every building in the game.
- Re-balanced buildings
- Re-balanced production methods
- Fixed various UI and other bugs related to buildings and monuments.

### Military
- Added/adjusted military formations in particular the new new nations and states.
- Removed Skirmish infantry from game at start.
- Increased size of some countries starting militaries.
- Added Manowars to some nations starting fleets.
- Changed how Calvary works its no longer possible to upgrade Cavalry this was done because they AI just upgrades everything to Lancers and ruins immersion so if you want higher quality cavalry you'll need to disband the lower quality ones sorry.

### Technology
- Re-balanced many of the new techs and some old ones.
- Changed starting techs for many nations.
- Fixed bugs with many techs.

### AI
- Changed many nations strategies and secret goals.
- North Sea Empire, Sweden, Hordes, Tribal will keep substantially larger armies.
- Netherlands and other Trade nations will keep much larger navies.

### Liberty Desire changes
#- Lowered economic dependence effect on liberty desire to 25% of base game levels. Not in this update
- Added Modifiers to further slow down

### Laws
- Adjusted many laws

### Diplomacy
- Created Power Blocs
- Changed some subjects to either be a different type or no longer a subject but instead a member of the power-bloc.
- Re-Balanced subject types
- Added new diplomatic options to some nations. (Markets, Tribute etc)
- Changed some diplomatic types
- Removed some starting wars or added new ones.

### Goods
- Adjusted BR goods
- Services and Services/Transportation still market wide but made un-tradable.

### Modifiers
- Re-balanced all modifiers
- Re-balanced all state traits
- Example: All rivers have at least a 5% bonus too MAPI and agriculture thoughtput.
- Added Autocephalous Patriarchate Modifiers

### Map
- Turned 'Hudson bay' into "Ocean" from impassible "lake" created exit routes for the ports in 'Ontario' and 'Manitoba' to exit into it.

### Populations
- Adjusted various states starting populations.
- Adjusted religions of many pops on the map.

### Cultures
- added, re-added, removed some cultures from the map.

### Markets
- Some subjects now start with their own markets affecting the overall supply of goods in some previous markets

### Trade Routes
- Adjusted and added/removed many trade routes based on the supply/economic changes caused by all of the above changes.

### Scripted Trigger
- Added a scripted trigger that Lord R made so that when you play Baselia Romaion with Morgenröte the later knows BR is active and runs a compatible version of the mod.

### Clothing
- adjusted clothing / uniforms to many nations.

### Bugs and Internal stuff
- Internally reformatted all the mods tags to prevent conflicts with PDX nations.
- Cleared out unused Tags.
- fixed 1000s of errors related to new systems


- Lots of stuff I lost track of also done please play and give feedback on discord.

Opdatering: 22. apr. 2024 kl. 11:52

Small update that makes Basileia Romaion compatible with Morgenrotes next update.
- Scripted trigger will let the game know when both MR and BR are active and will activate a special version Lord R has formulated to work with BR.

Opdatering: 6. apr. 2024 kl. 10:02

Bug Fixes
- Fixes AI not researching nationalism
- Fixes missing localization for Cavalry Specialization

Opdatering: 5. apr. 2024 kl. 5:43

Update 95 (Tech Tree Update) Will most likely require a fresh game.

# Technology
- Since the mod spans an additional 100 years compared to the base game, the tech tree has also be expanded to reflect this.
- Adjusted the eras of techs so that era 5 becomes era 6, era 4 becomes era 5, etc
- Added a new era 1, which contains the very basic production, military and society techs
- Added 13 new production techs
- Moved some of the laws/buildings to said new techs
- Added 15 new society techs
- Moved some of the laws/buildings to said new techs
- Added 13 new military techs
- Moved some of the buildings/military units to said new techs


- Laws have are unlocked at new techs.
- Buildings are unlocked at new techs.

# Future work
- Add distinct icons for each of the new techs
- Add PMs to reflect artisans manufacturing better.
- Continue to Balance the new and old techs.

# Other additions

- Testing out making Services/Transportation market wide goods since they are already limited by MAPI. I like the results but please give me your feedback.

- Laws
- re-balanced many laws modifiers and other effects.

- Balance
- Re-balanced nations starting tech.
- Re-balanced nations starting laws.
- re-balanced some modifiers.

- Combat units
- Adjusted techs to unlock units.
- adjusted goods required for units. added clothing or fabric for their uniforms.

- Hub names
- Jozue has partially completed renaming Elysium hubs as well as some PLC ones.

- Bug fixes
- Fixed looping error with the annex decisions.
- fixed 100s of errors related to nations starting with laws they technically did not have the prerequisites for.

Opdatering: 29. mar. 2024 kl. 4:54

Hot Fix. Was an error with the Metadata file causing the mod not to correctly load its files. It has been fixed mod will correctly load all files as intended.

Opdatering: 29. mar. 2024 kl. 3:00

Update 93

- state-based silk road:
- The silk road is now based on the states going from China to Northern Africa/Eastern Europe, instead of being just passive country-wide modifiers.

- Increased max infamy to 9999.

- Tech into Modifiers
- New World Colony Buff
- Africa Colony Buff
- Colonial Merchant Republic
- Mediterranean Merchant Republic
- Silk Road
- Defensive Bonus
- Elysium

# Horde
- Slavic Oppression
- Legacy of the Khan
- Khanate
- Reactionary Social Policies
- Army Prowess

# Italy
- Aggressive Foreign Policy
- Italian Academia
- Accessible Stock Exchanges
- Colonial Dividends
- Gunboat Diplomacy

New Tech
- New tech for colonial nations to allow them to colonize hostile climate early without a malus. Previously these were tied to the invisible techs that were replaced by modifiers.

- Balance
- Gave Muscovy Claims on perm.
- Gave PLC Claims on its eastern frontier.
- Gave Bohemia claim on Silesia.
- Increased max Infamy to 9999 after watching Nikoli easily reach the previous cap of 1000 in his Basleia Romaion run. I want to see who can get their infamy the highest possible :D
- Adjusted modifiers
- Split and moved modifiers around
- Created a few new ones not listed above
- Changed some modifiers to be 99 years instead of permanent.
- Adjusted laws
- Adjusted land_reform laws serfdom and tenant farming now decrease peasant education access 10 and 5%
- Added -10% base peasant education access.
- Removed homesteading from tribal nations. I may create a Tribal farmland or something special for them later.
- Gave China Academia and a couple Universities
- Removed the education reduction from all country modifiers as the peasant changes accomplish the goal cleaner.
- Added a +25 max barracks in capitol states.
- Added a +10 Max Naval bases to your Market Capitol.

- Lowered base MAPI TO 65%
- Added 5% MAPI increase to railroads and ports.
- Added 5% MAPI to Canal
- Added 5% Mapi to Capitol and previously added 5% to Market Capitol as well.
- 5% Mapi is also added to Coastal and river states.
- There is Laws and techs that also increase max Mapi.

-Fixes
- Gave Persia the correct devout IG name.
- Only Tataria can create Khazer Khaganate now, to prevent yuan from going Tengri then Jewish and reviving it and removing Mongol as their primary culture.
- Fixed typos in nation localization
- Fixed errors with Canal toll localization Klysma Canal
- Fixed errors related to South American character templates.
- Fixed arable land errors
- Fixed a looping error related to BR reforms searching for law serfdom instead of the law law_serfdom
- Fixed Localizations errors
- Fixed Inappropriate building errors.
- fix: remove references to vanilla countries and events
- Improved the back-end code, reduced the number of errors and made the code easier to work with.

Opdatering: 22. mar. 2024 kl. 10:47

Update 92. Epithetikós

- Various nations have had their invisible buffs turned into national modifiers
- Inca
- Aztec
- Andalusia
- Japan


- Baselia Romaion
- Re balanced starting trade routes, building production methods, taxes so they start with a healthy financial surplus AI can ruin it but player should be good.
- Tagmata military formations now start off mobilized and on the appropriate front lines.
- Removed the last invisible buff/debuff and turned into modifiers with associated decisions.

- China
- Added decisions to remove Peasant and Corruption debuff

- AI
- Our AI should be twice as aggressive as the base game due to the previous changes and the new changes.
- Increased boldness (AI's willingness to fight enemies of similar strength.)
- Gave Baselia Romaion more aggressive behavior towards its lost territories.
- Other tweaks

- More Balance
- Adjusted cultural community formation so your primary culture is more likely be spawn as a new cultural community especially if you have greener grass campaign active.
- Increased Pop Services demand
- Decreased Base Horse production
- Increased Spice demand.
- Adjusted many nations trade routes.
- Adjusted buildings throughout the map a bit.
- adjusted education, citizenship laws removing restrictions for some as well.

- Fixes
- Skjargh has fixed 100s of errors caused by 1.5 south american content not being in the mod but the game checking for it.
- Fixed none Basleia Romaion nations getting an event for a rebellion in Pontos or Anatolia when reforming Themata.
- Added missing localization.
- Much more