Victoria 3

Victoria 3

[1.9] Basileia Romaion 1736 - Update 140 - 🛠️ Tech, Production & Company Overhaul
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Update: Jun 26, 2024 @ 1:54pm

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)

Update: Jun 26, 2024 @ 4:33am

Hotfix

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

Update: Jun 25, 2024 @ 5:31am

###################
##### 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.

Update: Apr 22, 2024 @ 11:52am

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.

Update: Apr 6, 2024 @ 10:02am

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

Update: Apr 5, 2024 @ 5:43am

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.

Update: Mar 29, 2024 @ 4:54am

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.

Update: Mar 29, 2024 @ 3:00am

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.

Update: Mar 22, 2024 @ 10:47am

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

Update: Mar 18, 2024 @ 9:25am

Update 91 Kosmikós

- State renames
- 100s of states renamed including Elysium!
- Jozue has been helping to rename states that still had their base game names where it did not make sense.

- Ming Empire
- Split off 4 new subjects
- Some formation changes
- some AI changes.

- Abbasids
- split off two new puppet subjects, Haasa and Yemen.

- Saxony
- Ruler dynasty changed to Ottonian/Liudolfing
- New flag based on the CK3 flag

- Great Yuan
- Added decision to claim Mandate of Heaven if you win the civil war.

- Elysium
- renamed political parties and Interest Groups.
- Added Legacy Slavery

- Vinland
- Added Legacy slavery

- Modifiers
- adjusted various modifiers and added new ones

- Buildings
- added various historic monuments based on EU4
- Venice, Paris, Mecca, Jerusalem

- Ai
- added new variables for the ai to make use of recent changes.
- Ming ai should consolidate southern vassals and other behavior changes.


- Many militeristic tribes were given debt slavery to represent military raiding captured slaves. many minorities turned into slaves.

- Baselia Romaion
- Added Legacy Slavery to BR and all BR minors. I am quite aware slavery was banned in the eastern roman empire a very long time ago but that doesn't mean it couldn't of been reintroduced during the era of weak central authority.

- File Organization
- cleaned up the localization files a little bit.
- internally reorganized most files to follow the br_ standard.
- skjargh has been conforming all the localization files to yaml standard.

- Bug fixes
- Republic government titles fixed.
- skjargh has continued fixing errors and getting that error log down.