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Hmm, thought I fixed that bug with the Cross of Gold spawning WJB as "politically unaligned", not sure what's going on there
Party attraction stuff is an ongoing problem I'm still tinkering with.
There is actually an event already to spawn Lincoln and make him PB leader, but I have plans for a full Party Nomination mechanic to that effect.
I think the player has precisely the correct control over Manifest Destiny right now. You can push to increase it through foreign policy actions or bolstering relevant IGs. The one-time suppress/promote buttons are available as a direct way to influence it, but otherwise I do not want it to just be a "press button to progress bar" mechanic. If the people elect anti-expansionists or pro-expansionists against your wishes, you the player should have to just cope.
I will probably end up making a submod to do an eastern states merge, since it seems to be a common problem, and that way it could be compatible with the mod.
Yeah, if I do another playthrough soon I'll try and record any apparent bugs like that with screens and maybe a save copy for you if that helps.
Interesting about the Lincoln event though- is it conditional to something? I played pretty historical and never got it. Just wondering if there's something I missed or if it's just a chance thing. Party nominations would be extremely cool, though. There's so many unique alternative possibilities throughout our history. The expanded ideologies really help with that, too- do you plan to add more? Same with the characters, as many as there already are.
I guess I can't argue with the MD points, though. Perhaps on a second playthrough with a better understanding of what I'm doing, I could manipulate it better.
And yeah, New England is just such a liability after the early game that it's genuinely pointless to do anything there, to include DC. I've seen mods that merge DC and Delaware into Maryland, and turn NE into 2 states which I think makes the most sense, though I suppose 1 large state including ME, VT, NH, MA, CN, and RI would also be a solid solution. Probably just depends how well you can balance out the change in resources.
Anyway, thanks again for the mod, and I hope to see you continue to do great things with it! If you ever need a research assistant/consultant, I'd be happy to help.
The LDS attraction bonus may not be working as it's applied to Deseret the country, which you immediately annex, rather than applied to the State.
The GNR was a privately owned and generally more successful (if less famous) Transcontinental Railway. My thought to make it unique is that, from it's history, it expanded by steadily building own new lines west, and helping settlers build towns around it's railways, simultaniously helping to settle the west and ensuring it's own financial stability. So, along with the given Railway bonus, perhaps some benefit to the Rural folk or maybe a throughput bonus to Farms would be a good representative bonus. Maybe a migration or colonization bonus also, as GNR did basically subsidize entire towns from europe to move over into the great plains.
For Westinghouse, My thought is that while General Electric was the Cutting Edge, Westinghouse ultimately just as successful Electrical company. To give some extra flavor, make Westinghouse the better Electric Company, while General Electric is the better Electronics company. The key idea being that Edison lost the Current Wars between AC and DC, while Westinghouse won. Also, when Tesla left Edison, he went to Westinghouse for a while.
Sure, just credit and link back to the original mod.
working as intended
I've also found it odd that Calhoun is the one that is elected President in the initial election, as opposed to Van Buren; I actually tried manually boosting the Yeoman by having the Universal Suffrage Law passed before the election in addition to the Authority Boost, but I was still not able to surpass the Southern Planters. I suspect this is because the Yeoman have a rather poor position in the Northern States, principally the absence of Laborers in the Coalition. I added Laborers to the Yeoman as an experiment and that helped, but I'm not sure how heavy the modifiers should be to balance it out. Alternatively the multiplier for Farmers to ally themselves with the Landowners in the Slave States could be flattened from a (4) to a (1), which in that experiment, in combination with giving the Laborers access with modifiers akin to those of Farmers, allowed the Yeoman to pull ahead of the Planters; that risks weakening the Planters to much however, given historical President James Polk is part of that class.
Note: Just noticed the comment where the Planters and Yeoman were considered too strong; not sure if it was just luck or the version I was on, but I didn't have any issues on that front.
In 1.6 the RF were reliably the highest clout IG in the early game. Now with 1.7 they have borked Homesteading and so RF are weaker than even the LOs. This wreaks havoc on the elections, causing the Whigs to reliably win every game, but there's not much I can do beyond putting more arbitrary +RF power modifiers on.
That being said, I'm not sure how easy this would be to Mod, or if this is something that you have mulled over in the past already.
It wouldn't really work with Vic3's game systems frankly.
I suppose, since you pointed me to the "Better Politics" Mod, have you inquired about adapting it in part to "Hail Columbia"? The IG's in particular, the way that for example the Conscience and Cotton Whigs are represented; I feel as though that would be a natural extension, provided permission was provided.
Mexico seems to be in a awkward spot currently, with the way colonization is now working in the American West; even if the United States opts to not to go to war with Mexico, it often colonizes the vast majority of what should be Mexican land. Since to my knowledge province IDs are not used as variables in events or decisions, I'm not sure there is a clean way to resolve this.
I also played as the United States and managed to Ban Slavery without triggering the Civil War; the caveat to that is that I then spent the next twenty years dealing with a Slave Trade Revolution that regularly hovered around (80%) support, and it made it nigh impossible to govern for stretches of time as the Insurrectionists won the Presidential Election, but could not be brought into the government.
Also, is there a reason why the Ostend Manifesto is so expensive Infamy-wise? It seems strange that going after Cuba is (39) infamy, about (50) when the War Goal is used, whereas annexing the whole of Mexico is (72).