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Releases: arkhometha/Historical-Project-Mod

v0.4.6 - Hotfix 3

16 Feb 23:28
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Checksum (Steam) PJXW
Compatible with older saves from 0.4.6_RC - not betas

Not much of a hotfix as much as a minor patch. Changes state borders and fixes minor things. A lot of the work was done by @thiagodesacosta and especially @Libeccio-DD so kudos them. Thanks to @nappys-legacy script lot of the duplicate localization was removed - not a big difference for the player, but it helps to keep the mod tidy. You should check out his Napoleon's Legacy mod for the finest alt-history mod out there.

The one big bug I managed to squash and that existed from vanilla is the one that made slave countries randomly lose slave states upon release, so that's a big thing.

Next release will likely take much longer.


Full changelog for 0.4.6.3 (Click to expand)

0.4.6.3

  • Minor reshape in Burma. Minor flips to state borders to help the AI.
  • Fix for New Zealand not having a socialist party until late in the game.
  • Fixed to Welsh Liberal party early end date. From #97 by @Libeccio-DD
  • Tweaks for the Zanzibar cores #101 and Alaskan Frontier decision #102 by @Libeccio-DD
  • Fixes to the Life Rating visual scale and to several graphics #107 by @thiagodesacosta
  • Fixes for potential problems if a country was somehow stuck with the lacks_writing_system modifier by @moretrim - #105
  • Fix Fort position in Niigata so they do not overlap with Sado. Closes #104
  • Fix for Greater Germany events not distributing provinces to existing countries - they will do it now. Made a few tweaks to the order of the released countries. If Austria has Bohemia/Sudetes/Lower Silesia cores when the event fires, Germany should get these as cores (and inherit them). Again, this is all a temporary solution until I fix the mess over Austrian cores. Closes #108
  • Changed the requirement for building the Panama canal from the TNT invention to the "Drilling and Blasting" tech to avoid the invention's conditions delaying the construction of the canal. Closes #109
  • National focus map mode fix by @Libeccio-DD - #112
  • Cleanup to the Conquest of the Chaco/Desert decisions. They've been opened up to any SP or GP past a certain date if they own the correct provinces/have the right techs.
  • Small changes to provinces in the Austrian empire to guarantee they do not start with unemployment.
  • During the Anglo-Sikh war, AI UK-allied countries that are not part of the Indian subcontinent should now drop from the war without prejudice to their alliance with the UK.
  • Fix to a vanilla bug that could cause CBs to be invalidated depending on armies sieging your capital. By @moretrim - closes #114 via #116
  • Fix to a vanilla bug that made newly released countries like Oman, Sudan or CSA that had slavery lose random slave states. Closes #96
  • Picking government decisions shouldn't block other players from picking it anymore. Should avoid the problems were changing tags while the government decisions is "on" made it impossible to pick government decisions. Closes #100
  • Minor changes to provinces in Anatolia by @Libeccio-DD to better reflect historical borders. Closes #84
  • When becoming England, the UK will lose Anglo-Canadian and Australian as accepted. These cultures will also be lost as accepted when these territories are given home rule.
  • Changed Orissa's colour so it's not exactly the same as Nejd.
  • Fort positions fix by @Libeccio-DD - integrates and closes #106
  • Vorarlberg event chain for a dismantled Austria by @Libeccio-DD - #70
  • Changed Perry's expedition localization text to be more clear how to end the war without enforcing the add_to_sphere CB. Included the event chain in the debt system. Slightly decreased the requirements for the decision to be used.
  • Changed Kingwana culture colour so it is not similar to Mongo culture.
  • Moved "political rights" reform from Political to Social reforms.
  • Constitutional-Monarchy Germany should still be called "German Empire".
  • Indian minor states should now have the possibility of joining a vassalized India.
  • Slight infamy reduction for the "Free Allied Core" CB. Reduced the maximum "Take Puppet" CB infamy to 12.5 from 15.
  • Removal of all duplicate localization entries between HPM-NNM thanks to the awesome script written by @nappys-legacy. Closes #113
  • Fix to FCS event chain firing wrong production events by @Libeccio-DD - #120
  • Fixes for the population of Saxony by @Libeccio-DD - #115
  • Fix for the social/political movements icons by @Libeccio-DD - #121
  • Work on normalizing line endings by @moretrim #99 - may need a review since the last round of script-made standardization to the files.
  • Made sure the event that informs the player they have the Imperialism CB fires correctly for the Ottomans/Russia.

v0.4.6 - Hotfix 2

27 Jan 02:00
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Compatible with older saves from 0.4.6_RC - not betas

Second hotfix. It seems the game can't deal with removing more than 2 million from a nation's treasury, which was causing a bug where the nation that took the most expensive options when constructing either the Suez or Panama earned money instead of losing them. That's fixed. The other major bug fix was uncivs not having infantry after civilising, which is the third time I had to change something as a workaround to the vanilla bug that made ships created by event get stuck in ports. Full changelog below!


Full changelog for 0.4.6.2 (Click to expand)

0.4.6.2

  • Separated Finnish and Sami from Scandinavian culture group and Ugric from the East Slavic and joined them in the Finno-Ugric culture group. Adapted the Russian decision to integrate Finland to include Scandinavia as one of the potential countries that can integrate Finland. Closes #87
  • Small localization fixes.
  • Slight increased the effects of the "Dissolving the upper house" decisions.
  • Made the Propaganda decision money requirement scale with population.
  • Removed duplicate decisions to release Galicia-Lodomeria for AI Austria. Improved the Bukovina decision that does the same.
  • Fix uncivs not being able to build infantry after westernization due to a fix for the vanilla bug that locks created ships in ports. Closes #92
  • Adapted one of the Muslim decisions to apply the jizya tax modifier if the country is missing the modifier. Fixed the decision so it only applies to Muslims. By @Libeccio-DD and @arkhometha Closes #91 - #93
  • Changed to the UK Liberal party by @uk Liberal Party by @Libeccio-DD - #85
  • Added missing localization to reactionary rebels. By @Libeccio-DD - #90
  • Made propaganda costs scale with population.
  • Brazil trade goods tweaks and minor gfx fixes by @thiagodesacosta - #83
  • Added another condition for the Megali Idea: If Russia spheres the Ottomans.
  • Made the OR and AND conditions show red in decisions, to improve readability of decisions. Remember this as this doesn't mean the decisions were not fulfilled, it's just to make reading conditions easier for the player.
  • Since the game doesn't seem to handle losing a lump sum amount of more than 2 million very well (resulting in bugs where you get the money instead of losing it), the payments for the canals that cost more than 2 million will be dealt with using the debt system all times.
  • Added Friuli to the "Italian Diaspora" decision.
  • If Egypt refuses the "hegemony over the Nile" event, Egypt's sphere-lord will get a CB to sphere them and a war will start. If they do enforce the CB, they get direct control over Egyptian Sudan/Ethiopia.
  • Reworked the "Greater Germany" event chain so it adds cores (for Germany) to Austria proper only. This is done to fix weirdness in regards to core distribution, but at some point I'd like to rework the whole chain and Austria's starting cores to be more consistent.
  • Fixed country release distribution if Austria is absorbed, to ensure more majors are released instead of a bunch of minors. Also fixed the cores that A-H gets, the ones that Hungary loses and the ones Austria gains when it flips from A-H back to Austria so it's all consistent across the board. Previously Austria would gain cores when flipping from A-H.

v0.4.6 - Hotfix 1

21 Jan 23:16
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Compatible with older saves from 0.4.6_RC - not betas

It wouldn't be a complete release without finding a few bugs that need immediate fixing right after I release, would it? The changelog is small, the main fix is for the "negative social spending" bug. There's a few changes to Greece's Megali idea as well, but nothing major. Changelog below!


Full changelog for 0.4.6.1 (Click to expand)

0.4.6.1

  • Made the canal-costs more visible in the decisions descriptions, updated values.
  • When forming the Arab union, if Oman has cores in Zanzibar then the Zanzibari cores shouldn't be added as cores for the Arab union.
  • Added a few more conditions for Greece to use the Megali idea: If they are a SP and A) are in a great war against the Ottomans or B) the Ottomans are not a GP, not allied to a GP and not in a sphere, their capital is in Ankara (meaning they were kicked out of Europe except Thrace) and the Russians are not a GP either. These changes try to simulate the conditions where the project either historically happened or could plausibly happen - when Greece has so much influence it stops mattering or when Russia and the Ottomans are neutralized and the straits question becomes irrelevant.
  • Removed a test change that could cause negative social spending. Closes #38
  • Small changes to the map in the coast of Ghana to help the AI.

v0.4.6

21 Jan 15:21
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Final release for the 0.4.6 version, taking it out of beta. The beta period was useful to catch a few things that slipped through, like the CB for stealing puppets not working and missing localization, as well as finding new bugs and squashing them. The latest changes bring a few new things such as a decision to found the Nigerian Company and the Pact of Umar and related conversion mechanics for the dhimmi in Muslim countries.

Special thanks to @halcyon-gh, @moretrim, @Libeccio-DD, @thiagodesacosta, @pingerdactyl, @freecsu and everyone else for all the help catching bugs, suggesting and submitting improvements!


Full changelog for 0.4.6 (Click to expand)

0.4.6 RC

  • Fix for warship commission messing with naval base levels
  • Added a missing vassal transfer event for the new CB.
  • Fixed a few NNM Korean events that could still happen if one of the countries was a puppet.
  • Decreased the costs for construction the canals - Suez was halved, while Panama should cost double what the Suez costed, in average. Kiel also got reduced. Prestige gain for Suez was increased from 20 to 40 and Panama from 50 to 75. Keep in mind these are still gigantic works, so they should cost a lot of money and should put a dent even in a Great Power economy.
  • Added the steal_puppet CB to the peace order by @moretrim (https://github.com/arkhometha/Historical-Project-Mod/pull/60)
  • Removing redundant sphere checks and guaranteeing wars are not cancelled by sphering. Largely based in work by @moretrim (https://github.com/arkhometha/Historical-Project-Mod/pull/61)
  • Added localization to the inventions that were missing it. Luxury Clothes factories should now be unlocked with Jacquard Loom, since that was the invention that enabled it. Fixes https://github.com/arkhometha/Historical-Project-Mod/issues/59
  • Overall balance of production and base profits for factories and artisans. Addressing the issues raised in https://github.com/arkhometha/Historical-Project-Mod/issues/66
  • Added localized names for a few places in the low countries, addressing https://github.com/arkhometha/Historical-Project-Mod/pull/62
  • Belgian parties fixed by @halcyon-gh - https://github.com/arkhometha/Historical-Project-Mod/pull/64
  • Updated Child Labor icon and a few new rivers to Brazil by @thiagodesacosta - https://github.com/arkhometha/Historical-Project-Mod/pull/75
  • Armenian pops changed to Coptic religion. By @Libeccio-DD - https://github.com/arkhometha/Historical-Project-Mod/pull/71
  • Renamed Coptic religion to Oriental Orthodox and the Orthodox religion to Eastern Orthodox.
  • Muslim countries should now start with the Pact of Umar, which will stop conversion of non-muslim pops, slow assimilation and levy some money. This can be repealed through a decision. Secularizing the society will have the same effect with none of the negative consequences.
  • Fixes for the country ghost units system where it could lead to a consistent crash when clicking in the diplomacy tab. This fix adds a delay to the system, so ghost units can take up to 3 months to disappear (but they will disappear). Fix for https://github.com/arkhometha/Historical-Project-Mod/issues/73
  • Tweaks for the Serf-cleanup routines so it happens less often, leading to less false positives.
  • Tweak China coal mines to flip later in the game, to stop overproduction of coal early-game.
  • Fixed a few wrong references to coal in inventions that boost iron production.
  • Increased Bessemer Steel bonus to iron production.
  • Added a decision to found the Niger Company for any country that owns a province in southern Nigeria. The decision will help model how colonization of the area went ahead.
  • Removed a few of Shewa's cores to avoid them forming Ethiopia every time.
  • Fixed a bug related to the order debts were accrued. The bug made it so every debt acquired through the debt system was doubled. Sorry about that.
  • Added the debt system to the Exploration events (North and South pole, Source of the Nile). Mainly to a void the AI bankrupting itself, which it still did. Increased monetary cost of events so taking it isn't always the no-brainer it was. Improved AI logic for picking up options so they put up more competition to the player in these events.
  • Made the southern-german minor states allied to each other and to Austria. Saxony is the exception, but they will start allied to Austria.

0.4.6 beta 2:

  • Fix leftover test changes that made pops not consume Opium, destroying production. Pops should consume opium normally now.
  • Fix to Denmark being called in the S-H war even if it did not exist, made several alterations to the S-H question so it takes Scandinavia into consideration.
  • Fixed overall weirdness that happened in event 31510: A Greater Austrian Destiny. Eisenstadt and Fiume now both should get a German core and lose the Hungarian one, solving issues with ownership of these provinces.
  • Changed so the socialists in Australia are pro full-citizenship.

0.4.6 beta 1

Fixed the "Become Japan" decision not existing for the Tokugawa because of a misplaced flag.

  • The Shogunate shouldn't be able to take the Ansei Purge decision after uniting Japan.

  • The Death of Emperor Komei should fire in 1890 if it didn't fire because other conditions were not met.

  • Made the location for "Plantations in $PROVINCENAME$" a bit more generic.

  • The Sono Joi incident events "$PROVINCENAME$ Incident" for the Tookugawa Shogunate should stop if Japan is annexed by Tokugawa. It should also remove some province modifiers too.

  • Provinces in Sakhalin should now be colonial too, to stop the state being a split state between colonial/non-colonial provinces.

  • Tokugawa will start with the "Imported Weapons" reform.

  • The decision to organize Cambodia should correctly flip two other provinces to other RGOs too.

  • The decision for AI Austria to release Galicia-Lodomeria should now take into account a few more scenarios (Only east Galicia owned, only Galicia-Lodomeria owned, Galicia owned as "an island").

  • Fixed several vanilla and HPM descriptions of inventions.

  • Minor rework of the Metallurgy tree names and pics so techs/inventions make a bit more sense regarding the time they are unlocked.

  • Fixed a potential bug with Argentina being stuck in an endless war if they lost the war against Uruguay.

  • Removed the requirement to own all cores from the Shinbutsu Bunri decision.

  • Changed the vanilla "colonial_nation = yes" requirement to take the naval tech school, since that was proving confusing.

  • Claiming Togo/Namibia will disappear once "The Dark Continent" invention is researched, to avoid potential crisis over already-colonized territory.

  • Totalitarian/The Terror will now give 0.01 infamy. The terror might also give 1-2 infamy points.

  • Gave some parity to the Accepted Flemish/Boer decision requirements.

  • Fixed the wrong version of the Install Communism/Fascism icons being used in the puppet-specific CBs.

  • Fixed the The Liaodong Lease decision potentially giving an unusable CB.

  • Fixed the population of Sicily. The population of Sicily in 1836 was at 1.936.033, based on https://www.jstor.org/stable/2980710?seq=12#metadata_info_tab_contents

  • Increased the population of Naples proper to 5.963.404.4 from 5.750.000. Based on simple regression from the data: The population of Naples (basically the whole kingdom excluding Sicily) in 1830 was at 5.732.114 and in 1840 was at 6.117.598 - total 385,484 in 10 years https://www.jstor.org/stable/2980710?seq=1#metadata_info_tab_contents

    • The navy of Two Sicilies at the start of the game should consist of 2 man'o'wars 6 frigates and 3 steam transports

    • Man'o'Wars:

    • Frigates:
    • Steam Transports:
  • Changed Two Sicilies to "Censored Press" reform. Based on "The periodical press, subject to a censorship, sends forth little beyond monthly and semi-weekly publications, compiled from foreign journals, and barren of general interest." https://www.jstor.org/stable/2980710?seq=27#metadata_info_tab_contents

  • Added 5000 Swiss pops to Milan, Naples, Turin, Rome and Livorno. These are mostly spread out between classes but in a few places like Naples and Rome, they are exclusively soldiers. Swiss soldier pops (outside Switzerland - the Swiss guards) will usually have lower Militancy and Consciousness than other pops. Based on https://www.nerbini.it/wp-content/uploads/111-Istituzioni-svizzere-inizio.pdf

  • Added a steel mill and a fabric factory to Two Sicilies, along with 662 craftsmen. These and the RGO changes are based on https://www.persee.fr/doc/camed_0395-9317_1984_hos_8_1_1601 and https://www.jstor.org/stable/2980710?seq=1#metadata_info_tab_contents
    *Changed RGOs
    - Naples to grain
    - Gaeta to silk
    - Brindisi to cotton
    - Bari to cotton
    - Catanzaro to ool
    - Reggio di Calabria to wool
    - Palermo to grain

  • Integrated the Treaty of Erzurum event in the HPM cleanup event, so there's no longer two events dealing with the same thing. Improved the event a bit.

  • Added Craftsmen to Milan, Austria proper, Czechcia, Slovakia and Wes...

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v0.4.6-beta2

30 Dec 23:37
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v0.4.6-beta2 Pre-release
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The checksum for this release is PETE. (Steam-version)
The checksum for this release is ILFB. (Non-Steam-version)


Small fixes of a few bugs, including the highly important "no-one-consumes-opium" one.
Special thanks to everyone who reported (and report) bugs!


Changelog (Click to expand)

0.4.6 beta2:

  • Fix leftover test changes that made pops not consume Opium, destroying production. Pops should consume opium normally now.
  • Fix to Denmark being called in the S-H war even if it did not exist, made several alterations to the S-H question so it takes Scandinavia into consideration.
  • Fixed overall weirdness that happened in event 31510: A Greater Austrian Destiny. Eisenstadt and Fiume now both should get a German core and lose the Hungarian one, solving issues with ownership of these provinces.
  • Changed so the socialists in Australia are pro full-citizenship.

v0.4.6-beta

22 Dec 15:34
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The checksum for this release is LGUV.


This one has been is long overdue. The changelog is massive - from small tweaks to bugfixes, to a new CB and Partisans. I might write a piece on Moddb with the highlights if I find the time.
This is being released as a beta because I think there's some weird behavior with partisans where they refuse to show up in a few states.
This release will also break compatibility with the flag frames minimods, though it should be easy to fix. Redownload and please check that you are using the latest version of these minimods.

Special thanks to @rderekp, @HKKNNT, @halcyon-gh and @moretrim for all the help catching bugs and suggesting and submitting improvements!


Changelog (Click to expand)

0.4.6 beta:

  • Fixed the "Become Japan" decision not existing for the Tokugawa because of a misplaced flag.

  • The Shogunate shouldn't be able to take the Ansei Purge decision after uniting Japan.

  • The Death of Emperor Komei should fire in 1890 if it didn't fire because other conditions were not met.

  • Made the location for "Plantations in $PROVINCENAME$" a bit more generic.

  • The Sono Joi incident events "$PROVINCENAME$ Incident" for the Tookugawa Shogunate should stop if Japan is annexed by Tokugawa. It should also remove some province modifiers too.

  • Provinces in Sakhalin should now be colonial too, to stop the state being a split state between colonial/non-colonial provinces.

  • Tokugawa will start with the "Imported Weapons" reform.

  • The decision to organize Cambodia should correctly flip two other provinces to other RGOs too.

  • The decision for AI Austria to release Galicia-Lodomeria should now take into account a few more scenarios (Only east Galicia owned, only Galicia-Lodomeria owned, Galicia owned as "an island").

  • Fixed several vanilla and HPM descriptions of inventions.

  • Minor rework of the Metallurgy tree names and pics so techs/inventions make a bit more sense regarding the time they are unlocked.

  • Fixed a potential bug with Argentina being stuck in an endless war if they lost the war against Uruguay.

  • Removed the requirement to own all cores from the Shinbutsu Bunri decision.

  • Changed the vanilla "colonial_nation = yes" requirement to take the naval tech school, since that was proving confusing.

  • Claiming Togo/Namibia will disappear once "The Dark Continent" invention is researched, to avoid potential crisis over already-colonized territory.

  • Totalitarian/The Terror will now give 0.01 infamy. The terror might also give 1-2 infamy points.

  • Gave some parity to the Accepted Flemish/Boer decision requirements.

  • Fixed the wrong version of the Install Communism/Fascism icons being used in the puppet-specific CBs.

  • Fixed the The Liaodong Lease decision potentially giving an unusable CB.

  • Fixed the population of Sicily. The population of Sicily in 1836 was at 1.936.033, based on https://www.jstor.org/stable/2980710?seq=12#metadata_info_tab_contents

  • Increased the population of Naples proper to 5.963.404.4 from 5.750.000. Based on simple regression from the data: The population of Naples (basically the whole kingdom excluding Sicily) in 1830 was at 5.732.114 and in 1840 was at 6.117.598 - total 385,484 in 10 years https://www.jstor.org/stable/2980710?seq=1#metadata_info_tab_contents

    • The navy of Two Sicilies at the start of the game should consist of 2 man'o'wars 6 frigates and 3 steam transports

    • Man'o'Wars:

    • Frigates:
    • Steam Transports:
  • Changed Two Sicilies to "Censored Press" reform. Based on "The periodical press, subject to a censorship, sends forth little beyond monthly and semi-weekly publications, compiled from foreign journals, and barren of general interest." https://www.jstor.org/stable/2980710?seq=27#metadata_info_tab_contents

  • Added 5000 Swiss pops to Milan, Naples, Turin, Rome and Livorno. These are mostly spread out between classes but in a few places like Naples and Rome, they are exclusively soldiers. Swiss soldier pops (outside Switzerland - the Swiss guards) will usually have lower Militancy and Consciousness than other pops. Based on https://www.nerbini.it/wp-content/uploads/111-Istituzioni-svizzere-inizio.pdf

  • Added a steel mill and a fabric factory to Two Sicilies, along with 662 craftsmen. These and the RGO changes are based on https://www.persee.fr/doc/camed_0395-9317_1984_hos_8_1_1601 and https://www.jstor.org/stable/2980710?seq=1#metadata_info_tab_contents
    *Changed RGOs
    - Naples to grain
    - Gaeta to silk
    - Brindisi to cotton
    - Bari to cotton
    - Catanzaro to ool
    - Reggio di Calabria to wool
    - Palermo to grain

  • Integrated the Treaty of Erzurum event in the HPM cleanup event, so there's no longer two events dealing with the same thing. Improved the event a bit.

  • Added Craftsmen to Milan, Austria proper, Czechcia, Slovakia and Western Hungary. Added factories to these states, to represent the few industries that existed there. Changed 636 - Banska Bystrica from grain to iron. Overall this should reduce the instances of the assimilation bug while better reflecting the historical situation at the Austrian lands - their nascent industry is small, but it's still there. The changes are based on: Economic Change and the National Question in Twentieth-Century Europe edited by Alice Teichova, Herbert Matis, Jaroslav Pátek, pp257 and On the Economic Development of the Habsburg Monarchy by György Ránki, pp168

  • Moved Prussian industry from Silesia to the other Rhine states. Added 2 more factories and a few more craftsmen pops. Added capitalists to the states (and added protestant capitalists where they were missing).

  • Added a Fabric Factory to Tuscany. Added some capitalists and very few craftsmen. Based on Italy in the Age of the Risorgimento 1790 - 1870 By Harry Hearder, 91

  • The Liberal Revolutions will always happen in the Italian states.

  • Repurposed Province 1981 - Impfondo into province 1981 - Elba. The old province was merged with province 1980 - Djambala. Elba is an island province in Italy that has produces Iron. Population based on the population of the Principality of Elba https://it.wikipedia.org/wiki/Principato_dell%27Isola_d%27Elba

  • Moved Mechanized Fishing Vessels to Screw-Propelled Steamers. Fishing Trawlers were moved to Steam Turbine ships.

  • France will now start with Paddle Steamers technology.

  • Experimental: Urban terrain expanded to Macao, Hong Kong and D. C.

  • Party Scandal events should now erode party loyalty, making party loyalty a bit less static.

  • Small tweaks to the mechanics stopping Crisis from happening before the time - hopefully it will avoid it better. It should (try) deal with uncolonized lands too, to avoid world wars during the scramble for africa.

  • Rework of the costs of ships. Most ships are at least 3K more expensive, and usually have a difference of at least 3K between each step. A manowar costs 4.3k, from vanilla 1.4k. Dreadnoughts cost 17.8K, while in vanilla they cost 11k. This is done based on the work from https://www.cnrs-scrn.org/northern_mariner/vol07/tnm_7_2_51-69.pdf Maritime Strength and the British Economy, 1840-1850 by Greg Kennedy where a manowar would need to cost at least 12k.

  • Commerce Raider renamed to Steam Frigate. Steam Transport renamed to Troopship.

  • Fixed the description of the "Explore the Congo" decision.

  • GPs and SPs - as more powerful countries - will now benefit of reduced loan interest rates.

  • Transferred Iron, Coal, Sulphur and Tea flipping out of the Japan Land Reform to the equivalent province events. This will make the process more gradual and will try to avoid unemployment. Fixed decision's picture not showing up.

  • Small balance change to the 54-40 or fight AI weight for the options.

  • Reshaped Wujda in Morocco to remove sea access.

  • The Vassal Payment will now affect unciv vassals differently: if the vassal has less than 2M pops, they will pay the lowest base value (1000£). Reduced the ammount that vassals pay across the board. Fixed a small bug in the decision.

  • Fixed Low Subsides being 10% instead of 100%.

  • Added a Ryotwari modifier to indian vassals.

  • Removed all ports from Japan and Tokugawa's sole ship. Under the Sakoku policies, no ocean-worthy ships could be built. See https://en.wikipedia.org/wiki/Sakoku and https://en.wikipedia.org/wiki/Red_seal_ships and https://en.wikipedia.org/wiki/Imperial_Japanese_Navy#Creation_of_the_Imperial_Japanese_Navy_(1868%E2%80%9372)

  • Removed ports from Korea, as they had no significant navy until the end of the 19th century. See https://en.wikipedia.org/wiki/History_of_the_Republic_of_Korea_Navy#Origins

  • Removed China's ports and Ships. Based on https://pdfs.semanticscholar.org/89fd/de93125e50dffed67b3235779c5e8dc0266d.pdf "Naval Warfare and the Refraction of China’s Self-Strengthening Reforms into Scientific and Technological Failure, 1865–1895 by BENJAMIN A. ELMAN pp286

  • To compensate for these losses and to represent historical actions, uncivs with at least 20% civilization and either Flintlock Rifles or Post-Nelsonian Thought can take a decision to conscript the fishermen, spawning frigates all over their coastal provinces and with a small chance of spawning Man'o'wars t...

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v0.4.5 Hotfix 2

05 Jun 18:52
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The checksum for this release is EANV.


A quick tweak for the ghost cleanup system: it makes the AI see ghost units in the player's country, so the player doesn't need to wait years for the fix.

HPM v0.4.5 Hotfix 1

05 Jun 11:35
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The checksum for this release is ZJGO.


Small hotfix that should be save game compatible with 0.4.5 versions.


Changelog (Click to expand)

HPM v0.4.5 Hotfix 1

  • Fixed HTY (Turkmenli) being released during Ottoman dismantlement.
  • Fixed the Corrientes rebellion giving infamy and not properly warning Argentina.
  • Fixed a few potential cases of undue infamy during event wars.
  • Fixed the coffee rust event not happening because of a missing flag.
  • Changed a few RGOs in China from Tea to Fish, Grain and Silk to try and deal with the great tea depression of the 1840's.
  • Added an option to unlock crisis when Revolution and Counterrevolution is researched, as it was in previous versions.
  • Made so the constitutional crisis system can now "see" the starting ruling party of player countries.
  • Fixed the 2 "buy cuba" decisions giving the provinces to US instead of the FROM country. Fixed the decisions being usable if another new world nations already owns Cuba.
  • Reduced infamy given by the "Directive No 1" decision. It still gives infamy, but most of it should come when the events actually fire. Reworked MTTH slowdown modifiers a little bit to take into account different situations.

HPM v0.4.5

02 Jun 19:39
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The checksum for this release is IEOI.


First Github release, but far from the first ever HPM release.


Changelog (Click to expand)

v0.4.5

  • Electric Arc Furnace will unlock in 1905.
  • Congo Conference decision population requirement reduced from 1M to 800k.
  • Made the Neutrality modifier for Switzerland not reduce militancy as much as it did.
  • (Mostly AI Behaviour): Reduced AI Aggression Base back to vanilla levels (Aggression vs uncivs is still slightly higher than vanilla). Increased AI priority for bureaucrats and the chance of them investing in pop projects. Base Tax, Tariff and Admin efficiency also move back to the vanilla (20%) level. Reduced the FACTORY_UPGRADE_EMPLOYEE_FACTOR from 75% of 70%. IMMIGRATION_SCALE changed to 0.005 (from 0.008) and PROMOTION_SCALE changed to 0.003 (from 0.004). The problem here was that the AI simply didn't have the money nor knew how to deal with the increased pop promotion speed. They bled pops because they couldn't deal with it. So now this happens more slowly and countries will have more money to deal with it. Reducing aggression is also something necessary - the AI goes crazy near the end of the game, where wars were slowing down, but increasing in scale.
  • Increased the amount of money factories save from 1500 to 3000.
  • Only AI non-democracies will use the "state of emergency" decision from now on. Players can still use the decision as they wish.
  • Changed Limited-Access Roads to unlocked in 1915 instead of 1919, to stop it coinciding with a lot of the Army inventions.
  • Faroe Island cores will go away in the late 19th century.
  • Added 13 inventions to the Metallurgy tree. Reworked RGO bonuses in the tree so a good part of the bonus come from the inventions. The inventions won't fire if there's unemployment in their respective RGOs. Overall, the bonus to Coal and Iron production the tree gives was increased from 250% to 300% for Iron and 330% to 400% for coal. Most of the inventions and the bulk of the bonus to output are for late-game inventions.
  • Added a decision for Canada to accept the Metis, which will also remove Maritime Union, Columbia, Metis and Rupert's Land cores from Canada. Removed the Metis from the generic "native integration" decisions.
  • Khiva will not start with Nukus anymore. Slight reshape of Khiva. I need to find better sources on the region and decide on a final set up for the central Asian nations, there's conflicting information to the extent of the khanates.
  • Fixed requiring impossible things to build the Suez canal.
  • Moved 895 - Mersin to the Adana state so the state is not conquered as a colonial state from Egypt.
  • Korea will start the war for independence during the Tonghak rebellion with a CB to get their cores back, if anyone took them. They should also fight the Chinese properly and be released properly if the aggressor are the Chinese.
  • Added a decision for fore Korea to claim Tsushima (2589). It can also be used again to rename the island.
  • Fixed a bug when organizing the Congo that mistakenly made the organizer also the true owner of the Congo Free State.
  • Reduced Muhammad Ali modifier mobilization size by 4%.
  • Fixed potential split states in the Middle East and Africa because of (potential) different colonial levels.
  • Russia up to the Urals will now be full states instead of colonies, with the exception of the Kazakh territories and the Caucasus.
  • The end of the initial caucasian war will now move a few pops to Jordan.
  • Merged Mosul and Baghdad states into one, moved a few provinces of the later to the Basra state. Made Damascus the capital of the Eastern Syria state, moved the province to that state.
  • Fixed an AI check who would make the AI research iron/coal output techs despite unemployment.
  • Pacifism party policy now slightly reduces infamy.
  • Restored Aristocrat voting support back to vanilla levels.
  • Stopped communists supporting the roll-back of political reforms unless they are in power. They will still support social reforms.
  • Monarchies should no longer be able to set the Upper House to "ruling party only". That is reserved for ideological, one-party regimes.
  • Changed Moldavia's ruling party at the start to liberal. Change Wallachia's ashkenazi pops there to sephardic. Based on https://www.jstor.org/stable/25104807
  • Line of Advantage decision can't be used by a vassal country or if a competing japanese power (Japan for the Shogunate, Shogunate for the Japan) exists.
  • Absolute monarchies (with the appointed upper house) now have an option to dissolve the upper house and fill it with either Reactionaries, Liberal or Socialists (if unlocked). These will have consequences, however, and cost prestige, plurality and some stability.
  • Fixes to the Brazilian OOB: added a Brazilian navy with 2 man'o'war, 10 frigates, 2 commerce raiders and 2 clipper transports (based on https://en.wikipedia.org/wiki/Imperial_Brazilian_Navy ). Added a starting admiral, changed one admiral that should be a general and removed generals that were too old and left the service soon after the game start, or were too young and likely not in a position of power.
  • The "Avanti Italia" decision can't be used without owning the Lombardian cores.
  • Fixed a NNM bug where Neutral Countries were dragged into wars through the Shadow of War event.
  • The Gadsden Purchase decision/event chain will spread CSA cores to the new provinces if neighbouring provinces on the same state have CSA cores.
  • Refusing a good peace deal (the ones that give you militancy and war exhaustion will now give 10 WE instead of 5.
  • Increased the requirement to add an wargoal during a war back to the vanilla 7% from the current 5.5%. That is balanced with the new "propaganda" decision.
  • Added a "Propaganda Campaign" decision. A country can, at the cost of plurality and money, try to tip the country in favour of its government in the UH or increase the population's jingoism.
  • Slight reshape of Franche-Comté to better follow the Meuse river. Renamed the state to Ardennes and moved Besancon to the Champagne state.
  • Canada will start with Immigration Quotas instead of Open Borders.
  • Zanzibar should keep its slave states after its freed from Oman.
  • Changed the slave pops in Iran from the old african_minor replacement to Kilombero. based on https://en.wikipedia.org/wiki/Afro-Iranians
  • Changed Mashriqi pops from Nasaf to Kabala, renamed the province to Samawah.
  • Made a strait connecting Sado and Niigata.
  • Fixed a missing flag that made the EIC not be integrated at all.
  • Removed Turkmenli and Assyrian cores from Raqqah. Assyrian pops were moved north to Hasakah. Converted a good part of the Mashriqi pops to bedouin pops in Raqqah. As-Suwayada in Syria also got 2700 Druze mashriqi pops converted to Bedouin,and a few mashriqi pops in Ma'an in Jordan converted to bedouin.
  • Changed the pops in the Caucasus group from using Russian units/leader portraits to arab units/portraits.
  • Fixing low pension level being 10% instead of 100%.
  • Added Fish to the list of RGOs that can get the local_tractors modifier. Renamed the modifier to "Tractors and Trawlers". Made the aristocrats be the ones who need the money when deciding if the event will fire faster or not.
  • Pop issues:
    • Fixed a vanilla bug that made impossible for pops that were not getting their everyday needs to care about the pension reforms, when it should be the contrary.
    • Fixed unrealistic unemployment levels (50% of a state unemployed, with the minimum starting at 10%) needed for pops to care more about unemployment subsides.
  • Removed Tea RGO from Corrientes and Misiones, changed the production in the state to Cattle, Tobacco and Tropical wood. Changed Xolotas and Formosa to Cotton. Based on (EL COMERCIO DE LA PROVINCIA DE CORRIENTES DURANTE LA PRIMERA MITAD DEL SIGLO XIX. UN PANORAMA DE SU EVOLUCIÓN http://revistas.unne.edu.ar/index.php/fhn/article/download/3452/3099 and https://www.elterritorio.com.ar/la-economia-misionera-al-inicio-del-territorio-6193972785638980-et
  • Added a new fish-rgo output invention.
  • Fixed two immigration modifiers having the same name, potentially screwing up a few events/decisions.
  • Removed the Zulu cores from random neighbouring provinces and left only one in Thaba Bosiu, where there are Zulu pops. They still won't be able to conquer just that province if Basotho has the rest of the state, but once they are reduced to that province only by the Boers they can take it. Normalized Matabele cores in the region to stop Nguni from assimilating.
  • Renaming of a few culture groups.
  • Changed the MTTH for the Doctrine of Lapse events back to NNM levels.
  • Ha'il should now correctly get cores in Nejd's arab gulf state.
  • Hawaii changes: Literacy and pop changes. They got an event representing the declining Hawaiian population, as well as the reformation in a constitutional monarchy and a increase in the yankee population. Hawaii will start with a minimal yankee population representing missionaries and their families, and they will start with Yankee as accepted that they lose (like the Ionian islands lose) as soon as Polynesian is not a majority or they own non-cored provinces. They will also start in the US's sphere of influence, and I fixed a decision that the US could take to buy Hawaii which would never work under previous conditions. Finally, if another power annexes Hawaii and there are still Yankee pops there, the US gets a core on the island. This is mostly based on https://digitalcommons.unl.edu/cgi/viewcontent.cgi?referer=https://www.google.com/&httpsredir=1&article=1035&context=historydiss especially data about literacy and pop distribution (as only 50% were catholics in 1837, the literacy changes were made to reflect that).
  • Made the constitutional crisis distribute militancy and consciousness according to who can vote, instead of a generic for-all effec...
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