Skip to content

v0.4.6

Compare
Choose a tag to compare
@arkhometha arkhometha released this 21 Jan 15:21
· 80 commits to master since this release
d34300b
Checksum (Steam) UPWJ
Compatible with older saves

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 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 too.

  • Fixed vanilla bug that stopped units created by event/decision from moving.

  • Fixed ship speeds. In vanilla, New York to Canton in a single clipper would take 221 days (for the US). Now it takes around half for the same route. The following is a list of speeds and sources for ships - both initial and "latter". Values are usually 4-8 km/h slower than real life counterparts to account for map projection (and in a few cases, military use) or "wind" dependency.
    Sources

    • Techs were also changed so clipper design doesn't speed up Dreadnoughts, nor Oil-Driven Ships speed up clippers. Each tech will speed up the previous generation of ships.
  • Stopped the AI from calling allies for the war created by the Death of Ranjit Singh event chain.

  • The UK will now start with Portugal sphered.

  • Small tweaks to AI military logic in defines.lua

  • Slight buff to the Smithsonian trade policy.

  • Changed ARC reactionary party name to "Sociedad Popular Restauradora".

  • Fixes and changes to starting units (OOB) in 1836:

  • Producing clippers will now require the clipper_shipyard_construction invention, as they represent the modern, European-style sail ships.

  • Updated the Commission Warship decision to use the new ship production values (in regards to necessary RGO).

  • Increased RGO size increases in the Metallurgy tree.

  • Fixed Iguatemi RGO position.

  • Fixed NNM event 96065 that could give a dismantle nation CB on a nation you have a truce with.

  • Slight increase to Max RP uncivs can store to avoid potential deadlocks over expensive reforms.

  • Made the Panama Canal require the Trinitrotoluene invention. Kiel requires Blasting and Drilling technology. By @rderekp

  • Updated Belgian OOB and fixed Belgian unit with Dutch source. By @halcyon-gh

  • Add Roman Question follow-up to Il Risorgimento by @moretrim

  • Made the Imperialism CB a bit more flexible by opening parts of it to countries with the Naval/Japanese Tech School.

  • Broke up the commerce inventions that gave access to a few factories in a few less nonsensical inventions.

  • Increased the MTTH of the $STATENAME$ Emergency event. Changed the effects a bit to be a bit more significant.

  • The "Mechanized mining" event and modifier will now require dynamite to be researched instead of nitroglycerin.

  • Removed the Blood and Iron mine modifier and event. It was replaced by an event, unlocked with electric_rolling_techniques and combustion engine, that spreads mine efficiency and size modifiers. Similar to the mechanized mining event.

  • Added a decision to "Pay Respects to a Great Power". A non-GP nation can spend prestige and money to send a gift to a great power, increasing relations with them and the GP's diplomatic influence in the country.

  • Absolute Monarchies dissolving the UH now have a 25% chance of getting 0.5 infamy when they do it.

  • Increased Infamy from fighting colonies that refuse to submit during a dismantlement. It can go now up to an additional 5, depending on how populous the colony is.

  • NNM distribution of colonies during dismantlement should now avoid countries that already refused to get more colonies.

  • Ottoman dismantlement will now try to give Montenegro and Serbia their cores back, regardless of truce, and first. That way the region doesn't end controlled by Bosnia/Albania. Greece can also get their cores back regardless of truce IF they are not a SP/GP or if their sphere master/overlord has a truce with the Ottomans.

  • Fixed a vanilla bug that made soldiers migrating move exclusively to state capitals.

  • Small rework of how pops pick a province to move in general. Pops that can't be unemployed won't care about unemployment, capitalists won't move to states that have no factories, state-capital-only pops will only consider state capitals.

  • Small cleanup of the pop_types file.

  • Isolationist Uncivs should civilize with closed borders now. Uncivs embrancing "western" ideas will civilize with open borders.

  • The Falangist doctrine for Spain will no longer give an unusable conquest CB on Portugal. Instead, it will give 10 infamy and the cores in Gibraltar/France only.

  • Fixed Israel's irredentist decision giving cores in Eastern Syria only.

  • Added some Tropical Wood to the French/Dutch Guiana/Suriname. French find gold in Guyana sometime in 1850.

  • Added gold provinces to Mali, Burkina Faso, Madagascar, Costa Rica and a silver province to Spain. Renamed a few provinces to native names in Africa. Based on

  • Inheriting Texas will now longer give the US cores on the rest of Texas proper, to avoid an early (and incomplete) mexican-american war. They will get cores there once they start the Mexican-American war.

  • Fixed a few late-game factories using the maintenance template of Machine Parts factory, avoiding the need of Machine parts for maintenance.

  • Added an event for Mayotte and Comoros to produce coffee and increase the LR. Changed Mayotte's population to 750 from circa 2.4K, with 1/3 being slaves. Based on https://www.britannica.com/place/Comoros#ref1440 and https://fr.wikipedia.org/wiki/Histoire_de_l%27archipel_des_Comores

  • Changed Reunion/Bourbon from Fish to Coffee. Changed Guadeloupe from Fruit to Coffee. Changed Marigot and St Barths to Cotton. Changed Dakar to Fruit. Based on https://fr.wikipedia.org/wiki/La_R%C3%A9union#%C3%89conomie and https://fr.wikipedia.org/wiki/Guadeloupe#%C3%89conomie and https://en.wikipedia.org/wiki/History_of_Saint_Martin and https://en.wikipedia.org/wiki/Saint_Barth%C3%A9lemy#Economy

  • Added a few French pops to French Senegal.

  • Added a decision to change a few RGOs in Algeria to cotton. Based on https://fr.wikipedia.org/wiki/D%C3%A9crets_imp%C3%A9riaux_de_1853_sur_le_coton and https://fr.wikipedia.org/wiki/Histoire_de_la_culture_du_coton_en_Alg%C3%A9rie

  • Infrastructure (railroads) should now slightly increase immigrant attraction (to the province) with each level.

  • Small corrections to colormap_water.dds

  • Small tweaks to economic policies.

  • Integrated the latest version of AFPG's flag pack.

  • Small tweaks to opium needs.

  • The Ionian Islands will now correctly lose British/North Italian as accepted if they become Greece.

  • Moved Gaslights to organic chemistry.

  • Fixed the Anarcho-Liberal party in the Netherlands being pro-state interventionism in all spheres. Made the BYZ tag liberal party have actual liberal policies.

  • When westernizing, non-core, non-union-core, non-primary/accepted majority provinces of the westernizing country will turn into colonies.

  • Charleroi shouldn't flip to sulphur anymore.

  • The Megali idea decision is now an event, 3 choices on what to claim: Thrace only, Coastal western Anatolia (old claims on the state Hudavendigar and Aydin, except for the provinces of Kutahya and Denizli) and old, full claims (all of Thrace, Hudavendigar and Aydin). Infamy scales accordingly.

  • Split Spain's irredentist decision in the same way as the Megali idea: an event that gives several choices, costing different amounts of infamy depending on the choice picked. Picking any choice that includes Portugal will start an immediate war to make them a puppet. If won, Portugal will be annexed to Spain. If Portugal is already a puppet, they will just be annexed.

  • Artisans will avoid promoting to anything besides capitalists/clerks if they are doing well off (20% luxury needs fulfilled).

  • Fixed Bahrain going to war with itself during one events.

  • Another attempt at trying to stop the dismantlement event from happening over and over if you already decided to not take part anymore. Please let me know if the problem still pops up.

  • Fixed "Unite With Poland" decision not getting the proper relations.

  • Fixed Kotor being left out of the Italian irredentist decisions due to a state change. Credit goes to @HKKNNT

  • Fixed a typo in one of the Alaskan names. Credit goes to @moretrim

  • Fixed the Pact of Piomberes always referring to Sardinia-Piedmont, even if it doesn't exist. Now the event will also work for Savoy.

  • Fixed Alexander's reforms potentially being passable before Alexander was in power. Now the conditions will be a bit more strict and the decision can go away if the government is doing well.

  • Corrected the position in the tech tree of the inventions that boost cement production, increased boost from a 10% total to a 30% total.

  • Increased factory building time from 182 to 244 days (8 months).

  • The Tonghak rebellion should involve the Japanese government if they are united and westernized.

  • Fixed province 2477 in Australia being called "Warmambool"instead of "Warrnambool"

  • Attempt to improve the inventions that unlock bonus to coal/iron production so "false-positives" of overproduction are less likely and the inventions trigger more often.

  • Fixes to the CNR and delaying the King Tut event for after 1900. Credit goes to @rderekp

  • Significantly increased the costs of building canals, since the Debt System takes care of the AI not saving money. They are based in estimates of the construction costs at the time for each canal, usually halved to something more sensible. The costs of seizing a Canal and the prestige gain of building them has also been increased, and the payout for the country that loses the province has also been increased. Updated the prices in the events and the decisions descriptions to reflect the new prices.

  • S-Ps can also build the canals as long as they own the province AND have the necessary money to build the canal (as well as the necessary techs). If they get sphered a GP can still take the province from them and build the canal.

  • Several small fixes for scopes, commands and a few tweaks to the economy.

  • Removed old and apparently faulty instances of "is_accepted_culture = THIS", with the country being in the scope and This referring to ThisPop.

  • Added a "cooldown" period for the debt system, to reduce the AI spamming it during large debt-payment.

  • Fix to "The Aden Protectorate" decision not releasing Yemen by @moretrim

  • Rewrite of one Paraguayan event to guarantee no funny behaviour is going on.

  • Tweaked the value of the (HPM) mining inventions chance to happen.

  • Fixed the localization of the vanilla "jigs" inventions.

  • Moved the decision to "embrace the Finnish" to a proper "Promote Nordism" decision. It also has more strict requirements (same standards used by the Dutch to embraced the Wallonians and Boer) and it now includes Icelandic culture and cores in the decision.

  • Fixed a potential bug that made possible for Karelia to join Scandinavia.

  • Made the decision to form Scandinavia not require the Finnish not to be accepted. Now it automatically removes them and Icelandic as accepted cultures. Both can be regained through the "Promote Nordism" decision. This change also affects cores (though won't aaffect Denmark cores if they own Iceland, it will affect Sweden and Finland).

  • Stopped puppets from refusing the political union called by their own master during the Kalmar Union decision chain.

  • Schleswig-Holstein does not join the Kalmar Union anymore. Cores of the Kalmar Union will follow Sweden (excluding Finland), Denmark (excluding Iceland) and Norway cores. To get cores in Finland and Iceland, the player needs to take the decision to "Promote Nordism".

  • Forming Scandinavia no longer requires Revolution & counter-revolution to use the decision for the political union, the step before forming Scandinavia. It needs Nationalism & Imperialism. The Scandinavian Customs Union needs Central Bank Money Bill Printing tech. Forming Scandinavia will also necessarily need the Aland Islands now.

  • You can no longer progress on the Kalmar Union decision chain if Sweden, Norway or Denmark drop off. Sphering them will get them back in the Union.

  • When forming union countries, any vassal of a country annexed will be carried over to the union. For example, if Sweden forms Scandinavia wile Denmark still has Schleswig-Holstein as a vassal, S-H will become a vassal of the newly-formed Scandinavia (and it will return any Scandinavian cores to Scandinavia).

  • Fixed several problems with the formation of Scandinavia decision chain, such as spheres not clearing properly.

  • Moved Heligoland to the Holstein region.

  • Removed the "modern central banking system invented" as a requirement for the "Bankruptcy" reform. Now it needs you to pass the "National Banking Act" decision, which fills the same requirements as the previous requirements and it cuts down on unnecessary AI routines.

  • Fixed the AI potentially disabling the "Ghost Units" fix.

  • The AI can now, rarely, use the decisions to destroy monuments.

  • Added Qeshm and Dubai to the Pearl Hunting provinces.

  • Fixed several instances of province modifiers that brought research point changes, which in turn were applied to a country occupying these provinces.

  • Added a "Steal puppet" CB, allows you to take another country puppet (not substate!) and make it your own puppet.

  • Added partisans to the game. They will pop up in occupied provinces and try to liberate it from foreign invaders, flippin an occupied province back to its owner.

  • Fixed typo in flags for colonial organization of Ghana by @moretrim

  • Overall QoL fixes and organization for colonial organization of Ghana by @moretrim

  • Random AI NV pick by @moretrim

  • File encoding fixes by by @moretrim