About this mod
INCREASED GAME SPEED!
Historical migration patterns with maximal player agency. Intereuropean migration.
Realistic military and navy. Better army management.
Overdemand instead of undersupply global economy. Victorian era wide or tall game.
Rebalanced political and social reforms. Less rebels.
(Optional France 35 liferatin
- Requirements
- Permissions and credits
[EDIT overlooked change: no warscore from battles. You can change this if you do not like it in defines.lua MAX_WARSCORE_FROM_BATTLES = 0 ]
VERSION 0.4. NEW: ARMY MANAGEMENT NIGHTMARE FIXED! HISTORICAL ARMIES AND COLONIALISM - NO SAVAGES ALLOWED!
Larger brigades of 5000, grouped soldierPOPs in state capitals.
Historically, armies consisted of 'civilized races', not of colonial savages. The British Indian Army was the only major colonial army, recruiting among 'martial India races' and excluding those Indian races that took part in the Sepoy Rebellion.
Reading up on the British Empire, having to choose between promoting soldiers or craftsmen ties nicely into the discussion of the era, where imperialists argued that the wealth of the nation was brought by British strength and the colonies, whilst others argued that the economy would have been even better if all those resources spent on the hubris of empire would have been spent at home.
Unlimited (before hard cap 5%) promotion of soldier POPs in core or non-core states, of primary, accepted and non-accepted cultures.
For small nations (like f.i. Belgium,) this will increase their force de frappe now that they can promote as many soldier POPs as they can bankroll.
Zero (before hard cap 1-2%) soldier POPs in colonies, except for 1) primary and accepted cultures AND 2) Indian 'martial races' (baluchi, marathi, nepali, panjabi, pashtun, and rajput).
Regarding primary and accepted cultures, f.i. France can recruit Frenchmen in Algeria.
Regarding Indian 'martial races', they are largely located in the west of India, whilst the wealth is largely located in the east of India.
Military slider changed: >50% promotion of soldier POPs, <50% no promotion of soldier POPs.
UPCOMING VERSION 0.5: RULE THE WAVES!
Due to the game engine, importing is too easy and total blockades cause country wide wacky war exhaustion and provincial RGO pain, instead of actually choking the economy.
Navies are useful, but not as important as they should be. Winning WW1 by choking the German economy and people is not possible ingame.
Inspired by HOI3, I'm going to see if I can tie import cost modifiers and POPneeds to absolute navy size respectively relative (to the enemy) navy size, to mimick transport costs on the one hand and total blockades on the other hand.
Let's take a base of 100ships. We can then assume that with 10 ships you are mostly using other nations' navies to import goods, and thus increase the import cost modifier by 90%. We can also assume that with 190 ships you are responsible for a part of global shipping, and thus decrease your import cost modifier with 90%.
Let's say Germany is at war with the British and the British fleet is twice the German fleet. The British fleet undestroyed, we can assume a British blockade and increase all POPneeds in Germany by x. The British fleet destroyed, we should see a German blockade triggering and and increase all POPneeds in he British Empire by x.
Installation:
Overwrite the HPM mod files. MAKE A BACKUP! ;)
Mod aims:
INCREASED GAME SPEED!
Historical migration patterns with maximal player agency. Intereuropean migration.
Realistic military and navy. Better army management.
Overdemand instead of undersupply global economy with realistic POPneeds. Victorian era wide or tall game.
Rebalanced political and social reforms. Less rebels.
(Optional France 35 liferating).
*This mod builds on and was made as a submod for HPM. This mod has been reported not to be compatible with HFM.
This mod has been tested and works, although minor tweaking may still be needed.
HUGE THANKS TO THE PEOPLE THAT FIRST TESTED THIS, GAVE FEEDBACK AND SPED UP THE MOD'S DEVELOPMENT.
Migration changes:
-Removed x4 preference for the Americas and Oceania. Removed preference for republics. Removed USA decision bonus. Replaced with a modifier for owning New York and each of the Great Lakes states (6*10%), Canada (10%), Australia (10%), Rio de Janeiro (10%), Buenos Aires (10%) and Montevideo (10%) ;
*I based myself on historical migration patterns (USA, Canada, Australia, Brazil, Argentina and Uruguay), and for the USA I based myself on a 19th century map of the US census office ;
-Rebalanced all national values: liberty has migration bonus (25%), equality has assimilation bonus (25%) ;
-Added migration bonus for being Secondary/Great Power (25%/50%) ;
-Added migration bonus to political party policy limited/full citizenship (25%/50%) ;
-Migration bonus for liberal political reforms. Migration malus for oppressive political reforms.
-Removed migration bonus for all social reforms. Replaced with migration bonus 100% if your POPS meet their basic needs ;
-Removed migration malus for being a new world nation at war.
Military and navy changes:
-No jingoism for justification.
-No warscore from battles.
-Altered AI willingness to make peace: AI will no longer wage hopeless wars when heavily outgunned, conversely AI will not surrender under 25 warscore if it is your equal, or will not surrender under high warscore if it outguns you.
-Altered military and navy AI stack composition. Naval AI: one huge fleet (doesn't affect blockades).
-All military and navy units rebalanced and redone so they need relevant inputs to build and require upkeep (1/365*buildinput).
-5000brigade, 5000POPS = 5000SOLDIERS instead of 1000POPS = 3000SOLDIERS, casualties upped, 1 day recruitment times, resulting in more soldierPOPS being killed (vanilla you killed low% of 1/3POPs, now you kill high% of 1/1POPs), stack wipes being impactful for years, and rebels being proportionate and staying dead.
-SoldierPOPs grouped in and recruited from state capitals.
-Unlimited (before hard cap 5%) promotion of soldier POPs in core or non-core states, of primary, accepted and non-accepted cultures.
-Zero (before hard cap 1-2%) soldier POPs in colonies, except for 1) primary and accepted cultures AND 2) Indian 'martial races' (baluchi, marathi, nepali, panjabi, pashtun, and rajput).
-Military slider changed: >50% promotion of soldier POPs, <50% no promotion of soldier POPs.
-Non core states contribute the same amount of soldiers as core states. This boosts previously underpowered multi-etnic nations.
-All naval units except transports count to military score.
-Altered ship limits and colonial points.
-Low mobilization except if national value is order. Mostly lessened but proportional impact of mobilization.
-Effects of occupation and blockades aside from increasing warscore have been removed because they affect one state nations and massive empires equally, and thus often lead to absurd attribution of war exhaustion.
Economy changes:
-All RGO sizes increased to 100000, 10000POPs = 1 unit. All artisans, 10000POPs = 1 unit. All factories, 10000POPs = 2 units ;
-All goods that are available in 1836 can be produced by Chinese and other artisans ;
-All raw goods prices at 1 (can rise to max 5) ;
-Coffee, tea and opium at same price as liquor and wine ;
-Factories only use raw goods, all production chains have been dismantled as the AI can't use them ;
-Altered factory goods prices. All other factory goods have price equal close to cost of production x2 (100% profitability as opposed to vanilla). ;
-Factories need coal, cement and machine parts as maintenance goods EXCEPT factories that produce steel, cement and machine parts (too high starting price cripples all other industries that use them, this is what happens in vanilla) ;
-Steel, cement and machine parts have price close to cost of production (no profit margin as to not handicap all other industries that use them, this is what happens in vanilla). Small income industries can be crippled if prices for coal, cement and machine parts, all inflate to their max. Big income industries should be more resilient ;
-Factories no longer require materials to be build, as to avoid bottlenecks.
-POP NEEDS have been overhauled in light of production chains having been dismantled.
Most POPS have the same needs (basic = 4 cattle, 4 fish, 4 grain, 4 fruit, 1 coal) and desire all products (except timber and iron):
Aristocrats and capis skip regular clothes/furniture altogether ;
Soldiers and officers use canned goods ;
Farmers basic need only 1 coal, they also need fertilizer and iron. Farmers realistically could and in game need to be self-reliant, they need to be well at the bottom of the economy in order for the economy to work ;
Serfs have no luxury needs ;
Slaves now have needs but can get none fulfilled (as they receive no wage... don't write them of: they are 30% more productive).
-Disabled loans ;
-Gold and precious goods valued at the price of an automobile ;
-Suez and Panama canals both give -25% import cost modifier. Suez canal is cheaper but harder to get, Panama canal is more expensive but easier to get ;
-Removed min max tax caps and import modifiers for LF, interventionism, state capitalism, and planned economy ;
-Removed admin/tax penalty for non core provinces ;
-Altered factory buying and scaling behaviour ;
-Altered Laissez Faire factory removal: factory closed is factory removed.
Rebalanced political and social reforms:
-See the issues file ;
-ONE political reform per year ;
-Most drastic change regarding social reforms: safety measures - that were just plain horrible - now give prestige.
Rebalanced national values:
-See the nationalvalues file.
Varia:
-Removed prestige bonus for being Secondary/Great Power ;
-Bigger prestige bonus for owning Suez and Panama canals ;
-Disabled railway and fort graphics.