Victoria 3

Victoria 3

[1.10] Basileia Romaion 1736 - Update 144.2 for 1.10/NA
Viser 31-40 af 146 forekomster
< 1  2  3  4  5  6 ... 15 >
Opdatering: 3. nov. 2024 kl. 8:24

### Patch 116

- Added Benevento as a new Southern Italian country starting as a vassal of the Papacy.
- Added three new releasables in central italy.
- Added Hmong as a new decentralized tag in Yunnan.
- szekely culture added into the mod. The Dracula event should now function let me know if you come across any bugs with it.
- New option in game rules to create the Bulgarian Empire at game start.
- Split off some of the Debuffs from the Curruption modifier Basileia Romaion starts with to a new one called Fallen Eagle its tied to the Renaissance Journal Entry.
- Rebalance to laws especially affect officer/soldiers political strength.
- few late game production methods tweaked.
- Fixed a couple releasables that had wrong states
- couple scananavian strait traits improved.
- Adjustments to a few techs
- Updated and streamlined the history files to a unified standard to be in line with current PDX standard. This may potentially increase performance and decrease errors
- Lots more Bug fixes

Opdatering: 18. okt. 2024 kl. 14:26

### Patch 115 'Guldensporenslag'
## Feature
# Flanders content
- New journal entries around expanding in the lowlands and breaking free form the HRE
- New modifiers for Flanders
- Flanders renamed to Vlaanderen-Brabant
- New colonial nation the 'Ostend Company' a Dominion of Flanders
- New decisions and events around merging the 'Ostend Company' and 'Dutch East Indies' if they are both your subject
- Added Belgium, as a formable for Flanders
- Added new custom military/navy for Vlaanderen-Brabant
- Adjusted Vlaanderen-Brabant starting laws

## Other Balnce changes & Bug Fixes
- Added missing localization to Zorosatrian priest
- Made internal Trade available to all Power Bloc types.
- draft_exemption_tax renamed from its turkish name to a more generic name of "Military Exemption Tax"
- Fixed a bug that caused Katepaníkion Italías to be renamed to Sicily if it takes back the rest of the Island from Andalusia.
- Changed the HRE revolution to happen after 50 years instead of 75 roughly translating to the irl french revolution date.
- Added a decision to br_remove_insufficient_infrastructure_decision trait from any country with that trait.
- Lots of misc bug fixes and missing localization added.

Opdatering: 21. sep. 2024 kl. 7:43

#Hotfix 114
- adds the missing localization to the opening HRE event.

### Update 113 'Charlemagne's Legacy'

## Feature
# Initial HRE Expansion including but not limited to the following --- Special Thanks to Smekens for doing most of the work.
- New Journals for HRE including multiple paths for your nation and culture
- New Events for HRE
- New modifiers for HRE
- Multiple new Flags for each Government Type
- New Decisions
- Added Lotharingia as a releasable
- Added a scripted revolt to HRE to happen under certain conditions
- Updated HRE soldier uniforms Black shirt red trousers and Yellow hat instead of a solid yellow jumpsuit.
- Added new Power Bloc principle group "Autonomous Subjects". Made it pretty common at start of game the Cohesion bonus should stop weaker power blocks from collapsing right away.
- Improved HRE AI to make it more of a challenging rival.


## Other Added Decisions --- Created by @Smekens
- Accept Baltic German decision for anyone who owns a Baltic State homeland
- Accept Anglo-Dane for North Sea Empire

## GFX --- Commissioned by @Jozue
- Added New IG Icons for some of the custom ideologies.

#History - Pops
- Finished Setting up Aegyptian pops.

## Balance & Fixes
- Changed Siam and Java's Subjects from Dominions to Tributaries
- Updated laws to empower pops instead of Interest Groups directly.
- Removed the option to order your subjects to annex other nations. You can still order them to conquer a state.
- Changed Aegpyt, Kyrencia and Afrika starting rulers to Romaioi culture (Not their nations cultures)
- Changed starting colonial institutions to level one for the new world nations that did not have the tech for level 2.
- Adjusted French political parties to be available to any nation with French or Frankish Culture and not be limited to FRA tag.
- Added a 64 month truce for AGY-ARA at start of game to stop ARA from spoiling scripted protectorate play.
- Changed successions cooldown to 8 years from 5 so they will happen less often.

- Tech Cost Adjustments (Keep in mind the mod is less sandboxy then vanilla playing nations with low Literacy will be very hard)
- era 1 lowered to 8500 from 10000
- era 2 unchanged at 12000
- era 3 lowered to 15000 from 18000
- era 4 lowered to 20000 from 26000
- era 5 lowered to 30000 from 40000
- era 6 lowered to 45000 from 60000

##Localization
- Updated the non English languages to be caught up to the English.
- Renamed some modifiers
- Renamed some more States @Jozue
- Added missing Localization for Caribbean Islands and Yemeni Coffee

###
-

Opdatering: 20. sep. 2024 kl. 6:41

### Update 113 'Charlemagne's Legacy'

## Feature
# Initial HRE Expansion including but not limited to the following --- Special Thanks to Smekens for doing most of the work.
- New Journals for HRE including multiple paths for your nation and culture
- New Events for HRE
- New modifiers for HRE
- Multiple new Flags for each Government Type
- New Decisions
- Added Lotharingia as a releasable
- Added a scripted revolt to HRE to happen under certain conditions
- Updated HRE soldier uniforms Black shirt red trousers and Yellow hat instead of a solid yellow jumpsuit.
- Added new Power Bloc principle group "Autonomous Subjects". Made it pretty common at start of game the Cohesion bonus should stop weaker power blocks from collapsing right away.
- Improved HRE AI to make it more of a challenging rival.


## Other Added Decisions --- Created by @Smekens
- Accept Baltic German decision for anyone who owns a Baltic State homeland
- Accept Anglo-Dane for North Sea Empire

## GFX --- Commissioned by @Jozue
- Added New IG Icons for some of the custom ideologies.

#History - Pops
- Finished Setting up Aegyptian pops.

## Balance & Fixes
- Changed Siam and Java's Subjects from Dominions to Tributaries
- Updated laws to empower pops instead of Interest Groups directly.
- Removed the option to order your subjects to annex other nations. You can still order them to conquer a state.
- Changed Aegpyt, Kyrencia and Afrika starting rulers to Romaioi culture (Not their nations cultures)
- Changed starting colonial institutions to level one for the new world nations that did not have the tech for level 2.
- Adjusted French political parties to be available to any nation with French or Frankish Culture and not be limited to FRA tag.
- Added a 64 month truce for AGY-ARA at start of game to stop ARA from spoiling scripted protectorate play.
- Changed successions cooldown to 8 years from 5 so they will happen less often.

- Tech Cost Adjustments (Keep in mind the mod is less sandboxy then vanilla playing nations with low Literacy will be very hard)
- era 1 lowered to 8500 from 10000
- era 2 unchanged at 12000
- era 3 lowered to 15000 from 18000
- era 4 lowered to 20000 from 26000
- era 5 lowered to 30000 from 40000
- era 6 lowered to 45000 from 60000

##Localization
- Updated the non English languages to be caught up to the English.
- Renamed some modifiers
- Renamed some more States @Jozue
- Added missing Localization for Caribbean Islands and Yemeni Coffee

###
-

Opdatering: 16. aug. 2024 kl. 10:00

#Update 112

#Exarchate of Afrika
- reAdded Afrikanós culture as the primary settler culture of Afrika.

#Katepaníkion of Italias
- Catholic primary relgion I never intended to make it orthodox.
- Sikelianoi (Sicilian in greek) split off from South Italian. Primarily greek speaking though has italian trait as well and are orthodox though 10-25% start as catholic and some of the ones in andalus controlled start as sunni.

#South Africa
- Seperated Afrikaans from Colonial Dutch for South Africa.

#Religion

#Balance
- Lowered conquer state to 10% higher than base game down from 20% higher
- Lowered Annex country to 15% higher than base game down from 50% higher.
- Lowered the liberty desire modifiers from -0.25 and -0.15 to flat -0.10

#Modifiers
- adjusted various modifiers replacing many of the ones that had unit_supply_consumption_mult trait as it did not do what i thought it did. (It only affects goods shipped via sea route).
- added the provinces lost trait to a few of the defensive modifiers.
- Added some new modifiers to the Rus nations
- Improved the Swedish military buff.
- Added toll modifiers for revenue the swedes and danes get for controlling baltic trade.

#Interest Groups
- Added new a few new leader ideologies
- These will populate randomly based on factors but also applied them to some of the mods custom characters.
- Added new IG traits to interest groups in Ming China, Japan, Basileia Romaion, Tartaria and nations with semi_nomadic rural folk Ideology.

#AI
- fine tuned the main nations ai to be more focused and less random
- Updated Baselia Romaion ai to be slightly more progressive in passing laws.

#Pops
-adjusted pops in a few states.

#Diplomacy
- adjusted Bohemia to has less friendly relations with their neighbors

#Fixes
- Various minor bugs fixed
- added silesian as a cultural homeland to silesia at game start removed baltic and polish.
- fixed some releasables and other country defines.
- fixed some countries missing certain techs they need for their starting laws.
- increased the hidden amount of infamy that was decreased from 50 to 75 Latin intervention event chain.

Opdatering: 31. juli 2024 kl. 7:44

###Update 111

#Naval rework
- Added three new naval units, adjusted costs for all units. Coal required for steam ships and oil for end game ships.
- Caravel is the tier one light ship just below Frigate, Screw Frigate is tier 3 light ship just after frigate and Carrack is the tier 1 capital ship.

#Population growth
- added state_mortality_wealth_mult bonus to three techs in the society tree.
- tweaked native modifier to disable population growth/decline (This only affects decentralized nations) if the modifier is on a playable nation let me know.
- Other slight tweaks.

# Africa
- Changed Ashanti, Dahomey, Sokoto, Kongo & Zulu Decentralized by default and added a option to change them to Unrecognized in game rules.

#Balance
- adjusted the native conscription military buffs from general offensive/defensive to homeland only and added it so less provinces are lost per defeat.
- Adjusted Genoa, Venice and Romaioi trade companies to also boost financial centers.
- Most non-western navies start with Caravels/Carracks instead of Frigates/Manowars.

#Culture
- Irish names re-done thanks to Highfive.

#Fixes
- Fixed the GBR formable being called "England" will now correctly be called "Britain"

Opdatering: 26. juli 2024 kl. 4:22

###Update 110

- added localization to the objectives. Nation descriptions are generic for now but its something.
- halfed the goods cost of embassies and staff size by 1/3rd lowered influence added by half but kept infamy reduction the same.
- Changed some minor countries to Unrecognized.
- Fixed English and Kurdish adjectives

ai
- Tribal society will build less cannons more Calvary.
- increased Mandate of heaven ai constuction sector desire from the base games 0.1 to 0.25
- renamed colonial-chinese to Huáqiáo suggestion by freeloquots
- renamed Colonial Japanese to Kōkaijin thanks to hydropawah for suggestion
- renamed Irish hubs under Irish ownership to Gaelic names thanks to highfive for the names.
- Renamed Nea Attiki to Nea Ipeiros suggested by fillipostrains

Opdatering: 25. juli 2024 kl. 10:20

###Update 109

- Confucianism made the majority religion for Han 60%ish and about 40% for Korean.
- Lots of changes to the British Isles
- Two New Cultures Anglo-Dane and Norse-Gaels
- Religion changed Scottish, Welsh and English are Catholic by deafult. Though the population is split much higher protestant for pops under direct NSE and much higher Catholic under the native tags. The ai of the tags should all work together to try and gain their independence.
- More Anglo-Saxons added to New Angland.
- New Anglanders also made Catholic.
- Removed Anglophone trait on scottish/welsh added celtic to scottish
- Czech and Silesians made majority Protestant (Hussite Legacy)
- Added a build-able "Embassy" that increases influence and infamy decay.
- Added more Arts academies to Italy, Andalusia and ERE.
- Added a couple more Paper factories in BR.
- Added services as an input goods for Constantinople monuments as well as the generic Palace Complex.
- Added a dozen new Separatist events tied to the Suppress Separatism Journal entry for the ERE(BR). These are more random then the current Dynatoi revolts tied to reforms.
- Updated all the BR Reform Journals related to subjects and owning territory. Worked in Liberty desire and type of subject as a factor.
- I made it so you require 12 out of the currently 16 possible reforms to win the reforms jounral you have 100 years.
- Split off Thuringia from Franconia as a new HRE subject.
- Made Vinland a tributary of NSE. This is for Balance reasons in my observe games new world contries that are not part of a larger market at game start fall behind those that are part of a larger market.
- Made New Angland a protectorate of England for similar reasons.
- Australis re made a protectorate of Aegypt.
- Gave Elysium and event that happens if they go Elysian Orthodox to become a BR protectorate.
- Few Character changes in BR and Inca.
- Adjusted ownership in favor of NSE. giving them a portion of "home counties" including "London" and "Midlands" coast.
- Added new various timed modifiers to certain states at games start to encourage immigration to those states.
- updated countries
- updated ai strategies
- added new game rules
- adjusted br hardwood
- added dozen or so mass migration events
- adjusted relations
- created Genoa power bloc
- adjusted other italian power blocs
- adjusted revolts
- Decreased the progressiveness of some Italian starting laws to decrease their attraction to migrants.
- Decreased power of some modifiers
- Gave BR a couple extra mil techs to help the ai stuggling to win wars and decrease the chance of them going into downward spiral.
- Added new event chain to start a war over Syria between Aegypt and Basileia Romaion
- Fixed the a modifier error on the Exarchate events which was causing the modifier to be added to the wrong overlord instead of the vassal.
- turned a couple of the br subjects into puppets instead of dominions
- Czech and Silesians made majority Protestant (Hussite Legacy)
- updated to-do list
- Merged Ardalan into the "Kurdistan" tag formally called Arbil.
- Created two new Dynamic country names
- Kurdistan if I Persian subject will be known as Kurdish principalities
- England if a NSE subject will be known as English Lords.
- Updated the mods unique companies
- Moved Nassios and Vidin, from Bulgaria dominions to Serbian tributaries.
- huge amount of law changes, mostly to decrease how "progressive" nations attract too many migrants example northern italy.
- removed freedom of movement from power blocs at start.
- some formation fixes
- More favorable events for Basileia Romaion to facilitate early expansion to benefit an ai that might struggle to set up winnable scenarios

- AI
- Revamped starting strategies so must nations will pick logical choices
- adjusted conscript ratios for br, hre and colonies.

-Localization
- renamed Irish hubs under Irish ownership to Gaelic names
- I incorrectly named the other languages localization so they were not functioning. I have fixed this.
- renamed bulgarian_revolts to br_balkan_revolt and anatolian_revolts to br_anatolian_revolts

Opdatering: 12. juli 2024 kl. 2:54

###Update 108
- Many states renamed in the New World and Oceania. Thanks to @Jozue
- Slightly buffed the PLC starting modifiers.
- Made Vinland, New Angland & Elysium fully independent at game start.
- Elysium switched from colonial to recognized so can now form power blocs.
- Gave Elysium the unique BR tech 'Greek-Fire'
- Reverted Japanese Shogunate to their default dynamic color.
- Made a new modifier for the above nation 'Independent New World Colony' which is a slighly better than 'New World Colony' modifier. Hopefully they gave enough mass migration to make up for the loss of market migration which was why I kept them connected to a larger market previously dispite it not making sense lore wise. Gameplay is always priority. Give feedback will revert if they just don't have the same umpf as their neighbors which have overlords market migration.
- Added new game rules for regarding Size of Abbasid Caliphate.
- Abbasid Caliphate Small:
- Abbasid Caliphate starts off pushed into the Arabian desert with only Mecca and a few small vassals/tributaries
- Abbasid Caliphate Large:
- Abbasid Caliphate is resurgent, having just recently restored control of Mesopotamia,Egypt & Syria.
- Replaced the default nation selection in the objectives with BR nations I'd recomend. Localization not yet set.
- Updated the Exarchate events to also convert a portion of the Exarchates population to Orthodox if you force them back to Orthadoxy.
- Updated the force your culture on subject to no longer also give them your state religion. (Not thoughly tested)
- Added a force your state religion on your subject diplmatic action. (Not thoughly tested)
- Made it so tags that are "Colonial" can form power blocs. They require at least 15% the prestige of the highest prestige great power so if they have 1000 prestige you need 150 prestige to form the power bloc.
- Added new Power bloc for Abyssinia
- Maratha dynasty changed to Bhonsle.
- Improved the Papal power bloc
- Improved diplomacy including adjusting all subjects starting liberty desire.
- Canals can now be nationalized
- ERE rename decisions are hidden added a decision to show/hide them.
- Improved the Persian borders in the Caucasus.
- Fixed some missing modifier localizations.
- Added missing culture and religion standard of living modifier.
- Fixed errors related to 1.7.4 law changes
- Fixed errors related to 1.7.4 subsistance farms changes
- Fixed errors with Saxony formations
- Fixed error in Wallachia Lobbies
- Fixed errors with countires having relationships with invalid countires
- fixed trade route errors
- Updated the production methods and laws to match the changes in 1.7.5.
- Changed the way the mod handles dynamic names and colors so I won't need to keep as many redundent files. Nothing should change other than the obvious above Japan color change but if any countries have weird colors or names let me know.
- fixed missing ai evalution for protectorate, personal union, subject attack, force culture, force religion.
- added New Religion 'Elysian Orthodox' and decision for Elysium to return to it. Years of religious conflict within Elysium between the Neo Hellenes and Elysian Orthdox similar to the 30 years war in our timeline have rocked the colony since its independence.
- Due to many requests the Mod has the English available in every language Paradox supports so you can play in your local language with the Mods content in English. I am seeking folks to help me translate the mod properly in every language.

Opdatering: 7. juli 2024 kl. 14:23

Third time was the charm
- Due to many requests the Mod has the English available in every language Paradox supports so you can play in your local language with the Mods content in English. I am seeking folks to help me translate the mod properly in every language.