Victoria 2 Patch v.1.3


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version: v.1.3------------------------------------------------------------------------ AI Improvements------------------------------------------------------------------------ Tweaked the AI logic for techs and Gas.- AI will now recruit as many generals as possible.- AI is now better at assigning leaders.- AI should now research naval techs correctly.- National focus AI will now remove focus from colonization attempts that are far behind an opponents colonization attempt of the same region.- All AI countries will no longer pick the same option on events that all countries get simulatiously.- Added more AI chance factors to techs, mainly to encourage late game factory unlockers.- Further fixes to capitalist AI- AI will now turn off subsidies more intelligently- AI chance added to lots of Army/Navy techs.- Upped AI chance on researching new ship types some more.- AI is more likely to increase military spending if low amount of soldiers.- AI will nolonger attempt to colonize regions where someone elses colonization is way ahead.- AI can now delete factories.- Fixed some Naval AI issues- Improved Naval AI strait blocking and guarding- Optimized an AI pathfinding check (ShouldGoByLand)- fixed: Does the AI know how to remove factories?- fixed problem with the ai trying to upgrade buildings that aren't there- fixed Capitalist AI build logic: Single Closed Factory in State under L-F Government- Fixed a bug which caused the AI to always disband at least one regiment at each reload.- The AI learned to not build engineers instead of infantry.- Army AI: Fixed an odds bug where the AI would grossly underestimate enemy strength- Army AI: Improved odds calculation to look at more factors------------------------------------------------------------------------ Gamebalance Changes-----------------------------------------------------------------------* Pops- Clergy promotion now check clergy levels, not officer levels.- A few immigration-attracting effects now also increase assimilation rate.- Reduced default assimilation rate by 25%.- Citizenship policies now increase assimilation rates.- Continents can now affect provinces, which currently just sets assimilation rate depending on continent.- Having political and social reforms enacted increase the angryness of political party being appointed.- Low literacy POPs are now far less likely to promote- Soldiers are now less likely to become craftsmen if you spend money on them.- Farmers and Labourers at <20% literacy is now less likely to become craftsmen.- Increased Mil reduction after rising to 3 (from 1).- Mil from reform desire doubled- Literacy is now capped to 100%- Fixed a bug in promotion factors that nerfed promotion to bureaucrats when admin spending was above 0.- Literate pops are more likely to promote to bureaucrats in states with under 1% bureaucrats.- Removed lux goods modifier for generic promotion chance as lux needs are higher now.- Fixed clerk to bureaucrat promotion.- Soldiers may now also promote to craftsmen.- Craftsmen now want the wage reforms more.- Told soldiers not to promote to craftsmen in colonies.- Clergy less likely to promote to officers when education spending is 100% and Military is under 80- Pop's desire for voting rights to their strata doubled.- less bureaucrat promotions when spending = 0- pops thinking of becoming aristocrats check state scope to see if there's too many rather than the nation- Pops will not assimilate in overseas colonies.- Lowly populated areas will not completely depopulate from migration.- Pops should no longer emigrate to occupied provinces- Pops in occupied provinces should not promote or demote.- Hit healthcare with the nerfbat.- Made craftsmen a little more likely to promote to clerks.- Pops learned to move around more.* Military- Arty brigades have defence now, techs increasing their attack will also raise def.- Mobilisation calculation is now using merged smaller pops to not punish smaller countries so much. ie, Prussia vs France.- Supply costs now affect military score.- Upkeep cost for brigades increased- Army techs increase upkeep cost more.- Troops no longer affect colonial progress.- Tweaked colonial progress to not go backwards.- MoW arty need upped to be in line with others- Units will nolonger leave combat if they cancel movement.* Diplomacy- Same continent-cores and the capitals are now weighed more in warscore calculations.- Peacecosts for taking province will not grow because of enemy is losingn territory to rebels at the same time.- A country being forced to be released will get a truce with the country releasing it.- Rewrote mechanics so that bankrupcies, 'gunboating' and defaults are 'on the same page':* A country that cant pay their intresst goes bankrupt, this will put them in default to all creditors for two years* All creditors gets a cb/wargoal to force them to repay their debts, if they win the country will no longer be in default to them* After two years, all loans held by the bankrupt country, that it still is defaulting on, will be cleared- Good peace offers that are declined now incur a penalty to the decliner, also added text to the peace offer message that reflects this.- Admit Hegemony now gets all relevant countries into your sphere!.- You can now properly influence countries added to your sphere even if you have a truce.- No longer possible to humilitate a country which has recently lost a war (within last 5 years.)- Being forced to disarm now reduces your badboy quicker.- You can always influence someone in your sphere, even if at truce with them.- Countries should now allways get a cb on debt default- Only the selected wargoals are now executed- Only countries that exists will be added to spheres when a hegemony war is won.* Economy- Increased output of underproduced RGO goods- RGO workers will now be fired if they are oversupplying.- Prices can now rise if there is a demand for them, but nothing actually produced yet.- Rebalanced factory outputs to make late game factories actually profitable.- Complete revision of Pop needs.- Reduced POP demand for certain manufactured goods- Lowered electric gear factory's cement cost to be in line with others- National focus for factory production will now be much strongerly considered by capitalists and they may ignore non-profitability.- Intrest is now payed before anything else- If you have no money and get no loans, expenses no longer gets payed- Loans are now payed of in fleet orders (the private inverstors have a really big one )- Reduced demand of certain goods to bring supply and demand into better balance.- Fabric, the manufactured good that powered the Industrial revolution, is now more economic to make.- Prices can now fluctuate between 20% and 500% of base price.- Cement factories no longer need cement to work properly- Tweaked supply and demand for certain goods- Further tweaked luxury demands* Rebels- Middle-class pops now provide some infantry when they rise.- Rebels are now a bit more dangerous, as they have leaders, and will reinforce and are resilient.- Socialists now back political reforms at half the want of liberals.- Liberals now back social reforms at half the want of socialists.- Military issues are no longer so extremely important for people.- Chanced Anarcho Liberal trigger to be political reform want rather than social. No social reform want before Socialists are active.- Anarcho liberal rebels will no longer form in bourgeois dictatorships.- Reduced chance for primary culture pops to join nationalist rebels.- Expanded trigger to activate commies to make it more likely.- Farmers and labourers are a bit more likely to go socialist in equality nations with socialist ruling parties.- Farmers and labourers are keener on pensions when not getting their lux needs filled.- Small increase of probability of national rebels rising compared to others in the later game.- Pops less likely to join Anarcho-liberal rebels if not of culture group or accepted- More modifiers to make Pops go Socialist when they desire social reform- Rebel rising popups now has a max size- Terrorist cells are now only activated when the terrorism tech is discovered.- Spoil system is now properly active from the start.* Technology- Advantgarde Intelligentsia were found to be actually quite useful, we have returned the Intelligentsia back to it is more traditional role of being seen to be a burden to honest hard working people.- Increased researchpoints from plurality and literacy.- Newly created countries will now have their technologies properly initialised.- Released countries no longer go immediately bankrupt.------------------------------------------------------------------------ Interface Improvements------------------------------------------------------------------------ Newly created leaders are now added to the top of the list.- Supply consumption on unitview now takes current level from country into account.- Map will no longer scroll if you are moving cursor while editing the name of a unit. (Or any other editbox)- Fixed needs dissapearing from the pop details screen for very small pops.- Political screen will now show the same reform allow percent in all toolstips regarding the same thing.- Bank loans tabs nolonger toggle, but rather switch to the tab that was clicked.- Fixed bug where poptype tooltips would show the wrong luxury fullfillment.- Fixed a technology tooltip.- Declare war tooltips will now state that you are in the same SoI as your target rather than that they are in your SoI if this is infact the case.- fixed Stockpile slider: percentage tooltip should be visible over buttons- added shortcut tooltips- National focus sprites will now always be placed in a province owned by the focus owner. ( Unless colonization focus )- Chance of allies joining in a war when call allies checkbox is ticked added.- War effects can now be setup to call in allies or not.- Unitview will now color the pop icon red if the pop is unable to reinforce or yellow if it can reinforce only at a slower rate.- Pop icons on subunits being reorganized will now be colored the same way as the pop icons in the unit view.- Units that are under construction will no longer flicker in the millitary screen- Build screens will now remember what tab it was on.- Military screen is now less laggy with large armies.- New policical parties and removal of old parties will now trigger messages.- War intervene screen now shows the correct reason.- Days of insolvency for factories is now visible on the production screen.- Unitflags will now change when government is changed.- Parties now have a more informative tool tip.- Fixed Message log incorrectly reports province defection- Auto-create/assign leaders creates admirals for 1-ship fleet- You can now disable auto assign for leaders you don't like- Now Better scrolling in popview------------------------------------------------------------------------ User Modding------------------------------------------------------------------------ Terrain trigger now works properly in migration checks.- Civilized trigger now works for pop & province scope.- The 'corruption' trigger now works properly and is a range from 0-1 telling how large percentage of your country that is covered by crime buildings.- Fixed the "is_secondary_power" trigger.- Added a new modifier called 'global_assimilation_rate' which is for an entire country.- Added a trigger for 'has_recently_lost_war = yes/no'.- Infrastructure command now changes railroad level, not sets it.- Added a trigger called 'strata = poor/middle/rich' for pop scope.- The 'money = x' trigger now works.------------------------------------------------------------------------ Database Changes------------------------------------------------------------------------ Added a decision where secondary powers with poor relations with their master can leave a SoI.- Leave SoI decision now uses secondary power trigger. Also moved it to Allow section so it is visible to any nation in a SoI.- Lowered MTTH on socialist and communist enabling events and made triggers a bit easier- Tweaked a few triggers for events to not happen when they shouldn't.- von molke's reforms also availible to NGF/GER- fixed ORs in Jacobin rebels- fixed tech check in expressionism inventions- DAN/HAB changed to DEN/AUS in country colors- name changes in cultures file from community fixpack- prussian_constitutionalism uses monarch flag- Israel can no longer form Germany- The Peking Convention can no longer be enacted while Russia is at war with China- Gifted Administrator trait now improves ORG rather than reducing it- corrected flag name in ACW events- corrected relation effects to use WHO rather than WITH in some ACW events/decisions- fixed abolish_prohibition trigger- fixed event 31507 trigger, should be for AUS rather than LOM + flag check- event 31508 polish Committee of Independence also fires for GER/RUS- Ship Explodes event adds correct CB- fixed WITH/WHO in civ and gunboats too- Disloyal Regiment event checks correct pop type- removed needless owner scope in the Bitter rain event- added civ check to Heia Safari! event/effect and changed WITH to WHO- Colony Improves event only happens in colonies now- correct poptype checked in event 36202- correct poptype checked in event 36203- removed check for global flag GermanizeSchlewsigDENes in event 36206 as it is not set by anything- correct poptype checked in event 36923- events 36940 and 36941 check correct tag (NZL)- event 33003 checks BAV, not BAY- event 33004 affects relations with DEN, not DAN- Abu Dhabi checked only once in oil event- IdeologyEnabling events now only have one picture defined.- The Great Escape event only checks civ status once- Friend's Almshouse event checks pop, not state- Signing the Geneva convention requires under 25 BB, not 250.- Dental Care Bill event modifier corrected- The Familiar Institution and Withdrawing Privileges of the Unemployed events empty modifiers removed- Unraveling Reform event changes correct reform- Union Busting event only checks civ status once- $COUNTRY$ Has Abolished Slavery event only checks civ status once- An Age of Liberalism event flag corrected- Springtime of Nations modifier corrected- End of The Liberal Revolution Part 2, trigger needed an OR and now it has one.- Potato Famine Debated, needless owner scope removed- Insurrection event, OR added- Revolt event checks correct flag- Cholera Epedemic event, needless owners checks removed.- Local Poet event modifier fixed- Local Clergy preaches disobedience event modifier fixed- National Martyr event, extra AND removed- Pan-Nationalist event, empty modifier removed- Onaction events, unneeded country and owner scopes removed- Red John event makes pops 30% more in favour, not 300%- Workhouse Strike events makes pops more 15% demanding rather than 150%- fixed Upper House Dissatisfaction event effect- fixed Free Trade & Repeal Society, Free Trade & Morals, Freemarketeering Criticized, and Newspaper Publishes Blasphemy events effects- The Alaska Purchase now sells ALL Russian land in NA to USA and removes Russian cores there- The Alaska Purchase event1 now has text on option B- The Alaska Purchase decision now requires you have enough money- Blackshirts event fixed scaled mil effect- Suffragette Movements event, fixed UH effect- Added owner scope to gov type check on event 36603- Temperance League, Beer hall, Religious Temperance, Licensing Act, Temperance & Labour events check for muslim religions- unneeded owner scope removed form beer hall opens event- Viticultural Association event checks for country flag now, not province- many unneeded owner scopes in workplaceevents.txt removed- Blood & Iron Mine event won't fires for same place ehile modifier is active- Fashion Fails event - removed empty modifiers- anti_egalitarianism invention now correctly enables citizen guard crime- changed ENG_2014 to 2016- removed 3 factories from the UK and turned the craftsmen back to farmers.- Added a revised alot of parties.- USA proletarian_dictatorship called American People's Republic again- Upped money from first choice in the First farmer's bank event to make it slightly tempting.- Added starting USA colonise NFs in Washington and Oregon.- Alaska purchase now gives ALL Russian NA to USA, not just USA's cores in case RUS takes some Canada.- Boy shot event costs more to investigate/- Increased attraction to fascist rebels a bit.- Can go KUK if government = prussian_constitutionalism too!- Added a boost to fertilizer production on the artificial_fertilizers invention and electricity tech.- 13200 checks for truce with SoI owner.- 13200 gives add to SoI CB/wargoal.- Made allow/remove liquor_prohibition less spammy.- Corrected triggers in Temperance League events- Removed odd modifier from reactionary rebels.- It now costs a lot more to join the Internatonal Olympic Committee.- Changed Foreign Smugglers and Point of Trade events to give a country modifier- Event 31505 now points to correct localisation.- Added BUR to UK's SoI.- Reduced brigade cost and tech cost increase a little.- Added Linebreak to fixe liferating in Leghorn.- Activated unused FRA parties.- ISR won't ask GER to annex them anymore.- Lowered mil score needed for meiji.- Lowered Lit requirement and MttH for Enable Fascists events.- Fixed MTTH in event 45100- precious_metal_mine is now a mine- Event 21030 MTTH fixed- 1935 nobel prize events checks right flag- Fixed the fort in Edirne.- Venezuela now has the core on Mahdia, not Venice.- Modena now in Austria’s sphere at game start- Changed event 19000 to not trigger followup for GPs with over 90 influence to avoid double SoIs.- Change a Fabric factory in Boston to Canned food and made the UK's Clipper factory level2 to smooth out early game economy.- Gave the USA 2 techs and some more bureaucrats so they can afford their navy.- Penal colonies won't fire again if you have the modifier from it.- Laagers attacked shouldn't fire multiple times for the same nation.- Events where you DoW also have a choice to call your allies as it is not automatic anymore.- FRA can't decision-annex a player MAD.- Ideologies can only be invented by civilised nations.- BOL and PEU start allied- Removed the culture penalty on industrial tech school- Removed ai_will_do from webster_ashburton_treaty and added a BB trigger- Anarcho-liberal, fascist and reactionary rebels like no_trade_unions now- Nations can only apply for US statehood once- Added a VEN core on Mahdia.- Fixed a bunch of modifiers that used literacy incorrectly- Renamed the Benin region to Dahomey.- BEL starts with XP railroad- Breslau's arty factory is now open and some more craftsmen have been added.- PRU starts with mechanical production- Fixed when poor pops want Gerrymandering- Added an event for TEX which grants some supplies- Added small BEL railway- Fixed a modifer in harassment voting issuse choice for poor pops.- Gave pandemic_influenza global effects as it is a country modifier.- Turkish reactionary and conservative parties now take a more conservative view on who is actually a Turk- Border incident requires you to be civilized.- Added a decision for Russia to move its capital to Moscow- fixed some inverted modifier in many pop issues.- fixed some triggers and reduced MttH in civ and gunboat events- Drunken sailor event now fires the correct reaction events- tweaked soldier/craftsmen promotion logic- the temperance_league modifier now affects global mil- Restricted a few gunboat events to only happen for countries they were meant to be for.- fixed a broken strait around Gibraltar.------------------------------------------------------------------------ Performance and Stability------------------------------------------------------------------------ Quite alot of optimisation done, mostly focused on late game performance.- Reported crashbugs tracked down and fixed.- Fixed lockup with big rebellions.- Fixed a common reason for OOS.- Fixed crash in pop detail tooltip------------------------------------------------------------------------ Generic Bugfixes------------------------------------------------------------------------ Fixed bug in land combatant where subunits were not removed from retreats when their unit was deleted.- Population growth modifier will now function as intended.- fixed Losing GP status incorrectly- fixed Mass building of the same factory- fixed Negative population w/ endgame save- Some mod dir problems fixed.- fixed Russia and UK on again, off again- Its now possible to cross the dateline without it taking over a year.- fixed Intervene Tool Tip confusing- fixed discrepancy in call alliance chances- Fixed previous owner calculations- Fixed a bug with the order of wargoal execution on peace. This was causing some wargoals to fail when they should not.- Fixed units stuck as builditems in the millitary view.- Fixed ship avatars dissapearing when a ship in a unit dies.- Closed a hole in the world market code that caused money to be lost- Fixed bug where loading would reset the unique name index.- Fixed a bug where the fort bonus would be given to both sides in a combat.- Fixed a problem that caused money not be saved in save games- Casus belli's will nolonger loose their enddate on save/load.- Added missing "=" to several prov files- Removed pop needs effects from many province modifiers as it's a country level effect- Fixed a major bug that truncated savegames at some times.- New messages should now appear properly.- Fixed being occupied is great for industry- Fixed Uniforms not updating fully- Improved Gathering the following materials before construction can start info- Fixed a few missing ports.- Fixed a lockup with scripted occupation.- Fixed a few spelling mistakes.
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