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Victoria: Empire Under the Sun - aktualizacja do gry wersja - v.1.04 - Download

Uaktualnienie (patch) do gry Victoria: Empire Under the Sun z gatunku Gry Strategiczne, wersja v.1.04, data publikacji 15 marca 2006.

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data aktualizacji15 marca 2006

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wersja: v.1.04

Poprawka systemowa do gry Victoria: An Empire Under the Sun. Poniżej pełna lista uaktualnień w wersji oryginalnej:

Changes done to 1.04 :

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* Core Fixes

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- Fixed a crashbug with reorganising units.

- Immigrants to an overseas nation will now only go to the provinces on the same continent then.

- Removed the hardcoded bonus for some certain cultures to go to certain nations.

- Removed the super-US bonus on target immigration.

- Added a bonus from 'national province size' for american nations to attract immigrants.

- AI now creates capitalists if it needs them.

- AI is now slightly more restrictive about when to build factories.

- Recoded a system which caused the AI to think it had way too many unemployed.

- AI now learned to trade tech with other AI nations.

- Forced disarmament now destroys the mobilization pool of the loser, not the winner of the war.

- Improved the AI that handles upgrading of their obsolete fleets.

- Tweaked probability for nations building factories to build more basic ones if needed.

- Fixed the crashbug with the "ai = XXX" if XXX was not existing anymore.

- Tweaked industrial power to only take into account open factories, and how many pops are in them.

- The AI will no longer cheat by increase mobpool as much as possible, and are now using the same restricts as the player.

- Fixed a reason for when partisan message arrived when it should not.

- RGO's are no longer capped at 1 for primitive nations.

- Fixed the crashbug with eventcommand for alliances referring to annexed countries.

- AI is now less likely to convert capitalists.

- Fixed a bunch of calculation errors for max-manpowers, and it should now use the correct manpower cost of a unit. (And not use the ones from ships that has no manpower cost in builds.)

- Armies are now resized to maximum strength compared to the amount of manpower a nation really has. (No more -4343 manpower unless a country are truly fucked in the setup.)

- Tweaked AI capitilist conversion scheme further.

- You can no longer convert a pop that is in rebellion.

- Pops that devolve now devolve to pops of same culture.

- Fixed a problem with primitive setting on tax.

- AI will no longer be hurt by bad population growth because its pops are taxed too heavily.

- Fixed a crash with large peace-treaties.

- Nationalism now starts at strongest and then fades to nothing during the end of the decade.

- Australia & New Zealand now gets some immigration bonus.

- Rebels now start at properly scripted sizes at start of scenairo.

- Attrition for rebels are always at 2%.

- Rebel troops no longer decrease militancy in the province they are in.

- AI will no longer empty a building to make soldiers out of it.

- Removed an AI cheat for pop-growth that always added some, and not looking at healthcare levels.

- Fix a problem with tag-changing and the chat-interface in MP.

- Fixed a crash bug with leave-alliance and satellites in Mp.

- Tweaked industrial score formula to value infrastructure and used factories more.

- Halved growth of literacy from slider spending.

- Reliability is now saved properly on divisions.

*****************************

* AI FILE CHANGES

*****************************

- All nations in Victoria have had their AI Files revamped. Every nation now has fully defined AI parameters for all categories for the AI. This includes nations created by revolt or satellite.

- The follwing nations have been scripted to have more than one AI, changing during the course of the game, based on factors such as key events or changes in the geopolitical situation facing that nation. (Number after country tag is the number of AIs total available for that nation). ANN (2); ARG (3); AUS (6); BAD (2); BAY (2); BEL (5); BOL (2) BRZ (3); CAN (2); CHI (3); CHL (2); CLM (2); DAN (2); ECU (2); EGY (3); ENG (4); FRA (5); GER (3); GRE (2); HAN (2); HOL (3); ITA (4); KOR (2); MEX (3); NGF (2); NIP (3); ORA (2); PAP (2); PER (3); PEU (3); POR (2); PRG (2); PRU (3); ROM (2); RUS (4); SAR (2); SER (2); SIC (2); SPA (3); SWE (3); SWI (2); TRN (2); TUR (3); URU (2); USA (3); VNZ (2); WUR (2)

- For the 1861, 1881 and 1914 scenarios, separate files have been created for all nations active at start of file, based on the appropriate AI file from the GC section. Each scenario has its own set of AI files for all nations now.

*****************************

* DATABASE FILE CHANGES

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- Changed heavy cruiser into modern cruisers.

- Startdate for revolters for AUS; RUS and TUR now at beginning of the GC scenario

- Startdate for CAN, AUS, NWZ and SAF now set for beginning of the GC scenario

- Startdate for ROM revolters set for 1 January 1861, with deathdate for MOL and WAL revolters set to 31 Dec 1860

- Province 400 (Libava) was moved from the Lithuanian entry to the Latvian entry in revolt.txt.

- Removed African Minor culture from USA entry in revolt.txt.

- Ssouthern Doburja added to BUL revolt text entry

- Fixed Australia capital (should be Melbourne, not Canberra, on independece) in revolt.txt

- Game color for EGY in country.csv chaged to provide better contrast to Britain

- Fixed numerous errors to end-game monarch pics in country.csv.

- Province 400 (Libava) is now part of the Latvian region, & province 403 (Panevezys) is now part of the Lithuanian region.

- Province name for 870 has been capitalized

- Moved province 183 (Ft Chimo) from Newfoundland to Quebec region in province.csv.

- province 737 (Napoli) terrain changed from mountain to hills

- Port for Inverness province changed in provinces.csv so that ships depart east of the land

- fixed port locations for 2843 and 632 so that they are actually on the water rather than inland

- Reworked the maintenance cost for military units (including fixing the missing maintenance cost for corvettes) so they are in line with lower incomes in game

- Supply Consumption Values for the various land and naval military units revised downward to reflect changes in economic environment

- Manpower costs have been added to all naval units, ranging from 0.1 to 2 MP depending on the unit in question.

- Adjusted certain unit values of Heavy Cruisers to account for its now appearing at the same time as Dreadnoughts. Also slightly reduced the speed of Cruisers.

- Shore bobmardment values adjusted for battleship; commerce_raider; cruiser.txt; dreadnought.txt; frigate; ironclad; manowar; modern_cruiser.txt; monitor.txt

- revised unitnames.csv file to expand names of units for nations

- Changed deathdate of Austrian leader von Uchatius from 1981 to 1881.

- Fixed leaders.DOM file to prevent CTD when DOM created by revolt

- Orleanist Party in France economic policy changed from laissez-faire to interventionist for game balance purposes

- Uruguay Political Parties reworked to include conservative parties and remove anarcho-liberal designations from parties that were not

- Portuguese Party Names have been edited

- Scripiting errors in parties for CAL, CSA, FIN, NEW and RUS have been corrected

*****************************

* Tech File Changes

*****************************

- All x4xx and x5xx technologies in naval; commerce; culture and industry have had their cost in research points and time raised and starting dates added. All x4xx techs now require 12.5 research points, 390 days and are available starting in 1879, and all x5xx techs now require 15 research points, 450 days and are available starting in 1898. Exceptions to this rule are techs 5005 (available from 1885); 5405 (available from 1880) and 4305 (available from 1880)

- All inventions now have a deathdate of 1920 to ensure they are available to nations whose research programs are slower than others

- Tech folder with reworked commerce tech and invention files to adjust for higher initial tax and tariff efficiencies compared to last beta

- Inventions 3001-3005; 3101-3105 and 3301-3305 and their related inventions now increase tax_eff or tariff_eff or both for the nation receiving it, so that completion of the techs and discovery of the inventions will result in these efficiencies equaling 1.0 at the end of the scenario

- Monitors now have start/death dates of 1855/1870.

- Ironclads now have start/death dates of 1860/1870.

- Submarines now have start/death dates of 1890/1910, and require naval tech 2104 instead of 2103.

- Heavy Cruisers now have start/death dates of 1895/1910, & requires 2105 instead of 2104 (same as Dreadnought).

- Industry invention 519 (Oil Pumping Machinery) now has start/death dates of 1880/1890, so that it won't occur before the first oil rig appears.

- Adjusted certain unit values of Heavy Cruisers to account for its now appearing at the same time as Dreadnoughts. Also slightly reduced the speed of Cruisers.

*****************************

* Economy File Changes

*****************************

- Exported some core economical factors to misc.txt and tweaked those.

- Modified all the needs of POPs to balance them to more logical levels

- Decreased efficiency of cement, fertilizer, glass, lumber and steel to 1.25

- Increased efficiency of dye factory to 1.3

- Reduced size of mobilization pool increase to 4

- Reduced colonial building build time to 3 years

- build time for RGOs is now 2 years for all except oil rig, which is now 3.

- build time for all factories is now 2 years except for lumber_mill; fabric_factory; dye_factory, fertilizer_factory; fuel_refinery; glass_factory; cement_factory and steel_factory which remain at 1 year

- Daily input requirements for most factories reduced, with fabric factories now also requiring 0.25 wool per day

- Cost to construct RGOs raised from 100 to 200 (or 500 in the case of coal, sulphur, iron, precious metals and oil).

- reworked life and everyday need files moving tea from life to everyday

- changed values in pop.text for cost of literacy for the different pop groups.

- factory efficiency : increased the efficiency of several basic raw materials to bring supply and demand at the start of the scenario closer. Demand will remain greater than supply for the agricultural goods, while for iron/sulphur/coal they will be about equal at start quickly demand outstrips supply, but not so greatly as before, helps ensure supplies on WM later in game.

- Cost to construct factories have been reworked extensively :

- Cement Factory : 1000 pounds, 2 machine parts, 10 iron, 10 timber

- Lumber Mill : 1000 pounds, 2 machine parts, 10 iron, 10 cement

- Fabric Factory : 2000 pounds, 2 machine parts, 10 iron, 10 cement

- Glass Facotry : 2000 pounds, 4 machine parts, 10 iron, 10 cement

- Canned Food Facotry : 2500 pounds, 4 machine parts, 10 iron, 10 cement

- Dye Facotry : 2500 pounds, 4 machine parts, 10 iron, 10 cement

- Fertilizer Facotry : 3000 pounds, 10 machine parts, 10 iron, 10 cement

- Winery : 3000 pounds, 4 machine parts, 10 iron, 10 cement

- Liquor Distillery : 3000 pounds, 4 machine parts, 10 iron, 10 cement

- Fertilizer Facotry : 3000 pounds, 10 machine parts, 10 iron, 10 cement

- Steel Facotry : 4000 pounds, 10 machine parts, 10 iron, 10 coal

- Ammunition Food Facotry : 4000 pounds, 5 machine parts, 10 iron, 10 cement

- Paper Mill : 4000 pounds, 7 machine parts, 10 iron, 10 cement

- Regular Clothes Factory : 5000 pounds, 7 machine parts, 10 iron, 10 cement

- Furniture Factory : 5000 pounds, 7 machine parts, 10 iron, 10 cement

- Explosives Factory : 5000 pounds, 7 machine parts, 10 iron, 10 cement

- Small Arms Factory : 5000 pounds, 7 machine parts, 10 iron, 10 cement

- Clipper Shipyard : 7500 pounds, 10 machine parts, 10 iron, 10 cement

- Artillery Shipyard : 7500 pounds, 10 machine parts, 10 iron, 10 cement

- Luxury Clothes Factory : 10000 pounds, 10 machine parts, 10 iron, 10 cement

- Luxury Furniture Factory : 10000 pounds, 10 machine parts, 10 iron, 10 cement

- Steamer Shipyard : 15000 pounds, 10 machine parts, 10 steel, 10 cement

- Machine Parts Factory : 20000 pounds, 10 machine parts, 10 iron, 10 cement

- Fuel refinery : 20000 pounds, 10 machine parts, 10 steel, 10 cement

- Electric Gear Factory : 25000 pounds, 15 machine parts, 10 steel, 10 cement

- Telephone Factory : 30000 pounds, 10 machine parts, 10 electirc gear, 10 steel, 10 cement

- Automobile Factory : 50000 pounds, 10 machine parts, 10 electirc gear, 20 steel, 20 cement

- Barrel Factory : 60000 pounds, 10 machine parts, 25 electirc gear, 25 steel, 25 cement

- Airplane Factory : 100000 pounds, 10 machine parts, 30 electirc gear, 30 steel, 30 cement

- Cost to convert pops to higher classes have been revised extensively :

- Soldiers : 750 pounds, 10 regular clothes

- Craftsmen : 2500 pounds, 10 paper, 10 furniture, 10 regular clothes, 10 coffee, 10 tobacco

- Clergymen : 1000 pounds, 20 paper, 10 luxury clothes. 10 precious metal

- Clerks : 5000 pounds, 10 paper, 5 luxury furniture, 5 luxury clothes, 5 precious metal

- Officers : 3000 pounds, 10 paper, 10 small arms, 5 luxury furniture, 5 luxury clothes, 5 precious metal

- Capitalists : 25000 pounds, 10 paper, 10 luxury furniture, 10 luxury clothes, 10 precious metal

-Construction costs for colonial buildings and railways have been reworked :

- Coaling station now requires 5000 pounds, 20 lumber, 20 cement, 20 coal, 1 leadership, 0.5 machine parts and 4 steamer convoys

- Missions now require 5000 pounds, 20 lumber, 20 cement, 1 leadership, 0.5 machine parts, 10 fabric, 5 paper and 4 steamer convoys

- Tradeposts now require 5000 pounds, 20 lumber, 20 cement, 1 leadership, 0.5 machine parts, 10 fabric, 10 glass and 4 steamer convoys

- Forts now require 5000 pounds, 20 lumber, 20 cement, 1 leadership, 5 explosives, 5 small arms and 4 artillery.

- Railroad costs now start with 2000 pounds, 5 timber, 5 lumber, 10 cement, 10 steel and 0.1 machine parts

- Base Resource prices have been completely reworked

- RGO efficiencies have been dramatically increased for basic RGO production needed by POPs to ensure supplies on world market are sufficient during the course of the game. In particular, cattle, coal, fish, grain, iron, orchards, sheep, sulphur and timber have been revised upward

- POP needs have been completely revised with greater emphasis on lower class pops for RGO goods and basic manufactures.

- literacy costs for POPs now reworked to make literacy less expensive for lower class pops and proportionally much more expensive for industrial and upper-class populations, with a range of 0.6 for farmers and labourers to 7.5 for capitalists.

- base literacy cost for all pops set to 0.5

- base police cost set to 0.70

- base military cost set to 10.0

- initial tariff_efficiency for all nations starts at 0.30, with increases to 1.0 gained via tech research

- initial tax_efficiency for all nations starts at 0.35, with increases to 1.0 gained via tech research

- primitive modifier exported to misc.txt and set to 0.35

*****************************

* GFX FILE CHANGES

*****************************

- Renamed the AUS dual monarchy flag and shield files to AUSdual to fix problem with engine displaying the Dual Monarchy flags

*****************************

* SCENARIO FILE CHANGES

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- All scenarios have AI files defined for all nations at the start of each scenario

- Hadramaut colony has now been split between Aden and Oman, removing colonization access to Arabian peninsula, with Oman receiving 1890 and 1891 while Aden receives 1893

* Grand Campaign Scenario changes

- Corrected all stockpiles to stop the "January 3rd bug"

- Reduced starting stockpile of machine parts for all nations to avoid the heavy industrialization that is happening in the beggining of the game

- Created a new tech group of "Advanced Uncivs" with the following techs: 1001 1101 1201 2001 3101 3401 4001 4101 5001 (excluded from this group: KOR, CHI and NIP)

- Granted some leadership points to small nations that start with existing leaders (with dates from before 1836)

- Corrected the mobilization pool bug in the .inc files

- Added diplomatic relations to all South American countries

- Corrected starting condition of AUS to be a Monarchy like PRU

- Corrected some unitnames for many nations

- Added a pop_growth_mod value for CHL, PRG, URU & ORA to represent their historical growth

- Corrected problems with wrong values of reforms (syntax errors) in ENG, USA & SPA .inc file

- Corrected reforms of ETH

- Added national provinces of GEO

- Corrected GRE army & navy

- Corrected HAW religion and literacy

- Changed establishment for HOL

- Added danish culture to HLS

- Added an army to HOW (Madagascar)

- Added 1464 as a national province of KAL

- Removed bugged stockpile pool from LUB & NAL

- Added claims of PRG over ARG, BOL & BRZ

- Added south_german culture to PRU to increase Rhineland production

- Reduced literacy of USA

- Balanced POPs and factories distribution for Denmark (removed clipper_shipyard, small_arms_factory & liquor_distillery)

- POP files for the 1836 campaign have been completely reorganized and rationalized, with changes in pop size made in select files where new information was available. In particular, Korea population in 1836 reduced to remove 4x overstating, South Asian populations revised upwards, Switzerland population split into Catholic and Protestant and 4x overstating removed.

- POP files have also been balanced in terms of what each nation starts with in terms of factories and military size, so that there is a direct correlation between number of clerk and craftsmen POPs and the number of factories at start, and the number of soldier pops correlates to the size of the starting military OOB. Excess POPs in original pop files have reverted back to farmer/labourer pops.

- Missing populations in Fogaras (1008) and Rockhampton (2747) have been fixed

- France starting techs in commerce have been increased for game balance

- Russia initial tax and tariff efficiencies lowered to 0.25 each for game balance, restored to initial levels via events

- China initial tariff efficiency set to 0.10 for game balance due to end of RGO limits at start of game, restored to initial levels upon China becoming civilized.

- Fixed error with home province of two Russian warships.

- Mexico.inc edited to remove Maya and Pueblo from starting cultures, and commented out original factory. Change starting tech to similar to South American nations.

- Added a British trading post to province 14 (Ft McPherson).

- RUS.inc have reworked the initial holdings so that the interior provinces of Siberia that were directly ruled must now be colonized (103, 105, 106 and 107). Removed RUS claim buildings from Kazakhstan and added a claim building to NW Alaska to keep out any other nations.

- Changed colonial buildings into owned territory for the following nations : France: Dida (2166), Bingarville, & Libreville (2189); UK: Sekondi (2173); Portugal: Zandia (2712). Also removed Dakar (1774) & added Podor (1773) to France

- Added provinces 1228 (Ifni) & 1276 (Draa) to Morocco. Added Moroccan claim to Saquiat al-Hamra (1235)

- Added 'defense = 1' to Texan .inc file.

- Zulu now directly owns 2695 (Swaziland)

- Sind capital changed from Karachi to Hyderabad

- Portugal initial factories reduced, small arms and ammunition factories removed

- Initial factory setup for ENG, USA and RUS adjusted

- Montana & Wyoming now start as owned American regions

- Added missing cores for Colombia in provinces 1734, 1735, & 2074.

- Added Claim building for CHI at 2043 and NIP at 1631, resolved via event

- starting colonial claim buildings for HOL in the East Indies revised

- Fixed SWE_Sweden.csv pop file to relocate clerks from Gothenburg (where there were too many) to Stockholm (which was short)

- RUS.inc in GC reworked factories, remove ammo, clippers and canned food and replace with glass, lumber and cement

- Seven Russian GC pop files reworked to fix correlation problems between number of factories in states and number of craftsmen/clerk POPs

- Atacama provinces (2401, 2402 and 2404) added to Chile's national provinces in GC and 1861 scenarios

- Canned Food Factory in Brandenburg in Prussia 1836 inc file changed to Glass Factory (Other canned food factory kept in West Prussia)

- Adjusted Egyptian colonial entries to match province.csv.

* 1861 Scenario Changes

- Changed colonial buildings into owned territory for the following nations : France: Dida (2166), Bingarville, & Libreville (2189); UK: Sekondi (2173); Portugal: Zandia (2712). Also removed Dakar (1774) & added Podor (1773) to France

- Added Mexican as state culture for Mexico.

- Added provinces 1228 (Ifni) & 1276 (Draa) to Morocco.

- Added 'defense = 1' to USA & CSA .inc files.

- For Austria, changed the culture of the 4. & 5. Grenzdivisions from Ruthenian to Romanian.

- Added missing core for Venezuela in province 2074.

- Zulu now directly owns 2695 (Swaziland)

- Added Hopedale (184) & empty Australian provinces to UK, & placed UK trading posts in empty Canadian provinces bordering Alaska.

- Moved Trinidad and Tobago (1756) to the British West Indies colonial entry in the eng.inc file.

- Hawaii now has Polynese as a state culture.

* 1881 Scenario Changes

- Fixed scripting error in UK political reforms.

- Moved province 937 from Austria-Hungary to the Ottoman Empire.

- Changed colonial buildings into owned territory for the following nations : France: Dida (2166), Bingarville, & Libreville (2189); UK: Sekondi (2173); Portugal: Zandia (2712); Belgium: Leopoldville (2489) & Cabinda (2488); Ethiopia: Gardula (2239), Ginir (2237), Bari (2236), & Harar (2256). Also removed Dakar (1774) & added Podor (1773) to France

- Removed Mayan & Pueblo as state cultures for Mexico.

- Added provinces 1228 (Ifni) & 1276 (Draa) to Morocco.

- For Austria, changed the culture of the 4. & 5. Grenzdivisions from Ruthenian to Romanian.

- Province 1092 (Tuva) now owned by China instead of Russia and Chinese capital moved to Beijing.

- Moved province 2074 from Venezuela to Colombia, with Venezuela retaining a claim on it.

- Hawaii now has Polynese as a state culture.

- Moved Trinidad and Tobago (1756) to the British West Indies colonial entry in the eng.inc file.

- AUS inc add command to have flag be the dual monarchy flag

* 1914 Scenario Changes

- Fixed scripting error in UK political reforms.

- Province 1092 (Tuva) now owned by Russia instead of China.

- China is now a Presidential Dictatorship with the ruling party set to Beiyang, representing the ascendancy of Yuan Shikai.

- Brazil now has the correct flag.

- Colombia now has a claim on the three Panamanian provinces, & Panama's independence is guaranteed by the USA

- Moved province 2085 from Ecuador to Colombia.

- Fixes GER_1914.inc OOB to include the new 'modern cruiser' category.

- Added missing DN (HMS Invincible) to UK naval OOB.

- North Leeward Islands (504) & Trinidad and Tobago (1756) now belong to the British West Indies state.

- Moved Trinidad and Tobago (1756) to the British West Indies colonial entry in the eng.inc file.

- Added North Leewards Islands (504) to the UK.

- Added Palmyra (1666) & Samoa (2057) to the USA.

- Removed cores from US provinces in the following regions: Spanish West Indies, Hawaii, Midway, Mikronesia, and Polynesia.

- US provinces in the following regions were designated as colonies: Spanish West Indies, Alaska, Hawaii, Midway, Mikronesia, and Polynesia.

- Sinai (1404) now belongs to the Al Udrun state for Egypt

- Corrects mistake in border between ENG and SIA, which put all of Malaya under British control - only what is now Malaysia was British, rest remained Siamese.

- AUS inc add command to have flag be the dual monarchy flag

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* EVENT FILE CHANGES

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** Regular Events

- Modified PRU events 4607 & 4608 to be based on 4 states only

- Modified PRU events 4610 (The Rhine Crisis) & 4611 (The Greek Constitution) to be based on 5 states only

- Corrected the Popular unification events trigger condition & its effects

- Increased the chance for the Bismarck counterrevolution (4613) and corrected its effects

- Increased the chance for the failure of the Bismarck counterrevolution (4614) and corrected its effects

- Corrected the Conservative Empire effects (4616)

- Corrected effects of event 4628 (French Adventure in Belgium)

- Increased the chance for PRU AI to accept the Spanish throne (leading to GER unification)

- Expanded the trigger conditions of the "Three Hurrays for the German Empire" to include posible Prussia allies

- Corrected "The Fall of Prussia" event, now PRU secedes 776,778,783,784 & 785 if it owns them

- Expanded the trigger conditions of the "Bismarckian Social Reforms" so they do not send PRU to a lower reform level than what they currently had

- Fixed addcore error with CSA event 14229 (Maryland Joins the South!)

- Fixed scripting error with date of Russian flavour event 32506 (First Russian Railroad!)

- Reduced the AI likelihood that PRU or AUS will join in the Crimean war from 33% to 15- 20%

- events for random colonial building construction (23010 and 23011) added trigger ai = no to help prevent extraneous odd claims to colonial areas that do not get resolved.

- Fixed scripting error with Turkish flavour event 31102 (Baghdad Railroad), & added a trigger to German flavour event 31101 (Baghdad Railroad) that GER & TUR are not at war.

- Reworked Zanzibar question event to give Zanzibar control over claims and land on East Africa coast. Also adds new event for ZAN to transfer Mombasa to ENG if ENG is AI and a GP so ENG can begin colonization of Kenya.

- Rework CHI Treaty of Aigun event so that only the region between the Ussuri River and the Sea of Japan are ceded, and also that CHI claim in Central Asia and Sakhalin goes to RUS as well

- Fixed scripting error in effect of forced reforms events 23114 & 23115

- AI- only Treaty Of Nanjing event added to prevent ahistoric long wars between China and England that can dramatically alter game balance. Original Treaty of Nanjing event made to fire only if human player involved.

- Prussia reduces AI chance the Frankfurt Assembly will be accepted or the Conservative Empire fires.

- Mexico adds an AI- only event for Mexico to DoW USA if it makes TEX a state via the 14101- 14401 chain (which it could not before).

- Belgian event 6702 (The Dutch Refuse Belgian Sovereignty) now adds Belgian cores to provinces 781 (Arlon) & 745 (Liege).

- Russian events 2502 (The Pan Slavic Movement) & 2503 (Proclaim Defender of Balkan Christians) now require that event 2505 (The Ottoman Collapse) has not occurred.

- Choice B of Turkish event 1106 (The Creation of Romania) now reduces Turkish prestige by 25 and raises the militancy of Romanian POPs by 2.

- British flavour event 36923 (Charles Darwin), removed the two invalid event effects, and added a militancy reduction of one for all liberal, anarcho- liberal, socialist, and communist POPs.

- Texas event 14404 (Richmond asks us to join the Confederacy) now requires that CSA event 14235 (Have we sacrificed too much?) has not occurred.

- Choice C of USA event 14185 (The Trail of Tears) now lowers the militancy and consciousness of Dixie POPs in Georgia by 2.

- USA flavour event 36221 (Sale of the Virgin Islands) now has a start date of July 1st, 1916

- Updated RUS2514 so that russia improves relations but does not form an alliance with China, and potentially drag China into the Crimean War.

- Fixed scripting error in effects of USA event 14194 (The Sino- American Treaty).

- UK events to release Canada, Australia, & New Zealand will now not occur if the UK is at war.

- Mexican intervention events for ENG- PRU- SAR- SPA now require France to have intervened, and FRA event will not fire if FRA is already at war with another nation.

- Reduce AI chance for revaunch events for AUS and DAN in 1870

- Increase AI chance for CSA to accept defeat in reconciliation event

- 3 Hurrays events for the German minors adjusted so that they will also trigger if new AI- only event for Prussia fires.

- MEX and USA US wants to Buy AZ/NM events are now human player only, with an AI version of same events that transfer full Mexican Cession to USA if AI USA defeats AI Mexico in war.

- Oregon Treaty events now only effect provinces within the historical Oregon Territory (Idaho, Oregon, Washington, & southern British Colombia). Fixed a problem with ceding of certain provinces if the US chooses the 54th parallel.

- Italian Question events now declare war on, and fire the Rapid Loss of Authority event for, Lucca.

- Brazilian events 16300, 16301, & 46302 now includes a 'slavery = yes' trigger, & event 16301 now sets slavery to no. Brazilian event 16302 (End of Brazilian Monarchy) now establishes a Presidential Dictatorship with the A choice (since this is what happened historically), & changes the Brazilian flag to the republican flag.

- Swedish events 6605 & 6606 (The Crimean War) will not occur if Sweden is allied with Russia or Turkey.

- Fixed error in Papal event 5703 (The Birth of Italy), so that the event occurs if Naples is controlled by the Papal States, instead of Sardinia.

- Choice B (Radical Reconstruction) of US event 14182 (Reconstruction) now activates the post- Civil War versions of the Democratic & Republican parties, the same as choices A & C.

- Event 8100 Updated, reduces the amount of additional troops EGY gets at 2nd Oriental Crisis war to reduce Egyptian economy meltdown

- Adds requirement for CAN Confederation event for ENG to have completed colonization of Alberta and Saskatchewan so CAN inherits coast- to- coast land.

- RUS 2500 and 2501 modified to increase tax and tariff efficiencies for RUS to initial game levels lowered in initial setup for RUS in the 1836 Scenario.

- Japan event 12604 reworked AI chances to give greater chance for Meiji Restoration to occur for AI Japan

- Japan event chains 12623- 12629 and Chinese counterpart 12531 and 12532 reworked to reflect disputed claims over Ryukyu islands established in the 1836 scenario.

- reworked Treaty of Nanjing event (12507) to create chain with British response (6949)

- fixed missing bracket on SWE6002

- reworked Spanish Succession event (7705) to make AI more likely to choose Prussian vs Italian candidate.

- reworked the Union Peru- Bolivia event (16801) to increase difficulty for human player to hold on to Bolivia, and added an AI- version to create Bolivia more regularly.

- reworked the dissolution of Central American union event (15202) to increase difficulty for human player to maintain unity, and and added an AI- version to dissolve union more regularly.

- reworked the Russia creates Balkan satellite events (2507- 2510) to fire only after RUS is at peace and increased AI likelihood to create satellites for all 4 (Romania, Albania, Bulgaria, Serbia).

- Argentina National Unity event (16601) now changes flag of Argentina from Dark Blue to Light Blue banners

- Tsar of All Slavs event (2504) modified and new version added (2516) dependent on if Greece is allied to Russia at time event fires. Turkish respose event similarly transformed

- Boer War Events Tweaked for UK, Transvaal and Orange to give players of Boer Republics options to continue resistance

- UK event 6929 (The Home Rule Debate) now triggers a silent event that cedes Belfast to the new Irish dominion (Gladstone's Home Rule Bill did not include partition).

- Chinese event 12528 (The Son of Heaven Abdicates!) now correctly sets the flag of the Chinese Republic.

- Cixi arrests Guang Xu event 12524 provided with new impacts and made for uncivilized status, with new event 12562 as the same event for when China is civilized

- Swedish support for Denmark events (6600 and 6601) have their AI chances reworked to reduce chance Scandinavia forms

- event 1524 edited so that dual monarchy flag with new name is triggered for display

- A trigger condition to 14817 to not fire if USA has already defeated MEX in a war.

** AI EVENTS

- Added AI helper events for Italian Unification under Sardinia

- A whole series of AI events to switch between AIs for nations depending on specific trigger conditions reflecting geopolitical conditions or date in game

- New event if France inherits lands in Italy during the Italian liberation wars will now restore these lands to unified Italy

- New event if Prussia defeats France in war after 1867 but does not capture Paris will still fire the Three Hurrays event chain if France has the “Fall Of The Empire” event.

- New event to restore Syria, Palestine and Crete to TUR control if TUR defeats EGY in 2nd Oriental Crisis war and both TUR and EGY are AI-controlled.

- New events to establish US control over the Mexican Cession if USA defeats MEX and both USA and MEX are AI-controlled.

- New event chain for formation of South Africa Dominion if ENG defeats ORA and TRN in war but both still exist in 1910.

- New AI events to end Crimean War for secondary nations if TUR and ENG make peace with RUS, preventing ahistoric war continuation by AI nations drawn into conflict

- New AI events to end Mexican intervention for secondary nations if FRA makes peace with MEX, preventing ahistoric war continuation by AI nations drawn into conflict

- New AI events to end Austrian intervention in Schleswig Wars if PRU and DAN make peace with RUS, preventing ahistoric war continuation by AUS when drawn into conflict

- AI only events to revert Natal to England and Ionian Islands to Greece

- New AI-only events for imperial expansion against various uncivilized minors

- New AI-only events to improve chances for the formation of Italy via the Italian Unification wars

- A new series of AI-only events to transfer colonial claim buildings if region remains deadlocked between AI nations and unclaimed. New events also allow transfer of colonies to BEL and POR if they are AI-controlled and the nations controlling the colonies are also AI-controlled. These events are in the new file AIColonyResolve.txt which has been added, but commented out, in the events.txt file of db, allowing players the choice to activate the events if they choose or maintain the current system for resolution of colonial claim disputes.

- AI-AI events added to deal with AUS or PRU player aggression against fellow German minors with exceptions to AUS or PRU protections (removes player exploit)

- AI-only event to make Luang Prabang a satellite of FRA if involved in war (fixes problem with FRA DoW LUA but unable to conquer it because ANN remains independent and will not grant access)

- AI-only evnet to transfer Lao lands in Annam to LUA if FRA, LUA and ANN are all Ai-controlled and either FRA or French-satellited ANN own the connecting provinces between the 2 parts of LUA.

- AIColonyResolve.txt file tweaked to have startdates later than before.

- reworked start dates on several AI changeovers, and added changeover for Bolivia

- reworked start dates on several AI Colony transfer changeovers

- tweaked the land transfer from FRA to puppet LUA AI-AI event

- AI-only Treaty Of Beijing event added to prevent ahistoric long wars between China and England that can dramatically alter game balance. Original Treaty of Beijing event made to fire only if human player involved.

- new RUS AI-only events to modify borders in the Balkans once RUS creates satellite Balkan states or gets Tsar of All Slavs event

- Added AI-only events for SER, MOL and WAL to preserve their historic neutrality during Crimean War

- AI events for ENG to create COL and for ENG to transfer US-origin lands to CAN upon dominionship added to ai_events.txt

HOW TO ACTIVATE THE NEW AI-AI COLONIAL CLAIM RESOLUTION EVENTS :

One of the major changes developed for 1.4 is a new series of AI-only events to help resolve problems of colonial claims not being settled among AI nations. Because the solution we have developed may not be something all players wish to use, we have decided to add them but not make them active unless the player makes a slight alteration.

To activate the new AI colony resolution system, go to the events.txt file in the db folder section of where Victoria is stored on your harddrive. At the bottom of the events.txt file there is the line

#event = "dbeventsAIColonyResolve.txt"

to activate, remove the # from in front of that line, and save the change.

The way they work is that at various dates if a colony remains unclaimed, AI-controlled nations will transfer their claims to the historic colonizer. So for example if Mali is unclaimed and AI FRA has 5 buildings and AI ENG has 5 buildings, the event will fire for AI ENG to transfer the buildings to FRA, and allow FRA to claim the colony. These events will only fire if both parties are at peace, transfer events will not fire for nations at war.

This system does not affect the human player at all. Say you are ENG and you have 3 claim buildings in Mali, FRA has 5 and PRU has 2. Your efforts to get PRU to sell you the claims have gone nowhere, and the colony as a whole remains unclaimed. The event will fire for AI PRU to transfer its 2 claims to FRA (the historic colonizer) so now you will have to deal with only one nation rather than 2 in trying to either get the rest of the claims or selling the claims.

The AI Colony Resolve events are also designed to provide help to Belgium and Portugal which have a very hard time getting their foot in the door in spite of our best efforts to get the AI to colonize. In those cases if their historic colonial areas (Congo for BEL, Angola & Mozambique for POR) are unclaimed or claimed by other AI nations, events kick in to cede claims and provinces directly to AI-controlled BEL or POR. Again these only kick in for the nations benefitting if they are AI controlled and the nations giving the land are AI controlled. Human players will never get the events.

The end result is that there will be virtually no "unclaimed" colonial regions in the world by 1900 due to AI-AI unwillingness to make deals over colonial buildings.

  • data aktualizacji: 15 marca 2006
  • kategoria gry: Strategiczne
  • rozmiar pliku: 5,7 MB

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