Picture = ‘Smithsonian'choice = title = 'Hooray!’ After level 25, this build hits its stride and becomes a lethal death machine.
We suggest you try the mod list with no filter applied, to browse all available. CachedĬultural Assimilation is the phenomenon that people of not-accepted cultures will turn into the primary culture of the nation. Find below a searchable list of all 70 Victoria 2 console commands, also known as cheats.Commands in the below table include those from all DLCs, such as Hearts of Darkness. This is my version of Ultimate mod, with for now overall fixed version that i can assure you works with the 3.04 version. 3 is hard to say, race has been a declining factor in politics for decades and is only coming back now in a temporary surge. Technically, you can also assimilate into an accepted culture but it doesn’t apply because the game favors the primary culture.
+Add new crimes: food riots, strikes, race riots +Add particularist revolters who enforce single issues (shorter occupation time) +Negative Interest Loan decision to stimulate capitalist growth +Transportation Act Decision Set (Enact, Enforce, and Repeal the Transportation Act) (removed until fixed) +All existing rebels are smarter, will not surrender, and are lead by generals +Ideological rebels can no longer recruit from other ideologies, resulting in fewer and smaller uprisings (WIP)Crimes have a broader range of effects (currently only Bomb-Throwers) The POP system will no longer exterminate the Jews. +Changed cultural assimilation and religious conversion. I'll look into adding a country modifier for the ripple effects. + Known Bug: crimes.txt cannot read targets, so it only affects consciousness and militancy in the province. Only Liberals, Conservatives, and Socialists have it now. +removed militancy scaling from hard-line parties. +Capitalists can expand factroys under State Capitalism (thanks Strudel Man) +Removed auto-deletion of factroys under Laissez Faire until Paradox fixes that shit (thanks Strudel Man) +Negative Interest Loan no longer lights up the Decision notifier +reduced chance for POPs to assimilate when promoting to 2% +each dead soldier will cost you 1 POP, increased from 0.1 +regiments now contain 1,000 soldiers instead of 3,000 +rebels can enforce their demands if they control 50% of provinces +each national focus point requires 100k primary culture POPs, down from 1 million +gave Artillery a small fort attack bonus Now only elite units have 1.0, standard units have 0.8, irregulars have 0.7. +slaves increase at half-speed instead of tenth +updated Darkrenown's Leave SoI decision - spherelings can no longer break away if they have a truce with their sphere owner they're US base technologies and expanded on slightly for techs that the CSA obviously should have, but nothing too big.
+gave the CSA actual technologies since they have nothing researched when they revolt. You can still enact them, but they have no effect. +disabled minimum wage laws because they break the game. +Armament tech attack power scaled to try and boost lethality +fixed the Machine Gun tech so it no longer makes troops invincible.
+Irregulars have a +2 boost to Maneuver and a tiny boost to discipline. +0.75 soldiers to POPs, dropped to allow a little leeway in casualty rates - accounting for light wounds, routing, etc. =implement Brownbeard's POP overhaul once you can import the poptypes folder =wait and see what Palleon and Strudel Man come up with for ideologies Thanks to: Palleon (ideologies.txt, figuring out that minimum wage and army techs were broken, Army Tech reform), StrudelMan (catching stupid mistakes, demands_enforced_trigger for rebels, issues.txt), ArrieS (idea for negative-interest loans), Darkrenown (Leave SoI decision)