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TGC: A Fair Day’s Pay

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@joelAVS joelAVS released this 17 Mar 00:17
· 2208 commits to master since this release

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Economy Overhaul

  • Economy has been entirely revamped via money stimulus, which fixes both the liquidity and salary crisis that have plagued this game for the last 13 years, and stimulate industry growth, goods demand, importance of home-war industry during war, and lastly, player campaign enjoyment.
  • Pops should mimic historical fulfillment of needs now, poor strata will largely only be able to afford basic goods, and a very small percentage of everyday goods, while middle and rich stratas will be able to afford more every day and luxury needs
  • 4 new manufactured goods have been introduced: Soap, Pharmaceuticals, Rubber Goods and Plastics
  • Plethora of input and output balancing changes
  • Artisans that produce automobiles, cars, steamers, tanks out of fruits, space stations, and enterprise class starships have been removed from the game
  • Literacy modifiers pertaining to pop promotion to craftsmen have been slightly buffed
  • All factory workforce has been halved to 5000 workers per one level
  • All factory build costs have been halved, as well as everything related to factories (input, output, etc.)
  • All factory time needed to build factories has been halved, and in cases of some military goods, halved twice
    *These factory changes essentially will allow small to medium nations industrialize with more ease, while it will not inconvenience big countries at all.
  • Factories have been renamed to industries
  • China-related nerfs to production from HFM have been removed.
  • Army consumption has been gradually increased in the tech trees
  • Countries will now use far more military goods for their armies and navies (military now starts at roughly 10 times more needs than they were before)
  • A gradual navy consumption increase has been added from mid to late game
  • Units have been rebalanced in goods they require to maintain, as well as cost to build units, especially late game ships has been significantly increased
  • Minimum stockpile maintenance (slider) has been slightly increased
  • Capitalists will be able to procure goods needed to build/expand faster
  • Gradual goods demand over time has been increased
  • Several critical goods had a price/input/output overhaul
  • Education, Bureaucracy and Military spending now requires more funds than before
  • Military and prestige scores have been entirely rebalanced to follow the industry changes, so as to not give too greater importance to industry alone
  • Promotion, demotion, migration modifiers have been balanced according to economy changes (for example, some things that were improving demotion before that will not happen anymore have been adjusted)
  • Craftsmen NF has been slightly buffed, as well as other changes that should help its promotion. It is probably not going to be as big as it used to be early to mid game, but that’s because before high unemployment was driving everyone into factories
  • Starting RGOs changed in China, Persia, Japan and other countries to better balance out basic needs, specially China
  • Many, many, many different balances and smaller changes that have been changed so many times over hundreds of hours that was put into this rework that we cannot remember anymore

Technology Improvements:

  • A new row of technologies has been added to all tech categories. (7th row of research)
  • The commerce and culture tech categories have been renamed to economy and society respectively.
  • Research tech branch changed from +50/50/100/100/100% to 50/50/70/90/100/120%
  • New inventions added to match the new tech line
  • Previous inventions reorganized to be more spread out and avoid techs with too many inventions, especially army stuff that had under say one tech inventions raging from 1900 to 1936

Russia Rework

  • 200+ new events and 30 decisions
  • Entirely redone Crimean War, Great Eastern Crisis (several outcomes and paths)
  • Far Eastern Interests (Manchuria, China), Pacifican Ambition
  • Revamped internals
  • Rework is mostly focused on early and mid game, new content ranges to 1900

Internals:

  • 4 Emperors event chains containing flavor and their internal and external policies
  • Nicholas I - Orthodoxy, Autocracy, Nationality, Gendarme of Europe
  • Alexander II - Total Reform and Counter-Reformist Reaction to it
  • Alexander III and Nicholas II the Decadent Autocracy Era
  • Synod of Polotsk - Makes Greek Uniates (Catholics) convert faster
  • Gendarme of Europe is a Casus Belli representing Russia’s early to mid 19th century policy as a beacon of Reaction and Autocracy. It allows Russia to declare wars on all revolutionary countries and if successful forces an autocratic absolute monarchy in place and spheres them
  • Orthodoxy, Autocracy, Nationality is the pillar of 19th century Russia policy both internally and externally
  • Reformist era starts after Alexander II succeeds, it unlocks manual reforms as well as those of abolishing serfdom and reforming the country, which are no longer tied to Crimean War (or losing a war)
  • Alexander’s Asassination attempt event chains in 1866 and 1881
  • Redemption Payments after abolishing Serfdom (also for Romania and Austria)
  • A2 educational and judicial reforms
  • Dynamic reformist vs reactionary path after the Alexander’s Reforms decision (several events and turn of direction in 66, which player can avoid)
  • Mid to late game path towards either Autocracy (historical) or Constitutionalism, in which Alexander’s assassination plays a crucial role
  • Alexander III and start of Decadent Autocracy
  • Worsening Decay of Autocracy after Mass Politics (if autocracy, obviously)
  • Ported Donbass Coal Basin and Central Ukrainian Coal Basin industrial decisions focused on industrializing said regions in late game. These boosts will also be available to tags other than Russia
  • Tobago and Gambia Purchase event chains have been ported from HBM, can be done by Courland, Baltic countries or Russia/Poland if they own Courland
  • Late game reformed monarchy or republic can have West Slavic cultures as accepted
  • Several Easter Egg events

Externals:

Pacific America Ambition:

subject researched: naval officers, explorers, intellectuals and government officials like Nesselrode and Mordvinov, 1824/1825 treaties with UK/USA, Russian Claims on Oregon and potential to expand from Fort Ross

  • Russia can now repudiate 24/25 treaties early in the game and reassert its ambition to conquer the Pacific American coast. AI will rather rarely choose this option
  • Russian-Mexican War over California and surroundings
  • Russian settlement plans by Mordvinov and others of settling serfs in new territories in exchange for freedom
  • Renaming decisions for Pacific Coast introduced
  • Oregon Trail events for Russia, HBC, and USA that will slowly trickle over uncolonized Columbia and Oregon, settler clashes
  • UK/USA will get colony CBs on Russia upon their descent on the Pacific Coast
  • USA will have a chance to attack Russia in 1853 during Crimean War and kick them off the continent
  • Dominion path for Russian America in mid to late game, clamoring for autonomy, alike British dominions did

Crimean War

  • Several things have been adjusted from Russian perspective in 1848 but most of it has been mentioned in misc and Poland paragraphs so I won’t repeat myself
  • Crimean War has been entirely revamped to better represent the historical development, as well as historical potential neutral powers had during this history changing event
  • A new casus belli on both sides to better represent the amount of time and effort it took to bring war to a close in a historical way, as well as the effort a potential Russian win should encompass to achieve dominance in OE
  • The United Kingdom, France and Sardinia (or Italy) as historical allies of OE will decide on their participation. High chance of joining, Sardinia average, higher if they are allied to France
  • 4 paths for Austria ranging from honoring the Holy Alliance, neutrality, hostile neutrality (historical), or joining the coalition. Austrian interest in Danubian Principalities has been introduced by decisions and events, in the most latter case they can obtain their goals of annexing mentioned states.
  • Prussia with 3 paths of siding with Russia, against Russia, or being neutral. Prussia will remain neutral unless Austria chooses either extreme of its path. Prussia having economic boosts in neutrality as it was a major lucrative trade partner with Russia, as most other routes for it were closed
  • In case either Austria or Prussia intervene, they will do so primarily against each other and an early Brothers War will commence
  • Added a decision in options at start for player to make German intervention almost certain (but not in which way) for all those mini ww1 in 1850s enthusiasts
  • Obviously, player of any of these countries can choose as they please
    Russia Loss: demilitarization of the Black Sea, Izmail port, aforementioned Austrian interest in Wallachia and Moldavia
    Russia Win: Entirely Redone, now if Russia wins it will achieve dominance in the internal affairs of the Ottomans, and will have several Christian autonomous regions under its care that will remain under nominal Ottoman suzerainty. Sources used to produce this outcome were the Constantinople Conference of 1876/77, Treaty of San Stefano in 1878, as well as older treaties and negotiations, that of 1774 and 1829, and in general Russian attitude, ambitions and plans for Anatolia and Balkans.
  • Russia win does not mean the region is secure in their hands, and there are several event chains about each region and country coping in the new circumstances. Serbia, Bosnia, Romania, (western and eastern) Bulgaria all have content in the interim of Crimea and Great Eastern Crisis, and it will be up to Russia to decide disputes, put down rebellions, and decide how deep its claws will sink into the Sick man of Europe and liberated regions (several paths and splits of territories). In the east, Armenia as an Ottoman puppet and in Russian sphere will be formed out of the 6 Armenian Vilayets
  • Ottoman Caliph Tsar’s Puppet modifier (making pops rebellious)
  • Austrian path to escalation over the Bosnia event chain
  • Bulgaria and Romania can revolt
  • Ottoman Porte authority used to further Russian interests in muslim-majority regions of OE

Great Eastern Crisis

  • WIll fire the same way as before if Russia lost the Crimean War. Outcome Berlin Congress or Dismantlement of Ottomans in Balkans (HFM)
  • If Russia won the Crimean War, when GEC triggers it will decide whether to decide solo the future of what is left of Ottomans or it will call an alternative (Odessa) Conference and invite other powers to share in the spoils in the Middle East.
  • Russia's solo path leads to isolation and war with all of Europe. Ottoman last hope to survive
  • if Russia goes solo and loses, it will have its Empire dismantled in Balkans and Anatolia
  • Conference results in concessions to Britain, Italy, Germany and France
  • Russia will annex Dardanelles, liberate the rest of Balkans and create puppet protectorates in Syria and northern Iraq. In solo path, it will do the same for territories that would instead go to concessions
  • Caliph is now a powerless figurehead that rules only in Turkish regions
  • Ionian Crisis, Greek and Turkish ethnic clashes
  • Greek invasion of Ionia
  • Russia decides faith of Armenia (4 paths)
  • Turkish Nationalist-Radical Revolution (Young Turks but worse) which triggers the final war with Turkey.
    Russia Misc:
  • China and Far East - Interests in Mongolia and Manchuria expanded
  • Russia has a path to directly annex Manchuria
  • A dynamic conflict and rivalry over aforementioned and Korea with Japan and ensuing war (aside from existing scripted ones that could happen earlier eg over Sakhalin)
  • The Great Game has not changed and could be a subject of future rework
  • Russia will now be able to participate in Scramble for Africa if it owns Constantinople
  • 8 choices for a new capital if Russia is a dominant Med Power, mimicking a southern focus
  • Decision to restore Hagia Sophia and Constantinople Patriarchate
  • 1908 Historical Bosnian Annexation Crisis event chain added as yet another possible trigger for WW1 over Bosnia
  • Decadent Autocracy modifier for Alexander III and forward, causing chaos in Russia, unless reformed
  • Highly Decadent Autocracy from 1900s onward
  • An event to let the player choose the flag of Russia. AI will choose white-blue-red until 1856, black yellow white from 1856 to 1896. AI will choose accordingly how Russia preferred it
  • An introductory event in 1836 explaining in gist the Russia rework
  • Eastern Yugoslavia based on Bulgaria and Serbia decision
  • If Russia owns certain areas in Europe and has won the Crimean War, Leipzig Conference will trigger for the Germans, uniting them in a confederation

Poland

  • Congress Poland starts with Organic Statute and Russian Absolutism modifiers, which try to mimic goings on in the Russian partition
  • Ashkenazi pops have been slightly increased
  • CPL now starts with Russian and Ukrainian as accepted cultures
  • CPL literacy has been fixed
  • CPL now has a decision that stimulates their industry, representing the boom in mid 19th century, with focus on Lodz and Varshava
  • This boom also adds historical industries that have been significant at this moment in history
  • Changes have been made to represent its status and its army has taken a hit. If the player is to plan a rebellion, they must increase the soldier amount to prepare for 1848 or 1863.
  • HBM ported and revamped content for Poland:
  • In 1848, during Krakow and Poznan rebellions, player will be able to rise up against their Russian overlord by decision
  • A decision to incite Galicia to revolt and aid/become friendly with the Hungarian Revolution has been added
  • Player can plead for foreign help and alliances in '48, AI will do so in 1863
  • Polish National Committee will form if player CPL (or PZN/KRA) is in rebellion, which will annex currently existing Polish entities fighting Prussia and Austria. This will turn into Poland and new Poland must fight off 3 great powers to survive. Tip: For maximum chances, rebel in 1848 just before or during the Hungarian Revolution
  • Adjustments have been made to give Poland a slightly better chance to survive, it is still quite hard on their own
  • If Poland survives, after the war they will get an event to decide their future government system (Monarchy of all types, Republic, Bourgeois Republic, Socialist Republic)
  • Poland will be able to claim with decisions territories in the East as well as in the West
  • Changes for historical 1863 rebellion: CPL will no longer rise up immediately after Crimean War, it will at earliest start in 1860
  • Militancy and movement speed have been adjusted in BYE and Baltics to hamper Russian effectiveness and prolong the rebellion a bit
  • AI CPL has a chance to revolt in 1848

General Miscellaneous

  • China can now be a victim of a Scramble by European Powers if they don't civilize in a timely manner after the 1900s. This will unlock Casus Bellis to conquer Chinese regions. This will also include Japan if somehow they did not civilize by then
  • Fixed several harsh climate provinces that had urban terrains and unrealistic population due to migrations
  • Israel will no longer be formed by AI until Mass Politics
  • Oregon and British Columbia will now start uncolonized and UK and USA (rather, their respective puppets) will slowly trickle down the Oregon Trail starting in the 1840s
  • The United States now starts with a substate called Unorganized Territories, to represent historical US Unorganized Territories in 1836. At the moment this addition is rudimentary, and once US completes American-Mexican War and has Nationalism and Imperialism they will integrate these territories to direct control (organize them)
  • UK will no longer steal Northern China land when they go to Opium Wars
  • Late game ships have been significantly increased in building cost and maintenance to represent their historical importance and cost on a country's budget
  • AI Prussia has been slightly buffed so Austria doesn't win 8/10 times in their wars. Their soldier pop and initial growth modifiers have been increased. Austria receives a debuff if AI
  • Serbia, Romania (Wallachia/Moldavia) will no longer core the claims they get by decisions automatically when they can take them. Restrictions have been put in place if their overlord owns the land they plan to claim, if they have good relations with land owner, or if they are allied
  • National focuses for industries have been increased
  • United Kingdom AI will no longer start with insane supply consumption nerfs
  • Historical textile industries have been added to Europe (Manchester, Lyon)
  • Old China debuffs from HFM have been removed now that the economy functions properly
  • Austria should no longer call a swarm of sphere allies into 1848 revolutions
  • Serb and Croat provinces of Hungary will no longer be part of Hungary at the beginning of 1848 but will side with Austria, as they historically did.
  • Transylvania and Slovakia will get nationalist agitation to represent Slovaks and Romanians/German Saxons siding against Hungarians. I considered making them tags at war, but this is better so AI doesn't stupify itself with combat and occupation priorities
  • Hungarian and Polish revolution military potential have been buffed, Austria should have a harder time breaking them
  • Russia will now only intervene if its March 1849 or onwards, and if Austria is losing
  • Serfdom has been added to historical serf Austrian provinces, especially Galicia and Lodomeria
  • Ruthenian Lodomeria and Zakarpatye are now predominantly Greek Uniate (represented as Catholic)
  • A number of Catholic Ukrainians and Byelarussians minorities have been added in Russia to represent the waning influence of Greek Uniate Church before its merge into Russian Orthodox
  • Romanians of Transylvania are now represented as Catholic (Greek Uniate), representing Union with Rome, in those provinces they tended to follow this Rite. The south-eastern corner remains dominantly Orthodox
  • Austria will now properly lose their alliances in 1848 revolutions; this will give a better chance to Italians and Hungarians at simulating historical developments of these wars
  • Italian/Sardinian War(s) of independence should now trigger in a better order
  • Countries changing to Parliamentary Monarchy government now requires, along with the last voting reform, at least censored press, state equal representation and culture voting
  • Assimilation event chain for states will now trigger less. AI will be less inclined to take it
  • Fabricating colonially related CBs will now require having at least 10 ships
  • Lusatian Sorbs now have cores at start (Lužice/Lusatia)
  • Added pioneers and tribals to US Unorganized Territories
  • Fixed factories in colony of California
  • Cordially adjusted foreign investment score. Remember, investing in sphered nations duplicates their goods, one to the common market (yours), one to the country itself. It can be a useful tool when you don't have enough workforce in your own nation
  • 600k ports in Alaska fixed
  • Base population growth has been reverted to vanilla values
  • Nerfed the population loss from total occupation (it proved too murdersome, it scales by province), but not down to vanilla values, so it should still be felt, just not as OP as it was
  • Fixed a major emigration bug resulting in essentially no emigration from Europe to the New World
  • State creation bureaucrat percentage slightly increased to 1.5 from 1%.
  • Farmers and laborers promotion based on literacy to craftsmen has been buffed
  • A lot of minutiae we probably forgot along the way while doing this update
  • Bureaucracy should be more expensive, defines changed accordingly
  • Better reworked scale army and naval consumption especially late game
  • Plethora of province RGO, factory RGO and tech balances
  • Encourage certain industries national focus has been increased substantially
  • Early game shortages of several goods such as: Luxury Clothes, Machine Parts and Cement hopefully solved. As a player, it is always recommended to pursue a domestic strategic and military industry to avoid being entangled in world market backlogs.
  • Added historical provincial outputs to represent textiles and silk: Lyon and Manchester Textile Industries, Fine Asian Silk for China and India
  • Revamped starting factories in 1836 to better represent some historical industries, as well as help the AI build with more intelligence
  • Roughly reworked Frazza's ideological rework: Farmers shouldn't be so conservative anymore, while industrial labor force (Laborers, Craftsmen, Clerks) will trickle towards Socialism and Communism more than before
  • Austria no longer cockblocked by Kniphausen from forming Germany
  • KUK can no longer get the event to form Germany
  • Negative national focus for party loyalty nerfed from -0.02 to -0.005
  • An option at start has been added to ignore colonial blocks on concession and protectorate CBs on internal African tags
  • Fixed a crucial bug that was crashing the detailed pop screen window
  • Fixed a crucial emigration bug causing no emigration to happen from Europe
  • Goloty i Glodomerji event and modifiers for GLM region 1880s forward
  • Provincial Bureaucracy invention has been added under S&G, it will trigger for very big nations with very big population - eg Russia can’t cope with its base 40ish states with only 3 NFs in 1840s
  • China floodplains have been added
  • 2nd Schleswig war should now trigger in a better way when AI is Prussia/NGF
  • American civil war not triggering should be fixed now
  • AI UK will now no longer ally Germany that is either Super Germany or beats them at industrial score
  • AI UK, FRA, or German GP will no longer ally Russia if they win Crimean War, if Russia decides to solve Great Eastern crisis alone the isolation will continue. FRA will ignore this if they lose Alsace.
  • AI losers of Crimean War and German GPs will receive a slight boosts to mimic militarisation in face of Russian Domination
  • AI UK should no longer ally France if they own Rhineland
  • French Rhineland and French-led Italy now have colours that suit French palette better
  • Rhineland and Nice bugs should be fixed now
  • French Second Empire will now have political system it should, with universal male suffrage, appointed UH, gerrymandering and heavy Bonapartiste popularity in elections
  • French Constitution of 1852 and its politics
  • Nappy 3’s social reforms in the 1860s have been added
  • A country modifier for Napoleon IV has been added, should the Second Empire live after Nappy 3 (doesn’t get deposed and so forth)
  • French overseas decisions to settle and organize have been fixed
  • Guard units will no longer have less discipline than infantry after inventions
  • Fixed Newfoundland being renamed to Quebec lol
  • Fixed Alaska’s provinces colonial rating (UK will no longer steal it)
  • Assimilation campaign event chain has been disabled
  • Override decisions added: Diplomatic Campaign: reduces infamy at tax cost; Colonial Campaign: encourages more colonial migration at tax cost; Emigration Campaign: Reduces pop emigration to other countries at tax cost. Internal Migration Campaign: Increases pop state to state migrations

Greek Content Revamp (dare I say Eastern Roman Empire? I dare not say Byzantium lest Romeaboos stone me to death)

  • Thanks to Gelre’s friend who made the initial Byz decision content years ago (which was a lot, and which we never got around to integrating properly), Psx who fixed and expanded heck lot of it, and finally me who balanced it (chopped it to pieces, sorry Psx) and made romeaboos cry
  • Greek player can now take Megali idea as soon as National Fraternity (Nat&Imp invention) is discovered
  • Restore the Empire after reclaiming Megali idea and all flavour that follows it remains the same
  • Reclaim Anatolia, Armenia and Pontus as cores
  • After restoring the Empire tag and owning Constantinople, player can enact decisions that enable Imperial Restoration Casus Belli on Levant, Egypt, the Balkans, and Caucasus, all enabled with individual decisions and for a hefty infamy cost. It is then up to the player to take the states and provinces and bring back glory to Eastern Mediterranean
  • Upon owning corresponding states and regions, Empire can accept Armenians, Karamanlides Syriacs, Assyrians, Copts, and Georgians respectively by decisions
  • Renovate Constantinople, Antioch, Smyrna, Thessaloniki, Alexandria decisions
  • Orthodox owner of Constantinople can restore Hagia Sophia and Ecumenical Patriarchy
  • If Ottoman Empire loses the City of Constantinople, what is left of it will collapse

Direct Migration Submod rework

  • Overhaul of decisions, reduced clutter, localisation now better explains what each option does, no longer hidden behind 4 override decisions.
  • Limited number of province selector buildings (outgoing migration) to 5 for balance purposes
  • Nerfed province selector harsh modifiers. Added immigrator (target province) modifier, lingering effects of forced migration.
  • Player can now separately move only primary, only accepted, or only non accepted cultures
  • Player can now move pops who do not belong to the country religion
  • Direct migration campaigns now cost money and infamy
  • An event wikipedia of how this works is now available in the immigration options
  • Democracies and full citizenship countries can no longer use this mechanic
  • Buildings now cost steel, produce and paper instead of timber
  • Direct Assimilation Mechanic has been added. Player building immigrator buildings in foreign culture core provinces will be able to assimilate said pops, albeit slowly. Player can’t use both this and pop moving mechanics at the same time.

Internal migration changes

  • Restored old HFM historical migration patterns and adjusted them further. Culture groups such as Italian, French, British, Russian, Japanese will now prefer going to regions relevant to historical migrations (French => North Africa, British => Canada/Oceania and so forth)
  • Pops will not migrate to arctic, tundra, jungle, desert, polar islands terrains anymore, unless it is a gold province
  • Fixed French Saint Pierre and Miquelon "metropolis", it should no longer happen
  • Fixed French moving to trade ports in numbers they should not
  • Capitalists, craftsmen and clerks will now slightly more prefer migrating to country capitals and state capitals
  • Farmers and laborers should now prefer far less to go to colonies that have unemployed workforce
  • Irish Potato Famine emigration has been adjusted and hopefully after it emigration from UK will no longer entirely stop
  • Jewish Law of Return reworked, a free Israel which enacts this decision will receive Jews from diaspora via normal immigration rather than wonky events
  • Added Scandinavian and Galician historical emigration
  • Restored old HFM preferences for cultures (British preferring Anglo new world countries, and so forth)

Very Special thanks to @emprahtheodosius, @Perfo-6, @joelAVS and @JohnsonArnek, our many testers specially Blackstar and DarkMatter and many many others.