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Releases: The-Grand-Combination/The-Grand-Combo

TGC: v0.96.4, Mini Update: Romance between Latins

14 Apr 09:56
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Spanish Content

  • Added Pan-Hispanism decision for Spain, which can be enacted if Spain holds or is sphere leader of Latin America
  • If Pan-Hispanism is adopted, Latin American and Iberian countries can join the Latin Monetary Union. Available to any iteration of Spain.
  • If Pan-Hispanism is adopted, Latin Customs Union can be created by Spain and joined by any Iberian or Latam country in Spanish sphere. Available to any iteration of Spain.
  • Added a path for Carlist Spain to have New Spain reclaim Northwestern America (Oregon, Columbia, Alaska).
  • Fixed Spanish Louisiana and Spanish Florida decisions. They work on the same principle, it gives cores to Viceroyalty of New Spain

Latin Union and France content

  • Historical Latin Monetary Union decision restored and revamped
  • Added Embrace Pan-Latinism decision for Napoleonic France, based on historical adoption by Napoleon III in regards to other Latin and Latam countries
  • Latin Customs Union, possible with Pan Latinism and Latin Monetary Union if France spheres Iberia and Italy. Similar to Zollverein
  • Iberian, Italian, Latam, or any French Dominion countries will be able to join both if Pan Latinism is adopted. If not, historical countries will join the Monetary Union.
  • Second French Empire can proclaim Latin Union, if it either owns, or has puppeted Italy (Plombieres or Manually) and sphered Iberia, and has formed the Latin Customs Union.
  • A coalition of Great Powers will form and attempt to contain and dismantle the Union. Britain, Russia, Austria and Prussia will join forces against the new country.
  • If the Union is dismantled, Napoleon will fall and pre-war status quo will be restored
  • If Napoleon beats back the Eighth Coalition, German Confederation will form, which will be joined by the Dutch. Scandinavia will form as well.
  • Switzerland will abandon neutrality and a civil war between Latins and Germanics will erupt at some point. GCF-Latin confrontation over it with several outcomes
  • Basque, Southern Italy, Iberian Galicia, and several mountainous provinces across Iberia and Italy start with nationalist agitation against the Union.
  • Added part of Italian, Spanish and Portuguese flavour event/decisions to Latin Union
  • Most French content now available to LTU
  • Made Napoleonic (Plombieres) Italy decision more apparent
  • Decision to Reintroduce Napoleonic Civil and Penal Code to Italy and Iberia, removing the weak Union effects
  • Question of Governance and Administration decision added, reforming the government system for Latin Union
  • Question of Representation and Local Autonomy for Latin Union
  • Question of Language: Four paths to solve the language question of the country, assimilating the populace depending on outcome of the path:
  • French Primacy, forcing French upon others
  • Quadriune Standard - Four official Languages;
  • Neolatin Standardization, new morphed language standardization
  • Embracing all differences in the Union, cultural and linguistical, and proclaiming a republican Latin Confederation (Napoleon overthrown)
  • Added new pictures and localization for new Latin decisions
  • AI Netherlands will join GCF in fear they will be invaded by Latins
  • If Spain, Portugal or Italy say no to the Union, a war will erupt. Puppets will never say no to the Union
  • New colours for Latin Union Monarchy and Republic
  • Fixed Latin union decision not taking into account a few minor Italian states
  • Upon formation of the Latin Union, it will get a 150 day grace period before Europe reacts and attempts to dismantle it
  • Fixed AI European GPs not breaking alliance with France or Latin Union if the latter achieve continental hegemony
  • GCF will now be able to send the Ems Dispatch to Latin Union
  • If Extra flavour is disabled on start in Options, Latin Union formation decision won't appear (if not, it will appear, but AI will never do it)
  • French-Lead Italy (Plombieres Italy), will now be possible if France liberated Venice and Lombardy before Plombieres negotations could take place

*General Misc

  • Organize Asian/African Farms decision removed, their respective effects are now applied in the yearly updater
  • Turkish Population Exchanges decision deactivated until reworked
  • Choose Trade Policy decision removed
  • Disable Starting Party Loyalty decision removed
  • Disable Microstates decision removed
  • Disable Immigration province events decision removed (from AssimilationTroubles.txt)
  • Immigration Events removed
  • Comission an Warship decision removed
  • Zombie mod CBs will no longer appear as options in the crisis offering menu
  • Mormon exodus no longer spammable in certain conditions
  • Color for Modena and Papal States adjusted
  • National Focuses for party support have been nerfed
  • Hopefully fixed the spread of Neolatin culture via migration and province event shenanigans
  • War subsidies now give more relations
  • Fixed Venlo (Dutch Netherlands) province connections with impassable terrain
  • An experimental fix implemented to prevent the British and so forth stating very small colonial states, like the Falklands
  • Government Campaigns (total of 9) will no longer reduce tax efficiency but rather deduct cash from treasury. scaled by total country income, amount of provinces and the active campaign in question
  • Government Campaign Expenses will only take in account non colonial provinces when calculating the monthly costs
  • Direct Migration will now also be funded according to the Government Campaigns principle
  • Fixed Italy minor cores not being removed
  • Take Capital CB restored to the mod, AI will never use it as its way too unpredictable
  • Armenia Question for Russia moved to 1890s
  • Turkish Revolt for Russian-dominated Middle East moved to 1890s

TGC, v0.96.3

09 Apr 22:01
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  • Added Pictures to Province Events
  • Increased construction trade minimum to 30% instead of 15
  • Added minimum military spending of 20% for Great Powers
  • Added 6 Great Power submod to Niche Submods folder. This simply reduces the number of game GPs to 6 rather than 8.
  • Added a soldier/brigade balancing mechanic for AI top 5 Great Powers. They should now be able to make better comebacks after getting beaten down.
  • Western Collapse event now gives every country all of their right cores
  • The Mormon Exodus decision can't be taken twice both by Deseret and the US
  • Join the Confederate States of America! decision for Texas can now be taken only after the CSA has already spawned
  • Added an image to Questioning Our Alliance event
  • Fire events for New York City, Chicago, Hamburg and Bucharest nerfed
  • Many events had it's loc adjusted so not to overflow the text
  • Adjusted Late game inventions for Grain and Fruit
  • Added some new extra fish RGO effects in some navy techs
  • Election Loc was fixed and will no longer display bad loc keys
  • Publication of Durgeshnandini is now a country event, not a province one
  • Foreign investment screen fixed
  • Removed two per state reform for Russia's Alexander reform
  • Approving Melikov Constitution will now bring liberal Westernisers to power
  • Mexico will become an empire through decision only if Second French Empire exists
  • Reactionary Pushback to Alexander reforms fixed and should now trigger multiple times as planned, not once
  • Nerfed Labourer radicalism

TGC: Apocalypse 1836, v0.96.2

02 Apr 22:15
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Change Log:

  • Zombie Mode submod added
  • Added 6 Great Power submod to Niche Submods folder. This simply reduces the number of game GPs to 6 rather than 8.
  • Removed the lines that remove USA cores from Louisiana/Canada in Organize American Territories decision
  • Added a decision that adds Canada cores to certain USA states if player conquers them (western Great Lakes, Maine, Oregon, Columbia, Alaska)
  • Louisiana will no longer get cores on Maine
  • Restored the old five spanish viceroyalty tags
  • Fixed viceroyalty formation decisions
  • They will now properly be Autonomous Dependencies
  • Added a decision to reform and democratize the viceroyalties into Dominions if Spain is a parliamentary monarchy
  • Carlist Spain Endonym names have been fixed
  • Carlist Spain no longer loses 50 prestige at start
  • Carlist Spain can now reclaim Louisiana Territory and Florida if Viceroyalty of New Spain is their vassal. Reclamation adds VNS cores on Louisiana and Free Allied Casus Bellis on USA
  • Confiscation of Mendizabal now adds a country modifier that gives tax influx for 10 years
  • Organize American Territories no longer gives Russian America cores on Panama
  • Same decision will now be able if Dominion has been released but player wants to add more territories to it
  • GEF Netherlands resistance and coring disabled, conquest path remains
  • When Germany enacts Eastern Workers decision, workers from their puppets will prefer migrating to Germany rather than the New World
  • Buffed Jewish state migration
  • Added so if Russian America is released as a Dominion, Russia will keep some ports. Later on, an event over whether to give the ports over to the dominion will happen
  • Spread out iron output a little bit from Bessemer steel to earlier inventions to ease the build spree clogging
  • Fixed US Unorganized Territory not starting in USA sphere
  • French Indochina form now requires DAI not to exist
  • Fixed Duchy of Posen not starting with any tech
  • Fixed Persia-Russia Shiraz Legation event chain
  • Krakow Uprising should be fixed now
  • AI Secondary Powers without ports will no longer spam Naval Warships Commissioned
  • Hungarian Revolution now gets a grace period of 45 days to regroup troops, instead of 15
  • If Russia defeated Hungary and took Budapest, Revolution will end
  • Fixed Vienna Betrayal event for Russia
  • Nerfed pop growth after organizing Russian California
  • If Ottomans own Luristan, they'll give it back to Persia if they're dismantled in Great Eastern Crisis
  • Mexican paths to refuting Manifest Destiny, Reclaiming Louisiana etc should now be more visible to the player
  • If Ottomans stopped being Absolute Monarchy they'll go back to it after Russian victory in Crimean War
  • More impassable borders in the Alps and Caucasus
  • Some of the smaller provinces that are disconnected like Bosilegrad and Shauffsomething in Switzerland and can cause frontline issues (say sneaking through a 3 pixel border) are now impassable. Will try to find more at frequent battlegrounds
  • Tiny Rhine provinces around Belgium-Germany border have been made mostly impassable with one way through them. This should help fighting in this region
  • Loc for choose government fixed for Poland after rebellion
  • Neutral countries will no longer get Polish plead for help
  • Form Romania will now properly core Transylvania and add it to Romania
  • Adjusted some other ROM related events
  • GCF will no longer annex Switzerland or another neutral country via Leipzig or Munchen Congress
  • England break alliance event fixed for German Threat
  • Polish Provisional Government formation event hopefully fixed
  • Modified Third French Empire path on Boulanger coup and added Nappy 4
  • France won't break alliance with Russia over Ottomans domination if Super Germany forms
  • Mongolia/Manchuria decision/event chain should be fixed
  • Nerfed base wool output
  • Separated the two border treaties
  • Added a new event chain over western borders where Qing could contest it (mostly for player China)
  • Chuguchak will now also apply to Taiping China
  • USA should no longer ally Mexico that much in 1830s
  • Nerfed Home of the Mormons modifier
  • Slightly adjusted chances of ACW triggering
  • Fixed an issue where vassal Sardinia would decide to join Crimean War
  • Fixed an issue with sphere leader of Yugoslav Applicant would get cores on the country that rejected to join, rather than Yugoslavia
  • Romania should now rebel more in the Black Sea Port event chain
  • Halved steel cost for Ironclads and Monitors
  • Asian Plantations decision should no longer be spammable
  • Organizing production in Central Asia will now give some provinces the plantation modifier (rgo size increase)
  • Oregon Trail events will now be slower
  • Provinces 3283 (Nagydarda) and 3289 (Csaktornya) will now go to Hungary after the Austria Petitions to Join Germany event if Germany decides to accept only Austria and Bohemia
  • Added a cleanup event in the monthly updater that releases the vassals and the substates with non-existing overlords
  • Moved the immediate effect of the Mexican Resistance Forming event for the US from immediate to all three options, as the text looked awful
  • Increased construction trade minimum to 30% instead of 15
  • Added minimum military spending of 20% for Great Powers
  • Added a soldier/brigade balancing mechanic for AI top 5 Great Powers. They should now be able to make better comebacks after getting beaten down.

TGC: A Fair Day’s Pay, v0.96.1

24 Mar 20:49
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  • USA AI will now annex unorganized territories at 1856 by latest, instead of waiting on NatImp
  • Starting coal and iron output slightly increased
  • Bugfixed the odd chance somehow Russia gets Bishkek/Osha through puppets
  • Moved some conditions around so Peking C. and P. of Chuguchak are more apparent
  • France AI should no longer roll Italy every campaign for Savoy/Aosta, regardless of relations
  • Russian war for California will no longer lose CBs because Mexico in the meantime turned those colonies to states. Scripted CB has been added
  • Belgium and other player-lead neutral countries will no longer have their diplomatic actions cancelled unless the country has Neutrality modifier
  • Direct Migration buildings invention raised chance of discovery upon meeting needed criterias
  • Capital of Russian America dominion is now San Francisco
  • Added a small amount of Alaskan pops to Fort Ross, so in campaigns where dominion is spawned, they can spread out through California and start assimilating Russians and other immigrants into this new culture melting pot
  • Attraction of Russians to LSK added
  • Fixed Bourbon and Orleans return in coups, they have their government flags sorted and won't switch back to Bonapartiste within a month
  • Fixed Gendarme of Europe CB enforced on France. Now it'll restore Bourbon Autocracy rather than French Empire
  • Slightly nerfed popgrowth from LR
  • DM will now work in deserts and taigas
  • Poor strata will ignore harsh terrain conditions if province has a gold mine
  • Imperial Restoration CB now shows properly once needed decision to unlock it is taken
  • New pictures for Greek decisions
  • Erzincan region moved to Reclaim Armenia from Push Into Anatolia
  • Yerevan is now under Caucasus Imperial Restoration CB, rather than the Reclaim Armenia decision
  • Imperial Restoraton CB and Reclaiming core decisions now visible once Greece forms Empire tag
  • Ottoman Collapse will now be quicker if their militancy is high
  • Ionia Revolt in Russian content will now trigger properly. Likewise, Turkish Nat. Revolt will happen sooner if Ionia went to the Greeks
  • Manchurian and Mongolian paths for Russia fixed and now more apparent
  • New override decision: Research Campaign
  • Occitan France should no longer be terribly illiterate
  • Fixed Capital of the motherland event
  • Crimean War flags fixed
  • Added Metternich to Austria - Austria now has access to Gendarme of Europe CB if they have Metternich
  • Kokand no longer loses it's oil RGO
  • General trait "meticulous" fixed
  • Stock Exchange Icon Fixed
  • Reform Local Government decision spam fixed
  • Greedy Bankers event spam fixed
  • Treaty of Turin decision cores fixed
  • Asian farms spam fixed
  • Small performance fixes
  • Multiple Loc fixes
  • Many many other random minor bugs fixed

TGC: A Fair Day’s Pay

17 Mar 00:17
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For any suggestions, bug reports, AARs, and more, visit our server

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 ...
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TGC: Academic Research & Economic Development Hotfix 1

02 Jan 14:47
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What's Changed

  • Carrington Event by @ColdSlav in #197
  • Fix for missing file that was causing crashes. by @joelAVS in #198
  • Converted all possible TGA files to DDS, ~100mb freed ram and ~300mb reduced disk size. by @joelAVS in #199

Full Changelog: v0.95...v0.95.1

TGC: Academic Research and Economic Development

01 Jan 22:06
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  • New building: University, which provides 0.20 Research Points per day
    • By having the education slider at 70% or more, each university will have the chance of publishing a paper that gives prestige and Research Points
  • New building: Development Banks, which provide a 24% RGO boost, and a 8% factory output boost
  • Nearly 100 banks and/or universities have been added at the start of the game in accordance to historical data
  • New events coming with the Bank and University buildings
  • HPM's Big Flag Frame submod has been "integrated" into TGC
  • TGO: The Grand Orchestra, a music submod, has been added to the mod
    • Features new dynamic music for all nations, including music that plays according to what's currently happening, and music exclusive to some nations and cultures
  • The Tax Return mechanic based from u/Bearhobag's script for the late-game has been added
  • The event "The Flying University" now only triggers in provinces with universities
  • Railroads have been adjusted to provide a24% factory output boost and a 8% RGO boost (previously 36% for both)
  • The event "Fascist Soup Kitchens" has been balanced
    • You can now outlaw Soup Kitchens, stopping the event from firing altogether
  • The UI for the Direct Immigration mechanic has been improved
  • Submod name list has been adjusted so that TGC is the main module at the top
  • Goods demand increase from technology increased from 0.005 to 0.008
  • Workers' factory pay increased from 0.3 to 0.5
  • Gold to cash amount ratio increased from 1 to 10
  • Gold mine payout multiplier decreased from 3 to 1
  • Money hoarder mechanic turned on by default, instead of off
  • Northern Guatemala no longer stays uncolonized for the entire game
  • Comprehensive revamp of the README.md document, includes a fancier text with images, and some images
  • The "Free Allied Cores" CB for the Corsica border blunder event has been fixed
  • Bolivia no longer sells Lagunillas/Roboré if they control the Northern Chaco
  • Mexico no longer keeps their cores in the Pacific Northwest if they don't have Alta California cored
  • The event "The García Ortiz-Mangabeira Treaty" has been fixed
  • Colonial flags and governments have been deprecated
  • Rebels no longer get disproportionate combat modifiers
  • The Statehood submod has been deprecated
  • The news UI has been fixed, and now it has the TGC green color scheme
  • Cotton market has been fixed
    • The world now won't constantly have 3-5 times more cotton than it is needed at any given time
    • Cotton and fabric industries require 50% more cotton now
    • Cotton base price decreased from 3 to 1
    • Everyday and luxury needs for regular and luxury clothes has been increased for all PoPs
  • Several changes and fixes to localization

Boring technical stuff (merged PRs)

New Contributors

Full Changelog: 0.94.1...0.95

TGC: Tribalism & Pioneering Hotfix 1

17 Sep 20:40
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Fixes the crash on culture-hover issue

TGC: Tribalism & Pioneering

19 Aug 16:01
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Merge pull request #169 from rderekp/poptypes

Poptypes Release

0.93.Hotfix1

09 Mar 09:53
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Necessary hotfix release.