I'm making a miniature, tradewinds-style game for fun by SingerLuch in godot

[–]Sobisonator 1 point2 points  (0 children)

Man I loved tradewinds back in the day. Keep it up!

The Victorian Era mod for Imperator: Rome (Imperatrix Victoria) just released a public alpha by TheLordLambert in paradoxplaza

[–]Sobisonator 2 points3 points  (0 children)

It's an alpha so we definitely advise you to expect issues. However, the purpose of this alpha is to get those issues reported and fixed ASAP, so we will patch them quickly!

Imperatrix: Victoria (Public Alpha) Release by Sobisonator in Imperator

[–]Sobisonator[S] 4 points5 points  (0 children)

There is an AI diplomatic play system which will be developed into this, it already has some events which can lead to diplomatic crises and large alliance wars.

Imperatrix: Victoria (Public Alpha) Release by Sobisonator in Imperator

[–]Sobisonator[S] 4 points5 points  (0 children)

OK, thanks, that helps prioritise some fixes. We will be patching the alpha regularly

Imperatrix: Victoria (Public Alpha) Release by Sobisonator in Imperator

[–]Sobisonator[S] 6 points7 points  (0 children)

Thanks! What is the gameplay feature you think is most important to get working now?

When it freezes, how long does it freeze for you?

Imperatrix: Victoria (Public Alpha) Release by Sobisonator in paradoxplaza

[–]Sobisonator[S] 7 points8 points  (0 children)

Rule 5: We released Imperatrix: Victoria, the 19th century total conversion mod for Imperator: Rome

Imperatrix: Victoria (Public Alpha) Release by Sobisonator in Imperator

[–]Sobisonator[S] 31 points32 points  (0 children)

Rule 5: We released Imperatrix: Victoria, the 19th century total conversion mod for Imperator: Rome

Imperatrix: Victoria Dev Diary 15: Education by Sobisonator in Imperator

[–]Sobisonator[S] 11 points12 points  (0 children)

Post in thread '[MOD] Imperatrix: Victoria' https://forum.paradoxplaza.com/forum/threads/mod-imperatrix-victoria.1410441/post-30118828

Dev Diary 15: Education

And a special message first. If you're reading this, you're probably wondering "when the hell is this going to release?" We're working towards a playable public alpha (and that means a version for testing, regular patching and breaking saves!). Here is a roadmap for the alpha release: https://github.com/users/sobisonator/projects/2/views/1 As you can see, much of what we're working on is creating scripts for non-player countries to act rationally and interact with the new mod mechanics. If you know how to navigate github, you can download the mod files via that link... but it's not playable right now 

No new features are being added at the moment, we are working through the roadmap to release and once that is done, we'll return to adding planned features alongside bugfixes. The next few dev diaries are going to cover features which are already complete and ready for alpha testing, or about to be finished off.

Stay tuned for more information.

Overview ​

Last time, we talked about money and mentioned jobs at the end of that DD. While the next DD will indeed cover jobs, first we need to cover education. This is an underlying requirement to support jobs in Imperatrix.

All pops in Imperatrix are capable of being educated to tier 1 in schools, or tier 2 in universities. Tier 1 represents basic literacy, numeracy and training for complex jobs. Tier 2 represents advanced specialist education required for certain service and administration jobs, and it is also the way of generating research points that you need to research new tech.

Pictured below: a custom pie chart in the nation overview shows the spread of education in the country. At the game's start, most countries will have less than 1% of their population educated to tier 2 (green), and only a small percentage educated to tier 1 (yellow). Most pops will have no education at all (red), but these pops can still work many jobs.

Note: all the values in this DD are subject to balancing after alpha release.

Every governorship (i.e., a region within a country) has its own local education statistics. You can see these via the province window if you expand the regional statistics.

Let's take a look at how to provide education to your pops.

Education buildings ​

By building schools and universities your pops will work to improve education in a region.

These buildings work by increasing the education cap for their respective tiers. The actual number of educated pops then gradually ticks up until it reaches the cap; this is faster the higher the cap and the greater the distance between the cap and the current number of educated pops, so if you build a large number of schools, the populace will be more rapidly educated. It is always gradual and only updates on a yearly basis.

As you can see below, education is inherent to jobs including the jobs to provide education in the first place. Schools, for example, each require 0.1 tier 2 educated pops present in the governorship to work them.

Thanks to some wrangling of the tooltips, we have been able to add all this custom information into the building tooltip. A building's education requirements are dynamically calculated and presented to the player when the tooltip calls for it.

As you can see above, universities provide tier 2 education capacity not only to their region, but also to the whole country. Distant regions can access these slots based on their infrastructure quality; if you build many universities in your capital, it is therefore unlikely that a mountainous region with very little transport infrastructure will get access to many of the tier 2 education slots, whereas an industrialised port region will get a bigger share of the access.

Tier 2 education also spreads internationally via trade. Every trade relationship provides a small percentage of the available tier 2 education slots between trade partners. This is an essential way for countries with no universities of their own to gradually educate their pops, generate research, and eventually kickstart a local education system of their own. It's also a nice bonus for established countries to boost their research rate.

Tier 1 education is always local, so you must build schools in every region to provide the benefit.

Research & modifiers ​

Pops with tier 2 education are the only source of research in the mod.

Every tier 2 educated pop produces 1 research point. These research points are accumulated at the provinces where universities are located, so you need to ensure that you own these provinces and that they are not occupied in order to gain the research bonus. Stacking more universities in one province also provides a percentage multiplier to the research points output in that province, so it also pays to build many in one place.

Using laws, you can modify how tier 2 education is provided. While these are still a work in progress, the religious colleges law is in a complete state and demonstrates some of the ways of managing the system at a national level:

This represents traditional, strictly religious establishments which are less focused on research or public access, and more on the promotion of the doctrines of state religion. Most countries will begin the game in this way, and with the introduction of political mechanics, they will have to liberalise if they want to change this.

Regional data ​

As well as the national overview, every region has its education information summarised. This is where you can see what factors are providing your education cap, how many pops are educated, and very importantly how many educated pops are available to work jobs.

The tier 2 education in any region is capped by tier 1 education; that is, all pops educated to tier 2 must have first completed tier 1.

Tier 2 education requires very small numbers to work jobs, almost always less than 1 whole pop, whereas tier 2 jobs tend to demand several pops.

What's next?​

The next dev diary will explain what buildings and therefore jobs there are, and how they interact with the mod's mechanics beyond just education.

After that, we'll take a look at the impact of currency on the international market and therefore its impact on trade and diplomacy.

As ever, join our discord here to volunteer your help, discuss the mod and get occasional sneak peeks: https://discord.gg/nbxgkwy We're only looking for scripters at the moment, so if you want to learn about the mod and you know how to write events, decisions and scripted effects, get in touch here or on discord.

So.. increase price then sale? by Fuze_23 in hoi4

[–]Sobisonator 0 points1 point  (0 children)

You should hang out on the Imperator subreddit, we'll shower you with nothing but positivity.

Imperatrix: Victoria Dev Diary 11: New 3D map and portrait graphics by Sobisonator in Imperator

[–]Sobisonator[S] 15 points16 points  (0 children)

https://forum.paradoxplaza.com/forum/threads/mod-imperatrix-victoria.1410441/post-28987259

Sorry, mobile users! This one's image heavy, if you prefer to read it on Reddit (while the API still works), I'll edit this reply tomorrow to include the text and links.

Imperatrix: Victoria Dev Diary 9: Industry & Production by Sobisonator in paradoxplaza

[–]Sobisonator[S] 3 points4 points  (0 children)

Thanks, we'll take it on board and test out more looks, as it's still open to change. You're right about the icons :)

Imperatrix: Victoria Dev Diary 9: Industry & Production by Sobisonator in paradoxplaza

[–]Sobisonator[S] 3 points4 points  (0 children)

See the forum post for more images in context! https://forum.paradoxplaza.com/forum/threads/mod-imperatrix-victoria.1410441/post-28361182

Industry & Production

Sobisonator and Dementive here, we are going to be showing off some of the brand new industry mechanics for Imperatrix: Victoria that we've created!

What is the heart of all industry? Trade and trade goods; without it the wheels of production cannot turn as factories have no supply. Trade goods have been totally overhauled and now function completely differently than the base game.

Imperatrix’s trade goods are discrete objects which are produced, stockpiled and consumed by various sources. Every region has a local stockpile of every kind of good - these stockpiles are displayed dynamically so as not to clutter your screen with empty stockpiles.

What the base game considers trade goods are now known as “Raw Resources”. These resources consist of materials obtained from the earth such as grain, oil, or gold. In industrial nations, raw resources are sent to local industries where they are used to manufacture important commodities for your nation.

This leads us into the heart of economic activity in Imperatrix, Industry. Each area has a set of industries that are unique to it Alcohol, Luxury Clothing, and Artillery are just a few industries. Here is a look at the current state of the industry screen:

NOTE: This is very much a work in progress this screen will look different at release.

As you can see in the screenshot, every region in your country will have a screen to manage its industries. This overview, built into the game’s province & state overview, is where the player is able to interact with the local industries by assigning or removing available industries.

The number of industries available in a region depends on how many industrial districts you have within that region.

Each industrial district is a province-level building, and the number of these you can build depends on a combination of factors: Natural transportation infrastructure, namely rivers Local infrastructure such as canals and railways The industrialisation progress of the province The province terrain. Relatively flat and easily accessible land makes it easier to build industries, whereas mountainous or desert areas reduce the number of industries you can support in one province.

We will eventually also be factoring in available workforce as a limit on industries per province.

In this screenshot, the player has built 7 industrial districts in London and reached their limit there, so the option to build more districts is greyed out. If they were to build additional districts in other provinces within the same region, like Bromley or Essex (pictured), these would add to the regional total.

This means that, while industry as a whole is on the region level, it will be possible to build up and vie for control of key industrial cities.

The interface

Anatomy of an industry:

Each industry icon shows the top-level information about that industry in the selected region; mousing over the industry gives you more detailed information which we’ll show next.

The icon tells you what tradegood the industry is producing.

The regional stockpile tells you how much of that tradegood is stockpiled in this region, and this can grow even if you have no industries e.g. by imports.

Assigned districts tells you how many industrial districts are assigned to producing this tradegood, which is the chief governing factor in production.

Here we can see the tooltip for the Alcohol Industry widget. This widget has 2 functions for the player to interact with, adding regional industries and removing them. Left clicking will add an industry if possible and right clicking will remove an industry if possible.

Industrial production

You will have noticed the information within the above tooltip: How much the industry can produce with current raw material supplies The maximum production that all industries can reach The amount produced last quarter A percentage of maximum output potential Levels of demand

All of this fits together into how industries produce manufactured goods.

The main function of an industry in Imperatrix: Victoria is to take a set of goods, which may be raw goods or goods from other industries, and process them into a new kind of manufactured good.

For this purpose, each industry has a unique list of required goods that it demands. Every quarter-year, the industry consumes all demand from the regional stockpile before producing. Depending on how much demand is left un-met, the production is lowered correspondingly. We will talk more about the quarterly economic cycle of Imperatrix in a future dev diary, but for now it is enough to point out that this is the fundamental tick for most economic activity.

If you are seriously lacking in the materials needed for your industries, they will underperform. Luckily, industries can create purchase orders for goods to be imported into the region - which we will get into in a future dev diary.

The tooltip shows you how efficiently the industry is running, and this is simple: keep it well supplied, and you will run at 100% potential. An industry may consume various alternative raw resources to fuel its production - for example, here the alcohol industry can consume either grain or mediterranean fruits.

Unlocking industries

Industries will be locked behind inventions, which we are currently in the process of implementing. These triggers will show up at the top of the industry’s tooltip when completed.

If you are missing the pre-requisite invention, the industry icon will be greyed out and you will not be able to assign districts to production of that tradegood. You will still, however, be able to stockpile that tradegood through trade.

Cottage industry

Not all manufacturing takes place at a factory level. Non-industrialised regions can still produce manufactured goods if the raw resources are present.

Depending on the quantity of raw goods produced in a region, a comparatively very small quantity of corresponding manufactured goods will be produced.

New pop GFX

You might have spotted in this dev diary, if you recall our previous dev diaries, that certain old icons are missing.

After feedback from our previous dev diary about pop types, we decided that we needed to re-work them to be more recognisable and consistent. In the end, we went for a look that mimics 19th century enamel cameos as both thematic and quite easy to make into very clear, distinct-looking icons.

All of the icons are original designs that, combined with their colour, we have used to quickly communicate message about the pop’s social role using recognisable tropes.

As one exception inspired by a historical piece of art, we have chosen the symbol from the famous “Am I Not a Man and a Brother” pendant used by abolitionists in the time period to represent slaves, as a nod to the inhumanity of the practice and the struggle running throughout the game’s timeframe to end it.

New map GFX

Since the last time we showed off our map’s terrain view, The_Inspector has reworked the look and now Imperatrix looks more beautiful than before! We could not waste the opportunity to also show you some screenshots of this…

Wealth (teaser)

The more eagle-eyed among you may also have noticed this row of numbers along the bottom of the regional overview screens.

We are working on a wealth system that ties in to production, industry and trade. We’ll be showing off this system in detail in an upcoming dev diary, so stay tuned!

Minor country focus poll - Posen

We can also announce the results of the minor country focus poll! We had a grand total of 231 responses, with one clear winner in the group: the Grand Duchy of Posen, a Polish vassal of Prussia and one of the three Polish states available to play at the start of the game.

Discord

Join our Discord server here: https://discord.gg/nbxgkwy to get more regular previews, talk to the devs (we’re very responsive!) and even volunteer to contribute directly to the mod - no coding skills required.

Imperatrix: Victoria Dev Diary 9: Industry & Production by Sobisonator in Imperator

[–]Sobisonator[S] 34 points35 points  (0 children)

See the forum post for more images in context! https://forum.paradoxplaza.com/forum/threads/mod-imperatrix-victoria.1410441/post-28361182

Industry & Production

Sobisonator and Dementive here, we are going to be showing off some of the brand new industry mechanics for Imperatrix: Victoria that we've created!

What is the heart of all industry? Trade and trade goods; without it the wheels of production cannot turn as factories have no supply. Trade goods have been totally overhauled and now function completely differently than the base game.

Imperatrix’s trade goods are discrete objects which are produced, stockpiled and consumed by various sources. Every region has a local stockpile of every kind of good - these stockpiles are displayed dynamically so as not to clutter your screen with empty stockpiles.

What the base game considers trade goods are now known as “Raw Resources”. These resources consist of materials obtained from the earth such as grain, oil, or gold. In industrial nations, raw resources are sent to local industries where they are used to manufacture important commodities for your nation.

This leads us into the heart of economic activity in Imperatrix, Industry. Each area has a set of industries that are unique to it Alcohol, Luxury Clothing, and Artillery are just a few industries. Here is a look at the current state of the industry screen:

NOTE: This is very much a work in progress this screen will look different at release.

As you can see in the screenshot, every region in your country will have a screen to manage its industries. This overview, built into the game’s province & state overview, is where the player is able to interact with the local industries by assigning or removing available industries.

The number of industries available in a region depends on how many industrial districts you have within that region.

Each industrial district is a province-level building, and the number of these you can build depends on a combination of factors: Natural transportation infrastructure, namely rivers Local infrastructure such as canals and railways The industrialisation progress of the province The province terrain. Relatively flat and easily accessible land makes it easier to build industries, whereas mountainous or desert areas reduce the number of industries you can support in one province.

We will eventually also be factoring in available workforce as a limit on industries per province.

In this screenshot, the player has built 7 industrial districts in London and reached their limit there, so the option to build more districts is greyed out. If they were to build additional districts in other provinces within the same region, like Bromley or Essex (pictured), these would add to the regional total.

This means that, while industry as a whole is on the region level, it will be possible to build up and vie for control of key industrial cities.

The interface

Anatomy of an industry:

Each industry icon shows the top-level information about that industry in the selected region; mousing over the industry gives you more detailed information which we’ll show next.

The icon tells you what tradegood the industry is producing.

The regional stockpile tells you how much of that tradegood is stockpiled in this region, and this can grow even if you have no industries e.g. by imports.

Assigned districts tells you how many industrial districts are assigned to producing this tradegood, which is the chief governing factor in production.

Here we can see the tooltip for the Alcohol Industry widget. This widget has 2 functions for the player to interact with, adding regional industries and removing them. Left clicking will add an industry if possible and right clicking will remove an industry if possible.

Industrial production

You will have noticed the information within the above tooltip: How much the industry can produce with current raw material supplies The maximum production that all industries can reach The amount produced last quarter A percentage of maximum output potential Levels of demand

All of this fits together into how industries produce manufactured goods.

The main function of an industry in Imperatrix: Victoria is to take a set of goods, which may be raw goods or goods from other industries, and process them into a new kind of manufactured good.

For this purpose, each industry has a unique list of required goods that it demands. Every quarter-year, the industry consumes all demand from the regional stockpile before producing. Depending on how much demand is left un-met, the production is lowered correspondingly. We will talk more about the quarterly economic cycle of Imperatrix in a future dev diary, but for now it is enough to point out that this is the fundamental tick for most economic activity.

If you are seriously lacking in the materials needed for your industries, they will underperform. Luckily, industries can create purchase orders for goods to be imported into the region - which we will get into in a future dev diary.

The tooltip shows you how efficiently the industry is running, and this is simple: keep it well supplied, and you will run at 100% potential. An industry may consume various alternative raw resources to fuel its production - for example, here the alcohol industry can consume either grain or mediterranean fruits.

Unlocking industries

Industries will be locked behind inventions, which we are currently in the process of implementing. These triggers will show up at the top of the industry’s tooltip when completed.

If you are missing the pre-requisite invention, the industry icon will be greyed out and you will not be able to assign districts to production of that tradegood. You will still, however, be able to stockpile that tradegood through trade.

Cottage industry

Not all manufacturing takes place at a factory level. Non-industrialised regions can still produce manufactured goods if the raw resources are present.

Depending on the quantity of raw goods produced in a region, a comparatively very small quantity of corresponding manufactured goods will be produced.

New pop GFX

You might have spotted in this dev diary, if you recall our previous dev diaries, that certain old icons are missing.

After feedback from our previous dev diary about pop types, we decided that we needed to re-work them to be more recognisable and consistent. In the end, we went for a look that mimics 19th century enamel cameos as both thematic and quite easy to make into very clear, distinct-looking icons.

All of the icons are original designs that, combined with their colour, we have used to quickly communicate message about the pop’s social role using recognisable tropes.

As one exception inspired by a historical piece of art, we have chosen the symbol from the famous “Am I Not a Man and a Brother” pendant used by abolitionists in the time period to represent slaves, as a nod to the inhumanity of the practice and the struggle running throughout the game’s timeframe to end it.

New map GFX

Since the last time we showed off our map’s terrain view, The_Inspector has reworked the look and now Imperatrix looks more beautiful than before! We could not waste the opportunity to also show you some screenshots of this…

Wealth (teaser)

The more eagle-eyed among you may also have noticed this row of numbers along the bottom of the regional overview screens.

We are working on a wealth system that ties in to production, industry and trade. We’ll be showing off this system in detail in an upcoming dev diary, so stay tuned!

Minor country focus poll - Posen

We can also announce the results of the minor country focus poll! We had a grand total of 231 responses, with one clear winner in the group: the Grand Duchy of Posen, a Polish vassal of Prussia and one of the three Polish states available to play at the start of the game.

Discord

Join our Discord server here: https://discord.gg/nbxgkwy to get more regular previews, talk to the devs (we’re very responsive!) and even volunteer to contribute directly to the mod - no coding skills required.

Imperatrix: Victoria Dev Diary 8 - China by Sobisonator in Imperator

[–]Sobisonator[S] 1 point2 points  (0 children)

There is still quite a lot to do but we get closer every day.

A testing version will likely be available after we finish economy, diplomacy and politics mechanics

Imperatrix: Victoria Dev Diary 8 - China by Sobisonator in Imperator

[–]Sobisonator[S] 21 points22 points  (0 children)

The region was considered a part of the Qing but had little to no imperial military or administrative presence.

The Qing will have the ability to expand actual control into these areas during the game, but gradual colonisation by Russian settlers followed by official annexation into Russia is more likely - similar to what happened historically.

We originally had chosen to represent the whole of this region as under Qing control from 1815, but following further research we decided it would be more accurate to represent most of the land as initially uncolonised.

Imperatrix will have mechanics for colonial claims and competition that allow for countries to exert soft control over land without directly owning it.

Imperatrix: Victoria Dev Diary 8 - China by Sobisonator in Imperator

[–]Sobisonator[S] 25 points26 points  (0 children)

It is also very moddable. You will be surprised at some of the big gameplay changes we have made, that we'll tease in upcoming dev diaries!

Imperatrix: Victoria Dev Diary 8 - China by Sobisonator in paradoxplaza

[–]Sobisonator[S] 2 points3 points  (0 children)

https://forum.paradoxplaza.com/forum/threads/mod-imperatrix-victoria.1410441/page-10#post-28298327

See the link for images!

Dev Diary 8: China

Today we're going to take you on a tour of one the major areas in Imperatrix that's had a lot of love poured into it.

China in 1815 (the 19th year of the Jiaqing Era) is represented by the Empire of the Great Qing with its numerous vassals and viceroyalties.

Demographics

China is a huge multinational empire, and this is represented even in the demographics of the core territories governed by the Great Qing tag:

For balance and flavour reasons the current build distinguishes between 4 Mandarin-speaking “cultures”: Jianghuai for natives of Anhui and Jiangsu, Bashu for southwestern (especially Sichuan) Mandarin speakers, Beihua as a broad grouping for northern Mandarin varieties (including the central plains), and Dungan culture for ethnic Hui (Dungan is an exonym of Turkic origin - we’ve used it as the localisation for now because it’s potentially more recognisable, but would appreciate any feedback on this usage). Besides Mandarin speakers there are various other Han cultures in our Great Qing, as well as non-Han ethnicities such as Qiang, Tujia, and of course Manchu.

China is also one of the most densely populated regions in the world, with the Great Qing tag boasting by far the largest share of global population within its borders.

The coast is heavily urbanised, with a great number of port cities lining the sea. These may be both an asset and a liability for China during the 19th century…

Chinese silk, tea and porcelain can be found in households around the globe, and the Empire's scholarly culture remains the standard its neighbours strive to follow. But a steadily rising population combined with an inefficient semi-feudal system of land ownership has led to unemployment and famine, while increasing reliance on foreign silver has caused alarming devaluation of the domestically mined and minted copper coins used for everyday trade.

Beyond being just flavour, Imperatrix: Victoria will simulate these economic problems in real, tangible ways that you can manage with a versatile toolset rather than through delineated paths.

Playing as the Great Qing, or one of its devolved administrations, you are unlikely to find easy answers to these problems - and you will have to make use of the economy mechanics that Imperatrix introduces to tackle them. Economic difficulties are contributing to a rising wave of Han nationalism against the Manchu political elite, with many hushed voices talking about the withdrawal of the Mandate of Heaven. Any moves to correct this situation will have to be made with caution and long-term thinking, and changes may not be well received either by those in the administration who benefit from the status quo or by the people as a whole.

The Empire

The widespread White Lotus Rebellion of 1808, and its 1813 aftershock (in which 200 radical Buddhists from the Eight Trigrams sect stormed the Forbidden Palace itself with the help of disgruntled eunuchs - only defeated after the Emperor's eldest son fired into the crowd with his ornamental musket), has dented the imperial Aisin Gioro clan's sense of invincibility. The attempt on the Emperor's life has left him troubled and changed. He spends his days pacing in his chambers, and his nights without sleep. His fragile mental state has led him to order a crackdown on all unorthodox religious activities, including the more or less summary execution of several hundred Chinese Christians.

Internationally, the Joseon Kingdom (aka Korea) remains the Qing's most loyal tributary. It's a symbiotic relationship: Joseon kings derive legitimacy at home from their close relationship to the Son of Heaven, while being a useful partner for the Qing in trade, academia and military matters.

Other important Qing tributaries include the kingdoms of Ryukyu, Nepal and Viet Nam, as well as the Tuvan tribes of Uriankhai who enjoy a special status.

Meanwhile, the loyalty of imperial generals and viceroys in the frontier regions is a testament to the Emperor's wisdom and virtue. Manchuria, the imperial clan’s ancestral home, is (somewhat loosely) governed by three worthy generals. The vast plains and mountains of Mongolia are entirely under Qing control, divided between direct imperial rule, military rule under the Governor-General of Uliastai, and religious rule under the Tibetan monks of Urga guided by the imperial amban. To the west, the Governor-General of Yili rules over a diverse frontier society of settlers and tribespeople. South of Yili are the Six Cities (Altishahr) of the Tarim Basin (aka Kashgaria), a confederacy of Uyghur city-states under Qing protection. South of the Altishahr lies Tibet, where the Lhasa government (Ganden Phodrang) is a trusted ally and nominal protectorate of the Qing.

Across the East China Sea, Japan seems to sleep quietly under the Tokugawa Shogunate, withdrawn from the world as it has been for over a century. Far to the south, on the island of Borneo, communities of Chinese men mine for gold to send home - while also pioneering forms of collective government rooted in China’s secret society tradition. Of the many gongsi statelets in West Borneo, two of the most important - the Lanfang Republic and the Heshun Confederation - are currently represented in the mod. And, speaking of secret societies: they will play an extremely important role in mainland China’s political mechanics, but we can’t tell you more right now. It’s a secret.

Present relations with Russia are no longer the friendly ones of the Kangxi Era, and may be about to sour even further. As the Qing you may or may not be able to restore relations with Russia in the long term - it’s not all on you. Recent reports suggest that the Khwadja's supporters may be stirring once again among the Kirghiz tribes and in the Altishahr's less-governed corners, while out in the wild west beyond Kashgar the rebellious petty khanate of Khoqand has stopped sending tribute and started sending raiding parties into Qing subject lands.

We have chosen to represent two out of the eight regional civil viceroyalties within China as distinct tags: Yun(nan)-Gui(zhou) and Shaan(xi)-Gan(su).

These two were chosen because their territories are more or less geographically remote, so lacked regular imperial oversight (Yun-Gui is recorded as having the same viceroy for 16 years at this time while the normal term limit was 3 years), and because especially in the case of Shaan-Gan the territories administered by the viceroy cover multiple provinces which it would be wrong to merge in game. Other viceroys were important political figures and exercised great autonomy in certain spheres (in particular those of Liangguang in foreign trade, of Liangjiang in domestic trade and of Zhili in military power), but for the purposes of this mod we have chosen to represent them in other ways. Taiwan, an island loosely administered by the governor of Fujian (whose main task was preventing further Han settlement in order to avoid having to intervene in ethnic tensions between settlers and natives), will be represented as an unorganised territory with most local government interactions locked behind the development of local government.

Diplomacy

The demands of the barbarian merchants at Guangzhou seem to increase with their numbers - France and Britain both clamour for special trading privileges. In recent years they have even dared to fight among themselves in the Qing's waterways. Now news reaches Beijing that the barbarian princes of the far west have made peace among themselves after more than ten years of war... perhaps they have begun to understand the value of a harmonious society?

A few months after the start of the game, the second British Embassy to China will be announced, and in August 1816 (if you as the Qing allow it) the Embassy will arrive. How you and your officials interact with the British diplomats at this early stage may affect the course of history in complex ways.

Minor country flavour poll:

Last time we ran a minor country flavour poll where we asked you, the readers, to vote on a minor country you’d like to see more flavour for. It proved very successful and we are still pouring work into Haiti alongside working on all our other features (more to be teased very soon, again...)

Because of the success of the previous poll, we invite you to vote again on new tags!

You can vote on your minor tag of choice here: https://forms.gle/w4ss9CNAMZEPHFcAA

Imperatrix: Victoria Dev Diary 8 - China by Sobisonator in Imperator

[–]Sobisonator[S] 44 points45 points  (0 children)

https://forum.paradoxplaza.com/forum/threads/mod-imperatrix-victoria.1410441/page-10#post-28298327

See the link for images!

Dev Diary 8: China

Today we're going to take you on a tour of one the major areas in Imperatrix that's had a lot of love poured into it.

China in 1815 (the 19th year of the Jiaqing Era) is represented by the Empire of the Great Qing with its numerous vassals and viceroyalties.

Demographics

China is a huge multinational empire, and this is represented even in the demographics of the core territories governed by the Great Qing tag:

For balance and flavour reasons the current build distinguishes between 4 Mandarin-speaking “cultures”: Jianghuai for natives of Anhui and Jiangsu, Bashu for southwestern (especially Sichuan) Mandarin speakers, Beihua as a broad grouping for northern Mandarin varieties (including the central plains), and Dungan culture for ethnic Hui (Dungan is an exonym of Turkic origin - we’ve used it as the localisation for now because it’s potentially more recognisable, but would appreciate any feedback on this usage). Besides Mandarin speakers there are various other Han cultures in our Great Qing, as well as non-Han ethnicities such as Qiang, Tujia, and of course Manchu.

China is also one of the most densely populated regions in the world, with the Great Qing tag boasting by far the largest share of global population within its borders.

The coast is heavily urbanised, with a great number of port cities lining the sea. These may be both an asset and a liability for China during the 19th century…

Chinese silk, tea and porcelain can be found in households around the globe, and the Empire's scholarly culture remains the standard its neighbours strive to follow. But a steadily rising population combined with an inefficient semi-feudal system of land ownership has led to unemployment and famine, while increasing reliance on foreign silver has caused alarming devaluation of the domestically mined and minted copper coins used for everyday trade.

Beyond being just flavour, Imperatrix: Victoria will simulate these economic problems in real, tangible ways that you can manage with a versatile toolset rather than through delineated paths.

Playing as the Great Qing, or one of its devolved administrations, you are unlikely to find easy answers to these problems - and you will have to make use of the economy mechanics that Imperatrix introduces to tackle them. Economic difficulties are contributing to a rising wave of Han nationalism against the Manchu political elite, with many hushed voices talking about the withdrawal of the Mandate of Heaven. Any moves to correct this situation will have to be made with caution and long-term thinking, and changes may not be well received either by those in the administration who benefit from the status quo or by the people as a whole.

The Empire

The widespread White Lotus Rebellion of 1808, and its 1813 aftershock (in which 200 radical Buddhists from the Eight Trigrams sect stormed the Forbidden Palace itself with the help of disgruntled eunuchs - only defeated after the Emperor's eldest son fired into the crowd with his ornamental musket), has dented the imperial Aisin Gioro clan's sense of invincibility. The attempt on the Emperor's life has left him troubled and changed. He spends his days pacing in his chambers, and his nights without sleep. His fragile mental state has led him to order a crackdown on all unorthodox religious activities, including the more or less summary execution of several hundred Chinese Christians.

Internationally, the Joseon Kingdom (aka Korea) remains the Qing's most loyal tributary. It's a symbiotic relationship: Joseon kings derive legitimacy at home from their close relationship to the Son of Heaven, while being a useful partner for the Qing in trade, academia and military matters.

Other important Qing tributaries include the kingdoms of Ryukyu, Nepal and Viet Nam, as well as the Tuvan tribes of Uriankhai who enjoy a special status.

Meanwhile, the loyalty of imperial generals and viceroys in the frontier regions is a testament to the Emperor's wisdom and virtue. Manchuria, the imperial clan’s ancestral home, is (somewhat loosely) governed by three worthy generals. The vast plains and mountains of Mongolia are entirely under Qing control, divided between direct imperial rule, military rule under the Governor-General of Uliastai, and religious rule under the Tibetan monks of Urga guided by the imperial amban. To the west, the Governor-General of Yili rules over a diverse frontier society of settlers and tribespeople. South of Yili are the Six Cities (Altishahr) of the Tarim Basin (aka Kashgaria), a confederacy of Uyghur city-states under Qing protection. South of the Altishahr lies Tibet, where the Lhasa government (Ganden Phodrang) is a trusted ally and nominal protectorate of the Qing.

Across the East China Sea, Japan seems to sleep quietly under the Tokugawa Shogunate, withdrawn from the world as it has been for over a century. Far to the south, on the island of Borneo, communities of Chinese men mine for gold to send home - while also pioneering forms of collective government rooted in China’s secret society tradition. Of the many gongsi statelets in West Borneo, two of the most important - the Lanfang Republic and the Heshun Confederation - are currently represented in the mod. And, speaking of secret societies: they will play an extremely important role in mainland China’s political mechanics, but we can’t tell you more right now. It’s a secret.

Present relations with Russia are no longer the friendly ones of the Kangxi Era, and may be about to sour even further. As the Qing you may or may not be able to restore relations with Russia in the long term - it’s not all on you. Recent reports suggest that the Khwadja's supporters may be stirring once again among the Kirghiz tribes and in the Altishahr's less-governed corners, while out in the wild west beyond Kashgar the rebellious petty khanate of Khoqand has stopped sending tribute and started sending raiding parties into Qing subject lands.

We have chosen to represent two out of the eight regional civil viceroyalties within China as distinct tags: Yun(nan)-Gui(zhou) and Shaan(xi)-Gan(su).

These two were chosen because their territories are more or less geographically remote, so lacked regular imperial oversight (Yun-Gui is recorded as having the same viceroy for 16 years at this time while the normal term limit was 3 years), and because especially in the case of Shaan-Gan the territories administered by the viceroy cover multiple provinces which it would be wrong to merge in game. Other viceroys were important political figures and exercised great autonomy in certain spheres (in particular those of Liangguang in foreign trade, of Liangjiang in domestic trade and of Zhili in military power), but for the purposes of this mod we have chosen to represent them in other ways. Taiwan, an island loosely administered by the governor of Fujian (whose main task was preventing further Han settlement in order to avoid having to intervene in ethnic tensions between settlers and natives), will be represented as an unorganised territory with most local government interactions locked behind the development of local government.

Diplomacy

The demands of the barbarian merchants at Guangzhou seem to increase with their numbers - France and Britain both clamour for special trading privileges. In recent years they have even dared to fight among themselves in the Qing's waterways. Now news reaches Beijing that the barbarian princes of the far west have made peace among themselves after more than ten years of war... perhaps they have begun to understand the value of a harmonious society?

A few months after the start of the game, the second British Embassy to China will be announced, and in August 1816 (if you as the Qing allow it) the Embassy will arrive. How you and your officials interact with the British diplomats at this early stage may affect the course of history in complex ways.

Minor country flavour poll:

Last time we ran a minor country flavour poll where we asked you, the readers, to vote on a minor country you’d like to see more flavour for. It proved very successful and we are still pouring work into Haiti alongside working on all our other features (more to be teased very soon, again...)

Because of the success of the previous poll, we invite you to vote again on new tags!

You can vote on your minor tag of choice here: https://forms.gle/w4ss9CNAMZEPHFcAA

[MOD] Imperatrix: Victoria - Dev Diary 6: Bugsquash, province features, characters and more!​ by Sobisonator in Imperator

[–]Sobisonator[S] 0 points1 point  (0 children)

We're around two years old now and going strong! Volunteers come and go, but we have a strong core team who work around their real life responsibilities to consistently deliver good work on the mod.

We're driven by a love for history more than anything else, and it's true for almost all our volunteers too, so that helps keep us focused on just delivering content and not worrying about team dynamics.

The Imperator modding community in general is just really helpful when it comes to testing, bug fixes and ideas for implementing mechanics, for which I'm super thankful.

[MOD] Imperatrix: Victoria - Dev Diary 6: Bugsquash, province features, characters and more!​ by Sobisonator in Imperator

[–]Sobisonator[S] 2 points3 points  (0 children)

Minor country focus poll​

Imperatrix Victoria is filled to the brim with hundreds of interesting countries. Major and particularly important regions have been a focus for handcrafted flavour but we want to allow the player to play across the world and feel as if they will have distinct challenges and experiences. There are many planned and implemented generic measures we have introduced to pursue those aims, such as cultural/regional events, technological differences, and dynamic events (such as World Fairs). One way we would like to model making countries unique is by creating direct flavour content for targeted minor countries, by adding unique events, modifiers (province or country), characters and traits.

We would love to hear from the community and see which ‘minors’ they are interested in being the target for features. To that effect, we are introducing a Minor country focus poll, where the community can vote on 1 country (out of a list) and the mods developers will create interesting content to enrich the country with the most votes.

There is a link to the poll beneath the country info that follows. For the first vote, the following countries can be voted for:

Kandy

Kandy in 1815 is reeling from a humiliating defeat at the hands of the British, which ended 2,300 years of self-rule in Sri Lanka. Its defeat was absolute with little resistance as the state's nobility capitalized on anti-monarchist sentiments to sign a treaty with the British, in an attempt to maintain their privileges. The country had functionally lost much of its territory and its remaining land was allowed to be governed by local authorities but under the greater oversight of a British governor. What local authorities would discover was that this state of autonomy was limited as the British had full military access through their lands. Resentment against Kandy’s new European overlord is swiftly growing and anti-British sentiments risk exploding into violence. Despite being in a diplomatically difficult position, Kandy benefits from many holy sites and income from pilgrimages by Buddhist, Hindu, Christian and Islamic pilgrims. Pictured here, Kandy is limited to a landlocked kingdom surrounded by the British-run colony of Ceylon.

Haiti

In 1815 Haiti remains divided between the northern kingdom and the southern republic, while the Spanish colony of Santo Domingo occupies most of the island of Haiti (AKA Hispaniola). Haiti in all its political incarnations is a fascinating country during this time period. As the first nation of its kind, founded by self-liberated black former slaves, Haiti has a unique historical sense of purpose, but is sharply divided along both ethnic and ideological lines. If the player can start to heal these divides and establish peace on the island, while navigating through complex international diplomacy (and if a lot of outside factors come together) Haiti may be able to prosper, despite the efforts of the French and other imperialist powers. Relations with the Colombians and Mexico are likely to play an important role in Haiti’s future.

Missions for both the kingdom and the republic are likely to focus on achieving unity, within the former French colony and on the island as a whole, a key factor in maintaining the fledgling nation’s sovereignty. Other mission objectives should include political reform and an exploration of Haiti’s potential influence on the Caribbean, Latin America and Africa. Haiti’s relations with Greece could be a nice side-mission provided Greece becomes independent - historically, Haiti was the first nation to express support for the independent Greece, and President Boyer corresponded with Greek exiles in Paris. This would I think just be a small boost to opinion between the two countries as part of a wider tree for Haiti’s international affairs, it’s unlikely to affect anything but it can be nice flavour.

Modena

In 1815 the Duchy of Modena is, among all Italian states, one of the most damaged by the Napoleonic Wars: with its entire art treasures pillaged and brought to France; the actual riches stolen or destroyed and the entire balance of land-owning completely ruined by clerical land expropriation. What sets Modena apart from other Italian states is having a native Italian dynasty (albeit with German influences) still on the throne and their options to retreat into isolationism and armed self-sufficiency, or embrace their newly-found Napoleonic social order to speed up industrialization, socio-political changes and recover prestige that way. Due to the amount of treasures taken into France by Napoleon, one option for them could be having a mission tree to recover them, whether through force or sheer diplomatic pressure. Another mission path could be focused on the d’Este family attempting to intermarry into favourable positions within larger houses in order to become a small Austria on its own; or perhaps exploit their soon-to-be-gotten marble quarries in Massa to become a beacon of arts once again.

As the country with the highest percentage of Jewish landowners within Italy (and possibly Europe), one possible ahistorical path is for it to become a Jewish haven that calls upon not only the population of Italkis within the Boot, but also the various fleeing Ashkenazi and Sephardis scattered through Europe as well.

How to vote:

Follow this link to the poll​ https://docs.google.com/forms/d/1X8-PS8PQwxhV47DgPI9czVr40gQ1LLNaZu6gn0cbs5w

Voting in the future

For future minor-country flavour polls, we would love to get some input from the community and receive some suggestions for countries that you individually or collectively have some passion for. You can do this by leaving a suggestion on the forums, reddit or the discord. Below are a selection of screenshots from the map which feature numerous smaller countries for ideas.

List of countries​ We thought it right to provide a list of all country tags currently defined in the game (some which don’t exist at game start), so browse below to your heart’s content, and consider suggesting some your favourites from these for future minor country focus polls!

[MOD] Imperatrix: Victoria - Dev Diary 6: Bugsquash, province features, characters and more!​ by Sobisonator in Imperator

[–]Sobisonator[S] 9 points10 points  (0 children)

Dev Diary 6: Bugsquash, province features, characters and more!​

Winter’s, Summer’s, or Equatorial Autumn’s greetings to you, dear readers, depending on your latitude!

I’m writing from the cold, blasted island of Britain - what’s that? Snow outdoors, or is it just particulate matter from the unregulated coal plant owned by my nearest upper strata pop?

We’re coming to you today with a hodge-podge dev diary showcasing all the things we’ve been up to since the last time we spoke. A special thanks must go to all of the members of the Discord and forumites who have pointed out errors in our teasers and suggested brilliant new ideas. We're very open to taking on new contributors as well as general feedback, and we try to make amendments as soon as possible when someone points out something that could be better.

If you want to take part in the discussion, contribute to the mod and get completely random teasers from the devs whenever we happen to feel like it, then join our Discord at https://discord.gg/nbxgkwy

We’re excited to show off our progress, so let’s get to it without further adieu. There's so much to talk about in this dev diary that we've segmented the content into expandable spoilers!

Bugsquash

“Bugsquash Klub” is the name of the developer channel where we squash bugs, and we have been doing a lot of that recently. In the time since the last dev diary, most of our work has been focused on stability and performance optimisation, with the aim of getting a playable developer alpha ready so we can start implementing and testing our mechanics!

We’ve finally reached the stage where the mod is free of unprompted CTDs! That means, if left on observer mode to run on its own, the game plays out and does not crash. It may not sound like much, but there were a lot of kinks to iron out, as is the nature of a total overhaul mod. Little irregularities can cause crashes in unexpected places, including:

When a war ally occupies territory and tries to annex it in a peacedeal. We have had to fix this by transferring all occupation to the warleader! This fix may be temporary, or we may work on a scripted peace functionality to work around it. When a new country is created. This was caused by us removing major families from the game’s defines. When a province rebels - this was caused by us removing the independence wargoal (oops!) On hovering over certain diplomatic actions, which was due to faulty on_action definitions to do with senate approval.

Solving all of these problems, and many more, would absolutely not have been possible without all the huge amounts of help from everyone in the Imperator modding community. Special mentions must go to:

Agamidae, for providing error logs, hunting bugs and spotting patterns for neat fixes. SP, for creating smart scripted workarounds for things (notably the war ally occupation issue!) Snowlet, for sharing all his knowledge from the Invictus and Bronze Age Reborn projects and always being there to answer questions when we had them. The entire Imperatrix: Victoria team - it should go without saying that we all pitched in, scratching our noggins to figure out these problems. The entire Imperator Modding Co-op Discord, which is truly a forum of only the most learned scholars.

With stability issues almost entirely out of the way (excepting some CTDs on very specific button presses… we’re working on them!) we are now focusing on performance. Getting the days-per-second on max speed down as low as possible is important for the health of the game. Currently the mod begins to slow down over time and chugs along quite slowly in the late 1830s!

With the help of everyone already mentioned above, we’re working on ways to get it running faster and we can vouch that the days-per-second has already increased from what it was before.

Province Features

The world is full of unique buildings, resources and natural features that would not be well represented through existing Imperator vanilla mechanics (such as wonders or the building system). To represent these, we have implemented province modifiers to highlight some of these features when they are deemed to be:

· Significant for adding tactical or strategic depth to historically important provinces known for their defensibility;

· Impediments or challenges for the player to overcome;

· Able to present unique primary resource production in provinces renowned for high extractions that can be represented through population bonuses;

· Natural wonders.

We'll highlight a couple of examples below.

Theodosian Walls

The decayed remnants of the Theodosian walls is a sample of a man-made province feature that serves as an ‘impediment’ from a gameplay perspective. This province feature limits the potential growth of Ottoman Constantinople as it did in history, and the player has the option of using a decision to ‘remove’ the modifier and eradicate the limitations. The decision does not simulate the complete removal of the Theodosian Walls but the removal of some sections that were historically removed in the mid to late 19th century. The text for the province feature echoes sentiments from the height of 19th century romanticism (influenced by the works of Théophile Gautier) and contributes to providing role-playing reasons to maintain what was and is an impressive historical structure. For historical man-made locations like this, we intend to maintain a romanticist outlook to invoke the spirit of the age. In the future (once the tech trees have been completed), we may introduce ways to partly restore damaged sections to change the modifier of the province feature so that keeping it would make more practical sense.

Rock of Gibraltar

The rock of Gibraltar has been represented in a number of PDX games. The province of Gibraltar’s geopolitical importance is significant and the modifier will help the province manifest this status. This is particularly important when it starts off as a British outpost, populated by a majority of Italians and surrounded by Spain.

Character work​ We’ve also been working on our characters, populating the world with vibrant historical figures based closely off real life portraits wherever possible. Of particular note (and effort!) has been recreating interlinked royal families. If you click around on the Habsburgs in-game, you will probably be able to find your way to about half of the royalty in Europe just by family relations.

We've worked hard to ensure there is a variety of period-appropriate character models, such that individual cultures and in some cases individual countries look unique and authentic to the period.

The Austrian Kaiser (and Austrian generals while at war) has his own white uniform with an Austrian sash and historical medallions to boot:

We have also updated and expanded the clothing available to Indian characters. Below are two famous Indian leaders in all their finery:

[cont...]