Releases: The-Grand-Combination/The-Grand-Combo
Releases · The-Grand-Combination/The-Grand-Combo
TGC: A Fair Day’s Pay
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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 ...
TGC: Academic Research & Economic Development Hotfix 1
TGC: Academic Research and Economic Development
- 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)
- the one piece!!! the one piece is real!!!! by @basedking in #188
- The player can now outlaw Fascist Soup Kitchens by @joelAVS in #191
- Accordi di Plombières by @Perfo-6 in #187
- Accordi di Plombières by @Perfo-6 in #192
- [DO NOT MERGE] Improved README.md by @joelAVS in #196
- [DO NOT MERGE] Banks and Universities by @joelAVS in #190
- Colonial governments removal by @Perfo-6 in #193
New Contributors
Full Changelog: 0.94.1...0.95
TGC: Tribalism & Pioneering Hotfix 1
Fixes the crash on culture-hover issue
TGC: Tribalism & Pioneering
Merge pull request #169 from rderekp/poptypes Poptypes Release
0.93.Hotfix1
Necessary hotfix release.
0.93
First release to go up on ModDB
19.09.2021 Performance/Dynamic Flags Release
Take it easy, we're not makin' a western 'ere.
Weekly Hot Press release
You hear about the Chinese Godfather? He made them an offer they couldn't understand
Gabagool
How 'bout some gabagool?