actually, at least back in my day, alpha was for features and beta was for bugfixes. it's a barely working alpha according to the modifications they're planning.
since there seems to be no cap on trade level aside from convoys. Realizing I made huge mistake when making a trade agreement with Prussia as Ned as they steal 2k liquor from my pops when I had a surplus 900.
Fixed that for you,You cured alcoholism by making PrussiansalcoholicsBavarians!
I think we have found the root of HeroMarine 's anger
It's not your fault, mate.
Some of us are just born into the worst shitholes and struggle all our lives to escape that legacy.
Location Tampere,Finland
I ended the Mexico-Texas war at the beginning of the game ONE WEEK into the first engagement because I caught Santa Ana.
I think he was referring to my ratings on others shitting on Bavaria.I think we have found the root of HeroMarine 's anger
It's not your fault, mate.
Some of us are just born into the worst shitholes and struggle all our lives to escape that legacy.
Location Tampere,Finland
At least Brazil isn't run by a whore.
Remember the Alamo.I ended the Mexico-Texas war at the beginning of the game ONE WEEK into the first engagement because I caught Santa Ana.
That was how the real war ended. Sounds like they added that event to make Texas winning that war more likely. Winning the war as Texas was a bit tricky in Vic2 due to how the actual history, the leader of Mexico being captured by Texas, couldn't happen in Victoria 2's mechanics.
https://en.wikipedia.org/wiki/Battle_of_San_Jacinto
- Reduced the number of monthly radicals from political movements to enact and restore
- Reduced the number of pops in the mid- to late-game by merging very small pops back into the general population
- Reduced the number of pops in the mid- to late-game by forcing unemployed pops to switch profession when sufficiently poor
- Improved performance of updating trends for political movements
- Improved performance of enumerating Liberation war goals
- Increased AI tendency to stick by its allies and subjects in conflicts
- Fixed AI acceptance for 'powerful protectors' factor to appear in virtually any alliance/customs union
- Fixed AI confidence and peace desire from gold reserves not being capped to 100% reserves
- Fixed AI incorrectly calculating how much an ongoing war or diplomatic play should add to their neutrality, making them abandon allies due to involvement in small conflicts
- Fixed AI involvement in a diplomatic play shown as an empty string in their neutrality calculation
- Fixed settings (such as in-game language) not being saved correctly when path contains non-latin characters
- Properly fixed flotillas not recovering morale
- Fixes "Pass a Law that enables an Institution" tutorial challenge being impossible to complete or writing to the error log under certain circumstances
- Fixed issue where a placated Political Movement might still trigger a revolution
- Fixed issue with American Territory Achievement using an incorrect trigger
- Fixed issue with not being able to get Berlin Conference Achievement.
- Star Swarmed Banner no longer requires exactly 100 states exactly to get the achievement, but rather 100 or more
- Fixed issue with placeholder image being used for flamethrower event modifiers
- Fixed CTD in CPdxTerrain::CreateEffect
- Fixed CTD in CWarGoal::IsAdjacent
- Fixed CTD in CBuildingType destructor
Wish i know its probably very well hidden if int here at all. You probably cant do much as pleasing them will radicalize other groups...What is the best way to determine what political reforms (or other actions) your radicals actually want to better determine what reforms you can pass to decrease radicalism? On a per state or per entire country basis is fine.
Right now the best I can tell is seeing what reforms the interest groups with the largest number of radicals want, but I don't think that is always a good 1 to 1 mapping. The change in radicals from last year is helpful for seeing if a desire for political reform is creating radicals, but it doesn't identify what reforms they want, or what reforms would be able to please radicals who became radical for other reasons.
Some way to see X number of Radicals want X reform and would be satisfied if that law was passed/repealed. The movements only seem to crop up once it reaches a certain level of severity or as a reaction to the current law you are trying to pass.
Right now all I can try to do to reduce radicalism is try to increase the standard of living (although this can make them more politically conscious and more likely to become radical, backfiring) and try to pass liberal reforms in general hoping it is one a significant number of radicals are pleased with. Which has only gotten me mixed results so far.
Yeah, that's how this game rolls. Being a capitalist is just a jawb.
Depending on where you draw the line of subsistence farming, there could be a lot of cases in the US, since farmers, especially during the earlier colonial days, often were quite wealthy. But I think you'd need kind of an intermediary pop promotion pipeline to represent the fact that they started out as homesteaders (subsistence farmers, essentially), then expanded their operation and were starting to sell crops and livestock they grew, and then had the capital to engage in other business ventures. So you'd want something like subsistence farmer -> commercial farmer -> capitalist.Trying to imagine a real life case of a subsistence farmer turning into a capitalist.
Sold the farm, bought a small shop in town.Trying to imagine a real life case of a subsistence farmer turning into a capitalist.
The Party is obliged to solve unemployment for the peopleYeah, that's how this game rolls. Being a capitalist is just a jawb.