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1.2 패치에 맞는 VRRP 패치가 올라왔습니다.
파란클럽 자료실에 올려놨습니다.
v1.10
-Removed ability to build from aristocrats
-Made aristos and artisans promote to capitalist based on consciousness, literacy and cash reserves. The more liberal the economic system, the lower the minimum threshold of CON/LIT/cash needed for conversion to happen
-Updated defines.lua to be in accordance with 1.2,
-Made philosophy tech give RPs directly, rather than via events; 100% for first level, 20% per subsequent. Removed events for research bonus from philosophy tech (since 1.2 makes it possible to give them directly).
-halved RP gain from country status (GP, secondary, civ, unciv)
-halved RP gain from plurality
-Gave an AI factor of 2 to research clean coal, cheap iron and mechanical production
-Moved some of the cattle and fish in life needs to everyday needs for all POPs (to make life need fulfilment possible for poor POPs in pre-industrial societies)
-added more fish and cattle to everyday needs of most POPs
-rebalanced RGO setup by changing some fish and cattle for grain, fruit and coffee
-Reduced clerk needs to match craftsmen (since unequal wages among workers in the same factory doesn't work at present)
-Removed everyday_needs = 0.4 requirement for unciv farmers to go artisan, reduced overall conversion rate
-decreased aristocrat leadership generation slightly, and made only the first 1% of aristocrats count for leadership
-made artisans who get much everyday goods less likely to go farmer or craftsman
-made poor POPs less prone to go intellectual or bureaucrat, and increased significance of literacy for it
-Gave farmers, labourers, soldiers, craftsmen, artisans, aristocrats, intellectuals and bureaucrats all a constant factor to "promote" to themselves. This means that promotion factors actually affect the total effective number of people promoted, rather than simply determine the odds of choosing that type when promoting (Before, if a pop could only promote to one other type, 1% and 50% promotion factors would still give the same number of people promoted. Not any longer, since it always has the possibility of "promoting" to itself instead)
-made up to 8% clerks count for RP generation
-fixed omission of starting naval techs for USA
-fixed liferating 3 bug for Ankara, Ardahan, Diyarbakir, Erzurum, Giresun, Kars, Kastamonu, Kayseri, Marash, Sinope, Sivas, Trabzon, Van, Manzouli, Massekisse (Maputo), Mossurize (Sena)
-set the size of the initial money injection to 30
-added start-of-game money injection event giving governments an additional 10000 if GP, 1000 if not
-Introduced smooth gradual money injection of £2 per POP with a MTTH of 12 days, active for the first 3 years of the game
-added Seigniorage event giving government money equal to tax base x 30 when certain thresholds of industrial score are exceeded (to make world money supply keep up with increased production capacity)
-halved aristocrat and artisan everyday needs to make capi promotion a little easier
-reworked promotion to capitalist entirely for aristos and artisans, making it much more dependent on consciousness and literacy
-made broke capis in factory-less states very prone to go aristo and artisan, going back to their original poptype to fetch more money for building
-decreased annual interest rate to 12.5%
-put brakes on intellectual promotion when their proportion of the population becomes high (both on state and country level)
-Decreased each factory level to hold 5000 employees. Decreased build costs, throughputs and maintenance correspondingly, though build cost per throughput is four times that of earlier versions (to make capital accumulation be the main limiter of industrial growth, rather than craftsman promotion). Also, this nerfs interventionism (since one factory level counts for much less nowadays, making not being able to expand the factory more of a liability)
-Doubled machine part cost of railroads
-Rearranged political thought research path: Most plurality-affecting inventions moved to Ideological Thought. State & Government is renamed Nationalism, and gives a +25% assimilation modifier by event. Nationalism & Imperialism is renamed simply Imperialism.
-Gave great powers higher weight to research Nationalism, to get assuredly to Imperialism to start colonizing
-updated event_modifiers with new ones from 1.2
-added 1.2 output effects of economic policies (though halved magnitudes out of balance, since output modifiers are more powerful in VRRP than vanilla)
-decreased capitalist build costs to 50% in laissez-faire, 100% in interventionism
-fixed typo giving state capitalism and planned economy 10 times too big factory output penalties
-made private factory expansion possible in state capitalism
-Replaced the static -0.025 CON modifier with a variable depending on religious policy: -0.03 for moralism, -0.02 for pluralism and atheism, -0.01 for secularism
-set NONCORE_TAX_PENALTY to 0 in defines.lua
-restored SOLDIER_TO_POP_DAMAGE to 0.1
-doubled positive effect intellectuals have on poor and middle-class consciousness
-increased factory employment percentage needed for capis to build further to 85%
-increased the level of most existing factories to 2 to compensate for each factory level meaning less nowadays
-increased base RGO size to 100000
-fixed bug that made game crash when event Wind of Nationalism fired
-removed requirement of work available for conversion to clerk (was blocking conversion when all factory jobs were filled by craftsmen, clerk conversion is still blocked by umemployed clerks in province)
-tripled factors both pro and contra for artisans to go capi (minimum CON/LIT/cash remain same as before, but more likely to choose capi over other poptypes as promotion target)
-made Jan Mayen an independent country for the purpose of running event-based game mechanics, as well as be the world's creditorIts national bank is kept well-stocked with money by one insanely rich size 100 farmer POP
-set MAX_LOAN_CAP_FROM_BANKS to 500 (as only one bank in the world gives out any significant loans nowadays)
-Removed luxury clothes and furniture needs from middle POPs to prevent desire =! demand fallacy, except for officers who have luxury clothing as everyday need (uniforms!)
-removed opium needs from all poor POPs, moved them to everyday needs for middle POPs, and added opium to everyday needs for rich to prevent desire =! demand fallacy
-changed a few other promotion factors to balance regarding the above change, and boosted all general promotion factors slightly
-Halved all good prices to make industrial scores lower compared to prestige and military score
-fixed factory maintenance cost (was about 10 times too high due to calculation error)
-fixed syntax error which made cultural achievement country modifiers not give a consciousness boost like they are supposed to
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