Victoria 3
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Cold War Era (1950)
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12 июн. 2023 г. в 4:49
10 авг в 5:27
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Cold War Era (1950)

Описание
Notice:
Errors & Content: The mod is still in a very early stage so bugs, missing content and the occasional crash can be expected. Game balance will also not be good.

Performance: The mod will run slower than vanilla due to the large number of buildings and pops present in the game. Please see the FAQ section for some sample performance times.

Linux Users: You might need to delete the 'fonts' folder of the mod if the localisation text for the UI is missing. This is because the fonts in this mod may be incompatible with linux.

1946 Start Date: You can play the mod in 1946 by running this mod concurrently with the Cold War Era (1946) sub mod.

About the mod
The Cold War Era mod (CWE) brings Victoria 3 into the Cold War era and beyond. This mod contains a slew of special features such as nuclear war systems, dynamic international organisations and decolonisation chains to accurately simulate the Cold War and Post-Cold War world. Politics and the economy have also been completely overhauled to allow the game engine to represent the modern era.

Current Features:
- New goods, PMs & buildings
- New laws & redone government types
- Edited military system
- Edited tech tree
- Overhauled ideologies & IGs
- Corruption system
- Functional UN (IMF, Peacekeeping, Sanctions & Membership)
- Functional Nuclear War system
- Economic Outlook system
- Some historical events for decolonisation, wars and revolutions
- Country flags & leaders for countries in 1950
- Space Race
- Superstates

Future plans:
- Complete the historical events
- Add more historical organisations

FAQ
1. What is the mod's time frame? -> 1950 to 2092
2. Why are some localisations for events missing? -> It is to speed up progress of the mod.
3. What is the difference between this mod and other cold war mods? -> This mod uses a different ideology (based on V2 style issue support) and sphere of influence system (using Client States).
4. Why is the tech tree like HOI4? -> It is for the ease of editing and balancing the techs whenever PMs or buildings need to be changed. It also avoids the need to put 100s of techs in a giant tech tree spaghetti to cover all the technological innovations over the last 100 and next 100 years.
5. Why is the economy having X problem? -> Balancing the economy needs a lot of time. We are not a company and we don't have enough manpower to just run the game for hours to check changes to the economy.
6. Can you just use the vanilla buildings instead? -> The vanilla buildings were not balanced for 1950 and so any attempt to just port over them will still lead to similar economic problems. You will know if you have ever tried running the game past 1936. Also, people will then complain that the economy is incomplete because X modern good is not represented.
7. Why are there 'national identity' cultures? -> Due to V3 using cultural homelands and not country tags to set cores, those cultures are necessary to prevent the wrong countries from being released during uprisings and to mark various territories as being part of a particular state. So for example, without the German or Austrian cultures, there can be a uprising to release Austria in Alsace Lorraine because that is a South German homeland. If there is no Russo-Eurasian culture, then all Soviet states will have to marked with Russian homelands. If there is no British culture then a Great Britain revolt may occur in England instead of an English revolt. The same problem will be made worse in places like Africa where the cultural distribution does not follow the actual national borders. Using the vanilla way will therefore lead to massive ahistorical border gore so using national identities instead is necessary to prevent this problem.
8. Why do communist countries have "no elections" in this mod? -> Election laws in this mod represent how competitive elections are (i.e. whether there is only 1 party on the ballot, whether opposition candidates need to be pre-approved by the government, whether ballots are secret, whether there is any undue pressure on voters to vote for government candidates etc.). The eastern bloc did not have competitive elections based on the above definition so they are represented as "no elections" in this mod.
9. What is the performance of the mod like? -> It is slower than vanilla. Here are some sample times using my computer:
- 1951: 5 min 26 sec
- 1975: 7 min 19 sec
- 1900 (vanilla performance benchmark save): 4 min 00 sec

Community
Join our Discord[discord.gg] server where you can discuss ideas or share your experiences with fellow players!

Languages
Note that the fonts used in the mod may differ from language to language due to font compatibility issues.

Supported Languages:
- English
- Russian (WIP)
- French (WIP)
- Korean (WIP)
- Brazilian Portuguese (WIP)
- Chinese (Simplified) (WIP)
- Turkish (WIP)
- Spanish (WIP)
- Japanese (WIP)
- Polish (WIP)

Contributing translations:
If you would like to contribute translations, please feel free to contact the mod team at our discord server so can integrate your files into the mod.

About the creators
We are the team who made the Cold War Enhancement mod for Victoria 2 and we hope to make a Cold War mod for this game as well.

Creator & Main Modder:
- Settintotrieste

Major Contributors:
- Dan
- Domper59
- MikeGO
- xxxAnn
- Someone137
- 유고시 (yugoshi)
- erdemug
- Radsterman

Other Contributors
- Arcady
- Fabio
- YashaCarry
- PLATELru
- LooseTongue
- jcrus02
- Ricco
- Fabio
- KBRZ
- lomirus
- Mustafa.44
- NaviVoleb
- klorpa
- huanghongxun
- Zzyxas
- Unión Soviética
- Brick Mann
- yt-koike
- 시아츠
- DrDisability

Credits & Special Thanks
- Cold War Project: Some UI assets, pop and resource information were taken or adapted from the mod.
- Empires of History: A Map Mod: Adapted their gorgeous map textures for this mod.
Популярные обсуждения Просмотреть все (19)
1
2 авг в 6:17
Inviting Foriegn Workers
HeadWhack
1
13 июл в 1:15
Map Clipping
Blzmataz4
2
16 мар в 5:01
Fabric Production
FlorianXXIV
Комментариев: 929
Elros 10 авг в 3:48 
hi, i would like to help you to translate the mod in french, how can i send you the work i have done already ?
thanks
Zophyr 8 авг в 5:14 
half the buildings in this mod are somehow unproductive, is this intended?
nammerino 8 авг в 4:59 
@The Lizerd King Hi, city places are wrong in the Western Anatolia region of Turkey. Ankara should be in the place where Çankırı is and current location of Ankara in the game is Kayseri also northwest of that is Sivas instead of Konya
ExacTed . Romain 6 авг в 16:27 
I am around 1995 with France and suddenly all european memeber of my power bloc leave, even if I invite them back they leave like two weeks laters. Does anyone has an idea why and how to fix it thx.
nicedud1 2 авг в 16:03 
Why are there two Cold War mods? Would be beneficial if the two would join forces
Ubik 30 июл в 12:04 
Hey, great mod, thank you, I'm having great fun. The autoexpand rule for electricity buildings doesn't seems to be working though, since it has rule about electricity price in the market being over 50% higher than base, since it's local only good. If you may remove it completely OR better replace with local price - solid, appreciate it
justin.vangool 29 июл в 6:58 
i dont understand why the german socialists are nationalistic and anti-enviromentalist. im around the 1980's and am wondering if this changes the further you go in the game. ignoring the nuclear dismantelment. the Greens and socialists were responsible for most climate action
Ricky_Wagner 28 июл в 17:07 
@Emix33 Think thats sort of working as intended for China.

You need state central planning in a closed trading environment (aka basically only the USSR) to create actual industry. Those resource buildings arent necessarily analog to the total production of those goods, in reality since such a huge amount of people lived in subsitence most resources like lumber would be produced, used, and sold almost entirely locally. Resource buildings in game especially in 1950s era represent centralized multi layered production lines that are not possible to start without either foreign investment/tech transfer, or a large enough urban, educated, and economically free population.

China also had like 22 years of straight warfare from start date. It follows that not much would be there.

but prob a oversight tbh.

@The Lizerd King

Love your mod.:WH3_clasp:
theconquererlbensolo 28 июл в 9:06 
Seems to be a problem when you first start the game.

When the game starts and you play a nuclear power like the USSR or USA, the Silos magically disappear for no reason for which then you cannot begin a nuclear program nor can you even build anything related to nuclear power. Am I doing something wrong here?
Mad Baron 27 июл в 13:55 
Hi, don't know whether that was an intentional change but you made it impossible for companies to buy buildings on the planned economy types. Previously just normal privatization was disabled, but it was possible for companies with monopolies to buy up buildings. Now they are stuck on the initial (5 in most cases) buildings, which basically renders companies pointless for USSR and China.