Making History II: The War of the World

Making History II: The War of the World

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Brave New World
   
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560.846 MB
3 Feb, 2019 @ 11:03am
7 Dec, 2023 @ 11:26am
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Description
MAJOR PUBLIC RELEASE

This modification of "The German Question" holds sentimental value and I have decided to share my creation with you! (see the discussion page below for a story) My goal is to provide the player with a more enriching Making History 2 experience through optimised research flow, new art assets, new music to listen to, new unit concepts and features for game longevity.

***Some updates might affect your saved game, you play this scenario acknowledging this***


What You Should Know
  • Over 90 minutes of new music (old music would always put me to sleep, HA!)
  • Artillery can now bombard industry and infrastructure of adjacent regions (balanced Arms cost)
  • Major changes to research system including new buildings such as the Public School, changes to existing buildings and a new research tree with more linear dependencies.
  • Research Academies no longer require a University and now provide a small boost to research themselves.
  • Added "Nuclear Power Plant". Requires Uranium Enrichment research project and when built passively generates $25M/turn.
  • Added "Nuclear Carrier". A new top tier unit for the Carrier Class. Requires "Uranium Enrichment" research project and is capable of being out to sea for unlimited turns without needing to be refuelled.
  • Added "Nuclear Submarine". A new top tier unit for the Submarine Class. Requires "Uranium Fission" research project and is capable of being out to sea for unlimited turns without needing to be refuelled.
  • Added "Coal Plant" and "Recycling Center". When built will allow the conversion of excess MPUs into Coal and Metal resources respectively.
  • Added "Mill" for 1 IPU cities to establish industries faster. A Mill will enable the "Bake Bread" factory work order which is best used when food stocks are low but not yet depleted. Only one allowed per city - can be upgraded into Mechanized Factory once city becomes more developed.
  • Effectively no turn limit. (technically there is but if you reach it PLEASE tell me :P)
  • Added "Early Anti-Air Guns" and "SAMs". The first units of a new mobile anti-air class.
  • Added "Torpedo Dive Bombers" a new carrier wing with critical hit capability.
  • "Land Clearing" resource project added. Adds an additional farm slot to any region. Requires Farm Mechanization research.
  • Added "Light Glider". Air recon unit identical to the observation blimp, slightly more expensive to build. (Role may change in future)
  • Medical Centre MPU bonus has been doubled from 10% to 20%.
  • Major changes to unit upgrade tracks. Not only to aid the AI, but also to encourage the use of lower tiered units throughout the early war.
  • Balanced/Modified MPU cost, $-upkeep and transport weight for nearly all military units.
  • Units no longer become "obsolete". For example, when Infantry2 is researched, Infantry1 will still be build-able. (the ability to decide is important especially with all the new changes to unit upgrade tracks)
  • Infantry and Tank research naming pattern (I,II,III,VI,V,VI) have been replaced with unique names for each tech.
  • Militia now cost 40 MPUs so smaller nations and China, spam them less mid-late game. (Tested and appears to have a positive impact on China) Militia have also been separated into three separate tiers.
  • Buff to the Cruiser Ship 's anti-aircraft capabilities now making this the primary role of the Cruiser Class.
  • Submarines now only carry 6 turns worth of arms before needing to resupply (down from 10 turns) however, operational range remains the same.
  • All means of generating wealth from factories has been slightly increased.
  • Airbase now requires 10 turns to build and costs $1M to maintain. (up from 5 turns and 100k maintenance cost)
  • Metal and Coal Exploration now requires 10 MPUs and will take 30 turns. (up from 5 MPUs and 20 turns)
  • Oil Exploration now also require 10 MPUs and will take 40 turns. (up from 5 MPUs and 20 turns)
  • Deep Metal and Coal Mines as well as Oil Refineries will now take 20 turns to build (up from 15 turns)
  • Some diplomatic and political programs now have more reasonable success percentages.
  • Maximum resistance percentage any unit can achieve including buffs from military fortifications has been reduced from 75% to 65% to provide more consistent and predictable behaviour when attacking large stacks of units. Helps with a issue I like to call "Stack Wiping".
  • Added a new experience tier: "Experienced". Designed to fix a gap that existed between the veteran and elite experience tiers.
  • Many other small changes...

UPCOMING CHANGES

---Long Term Concepts---
  • Tweaks to AI research tracks and science/production policies.
  • New nations to liberate and more accurate population numbers.
  • A way to UPGRADE infrastructure rather than building anew. Ex. Roads, Railroads
  • Test the idea of increasing building and resource producer's hit-points by a factor of 10.
  • Fund Political Opposition with more reasonable success percentages.


---Known Issues/Bugs---
  • Some encyclopedia entries have placeholders.
  • English is the only supported language for new content added by this mod.
  • Nuclear Power Plant and Coal Plant is occupying the same city model space but are fully functional when both are built.
  • AI use of new units and Unit Upgrade Tracks isn't always logical.


Ongoing Commitment

The whole reason why this mod exists is because I enjoy making these changes so I plan to work on this mod as I find the time. I hope to make slow but steady updates and improvements, optimisations and accurate troop descriptions/encyclopedia entries. Thank you so much for all the positive feedback and giving this workshop content a thumbs up, it means a lot!
Popular Discussions View All (1)
0
9 Feb, 2019 @ 3:20pm
Suggestions and a story <3
Mysticlynx
17 Comments
Mysticlynx  [author] 18 Jul @ 7:28am 
Sorry @howellmatthew13. I probably won't be able to do that at this time. That being said I've made those changes to stability strictly so there isn't a runaway financial deficit without consequence. All I could suggest is try to keep a tight grip on staying in the black while going about your play through.
howellmatthew13 11 Jun, 2024 @ 4:20pm 
can you do something about maybe giving a building a happiness bonus or something to take away\reduce the happiness penalty from the culture religion and ethnic differences
Mysticlynx  [author] 25 Apr, 2023 @ 9:25pm 
Thank you Sir!
Sir Vegetable 21 Apr, 2023 @ 12:03pm 
Cool mode, like the new features.
Would like to see the public school bonus implemented :Uncle_Joe:
Mysticlynx  [author] 5 May, 2022 @ 9:22pm 
Hey, thanks for that feedback @jhonathan.belman. I have actually experimented with doing just that but when RPU's are added to something like the medical center it then becomes pushed up with the rest of the other buildings in the "city infrastructure" tab and is no longer given it's own "speciality buildings" section which makes it slightly messy. But functionally YES I agree with you, that would be something I'd like to add if it wasn't so aesthetically displeasing.
Muriat 28 Apr, 2022 @ 11:03am 
Thanks for the mod. The only thing i would suggest is to add IPU to the aircraft & vehicle plant, and also to the shipyard. And RPU to the medical center.
Mysticlynx  [author] 29 Jul, 2020 @ 7:59pm 
Thanks dharter :)
dharter 15 Jul, 2020 @ 6:22am 
Awesome Mod!! My favorite one bug I noticed is unable to march into northern canada and norways arctic holdings. Also would love to see a Man in the High castle version of this!
Mysticlynx  [author] 11 Jun, 2020 @ 8:47am 
That's dude ;) Glad your enjoying it.
Blackout1111 10 Jun, 2020 @ 4:08pm 
You're doing god's work here m8