!Magna Mundi Version 1.03 Released (2/21/2007)
The first version of Magna Mundi is now available for download.
Magna Mundi v1.03.04
Magna Mundi v1.03.04 (Mirror 1)
Magna Mundi Interface Modification v0.01 (Seperate Download):
The Magna Mundi Interface Mod v0.01 is modified interface that uses alot of transparency to allow you to focus on the map. It is a very early project so don't expect to much, but I will be improving over time.
MM Interface Mod v0.01
Team of contributors
- SharpAlignment (Core Systems & various stuff)
- Ubik (Core Systems & various stuff)
- Sakura (Japan)
- Daboese (HRE Relations)
- Marquoz (Beta Testing)
- Duke of Earl
Originally Posted by Introduction
Originally Posted by Install Instructions
Change List v1.03
Originally Posted by Gameplay Tips
General Changes / Core Files
- Added Sakura's Sengoku Mod v1.3 as the foundation for Japan. Some changes were made to these files to better integrate into the overall mod. Thank you again Sakura for your excellent rendition of Japan.
- Added Daboese’s HRE AI relations system as the foundation for HRE relations. Some changes were made these files to better integrate into the overall mod. Thank you Daboese for you extensive system of HRE events.
- Core gain has been changed from 25 to 75 years
- Core Loss has been changed from 50 years to 350 years, effectively removing it from the game. The only way for a country to lose a core is through a peace settlement or event.
- Added new Fortress Levels to represent Legendary Fortresses and highly Defendable geography.
- Base Bad Boy Threshold has been reduced from 30 to 15.
- Increased Normal and Severe winter attrition values.
- Same group culture Revolt Risk raised from 0% to 1%.
- Non-accepted culture Revolt Risk raised 1% to 2%.
- Occupied Province Revolt Risk raised to 8% revolt risk.
- Tolerance: each step +/- 0.8% Revolt Risk
- Adjusted values for Slaves
- Revised all National Ideas. (Note: DO NOT TAKE QftNW before 1650!!!! It will fire and be removed by event before this date)
- Holy Roman Emperor: added merchant placement chance, merchant compete chance (strong diplomatic liaisons) and lowered the Badboy limit for the Emperor
- Curia Controller: added global spy defense
- Controlled Cardinals: added a small spy efficiency and spy defense
- New Global Modifiers: baddieboy, worseboy, Evil_Incarnate, heavy_income_loss, riots, light_revolt_risk, prepared_defense, unit_manuevers, no_cavalry_manuevers, no_infantry_manuevers, horse_shortage, & low_aristocracy_morale
- Added Plantation and Slave Market
- Event based Early Exploration System guides the AI to colonize in a more historically plausible method
- Gives Castille/Spain and Portugal a considerable head start over any other nation
- Gives England and France an advantage over any other nation except the two above
- Postpones uncovering of TI provinces to a more reasonable date, except where dictated by events
- Greatly increased ocean attrition by 400% and increased movement cost to 125%
- Uses temporary modifiers triggered by event to help AI establish a foot hold in historic regions
- Lucky nations no longer receive flat bonuses to most stats, and instead receive a bonus chance of receiving good events and less chance in receiving bad events
- Each country start with a National Idea at Gov Tech 0. No country starts with Quest for the New World
- Delays the second National Idea to Government Tech level 8 (around 1508)
- Removed the penalty for non-culture CoT
- Made slight increases to Infantry_shock, infantry_fire, and artillery_fire values.
- Added army specialization system to encourage different recruitment styles for nations. This system assigns a starting specialization. A reform event is possible to change specialization later in the game.
- Artillery Specialty – Reduces artillery cost, enhances leader’s Fire and Siege ratings.
- Infantry Specialty – Reduces infantry cost, increases land force limit, and increases leader Fire rating.
- Cavalry Specialty – Reduces manpower and force limit, increases leader shock rating and the amount of prestige from land battles. Primary benefit of this specialty is ignoring Pay level 1 of cavalry pay system.
- Mixed Arms Specialty – Increases land morale, land force limit, and prestige from land battles.
- Native Specialty – Reduces Infantry cost and increases Cavalry Cost and Artillery Cost.
- Artillery Weakness – Reduces leader’s Siege and Fire rating
- Infantry Weakness – Reduces leader’s Siege and Shock rating
- Cavalry Weakness – reduces leader’s Shock rating
- Increased Mercenary Maintenance from 2x to 5x
- Added Increased Cavalry Pay System
- Pay level 0 – This is the default. If you have less then 4 cavalry units, and/or less then 30% of your entire army is cavalry, then you receive no additional tax penalty or cavalry price increase.
- Pay level 1 – If you have more then 3 cavalry units, and they make up 30% or more of your armies, you will receive a 10% tax penalty, and the cost to purchase new cavalry will increase by 100%.
- Pay level 2 – If you have more then 6 cavalry units, and they make up 50% or more of your armies, you will receive a 20% tax penalty, and the cost to purchase new cavalry will increase by 200%
- Pay level 3 – If you have more then 12 cavalry units, and they make up 75% or more of your armies, you will receive a 30% tax penalty, and the cost to purchase new cavalry will increase by 300%
- Added Siege attrition and max_attrition so that besiegers of any size will normally take a minimum of 3% damage every month.
- Added AI HRE Relations Event to help maintain good relations between all neighboring AI HRE members.
- Quest for the New World Event allows the occasional purchase of Explorers and Conquistadors for a small price. Once an Explorer or Conquistador has been purchased another event will fire removing the option to hire Explorers and Conquistadors. Once 1650 occurs the events stop and you may take QftNW as a national idea.
- Portuguese early intrigues event chain
- Added new events to the Portuguese Early Discoveries
- Created “Quest for the New World” Add/Remove events to allow for sporadic hiring of explorers/conquistadors. It is only available to historical nations, lucky nations, and nations played by players. Please DO NOT take Quest for the New World as an idea, as it will be automatically removed in a short time period.
- Changed the Trigger on Cessation of Church Functions to never fire for Theocracy, Papacy, and Hospitaller Order
- Changed the Trigger on Medical Breakthrough to allow the random event to fire for the Knights even if they do not have the required slider value (the Knights of the Hospital owned and operated several hospitals)
- Added stability modifiers for MTTH to Poor Government Policies event, and changed the penalties from -1 stability to adding Disorder and Obscurantism modifiers.
- Added modifiers to Unhappiness among the Clergy so it happens less for Papacy and Theocracies.
- Fortification Efforts will now fire more often if next to a bad boy nation.
- Fixed issues with meso-american conquest events
- Altered Border Dispute random event to fire less often and to not fire between countries with good relations, decreased how often the AI accepts the event, and added Bad Boy to accepting the event.
- Bad Boy events to make high bad boy more dangerous and more uncertain. Be very careful about being overly aggressive!!!
- Portugal House Keeping Event
- Events to better represent the Knights in game
- AI / Player opening Question to allow for AI specific events
- Conquest of Central America event chain
- Columbus Storyline Event Chain
- Portugal Exploration Event Chain
- Changed Native Aggression values in several provinces
- Added flags to CAS/SPA history files to allow proper firing of Columbus and central-american conquest events
Country Specific Changes
- Added Tongue system to represent the historic holdings and divisions of the Knights, and to better represent their system of funding and recruitment as most of their funds and recruits were not derived from the islands they held, but instead from their holdings throughout Europe.
- Added Hospitaller Order government type. The government type has no allowed conversions, and adds 1% army tradition and navy tradition, and +10% morale. The Knights can never change to another government.
- Added Hospitaller Unit type, exclusive to the Knights
- Changed default AI Ideas to a more naval bent. The Knights were some of the most experienced fighting seaman in the world. Their performance on the sea was the reason they were considered the Terror of the Muslim world.
- Added Flower Wars system to represent the Flower wars. This modifier is triggered by having less then 1 stability. When it fires, revolts will break out that you need to put down, this represents warfare with the various tribes that reside in your domain, the Aztecs (and other countries affected) will receive morale bonuses during this time period, infantry will be cheaper, army tradition will increase, and stability cost (Aztec’s only) will be 50% cheaper, allowing you to get back to lvl 1 stability very quickly. The Flower Wars allow the Aztecs to get out of negative stability very quickly, often at the expense of their neighbors who do not receive the stability benefit but must still deal with the consequences of the Flower Wars.
We hope you enjoy Magna Mundi!
- Changed spacing on Building Interface to allow extra buildings
- Expanded the amount of text that can be displayed in the Event screens
- The Magna Mundi Team of Contributors