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Thread: Catholic Church mini-mod

  1. #1
    Sort of kind of back dharper's Avatar
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    Post [EU3/NA] Catholic Church mini-mod

    the CATHOLIC CHURCH mini-mod
    v1.25

    Note: there are separate versions for EU3 1.3 and Napoleon's Ambition!
    Be sure to download the right one for your game!



    including Cagliostro's Spread of Protestantism fixes
    now with limited German translation courtesy of mate0815
    compatible with the ATAGE mod's additional titles and governments
    (make sure to copy the Catholic Church mod over ATAGE)
    compatible with both regular EU3 and the Napoleon's Ambition expansion
    (the default is set to Napoleon's Ambition. If you are still using regular EU3 then unzip the file marked "Regular EU3" in the mod".)
    NOW INCLUDED IN MAGNA MUNDI and THE COMBOMOD


    Confused? Download the Strategy Guide, up to date for version 1.1


    Please post feedback here!
    Please remove old versions before installing new ones
    Available in English and soon in German (thanks to mate0815)
    If you are interested in translating it, please do!


    Have you ever thought the Papal Controller was bland? Ever wondered why the corruption of the church played no part in the game? Or ever wished the Reformation made more sense? Look no further! The Catholic Church mini-mod addresses these issues and breathes new life into religion!

    Now you can suffer from the corruption of the church...or take advantage of it. Papal controllers can use their power against their enemies or to protect themselves from church corruption. But beware of abusing your power! The church itself can face a schism if the pope goes too far. A wiser papal controller might take the opportunity to reform the church - but at what cost?


    This is an add-on for Europa Universalis 3 that adds 158 unique events and replaces 29 Paradox events in version 1.1, adds 42 new modifiers and 1 new revolter state: the Anti-pope.

    The emphasis is on the two hundred years between 1450 and 1650. This period was dominated by religion in Europe, but after the Peace of Westphalia (1648) religion was overshadowed by other concerns. This mod parallels that by introducing different stages into the game: the Renaissance Church, the Protestant Reformation, and the Counter-Reformation.

    The mod is designed to be played from 1453. Although it is possible to play at later dates, the lack of history files in this mod makes it hard to simulate the many changes needed to be realistic when the game begins at a later date. I have deliberately kept the history files out of the mod to allow for easy addition to other mods. As a mini-mod, it's designed to be incorporated into other mods, not played alone. You can play it by itself, but it's best enjoyed as part of other, more immersive games. It especially shines in mods that help prevent "blobbing" in Europe; the more countries there are around 1500, the more vibrant and realistic the Reformation becomes.


    The Reformation itself was a reaction against the Renaissance church...a reaction that could be contained by wise papal controllers, or one that could be exacerbated by a greedy one. Can the fragile unity of the church be maintained, or must it be forever broken?

    Please enjoy it.


    FEATURES


    THE RENAISSANCE: At the start of the game a Renaissance appears in Rome and spreads out from there, as well as in Catholic countries bordering muslim nations (thanks entirely to Cagliostro for his Spread of Reformation event series!). Countries receiving this event get the choice of obeying the church or embracing secular humanism, a choice that will later affect the spread of the Reformation.

    CATHOLIC EVENTS: A number of events are included to simulate random Catholic events such as the Canonization of a Saint, Capable Bishops and the Conciliarism movement.

    ORTHODOX EVENTS: There are events dealing with the Orthodox Christian church such as monasticism, the Uniate church and the Patriarchies.

    MONASTICISM: There are five orders of monks in the game and several events dealing only with them.

    CHURCH CORRUPTION: Many new events can happen to reflect the corruption of the Renaissance church, such as simony, scandals and political interference. Countries receiving these events are more likely to become Protestant later.

    PAPAL CONCLAVES: popes now die frequently and are replaced in elections. The papal controller during the election can influence the kind of pope elected, which will in turn affect many of the events in the mod.

    THE PAPAL STATE: If the Papal States are annexed, there is now an option for any large Catholic country to donate a new Papal state or go on a crusade to recover Rome. In addition, there are now events which reflect the unique nature of the pope as secular leader of a country, a prince unable to pass the throne down to his heirs. Extra income and higher prestige - but also greater demands and restrictions.

    CHURCH SCHISM: If the Papal States gets too much badboy there is a good chance that the Catholic church will splinter and an antipope elected somewhere in Europe (this is bad for Catholic countries). If this happens, there are events designed to heal the schism - or fight it out in a bloody civil war in Europe. Schisms are meant to be unusual and won't appear in most games.

    THE PROTESTANT REFORMATION: A number of events simulate the beginning of the Reformation and the countries that chose to turn away from the church. You can help innoculate yourself from the Reformation by choosing to reject humanism earlier in the game, but there is no sovereign cure against its heresies. Or you can hope to introduce it earlier by hiring theologians and embracing humanism as soon as you can, but there is no guarantee the Reformation will thrive in Europe. Each time will be different, but patterns will emerge: the further away from Rome you are, the more likely you are to be involved in heresy and Reformation.

    CHURCH REFORM AND THE COUNTER REFORMATION: it is possible for papal controllers to introduce church reforms if the right kind of pope is in power, or the church has called an ecumenical council. With the right choices, the church will respond to the Reformation by declaring the Counter-Reformation...or reform the church in the hope of convincing the Protestants to return to the church. Can it be done?

    THE JESUIT ORDER: The Jesuit monks play an increasingly important role in Catholic countries after the Counter-Reformation. They can be extremely helpful, but they can also make enemies. The more you rely on them, the stronger they become - until it is very difficult indeed to rid yourself of them!

    RELIGIOUS TURMOIL: After the Counter-Reformation begins, countries split by religious differences suffer a great deal of turmoil. Whether through a bloody civil war, emigration, an Edict of Tolerance or expulsion, countries will find a way to unify under a single faith.

    THE DECLINE OF THE CHURCH: Finally, there are events that help to show the decreasing importance of religion in Europe. Unless the Reformation is defeated and the Catholic faith spread far and wide, the few Catholic powers will be pressed to support the pope more and more - or simply give up and allow the status quo. With the decline of the church many events end - there will be no more proselytzing, no more excommunications, no more crusades. But conflict in Europe is far from over...


    Contributors


    Alvya: Patron saint of limit codes, his genius allowed scaled provincial events!
    Cagliostro: His Spread of Protestantism events were the basis of the Reformation events in this mod. Check out his mod Imago Dei!
    Darkrenown: His willingness to beta test meant faster releases, and his coding help was invaluable for the Reformed events.
    Leftyboy87: His playtesting has been extremely helpful in getting a proper Protestant Reformation to appear in games.
    mate0815: He is helping to translate the mini-mod into German. What a lot of work!
    Pierreluc: His religious events are very well written (and included in Magna Mundi) and he often provided inspiration and support.
    SharpAlignment: He helped fix many of my code mistakes, and of course has a fantastic mod of his own - Magna Mundi.
    Ubik: He was an enthusiastic supporter of the mod, and incorporated it into Magna Mundi.
    Zwackus: He helped find code errors and included the mod in his own ComboMod (check it out!).

    Recent Change Log

    full change log in files

    1.25 (November 13, 2007)

    New:

    - Changed the bonuses of many religions. They seem to be balanced (the AI does not 'flip' religions randomly) and provide a different feel for each Christian faith.
    - Catholics now get a small morale bonus (crusading zeal) and lower missionary costs in addition to their diplomat bonus, but also pay higher interest.
    - Protestants now get lower stability costs in addition to their production and tax bonuses.
    - Calvinists now get lower merchant costs and interest in addition to their trade efficiency and tax bonuses.
    - Orthodox Christians now get lower stability costs and slightly cheaper advisors.
    - Calvinist and Shiite provinces are now 5% harder to convert. Pagan provinces are now 20% easier to convert.
    - There are now triggered modifiers that fire if the holiest city of your faith is not owned by a member of your religion. The holy cities are Rome (Catholic), Mecca (Sunni), Najaf (Shiite) and Varanadi (Hinduism).
    - Creating a new holy see now makes the donor the new Papal Sponsor (until the pope dies).
    - When a country chooses to donate a province to create a new holy see, they now receive the papal states as a vassal. (Thanks to Helius for his code)
    - The player now gets notified of the death of the pope and new popes being elected, since it is no longer easy to tell who is Papal Sponsor. They may turn this option off. This event will also tell you indirectly whether you are an enemy of the Papal Sponsor.

    Tweaks:

    - The game is now slightly more forgiving to players who decide first to embrace secular humanism but later decide they wish to remain Catholic. This change will also make it easier to become Reformed.
    - In the event that Calvinism spreads in the wrong places and no country ever adopts it, Radical Reformers will continue spawning until all possible countries have had a chance to react. This will ensure the player always gets the chance to convert if he makes the right choices.
    - The player is now notified of the Reformation beginning if they are playing a Catholic country.
    - Many more events now give a small relations boost with the Papal States (due to corruption events the Papal States became more hated by Catholic countries than Protestants...).
    - The Jesuit Order may now not be founded until at least one province has converted to Protestantism.
    - The Reformation should now be more likely to spread, especially in northern Europe (Germany, Scandinavia and the British Isles).
    - The conditions for 'Religious Emigration' are now slightly easier to meet.
    - It is now possible to get the 'Secularization' event even if you have chosen to previously become a Protestant Theocracy (however, it has a long mean time if you have done so).
    - The Renaissance and Humanism events now add much more to your research than previous.
    - Your choices about a landless pope, papal state or pope-in-exile will now affect interested Catholic countries.
    - The effects of choosing to crusade to regain Rome are now the same whether you get the event from "The Pope in Exile" or "The Captivity."
    - The "Renaissance Ideas" event now gives a minor relations effect with countries that have already made their decision.
    - The effects of excommunication should now be clearer in the tooltip popup.
    - Royal scandals (and to a lesser extent, excommunication) have a much greater chance of dying down if you have a regency council.
    - The in-game description of royal scandals and excommunication give the player some idea of how to remove the modifiers
    - The "Heretics Emigrate" event has been given a much longer mean time.
    - The Curia Controller now gains the Church Conclave/Sede Vacante modifier when an election is called, and receives the "Right of Exclusion" and "Deadlocked Conclave" events instead of the old Papal Sponsor.
    - It is clearer that the Papal States is receiving a stability hit when you force a pope to be chosen.

    Bugfixes:

    - Jesuit suppression now properly gives gold and relations hits
    - Fixed a bug where countries that won a future favor from the pope were accidentally being given a royal scandal at the same time which would only wear off if the player was excommunicated! Sorry, folks!
    - The Curia Controller now properly gets the "Church Conclave" modifier when a pope is being elected. However, he no longer gets BB for this modifier.
    - Countries that reject Catholicism AND Protestantism during the Reformation will now properly get Reformed conversion events.
    - Fixed a text error in the "Reformer in Exile" event.
    - Church councils now properly accomplish only one major goal before ending.
    - Notification of new popes now properly shows which country is the new Papal Sponsor in its effects.
    - Fixed two different bugs where it was possible for the Reformation to never appear in rare instances.
    - Creating a new holy see now actually gives the player a favor from the pope as it was supposed to (the command used the wrong scope).
    - It is now impossible for Protestants to receive the landless pope, church council, decline of papacy or sede vacante triggered modifiers.
    - A typo was mistakenly making many countries the hated enemy of the pope when they should not have been.
    - The Papal Sponsor now properly loses control of the papacy even if he becomes Protestant before the death of the pope.
    - Choosing to spare them when converting by the sword will now work properly.

    1.20 (October 2, 2007)

    New:
    - The Curia Controller AT THE TIME OF AN ELECTION retains his influence over the pope and the church, and the bonuses of being Curia Controller, until a new election is held.
    - The Papal States begins with this influence (required for game purposes), but will lose it at the first election
    - In the event that the country with this bonus are annexed, the Papal States gets Church events instead (this should make playing them slightly more interesting)
    - In the event that both the country with this bonus AND the Papal States are annexed, the country with the Paradox "Curia Controller" feature acts like, well, the Curia Controller.
    - Many localisation texts have been changed to reflect these new realities
    - There are now slightly different bonuses given for each of the three types of pope (Corrupt, Secular and Pious) a Curia Controller can elect.
    - The "Radical Reformer" event now triggers a "Reformer in Exile" event for the country receiving the reformer instead of converting the province automatically.
    - Curia Controllers and council hosts should now get an explanation as to why a council has ended (threat, deadlock or success).
    - Church councils now appear as a province modifier.
    - There are now three options when a church council is called: attend, host it, or ignore it, each with some small effects.
    - If the Curia Controller hosts a church council, he will only be notified (and get the effects) once when it begins and once when it ends.
    - The Swiss Mercenaries events now properly gives you an infantry regiment as well as a minor morale bonus

    Bugfixes:
    - Getting excommunicated no longer increases your relations with every country in existence by 200!
    - There should now be SLIGHTLY less tooltip spam in the popup for Habemus Papam. The amount of spam now depends on how different the pope's policies are from his predecessor.
    - The text for the Reformation no longer references a theologian by name.
    - The Third Rome modifier now has a proper title and description.
    - The Curia Controller should no longer get repeated "Threat of the Reformation" events after a church council has been called.
    - Hosting a church council now actually gives prestige (the scope was wrong)
    - The Byzantine princess event will now trigger.

    Tweaks:
    - There is now a 10% penalty to convert provinces that are not in your religion group, and monarch ability to convert has been halved.
    - Patriarchial Investiture now gives 1 ducat per Orthodox province owned within -3- provinces of the Patriarchiate.
    - The event now uses "Support for the Patriarch" instead of "Greedy Bishop" to represent the event, to avoid confusion.
    - The event should now properly happen every 8 years on average (due to a trigger it was actually happening every 13 years on average)
    - Provinces on the outskirts of Catholic Europe near Orthodox provinces are now less likely to suffer from heresy.
    - Protesting church corruption when it happens to you is more likely to cause neighboring countries to react to it as well.
    - Religious turmoil now requires a coreligionist neighboring province to trigger.
    - Lavras monasteries now cost 50 ducats to build.
    - Metropolitans are more likely to appear in high-population provinces (to ensure that more plausible places have metropolitans)
    - Changed several Reformation features (again) to try to ensure better results.
    - Orthodox monasteries can now only be built in European or Asian provinces, or in provinces where you have a core, to prevent Orthodox countries from colonizing the new world this way.
    - Burning heretics at the stake now produces a higher chance of resulting in a radical reformation there.
    - Countries far from Rome are more likely to get the Conciliar Movement event.
    - Lithuania should now turn Protestant much less often.
    - The Curia Controller can now call a church council in one step rather than calling for a council, then selecting to do so again when the question comes up for the pope.
    - Conversion by the Sword now causes a revolt to take place in affected provinces in addition to its -1 stability hit (by request).
    - It is now possible to choose to stop converting by the sword when it comes up. Doing so will now exclude that province from future conversions.
    - Conversion by the Sword and Expulsion of Heretics will now only last as long as there is religious intolerance in your country; you will later have the chance to adopt a different policy.
    - All Religious Turmoil events will now happen less often
    - Heretic Emigration will now only happen when a country is destabilized or is persecuting its minorities
    - The Antipope now has a flag of its own instead of using the flag of the Papal States
    - Changed the effects of the Protestant and Reformed religions slightly in an attempt to stop flipping as much.
    Last edited by dharper; 13-11-2007 at 06:59.

    A mod for EU3: In Nomine and EU3: Complete that enhances religion
    Religious Minorities - More Religions - Religious Fervor - New Graphics - Hundreds of Events and Decisions
    New In Nomine version released December 31, 2011 (less than a month ago)

    Still playing EU3: Complete? Get my Magna Mundi Platinum 2 bugfix for religion and the Sengoku.

    Honor of Lancaster: A Magna Mundi IV AAR (finished)




  2. #2
    Sort of kind of back dharper's Avatar
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    Lightbulb

    PLANS

    My plans for the future include:

    * Jesuit events: these events will deal with the changing relationship of the Jesuits with Catholic monarchs.
    * Overseas missions: Christian missions abroad, both to civilized pagans in the Old World and to the natives in the New World.

    When we get better diplomatic triggers I would like to include more events where the papal controller (ab)uses his power to hurt his enemies. One of my biggest problems with doing this now is that I can't use "papal controller" as a scope - I can target the event on the papal controller, but then can't figure out how to choose a Catholic enemy with the right conditions...and if I make an event trigger for the country with the right conditions, can't check to make sure the papal controller is anything. So right now that part of the mod is very stunted and I'm not that happy with it.

    If anyone has any suggestions for events that could go in this mod, please post them here.
    Last edited by dharper; 22-06-2007 at 23:13.

    A mod for EU3: In Nomine and EU3: Complete that enhances religion
    Religious Minorities - More Religions - Religious Fervor - New Graphics - Hundreds of Events and Decisions
    New In Nomine version released December 31, 2011 (less than a month ago)

    Still playing EU3: Complete? Get my Magna Mundi Platinum 2 bugfix for religion and the Sengoku.

    Honor of Lancaster: A Magna Mundi IV AAR (finished)




  3. #3
    Sort of kind of back dharper's Avatar
    EU3 Collectors Edition OwnerNapoleonic MarshalEuropa Universalis: RomeVictoria: RevolutionsEuropa Universalis III: In Nomine
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    Exclamation

    ISSUES

    I appreciate all feedback about the mod. I am only human, and new to coding, so I expect to make many mistakes. You can help me by pointing them out. Please be kind when you do so!

    There are a few issues that are especially important to give feedback on:

    The single biggest issue is the Protestant Reformation. Because it involves so many factors, it is necessary to play several decades of the game to see how it will turn out. A typical test run of 100 years takes my computer 6-8 hours, and a freak chance could result in big changes. I need to run multiple games to make sure! That means time, time and more time. If you play a game until 1550, let me know how things went with the Reformation - if it went well, if it didn't, if it didn't show up at all. These responses are crucial to improving this aspect of the game. (note: save game files are very helpful!)

    I am very busy and have not had the chance to play this mod much. As a result, game balance may be affected adversely without me realizing it. Feedback on longer games involving Christian countries (especially the Papal Controller or the Papal State) would help me figure out if I am being too generous with money or prestige in events, or too restrictive.

    If you see an event that doesn't seem to be working right, or that never fires in your game, or that simply seems nonsensical, let me know and I'll see what I can do to fix the problem.
    Last edited by dharper; 22-06-2007 at 23:16.

    A mod for EU3: In Nomine and EU3: Complete that enhances religion
    Religious Minorities - More Religions - Religious Fervor - New Graphics - Hundreds of Events and Decisions
    New In Nomine version released December 31, 2011 (less than a month ago)

    Still playing EU3: Complete? Get my Magna Mundi Platinum 2 bugfix for religion and the Sengoku.

    Honor of Lancaster: A Magna Mundi IV AAR (finished)




  4. #4
    Sort of kind of back dharper's Avatar
    EU3 Collectors Edition OwnerNapoleonic MarshalEuropa Universalis: RomeVictoria: RevolutionsEuropa Universalis III: In Nomine
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    Cool

    Integrating the mini-mod with your favorite mod

    I hope that existing mods will adopt the Catholic Church mini-mod into their mods. For them, or for anyone else who wishes to do so instead of simply playing the mod as written, I recommend the following:

    1) Copy all event files into your mod's event directory.
    2) Copy the localisation file into your mod's directory. (if you experience strange text when playing, switch the localisation file with the Catholic_single_line.csv file included in the mini-mod.)
    3) Copy the history directory over your mod's (this will overwrite your Papal States history file and add an Antipope file).
    4) Copy the common/country directory over your mod's (this will overwrite your Papal States country file and add an Antipope file).
    5) Add the line "PA2 = "countries/Antipope.txt"" to your countries.txt file.
    6) Add the lines after "Catholic Church modifiers" from the static_modifiers.txt file and triggered_modifiers.txt files to your mod's. Note that one triggered modifier is taken from the Magna Mundi mod (with permission); if you already have the pragmatic_sanction modifier, do not copy this twice.
    7) Copy the gfx folder into your mod. This will add a flag for the Antipope which looks exactly like the pope's because...well...I have no artistic talent whatsoever. Anyone who cares to make a new flag for them is welcome!

    If you are experiencing trouble with misplaced text when you try and integrate this mod with another, you need to remove the double-line Catholic.csv file and replace it with a single-line version. I have included a copy of the single-line version in v0.90 and later versions.
    Last edited by dharper; 18-05-2007 at 02:19.

    A mod for EU3: In Nomine and EU3: Complete that enhances religion
    Religious Minorities - More Religions - Religious Fervor - New Graphics - Hundreds of Events and Decisions
    New In Nomine version released December 31, 2011 (less than a month ago)

    Still playing EU3: Complete? Get my Magna Mundi Platinum 2 bugfix for religion and the Sengoku.

    Honor of Lancaster: A Magna Mundi IV AAR (finished)




  5. #5
    Sort of kind of back dharper's Avatar
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    Okay...so 20+ people have viewed this thread...and most likely some downloaded the mod...and so far nobody's come back to say "You moron! This crashes my game!"

    That's good, right?

    A mod for EU3: In Nomine and EU3: Complete that enhances religion
    Religious Minorities - More Religions - Religious Fervor - New Graphics - Hundreds of Events and Decisions
    New In Nomine version released December 31, 2011 (less than a month ago)

    Still playing EU3: Complete? Get my Magna Mundi Platinum 2 bugfix for religion and the Sengoku.

    Honor of Lancaster: A Magna Mundi IV AAR (finished)




  6. #6
    MM Dev Team
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    Quote Originally Posted by dharper
    Okay...so 20+ people have viewed this thread...and most likely some downloaded the mod...and so far nobody's come back to say "You moron! This crashes my game!"

    That's good, right?
    Downloaded already, but will not look at it today... Only after concluding my stuff for next release of Magna Mundi which is close.
    == MAGNA MUNDI ==

    PAY GOLD,
    SHED BLOOD,
    INSTILL FEAR,
    PROMISE HOPE


    HISTORY IS YOURS!

  7. #7
    Sort of kind of back dharper's Avatar
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    Quote Originally Posted by ubik
    Downloaded already, but will not look at it today... Only after concluding my stuff for next release of Magna Mundi which is close.
    Ah, I know that feeling. I haven't played an actual game of EU3 in some time now because of this! Maybe I'll take the time to play another Magna Mundi game this week.

    A mod for EU3: In Nomine and EU3: Complete that enhances religion
    Religious Minorities - More Religions - Religious Fervor - New Graphics - Hundreds of Events and Decisions
    New In Nomine version released December 31, 2011 (less than a month ago)

    Still playing EU3: Complete? Get my Magna Mundi Platinum 2 bugfix for religion and the Sengoku.

    Honor of Lancaster: A Magna Mundi IV AAR (finished)




  8. #8
    I have not had time to look at your work, so no constructive feedback yet.

    Though I wanted to at least say hi so you did not feel you toiled in vain...

    Happy May away!

  9. #9
    Charlatan or Mystic? Cagliostro's Avatar
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    Quote Originally Posted by dharper
    Ah, I know that feeling. I haven't played an actual game of EU3 in some time now because of this! Maybe I'll take the time to play another Magna Mundi game this week.
    Haha, sounds like me. I've been working on my own mod for so long I haven't been playing, just playtesting.

  10. #10
    General kolmy's Avatar
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    I really like the concept, very good . I've downloaded it and I will check it to see if it's what I'm thinking.
    Owner of a Cork Cookie For Great Lusitan Flagish Skills:

  11. #11
    Sort of kind of back dharper's Avatar
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    Quote Originally Posted by Cagliostro
    Haha, sounds like me. I've been working on my own mod for so long I haven't been playing, just playtesting.
    Speaking of which, I'm interested in your Protestant fixes - it seems like they have more order to them than my corruption events, and I was hoping to intertwine the two.

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  12. #12
    Charlatan or Mystic? Cagliostro's Avatar
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    Quote Originally Posted by dharper
    Speaking of which, I'm interested in your Protestant fixes - it seems like they have more order to them than my corruption events, and I was hoping to intertwine the two.
    Sounds like a good idea. The primary theory behind mine is that Catholicism was more likely to stick either a) close to the Pope or b) close to Islam (as a major threat to the church). I represented this with the inquisition, which was a big deal in Spain and Italy, obviously. I joined this with capital-conversion for serious disagreements with the Pope (which nudges the AI).

    I have the feeling that your events are probably more in-depth in general than mine - I prefer to have a fairly generic event-structure. Also, I'm soooo close to finishing my own mod (probably should be able to release it within a week or two). But feel free to include or modify my stuff, so long as I get a mention. If you need any help adapting them, let me know.

  13. #13
    Sort of kind of back dharper's Avatar
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    Quote Originally Posted by Cagliostro
    Sounds like a good idea. The primary theory behind mine is that Catholicism was more likely to stick either a) close to the Pope or b) close to Islam (as a major threat to the church). I represented this with the inquisition, which was a big deal in Spain and Italy, obviously. I joined this with capital-conversion for serious disagreements with the Pope (which nudges the AI).
    That makes sense. In your mod Iberia and Italy would stay Catholic most of the time, while regions farther away would have mixed reactions?

    One thing to watch out for: since Avignon is part of the Papal States, France will effectively be immune to the Reformation.

    I'm happy to see a theory being applied - my events are more random in nature. It should be easy to integrate the two mods. As you say, mine are more in-depth, but yours are more realistic, I think.

    Speaking of which, I should add a 'features' section...

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  14. #14
    Aspiring Global Hegemon Zwackus's Avatar
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    Quote Originally Posted by dharper
    One thing to watch out for: since Avignon is part of the Papal States, France will effectively be immune to the Reformation.
    No, France can end up quite reformed with Caligostro's events. I've never seen it convert, but it will end up with numerous protestant or reformed provinces.
    Author of the ComboMod, the number 2 mod for Europa Universalis 3 in the three months or so just after release.

  15. #15
    Sort of kind of back dharper's Avatar
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    Updated it with some minor changes. I played Spain for the first time and noticed some of the events had different implications when colonizing.

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  16. #16
    Charlatan or Mystic? Cagliostro's Avatar
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    Quote Originally Posted by dharper
    That makes sense. In your mod Iberia and Italy would stay Catholic most of the time, while regions farther away would have mixed reactions?

    One thing to watch out for: since Avignon is part of the Papal States, France will effectively be immune to the Reformation.

    I'm happy to see a theory being applied - my events are more random in nature. It should be easy to integrate the two mods. As you say, mine are more in-depth, but yours are more realistic, I think.

    Speaking of which, I should add a 'features' section...
    I have "Reformed" as immune to the effects of the Papal flag - the flag only affects Protestant spread. The flag also spreads from Rome proper, not from Roman territory - it proceeds by land, and only in Catholic provinces (actually, that was largely *because* of Avignon). As a result, England, Ireland, and the New World are immune to the flag. Sometimes Poland or Hungary ends up being a center of the Inquisition, sometimes not. I never see any Protestants in Iberia, though I sometimes do in northern Italy.

    Generally what happens is that there are clusters of Protestantism in northern France (or Burgundy), northern Germany, sometimes England, sometimes Poland, and frequently in Scandinavia. Reformed religion tends toward southern France, Poland, England, and Lithuania.

    I want to code some sort of Irish cantankerousness into the formula, but I haven't really decided what to do about them.

    When I release the mod we can discuss it a bit more; maybe I'll try out your chocolate in my peanut butter.

  17. #17
    Sort of kind of back dharper's Avatar
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    Quote Originally Posted by Cagliostro
    I have "Reformed" as immune to the effects of the Papal flag - the flag only affects Protestant spread. The flag also spreads from Rome proper, not from Roman territory
    Ah! Very nice. I'm impressed already.

    Sounds like the thing to do would be to use the various corruption flags created by my mod to slow down the mean time of countries and provinces accepting the inquisition, and speed up the mean time of countries and provinces accepting the reformation. Since the corruption events all happen after the game has started, this will have little effect on countries close to Rome or the Muslim lands, but a much greater effect on the periphery. Similarly, I could alter my events so that they have a longer mean time if they have an inquisition flag - it would be complementary.

    I also have plans to write a series of events which allow the player/AI to choose to become Protestant - from the state down instead of having it spread to provinces first. There would be a number of different events to model the real life choices of different countries. Looks like it shouldn't interfere with your mod, so I'll go ahead and look into that.

    I also plan on having a Counter-Reformation series of events - it sounds like the best way to handle it would be to model them after your Papist Inquisition events, or at least make use of the flags you include. Would you prefer to write this, since you know your system better?

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  18. #18
    Charlatan or Mystic? Cagliostro's Avatar
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    Will take me a while (at least, like, two weeks) to get around to anything about it - trying to get my own mod off the ground! Don't know if people will play it as-is, but I certainly expect people to steal portions.

    If you're planning on intersecting my protestant events, they're linked in my sig. They're fairly simple - just read the first box and event 2009 (the other boxes are simply slight reworks of vanilla that radically speed up progress and dodge inquisition provinces). Zwackus and the Magna Mundi guys are both apparently using them. Basically each country exposed to the inquisition gets one of three flags:

    1) papist_sentiment - we are spreading the inquisition.
    2) refused_pope - we are not spreading the inquisition.
    3) defied_pope - we have turned protestant in a break with the Pope, and our capital gets a free conversion as a result.

    each inquisition flag prevents protestant spread in that province. Turning protestant wipes out inquisition flags in your nation. Inquisition flags spread next to: a) other inquisition flags, or b) muslim provinces.

    I have a few events in my mod that are related to Jews and the Inquisition, too, but I don't know if that would intersect with you at all.

  19. #19
    Sort of kind of back dharper's Avatar
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    Quote Originally Posted by Cagliostro
    If you're planning on intersecting my protestant events, they're linked in my sig.
    Thanks, I'll have a look at them. It sounds like you've put a lot of thought into them.

    They're fairly simple - just read the first box and event 2009 (the other boxes are simply slight reworks of vanilla that radically speed up progress and dodge inquisition provinces).
    Ironically, that's how I was planning on handling it myself - but my equivalent of the inquisition was not nearly as well thought-out as yours.

    Basically each country exposed to the inquisition gets one of three flags:

    1) papist_sentiment - we are spreading the inquisition.
    2) refused_pope - we are not spreading the inquisition.
    3) defied_pope - we have turned protestant in a break with the Pope, and our capital gets a free conversion as a result.
    The AI has a chance to turn Protestant from day 1? That seems a bit ahistorical.

    Otherwise it looks good, and I can easily adapt my events to use your flags. It's doing it the other way around that will be harder (for me).

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  20. #20
    Charlatan or Mystic? Cagliostro's Avatar
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    Quote Originally Posted by dharper
    The AI has a chance to turn Protestant from day 1? That seems a bit ahistorical.
    Yeah, a 1% chance. As to ahistoricity, maybe - but remember that Luther didn't invent Protestantism (Cathars, Lollards, Hussites, etc.). As to real Protestantism, it doesn't really happen that way "from day one"; the Pope is of course immune to Protestantism and Spain is large enough to be largely immune (it's more the equivalent of an excommunication - if Spain and Madrid turn Protestant, the AI will reconvert at first opportunity). It's only the smaller Italian states which it can really happen to.

    I dunno, I kind of like the 1% chance, it's like a little "wow!" when it happens. It's unfortunate that you can't more easily weight AI choices on conditions.

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