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Thread: Sacra Romanum Imperium (SRI) for In Nomine

  1. #1

    Sacra Romanum Imperium (SRI) for In Nomine

    SACRA ROMANUM IMPERIUM


    Version number 1.2a (August 10 2008)


    A mod for Europa Universalis III - In Nomine




    FEATURES

    This mod adds a dynamic Holy Roman Empire to the game experience. As Emperor, work with the Reichstag to build institutions that strengthen the rule of law in the Empire, and keep the member states safe from aggression. As a simple member, rise to the ranks of the mighty by becoming Convener of an Imperial Circuit. As a foreign aggressor, watch and weep as the newly-strengthened Imperial Army has your cavalry for breakfast. Or make nice with the members of the Empire, climbing slowly but steadily in their esteem - and one day, your friends in the Reichstag might ask you to run for the Emperor's job.

    Rules should be evident from tooltips in decisions, and event texts. The most important thing to remember is that conquests of provinces in the HRE will have consequences. For every province conquered, your country will accumulate an aggressiveness value, whose magnitude depends on the value of the provinces. The more aggressively you act, the higher the penalties enacted against you.

    The other important feature is the addition of manifold Imperial Institutions (see chart, below). They influence the level of Imperial Power, which in turn determines the range of options the Emperor and other officers of the HRE have available in shaping policy in the Empire. "Imperial Power" is measured by the prestige value of an invisible country, the "Holy Roman Empire." Tooltips will show you what impact your decisions have on that value.

    Finally, your relations with the Emperor and the Electors will be determined by your "standing in the Empire." Whenever a tooltip shows you that your relations with the Holy Roman Empire will change, you know that your standing changes by the same magnitude.



    Other Major Features:

    Trade - significantly revamped the factors that influence trade (see "additional manuals"). Now with added missions, modifiers, and decisions for the Hanseatic League.

    Jewish Population - added Jewish population to many province in Europe and the Mediterranean world, based on the best historical research I could find on the web. Hire powerful Jewish advisors, protect your loyal subjects from Anti-Judaic mobs, and work towards the emancipation of Jews - or cave in to popular anti-Judaism and expel Jews from your country (see "additional manuals"). --> preview

    Personal Unions - like in Magna Mundi, personal unions will succeed or fail based on negotiations between the two partners. Even after an inheritance, the autonomous estates of the former minor in the union may still give you a hard time.

    Culture Change - unlike in vanilla, where it is easy to change the culture of a province, in SRI it requires a fairly long, risky process, initialized by province decision. You can never change cultures in your own culture group.
    If you capture the colony of another nation, you have a choice between leaving their settlers alone, granting them full autonomy, or expelling them & replacing them with your own settlers, which changes the local culture. Overseas, culture change is a little less arduous.
    In other words, if you are France, making Vlaanderen French is much more difficult than making the Dutch colony of Suriname French.

    Version 1.2 features & preview

    Version 1.2a changes

    This mod is designed to be modular - it should be easily adaptable for inclusion with other, more complex and ambitious mods. The Holy Roman Empire was my specialized field in the well-known mod Magna Mundi Gold 2. SRI will be included in Magna Mundi Platinum. Meanwhile, if you've been missing the "Little more than small-talk in Reichstag Contacts for Mainz", this will help you.


    Special thanks go to the makers of coffee and cigarettes, to Johan, to the members of the Magna Mundi team (both past and present), and to my patient wife, Bethanie. Whatever actually works in this product is their fault. The bugs, on the other hand, are my accomplishment, alone.
    Especially special thanks for 1.1 go to Svantevid for his willingness in letting me use his Carniola mod for SRI, and his help in bringing about a smooth integration of both! I would also like to acknowledge my debt to Alvya, of Magna Mundi, whose brilliant ideas on basic game mechanisms, like taxes and manpower, I have liberally borrowed.




    INSTRUCTIONS

    Download the mod from this link

    To unpack the zipped file, you need the program "7zip". Download it here:
    http://www.7-zip.org/

    Due to map changes, version 1.1 is NOT COMPATIBLE with version 1.0!
    Version 1.2a is compatible with 1.2 and 1.1. As always:

    If you have been using an older version of the mod, you absolutely must delete or rename the folder "[EUIII]/mod/SRI".
    Failure to do this will create all kinds of mayhem. Trust me.


    Only after deleting or renaming the old folder "SRI", unpack the contents into the folder "[EUIII]/mod"

    Select "SRI 1.2a - Sacra Romanum Imperium" in the launcher.

    Enjoy!

    Download the manuals here:

    SRI Mod Manual

    additional manuals (for 1.1 or later version)







    Go to the "region mapmode" to see what province belongs to which Imperial Circuit:

    Last edited by Helius; 11-08-2008 at 08:45.
    Mourning Magna Mundi

  2. #2
    Sort of kind of back dharper's Avatar
    EU3 Collectors Edition OwnerNapoleonic MarshalEuropa Universalis: RomeVictoria: RevolutionsEuropa Universalis III: In Nomine
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    That was fast.

    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
    MM Dev Team
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    Excellent Lars!


    Great stuff!
    == MAGNA MUNDI ==

    PAY GOLD,
    SHED BLOOD,
    INSTILL FEAR,
    PROMISE HOPE


    HISTORY IS YOURS!

  4. #4
    Crazy Crusader Kings Creator jordarkelf's Avatar
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    Thank you Helius for providing one of favourite MM features so fast for IN

    Will need to start a new game but it'll be worth it.

  5. #5
    Your HRE events are the thing I feel the greatest lack of in IN. Thank you for putting this out!

    EDIT: Found a little bump in the road, I think. When I start a new game using the mod, it seemingly gives -everyone- a CB against countries like the Golden Horde and the Inca Empire?!
    Last edited by DaPacemDomine; 29-05-2008 at 16:57.

  6. #6
    Jeez, did you bother to play it before you modded it?

  7. #7
    The Ferret isca's Avatar
    EU3 OwnerNapoleonic MarshalEuropa Universalis III: In NomineHearts of Iron III

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    This is possibly the first time Philip Morris has been thanked for work on a mod...
    Mustela putorius furo
    "Historians are gossips who tease the dead." - Voltaire

  8. #8
    Thank You So Much!


    Anyway some questions...

    Any plans for adding new missions into the HRE using this mod? I'd love to see more missions for HRE member states, that don't mess with the 'mod'.
    Last edited by panther-anthro; 30-05-2008 at 11:18.

  9. #9
    I've seen that before, actually. It's damned weird. It's usually Portugal and one or two other countries with CB on the Golden Horde and the Maya. And that's in vanilla

  10. #10
    EDIT: Stupid servers always being busy

  11. #11
    That happens if they go over the REP limit, everyone gets CB. Nothing to do with Mod.

  12. #12
    Maybe it isn't related to the mod but I've had 2 CTDs now while scrolling in the National Decisions interface at the Imperial Army Decisions level.



    G.

  13. #13
    This is the second time I chose to enact the "Imperial Endowment for the Arts"; the first time around after selecting it the text box just mentioned:

    "HRE_institution_propose_poa"

    The 2000 ducats weren't removed and after all 3 benches approved I got the message that the Reichstag has approved the creation of an Imperial Cabinet - which had already been created some years earlier.

    I chose once more the POA - and once again I got the msg mentioned above... with no money deduced.

    I guess I'll get the same results in a few years...

    Also is there a particular reason why the primary culture of Brandenburg is now pommeranian rather than east-elbian - even though the save game states that it *is* east-elbian ?




    G.

  14. #14
    Quote Originally Posted by grallonsphere
    Maybe it isn't related to the mod but I've had 2 CTDs now while scrolling in the National Decisions interface at the Imperial Army Decisions level.

    Well it's happened again while I was hovering the mouse over "Send officers to the Imperial Army" so something is definately wrong there.



    G.

  15. #15
    Quote Originally Posted by piff133
    Jeez, did you bother to play it before you modded it?
    I actually did. :-)

    I was able to do much of the modding before the release, thanks to Johan's previews.
    Mourning Magna Mundi

  16. #16
    Quote Originally Posted by panther-anthro
    Thank You So Much!


    Anyway some questions...

    Any plans for adding new missions into the HRE using this mod? I'd love to see more missions for HRE member states, that don't mess with the 'mod'.
    Definitely! Right now, though, the main point is to get the HRE system working under IN.

    That included disabling certain vanilla missions for the HRE. But I have a few ideas for missions for the Emperor, and also for the rival.

    Overall, I think I want to relax the rules in the HRE a bit from what we had in Magna Mundi. The Emperor's auto-guarantee is powerful, and the absence of a way to fabricate cores adds even more difficulty. That said, I want this mod to accomplish multiple things:

    - Keep the player from exploiting the Emperorship
    - Keep the Emperorship out of the hands of large, non-member states
    - Make it possible to play a nation in the HRE without being straightjacketed

    This is obviously in addition to the flavor & depth provided by the imperial institutions.

    Any suggestions are welcome, especially since I have not had a chance to play IN since I posted this beta.
    Mourning Magna Mundi

  17. #17
    Quote Originally Posted by grallonsphere
    Well it's happened again while I was hovering the mouse over "Send officers to the Imperial Army" so something is definately wrong there. G.
    Thanks for reporting! Will look at it Monday, when I get back.
    Mourning Magna Mundi

  18. #18
    First Lieutenant Hail of Nails's Avatar
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    Question:

    Are there any, or going to be any, events dealing with a revived Byzantine Empire and the obvious "No, WE'RE Rome." problem?

  19. #19
    Captain Svantevid's Avatar
    EU3 Collectors Edition OwnerNapoleonic MarshalDeus Vult!Europa Universalis: Rome (Collectors Edition)Europa Universalis III: In Nomine
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    I noticed Styria (STY) is missing from the beneficiaries list in HRE event files.

    Also, Helius, could I possibly interest you in any of the things I'm doing here.

  20. #20
    Thanks for pointing this out! I realized that I had not yet updated that list - it'll be on my to-do-list next week.

    As for your modding suggestions, I am definitely interested. I'd like to coordinate this with the Magna Mundi map changes, and I might like to ask you to help me with integration (read: ask you to do the actual work involved).
    Mourning Magna Mundi

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