Hardradi, what are you planning on doing with the east (beyond the current border)?
With the Cimbri/Tuetoni, unfortunately we cant cant mod military access.
Perhaps you should have allied with them before you switched.
Step 1 would be to go all the way to the Aral Sea, adding in the Parni and other Dahae tribes east of the Caspian. Further north the Greater Aorsi.
Anyone interested ?
Dont neglect your Maccabees Mod. I am still looking forward to it.
To save yourself a bit of work, could you maybe use the Magna Terra map? Or is that a wee bit too ambitious for you, including the entire ancient world? Maybe just get someone to cut it down to whatever bounds you want?
Btw, I haven't had time to make a map at all anyway.
I know that when it's ready, but still... When can we expect new version of Epigoni? Trying to decide: start a new GC or wait.
PS. Hardradi, I suppose you've seen this http://forum.paradoxplaza.com/forum/...d.php?t=473582. I mean ideas about bribery. Would it be possible to see something along these lines in Epigoni? I'm not sure if and how it could be modded, but maybe you know how to.
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I still have to finalise the latest map changes which I finally got working. I got side-tracked on another major change, hopefully it wont spillover into the next relese and cause problems. It could be at the end of this weekend or maybe next weekend.
On bribery, I dont think much of it is directly moddable. Bribe cost is easily moddable but only as a flat figure. Corruption is something that effects characters. I presume it increases/decreases the chance of a successful bribe but not the bribe cost. If we can identify an event which triggers after a bribe (if an event exists) then that may provide more options.
Looking forward to the new map changes! And whatever else is in the next release of course.
If it's not too late for feedback, I'm not sure the wonders (while a wonderful addition to the game, if you'll pardon the pun) are well balanced. Most seem to give -1 RR country-wide, so anyone who controls several wonders will become almost immune to the +8 RR intrigue mission, and quite possibly immune to two such missions succeeding in any given province. In particular this makes the Seleucids incredibly robust against rebellion (-1 RR from Imperium, plus all the wonders they control and can add by rebuilding). One could argue that the historical rebellions they suffered would mostly be represented by foolishly leaving disloyal governors in office until they rebel, but I think that game balance would be improved if wonders lost the -1 RR bonus. Is there a way to make wonders give a one-time bonus (+5%, maybe?) to civilization in that province, rather than an enduring RR bonus to the country? Or just leave them as -4% stability cost and nothing else - that's a perfectly good benefit to have.
I will review the wonders in relation to revolt risk and see if I can make it local. If I cant I will see if I can make it cultural. I will be adding a new "wonder" in the next version as well.
Do you think the Support Rebels revolt risk factor is high enough? I have increased it from 5 to 8 and I am feeling inclined to go to 10 or maybe 12. It had little effect in my last game at the 8 level. In the original rome you could spam out about 5 on top of each other all on the same province. My feeling is that it is now pointless.
I am also going to implement some new regions in the east based on the Persian/Argead satrapies, Babylonia, Persia, Camaria, Parthia, Hyrcania, etc. This might weaken the Seleucids as they will have more governors and more chances of rebellion.
Raising the Support Rebels effect to 10, 12, even 15 seems OK to me. I'm not much of an intrigue player and have never found that mission useful (mostly attempted it in EU3). At least with a higher value the AI would get some effect when it does these missions.
More regions sounds great! Any plans to extend that kind of thing to some of the other big provinces on the map? Off the top of my head, Iberia, Tarraconensis, and Lugdunensis come to mind. And although Syria's not terribly big it is extremely valuable, so perhaps splitting off a Judea province would work. And maybe Crete should be its own region - I've found that as part of the rest of southern Greece it's tempting to consolidate Crete as well since I already have a good governor in place for the region.
Is it possible to mod the time when officials are grayed-out and cannot be replaced after being appointed? If a governor in a monarchy (don't want to screw up Republics, if this is even possible) is locked into something like a 5 year term before it's possible to replace him, that greatly increases the chances of a provincial rebellion. Plenty of time to get a "Become Ruler" ambition, and/or for one of those "Affairs of State" events to come along involving the governor's wife, or other unpredictable loyalty decreasing stuff to happen. Right now it's too easy to just replace the guy once the disloyal governor warning shows up...
I think that the "Council of Pontifices" national idea needs to be replaced. In order to have a council, you need to have a clearly structured idea of who is in charge of whom. There were only 3 examples of this currently represemted in the game: Phonecian, which had a hereditary preisthood, Judaism, which also had a hereditary preisthood, and Zoroastrianism. Of these, only Judaism and Zoroastrianism, as far as I know, actually had councils who debated about what to do. Since it was so rare, I therefore suggest it be replaced with something more useful.
Second, I propose you add a 'Pillaged' modifier, triggered via decisions, giving you money based on the province, but giving it the modifier which would make revolt risk something like -10 but also killing the tax rate. The trigger would be that the province is occupied by the nation.
I suppose it's away from the main focus on the mod but is there any possibility of Carthage getting some attention? I've tended to play it since I first played EU:Rome to learn the game as a republic and I find their decisions to be rather bland.
I don't know much about Carthage otherwise however (and I haven't been able to find much out) so I have few ideas on what that might be unfortunately.
What has always struck me as odd is that their naval standardization decision increases overall tech costs. I could possibly see it increasing naval tech cost but perhaps not the overall costs of all techs? I tested the modifier "naval_tech_cost_modifier" from eu3 and it works for Rome too even though it's got no localization and as far as I can tell is unused in the vanilla game.
I also find their mercenary decision a bit odd as it doesn't seem to relate to actual mercenaries at all.
Otherwise I suppose something about how citizens would serve in the navy rather than the army might be grounds for a decision or related events?
Last edited by Trin Tragula; 16-05-2010 at 19:32.
First impressions - the new provinces and sea zones are great to see! I really like the idea of the climate zone system, but I disagree with several elements of the implementation.
1. Temperate is treated as being richer land than Mediterranean, which seems backwards to me. I can accept this as a balancing factor designed to boost the Gallic tribes relative to the Romans, if that is in fact the intent. If realism is the intent, then reversing the modifiers (no modifier for Temperate, +10% tax value for Mediterranean) should be more accurate.
2. I'm not convinced that the Fertile Crescent and Mesopotamian provinces are correct to be assigned Semi-Arid. That's about right for that region today, but had they already been that badly damaged 2300 years ago? If not, Mediterranean would probably be appropriate (certainly for 5-6000 years ago; perhaps a middle ground of a no-modifier version of Temperate as in point 1 would work for this time period?). Damascus, Susa, and Persepolis being Arid seems odd as well. All three were hugely important cities during or very shortly before this era, so it seems strange that they'd be in what amount to desert provinces. If Arid is actually correct for those regions in this time period, perhaps an even more extreme "Desert" climate tag should be added to differentiate these cities from places like Libya province?
3. Some provinces are simply wrong. Gallia Cisalpina (capital: Milan) is assigned Highland climate, presumably because the province includes part of the Alps. The province also includes a hefty chunk of the highly valuable and productive Po valley, so one of Temperate or Mediterranean would be correct (wikipedia says Temperate for North Italy's inland plains like this). The same logic in reverse indicates that Helvetii should be Highland not Temperate. IIRC, Caesar noted that it was a poor land whose inhabitants tried and failed to take better land in Gaul in the Gallic Wars. And really, if the heart of modern Switzerland isn't Highland, what is?
Ditto for parts of Armenia - there have to be Highland provinces in there though I don't know the region well enough to say which ones for certain. Again I believe it was Caesar who remarked on the extreme harshness of the terrain, and Continental doesn't do justice to that.
Just checked, Pictii is also currently Temperate not Highland.
I am not that savvy on how tech works in EUR. Do you mean the 6% technology cost modifier from this decision? Its affecting all technology but you think we could use the EUIII "naval_tech_cost_modifier" so that the penalty is specific to ships?
There are not many merc related scopes, switches and effects in the game. That is why they have used the non-merc related modifiers. A shame really.
You are suggesting another naval decision, where the the citizenry focus on naval matters rather than army matters? It could be increase naval recruitment speed but reduce army recruitment speed. It seems to have some basis, Wikipedia entry:
It could also reduce populist attraction by the sounds of it but increase civic and mercantile attraction. Thanks for the idea.The navy of Carthage was one of the largest in the Mediterranean, using serial production to maintain high numbers at moderate cost. The sailors and marines of the Carthaginian navy were predominantly recruited from the Punic citizenry, unlike the multi-national allied and mercenary troops of the Carthaginian armies. The navy offered a stable profession and financial security for its sailors. This helped to contribute to the city's political stability, since the unemployed, debt ridden poor in other cities were frequently inclined to support revolutionary leaders in the hope of improving their own lot. The reputation of her skilled sailors implies that there was in peacetime a training of oarsmen and coxswains, giving their navy a cutting edge in naval matters.
1. I prefer realism but still think its ok. Living in a so called Mediterranean climate myself, I feel that the temperate climates are a lot more lush and capable of generating more crops and population. I have no facts for this though. Anyone else have an opinion?
2. I just checked my Atlas and the Ferticle Crescent is a mixture of Mediterranean/Steppe/Desert from north to south (present day). Perhaps I need another one, Steppe. Agree with the three regions your brought up, they should not be arid.
3. I seen the Gallia Cispal. province modifier when I was modding the map up there and did not like it. I agree with your comments on this, the Helvetti, Armenia and Scotland.
Exactly. The current decision increases tech costs by 6% for all techs while "naval_tech_cost_modifier" will just increase the cost for naval techs. If used localization will have to be added however as the modifier is accepted by the game (and works) but as it's unused by the base game there is no existing localization for it.I am not that savvy on how tech works in EUR. Do you mean the 6% technology cost modifier from this decision? Its affecting all technology but you think we could use the EUIII "naval_tech_cost_modifier" so that the penalty is specific to ships?
I'm not that knowledgeable about eu:r modding either. I'm much more used to modding EU3 (and that's also a historical period I know more about).
I wasn't able to find a list of usable modifiers for EU:R so I tested one from EU3 that worked.
This was exactly what I was suggesting Perhaps a higher organization for navies as well (as the mercenary decision lowers it for land troops)?You are suggesting another naval decision, where the the citizenry focus on naval matters rather than army matters? It could be increase naval recruitment speed but reduce army recruitment speed. It seems to have some basis, Wikipedia entry:
It could also reduce populist attraction by the sounds of it but increase civic and mercantile attraction. Thanks for the idea.