GRIN ultra lite Mini-Mod (Just the leaders)
March 2010 versions (HT & IN)
This is cut down to include only leader-generating files.
It was designed for the "Leaders by Event" option, but will work just fine with the Normal option. There would be no point in using this with the Historical option.
Just DL & copy into your mod folder. Actually, (for the Ultra-Lite ONLY), as every file name begins "grles-" or "GRIN-", you could just copy into the game folder, as it will overwrite nothing. To the best of my knowledge, it should be compatible with any mod, unless there is a conflict of event numbers.
Ultra Lite includes just the .MOD file, the localisation file, & 6 event files. Of the event files, 5 are self-explanatory: Monarch Leaders, Admirals, Generals, Explorers, and Conquistadors. The fifth file, grles-322 is a file of miscellaneous leader-generating events, and provides leaders for countries by event, which is needed for that option. It is entirely compatible with the normal option, but may be deleted if one wishes.
In this file, all leaders are free of charge, except Explorers & Conquistadors, who cost much less than in the game. They do cost diplomats or colonists, and the more you have in the bank, the higher the odds will be.
Warning: the number of historical explorers will really overpower Portugal in the early game. Assuming, that is, that the AI uses them.
It also includes Historical Advisors. Here, there is one important difference: it was necessary to remove them completely from the history folders, as there is no trigger provided to check if a given advisor exists already (unlike leaders & monarchs). So you will have NO such advisors at start. But unless you start close to their death dates, they should show up by event.
GRIN HT Lite Mod
New version posted Apr 7, 2010. Seems to be stable. Unfortunately, I haven't finished working all the Ad Infintum missions into it, although it does include the colonial sequences, plus the events & decision files.
This is about half way between the ultra-lite version, and my full intention. Since I've been unable to make the latter work, I've pared it down considerably. However, it does still include the exploration limiting features which make it frustrating, & were designed to do so.
Major features include:
-It incorporates a slightly modified version of Helius's AI mod. The only changes, IIRC, were to make it compatible with the way explorers appear and disappear, and some corrections indicated by the Validator.
-Pagans, except in Latin America, have all been changed to "shamanist", and shamanism has been set to "annex = no". This way, they will not be automatically annexable, & will not change culture on conversion.
-There is a decision which will speed up recruiting in one overseas province, at a time, provided it's not a core or has owner culture.
-March has been made much more viable. There are 5 possible results (20% each), of which just one is Decentralization. The others are Serfdom, Aristocracy, Defensive, and a Fortification Advisor. Further, the "no need" event has had its MTTH increased from 1 month to 50 years. (The Duchy of Sark did not lose its status because of Entente.)
-Unit speeds have been changed. On land they are 1.1/1.0/.9 for C-I-A. At sea, they are much slower, and light ships do not show up until about 1600.
-Advisors all have 2 effects, rather than 1.
-All archers have been given fire values.
-QFTNW, Colonial Ventures, and Press Gangs are available only after an event fires, enabling them. For the 1st two, having Land of Opportunity helps, for Press Gangs, you'll need Grand Navy first.
--- Most important of all, is the series of events killing explorers & conquistadors, intended to limit exploration & make it much diceyer. (See below.)
For the time being I've removed the full HT versions, as they are all unstable.
Link at the bottom of page.
George's Really Irritating Nautical Mod
These include all the files in the Ultra Lite versions, plus many more.
3/14/10: HT version added
My main intent in making this is to better replicate exploration and colonization. It is an adaptation of antracer's INcomplete mod; the most important changes being the addition of historical leaders and the related exploration system. The two full versions are configured for HT and IN 3.2, but with a simple change in the defines start date, will work with 3.1.
Pre-IN versions of the game will not work, as I've relied on event triggers & effects which are not available in 1.3 and 2.2.
The HT version, is untested, at the time of posting. I hope any who try it will give me feedback. I know it needs more work.
IMPORTANT: Do not, repeat, DO NOT, try this without reading at least the exploration explanations below... It is this, above all, which is the Irritating part.
The origins of the mod are:
First, the way I used to play EU II, with somewhat randomized arrival times for historical leaders. I found that adapting that database to EU III was very easily done. I missed these leaders in EU III, & decided to add them.
Second, the realization that doing it this way with conquistadors, and especially with explorers, is game-breaking. Even with the vanilla system, exploration and colonization runs very much ahead of reality. You can see this by loading as Portugal with a start date of 1503.1.1. By the time the last explorer dies, the only unexplored portions of the globe will be in the central Pacific. Adding them all, by event, exacerbated this. Therefore, something had to be done to limit them.
Third, I was never satisfied with the way purchase of leaders worked, and my 1st modding attempt was to generate them by event. That is, random, not historical leaders.
When I began working with antracer on TB&TB, well, my feet were firmly placed on the Primose Path...
Since I am anything but impartial, I think it is best to quote the 2 people who have given me terrific comments & advice on the mod. Here are excerpts from what they had to say.
OrangeYoshi:The format is a Short Description of any issue followed by the Level of Irritation; 1 being low and 10 being OMG WTF!!!, in ().
I thought Pirates were micro management hell... At least those were predictable.
Having to stop the world for the event, find the ships, load the explorer, send it off only to have him die in 3 days... (10)
Getting to repeat the process 4 more times in the course of a year...? (20)
For each and every explorer that I get...? (50)
This drove me nuts. Seriously nuts. And I'm already nuts to begin with...
I really got frustrated with this, and very quickly. It totally took me out of any rhythm or flow. I'd just get settled in, get things going and pop. I actually got to the point I stopped exploring...
The problem for me is that it actually DOES work, and rather well, considering.
It DOES limit you to rather historical times, and DOES make for an historically plausible
But, I honestly have to say I don't know if I can pay the price to achieve it...
I can safely say that anything which is of value owes that value to their input, & earlier advice from, & the examples of, very many mods and modders.Well, I'd have to agree with antracer on all his points. However, I have a touch more patience, and once I get that little sea province explored, it seems like a real accomplishment. It makes exploring a bit more emotionally involved. Normally, the explorer lasts 10 years and you can go from Florida to Alaska with him. In this, it makes it so you know that you are putting money and time into something that will probably not work.
Why didn't Spain, (the first time), France, Portugal, and the Italians fund Columbus? Because they knew it would cost a lot of money, take ships and men away from the country, and that most likely they all would die as a result of their adventure. When all your money, time, and effort finally come together and you get that province or provinces discovered, it is much more fulfilling than normal exploration.
What they are talking about is the way exploration is handled.
All historical explorers & conquistadors are generated by event, & then killed by other events. They will often be "resurrected" by event, & again killed. Thus it may take a given explorer 5 tries to actually discover a new seazone.
This greatly limits the time they have to explore, & thus, especially early in the game, & before you have QFTNW.
By far, the biggest thing you can do to keep them active longer, aside from QFTNW, is to keep maintenance at max. I find it helps to move the slider BEFORE clicking on the event window. The game seems to wait until the next month before taking the higher maintenance into account.
Also, for all leaders, each additional diplomat or colonist you have in the bank, will lower the MTTH for getting him.
Note that the really frustrating part is the 15th Century. Vasco da Gama gets more done than all the pre-Dias explorers combined. But then, that is as it should be.
Features are, again, the revival of historical leaders, without using that option, so you can still get leaders through event or purchase. It includes Admirals & Generals, plus all Monarchs who were, historically, also generals.
Further, all historical Explorers & Conquistadors are included. The database is drawn from IN 3.1, but also from idontlikeform's superb EU II mod, Europa Portugalis. I tried to exclude unnecessary duplications, but have undoubtably missed many.
1. A different naval tech tree, with delayed introduction of light ships, and notably slower ship speeds, and different combat values.
2. Changes in the availability of certain ideas.
3. 2 new start dates, specifically intended to simulate the early explorations of Henrician Portugual.
4. A variant of TB&TB, most of the changes made to accomodate the changes in ship availability & values. (Only in the IN version).
Mar 2010 status:
Other changes are:
5. Different combat tables.
In the IN version, they were based on BritNavFan's constant value table, although they are not, strictly, constant. But the shock advances are very small.
In the HT version, they are based on antracer's newland table.
The naval tables are my own. I am very unsure about the HT version, & how it will work.
6. Several ideas (QFTNW, Colonial Ventures, Press Gangs) are now enabled by event.
7. Marches are changed to be much more viable.
8. Units' speeds are changed. Ships are much slower. Cavalry is given a speed of 1, Inf of 0.9, Art of 0.8. And bow units are all given fire factors, & + 1 to their maneuver values. Naval unit costs are lower, but their maintenance higher. Their build times have changed. Mercenaries have much lower maintenance.
9. Pagans have been reworked, so now only the Central and South American nations may be annexed, and have their cultures changed by conversion.
10. Forts will pop up in low-tech countries. You can never tell what you're going to face attacking pagans.
11. There is a provision for increasing native recruiting speeds in a non-core province. This can be done for only one province at any given time. It will go away when you gain a core on it, & then you can pick another.
12. Malacca's capital has been moved to Johor, so the province of Malacca can be taken by western powers, without taking the entire country. (As actually happened.)
13. There are as many features as I could include, of antracer's INC mod, and Helius's Ad Infinitum, plus I use Abominus's naval support modifier.
14. Both Colonial range and naval supply range have been shortened, especially the latter.
Many other small changes, of course.
This is anything but finished, & from any who try it, I would appreciate whatever feedback they wish. I really do not mind harsh criticism, so long as it is backed by reasons.
Blanket permission to use this in any manner is given to all.
If you wish to use it as an ideal example of How Not To Make A Mod, be my guest.
If you wish to claim it was all your idea, & I stole it, feel free to do so.
Installation is standard, in the mod folder. The file includes the mod, the .mod file, & a readme. If you'd like to try, here it is: