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Thread: General Discussion

  1. #2001
    Quote Originally Posted by Ryasyr View Post
    I had this problem when working on my Orthodox Stuff (still WIP in many parts). I generally saw Rome as a vengeful Monster in itts early days. Then as the years went on. It realized it had a place, and peoples with cultures and differing Religions that made it what it was. It realized that all these Religions it had fought against (Catholicism, The Muslim Beliefs in general, and Zoroastrianism) were simply non-existent or Complaint with Belief in god, and the Orthodox faith simply moved itself to saying "why did we do all these horrible things?" The answer was. "Because vengeance was easy, acceptance and Forgiveness was not". I see the roman people working in much the same way. But maybe that would be me\


    Edit: *facepalm* I just realized we are talking about to very different points in history. Ruanek. Youre talking about what Rome would do in its first Century or two and im talking about later down the line in the late 1600's. I have no doubt Rome would want to smite everything that had tried to bring her to her doom. Im simply trying to further what Rome would do much later down the line
    Ah, now I get it. Certainly over time they would probably start to accept all those cultures and theoretically might even start integrating them more fully into Roman society. Just not for a century or two after conquering them.

  2. #2002
    Quote Originally Posted by Dafool View Post
    The event that turns a Catholic theocracy into the Papal States already has an increased likeliness to fire for Avignon, so if they're still around, they're the most likely to turn into the Papacy.
    Too late - France annexed them. Because they were a vassal of France.
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  3. #2003
    MEIOU and Taxes lukew's Avatar
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    Quote Originally Posted by Byzan View Post
    Too late - France annexed them. Because they were a vassal of France.
    They start as a vassal of France.
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  4. #2004
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    just had a little look into it, byz seems to have lost much of her cores. are missions added?

  5. #2005
    MEIOU and Taxes lukew's Avatar
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    Quote Originally Posted by Simone View Post
    just had a little look into it, byz seems to have lost much of her cores. are missions added?
    No, but in the next version Byzantium will have a few more cores on Anatolia, and cores on every Greek province.
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  6. #2006
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    While playing Golden Horde one of my provinces (I think it was the northernmost one) has 0.00 tax because it is distant overseas >.>
    Great mod so far though. Are there any plans to change the earliest starting date?

  7. #2007
    Major Ryasyr's Avatar
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    Quote Originally Posted by Ruanek View Post
    Ah, now I get it. Certainly over time they would probably start to accept all those cultures and theoretically might even start integrating them more fully into Roman society. Just not for a century or two after conquering them.
    And that was what i was talking about. Most of the stuff im working on atm happen after 1550.

  8. #2008
    Anyone else see 'no culture' provinces around Armenia in the 1356 start?

  9. #2009
    MEIOU and Taxes lukew's Avatar
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    Quote Originally Posted by DominusNovus View Post
    Anyone else see 'no culture' provinces around Armenia in the 1356 start?
    Could you give me a list of the names of all the provinces and I will look into this.

    Quote Originally Posted by Dutchling View Post
    While playing Golden Horde one of my provinces (I think it was the northernmost one) has 0.00 tax because it is distant overseas >.>
    Great mod so far though. Are there any plans to change the earliest starting date?
    Please could I have a screenshot?
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  10. #2010
    Quote Originally Posted by lukew View Post
    Could you give me a list of the names of all the provinces and I will look into this.
    Van and Arbil, it would seem.

  11. #2011
    MEIOU and Taxes lukew's Avatar
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    Death and Taxes 4.0e alpha is available to download
    The 4.0e alpha is here. It mainly fixes localisation and other small bugs, as well as preventing the in game colony name change event from constantly firing. I really need your help getting it ready for the final release. Please could you PM Rakhasa any details of the IGCNC event firing multiple times for any provinces, since he has worked out how to fix it but he still needs the names of all the affected provinces.

    Changelog:
    Code:
    • France no longer exists in corfu during the 100 days.
    • Aztec can only be formed by people in the New World tech group.
    • Prestige requirement removed from Lotharingia.
    • Ming factions revamped.
    • Ming's reform China decision has been modified.
    • Provinces now defect to nomads after 2 and a half years.
    • Nomad settling decisions which aren't available are hidden.
    • The Mongol Empire is now formable.
    • Japan only gives 1 base tax and manpower as opposed to 2.
    • Full decentralisation gives -0.05 war exhaustion, -4 max war exhaustion, 25% extra defensiveness, 10% higher land force limit, 20% higher manpower and -50% stab cost.
    • The American disease chain is 15 times less likely to happen if you don't border a country with a higher tech group to you.
    • AE diseases spread less quickly to provinces which don't border other provinces with the plague.
    • Integrating new core localisation added.
    • Spanish Cuenca removed from the central American region.
    • Timeline extended to the 12th April 1861, the date the American civil war began.
    • People get cleansing of heresy on their neighbours but only after the reformation has begun.
    • War dynamism added.3
    • Prussia can't see the form Prussia decision.
    • Russian/Siberian regions fixed.
    • Advisor stats no longer disappear off the screen.
    • Poland's annex Mazovia mission gives a core.
    • Move Capital to Warsaw and Polish Hussars decisions no longer show up twice.
    • Union country core cleanup event added (adapted from Miscmods).
    • Incorporated the auto building mod.
    • Incorporated the always war mod.
    • Mercantilism gives 10% trade income.
    • Free trade gives +10% stab cost and Mercantilism gives -10% stab cost.
    • Scorched earth gives -5 support limit.
    • War exhaustion is now reduced by 0.2 a month when at peace.
    • Supply limits start a little higher.
    • Szlachta promoted now only gives 8% discipline, but it gives -10% land attrition.
    • Army tradition decays at 4% a year as opposed to 3%.
    • Small number of modifiers added to make the AI more difficult.
    • Poland starts with less quality.
    • The Sardinia-Piedmont missions don't give cores.
    • The Pentarchy event requires the Papal states to be your vassal and inherits them before deactivating the papacy. It's not historically accurate but it stops the bug where the Papal states exist and the papacy is inactive causing a crusade to be called every few days.
    • Great Britain can't form France, only England.
    • Revolt risk from inflation is slightly less.
    • Sub-Saharan, New World and Nomad tech groups can't commission paintings.
    • Commissioning a painting requires an artist, and now gives -1 prestige and -5 ducats.
    • Iberian nations get QftNW slightly later.
    • Not-Patrolled penalties removed. (Pirates already do this)
    • Decision for the New World states to discover each other.
    • AI is given guidance and help in colonizing via events.
    • New Events for Teotl nations.
    • Religious minority event in colonies has a greater mtth.
    • Ethiopia has a better government and tech group.
    • Baltic provinces now have more appropriate cultures.
    • Added Egypt as a Nation.
    • Added a Greek War of Idependance Bookmark.
    • Added a lot of provincial history! (Thanks to StarWarsFan541)
    • Added Texas, California, Utah and California tags.
    • Added Texan and Mormon Cultures.
    • Added Greek war of independace Texas american War and Mexican American War.
    • The mean time to happen of the national decline event tripled.
    • Updated Japan history added from the Japan mod.
    • Britain/England get a decision at government tech 24 to restrict the powers of the king, making Britain a Constitutional Monarchy.
    • Wear British redcoats decision hidden until Land Tech 30.
    • British/English establish Foreign and Commonwealth office which gives +10% tarriffs and small other bonuses.
    • Very small bonus (5% trade income) from owning Calais and Kent.
    • If you have Ecumenism and Humanist tolerance an event with a MTTH of 3 years will fire giving tolerance of heretics/heathern +0.5, -1RR and move you 1 place towards innovative.
    • Nomads get a higher supply bonus on home plains to make them better at surviving after other countries start to colonise the edges of their territory.
    • Romanian nation decision updated.
    • Badboy malus reduced from having Temples in power from 0.2 to 0.1.
    • Added minefield's coats of arms.
    • Nostradamus is a level 5 artist.
    • Recover Greece mission removed for Byzantium.
    • Hindustan now requires 30 cities.
    • Italy now requires 25 Italian cities.
    • Germany now requires 30 German cities.
    • Fujiwara no longer exists in Sakhalin late game.
    • Duplicated entries in map/defines.txt removed.
    • New version of In Game Colony Name Change added.
    • Tech groups rebalenced again (though Eastern, Muslim and Ottoman tech get higher slow limits).
    • Forming Japan now doesn't change trade goods, but Industrialising Japan does this, it also gives +1 base tax and manpower.
    • Forming Japan is a country decision and requires no one else (other than Japan and you) to own a province in the Japanese region.
    • Army tradition decay is faster.
    • Second version of the core cleanup event removed.
    • Dutch & French, and Dutch & Germanic cultures get a 50% cultural absorbtion rate on one another to represent the cultural similarities.
    • AI Mamluk army size nerfed a little.
    • QFTNW Can be taken after 1500 even if you don't meet the naval tech requirement.
    • Full Mercantilism gives 0.05 inflation reduction.
    • AI American Natives are less likely to become christian (20% down from 60%).
    • North Sea islands region added
    • Forming Britain requires you to own all of the British isles and grants cores on all of Britain and Orkney.
    • Orkney removed from the British isles region and added to North Sea islands region.
    • Iberia can't be formed if Portugal exists (to prevent it being inherited in an mp game when it moves it's capital).
    • Welcome event fires on the first day giving access to the auto build mod and the always war mod.
    • Reclaim Jerusalem fires less often.
    • More nations mod added including: Al-Andalus, Arabia and Belgium formable, and Australia, Cuba, Madagascar, New Zealand and South Africa as revolters.
    • Spain can only be formed by Christians whilst Iberia can be formed by any religion.
    • Forming Scandinavia now simply requires you to own the entire Scandinavian region.
    • Anatolia removed from crusader states region.
    • Arabian Peninsular region added.
    • The way subject countries are inherited when a country is formed has been completely changed. An event fires inheriting the countries if they are your junior union, this removes the issue that you will inherit a country you do not lead a union with if you own their capital because they have relocated it (e.g. Portugal moving to the new world in an mp game).
    • The Integrate Granada decision will not appear until 1480, and only if Granada exists.
    • Forming Spain will inherit Granada if it is your vassal, but Granada isn't a requirement to form Spain itself.
    • You now get increasingly bad modifiers for not owning your capital dependent on your centralisation.
    • Al-Andalus can now be formed by berber culture group countries- But watch out, it moves your capital to Europe.
    • Old governments system temporarily reinstated for the 4.0b alpha.
    • Fixed bug where British Australia/New Zealand exists as Britain in 1399 when you move around on the timeline, causing a crash.
    • Your capital no longer has to be in andalucia to form Al-Andalus.
    • Minefield flags added for new countries.
    • Scorched earth only gives -1 supply limit since this is a base and when multiplied results in being much higher.
    • Scorched earth halves local troop movement speed.
    • Claim on Arabia/Inca bug fixed.
    • Tripoli removed from the Barbary wars.
    • Quality/quantity slider moves giving the wrong events fixed.
    • Uncolonised provinces aren't required to form Scandinavia and Japan.
    • Muslims get the conquest of Mecca modifier.
    • After 1450 the Mamluks get massive maluses when at war with the Ottomans (AI only)
    • All muslims get 0.25 colonists a year.
    • Qing's 'Form Qing dynasty' decision shows up so you can see the requirements.
    • Scandinavia, Romania, Greece, Westphalia and Japan are all formable with region claims.
    • Forming Japan inherits Japanese Vassals/PU juniors
    • Britain has industrialised in 1800.
    • Riga starts Prussian culture.
    • On the 5th June 1849 Denmark becomes a Constitutional Monarchy.
    • Technology levels altered to account for the new timeline.
    • Famous quotes about war added in place of loading tips.
    • Japanese history added (Thanks to Chatnoir17).
    • France now starts allied with all its vassals.
    • Always war modifier added reducing war exhaustion, max war exhaustion, revolt risk and stability cost.
    • Quest for the new world can't be taken until 1400.
    • Mongol Khanate provinces auto defect to Ming.
    • Prussia can now be formed if Prussia exists, provided it is your vassal or PU junior.
    • Golden bull bookmark added.
    • Byzantine 1356 cores altered.
    • Resisting the Turks Byzantine modifier will only fire if the Ottomans have more cities than the Byzantines.
    • All nomads more land oriented.
    • In game colony name change event fixed (hopefully!).
    • Conquer Ireland mission fixed.
    • Loads more localisation added, especially for all the Japanese missions and decisions.
    Still to do:
    • Add monarch histories for all countries between 1356-1399 and 1821-1861
    • Denmark Kalmar union missions.
    • Holland missions to form Netherlands
    • Add HRE emperors
    • Always war event won't declare war on your vassal/subject
    • Fix always war province defection so it doesn't fire for rebels

    Waiting for:
    • Minefield to finish the new flags


    ~Download the 4.0e alpha here~
    Last edited by lukew; 19-12-2011 at 01:48.
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  12. #2012
    This is a pretty subjective suggestion but I think the contrast on the new flags is turned down way too much. Blues, purples, and other dark colors are nearly black. Dyes were pretty vibrant, I think its probably okay to let the coats of arms be a little more colorful.

  13. #2013
    MEIOU and Taxes lukew's Avatar
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    I would really appreciate it if people could take this online survey to give me feedback about the mod. Thanks.
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  14. #2014
    MEIOU and Taxes lukew's Avatar
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    Quote Originally Posted by Kerschey View Post
    This is a pretty subjective suggestion but I think the contrast on the new flags is turned down way too much. Blues, purples, and other dark colors are nearly black. Dyes were pretty vibrant, I think its probably okay to let the coats of arms be a little more colorful.
    I see your point but I quite like them and I'm going to keep them as they are, sorry
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  15. #2015
    Colonel eliphas8's Avatar
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    I think Byzantium should have less cores rather than more, on the immediate coast of asia minor and slightly more inland.
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  16. #2016
    Major Ryasyr's Avatar
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    Quote Originally Posted by eliphas8 View Post
    I think Byzantium should have less cores rather than more, on the immediate coast of asia minor and slightly more inland.
    I personally think the byzzies should have missions that give them cores on the Turkish lands. I think they should have cores on the turkish minors, To give them a more realistic chance of "reforming"

  17. #2017
    MEIOU and Taxes lukew's Avatar
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    There are less cores than game start, a small number of cores on the Anatolian coast and cores on all the greek provinces.
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  18. #2018
    As general ideas for improving religion, which of the following do you prefer?
    -Incorporating Dei Gratia
    -Adding more religions and events
    -Create a new religion system with new religions, minorities and other things

    Also, is anyone interested in helping me add colonial companies into the mod, if someone could help with flags leaders or history that would be great.
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  19. #2019
    Um it says the Emperor is a 'No Ruler' in the 1356.

    For all of them. And Byzantium.
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  20. #2020
    Colonel Ofaloaf's Avatar
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    Quote Originally Posted by starwarsfan541 View Post
    As general ideas for improving religion, which of the following do you prefer?
    -Incorporating Dei Gratia
    -Adding more religions and events
    -Create a new religion system with new religions, minorities and other things

    Also, is anyone interested in helping me add colonial companies into the mod, if someone could help with flags leaders or history that would be great.
    Dei Gratia is a complex thing to work with. Integrating DG into a mod makes said mod more difficult to work with in the future, if somebody wants to use the mod as the base for another mod.

    Speaking from personal experience. It's a complicated web of flags and events.
    Quote Originally Posted by Byzan View Post
    Um it says the Emperor is a 'No Ruler' in the 1356.

    For all of them. And Byzantium.
    The reign of No Ruler saw an unprecendented period of global unity. Even today, some people yearn for a return to a time when No Ruler controlled the world.

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