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Thread: (MOD) Vinland

  1. #21
    Ceteris Paribus Nuril's Avatar
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    Updated to v1.11

    Besides a whole bunch of minor stuff and some recalibration (like forgetting I still had the basetax for Vinland at what it was when there were half the provinces, etc.. That certainly doesn't help when seeing if the current values are too high/low on stuff.), there's now:

    - 3 more provinces (Uppland, Blekinge and Möneyjar (Isle of Man)). Also renamed a few things to keep the theme consistent.
    - An overhauled Vé system to define what Gods/Goddesses your main Temples are dedicated to. Though keep in mind the honour system as you aren't limited to 1 of each yet!
    - Added trade goods to the American provinces that had been lacking them.
    - Fixed up some definitional stuff, like what Region/Climate provinces are in.

    Edit: v1.112 now, as there were some minor fixes.
    Edit2: v1.120.

    DOWNLOAD:

    Vinland DW v1.120 (for July 12th Beta patch)

  2. #22
    Every day is exactly the same anubisfike's Avatar
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    Really nice update. I just wanna say you should probably put the strait between Uppland and Finland now, instead of Stockholm and Finland.

    Also the Swedish 'Bring civilization to the Lapps' mission could use a rework so it targets both Northern and Southern Lappland if you think it's a good idea.

    Oh and Caithness still doesn't start with any trade good specified.

    edit: supporting the althing faction gives you influence with the bureaucrat faction, you don't get any influence with the althing.
    Last edited by anubisfike; 19-07-2011 at 14:18.

  3. #23
    Ceteris Paribus Nuril's Avatar
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    Quote Originally Posted by anubisfike View Post
    Really nice update. I just wanna say you should probably put the strait between Uppland and Finland now, instead of Stockholm and Finland.
    Oh right. Thanks!

    Before this patch I still had the strait between Bjarland and Markland, eventhough Kvámaland was the one now bordering it and it wasn't even needed there as it has land on both sides. I guess I easily forget that file.

    Quote Originally Posted by anubisfike View Post
    Also the Swedish 'Bring civilization to the Lapps' mission could use a rework so it targets both Northern and Southern Lappland if you think it's a good idea.
    Maybe, but I think it might be better to add a 2nd stage of the mission and split them by years so Lappland isn't colonized so swiftly. It wasn't until the 1600s that we actually colonized it properly, right?

    Quote Originally Posted by anubisfike View Post
    Oh and Caithness still doesn't start with any trade good specified.
    Oh, rats. Forgot about the Scots.

    Quote Originally Posted by anubisfike View Post
    edit: supporting the althing faction gives you influence with the bureaucrat faction, you don't get any influence with the althing.
    o_o My bad.

  4. #24
    Every day is exactly the same anubisfike's Avatar
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    Quote Originally Posted by Nuril View Post
    Maybe, but I think it might be better to add a 2nd stage of the mission and split them by years so Lappland isn't colonized so swiftly? It wasn't until the 1600s that we actually colonized it properly, right?
    Indeed, that's true. It would be better to split them all into separate missions. Southern->Northern->Eastern perhaps.

  5. #25
    Ceteris Paribus Nuril's Avatar
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    Updated with some small fixes now. Also, Bergenhus was apparently lacking a port since there was too little water around the port in the game. I also promise to not add more numbers. 1.12 just felt a bit steep for such a minor addition.

  6. #26
    Every day is exactly the same anubisfike's Avatar
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    Here are some fixes for the ports in Faereyjar and Caithness as both were rotated inwards, inside the province.

    Faereyjar: port_rotation = 5.426984

    Caithness: port_rotation = 6.061261

  7. #27
    Ceteris Paribus Nuril's Avatar
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    Quote Originally Posted by anubisfike View Post
    Here are some fixes for the ports in Faereyjar and Caithness as both were rotated inwards, inside the province.
    Yeah. Great as his tools are, the screwed up nature of MichaelM's position editor on Port-rotation is really confusing.

    Quote Originally Posted by anubisfike View Post
    Caithness: port_rotation = 6.061261
    Caught this one earlier.

    Quote Originally Posted by anubisfike View Post
    Faereyjar: port_rotation = 5.426984
    Fixed.


    Edit: Alright, some news on the Defection-to-Vinland problem in Europe.. Did you actually see the type of rebels in your game as Patriots or did you just see the province defect? Because I, on a current hands-off game, have Caithness having defected to them due to the "1st Ásatrú Army", so it's religious zealot rebels for me (due to there not being another Ásatrú nation besides Vinland).

    I'll leave Tórshavn, Faereyjar, as the only Ásatrú province in Europe so at least it's remote. Caithness ought to be Norse-Catholic anyway. Changed Hróaldr Árnisson from a Conquistador (mostly for the lower attrition) to a regular general because for some damn reason the AI won't use a Conquistador, no matter how essential his powers as a general could be, for conventional warfare. I guess they don't risk losing them in battle or something....which is a bit counter to the point when he's supposed to lead the Varangian Guard.

  8. #28
    Every day is exactly the same anubisfike's Avatar
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    Religious rebels might make more sense yeah, I just assumed they were patriots so that's probably it.

  9. #29
    Ceteris Paribus Nuril's Avatar
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    While I couldn't make it nice and self-containing (since apparently no combination of triggers worked and it was driving me insane) I just went ahead and used flags to contain the Vé:s to one of each ("Cult of x" since they're devoted to one out of the pantheon. Might find some other use for that later).

    Does anyone see something wrong with my Religious descisions, though? The only one working at the moment (the others don't even show up in the game anywhere) is "Átrunadr véurr". Not even it's counter-weight "Sjálfrádr trú" shows up. What could make them all break so completely? Is there some basic fault with the way they're written, apart from Átrunadr véurr, that makes them unusable?

    Code:
    religion_decisions = {
    
    	átrunadr_véurrr = {
    		potential = {
    			not = { has_country_modifier = átrunadr_véurr }
    			not = { has_country_modifier = sjálfrádr_trú }
    			religion_group = nordic_beliefs
    			or = {
    				any_neighbor_country = { religion_group = christian }
    				any_owned_province = { religion_group = christian }
    			}
    		}
    		allow = {
    			missionaries = 1
    			stability = 1
    			religion_group = nordic_beliefs
    			not = { idea = humanist_tolerance }
    			innovative_narrowminded = 1
    		}
    		effect = {	
    			add_country_modifier = {
    				name = "átrunadr_véurr"
    				duration = -1
    			}
    			missionaries = -1
    			stability = -2
    		}
    		ai_will_do = {
    			factor = 1
    			modifier = {
    				NOT = { stability = 2 }
    				factor = 0
    			}
    			modifier = { 
    				missionaries = 3
    				factor = 0
    			}
    			modifier = { 
    				NOT = { neighbor_country = { religion_group = christian } }
    				factor = 0
    			}
    		}
    	}
    
    	sjálfrádr_trúr = {
    		potential = {
    			not = { has_country_modifier = átrunadr_véurr }
    			not = { has_country_modifier = sjálfrádr_trú }
    			or = {
    				religion_group = nordic_beliefs
    				religion = vinlandiccatholicism
    			}
    		}
    		allow = {
    			and = {
    				any_owned_province = { religion_group = christian }
    				any_owned_province = { religion_group = nordic_beliefs }
    			}
    			officials = 1
    			diplomats = 1
    			not = { idea = divine_supremacy }
    			innovative_narrowminded = -1
    		}
    		effect = {	
    			add_country_modifier = {
    				name = "sjálfrádr_trú"
    				duration = -1
    			}
    			officials = -1
    			diplomats = -1
    		}
    		ai_will_do = {
    			factor = 1
    			modifier = {
    				NOT = { stability = 2 }
    				factor = 0
    			}
    			modifier = { 
    				missionaries = 3
    				factor = 0
    			}
    		}
    	}
    
    	rikr_blótr = {
    		potential = {
    			not = { has_country_modifier = rikr_blót }
    			not = { has_country_modifier = banna_blót }
    			religion_group = nordic_beliefs
    		}
    		allow = {
    			adm = 7
    			stability = 1
    			officials = 1
    			years_of_income = 0.3
    		}
    		effect = {	
    			add_country_modifier = {
    				name = "rikr_blót"
    				duration = 1460
    			}
    			officials = -1
    			years_of_income = -0.2
    		}
    		ai_will_do = {
    			factor = 1
    			modifier = {
    				revolt_percentage = 4
    				factor = 0
    			}
    			modifier = {
    				factor = 0
    				years_of_income = 3
    			}
    		}
    	}
    
    	leiga_galdralagr = {
    		potential = {
    			not = { has_country_modifier = leiga_galdralag }
    			religion_group = nordic_beliefs
    		}
    		allow = {
    			officials = 1
    			years_of_income = 0.3
    			advisor = artist
    		}
    		effect = {	
    			add_country_modifier = {
    				name = "leiga_galdralag"
    				duration = 1095
    			}
    			officials = -1
    			years_of_income = -0.2
    		}
    		ai_will_do = {
    			factor = 1
    			modifier = {
    				revolt_percentage = 4
    				factor = 0
    			}
    			modifier = {
    				factor = 0
    				years_of_income = 2
    			}
    		}
    	}
    
    	smída_dýrr_hörgrr = {
    		potential = {
    			not = { has_country_modifier = smída_dýrr_hörgr }
    			religion_group = nordic_beliefs
    		}
    		allow = {
    			adm = 7
    			officials = 1
    			years_of_income = 0.6
    			idea = patron_of_art
    		}
    		effect = {	
    			add_country_modifier = {
    				name = "smída_dýrr_hörgr"
    				duration = -1
    			}
    			officials = 1
    			years_of_income = -0.5
    			
    		}
    		ai_will_do = {
    			factor = 1
    			modifier = { 
    				NOT = { treasury = 240 }
    				factor = 0
    				}
    			modifier = { 
    				NOT = { 
    					OR = { 
    						revolt_percentage = 3
    						war_exhaustion = 5
    						}
    					}
    				factor = 0
    			}
    		}
    	}
    
    	hrekja_fárbjódrr = {
    		potential = {
    			not = { has_country_flag = hrekja_fárbjódr_flag }
    			not = { has_country_modifier = sjálfrádr_trú }
    			has_country_modifier = átrunadr_véurr
    			religion_group = nordic_beliefs
    		}
    		allow = {
    			or = {
    				ICE = { religion_group = christian }
    				NOR = { religion_group = christian }
    				SWE = { religion_group = christian }
    				DAN = { religion_group = christian }
    			}
    			missionaries = 1
    			diplomats = 1
    			stability = 1
    			religion_group = nordic_beliefs
    			not = { idea = humanist_tolerance }
    			innovative_narrowminded = 1
    		}
    		effect = { 
    			set_country_flag = hrekja_fárbjódr_flag
    			missionaries = -1
    			diplomats = -1
    			stability = -1
    		}
    		ai_will_do = {
    			factor = 1
    			modifier = {
    				NOT = { stability = 2 }
    				factor = 0
    			}
    			modifier = { 
    				missionaries = 3
    				factor = 0
    			}
    			modifier = { 
    				NOT = { neighbor_country = { religion_group = christian } }
    				factor = 0
    			}
    		}
    	}
    
    	skíra_thjódannr = {
    		potential = {
    			not = { has_country_modifier = skíra_thjódann }
    			religion = vinlandiccatholicism
    			and = {
    				primary_culture = vinlandicculture
    				any_owned_province = {
    					religion_group = nordic_beliefs
    				}
    			}
    		}
    		allow = {
    			dip = 7
    			missionaries = 1
    		}
    		effect = {	
    			add_country_modifier = {
    				name = "skíra_thjódann"
    				duration = 1825
    			}
    			missionaries = -1
    		}
    		ai_will_do = {
    			factor = 1
    			modifier = { 
    				NOT = { stability = 2 }
    				factor = 0
    			}
    		}
    	}
    
    	banna_blótr = {
    		potential = {
    			not = { has_country_modifier = banna_blót }
    			not = { religion_group = nordic_beliefs }
    			or = {
    				and = {
    					primary_culture = vinlandicculture
    					any_owned_province = {
    						religion_group = nordic_beliefs
    					}
    				and = {
    					religion = vinlandiccatholicism
    					any_owned_province = {
    						religion_group = nordic_beliefs
    					}
    				}
    			}
    		}
    		allow = {
    			innovative_narrowminded = 2
    			advisor = theologian
    			stability = 1
    			officials = 1
    			missionaries = 1
    		}
    		effect = {	
    			add_country_modifier = {
    				name = "banna_blót"
    				duration = 3650
    			}
    			missionaries = -1
    			officials = -1
    			stability = -2
    		}
    		ai_will_do = {
    			factor = 0
    			modifier = {
    				NOT = { revolt_percentage = 0 }
    				factor = 0
    			}
    			modifier = { 
    				missionaries = 3
    				factor = 0
    			}
    			modifier = { 
    				NOT = { any_owned_province = { religion_group = nordic_beliefs } }
    				factor = 0
    			}
    		}
    	}
    
    	virduligr_kirkjar = {
    		potential = {
    			not = { has_country_modifier = virduligr_kirkja }
    			religion = vinlandiccatholicism
    			any_owned_province = {
    					religion = vinlandiccatholicism
    				}
    		}
    		allow = {
    			adm = 7
    			officials = 1
    			years_of_income = 0.6
    			idea = patron_of_art
    		}
    		effect = {	
    			add_country_modifier = {
    				name = "virduligr_kirkja"
    				duration = -1
    			}
    			officials = 1
    			years_of_income = -0.5
    			
    		}
    		ai_will_do = {
    			factor = 1
    			modifier = { 
    				NOT = { treasury = 240 }
    				factor = 0
    				}
    			modifier = { 
    				NOT = { 
    					OR = { 
    						revolt_percentage = 3
    						war_exhaustion = 5
    						}
    					}
    				factor = 0
    			}
    		}
    	}
    }

  10. #30
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    Quote Originally Posted by Nuril View Post
    Does anyone see something wrong with my Religious descisions, though?
    The "and" clause at line 267 (the first one in banna_blótr) isn't closed. No idea whether that's causing problems anywhere else.
    Code:
    	banna_blótr = {
    		potential = {
    			not = { has_country_modifier = banna_blót }
    			not = { religion_group = nordic_beliefs }
    			or = {
    				and = {
    					primary_culture = vinlandicculture
    					any_owned_province = {
    						religion_group = nordic_beliefs
    					}
    				and = {
    					religion = vinlandiccatholicism
    					any_owned_province = {
    						religion_group = nordic_beliefs
    					}
    				}
    			}
    		}
    		allow = {

  11. #31
    Ceteris Paribus Nuril's Avatar
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    Quote Originally Posted by BritNavFan View Post
    The "and" clause at line 267 (the first one in banna_blótr) isn't closed. No idea whether that's causing problems anywhere else.
    Thanks for finding that. Sadly it does not appear to have changed anything on the root problem.

  12. #32
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    Put everything in each "potential" clause into the "allow" clause and see what happens?

  13. #33
    Ceteris Paribus Nuril's Avatar
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    Okay, this just doesn't make any fucking sense, EU3. I was going to try running them one-by-one (backing the file up and adding one at the time, seeing if they work individually), but nothing past Átrunadr véurr showed up despite this.....then I tried just adding the ones that weren't working to the standard "Religion.txt" and voilá: they work just fine. Now this bothers me, besides liking the fact that they loaded: Why, in Hel's judgement, does Religious decisions with no fault in the syntax/triggers/effects (after all, it is identical in the Religion.txt file) NOT load when in an independent file that is easy to keep track of? Why do SOME things load (provincial and the first listed country-level decision) but not everything else? Seems completely arbitrary. The cultural stuff works just fine in a separate file.

    Oh well! Will have 1.120 out soon with fixed religious decisions and a working limiter on the Vés to 1 dedicated temple per God/Goddess (and how could I not add a little "Spy" bonus to the devoted cultists of Loki? Those mischievous rascals. :3 ) and some other fixes and a couple of new events. I still need to figure out how to apply my event-ideas for those who go down the Accommodationist path with Skraelings, though, as I want them to be a matter of roleplaying and playstyle, not downright "Best/Worst" paths.


  14. #34
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    Quote Originally Posted by Nuril View Post
    then I tried just adding the ones that weren't working to the standard "Religion.txt" and voilá: they work just fine. Now this bothers me, besides liking the fact that they loaded: Why, in Hel's judgement, does Religious decisions with no fault in the syntax/triggers/effects (after all, it is identical in the Religion.txt file) NOT load when in an independent file that is easy to keep track of? Why do SOME things load (provincial and the first listed country-level decision) but not everything else? Seems completely arbitrary. The cultural stuff works just fine in a separate file.
    I have them working in an independent file... as long as átrunadr_véurrr is not in that file.

    Quote Originally Posted by Nuril View Post
    I still need to figure out how to apply my event-ideas for those who go down the Accommodationist path with Skraelings, though, as I want them to be a matter of roleplaying and playstyle, not downright "Best/Worst" paths.
    I'd consider the Micmac (the natives of modern New Brunswick, Nova Scotia, and yes they visit and, from time to time, live in Newfoundland) to be a state... compared to the resources of a country like England or Spain they're "natives" but they'd have had comparable resources to a Norse colony in Vinland.

    I'm a bit surprised that one of the factions prevents you from declaring war. You are Norse Pagans, they are going to have a problem with declaring war?

    The capital should probably be on the Avalon peninsula (the peninsula at eastern end of the island). That part of the island, and that part only, is in the path of the Gulf Stream, so it has a significantly nicer climate than most of the island. There's a reason St. John's (the capital of Newfoundland) is there in real life.

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    ...Long post is long.

    Quote Originally Posted by BritNavFan View Post
    I have them working in an independent file... as long as átrunadr_véurrr is not in that file.
    Hm.. Okay, and you haven't the faintest why it's ["Átrunadr véurr" 's] doing that?

    Quote Originally Posted by BritNavFan View Post
    I'd consider the Micmac (the natives of modern New Brunswick, Nova Scotia, and yes they visit and, from time to time, live in Newfoundland) to be a state... compared to the resources of a country like England or Spain they're "natives" but they'd have had comparable resources to a Norse colony in Vinland.
    It was a "colony" four hundred years ago. They are a full-fledged decently populated country by this point. Four hundred years is a lot of time for human civilization and expansion/population growth. The early conflicts are long gone (as I noted in the first post. In reality they didn't have didn't consider it worth the effort to entrench themselves permanently, but in this alternative history it went well enough that they had already made that initial entrenchment first), with the Norse victorious. Though these are NOT campaigns of annihilation and complete control of the lands for themselves, as you'll note in my Triggered Modifier that is there to give Skraeling nations, which obviously would otherwise have quite a disadvantage due to Techgroup (which I bumped up too, since they have contact to more advanced cultures going way back) and Units, said modifier is "Fifth Column". That is the tribes subjugated to Norse rule undermining the Vinlandic nation from within, hoping to assert their independence.

    That is also something that I'm hoping to be a differing factor between the event-paths of "Settlers / Accommodationists", since an Accommodationist Vinland would intergrate the tribes and be a more cosmopolitaine culture between the two, as compared to the more domineering and tribalistic view of "Vinlanders first, natives be damned", even if the latter does not necessarily mean being antagonistic to the Skraeling inside your own realm, as they wouldn't necessarily be an impediment to that.

    Quote Originally Posted by BritNavFan View Post
    I'm a bit surprised that one of the factions prevents you from declaring war. You are Norse Pagans, they are going to have a problem with declaring war?
    ..We weren't all Berserker savages up here in the north, you know. I also fail to see the relevance of the "non-Christian" bit, as they certainly have no special compunction about war. ಠ_ಠ

    That faction is the Althing, it is the democratic assembly of free citizens. Many of whom would be the ones that would suffer the burden of war and reap little of it's gains. People-run democracies are less inclined to warmonger. Vinland is not a big horde of warriors plundering around North America to stay alive, they are farmers, burghers, artisans, priests, lawyers and etc. Also keep in mind that it is currently run by independent-minded Jarls elected by the Althing to serve as leader for terms, so the Althing's authority is fairly deeply rooted. It'd still be convening in the same numbers, however symbolic, even at 0% authority in game-mechanics, though. When their influence is the most powerful, they would essentially have an "Althing's Veto" on the major actions of the Jarl they elected. Note that certain events that you do have a clear choice in do lead to war (though not many at the moment).

    These Jarls have private interests and do not look favourably on some over-arching federal state bossing over them as soon as they leave office. They are one monolithic force when faced with outside threats, but they would hardly want some national army standing around at the beck and call of "Whoever that guy is they have elected at the moment". Think Feudal armies, where the Monarch can raise levies among the people who have actual direct authority in certain regions. That is what I see the standing army displayed in EU3 as for them: A mishmash of regional levies (of professional soldiers or inhabitants) with differing actual loyalties but, because of their subservience to the Jarl-in-power, these loyalties also mean loyalty him/her.

    This could, naturally, create quite a bit of troublesome pretenders if the system is collapsing and lead to civil war. Thankfully it is quite solid at the start. Do pretender-rebels fight eachother if they're fighting for separate candidates or is it "Anyone but the one in the Capital"? I hope it's the former!

    (Edit: ..That is definitely giving me the inclination to, once this part of the game is nice and playable, to have a later start date where they technically own all of the Vinland-region as I have defined it in "vinlandic_region", but central authority has collapsed and has independent "Jarldom" countries at war to re-unify Vinland under an autocratic Monarchy. )

    Quote Originally Posted by BritNavFan View Post
    The capital should probably be on the Avalon peninsula (the peninsula at eastern end of the island). That part of the island, and that part only, is in the path of the Gulf Stream, so it has a significantly nicer climate than most of the island. There's a reason St. John's (the capital of Newfoundland) is there in real life.
    Duly noted, but it doesn't make much geopolitical sense for the Vinlanders, since it'd be further removed from trade and easy access to the provinces. Though it could perhaps be made a bit richer and more populous at the expense of some of the rest of Newfoundland, then. Capitals aren't just for where the nicest weather or biggest city is, after all. If Russia owned an island with a big city in the Bahamas, I sincerely doubt they'd rule from there. Not to mention the majority of Vinland's history prior to the game's start is within the Medieval warm period, with the Little Ice Age just coming along and kicking them in the balls right on the game's starting time.

    Do you know anything about the Wildlife of the Acadian region? Are there any big game animals the Mi'kmaq revere and would be particularly... annoyed... about being taken down in a Great Hunt, let's say~?

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    Updated to 1.120

    -Religious decisions now working.

    -Dedication of temples to specific Gods/Goddesses now properly limited to one of each.

    -A couple of events and missions.

    -Switched the government form from "Noble Republic" to "Republican Jarldom" and added Independent Jarldom.

    -Now possible for Vinland to seperate into feuding Jarldoms (hence "Independent Jarldom"), though events or such for this are not implemented yet, but should be possible as a result of war. Added them as nations and gave 'em cores.

    -Minor fixes/corrections (and changed the south-eastern province of Newfoundland to have Mild_Winter).

    DOWNLOAD:
    Vinland DW v1.120 (for July 12th Beta patch)

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    Aren't you supposed to be able to reduce population growth on a National level as well? I really need to be able to (since it'd be a major unnecessary hassle if it was at a provincial level).

    I tried to both have it in a Country-modifier and as a Triggered Modifier. What's wrong with either of these?

    Code:
    Triggered-Modifier:
    
    ###############
    # Black Death #
    ###############
    black_death_triggered = {
    	potential = { 
    		or = {
    			tag = ICE
    			tag = VIN
    			tag = KEB
    			tag = NEF
    			tag = MRK
    			tag = FRM
    			tag = HIL
    			tag = FEL
    			tag = GES
    			tag = HOP
    			tag = VIL
    			tag = VEG
    			tag = FJO
    			tag = KRR
    		}
    		NOT = { year = 1500 }
    	}
    
    	trigger = {
    		has_country_modifier = black_death
    	}
    
    	global_tax_modifier = -0.20
    	global_revolt_risk = 8
    	minimum_revolt_risk = 4
    	population_growth = -0.25
    	global_regiment_recruit_speed = 0.25
    	icon = 6
    }
    
    
    Country-modifier (Lacks the identical lines when used together with triggered):
    
    black_death = {
    	global_tax_modifier = -0.20
    	global_revolt_risk = 8
    	minimum_revolt_risk = 4
    	population_growth = -0.25
    	global_regiment_recruit_speed = 0.25
    	land_morale = -0.15
    	icon = 6
    }

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    I don't see anything wrong with it. However, some effects/commands in Paradox games are context sensitive. Population growth works as a country-level effect in the static_modifiers file, but AFAIK all of the modifiers in the vanilla event_modifiers file that contain it are provincial modifiers. I haven't checked that, but if you're having a problem making it work that's probably why.

    What you can do, for sure, is something like
    Code:
    #start from country scope
    any_owned = {
    	add_province_modifier = {
    		name = province_modifier_with_population_growth_effect
    		duration = x
    	}
    }
    ... which isn't too horrible (and which you may want to do anyway, since this lets you change population levels during the event. The population growth modifier is %growth per decade, so it's slow.)

    I played a lot further (almost to 1500). Some comments:

    "We shall drive them away" event (23902 in \events\vinland.txt) often happened immediately after I had crushed the native country in a war, destroying its army and taking all of its provinces by siege, and before the AI country had had time to rebuild a single regiment. (It then declared war on me by event.) Here are some conditions I added to its trigger clause:
    Code:
    		war = no
    		not = { truce_with = VIN }
    		army_size_percentage = 0.75
    		not = { relation = 50 who = VIN }
    		not = { vassal_of = VIN }
    Westernisation: your westernisation file appears to be based on In Nomine: there is no mention of the Ottoman or Steppe Nomad tech groups. You may want to review it. Also, since then Paradox moved the requirement to have a neighbouring country of a faster tech group from the "potential" clause to the "allow" clause so players who don't read the game files can see what they need to do. If you don't want to go that far, at least consider putting the requirement for a neighbouring country in the "allow" clause and put a requirement for "any_known_country" in the "potential" clause.

    I would change the tech speed of the vinland tech group to 0.8 from 0.7, because the AI colonizes at tech modifier 0.8 and up. You're still going much slower than Europe because you have no neighbour bonus, and you have the disadvantage of not having a slow_limit.

    Cosmetic stuff
    The accented capital "O" in "Orheinland" doesn't display on the map. Probably something to do with the font.
    tribal_autocracy_ruler_female is lacking localisation and there was one in my game.

    A few ideas
    It's a lot easier to sail from the Norse Greenland colonies to Iceland than it is to sail from Greenland to Newfoundland. So you may want to consider a mission like Portugal's mission to discover the Azores, that would let Vinland rediscover contact with Iceland without QftNW.

    Iceland, Norway, and the Vatican all knew where the Greenland colonies were. (The senior priest in Greenland was appointed in Rome.) If people from Vinland had started returning to Greenland before the Greenland colonies collapsed, Iceland and Rome would have heard of it within a couple of years. Especially Rome, if the returnees had been worshipping Odin and Thorr.

    The religious and faction systems are very tame and easy to manage. How about some events to liven them up? (Provinces converting to one religion or the other by event, as in the reformation, would be very reasonable. Such things happened and they were beyond the power of any one individual to control.)

    You might want to make a requirement that a country have at least one province of religion "ukonusko" to convert to that religion.

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    Quote Originally Posted by BritNavFan View Post
    ... which isn't too horrible (and which you may want to do anyway, since this lets you change population levels during the event. The population growth modifier is %growth per decade, so it's slow.)
    Ah. I want it to kill off gradually, so I guess I can add an even steeper one, since I probably had it in mind as 1-year periods. And yeah, I was considering some form of Nation-wide addition of province modifiers if the global one didn't work.

    Quote Originally Posted by BritNavFan View Post
    "We shall drive them away" event (23902 in \events\vinland.txt) often happened immediately after I had crushed the native country in a war, destroying its army and taking all of its provinces by siege, and before the AI country had had time to rebuild a single regiment. (It then declared war on me by event.)

    army_size_percentage = 0.75
    Awesome! I did not realize or even think about such a condition! That definitely has potential (and yeah, changed).

    Quote Originally Posted by BritNavFan View Post
    Westernisation
    I'll give it a look.

    Quote Originally Posted by BritNavFan View Post
    I would change the tech speed of the vinland tech group to 0.8 from 0.7, because the AI colonizes at tech modifier 0.8 and up. You're still going much slower than Europe because you have no neighbour bonus, and you have the disadvantage of not having a slow_limit.
    Ah! Didn't know that. Thanks.

    Silly me for thinking the AI would do it if they have the money, colonists and good target provinces, I suppose!

    Quote Originally Posted by BritNavFan View Post
    Cosmetic stuff The accented capital "O" in "Orheinland" doesn't display on the map. Probably something to do with the font.
    Yeah, I don't know how to fix that. It's also a problem with "Djúrabý"(Derby) in England. Sometimes it just omits accented letters on the map, but leaves them in the province data. It's quite strange.

    Quote Originally Posted by BritNavFan View Post
    tribal_autocracy_ruler_female is lacking localisation and there was one in my game.
    Oh. The 3 new Tribal governments are way, way old in the mod anyway, since I was experimenting with Hordes and didn't want to make the rest of America/Africa weird. I guess I presumed that, unless specified (like the Matriarch title), it'd default to the male one. Added female versions for now. Might as well keep them in in case I want to tinker with 'em for different stuff.

    Quote Originally Posted by BritNavFan View Post
    A few ideas
    It's a lot easier to sail from the Norse Greenland colonies to Iceland than it is to sail from Greenland to Newfoundland. So you may want to consider a mission like Portugal's mission to discover the Azores, that would let Vinland rediscover contact with Iceland without QftNW.
    Hah. That was actually exactly what I was currently doing, not knowing about the Portugese mission, but for how Vinland contracts Black Death, so they actually have to physically have to have people in Iceland during an outbreak (won't be contaminated unless ICE has the Country Modifier). Yeah, I suppose I could see that as a possible change. Wouldn't Vinland be able to have QftNW by 1460 or so, though? That doesn't seem too unreasonable for when you're able to go Eastward. If such a thing was added it'd only be for outlying & related places like Iceland.

    Vinland knows about Europe, it just has next to no knowledge regarding Europe. They don't know who rules what or much geography beyond "Eastward" and that their ancestral home is in the northern part.

    Quote Originally Posted by BritNavFan View Post
    Iceland, Norway, and the Vatican all knew where the Greenland colonies were. (The senior priest in Greenland was appointed in Rome.) If people from Vinland had started returning to Greenland before the Greenland colonies collapsed, Iceland and Rome would have heard of it within a couple of years. Especially Rome, if the returnees had been worshipping Odin and Thorr.
    Yes, I definitely agree that they'd hear about it. Though I don't suspect that some backwater dying colony on Greenland that is on it's last legs, and quite pagan already, moving more towards paganism would exactly be "Crusade"-worthy. It's once they show an interest in moving into Europe (with the Hrekja fárbjódr chains) that Scandinavia starts getting high Papal Influence and calling Christendom's attention to the threat looming on the horizon.

    Even that can be quite generous, considering how idiotic and in denial they were about the Turks in real life!



    Quote Originally Posted by BritNavFan View Post
    The religious and faction systems are very tame and easy to manage. How about some events to liven them up? (Provinces converting to one religion or the other by event, as in the reformation, would be very reasonable. Such things happened and they were beyond the power of any one individual to control.)
    Indeed, the situation in Vinland shouldn't be all that stable (as I mentioned with the "ongoing conflict") so some sort of occasional event where NorseCatholic/Ásatrú gains ground in provinces would be nice to model. Perhaps with province modifiers for "Growing [Christian/Ásatrú] community" and options, whether in ProvDecisions or Events, to encourage suppression efforts with bad effects, but if left unattended it might fester and flip to [Christian/Ásatrú] and, with the zealotry of fresh converts, have a somewhat reduced chance of Missionary-success.

    Quote Originally Posted by BritNavFan View Post
    You might want to make a requirement that a country have at least one province of religion "ukonusko" to convert to that religion.
    Yeah, I've actually added limiters on those Convertions today anyway, so that you can't convert freely if the Hofgodar are in control. I'd say there'd be an "Or =" between having an Ukonusko province or being of the Finnish/Sápmi Culture-group, since I imagine that the Christian Scandinavians will have leaned hard enough on them to make sure there aren't any left as a majority in a province anyway.

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    Quote Originally Posted by Nuril View Post
    Silly me for thinking the AI would do it if they have the money, colonists and good target provinces, I suppose!
    Paradox specifically coded the AI to be stupid that way: otherwise AI China and Japan would realize they can colonize Siberia.
    Quote Originally Posted by Nuril View Post
    Vinland knows about Europe, it just has next to no knowledge regarding Europe. They don't know who rules what or much geography beyond "Eastward" and that their ancestral home is in the northern part.
    Thing is, you can see Greenland from Iceland on a nice day, and if people were colonizing that third province you added to Greenland, their ships would see Iceland, because the strait's not that all that wide. So I don't think you should need QftNW to discover Iceland if you're colonizing eastern Greenland.

    Quote Originally Posted by Nuril View Post
    Yes, I definitely agree that they'd hear about it. Though I don't suspect that some backwater dying colony on Greenland that is on it's last legs, and quite pagan already, moving more towards paganism would exactly be "Crusade"-worthy. It's once they show an interest in moving into Europe (with the Hrekja fárbjódr chains) that Scandinavia starts getting high Papal Influence and calling Christendom's attention to the threat looming on the horizon.
    Well, historically Olaf Crowbone was concerned enough about Iceland to tell them to convert or else. But more to the point: this lets Iceland (and the Vatican) do diplomacy with Vinland, and it also means that if you decide to declare war on Iceland they can threaten your Greenland provinces, too.

    Quote Originally Posted by Nuril View Post
    Indeed, the situation in Vinland shouldn't be all that stable (as I mentioned with the "ongoing conflict") so some sort of occasional event where NorseCatholic/Ásatrú gains ground in provinces would be nice to model. Perhaps with province modifiers for "Growing [Christian/Ásatrú] community" and options, whether in ProvDecisions or Events, to encourage suppression efforts with bad effects, but if left unattended it might fester and flip to [Christian/Ásatrú] and, with the zealotry of fresh converts, have a somewhat reduced chance of Missionary-success.
    The attached zip has two files. The first is nine religion-related events I wrote, including conversion to Vinland Catholicism, conversion to Norse paganism, some which represent conflicts if government missionaries come to an area, and a few more. The conversion is based on your event 100001, but it doesn't effect Europe, because I imagine Vinland Catholicism as something arising because people are cut off from contact with Europe and so their religion gradually becomes different, not because they know what's happening in Europe and disapprove. I haven't tested any of it, so it may happen too often or not often enough.

    The second file is an event I wrote which causes the Inca AI to expand within the Andes over time, which I think would be useful for a mod focusing on the Americas.

    The more I think about it, the more I think Norse and Finnish religions should be placed into the "pagan" group. Both because they are (not that that means anything), and because for game purposes being in your own religion group shuts down your diplomacy. So putting Norse religion into the pagan group would give the player a choice: remain Norse, and have diplomacy with the pagan countries of the New World, or convert to Christianity, and have diplomacy with the countries of the Old World.
    Attached Files

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