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Thread: Omnium Contra Omnes — a Multiplayer Modification

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    Sometimes Hero Demi Moderator silktrader's Avatar

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    Omnium Contra Omnes — a Multiplayer Modification

    Omnium Contra Omnes — a multiplayer modification.


    ***

    "… immoto igitur quod jeci fundamento, ostendo primo, conditionem hominum extra societatem civilem aliam non esse quam bellum omnium contra omnes."
    "…that being said, I'll show that the state of man outside civil society is nothing but a war of all against all."
    Hobbes — "Elementa Philosophica de Cive"

    ***


    This mod's purpose is as pretentious as the quote that precedes this paragraph — we mean to revise game balancing aspects in an effort to encourage interaction and confrontation between players in a multiplayer context.

    It's my genuine intention to actually gather players' interest and jointly reach a consensus on how to implement beneficial changes. In short, this is meant to be a collaborative endeavour since the results will be appreciated by the same group of people who devise them.

    These principles were generally upheld during the mod's creation:
    • as few elements as possible were altered from the original game
    • changes are meant to be transparent — visible while playing, and explained in the mod's notes
    • features which bolstered reasons to clash or associate with other players were favoured, at the detriment of peripheral aspects

    To install the mod, one needs to download the containing archive and extract it into the "mod" folder contained within the game's installation path. "Omnium Contra Omnes" can then be started with the launcher. You are invited to verify that the checksum you obtain is the same mentioned below.

    This notice's ending words are an invitation to test, report and criticise the mod's additions and adjustments.

    ***

    Version 0.983 — checksum SYKE
    Last updated July, the 2nd
    Download

    The mod requires the latest beta patch. You may read basic installation instructions here.

    A partial list of changes is being drafted in the third post — it is to a great extent incomplete.

    Last edited by silktrader; 15-07-2012 at 15:17.

  2. #2
    Sometimes Hero Demi Moderator silktrader's Avatar

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    Largest issues encountered in the original game:

    While "Divine Wind" is obviously entertaining as is, its latest iterations have added a plethora of variables which are hard to track down and often conflict with the original game's design. This is a summary list of problematic aspects, ones which the mod is meant to address:
    a) Incomes are generally far higher than they used to be in previous versions. Buildings and decisions significantly drove up incomes since their introduction in previous expansions, whereas expenditures — military, infrastructure, stability, colonisation, conversion and chiefly technology — remained largely the same, with but occasional increases. As a result, stability costs, which aren't proportional to income, technology or building level, are often insignificant.
    A case scenario: as the Papal States, counting 124 provinces, in 1710, without having built churches, without "Church Attendance Duty" and maximum war exhaustion (the worst stability conditions basically) I was able recoup a stability level in about six months. Monthly income is 1500 ducats, stability costs are 6000 ducats per level.
    b) War exhaustion is not relevant to winning wars anymore, it's given as granted that players' war exhaustion will max out very quickly and the situation will have to be endure by either decreasing revolt risk, by relying on other players for rebel control or by performing rebel control oneself. The reason lays with how easy it is to achieve a very low revolt risk with decisions.

    c) Moreover, there is a significant problem with attrition and its link to war exhaustion. In the unmodded game the number of regiments past the supply limit is multiplied by the overall army's attrition rate and yields the country's war exhaustion monthly increase. It goes without saying but this dynamic determines spectacular amount of war exhaustion the larger armies are. Whenever a battle is won or lost the retreating party will inevitably cause attrition to the winning side, as it is calculated at the end of the month. The point in question is that war exhaustion gained from attrition isn't dependent on the country's force limits or manpower — it is fixed. Ten regiments over supply limits, at 5% attrition, will cause the same amount of war exhaustion to Russia as they do to Nepal.

    d) "Free Trade" has become the default slider choice for all nations, regardless of infamy or trading strategy. The additional income it provides is always greater than its antithesis "mercantilism" — without exceptions. Moreover, it allows the whole range of "trading in" modifiers to be gained. Trading "range" is also inconsequential as technology gains largely cover the world within the first centuries.

    e) Espionage can't be put to good uses, due to 1) buildings effects — which increase defense values by an unreasonable amount — and 2) the slim number and reduced effect of spy missions, local ones above others.

    f) Gargantuan manpower pools relinquish mercenaries to an immaterial role; in fact they determine the ultimate death of tactics; players wander around with stacks of hundreds of regiments, careless of attrition or casualties which are inconsequential. It isn't uncommon to witness standing armies that boast 800 regiments, counting more than one million men manpower pools.


  3. #3
    Sometimes Hero Demi Moderator silktrader's Avatar

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    A detailed summary of changes — the contents will be updated as the mod progresses:

    ***


    Index:

    Core Aspects:Military Aspects:Diplomacy:Trade:Religion:Hordes:National Ideas:Policy Sliders:Buildings:New Decisions:Reviewed Decisions:Espionage:Colonisation:


    The Free Trade-Mercantilism conundrum


    Providing a numeric analysis of the trade slider is an intricate task, since the policy features several intangibles like espionage's effectiveness, embargoes and the "trading in" modifiers, among others. What follows is an explanation of each item featured by the slider, along with practical considerations. A game about strategy is a game about choices — I am hoping your conclusions will differ from mine so that our strategies should diverge.

    Trade Worth

    Full mercantilism: +5%
    Full free trade: -5%
    "Trade Worth" represents but the old "global trade income modifier". As the previous name was misleading it was relabeled. "Trade worth" increases or decreases the price of each production unit. As is demonstrated this item bears two effects: one which pertains to trade income and another related to production income.
    Flanders produces two units of cloth, priced at eighteen ducats: its trade value would thus amount to 36 ducats. Full mercantilism would increase that amount which would then reach 38 ducats. Since trade value is multiplied by efficiency, to derive provincial production income, "trade worth" is actually increasing production income. Yet, the trade value also dictates how many ducats one province contributes to its affiliated centre of trade — thus "trade worth" also increases trade income.
    While a difference of 5% might seem inconsequential (especially in the above example) one needs to bear in mind that the same increase is featured in every owned province. The difference between a +5 free trader and a -5 mercantilist is comparable to having an additional marketplace in each province.

    Unless a monopoly is set up a nation trading in its own centres of trade will never collect the full trade value as income. Even when one reaches a monopoly trade efficiency will usually allow one to rip a portion of the entire trade value, due to maximum trade efficiency being lower than 100%. This proves how "trade worth" affects production income more than it affects trade income — mercantilism thus benefits those who seek to maximise production income. The advantages the modifier provides are proportional to production efficiency, as increasing the latter will lead a former's increase.

    A free trader will be enticed to trade in mercantilist centres of trade, due to their higher average trade value.


    The most evident changes pertain to compete chances: mercantile nations no longer have a malus while trading abroad, although infamy retains its nefarious effects.

    A fully mercantilist nation, that owns every province trading through a given COT, will count on 100% base compete chances in that COT (that's a stock 25% and 75% provided by mercantilism) — in practice that's a rather difficult scenario to achieve as centres of trade will generally include foreign provinces.

    By comparison a complete free trader will have only 25% compete chances from owning every province in the COT — still an advantage.

    At the beginning of the grand campaign it will be very hard to maintain nothing more than two merchants in trade league centres of trade, as they all are mercantilist (but Novgorod) — unless one is a trade league member, of course.

    The old "Weaken Rival League" spy mission used to decrease diplomatic relations by 25 between members: that's largely irrelevant for most purposes. It was changed so that it decreases the compete chances bonus trade league owners derive from their owned provinces share.

    There now are four sources of spies: max mercantilism (+1), max plutocracy (+1), espionage (+1) and "Enlist Privateers" (+0.3). The number of spies gained isn't abundant and that stresses mercantilism's advantage in this context.

    Likewise merchants were, overall, reduced in numbers although previously unavailable ways to acquire them were introduced. The "Sund", "Bosphorus" and "India Route" modifiers were changed so that they grant +1 merchants (they previously provided "global_trade_income_modifier" which drastically increased production and trade incomes in every province). The base cost of sending merchants has been increased (by one ducat), such a change favours free traders who are able to maintain several merchants with fewer costs. In spite of the diminutive base increase (+1 ducat), the actual effects are remarkable when distance and slider modifiers are taken into consideration.

    Lastly, trade range has been overhauled. The range provided by trade advances has been decreased in unison with a revamped "Merchant Adventures". The previously overlooked national idea now grants +50% trade range, which coupled with free traders +25% range allows them to trade mostly everywhere in Europe. As a mercantilist Venice in 1400, for instance, you wouldn't be able to trade in Anterpen or Novgorod before having picked "Merchant Adventures" or having significantly invested in trade research or free trade.
    Last edited by silktrader; 15-07-2012 at 16:04.

  4. #4
    Sometimes Hero Demi Moderator silktrader's Avatar

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    Screenshots

    Showing a united Great Mongol Nation, along with its flag and reviewed borders in the Caucasus


    Last edited by silktrader; 02-07-2012 at 19:42.

  5. #5
    I'm using WinRAR to unpack the file but I get an error message, "Unknown method...". The folders get extracted, but not the files.

  6. #6
    Lt. General Francech's Avatar
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    try with winzip i had a similar error
    In memory of my friend

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    Major Jackpot15's Avatar
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    No problems here with 7zip.

    This is a staggering amount of balancing Silktrader, how long did all these changes take to make??

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  9. #9
    Sometimes Hero Demi Moderator silktrader's Avatar

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    I've added a few details to the changes description, in the second post, relating to Papal influence and crusades.

    The zip archive was compressed with the "bzip" algorithm, which I now learn isn't fully supported by WinRAR. I did so as I wanted to save space for future attachments. I've added a few localisation entries and repackaged everything in a slightly more cumbersome archive.

  10. #10
    Sometimes Hero Demi Moderator silktrader's Avatar

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    I've added yet a few details to the description in the third post.

    A few tweaks were also introduced, so there's a new mod version. You'll need to delete the mod's contents before installation, as one file was removed in the new package (rotw.csv).

    Would anybody be willing to help with localisation, precisely these items:
    - localisation, icon and AI factors for "Statute of Monopolies"
    - localisation, icon and AI factors for "Importation Act"
    - localisation for "Restraint of Appeals"
    - localisation for spy missions
    - localisation for buildings
    - localisation for the "Colonialism" triggered modifier
    - localisation for event #9209
    - localisation for event #9206
    - localisation for the "Yam System"
    - localisation for quarantine decisions
    I would also need to remove three or at least two wool provinces in Switzerland, replace the trade good with something else (that isn't grain, wine or iron). That'd be needed to reflect some wool and cloth dynamics in Europe (relative to prices). Do you have suggestions (and references).
    Last edited by silktrader; 01-08-2011 at 01:59.

  11. #11
    Colonel sharpcat's Avatar
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    Excellent. Always enjoy your posts Silk, and will be downloading this.

    A shame the test game is, like almost every other game, hosted for European nights.
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    Quote Originally Posted by sharpcat View Post
    Excellent. Always enjoy your posts Silk, and will be downloading this.

    A shame the test game is, like almost every other game, hosted for European nights.
    My game is American time. I'll try running my next campaign with this.

  13. #13
    Colonel sharpcat's Avatar
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    Which game is that?
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  14. #14
    Major Jackpot15's Avatar
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    Quote Originally Posted by sharpcat View Post
    Which game is that?
    "Revenge of the Habsburgs!". I feel your pain Sharpcat. It seems anywhere on the Pacific gets the short end of the stick as to Eu3 game times.

  15. #15
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    Quote Originally Posted by sharpcat View Post
    Which game is that?
    This one

  16. #16
    proving very difficult to improve cultural tradition at the start of the game and when colleges can be unlocked it is mid to late game were cultural tradition dont matter so much as good advisers are much less significent.
    maybe if it was linked into prestige and papal influence or a few decisions are added for early on?
    I will be killed till i die from it.

  17. #17
    Sometimes Hero Demi Moderator silktrader's Avatar

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    Cultural tradition is already linked to prestige: 100 prestige nets +1 cultural tradition. You are correct, generally cultural tradition is harder to come by.

    I haven't described yet how cultural tradition was affected, but:

    a) placing at least 50 merchants all over the world will trigger the "Thriving Cultural Exchanges" bonus — that's +1 CT.
    b) having at least neutral tolerance for both heretics and heathens (humanist tolerance and ecumenism required, for most) will also equal to +1 CT — the fancy name for that is "Pluralism Ushers in Cultural Development".
    c) when you conquer the Northern Italian states and accept "lombard" as a culture you can fire the "Florentine School", later you can fire the "Dutch Masters" decision — both provide +2 CT but assume that one controls either area.
    d) there also is the "Court Byzantine Refugees", which becomes available once Constantinople falls — it's exclusive to one player, who needs a decent ambassador to court the Byzantines … the decision provides a lasting +2 CT.
    e) you can commission "Works of Art", they substitute "Commission Paintings" … although the skill of the artist determines how much culture you will get. The decision will require an artist, which effectively occupies one advisor slot!
    f) the good old "Gilded Iconography" option remains, available to all (+2 CT) but moderately expensive.
    "Patron of the Arts" is paramount if you want to accumulate cultural tradition, but it's going to prove very hard to maintain 80% cultural tradition with three five star advisors. Colleges don't provide cultural tradition, Fine Arts Accademies do; I suppose that's what you meant.

    Thanks for the feedback, W.

  18. #18
    yeah i meant adding papal influence percentage to go alongside prestige so i you had 100 papal influence you had +1.0 cultural trad as well an maybe a decision and event for having both at a high rating at same time i.e over 80 prestige an over 80 pap inf triggers blah blah to happen.
    I will be killed till i die from it.

  19. #19
    Mercenary General Falahk's Avatar
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    from the looks of it Serfdom is now a worse option on this mod then it used to be on basic 5,1...so we will see even more ppl hurry towards free subjects now

    some big ups for the new building system thought, looks really good on first glance

  20. #20
    Sometimes Hero Demi Moderator silktrader's Avatar

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    Income wise "serfdom" is certainly weaker than "free subjects": the slider's maximum positive position provides +15% production efficiency — whereas, overall, there's a 30% difference between sliders' ends.

    A preference for "free subjects" over "serfdom" is determined by:
    • what you're actually producing and how developed your infrastructure is
      Depending on the game's evolution, some goods will be low priced — in that case heading the "free subjects" way will provide little additional income, since the production efficiency is multiplied by a weak price base. Moving out of "serfdom" as Muscowy, for instance, at least initially, is suicidal — the Russians only have access to grain. Whereas others moving away from "serfdom" would decrease world supply of grain and benefit Muscowy.

      Carpeting one's provinces with marketplaces will surely benefit free subject nations more than serfdom ones (again, the production efficiency benefit increases as trade good prices and production units do).
    • the ratio between inflation free income and current force limits, as well as army composition
      In many cases inflation-free ducats are more important than invested ducats: that's why people mint. "Serfdom" allows cheap, cheap, infantry — more so than in vanilla, as there are fewer cost decreases (percentage decreases aren't added they are multiplied, the more and bigger they are the less relevant each is). There's a 50% cost difference from full serfdom to full freedom (both set up cost and maintenance). It's intangible for small armies, or those fully relying on cavalry — but it's significant when one tries to go over force limits.
    • general stability costs
      The mod's intention is to feature fewer stability drops (from events), but to make them distinctively more expensive to recoup. Stability investment should be determinant in several circumstances — if you've noticed it isn't then things must be changed …

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