Having some issues getting to 0.60 on depositfiles.
Any chance this could get put up elsewhere?




Having some issues getting to 0.60 on depositfiles.
Any chance this could get put up elsewhere?
Whoever mentioned turning off In Extenso, thank you. I'm sure a lot of people appreciate it, but I just found it punishing - in my Oirat game I'm glad Tibet isn't in constant rebellion anymore.
Things I've noticed in my 0.60 game as my favorite EU3 country, the Oirats:
1. Two provinces called Ningxia right next to each other.
2. Some of the new provinces haven't been fully integrated with the steppe mod. Specifically, Oirats in 1453 should own Yakesa, not Holun Buyir, and I don't think the Mongols should have two Buddhist provinces - not in 1399, anyway.
3. On the other hand, I think it might be a good idea to switch Kuruk Tag to Sunni from Tengriist. It'd link up the Muslim provinces geographically, make it easier for the Oirats to convert, (although I'm personally staying Tengriist anyway) and there's some evidence of a Muslim presence in the Oirat Horde, so that's the most logical province to put it in.
4. Again, a thing I added in to begin with, but in retrospect I think a -4 stab hit for converting from Tengriism to Buddhism or Sunni Islam might be too harsh. After all, you can only do it when a majority of your subjects are of that religion to begin with, and it's something that happened historically to all the tengriist hordes in game: Sibir went Muslim, Oirats and Mongols Buddhist. Manchus Confucian too, for that matter. Maybe reduce it to -2 or even -1.
5. Not an Oirat issue, but Sami are... well, Grenada's easier. Would there be a way to tone down the constant crusades against them?
EDIT: Discovered another issue. I like the idea of a coup d'etat event - kill your ruler, lose some stability, gain some legitimacy. However, given the fact that it gives a -2 stability hit and stability loss itself rapidly drains legitimacy, nations with high stab costs can get caught in a death spiral of repeating coups. Think it should be looked at.
Last edited by birdboy2000; 11-12-2011 at 00:27.
I'm working on it, trying different options to see which is best. The options I have come up with could be used individually or together.
1) Giving them a horder style government (they would have to be colonised rather than conquered which would be closer to reality)
2) Making them Catholic (would remove the constant crusade problems but it would be even more ahistorical than giving them a state in the first place)
3) Making Sweden Denmark and Norway guarantee them (other states might think twice about attacking them)
4) Taking Kola province away from them (would stop non-neighbour nations attacks at game start)
5) Making all their provinces hidden from non-neighbours (would stop non-neighbour attacks on them at game start)
If anybody has any other ideas please let me know.
Current game:
ATAGE for Divine Wind -A standalone version of Magna Mundi's Government Ranks system.
Optimum Scholarum Cogitationis -A collection starring SRI, Dei Gratia, ATAGE and much more.
Aegean Crusade -Finish what the Fourth Crusade started.
I'd vote for 3 and 5 together and then see how it pans out. I'd perhaps even go so far as to have them totally undiscovered by anyone, just to make sure that they don't get an early crusade declared against them. Their neighbours will discover neighbouring provinces automatically in a few years anyway.
Have there been any thoughts about changing buildings at all? The current system seems to break down if you can build multiple high-level production or trade buildings, the naval chain is almost entirely useless if you're not going for naval domination, and in general there isn't much variety between buildings within the same chain.
I'd make Sapmi a horde and set up tributes at game start, so the Scandianvian countries wouldn't get attacked immediatly. It's, as you said, more historically accurate as wel. It might lead to gamey tactics concening colonists though.
The screenshots show a custom OSC menu screen and what appears to be the MEIOU interface overlay. I just installed the mod and it shows the regular DW menu screen, and my interface more resembles vanilla (with some noticeable changes).
Anyway, neither of these is a big deal to me, but I thought that I may have installed the mod improperly. Can anyone confirm whether the screenshots in the original post are accurate?
In 0.59.2, the Moral Economy/Market Economy slider seems pretty heavily skewed towards Moral Economy - going one step towards Moral give you a modifier with +1 merchant/year, negating the benefit for being full Market, and the benefits are much more positive. Market Economy's increase to compete chance is negated by it's penalty to merchant tenacity (meaning your merchants are dislodged easier) and the increase to merchant cost. Plus, the event for moving more toward Moral Economy is generally more beneficial than moving toward Market Economy. I didn't see any change to this in the first page, so I'm not sure if it's been addressed for 0.60.0 yet or not.
Why, Thor, god of thunder, is trying to break into my building!
Going moral economy gives you +RR if combined with high free subjects or possibly plutocracy as well. I agree with the general thrust of your complaint and I would suggest significantly reducing the +RR penalty of market economy, to something like -1 to -2 total for being at +5 on the slider.
A couple other things I noticed from that same game.
1) Colonial conquest probably isn't an appropriate CB on Tengriists. Yes, they were seen as barbaric, but because they were horse nomads, not because of their religion: it doesn't make much sense that a pagan, sedentarized Sibir or Oirats or Manchu would have everyone trying to conquer them - well, not any more than a Muslim, Buddhist, or Confucian version, anyway.
2) There's an event for pagans which gives a choice of a province converting religions or +1 Stability. Problem is that it seems to be a province event, so it makes maintaining stability as a pagan state trivially easy. (Because I am a dirty cheater, I did not turn it off for my current game, though. XD)
It's strange because the loading screens are definitely MEIOU loading screens (I can tell because the title of that mod is shown on the screen itself!), but the main menu is definitely vanilla, and the gameplay interface is ~90% vanilla. I could live with this, but the fact that the interface didn't install correctly makes me think that more important gameplay-related aspects may have also installed incorrectly.
Has anyone else run into this problem? In the meantime, I will reinstall and see how it goes this next time around.
Redownloading/reinstalling didn't work, but I think I may have discovered the problem.
I am running Vista, and when I try to extract the files to the Program Files folder, Vista actually extracts them to the Virtual Store without telling me its doing so.
I'm reinstalling EU3 vanilla in a new directory. I expect it will work this go around.
Also, although putting it in was my fault to begin with, I'm starting to suspect requiring one to be a steppe horde (instead of just in the right culture group) to revive the Mongol Empire might be slightly excessive. Mainly because, unlike in the plain steppe horde mod, you have admin efficiency to deal with, and given how far away the needed provinces are, you'll inevitably be at overwhelmed, which is painful. (On the plus side, no succession crises, but still.)
Also because it might be fun to have as a late-game option too, instead of just a big early-game Golden Horde (or maybe Timurid) rush.
Well, I am sad to report that I've only made things worse, it appears. Now I don't even get the MEIOU loading screens... my vanilla is 5.1 with the correct BJLT checksum, so the installation itself should be okay.
When I launch OSC, it tells me that I'm running 0.59.2 with checksum UPMU. For my own reference, what is the correct checksum?
Finally, I installed EU3 to my C:\Games directory alongside DH and AoD in order to avoid the issues associated with the Program Files folder (which incidentally is why DH and AoD are there also).
I've tried extracting the files directly to the mod folder (using 7zip), and I've also tried extracting them elsewhere before copying them over to the mod folder manually; nothing seems to work. Does anyone have an idea where I might be going wrong?
Not all files need to be in the mod folder, you need to overwrite some vanilla files, mainly GFX stuff irc.