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Thread: (MOD) More Provinces Mod

  1. #1441
    Game Breaking Bug DanubianCossak's Avatar
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    Quote Originally Posted by kepler View Post
    A couple of things I've noticed...

    Maybe the infamy penalty to magistrates is a bit too steep. I would suggest to reduce it. Or maybe becoming cultural leader, etc. should give you more magistrates. You get an higher infamy limit but you stop getting magistrates well before reaching it.

    Also, concerning the Good Harvest event (ID 6014), I think I got it four years in a row or more... Not that I am complaining but it's very weird. I had a look at the code and maybe I found the problem with the MTTH:
    Code:
    		modifier = {
    			factor = 0.9
    			NOT = { years_of_income = 0.9 }
    		}
    		modifier = {
    			factor = 0.8
    			NOT = { years_of_income = 0.8 }
    		}
    		modifier = {
    			factor = 0.7
    			NOT = { years_of_income = 0.7 }
    		}
    		modifier = {
    			factor = 0.6
    			NOT = { years_of_income = 0.6 }
    		}
    		modifier = {
    			factor = 0.5
    			NOT = { years_of_income = 0.5 }
    		}		
    		
    		modifier = {
    			factor = 1.1
    			years_of_income = 2.0	
    		}
    		modifier = {
    			factor = 1.25
    			years_of_income = 2.5	
    		}
    		modifier = {
    			factor = 5.00
    			years_of_income = 5.0	
    		}
    years_of_income should be in the owner scope. The way it is now way perhaps the condition years_of_income = x is always false and the MTTH gets screwed.
    This should already be fixed, i ran mod through validator and corrected over 50 errors.

    Quote Originally Posted by anubisfike View Post
    Also another question regarding colonies. I noticed, of course, that all provinces in the Americas have one base tax (at least all of those I have discovered so far) and I was just wondering if there's any way to increase it apart from the random events that trigger? (e.g. accomodation with natives)

    Do they perhaps increase in value later on by other events or will they stay at the value they get from when they turn into full cities?
    All colonies in the world should have 1 base tax, so that you dont know the exact "quality" of the colony even before you colonize it. Most events that increase base tax (like agricultural reform, or events related to tax reform, wool fair etc) have a MTTH bonus for provinces overseas, so over time base tax in colonies should increase. Also the local tax penalty for overseas is reduced.

    If you have ideas for possible events that could increase bt in colonies, ill add them, i just lack any event description ideas right now.
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  2. #1442
    Major kepler's Avatar
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    Maybe something like "Trade Outpost" for coastal colonies with low base tax? "Our colony could become an important outpost used to establish a new trade route with far-away lands." Option A: "OK" - lose 25 golds, get 1 base tax. Option B: "Search for a better spot." - get 1 colonist.

    I have noticed the Centralization slider event which spawns a bunch of Pretender armies is quite fun if you are the player, but the AI seems to have trouble in dealing with it. Also rebel stacks seem quite massive in the newest version. Perhaps the event could be tone down a bit.

    Also, a screenshot taken from my current game (normal difficulty, low aggressiveness):


    Europe looks quite good ^^
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  3. #1443
    Game Breaking Bug DanubianCossak's Avatar
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    I like the trade outpost idea, ill make an event like that, or actually a few events based on some colonialism ideas hmm, nice one.

    The pretender thingy (among other chaos spawning events) is already adjusted (lowered rebel size) + i plan to make sure that rebels dont spawn in same province, because the only time ive seen AI having problems is when more than 1 stack spawns in same province.
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  4. #1444
    Waiting for The Miracle anubisfike's Avatar
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    Regarding colonies I suggest maybe something like 'establish plantation' in provinces that produce cotton, sugar, tobacco or coffee (only in the new world I guess? I'll leave that up to you). Not possible to enact too early, after 1580-1600 perhaps. Possibly earlier in the Caribbean (make some kind of OR check for caribbean region I guess). Could give base tax and some population (while useless in colonies would still make sense) or have an event chain that gives base tax and pop and it would have a small cost of course.

  5. #1445
    Major kepler's Avatar
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    Another suggestion for colonies: "People adapting to the new climate." for cored colonies. "It seems that the new generations are adapting quite well to the once exotic environment." Option A: "They can stay and multiply." - get 10% population, get 1 base tax. Option B: "Time to move on." - lose 10% population, get 1 colonist.

    Also, another suggestion about the HRE. I think the Vanilla mechanics for making and unmaking Electors based on the Emperor is wrong, a-historical and leading to crazy results. A good and easy solution would be simply to prevent Electors to be made or unmade by the Emperor, UNLESS there are less than seven Electors. In that case a new Elector could be chosen as usual. It's not perfect but it's an improvement I think.
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  6. #1446
    Field Marshal videonfan's Avatar
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    I found that if you give the unique moscovite missions to all russians(in vanilla)it makes them more active and creates plausible situations(tver conquering novgorod and assurting russian hegemony over lithuania,then collapsing and power distributed between polotsk,moscow and novgorod etc.)You should try it

  7. #1447
    Waiting for The Miracle anubisfike's Avatar
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    Couldn't you basically farm infinite base tax with that though? At the very least you could get a lot of base tax in certain provs by being just a slight bit gamey.

  8. #1448
    Game Breaking Bug DanubianCossak's Avatar
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    Quote Originally Posted by videonfan View Post
    I found that if you give the unique moscovite missions to all russians(in vanilla)it makes them more active and creates plausible situations(tver conquering novgorod and assurting russian hegemony over lithuania,then collapsing and power distributed between polotsk,moscow and novgorod etc.)You should try it
    Are you talking about vanilla missions?

    Cuz i wrote like 500+ missions for covering pretty much whole Europe.

    For example, every single Russian state has a conquest-on-it mission available to every other Russian state. Being large and other things make these missions less likely to fire.
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  9. #1449
    Field Marshal videonfan's Avatar
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    Quote Originally Posted by DanubianCossak View Post
    Are you talking about vanilla missions?

    Cuz i wrote like 500+ missions for covering pretty much whole Europe.

    For example, every single Russian state has a conquest-on-it mission available to every other Russian state. Being large and other things make these missions less likely to fire.
    I'm talking about the vanilla missions.Things like these(missions that are shared)make they AI much moer competitive

  10. #1450
    Waiting for The Miracle anubisfike's Avatar
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    There are missions to conquer pretty much every nation in Europe, he even said so in the previous post.

    *EU3folder*\mod\MPM vX.X\missions

    e.g. spanish_missions include missions to conquer every Iberian nation (including Navarra) and they're given to every Iberian culture nation excluding Portugal (with Galicia being an exception, since Portugal historically had some claim to this region, and even owned parts of it for some time if memory serves, they're also able to get the mission).

    example:

    Code:
    annex_navarra = {
    	
    	type = country
    
    	allow = {
    		OR = {
    			primary_culture = castillian
    			primary_culture = catalan
    			primary_culture = galician
    			primary_culture = andalucian
    		}
    		is_subject = no
    		is_lesser_in_union = no
    		exists = NAV
    		NAV = {
    			is_subject = no
    			is_lesser_in_union = no		
    			neighbour = this
    			not = { num_of_cities = this }
    		}
    	}
    
    ...
    So basically let's say Castille ends up being a fractured mess, lots of nations released. Leon may get missions to conquer and obtain cores on it's neighbour states and eventually with some luck being able to form a new strong state in Iberia.

    edit: I'm actually not sure if Leon has primary_culture = castillian now that I think about it but you get my point (hopefully). There are missions like this in every region.
    Last edited by anubisfike; 15-06-2012 at 16:12.

  11. #1451
    Game Breaking Bug DanubianCossak's Avatar
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    Quote Originally Posted by videonfan View Post
    I'm talking about the vanilla missions.Things like these(missions that are shared)make they AI much moer competitive
    I suggest you check out my missions (russian, venetian, dutch etc) cuz it doesnt seem like you understand me, and youll know what im talking about after just 1 quick glance at these files.
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  12. #1452
    Field Marshal videonfan's Avatar
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    Quote Originally Posted by DanubianCossak View Post
    I suggest you check out my missions (russian, venetian, dutch etc) cuz it doesnt seem like you understand me, and youll know what im talking about after just 1 quick glance at these files.
    I know what you're talking about,i've played your mod,i just think it makes AI more competitive

  13. #1453
    Waiting for The Miracle anubisfike's Avatar
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    Oh god why am I even trying to help you. You don't even understand one word that's been said.

  14. #1454
    Game Breaking Bug DanubianCossak's Avatar
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    Quote Originally Posted by videonfan View Post
    I know what you're talking about,i've played your mod,i just think it makes AI more competitive
    I think that as well, which is why i reworked those missions in the first place. In vanilla, things tend to depend too much on countries performing similar like they did historically, and thats not always the case. For example, if all Russian missions (or vast majority of them) focuses on Moscovy, and then Moscovy gets eaten by someone else, the whole form-Russia mini game gets delayed or pushed into infinity. By allowing everyone to have access to all missions within that culture group i hope to push more than 1 country in direction of forming Russia. If one is more successful than the rest, then this one will get conquest missions more often exponentially giving it advantages over other competitors, and if there is more than one country, then they will be pushed into confrontation for the domination of that region.
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  15. #1455
    Field Marshal videonfan's Avatar
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    Quote Originally Posted by DanubianCossak View Post
    I think that as well, which is why i reworked those missions in the first place. In vanilla, things tend to depend too much on countries performing similar like they did historically, and thats not always the case. For example, if all Russian missions (or vast majority of them) focuses on Moscovy, and then Moscovy gets eaten by someone else, the whole form-Russia mini game gets delayed or pushed into infinity. By allowing everyone to have access to all missions within that culture group i hope to push more than 1 country in direction of forming Russia. If one is more successful than the rest, then this one will get conquest missions more often exponentially giving it advantages over other competitors, and if there is more than one country, then they will be pushed into confrontation for the domination of that region.
    Exactly what i thought with what i did with the missions

  16. #1456
    Major kepler's Avatar
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    Any chance of getting a quick patch for 6.4 with your corrections? ;-)
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  17. #1457
    Game Breaking Bug DanubianCossak's Avatar
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    Quote Originally Posted by kepler View Post
    Any chance of getting a quick patch for 6.4 with your corrections? ;-)
    Naaaaah 6.5 will be out VERY soon, maybe even tonight, though probably tomorrow morning.
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  18. #1458
    Major kepler's Avatar
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    Awesome!
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  19. #1459
    Game Breaking Bug DanubianCossak's Avatar
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    Notice for those 5 people who play MPM: version 6.5 is out, have fun!
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  20. #1460
    Dremora Courtier Arakhor's Avatar
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    I read the thread, although I've never downloaded or played an MPM game.
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