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Thread: Interested in making a mod centered on the Roman era.

  1. #81
    Lt. General ANO1453's Avatar
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    Quote Originally Posted by Micro View Post
    By the way... do we have a name for the mod?
    I don't think so... What do you have in mind?
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  2. #82
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    It depends on what the mod will be contentrating on... which historical events it will include and how detailed each nation will be in terms of events, missions and descisions.

  3. #83
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    This mod looks very good, as for name ideas I had two: 1) Omnis gloria imperii (Glory to the empire) or 2) For rome!
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  4. #84
    Or just Roman Empire Mod. No need to go all pudeso Latin.
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  5. #85
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    It's not exactly a Roman Empire mod...

    (is it?)
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  6. #86
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    No, I was thinking the same. I don't want just another roman empire mod. It should also be playable with most other tribes and nations.

    However, the mod has the same timeline as the roman empire.

  7. #87
    Guys: how is your mod progressing?

    Maybe we could cooperate (i am doing 399AD), at least on basic unit types?

  8. #88
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    I have not been having much time to work on this mod right now. I'm in the middle of doing the National Ideas file, then I will correct the Arabia to take the Bedouin tribes according to Micro's proposal.
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  9. #89
    To solve the Migration you could just have events that fire at certain dates which give X nation cores, change culture and spawn 20k rebels in said province(just estimate) if the 20k stack is defeated switch culture back.Or enable a province decision which has a 500% chance to convert culture(probably easier)Also the area around poland should be Slavic as in the 5th Century they migrated there.The Huns should be a Horde IMO.

  10. #90
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    You cant spawn a 20k stack (at least i havent seen a command that allows this), you can spawn a stack of a certain "number" where the number indicates how many times game will multiply province's base_tax (and other stuff?) when it chooses rebel stack. To make it simple, if you create_revolt = 1, the amount of rebels that will spawn in a province of base_tax = 5 will be different than those in base_tax = 10, and it wont be 1000, but something like 4000-8000 depending on base_tax.
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  11. #91
    Quote Originally Posted by DanubianCossak View Post
    You cant spawn a 20k stack (at least i havent seen a command that allows this), you can spawn a stack of a certain "number" where the number indicates how many times game will multiply province's base_tax (and other stuff?) when it chooses rebel stack. To make it simple, if you create_revolt = 1, the amount of rebels that will spawn in a province of base_tax = 5 will be different than those in base_tax = 10, and it wont be 1000, but something like 4000-8000 depending on base_tax.
    Like I said it was an estimate and obviously richer provinces would attract larger tribes

  12. #92
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    Quote Originally Posted by Kyrator View Post
    To solve the Migration you could just have events that fire at certain dates which give X nation cores, change culture and spawn 20k rebels in said province(just estimate) if the 20k stack is defeated switch culture back.Or enable a province decision which has a 500% chance to convert culture(probably easier)Also the area around poland should be Slavic as in the 5th Century they migrated there.The Huns should be a Horde IMO.
    Since it will be the players to move around with tribes, conquering land (aka, migrating), I'd favour giving a good modifier to certain Government types that makes changing culture a lot faster.

    About the area surrounding Poland and all, sources are hard to find for the period in question: 3rd to 2nd century BC.
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  13. #93
    yes it was Germanic until the 5th Century when the slavs migrated to europe

    Maybe give the tribes a huge modifier to culture conversion of other tribe cultures but make it hard for the Romans to convert the tribes

  14. #94
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    Quote Originally Posted by Kyrator View Post
    Maybe give the tribes a huge modifier to culture conversion of other tribe cultures but make it hard for the Romans to convert the tribes
    I was thinking of doing a modifier to all primitive Governments (tribal), so when your country got past a certain level of evolution, with a more stable structure, more bureaucracy, that bonus would disappear. But Rome will probably get some province decision giving a similar modifier to account for colonies, but limited to one or three or maybe triggered for events.
    These are all ideas, I don't know how to implement this yet.
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  15. #95
    Can you not just make it a modifier like

    Government=Tribal
    Centralisation>5

    Effect +50% culture conversion or whatever

  16. #96
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    What do we do to the provinces we won't use? We just leave them empty?
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  17. #97
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    Just something I have been working on.

    The schematics for Tribal Governments. I think the province limits may be a bit too small right now, but this is just a scheme for orientation.
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  18. #98
    Did this die? I really want a Rome eu3

  19. #99
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    Quote Originally Posted by Skuchney View Post
    Did this die? I really want a Rome eu3
    It's not death, it's just deadly slow (I have been busy, and I still have to work on the map - that will give me a lot of work!).

    I couldn't try this because it is not beta compatible, but maybe this suits your needs?
    http://forum.paradoxplaza.com/forum/...6899-399AD-mod
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  20. #100
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    More references:
    http://www.sciencedirect.com/science...7737910900331X
    http://www.historyworld.net/wrldhis/...historyid=ab72
    http://en.wikipedia.org/wiki/List_of...ders_in_300_BC
    http://cnx.org/content/m17849/latest/
    http://www.ancient.eu.com/image/67/
    http://iranpoliticsclub.net/maps/maps04/index.htm

    I am nearly done actually implementing base taxes and I just created some CoTs. When I have the actual countries in place, I will open a new thread and release something.
    CoT today, gone tomorrow
    A saying. Or so they say
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