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Thread: (MOD) 399 a.d.

  1. #1

    (MOD) 399 a.d. - for DW 5.1

    NEW VERSION, 1.8 FOR EU3 DW 5.1 released on April 27th 2013 (00:15 CET).
    Main changes:
    1. Prepared for inclusion of Japan (Wa) through reinserting Shintoism as religion
    2. Four new East Germanic countries (Goths, Sciri, Rugians, Herules) and two new Sarmatian countries (Sarmatians and Akatziri), each with its own culture. These countries exist already in 399AD but are comparatively small.
    3. Relocated Ostrogoths further east and Alans up north to reflect that the Goths in 399AD were an independent "tribe" in the West (in Pannonia) led by Radagaisus, whereas Ostrogoths actually were subject to Huns in the East.
    4. Activated the Papacy Curia but in the form of "The Ecumenical Council of the Holy Church", in which every Christian country and province (i.e., not only Catholic ones) can submit Delegates once the Council of Chalcedon occurs (before that it is deactivated). Still highly undeveloped, purpose is currently to see whether the Papacy works in a modified form with too many bugs or flaws. Later, this mod will entail a higher focus on religion, especially Christianity, and I'm looking at including (modified parts of) the Dei Gratia mod.
    5. For the human Rhomania (BZN) player, Rhomanian usurpers have been added, potentially disturbing expansion. (Historically plausible since Byzantine internal unrest was frequent from time to time...) The Tyrannoi can only be eliminated or they will rise and rise and rise. So either conquer all their territory and annex them (through decision) or vassalise them and then annex them (again through decision).


    Am also in the process of:

    1. adding jnt.mullen's Royal Authority concept,
    2. Factions for WRE, ERE, BZN, and PRS (if I can just know that it is possible with 4 factions, and not only 3),
    3. plus new bookmarks (possible thanks to tremendeous work by Micro!).

    So let me know what you think of 1.8 and what the Ecumenical Council should be able to do. One thing is convene under certain circumstances (initiated by a powerful Council Controller) and decide on a "True" Christian Faith and possible denouncement of another...


    Click here to download version 1.8 of 399AD mod for EU3 DW 5.1.

    Instructions:
    1. Download 399ADv18.7z (zipped file) from the link above
    2. Extract the unzipped file (399AD.mod) and folder (399AD) into the mod folder in your EU3 game directory
    3. Choose "v1.8 for EUIII DW 5.1" from list of mods to play in start window of EU3
    4. When playing, choose "Lucky Nations" = "None".


    I have also kept the 1.7.1 download link below, since not sure that 1.8 works totally as intended.

    OLD VERSION, 1.7.1 for EU3 DW 5.1 released on April 13th 2013 (23:30 CET).

    Main changes in v1.7.1:
    1. Two new Christian faiths: Pelagianism and Sabellianism, both of which spreading primarily in the Roman West (after Chalcedon Council).
    2. Introduction of the Dao's ('Circuits'), the Chinese Regional Administrative units, originally set up by the Tang dynasty and with Commandants in power. It works the same as for the other regional officials for other countries, with Ability and (hidden) Loyalty traits and with pleasant and unpleasant Events as well as Decisions.
    3. Added the Religious Decision 'About The Religions...', aiming at presenting (currently) the major religions (and later on, all religions).
    4. Made some requested changes, like ar-Rashidun not spreading after the Four Righteous Caliphs, an automated setup for repairing Roman Infrastructure, removed the diocese system for the AI

    Click here to download version 1.7.1 of 399AD mod for EU3 DW 5.1.

    Main changes in v1.7:
    1. Chinese nations can now reintroduce The Three Excellencies, top government officials from the ancient (Western) Han dynasty: Chancellor, Imperial Secretary, and Grand Commandant. It works the same as for the other central officials for other countries, with Ability and (hidden) Loyalty traits and with pleasant and unpleasant Events as well as Decisions.
    2. Introduction of 'Mandate of Heaven' for Chinese countries (works very much along the lines of ciek's thoughts, thanks!), that can be announced under certain favourable circumstances and lost under unfavourable ones.
    3. Five new tribal countries, each with their own culture: Tiele, Gaoche, Xianbei, Xiongnu, and Wuhuan.
    4. New cultural group, Settled Mongolian, with countries such as Wei, the two Yan's, etc.
    5. New missions in the East: to create tension between tribes and kingdoms.
    6. Added modifiers, such as Tian Kegan, Great Lords of Vast Steppes, Lords of Western Steppes, etc.
    7. Decisions for Chinese countries to spread (or stop spreading) Chinese culture, and for non-Chinese countries to support or combat Sinicisation among its provinces.
    8. Provinces can now change ownership during Chinese Civil Wars.
    9. Added CB for tribals vs. tribals, if owning part of the Vast Steppes.
    10. Overlords can now request troops from their vassals.
    11. Tribal Federations get benefit in provinces with tribal cultures.
    12. Tribal Hegemonies can call up troops in provinces with tribal cultures, but at a risk of non-compliance and negative modifiers and even revolts. This in order to reflect the historical pattern of swift rises and falls of tribal empires.
    13. Settled Mongolian countries can also call up troops in tribal culture provinces, at the same risks.
    14. Religious councils can be summoned during a decade in a selected province. Various potential benefits, and if placed in a border provinces can serve to convert adjacent provinces (own as well as foreign).


    MANY THANKS TO:
    jnt.mullen for idea on governments and civil wars (and Germanic wars-of-conquest).
    ciek for very constructive feedback with suggestions on Hunnic religion and realm conversions, the latest on Mandate of Heaven.
    StarWarsFan541 for ideas and for scripting Event and Missions.
    SummerCat for ideas and for scripting.
    Taylor for idea on the government forms to prevent uncontrolled expansion.
    17blue17 for a lot of help in error eliminations, same credit goes to Micro.
    redgreen99 for advice and encouraging messages.
    XVG for many excellent scripts (e.g., Foederati and many others) and creation of countries.
    Micro for feedback and extensive game testing: features, balance, errors, etc.: a lot of hard work! LATEST: creating province history for new bookmarks!
    Ritterkreuz for his Roman Empire advisors.
    DrQuin for providing a lot of the flags and religion icons, and to minefield for providing flags.
    Chlodio, Filip de Norre, keynes2.0, and Yellowbiz for providing many monarch names.
    Wiz for the Intelligent Wars and Pretty Borders mods!
    And to all you other guys out there (too many to mention individually) taking your time in helping out on understanding EU3 and modding!
    And many many who have suggested ideas on making this time period work in a EU3 context!

    Please note: does not work in DW 5.2 beta patch.
    Last edited by AKronblad; 27-04-2013 at 00:24. Reason: v1.8

  2. #2
    Trainee Scocou's Avatar
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    Cool! What will be the campaign date-range for the mod? 399AD to ...
    OPTIMUM SCHOLARUM COGITATIONIS
    A Europa Universalis III: Divine Wind Mod focusing on Europe & Asia from 1411-1789.

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  3. #3
    Field Marshal jdrou's Avatar
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    May want to look at some of these older mods for inspiration:
    ANEWROME: http://forum.paradoxplaza.com/forum/...d.php?t=427311
    476 Scenario: http://forum.paradoxplaza.com/forum/...d.php?t=390089
    Aetas Tenebrarum Mod: http://forum.paradoxplaza.com/forum/...Tenebrarum-Mod
    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken

    Playing EU3 Divine Wind 5.2 latest beta

    Download the Fix-it-Yourself Pack for HoI 1.06c (updated 11/14/05)
    Download the Unofficial fixpack for EU3 4.1b 4/29 beta or final 11/24 patch (updated 12/25/10)
    Download the text fixpack for EU3 Divine Wind (updated 2/11/11)

  4. #4
    Not a Turk Chamboozer's Avatar
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    Don't forget to massively reduce the quality of the provinces in western europe. Most of the remaining strength in the Roman Empire was in the East.
    I should go.

  5. #5
    Lt. General Comrade Chaos's Avatar
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    I'm skeptical of that map you're using as reference. Khwarzem didn't exist before Islam, let alone 400ad.

  6. #6
    Quote Originally Posted by Comrade Chaos View Post
    I'm skeptical of that map you're using as reference. Khwarzem didn't exist before Islam, let alone 400ad.
    The Afrighids ruled the kingdom of Khwarezm until around 1000AD.

    A 399AD mod is an interesting idea. The Western Roman Empire will need plenty of events / modifiers that cause it to collapse relatively quickly, though, to prevent it from engulfing all of Europe. The Eastern Roman Empire also probably needs some nerfs.

  7. #7
    Many thanks for feedback all! More is appreciated to make this work: from experienced modders as well as historians as well as everyone just having a personal opinion!

    Quote Originally Posted by Scocou View Post
    Cool! What will be the campaign date-range for the mod? 399AD to ...
    I was thinking end of 8th century. Would like to capture Islam, but not Viking raids. For Islam, that's why I've been asking about the MttH algorithm, so that Islam (IF it rises, shouldn't be 100%) rises within a reasonable time span but not necessarily exactly in 620-630AD. What do you think?

    Quote Originally Posted by jdrou View Post
    May want to look at some of these older mods for inspiration:
    ANEWROME: http://forum.paradoxplaza.com/forum/...d.php?t=427311
    476 Scenario: http://forum.paradoxplaza.com/forum/...d.php?t=390089
    Aetas Tenebrarum Mod: http://forum.paradoxplaza.com/forum/...Tenebrarum-Mod
    Yes, had a look at them. Lofman made a good mod for EU:R too. If I had known these mods before, I'd wouldn't have started my own... But none is for DW, right? And anyway, now I enjoy modding too much to quit (although I've just started and have an overwhelming job in front of me...) Key challenge, everyone told me, will be to simulate peoples migrating westwards, and I am hoping to do this through events (like "planting" an Jutae/Angles/Saxon invasion force in a province in Britain, with some randomness as to time) and in particular missions (like "Control Italia"). Makes sense?

    Quote Originally Posted by Chamboozer View Post
    Don't forget to massively reduce the quality of the provinces in western europe. Most of the remaining strength in the Roman Empire was in the East.
    Quote Originally Posted by Positronic View Post
    The Western Roman Empire will need plenty of events / modifiers that cause it to collapse relatively quickly, though, to prevent it from engulfing all of Europe. The Eastern Roman Empire also probably needs some nerfs.
    Yes, that will be a challenge. But reducing quality of WRE provinces will go a long way, and I also have to make sure that "barbarians" don't start fighting each other immediately....

    Quote Originally Posted by Comrade Chaos View Post
    I'm skeptical of that map you're using as reference. Khwarzem didn't exist before Islam, let alone 400ad..
    Quote Originally Posted by Positronic View Post
    The Afrighids ruled the kingdom of Khwarezm until around 1000AD.
    There are many maps out there, and I must admit I don't have initiated (or even any) knowledge about areas outside of Europe (and even Europe is difficult to map correctly with the tribes, etc.). So all inputs are appreciated . Please just specify references or sources, so I can have a look myself... Here is another map, basically the same but with some differences:KARTA ASIEN 400AD.jpg

    I'm also using Barrington's Atlas and Haywood's New Atlas of World History, and other historical world atlases and historical literature. But they will not always be consistent, sometimes even contradictory, so will have to make an assumption. That's part of the beauty, I guess, as there are no real facts so can have some freedom myself..

  8. #8
    These are the first seven steps of my plan, in this order:

    1. Change terrain of world map to reflect that less advanced agriculture in Germany and the Baltic region. CONCLUDED.
    2. Merge (some land) and rename provinces (land and sea). CONCLUDED.
    3. Identify countries to be in place at 399AD.
    4. Place them geographically on the map.
    5. Identify existing religions, and allocate to countries and provinces.
    6. Identify appropriate trading goods and allocate to provinces.
    7. For each country, decide on its profile (government, rulers, policy sliders, etc.) FLAGS!

    Your input on any and all of these is appreciated.
    Last edited by AKronblad; 30-10-2011 at 08:35.

  9. #9
    3 and 4. Countries in place 399ad, geographically placed on the map

    ABA = Abasgia
    ALM = Alamanns
    ALA = Alans
    ALB = Albania
    ADH = Andhra
    ANG = Angles
    ANU = Anuradhapura
    ABS = Arabs
    ARK = Arakan
    ARM = Armenia
    AXU = Axum
    BAE = Baekje
    BEB = Berbers
    BLM = Blemmyes
    BRG = Burgundians
    CMP = Champa
    DEV = Devarastra
    EJI = Eastern Jin
    ERE = Eastern Roman Empire
    FRK = Franks
    FRS = Frisians
    FUN = Funan
    GAN = Ganga
    GHA = Ghassanids
    GOG = Goguryeo
    GPD = Gepids
    GUP = Gupta
    HEP = Hepthalites
    HIM = Himyar
    HNS = Huns
    IBE = Iberia
    JUT = Jutes
    KAD = Kadambas
    KLB = Kalabhras
    KLG = Kalinga
    KHM = Khmer
    KID = Kidarites
    KMR = Kamarupa
    LAK = Lakhmids
    LLI = Later Liang
    LQI = Later Qin
    LAZ = Lazica
    LYA = Later Yan
    MLY = Malay
    MNN = Mon
    MRC = Marcomans
    NEP = Nepal
    NOB = Nobatia
    NLI = Northern Liang
    NWE = Northern Wei
    OMA = Oman
    OST = Ostrogoths
    PLL = Pallava
    PRS = Persia
    PIC = Picts
    PYU = Pyu
    ROU = Rouran Khaganate
    SRM = Sarmatians
    SXO = Saxons
    SCT = Scots
    SLL = Silla
    SLI = Southern Liang
    SVS = Sueves
    SYA = Southern Yan
    TUY = Tuyuhun
    VAK = Vakataka
    VAN = Vandals
    WRE = Western Roman Empire
    VIS = Visigoths
    XIY = Xiyu
    YUE = Yueban
    Last edited by AKronblad; 25-11-2011 at 17:19. Reason: Added countries

  10. #10
    5. Religions

    Orthodox Christianity
    Arian Christianity
    (Coptic Christianity
    Gnostic Christianity)

    Judaism

    Confucianism
    Daoism
    Zoroastrianism
    Hinduism

    Buddhism

    Roman
    German
    Celtic
    Arabic
    Western Steppe
    Eastern Steppe
    Slavic
    Pictic
    Saharan
    (Islam)
    Last edited by AKronblad; 15-11-2011 at 22:24. Reason: additions

  11. #11
    6. Trade goods

    amber
    furs
    slaves
    horses
    animals
    ivory
    spices
    silk
    incense
    base metals
    precious metals
    timber
    grain
    wool
    fish
    rice
    Last edited by AKronblad; 15-11-2011 at 21:37. Reason: additions

  12. #12
    7. Countries' profiles

    Flags created!
    Last edited by AKronblad; 15-11-2011 at 21:38.

  13. #13
    Reserved

  14. #14
    Trainee Scocou's Avatar
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    Quote Originally Posted by AKronblad View Post
    ...
    I was thinking end of 8th century. Would like to capture Islam, but not Viking raids. For Islam, that's why I've been asking about the MttH algorithm, so that Islam (IF it rises, shouldn't be 100%) rises within a reasonable time span but not necessarily exactly in 620-630AD. What do you think?
    ...
    Sounds like a reasonably manageable goal to me. Also a very interesting period in history. You can rather easily use mtth, and a NOT clause prohibiting creation of Islam before a certain date. Might take some experimentation to arrive at the optimum date range, but shouldn't be too difficult.
    OPTIMUM SCHOLARUM COGITATIONIS
    A Europa Universalis III: Divine Wind Mod focusing on Europe & Asia from 1411-1789.

    "Go slow, don't get rushed, ask for help and, most importantly, remember that our scouts report vague rumors that life outside of EU3 exists" - 17blue17


  15. #15
    thanks scocou. hopefully I can also "incentivise" german tribes (through events and missions) to go at least roughly for their historical destinations.... or at least rome....

    how would the ai view a "control rome" with big gold and prestige rewards for success?

  16. #16
    Field Marshal jdrou's Avatar
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    Quote Originally Posted by AKronblad View Post
    how would the ai view a "control rome" with big gold and prestige rewards for success?
    The AI doesn't evaluate mission rewards AFAIK; it just attempts to complete whatever mission gets assigned to it (mission will auto-cancel after some time if they don't complete it).
    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken

    Playing EU3 Divine Wind 5.2 latest beta

    Download the Fix-it-Yourself Pack for HoI 1.06c (updated 11/14/05)
    Download the Unofficial fixpack for EU3 4.1b 4/29 beta or final 11/24 patch (updated 12/25/10)
    Download the text fixpack for EU3 Divine Wind (updated 2/11/11)

  17. #17
    Quote Originally Posted by jdrou View Post
    The AI doesn't evaluate mission rewards AFAIK; it just attempts to complete whatever mission gets assigned to it (mission will auto-cancel after some time if they don't complete it).
    ok so I could just (if they're computer) keep feeding them a specific mission for a couple of decades or until they succeed?

  18. #18
    Field Marshal jdrou's Avatar
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    First and foremost the AI is opportunistic; even with a mission and a CB it will only attack if it "thinks" it can win and even with no mission and no CB it will sometimes attack what it perceives to be a weak neighbor. The mission/CB just add a bit more weight to the equation. Just look at the vanilla game where major countries have "historical" missions which are heavily weighted to come up before any random ones. Even with those missions the AI doesn't always expand in historical directions.
    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken

    Playing EU3 Divine Wind 5.2 latest beta

    Download the Fix-it-Yourself Pack for HoI 1.06c (updated 11/14/05)
    Download the Unofficial fixpack for EU3 4.1b 4/29 beta or final 11/24 patch (updated 12/25/10)
    Download the text fixpack for EU3 Divine Wind (updated 2/11/11)

  19. #19
    How about forcing the AI to declare war on a historical enemy, as another "incentive" to expand, can you even do that ?
    I know that in CK1 there are events that makes you declare war on the subject nation, but not sure about EU :/
    "Lets put an end to this before anyone actually starts believing that you can influence a dev to get your ideas into the game..."
    Paradox earning their name.

  20. #20
    Quote Originally Posted by yellowbiz View Post
    How about forcing the AI to declare war on a historical enemy, as another "incentive" to expand, can you even do that ?
    I know that in CK1 there are events that makes you declare war on the subject nation, but not sure about EU :/
    good idea. will definitely have WRE in war with a number of barbarians at game start.

    trick is to trigger angles jutae saxons to go for britain after a few years of inactivity?

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