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  1. #1

    Christmas momod




    Hello, brothers and sisters!




    CHRISTMAS MOMOD (v.4.4)




    This work is dedicated to Gégé






    Instructions:

    >Unzip, copy and paste in the main EU3 folder over MMU 1.26, replacing all (alternative download link here).
    >Delete MMU's map cache folder (located in mod\MagnaMundi Ultimate\map).
    >Don't change settings, and select the 'Magna Mundi Platinum' 1453 scenario, or the 'Sengoku Jidai' 1477 one. You're good to go!
    >If you want the original loading screens back, you'll find them in the 'backup' folders in eu3\gfx\loadingscreens and eu3\gfx\interface.

    Thanks:

    >The Paradox team, for making games so good we feel the need to improve them, and for allowing us to do so.
    >The Magna Mundi team, for making a mod so good we feel the need to improve it. I’m still blinded by some of the code i’ve seen in there.
    >ZmajOgnjeniVuk, for his patience and good taste in porting 500 historical events from AGCEEP.
    >carlos193, for his advisor pannel display fix
    >The French State, for subsidising most of the three years of development this momod took.
    >All supporters, for their kind words; i remember a time when these were much needed!
    >And special thanks to Clophiroth, trogdor83, Gogog, TheLoneTaco, EnragedKiwi, eustachio, Discordia, Willum, Yeekim, SerialCereal, Descri, carlos193, and hopefully others yet to come, for their valuable reports, suggestions, and critics. Thanks fellas!
    Attached Images
    Last edited by franckfuck; 09-09-2014 at 23:02.

    Christmas momod for MMU
    "an evil MM on steroids" -Deus ret.
    Z-Plan for DIG and FTM
    "playing - so far so good" -marwis

  2. #2

    Changelog

    v.4.4:

    >added revoke declaration of indulgence decision
    >added AI exploration events (61095-61096)
    >fixed some AGCEEP events
    >tweaked privateering mechanism
    >tweaked some events (Versailles, Tellier, radical policies), decisions (the state is me, Versailles, declaration of indulgence, privateers) and modifiers (policies)
    >tweaked AI competitiveness (anti-piracy, exploration events, NIs and government handling)
    >tweaked requirements for QFTNW

    v.4.31:

    >removed CoT notifier events
    >tweaked some modifiers, decisions and events
    >tweaked AI FRA competitiveness

    v.4.3:

    >added Gibraltar, Tangier and Ceuta events and modifiers (61091-61092)
    >added and tweaked decisions to switch some provincial decisions on and off
    >fixed some localisation
    >tweaked prestige, manufactories
    >tweaked some colonial and religious events
    >tweaked reinstitute slavery decision
    >tweaked some modifiers

    v.4.2:

    >added a notifier for majors going bankrupt
    >added, fixed and tweaked some AI colonisation events (61056-61090)
    >fixed various stuff
    >tweaked AI competitiveness
    >tweaked AI PRU/NED/HSA/EMP/TUR competitiveness
    >tweaked Reformation spread
    >tweaked stability, policies, CoTs, tech costs
    >tweaked some AI decisions
    >tweaked some colonial decisions
    >tweaked loyal Jewish subjects event

    v.4.1:

    >added Sublimus Dei notification event (61050) and modifier
    >added Unification of France notifier event
    >tweaked AI abolition of slavery handling
    >tweaked AI FRA competitiveness
    >tweaked Reformation spread

    v.4.0:

    >added Turk currency and Turk trade decline mechanisms
    >added a safety mechanism for wrong continent AI capitals
    >added AI events for American republics (61020-61027/61049)
    >added AI EIC events for IRE/POM/HAB/TUS/GEN/NOR/HSA (61028-61033/61038)
    >added AI policy handling events (61034/61037)
    >added a notifier for Abolition Acts (61035)
    >added Slave trading post AI event (61042)
    >added AI exploration and colonisation events (61043-61046/61048)
    >added Abolitionists mechanism
    >removed some events related to slavery (60693/504001-504005)
    >fixed Debt restructuring AI event
    >fixed revolters tech level
    >fixed nomadic lands mechanism
    >fixed some minor mechanisms
    >fixed some localisation
    >tweaked Venice's max population
    >tweaked modernisation mechanism
    >tweaked New World demography mechanism
    >tweaked AI ENG/GBR/TUR/DAN/SWE/TUN/ALG/MOR/TRP/MLO/NED/PAP/REB competitiveness
    >tweaked AI competitiveness
    >tweaked AI handling of magistrates, vassals, policies, NIs, merchants, colonisation
    >tweaked colonial revolters events
    >tweaked colonial AIs territorial objectives
    >tweaked AI TUR territorial objectives
    >tweaked administrative efficiency
    >tweaked Reformation spread
    >tweaked Revolutionary wars
    >tweaked badboy, rebels, policies, prices, and other 'commons'
    >tweaked buildings costs, modifiers, and decisions
    >tweaked Entrepreneurship decline mechanism
    >tweaked Engage in the Slave Trade and Pass Abolition of Slavery Act decisions
    >tweaked several Slavery mechanisms
    >tweaked some localisation
    >tweaked War of the Roses events
    >tweaked Form the Hanseatic League decision
    >tweaked AI TUR shipbuilding policy

    v.3.6:

    >added Tsardom of Russia notification events for RUS (61013-61016)
    >added Risorgimento notification events for ITA (61017-61018)
    >added The Seventeen Provinces notification event for NED (61019)
    >added Diplomatic offensive decision
    >fixed Preservation of Catholic Power Base event
    >tweaked administrative efficiency mechanism
    >tweaked auto-building mechanism
    >tweaked Reformation spread
    >tweaked Humanist integration event
    >tweaked A new vassal event
    >tweaked some modifiers, NIs and policies
    >tweaked inflation, war taxes and mercenaries cost
    >tweaked AI competitiveness

    v.3.5:

    >added and fixed some localisation
    >fixed Midewiwin aggressiveness adjustment event
    >fixed some infrastructures mechanisms
    >fixed blockades/auto-sufficiency mechanism
    >fixed Viva Hispania! event and notification
    >tweaked Unification of France event
    >tweaked bankruptcy and stability effects
    >tweaked provincial taxes decisions
    >tweaked Noble opposition events
    >tweaked REB and TUR competitiveness
    >tweaked some 'national focus' decisions
    >tweaked some modifiers
    >tweaked some NIs

    v.3.413:

    >added Midewiwin aggressiveness adjustment event (61012)

    v.3.412:

    >tweaked some modifiers
    >tweaked Midewiwin natives aggressiveness
    >tweaked NAT competitiveness

    v.3.411:

    >tweaked Burgundy Succession event
    >tweaked some NIs

    v.3.41:

    >fixed Rossello event
    >tweaked NAT/PIR competitiveness

    v.3.4:

    >added and tweaked some AI policy handling (61010)
    >tweaked some governments AE values
    >tweaked difficulty settings
    >tweaked advisors recruitment costs
    >tweaked some advisors
    >tweaked AI MOR/ALG/TUN/TRP/ENG/GBR/NED competitiveness
    >tweaked AI competitiveness
    >tweaked AI shipbuilding policy
    >tweaked reformation spread
    >tweaked revolution and coalition wars events
    >tweaked colonial revolters events
    >tweaked some modifiers
    >tweaked some decisions
    >tweaked some localisation

    v.3.3:

    >added Anglicanism event for AI ENG/GBR (61009)
    >removed merchant placement modifiers
    >tweaked noble opposition events
    >tweaked The Burgundy Succession event
    >tweaked some other inheritance events
    >tweaked lack of naval interest modifiers
    >tweaked religious rebels
    >tweaked colonist placement chance
    >tweaked building decisions
    >tweaked NAT competitiveness
    >tweaked some colonial decisions
    >tweaked some native units

    v.3.2:

    >added some missing localisation
    >added some AI colonisation events (61004-61008)
    >fixed some decisions
    >fixed some localisation
    >tweaked SPA formation
    >tweaked exploration decisions and events
    >tweaked AI colonisation events
    >tweaked The Black Death event
    >tweaked The Knights Seek a New Home event
    >tweaked Ecclesiastical surge events
    >tweaked AI ENG/GBR competitiveness
    >tweaked AI FRA/RFR diplomacy with HRE
    >tweaked PIR competitiveness
    >tweaked missionary cost and placement chance
    >tweaked some modifiers
    >tweaked some localisation

    v.3.11:

    >fixed Enact Edict of Nantes decision
    >fixed despotic monarchy government
    >tweaked buildings decisions
    >tweaked some NIs

    v.3.1b:

    >added some missing localisation
    >added unification events for NA colonial revolters (60989-60996)
    >added Nippon! event for AI JTG (60999)
    >added notifiers for exploration events
    >added new world demography mechanism
    >fixed Treaty of $PROVINCENAME$ event
    >fixed SPA inheritance of CAS/ARA Columbus flags
    >fixed some other things
    >tweaked Debt restructuring AI event
    >tweaked generic trade war events for colonial AIs
    >tweaked colonial revolters events
    >tweaked Globalisation event
    >tweaked Trade Crisis events
    >tweaked Revolution and Coalition wars events
    >tweaked State investments AI event
    >tweaked exploration decisions and events
    >tweaked AI government picking and bankruptcy handling
    >tweaked state integrity mechanism for imperial demesne
    >tweaked defection mechanism
    >tweaked TUR/EMP competitiveness
    >tweaked AI TUR/NED/FRA/HAB/colonial revolters competitiveness
    >tweaked AI competitiveness
    >tweaked prices, rebels, CoT gravity, administrative efficiency
    >tweaked some modifiers
    >tweaked some decisions

    v.3.0:

    >added some missing localisation
    >added AI NED decision to switch government form
    >added a notifier for the Revolution in the Americas event
    >added Treaty of $PROVINCENAME$ events for colonial revolters (60948-60954/60958)
    >added EIC conquests and EIC reinforcements events for colonial AIs (60955-60957/60978)
    >added Treaty of the Pyrenees events for RFR (60960-60963)
    >added core removal mechanism (60965)
    >added Scramble for Africa event for colonial AIs (60966-60974)
    >added Dutch-Portuguese trade rivalry event (60979)
    >added generic trade war events for colonial AIs (60980-60988)
    >added Quebec as a potential colonial revolter
    >added a combination of rank status and administrative efficiency modifiers
    >added some other modifiers
    >fixed Treaty of the Pyrenees events; they now respect third-party territories
    >fixed some removing modifiers events
    >fixed Acadian Revolution events
    >fixed and tweaked buildings decisions and events
    >fixed advisor pannel display - thanks to carlos193
    >tweaked some localisation
    >tweaked $COUNTRY$'s quest for independence events
    >tweaked colonial revolters events
    >tweaked Revolution and Coalition wars events
    >tweaked End of a Golden Age event
    >tweaked some TUR decisions and events
    >tweaked Imperialists events
    >tweaked Brandenburg-Prussia event for AI PRU formation
    >tweaked some decisions
    >tweaked AI NI and policy handling, government picking, territorial objectives and competitiveness
    >tweaked AI TUR/ENG/GBR/SCA competitiveness
    >tweaked some NIs + heritage modifiers
    >tweaked Reformation spread
    >tweaked AI early colonisation
    >tweaked AI ITA formation
    >tweaked prices, rebels, buildings, administrative efficiency
    >tweaked some other modifiers
    >tweaked some advisors

    v.2.7:

    >added event for AI NI picking (60934)
    >added Treaty of $PROVINCENAME$ events (60935-60947)
    >tweaked Revolution in $COUNTRY$ event
    >tweaked $COUNTRY$'s quest for independence events
    >tweaked American independence wars events
    >tweaked forcelimits adjustment and military logistics modifiers
    >tweaked AI TUR/RUS/MNG/PRU/RFR competitiveness
    >tweaked AI colonisation rates; now also linked to religion
    >tweaked building decisions countdown duration
    >tweaked AI GER/ITA formation
    >tweaked Coalition wars events
    >tweaked some government related decisions
    >tweaked some localisation

    v.2.6:

    >added Occupation forces mechanism
    >added Major capital and Great capital modifiers
    >tweaked AI colonisation of St Lawrence, Great Lakes, and Mississipi regions
    >tweaked AI competitiveness
    >tweaked AI FRA competitiveness
    >tweaked VEN competitiveness
    >tweaked Viceroys NI administrative efficiency
    >tweaked supply limits and attrition
    >tweaked some random modifiers

    v.2.52:

    >fixed british merchant navy modifier
    >tweaked prestige, base trade efficiency, units costs, AI competitiveness
    >tweaked AI MNG/TUR/RUS/ENG/POR competitiveness
    >tweaked AI eastern European countries policy handling

    v.2.51:

    >fixed trade league related decisions and events
    >tweaked Modern State modifier

    v.2.5:

    >fixed Harsh foraging attribution
    >tweaked some localisation
    >tweaked AI SPA/TUR/RUS competitiveness
    >tweaked Entrepreneurship decline and Modernisation mechanisms
    >tweaked supply limits, land attrition, base tax, land and naval unit costs, army and navy tradition decay, prestige
    >tweaked British Merchant Navy, European Trading Post, Statistics Office modifiers
    >tweaked some military building decisions

    v.2.4:

    >added Diaspora mechanism
    >tweaked Conduct Population Census, Byzantine Refugees, and some provincial military decisions
    >tweaked Diplomatic Incident, The Knights Seek a New Home, and Patricians under Attack in $PROVINCENAME$ events
    >tweaked badboy, land maintenance, war taxes, unit costs, supply limits, interest rates
    >tweaked AI TUR competitiveness
    >tweaked some localisation

    v.2.3:

    >added some didactical localisation
    >tweaked modernisation mechanism + modifiers
    >tweaked land attrition and supply limit
    >tweaked cultural tradition, espionage, badboy and core loss
    >tweaked AI SPA behaviour
    >tweaked some Russian provinces

    v.2.2:

    >added counter-revolutionary CB
    >added coalition and napoleonic wars events for RFR (60913-60932)
    >added Decree Massed Levy decision
    >added forcelimit balance modifiers for colonial empires
    >fixed and tweaked major revolution events + decisions
    >fixed governments' localisation
    >tweaked some governments
    >tweaked Revolution March event
    >tweaked Redeployment in $PROVINCENAME$ event
    >tweaked Drastic Measures decision
    >tweaked some CB
    >tweaked some modifiers
    >tweaked some localisation
    >tweaked some NIs
    >tweaked AI naval building
    >tweaked AI competitiveness

    v.2.1:

    >added some notifiers for historical events
    >fixed some naval system related mechanisms
    >fixed and tweaked building decisions
    >tweaked AI competitiveness
    >tweaked magistrates' balance
    >tweaked some cultural decisions
    >tweaked some localisation

    v.2.01:

    >added a major event notifying the Treaty of the Pyrenees (60905)
    >fixed building decisions
    >tweaked Revolution event
    >tweaked some prices
    >tweaked buildings

    v.2.0:

    >updated and added 500 historical flavour events from ZmajOgnjeniVuk's AGCEEP port to EU3 (790101-790649)
    >added RUS/MOS and TUR expansion events (60870-60875/60877-60882/60889-60890/60892)
    >added Anglo-French rivalry mechanism
    >added an event notifying the fall of Constantinople (60883)
    >added an AI event for Mediterranean expansionism (60893)
    >added, fixed and tweaked some localisation
    >fixed Nevers wrong region belonging
    >fixed auctions mechanism (60884-60888)
    >fixed display in Report on Privateering Activities event
    >tweaked Redeployment in $PROVINCENAME$ event
    >tweaked Framed! event
    >tweaked unification of Germany/Italy events
    >tweaked Iberian relations events
    >tweaked Revolution events
    >tweaked East India Company events
    >tweaked Trade Crisis event
    >tweaked defection mechanism
    >tweaked reformation mechanism
    >tweaked bankruptcy mechanism
    >tweaked Mediterranean trade mechanism
    >tweaked rule by the sea mechanism
    >tweaked religious minorities mechanism
    >tweaked naval supply mechanism
    >tweaked cultural spread mechanism
    >tweaked colonial demographics mechanism (60869/60876/60891)
    >tweaked power status mechanism
    >tweaked administration efficiency mechanism
    >tweaked generic piracy mechanism
    >tweaked religious fervor mechanism
    >tweaked vassals mechanism
    >tweaked forge claim espionage mission
    >tweaked AI RUS/TUR/MNG/ENG/FRA/POL/VEN competitiveness
    >tweaked general AI competitiveness
    >tweaked some AI religious decision handling
    >tweaked AI shipbuilding
    >tweaked AI NI picking
    >tweaked production technology curve
    >tweaked some map colours
    >tweaked some countries' tolerated cultures
    >tweaked some other events
    >tweaked some decisions
    >tweaked policies
    >tweaked some cultures
    >tweaked some religions
    >tweaked some modifiers
    >tweaked some NIs
    >tweaked some provinces
    >tweaked some governments
    >tweaked some missions
    >tweaked prices
    >tweaked some naval units

    v.1.42:

    >removed some events popping inappropriately
    >fixed some CB errors
    >fixed some culture errors
    >fixed an AI NI picking instruction
    >tweaked some CB
    >tweaked AI TUR expansion event
    >tweaked generic piracy events
    >tweaked some modifiers
    >tweaked some policies

    v.1.41:

    >tweaked some localisation
    >tweaked privateering mechanism
    >tweaked AI competitiveness

    v.1.4:

    >added a major event notifying the Emperor of the beginning of Germany's unification (60858)
    >added a dynamic privateering system (60859-60868)
    >added and tweaked some modifiers
    >removed trade league system
    >removed some events popping inappropriately
    >removed old privateering events and decisions
    >tweaked merchant republic government
    >tweaked some events and decisions
    >tweaked AI competitiveness
    >tweaked some NIs
    >tweaked the way AI chooses NIs
    >tweaked some policies

    v.1.311:

    >added some missing localisation
    >removed 'moral fibre' events
    >fixed 'liberation' event (60776/60857)
    >tweaked land tradition gained from battle
    >tweaked some modifiers
    >tweaked religious NIs

    v.1.31:

    >removed 'backstab' event
    >fixed and tweaked Jewish refugees mechanism
    >fixed province sale mechanism in case of ownership exchange
    >updated and tweaked power status mechanism
    >tweaked AI manufactory building
    >tweaked some modifiers

    v.1.3b:

    >added different difficulty settings
    >added a colonial AI event to help it protect its mainland (60822)
    >added events to help the AI determine if provinces are worth keeping; if not it will try to sell them to its best interests (60823-60827)
    >added an event to identify different humans in multiplayer games (60828) # not tested due to lack of humans
    >added events to help the AI determine if a human is dangerous; it will then take diplomatic actions with other fellow AIs (60829-60833)
    >removed a broken AI bankruptcy handling event
    >removed some unnecessary events
    >fixed starting idea flags for BRE/MOD/SIE/TUS
    >fixed an AI NI picking instruction
    >tweaked AI trade competitiveness
    >tweaked mercantilism policy: full slider now gives -5% compete chance in foreign CoTs (prev -15%)
    >tweaked government switch stability hits
    >tweaked years between policy changes
    >tweaked some governments' policy requirements
    >tweaked some modifiers
    >tweaked AI government picking
    >tweaked 'late nationalism' event

    v.1.224:

    >added AI decisions to help it send merchants to the right CoT
    >tweaked AI government picking
    >tweaked Land of Opportunity: CoT gravity bonus now only applies to the New World's CoTs, via events
    >tweaked some AI RUS modifiers
    >tweaked AI RUS expansion event

    v.1.223:

    >added an event for unhealthy merchant republics
    >added some missing localisation
    >tweaked a decision allowing to evolve into a merchant republic
    >tweaked administrative monarchy availability tech, from 16 to 12
    >tweaked electorate prestige bonus
    >tweaked AI government picking
    >tweaked AI religious conversions
    >tweaked AI MOS expansion events
    >tweaked Jewish merchant picture

    v.1.222:

    >added some missing localisation
    >added decisions to evolve from an absolute monarchy to an enlightened despotism, and from an enlightened despotism to a constitutional republic
    >tweaked government tree (see additional notes)
    >tweaked some modifiers (blockades vs self-sufficiency, exotic trade goods monopolies)
    >tweaked some AI decisions concerning buildings
    >tweaked late nationalism modalities

    v.1.221:

    >tweaked some missions' requirements
    >tweaked some decisions' requirements
    >tweaked blockaded province modifier
    >tweaked requirements for Liberté, égalité, fraternité; they're now less particular

    v.1.22:

    >added some missing localisation
    >removed unused high culture/state events
    >fixed some events triggering inappropriately
    >tweaked AI trade competitiveness
    >tweaked rule by the sea's values; there are now 4 declinations tied to trade policy instead of 2
    >tweaked staple port's local tariffs' value, from 0.40 to 0.25
    >tweaked defensiveness values (ideas, buildings, advisors and production efficiency get less; KoSJ's forts get more)
    >tweaked reconstruction modifier's build cost bonus
    >tweaked offensive/defensive slider values
    >tweaked colonisation dynamism application modalities: a country with Colonial Ventures, Viceroys, Land of Opportunity or Quest for the New World will win 1 rank of modifier; a country with 2 of these ideas will win 2.

    v.1.21:

    >added some missing localisation
    >tweaked Rule by the sea's trade efficiency and CoT attractivity for mercantilist States
    >tweaked Minor shipyard's application modalities
    >tweaked war exhaustion (more gained from war exhaustion; less reduction from defender of the faith; removed reduction from monarch)

    v.1.2:

    >added event reducing a country's stability by 1 whenever it enters a state of war with a country in its weight class or above, regardless of side or casus belli
    >added province decision to switch production between inflationist and non-inflationist goods
    >added bad events for bankruptcies
    >added AI events for manufactory building
    >added AI TUR expansion events towards Maghreb
    >added events for AI formation of USA
    >fixed Treaty of the Pyrenees events; it was previously firing even if FRA/SPA were at war
    >fixed AI spawning mercenaries; bankruptcies are back in business
    >tweaked stability costs; they're now significantly cheaper, and primarily based on manpower; 'succession' modifier tweaked accordingly
    >tweaked revolt risk in occupied provinces; finalizes the reworked defecting provinces model 'afghan style'
    >tweaked badboy gained via defecting provinces
    >tweaked starting NIs for TOS, MOD, SIE, and BRE; National Trade Policy replaced by Espionage
    >tweaked Modular Shipbuilding idea; removed the capacity to repair in coastal areas
    >tweaked the requirements for Scientific Revolution idea; they're now slightly less harder to meet
    >tweaked market economy policy; full slider compete chance decreased from 15% to 10%
    >tweaked national focus; colonial growth bonus decreased from 50 to 10 col/year
    >tweaked supply limit; increased from mid-17th century onward
    >tweaked manpower; 25% less for colonies; war exhaustion impact decreased slightly
    >tweaked 'rule by the sea' modifier; increased galleys' value until some time after the establishment of an oceanic trade route to the Indies; replaced compete chance bonus by trade efficiency bonus; added ship cost malus
    >tweaked global naval capability modifier
    >tweaked revolutionary wars surrender conditions
    >tweaked 'territorial integrity' mechanism; Revolution and Counter-Revolution, Deus Vult and Glorious Arms ideas no longer immunise a country against it, but require another 25% occupied provinces for it to fire
    >tweaked flotilla events for KNI + naval force limit for number of Tongues doubled
    >tweaked number of merchants self-regulation, from -0.05 merchants per merchant placed, to -0.02
    >tweaked some religious modifiers; small increase in missionary/year bonus
    >tweaked colonial policies effects and application modalities
    >tweaked FRA's 'Say the State is Me' decision; all core provinces will now leave HRE; requires highest prestige in Europe
    >tweaked AI colonial policy handling
    >tweaked AI religious policy handling
    >tweaked the way AI chooses NIs
    >tweaked AI formation of Germany
    >tweaked AI conquistadores events, for a more aggressive conquest

    v.1.11:

    >added a path for the Ottomans' 'Greater Caliphate'
    >added a modifier triggered by the control over St Lawrence river
    >removed some events popping inappropriately
    >tweaked penalty for destroying CoT, from 25 to 5 prestige
    >tweaked NTP idea prerequisite; moral economy no longer needed
    >tweaked Colonial Ventures idea colonist placement chance, from 5 to 10%
    >tweaked AI colonisation of Colombia
    >tweaked AI policy handling
    >tweaked the way AI chooses NIs
    >tweaked some text from localisation files

    v.1.1:

    >added decisions + events to restore a 'Greater Caliphate' as TUR
    >updated remaining decisions and events content (including Jesuits events from Dei Gratia)

    v.1.013:

    >fixed fort assault losses
    >tweaked mercantilism (moral economy) policy: full slider now gives 25% domestic compete chance
    >tweaked inflation: 1 point of inflation now gives -1 point of CoT appeal
    >tweaked base taxes for Tunis (from 4 to 7) and Tripoli (from 4 to 6)
    >tweaked random events; they're less random
    >tweaked AI policy handling
    >tweaked the way AI chooses NIs
    >tweaked some modifiers

    v.1.012:

    >added some missing localisation
    >added East India Company event for player
    >fixed East India Company event for AI
    >fixed conquistadores events
    >updated Sacra Romanum Imperium and Dei Gratia content
    >tweaked random events; they're less random
    >tweaked the way AI chooses NIs
    >tweaked some modifiers

    v.1.011:

    >fixed CTDs due to missing modifiers
    >tweaked late naval units
    >tweaked some mechanisms (provinces defecting, 'rule by the sea')

    v.1.01:

    >added some missing localisation
    >added some events (AI behaviour; flavour ENG/GB)
    >fixed HRE-related triggered only events
    >fixed rare AI conversion to 'noreligion'
    >fixed AI decision to build ships; 'Minor shipyard' province modifier prevents construction through decision
    >fixed late naval units !WARNING! all light ships type 'War Clippers' will become big ships type 'Ships of the line 1840'. Sorry for the inconvenience, but it's the only way to keep compatibility.
    >fixed some other things
    >tweaked AI colonisation of Africa and Indies
    >tweaked AI formation of Germany and Italy
    >tweaked late land units
    >tweaked AI late policy handling
    >tweaked some other things

    v.1.0:

    +1000 hours of adding, removing, fixing, updating and tweaking


    ---Previous post---




    More pictures! From the very last test game (still running as we speak), here's a peek at 1607:

    World map

    Religious map of Europe

    Statistics

    Income graph

    Ongoing wars

    Biggest armies

    Biggest navies
    Last edited by franckfuck; 09-09-2014 at 23:03.

  3. #3
    Captain Clophiroth's Avatar
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    Incredible! Wanting to play it, I see that it will be really great! :O

    It will be for IN orr HTTT?

  4. #4
    A customer! Welcome welcome; the momod is intended to work with the latest Magna Mundi version, 1.26, itself working with Heir to the Throne.



    Just for you, my dearest friend, here's the map of the current test game, in 1640:



    As you can see, everybody's doing as fine as he can in the Americas, except for the French who have been kicked out of the St. Lawrence by the Swedes. The same Swedes took half of Ceylon, which they now share with the British. We'll have to keep an eye on those two!



    In Europe, Portugal's daring move in Galicia, and internal religious troubles didn't help Spain repel the Turk invasion. Doesn't augur anything well for the Peninsula. Naples seems comfortable in Italy but the Austrians already have a foothold in the north.

    But let's take a look at hard, cold facts:



    The Spanish aren't even in the top 13! The Ottomans, on the contrary, with their perfect stability and badboy rating, must be really hungry.



    We can only tremble for the Spaniards as we discover the army sheet. The superior manpower of the Great Turk will wipe the good resistance they've come up with this far.

    The navies:



    A last one; witness the trade empire of the Turks!





    I hope you won't make nightmares; sleep tight everybody, i'm off now, these localisation files won't type themselves!
    Last edited by franckfuck; 27-12-2011 at 16:54.

  5. #5
    Captain Clophiroth's Avatar
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    Incredible! :O

    Could you talk about some of the new events/mechanics/things that you have add? And what do you mean with of that ideas adapt with the time? You mean than they have an effect in 1500, and other in 1790, for example? :O

  6. #6
    Okay then, i'll talk a bit about the 'territorial integrity' mechanism. 2 variables are at work here (they are likely to be tweaked later).

    The first one, 'mainland_count', sets the territorial value of a country, using this simple formulae:

    Each metropolitan province with less than 4 base tax counts 0.25 points;
    each one between 4 and 7 base tax excluded, 0.75 points;
    each one of 7 base tax and above, 2 points.

    Now, whenever a province is controlled by a non-rebel enemy, a second variable called 'state_integrity' kicks in, using this slightly different formulae:

    Each metropolitan province with less than 4 base tax counts 0.25 points;
    each one between 4 and 7 base tax excluded, 0.75 points;
    each one of 7 base tax and above, or housing a weapons or naval equipment manufactory, 2 points;
    the capital counts 3 points.

    Finally, and this is where it matters to us, if your 'state_integrity' value is a quarter of your 'mainland_count', you'll get some bad news. Things will worsen with the 'state_integrity' catching up with the 'mainland_count'.

    So, don't let the enemy come to your land, protect your valuable provinces, and don't build strategic manufactories near your borders!

    That's all folks, time to do some loc files.

  7. #7
    Quote Originally Posted by Clophiroth View Post
    You mean than they have an effect in 1500, and other in 1790, for example? :O

    Exactly! But it only affects ideas that weaken over time. A 0.30 morale boost is nice in 1500, but not that much in 1800.

  8. #8
    Wow. I'd love to play your mod when I get the game working.

  9. #9
    Reading this post, I can see that you clearly know what you are doing, and I'm impressed with your effort. I hope this mod goes beyond a simple Christmas gift!

    I can't help but think, though, that you might have an easier time getting people to try out your mod if your nick was less... indecent. I thought it was a spam post before I read your writings... I'm surprised you could actually create a nick like that!
    Member of the Magna Mundi team once upon a time, in charge of Asia

  10. #10
    Thanks for the kind words! It'll help me get those loc files done faster.

    Quote Originally Posted by Ese Khan View Post
    I'm surprised you could actually create a nick like that!
    Me too! I asked Paradox about it, without success. But i can assure you i do not intend to offend anybody in any way. I just have never been good with pseudonyms (nor have i with momods' names).

  11. #11
    Damn these loc files are driving me crazy. I hope i'll get the job done by 2012! Okay, here's a token of my good will:


    1656


    1690


    1708


    1719


    So what's new? In the Americas, the race to the Great Lakes is over, with the Swedes holding the St. Lawrence, but the British seems stronger. Quite remarkably Spain maintained its empire, despite the metropolitan strifes. In Asia, the Dutch have conquered most of Borneo, Java and the lesser Sundas, and will have to live with the freshly arrived French on Sumatra. The French are also the only Europeans in India, probably because of a strong Vijayanagara Empire.


    Of course, a bonus:



    Sweet dreams everybody!

  12. #12
    Duca di Firenze CJL78's Avatar
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    1
    Quote Originally Posted by franckfuck View Post
    Okay then, i'll talk a bit about the 'territorial integrity' mechanism. 2 variables are at work here (they are likely to be tweaked later).

    The first one, 'mainland_count', sets the territorial value of a country, using this simple formulae:

    Each metropolitan province with less than 4 base tax counts 0.25 points;
    each one between 4 and 7 base tax excluded, 0.75 points;
    each one of 7 base tax and above, 2 points.

    Now, whenever a province is controlled by a non-rebel enemy, a second variable called 'state_integrity' kicks in, using this slightly different formulae:

    Each metropolitan province with less than 4 base tax counts 0.25 points;
    each one between 4 and 7 base tax excluded, 0.75 points;
    each one of 7 base tax and above, or housing a weapons or naval equipment manufactory, 2 points;
    the capital counts 3 points.

    Finally, and this is where it matters to us, if your 'state_integrity' value is a quarter of your 'mainland_count', you'll get some bad news. Things will worsen with the 'state_integrity' catching up with the 'mainland_count'.

    So, don't let the enemy come to your land, protect your valuable provinces, and don't build strategic manufactories near your borders!

    That's all folks, time to do some loc files.
    that's very very interesting, but

    1. what's the bad news exactly if that happens?

    2. if a province over 7 base tax with a manufactory is valued the same 2 points, then it doesn't make any difference in terms of this mechanism if you build one in that province?


    Also, were you playing Venice in that game or is that an AI Venice? If it's AI that's gotta be the best Italian AI state I've ever seen in MM

  13. #13
    Quote Originally Posted by CJL78 View Post
    that's very very interesting, but

    1. what's the bad news exactly if that happens?

    2. if a province over 7 base tax with a manufactory is valued the same 2 points, then it doesn't make any difference in terms of this mechanism if you build one in that province?


    Also, were you playing Venice in that game or is that an AI Venice? If it's AI that's gotta be the best Italian AI state I've ever seen in MM

    Thank you very very much!

    1. As it is written now, you'll get a 1 stab hit and 2.5 war exhaustion when the invaded portion value ('state_integrity') equals 1/4 of the total metropolitan value ('mainland_count'); the next step is met at 1/2, and you'll have another -1 stability and 3.5 war exhaustion; the last event fires at 3/4, again meaning a -1 stability and 5 war exhaustion.

    I have to add that a country with Glorious Arms, Deus Vult (Unam Sanctam), or Revolution and Counter-Revolution is immune to these events.

    2. It doesn't make any difference! I figured most of 'tier 7' provinces were important enough to represent a strategic value. I'll probably refine the system when i have time, as it was hastily done. Of course, any suggestion is most welcome!


    Venice must have done really good this time! I think one of the main objectives of the mod was to bring life to the world. I wanted to see fleets going round Africa, the Americas become a new playground, Nation-States rise in Europe, etc. So i've worked a lot on ai behaviour, while limiting linear scripting to the minimum required. All the test games were run without any intervention from any human, and all the pictures i have taken are from test games.

    Good day!
    Last edited by franckfuck; 31-12-2011 at 20:28.

  14. #14
    I'm curious, what do you have going with the colonial revolters? Anything new compared to base MMtM? Will we see some in Africa?

  15. #15
    Quote Originally Posted by ltkarrde View Post
    I'm curious, what do you have going with the colonial revolters? Anything new compared to base MMtM? Will we see some in Africa?
    Hmm! That's a tricky one, sir. I've been working on this a long time ago, so i can't recall exactly what was done, and comparison with MMtM is quite difficult. If i remember correctly though, revolutions should be stronger, and take place later, behaviorally speaking. With well-run viceroyalties a colonial empire is less susceptible to witness republican independence movements, at least for a while; but it is not immune to disloyalty from ambitious despots.
    I can also say that revolutions in the Old and New Worlds are linked, and that the formers take deep roots in a country's socio-economic past. I'll talk about it later as i have a lot on my hands right now (notably checking these independence movements!).
    Africa will not see republican movements on its soil, and i didn't add any tag to the game. Boers' Transvaal Republic would be a good candidate though.

    I really must spend less time on the mod for the few days to come, you'll understand why. But i'll never have too little time to post a picture! So here's the test game in late 18th:

    1766


    1777


    1781



    And a bonus, as always:



    I'll do my best within socially acceptable boundaries. Everybody have a good day.

  16. #16
    So when do you think this mod will be released?

  17. #17
    Quote Originally Posted by Samefar View Post
    So when do you think this mod will be released?
    Hopefully tomorrow morning! Otherwise, probably on monday.

  18. #18
    Christmas momod released! I might not be able to get an internet connection for a few days, but feel free to make any comments, especially critics. The mod only needs to get better! Everybody have a nice day, and a happy new year.
    Last edited by franckfuck; 01-01-2012 at 12:53.

  19. #19
    It definitely sounds promising. Have you made any changes to how the AI handles inflation? I've given up playing all EU3 based games since I realised the AI just builds up huge inflation and so ceases to be any threat after the first 100 years.

  20. #20
    Quote Originally Posted by Dawkins View Post
    It definitely sounds promising. Have you made any changes to how the AI handles inflation? I've given up playing all EU3 based games since I realised the AI just builds up huge inflation and so ceases to be any threat after the first 100 years.
    Well, maybe the ai will give up playing with you, now! Actually, inflation was a big concern. Everybody will get some, especially countries relying on trade, gold, or waging lots of wars, which are more expensive than before. If Spain conquers the Americas historically, it will get rich, very rich, but will also accumulate significant inflation. The ai will fight it whenever possible, and you'll probably see national banks burgeoning around late 18th.
    A noticeable change, is that 1 point of inflation makes technology costs only 0,1% more, but makes merchants cost 3% more. I figured that technology, by its permeable nature, was less susceptible to inflation than other things. On the contrary, merchants are very cautious about a country's financial health, and if it suffers from inflation, they will ask for more guarantees.

    Here are some pictures about another test game (the previous one was rendered obsolete due to upgrades in colonial matters):




    the world in 1845. There is a Canada-Acadia border between Lake Ontario and Massachusetts




    Some numbers



    Good day everybody!
    Last edited by franckfuck; 05-01-2012 at 13:52.

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