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Thread: Mare Nostrum

  1. #41
    Field Marshal AKronblad's Avatar
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    So for both of you guys to be right the map must be divisible by 24, right?
    check out my 399AD mod (now for DW5.2!)
    WiP: AURORA UNIVERSALIS, a mod for EU4: "Come the first millennium BC, chaos erupted and old order was in shatters as new tribes and peoples entered the scene in their search for glory, land, and riches. Ancient empires were brought to their knees..."

  2. #42
    Lt. General CanOmer's Avatar
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    Preview I: Rome and her Italian allies

    In third century BC, Roman hegemony in Italy was mostly depended with alliance system. These allied peoples was independent inside but they send troops if Romans want. So I made them vassals due to game terms.



    Italian allied peoples of Rome:
    - Apuli
    - Bruttii
    - Etrusci
    - Lucani
    - Umbri
    - Samnite

    In 482 A.U.C. (272BC), Rome was at war with Epirus. After 8 years of the invasion of Pyrrhos, Romans reinforced their armies quickly and sieged Taras, the last big Greek city in Italy. It fell down in this year.

    Italian culture group includes Etruscan, Latin, Messapii, Oscan, Piceni, Sardinian, Sikels, Umbrian and Venetian peoples. All of them are in Latin tech group. So they will have similar troops.


    To see it large: http://uppix.net/b/6/0/f56da04c4a4e8...a13d9a40c0.jpg



    A new system for income:

    As I mentioned before city population will provide your income. All provinces has 1 base tax normally. Main tax income will calculated by population. That population is adult man population of the province. Long and abrasive wars will reduce your population and so your income; looting, sieges..etc. Stability cost depends on population too. So, valuable provinces will produce greater stability costs. I will discuss population-manpower relation later. But I must say that population increase won't be unlimited. There is a feedback to hold it under control. Population will limit itself due to populousness. There will be ways to beat this limit also; national focus, CoT, some buildings..etc



    This is it for now, end of the first preview.

  3. #43
    I'm not sure if this is still a problem or if it will even come up, but I've got the impression before that uncolonized provinces with a base-tax of 1 cannot be colonized.

  4. #44
    Uralian Chlodio's Avatar
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    Paradox should just hire CanOmer to do Rome 2

  5. #45
    Looks amazing!
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  6. #46
    Africa looks excessively dry, it was Rome's granary after all

  7. #47
    Lt. General CanOmer's Avatar
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    Quote Originally Posted by Sun_Wu View Post
    Africa looks excessively dry, it was Rome's granary after all
    First screenshot is obsolete, I added some farmlands into terrain of north Africa.

  8. #48

  9. #49
    Question: NOt sure if this is in the right time period but are you going to add tribes like Belgica and Batavi(If those tribes did exist.

    You could make things like Gaul etc all fragmented states of tribes....Although that might make too much tags(I mean more fragmented then now but I can see how you want to keep balance)


  10. #50
    Lt. General CanOmer's Avatar
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    Quote Originally Posted by Valiant_Hogers View Post
    Question: NOt sure if this is in the right time period but are you going to add tribes like Belgica and Batavi(If those tribes did exist.
    You could make things like Gaul etc all fragmented states of tribes....Although that might make too much tags(I mean more fragmented then now but I can see how you want to keep balance)
    Yes, there will be many tribes. I added 11 Iberian tribes today.

  11. #51
    Lt. General CanOmer's Avatar
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    Preview II: Iberian Peoples

    Iberia was always hard country to conquer. There were many tribes in there. I added eleven of them, and each culture has at least one country. Iberian culture group consist of Bastetani, Callaeci, Cantabri, Celtiberi, Edetani, Ilergetae, Lusitani, Turdetani and Turduli.

    A map from Wikipedi that shows linguistic groups of Iberia:

    In 272 BC Iberia is mostly untouched. In the south there were Carthaginian colonies and in the north-western coast there were Greek colonies.




    To see it large: http://uppix.net/e/a/1/fa6ec78b34668...45bce0862f.jpg


    About manpower
    All provinces has 0 base manpower. Because now the population represents the adult man population of the province. So, manpower is coming from population. Changeable population means changeable manpower. Your population will be more important now. Also supply limit of province will be increase by the population.


  12. #52
    Major kepler's Avatar
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    Amazing progresses!

    As I mentioned before city population will provide your income. All provinces has 1 base tax normally. Main tax income will calculated by population.
    I am not sure this is a good system. Base Tax can give you the flexibility of giving a province having commercial or strategical importance more value. Also Base Tax can be used to make a province producing crappy trade goods wealthier as it was historically. Perhaps population should still count more but not so much.
    "The path to knighthood is paved with strength and nobility not LSD and sideburns." - Black Knight

  13. #53
    Lt. General CanOmer's Avatar
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    Quote Originally Posted by kepler View Post
    I am not sure this is a good system. Base Tax can give you the flexibility of giving a province having commercial or strategical importance more value. Also Base Tax can be used to make a province producing crappy trade goods wealthier as it was historically. Perhaps population should still count more but not so much.
    I am not sure too. Because I did not test enough. But considering that very early age, the age of enslavement and destruction of cities, populations.. it can be used IMO. Also, I always think of changeability of manpower and tax values. If a country is ruled well through many years why does manpower and tax stay same? So, my main attempt is to create changeable province values. Wars, revoltrisk, intolerance..etc affect population, now population affects everything.

  14. #54
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    I think your idea could apply to manpower just fine, especially given your definition of pop. Actually I like your idea in general, I just think that there should be some more flexibility about Base Tax to treat some cases. And obviously when the mod is out you will certainly find people to help you in the testing ;-)
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  15. #55
    Americas Specialist SCORPIONMIRO's Avatar
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    Very Good! I do have a question though. Do you plan on adding more provinces to Iberia?

  16. #56
    Lt. General CanOmer's Avatar
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    Quote Originally Posted by SCORPIONMIRO View Post
    Very Good! I do have a question though. Do you plan on adding more provinces to Iberia?
    I do not think. Maybe 1 or 2 for balance later. Because Iberia is done.

  17. #57
    Lt. General CanOmer's Avatar
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    I have problem which I couldn't solve. After the starting, a day after I unpause game to begin it does CTD. When I deleted ports from positions.txt, or deleted ships in naval tech file game does not CTD. If you want to help me, post in here, I will send you the mod by PM.

  18. #58
    Publicly Certified 17blue17's Avatar
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    Quote Originally Posted by CanOmer View Post
    I have problem which I couldn't solve. After the starting, a day after I unpause game to begin it does CTD. When I deleted ports from positions.txt, or deleted ships in naval tech file game does not CTD. If you want to help me, post in here, I will send you the mod by PM.
    Send me a link

  19. #59
    Excited to try this, interesting map projection. Will it be for 5.2b or 5.1?

  20. #60

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