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Meneth

Crusader Kings 3 Programmer
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Feb 9, 2011
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Current version is for 1.05g. Released 2012-06-25. Download at the end of this post.
This was at first intended as an overhaul to technological spread in Balansegang, but as this overhaul works well even without the rest of Balansegang, I'm also releasing it as a standalone.

The major feature is that tech spreads more realistically; focusing itself around historical centers of trade, and emergent centers of trade. Tech spread is in general faster, but tech starts somewhat lower.

The full details are:

  • Most provinces start at one tech lower, except for provinces that go in the "other" category (pagans, orthodox Christians) start on level with Christians
  • Increased the base chance of gaining tech from 1.2% to 2.5%
  • Coastal provinces get +80% to tech
  • Increased neighbor spread from 15% to 130%. From 30% to 156% if in the same religion group
  • Reduced the demesne bonus from 30% to 20%
  • Reduced the focus bonus from 100% to 50%
  • Changed the ideal tech years slightly
  • Every holding in a county now gives +8% to tech, to simulate richer provinces growing faster technologically
  • Wall, garrison, town, and port buildings now give a small bonus to tech. The bonus is slightly higher for military tech in castles, and slightly higher for economy and culture in cities and temples
  • All non-pagan counties now start with level 1 ports
  • Any province with a trade center will start with a level 1 marketplace
  • Gave the Warrior Cult building a 40% penalty to tech
  • Various provinces start with a center of trade building, increasing tech gain by about 30% per tier, as well as giving galleys and taxes. A full list available below
List of trade centers in 1066:
Tier 1:
  • Dublin
  • Nuremburg
  • Sjælland
  • Trøndelag
  • Uppland
  • Utrecht
  • Novgorod
  • Esztergom
  • Krakow
  • Kermanshah
  • Adana
  • Sabzevar
  • Dongola
  • Calais (Guines)
  • Cherson
  • Cardiff (Gwent)
  • Winchester
  • Trani (Apulia)
  • Zadar
  • Ragusa
  • Algeciras
  • Acre
  • Dyrrachion
  • Thessalonike
  • Adrianopolis
  • Methone
  • Amisos
  • Smyrna
  • Cebta
  • Tana
  • Saray
  • Itil
  • Aden
  • Derbent
  • Famagusta
  • Rhodes
  • Algiers (Al Djazair)
  • Valencia
  • Akkerman (Oleshye)
  • Reval (Kalevan)
  • Riga (Zemgale)
  • Danzig
  • Shiraz
  • Palma (Mallorca)
  • Moskva
  • Nizhnij (Chernigov)
  • Belgrade
  • Wien (Osterreich)
  • Maverannahr
  • Gurgan
  • Pest
  • Kaneia
Tier 2:
  • London
  • Edinburgh
  • Koln
  • Bordeaux
  • Santiago
  • Lisboa
  • Cordoba
  • Barcelona
  • Provence
  • Macon
  • Palermo
  • Praha
  • Athenai
  • Kiev
  • Hormuz
  • Rayy
  • Trebizond
  • Aleppo
  • Jerusalem
  • Kairwan
  • Fez
  • York
  • Salerno
  • Dax
Tier 3:
  • Brugge
  • Paris
  • Sevilla
  • Toledo
  • Lubeck
  • Firenze
  • Basra
  • Baghdad
  • Mecca
  • Damascus
  • Antioch
  • Pisa
  • Napoli
Tier 4:
  • Genoa
  • Rome
  • Venice
  • Cairo
  • Alexandria
Tier 5:
  • Constantinople
Map of trade centers
An animation of the tech spread in an earlier build can be seen here. This was before I added two of Germany's trade centers, and the neighbor spread bonus was somewhat higher at the time, so don't expect the exact same results.

Installation:

  1. Download the zip-file attached to this post
  2. Extract it to your mod-folder (Crusader Kings II\mod)
  3. Enable it when launching the game
  4. Have fun
Policy on use in other mods:
Do not include any part of this mod in your mod unless you've received express permission from me.
If you want to include this mod in a mod of your own please send me a PM where you state what mod you want to add it to.

Changelog:
1.0:

  • Most provinces start at one tech lower, except for provinces that go in the "other" category (pagans, orthodox Christians) start on level with Christians
  • Increased the base chance of gaining tech from 1.2% to 2.5%
  • Coastal provinces get +80% to tech
  • Increased neighbor spread from 15% to 130%. From 30% to 156% if in the same religion group
  • Reduced the demesne bonus from 30% to 20%
  • Reduced the focus bonus from 100% to 50%
  • Changed the ideal tech years slightly
  • Every holding in a county now gives +8% to tech, to simulate richer provinces growing faster technologically
  • Wall, garrison, town, and port buildings now give a small bonus to tech. The bonus is slightly higher for military tech in castles, and slightly higher for economy and culture in cities and temples
  • All non-pagan counties now start with level 1 ports
  • Any province with a trade center will start with a level 1 marketplace
  • Gave the Warrior Cult building a 40% penalty to tech
  • Various provinces start with a trade post building, increasing tech gain by 30% per tier, as well as giving galleys and taxes. A full list available below
List of trade centers in 1066:
Tier 1:
  • Dublin
  • Sjælland
  • Trøndelag
  • Uppland
  • Novgorod
  • Esztergom
  • Krakow
  • Utrecht
  • Nuremburg
Tier 2:
  • Edinburgh
  • Koln
  • Bordeaux
  • Lisboa
  • Cordoba
  • Barcelona
  • Provence
  • Macon
  • Lubeck
  • Firenze
  • Palermo
  • Praha
  • Athenai
  • Kiev
  • Hormuz
  • Trebizond
  • Damascus
  • Jerusalem
  • Kairwan
  • Fez
Tier 3:
  • London
  • Brugge
  • Paris
  • Sevilla
  • Toledo
  • Genoa
  • Rome
  • Venice
  • Basra
  • Mecca
  • Antioch
  • Cairo
  • Alexandria
Tier 4:
  • Constantinople
1.1:
  • Added Adana, Kermanshah, and Sabzevar as tier 1 centers of trade
  • Added Santiago, Aleppo, and Rayy as tier 2 centers of trade
  • Added Baghdad as a tier 3 center of trade
  • Fixed Cairo not having its center of trade
 

Attachments

  • tech.zip
    58 KB · Views: 162
Last edited:
Ooh, this looks interesting. I may have to incorporate this into a couple of my mods -- I assume the standard rules on this matter still apply here, Meneth? :)
I'll add a line on permissions, but the same applies as does to Balansegang:
"Do not include any part of Balansegang in your mod unless you've received express permission from me.
If you want to include any part of Balansegang in a mod of your own please send me a PM where you delineate what aspects you want to use, and for what mod."
Ask for inclusion into any specific mod, and you'll most likely get it :)
 
I'll add a line on permissions, but the same applies as does to Balansegang:
"Do not include any part of Balansegang in your mod unless you've received express permission from me.
If you want to include any part of Balansegang in a mod of your own please send me a PM where you delineate what aspects you want to use, and for what mod."
Ask for inclusion into any specific mod, and you'll most likely get it :)

I suspected this might be the case. :laugh: Thanks for clarifying -- I'll probably shoot you a PM in the near future on the topic. And, of course, thanks again for sharing your work!
 
1.0 released!
Download here, or from the OP.

Features:

  • Most provinces start at one tech lower, except for provinces that go in the "other" category (pagans, orthodox Christians) start on level with Christians
  • Increased the base chance of gaining tech from 1.2% to 2.5%
  • Coastal provinces get +80% to tech
  • Increased neighbor spread from 15% to 130%. From 30% to 156% if in the same religion group
  • Reduced the demesne bonus from 30% to 20%
  • Reduced the focus bonus from 100% to 50%
  • Changed the ideal tech years slightly
  • Every holding in a county now gives +8% to tech, to simulate richer provinces growing faster technologically
  • Wall, garrison, town, and port buildings now give a small bonus to tech. The bonus is slightly higher for military tech in castles, and slightly higher for economy and culture in cities and temples
  • All non-pagan counties now start with level 1 ports
  • Any province with a trade center will start with a level 1 marketplace
  • Gave the Warrior Cult building a 40% penalty to tech
  • Various provinces start with a trade post building, increasing tech gain by 30% per tier, as well as giving galleys and taxes. A full list available below
List of trade centers in 1066:
Tier 1:
  • Dublin
  • Sjælland
  • Trøndelag
  • Uppland
  • Novgorod
  • Esztergom
  • Krakow
  • Utrecht
  • Nuremburg

Tier 2:
  • Edinburgh
  • Koln
  • Bordeaux
  • Lisboa
  • Cordoba
  • Barcelona
  • Provence
  • Macon
  • Lubeck
  • Firenze
  • Palermo
  • Praha
  • Athenai
  • Kiev
  • Hormuz
  • Trebizond
  • Damascus
  • Jerusalem
  • Kairwan
  • Fez

Tier 3:
  • London
  • Brugge
  • Paris
  • Sevilla
  • Toledo
  • Genoa
  • Rome
  • Venice
  • Basra
  • Mecca
  • Antioch
  • Cairo
  • Alexandria

Tier 4:
  • Constantinople

Any feedback is appreciated, especially on the assigned centers of trade. If you know of any city that should be added, or of any on the list that doesn't fit its tier, please tell.
 
1.1 released!
Download here, or from the OP.
Should be compatible with 1.X, but some changes won't apply to save-games.
If anyone has any quick questions, feedback, or similar, feel free to come to the CKII Modding IRC Channel.
  • Added Adana, Kermanshah, and Sabzevar as tier 1 centers of trade
  • Added Santiago, Aleppo, and Rayy as tier 2 centers of trade
  • Added Baghdad as a tier 3 center of trade
  • Fixed Cairo not having its center of trade
 
Interesting mod, but the trade centers seem a little limiting and arbitrary. Why not tie it to county/duchy capitals, with the tech increase relative to the total number of holdings of the duke ? Part of the interest of CK2 is making alternative history, and shifting the centers of development would be a nice part of that. It would also make centralization an interesting question.
 
Interesting mod, but the trade centers seem a little limiting and arbitrary. Why not tie it to county/duchy capitals, with the tech increase relative to the total number of holdings of the duke ? Part of the interest of CK2 is making alternative history, and shifting the centers of development would be a nice part of that. It would also make centralization an interesting question.
Trade centers can be constructed, making it possible to change the world's development.
Certain provinces were however already at a large advantage in 1066, and that should be reflected by the game.
 
An animation of the tech spread in an earlier build can be seen here. This was before I added two of Germany's trade centers, and the neighbor spread bonus was somewhat higher at the time, so don't expect the exact same results.

What I wish to see is the differences between the vanilla progression and you mod one. Would it be possible for you do one?

Constantinople tech speed scares me a little.
Almost every county at level 3 in 1265.
The overall spreading is nice, but maybe not enough time between the first couties to get the techs.
 
I'm at work so can't explore your files, but would this be something one could easily apply to new provinces?
Yup. You just add the building to a city in the province via the province's history file. Possible to script events as well to do it.
 
Is there any risk of the tech spread affecting certain cultures too positively? Like, ERE getting insane levels of tech (and the commensurate increase in income), helping them out even more than they already are helped by the game's mechanics?
 
Is there any risk of the tech spread affecting certain cultures too positively? Like, ERE getting insane levels of tech (and the commensurate increase in income), helping them out even more than they already are helped by the game's mechanics?
Constantinople gets rather crazy tech, but beyond that it seems to be pretty reasonable.
Take a look at the animation in the OP for example; and that was before I lowered neighbor spread a bit.
 
1.2 released!
Download here, or from the OP.
Should be compatible with 1.X, but some changes won't apply to save-games.
If anyone has any quick questions, feedback, or similar, feel free to come to the CKII Modding IRC Channel.

  • Increased the cost of a level 1 center of trade to 750
  • To construct a center of trade, you need a marketplace and a wall of the same level in the city, and a university one level lower (none for level 1)
  • To construct a center of trade, the province needs City Construction, Trade Practices, and Infrastructure tech of the same level
  • Added a 5th level of trade center
  • Reduced the strength of each level except the first slightly
  • Rebalanced the allocation of trade centers around 5 tiers, and added a lot of missing centers. Full list below
Tier 1:
  • Timbuktu
  • Dongola
  • Calais (Guines)
  • Cherson
  • Cardiff (Gwent)
  • Winchester
  • Trani (Apulia)
  • Zadar
  • Ragusa
  • Algeciras
  • Acre
  • Dyrrachion
  • Thessalonike
  • Adrianopolis
  • Methone
  • Amisos
  • Smyrna
  • Cebta
  • Tana
  • Saray
  • Itil
  • Aden
  • Derbent
  • Famagusta
  • Rhodes
  • Algiers (AlDjazair)
  • Valencia
  • Akkerman (Oleshye)
  • Reval (Kalevan)
  • Riga (Zemgale)
  • Danzig
  • Shiraz
  • Palma (Mallorca)
  • Moskva
  • Nizhnij (Chernigov)
  • Belgrade
  • Wien (Osterreich)
  • Maverannahr
  • Gurgan
  • Pest
  • Kaneia
Tier 2:
  • London (from 3)
  • York
  • Salerno
  • Dax
Tier 3:
  • Lubeck (from 2)
  • Damascus (from 2)
  • Pisa
  • Napoli
Tier 4:
  • Genoa (from 3)
  • Rome (from 3)
  • Venice (from 3)
  • Cairo (from 3)
  • Alexandria (from 3)
Tier 5:
  • Constantinople (from 4)
 
Well, I just tried it..
It definitely does not work with 1.06b.

A shame, since it sounds like a great idea.
I tried porting the changes over to a fresh defines.lua, which includes a ton of new lines for the Muslims, but even then it won't work.

It seems like it has to do with the buildings.txt file being obsoleted. Unfortunately, I'm far too new to the game to figure out how to port that over to the new format, haha.
 
Well, I just tried it..
It definitely does not work with 1.06b.

A shame, since it sounds like a great idea.
I tried porting the changes over to a fresh defines.lua, which includes a ton of new lines for the Muslims, but even then it won't work.

It seems like it has to do with the buildings.txt file being obsoleted. Unfortunately, I'm far too new to the game to figure out how to port that over to the new format, haha.
Still on my list of things to do, but my primary focus is getting a new version of Balansegang/Project Balance out.