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This is something I'd had in mind for awhile. Also, speaking from a non-PB (less minimalist) perspective, "climate" can be made available as a trigger too, in whatever reasonable grades of latitudinal degree (initialized upon mod startup with the rest of HIP, of course) without too much hacking at all. Perhaps "climate" isn't the best word for how close to the equator a province is. Nevertheless.

climate in game terms can only be terrain if we don't want hardcode-assigning ressources province by province though^^ the idea is to have something dynamic, so modular, to fit any map.
 
Demesne specialization concept

DEMESNE SPECIALIZATION CONCEPT

The idea is to have almost every demesne being non-generic, or even unique.


Criteria that will affect developpement possibilities :

-demesne holder type of course, as vanilla's (feudal, religious, burgher)
-ruler tier : royal palaces or necroplis etc.
-ruler title : say, a holy order or monastic order for example.
-province's economic ressources : i will go back later with the various ressources planned, and the different outcomes of those.
-province's terrain.
-exploitation type of the ressources : f.e. you could use the forests of your province -wholy or partially- as your personal hunting terrain or make it exploited in a very industrial way. with both pro & cons')
-religion and culture.
-rare monuments like great cathedrals (i will detail this later)
-demesne development level (number of buildings already built)
-your choices about specialisation branches !


Specialization branches :

In short, different predefined paths of construction. instead of 1 per holding type, you'll have 2 or more for each. They are only a base taht is then combined with the other criterias.

The scheme of one holding :
-one common specialisation building (holding type related)
-two inter-exclusive ones for the 2 branches. All other specific buildings are attached to one or the other.
-then come more generic buildings (village, fortification etc.).
-sub-chains
-all buildings have one or more developpement levels

Example :
CATHOLIC RELIGIOUS HOLDINGS
-main building : Church. brings piety.
-side branches : Monastery Vs Episcopal seat. brings money Vs prestige
-sub-chains for the Monastic development way : militar for holy orders, with a split between hospitalers and others ; pure monastic, with a split between mendicante order and others. basically Troops Vs Research, with variations depending on the orders ruling and monastic rules applied.

The religious specialisations are then oriented towards money, research, power, troops at different levels.
The feudal specialisations are based on various combination between industry, troops, fortification, administration.
The cities specialisations revolve around production versus trade.

It is basicaly the western feudal model. I didn't worked much on muslims yet, pagans are tricky and India will also require some more work to throw in^^


Next time : ressources, industry and trade (with sexy pics i promise^^)
 
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I'd definitely love to see more flavour and demesne stuff in game, as it stands peace time can be pretty boring, particularly as a kingdom.
 
Seems very interesting, coincidentally, how does one check for terrain type in province checks?

simply
Code:
terrain = plains
in province scope f.e ;)
 
Well guyz, as promised, here come the plans on the economic system.


1/ Economic sectors ?

Every province can be assigned a few economic modifiers. These modifiers represents each an economic sector that will need to be exploited to bring benefits.

The economic 7 sectors

-Agricultural region
-Pastoral region
-Forests
-Stone deposit
-Mineral deposit
-Fishing region
-Pisciculture potential


2/ The economic ressources :

Ressources are made available when a sector is exploited.

What ressources ?
There are about 30 ressources induced by the 7 sectors.
The 7 sectors give different ressources from the combination of province terrain + holding specialisations (see DevDiary 1).
Resulting products can be required to further productions. The economic chain can be 1, 2, or 3 steps.

For example,
-Agriculture region, in plains,
-can produce cereals, in feudal villages or small cities
-then floor,in fortified feudal cities or in medium cities or episcopal cities
-finaly, bread in big cities
-beer is also another option from grain chain.
-other possible agricultural products are fruits, vegetables, grapes.

How to ?
A specific exploitation building chain have to be built, until their second level of evolution, to activate the exploitation.
So the steps are :
No exploitation : no benefits in most cases
Exploitation building level 1 : small benefits through the building itself, representing a very local product use, it can be food consummed localy for example.
Exploitation building level 2 : it activates the benefits at the province scope, representing the trade of production surplus.
Further exploitation buildings : most chains only count 3 levels, but some go further and bring more.


3/ What benefits ?

Various effects for the ressources are, among others, direct demesne income, province % income, reducing building time, revolt risk. Those are bring throughout the buildings or the province modifiers.


4/ Preview !

First, new font for the province name ;)
Then, some economic modifiers :

From left to right,
First picture, Forests, a forests flavour modifier, Charcoal and Lumber.
Second picture, Forests, hunting domain, peasant unrest from the exploitation restrictions on the local forests.
[URL=http://s789.photobucket.com/user/ArKoG/media/CK2%20-%20Les%20%20Trois%20Tours/economicmodifiers1_zps6eab844d.png.html][/URL]


From left to right, same as the second picture but with a Forest charter granted to lower the peasant unrest (event dealt flavour).
Last picture, Agricultural region (that naturaly lowers revolt risk as local people are fed enough) that of course can bring more if properly exploited, Pastoral region and a saint relic.
[URL=http://s789.photobucket.com/user/ArKoG/media/CK2%20-%20Les%20%20Trois%20Tours/economicmodifiers2_zps3d8f11a3.png.html][/URL]


Don't mind asking if you have questions or want more details.


Next to come : Relics & Cathedrals, Technologies overhaul, economic flavor, vote for your favorite !
 
I'm not sure those icons quite fit the style of other icons in the game?

I do hope some talented guy can work on less ugly vanilla icons that would fit better :p
 
And you really should ask AnaxX to redo those icons :p

yep something i already did. bumping it right now^^

Apart the font, everything is just perfect i assume ? :D
 
yep something i already did. bumping it right now^^

Apart the font, everything is just perfect i assume ? :D
Apart the font and "Par la promulgation de la présente, j'octroie les droits suivants: -bla -bla -bla" (I laughed so hard, don't even ask why), this is AMAZING !
 
Apart the font and "Par la promulgation de la présente, j'octroie les droits suivants: -bla -bla -bla" (I laughed so hard, don't even ask why), this is AMAZING !

French flavour^^ i do hope finding a writer for savourus English texts as well :p
 
I like the font! But then I am a sucker for such things. Liking the concepts though, it should make playing different regions actually feel different!

EDIT - I am also voting for Relics + Cathedrals!
 
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