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Old 07-05-2007, 05:45   #1
Cagliostro
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Imago Dei

Presenting Imago Dei ("In God's Image").
warning: mod only works in English.

The basic notion of my modding is to expand and extend the flexibility of the original Paradox game, while also increasing plausibility and accuracy in some cases. The only real "historical/straitjacketing" effects included are a few to tone down luck for certain countries, and a few prestige events to create better governments (such as "High King of Ireland" and "Tsar of Russia").

Special thanks to Zander for his help and his file hosting - also thanks go out to the modding community (particularly dharper and Zwackus for the heaped praise) for their ideas, help, and encouragement. Adapted for NA primarily by Kanaric, who also added some ideas of his own.

Hope there are some who enjoy the content.

The Reformed changes could use some playtesting for timespan. Please post accounts of game progress, either good or bad. That goes for anything, really!

2.00 Change Log for EU3 NA 2.0

Code:
***** 2.00 *****
- Left most of Kanaric's expansions in wholesale for the time being
- Rolled back some of Kanaric's tweaks, specifically some that eased gameplay substantially
- Kept Kanaric's rollback tweak of Moscow and Novgorod - however added a large triggered modifier to them, which disappears after
20 provinces
- Should hopefully be playable with Napoleon's Ambition while keeping Imago Dei flavor
- Changed "Huron", a French word, to "Wyandot", the people's name for themselves
- Changed Huron and Iroquois to confederations
- Fixed a few NA-specific errors with new countries
Code:
***** 1.11 *****
- Properly updated localisation files (thanks to Wings_SWMud)
- Slightly modified religious strife events and added religious strife avoidance to FAQ
- Severely lowered foreign competition malus - competition now possible but difficult, as intended
- Further handicapped Lithuania, handicapped Crimea, and substantially (!) buffed provinces of Moscow and Novgorod
- Added 1 RR to khanates
- Added *much* more crankiness to and from current Emperor of China
Code:
***** 1.10 *****
- Many color tweaks for countries to better show differences - Austria now white, Persia yellow-green
- COT formation event threshold lowered
- Navajo now exists as a one-province minor from 1453, expanding later by events, also loses two provinces overall
- Papist missionary bonus trigger fixed
- Eastern missionary event triggers fixed
- Fixed west african tech group bug
- Repaired Georgian Orthodoxy and made several other tweaks to the region, thanks to John Tzimisces
- Adjusted Shia spread, should be generally less ahistoric
- Updated for compatibility with 1.3 fixes
Code:
***** 1.06 *****
- Reduced Jewish revolt frequency for smaller states
- Fixed and re-introduced capital-changing events; should now be able to switch capitals
- Tweaked spy percent chances - now easier to defend generically, but more penalties for wrong religion/culture, high badboy, others
- Instituted large tax bonus for small countries to offset some of my more vicious changes
Code:
***** 1.05 *****
- Tracked down metric ton of missing bracket errors.
- Greatly tweaked trading system. Early trade now profitable for same-culture CoT owners and merchant nations. Efficiency can still
shoot up quickly via ideas.
- Added extra bonus to spy defense for positive stability. RR tweaked again - negative stab now slightly less deadly, but increased
minuses for overseas, different cultures and religions.
- Greatly reduced Shiite and Sikh spread. Increased Shia unrest. Edited pluralism events slightly.
- Greatly increased "explorer nation" colonist bump. Explorer nations now flooded with colonists.
- Tagged Lithuania as unlucky nation, also centralized them somewhat to reflect reforms.
- Dropped Lithuania and Mameluks a tech group, in an attempt to quell their dominance.
- Tweaked "enormous size" penalty - now khanates, eastern empires, and imperial despotisms CANNOT decentralize to avoid the hit;
they must change government forms *and* decentralize both. The Tsar of Russia is now immune to the penalty.
- Fiddled with opening screen.
- Fiddled with advisor icons.
- Added some events to hopefully slow the devouring of the HRE and minors in general.
- Changed a few starting governments, and made the Sharifate more appealing, so that AI Hedjaz is more likely to keep the title.
Code:
***** 1.04 *****
- Fixed mandate of heaven events, hopefully.
- Suspended capital-switching events until I can figure out a fix for them.
- Introduced blanket starting negative to TE.
- Changed trade advisors to compete chance.
- Hopefully fixed Clausewitzes.
- Hopefully fixed localisation error.
Code:
***** 1.03 *****
- Corrected overseas penalty to trade, replaced with one of JaxomCA's suggestions, a negative to foreign compete chance for
everyone.
- Flipped aspiring and transitional societies to their correct positions.
- Replaced war exhaustion minus with badboy minus for diplomats.
- Minor localisation tweak.
Code:
***** 1.02 *****
- Bug fix in eastern religion spread fixed.
- Bug fix in nubia/navajo creation fixed.
- Generic RR reduced one point.
- Negative stab hit now properly bloody enormous.
Code:
***** 1.01 *****
- British and Gaelic culture groups expanded. Many subgroups now include crossover abilities from one group to the other.
- Added cores to English revolters. Added unrest flag to initial English setup.
- Added ability for Welsh, Cornish, or Scots to become Great Britain, at the expense of joining the hated British culture group.
- Reformed spread made dynamic and representative. Reformed spread now forks into two possible developments; either as a peaceful
development by small plutocratic or free societies, or as a revolt led by elements from accepted or tolerated cultures in larger
countries, ensuring that only large minorities or culture group minorities will experience it.
- Added titles of Ban and Archduke for appropriate countries.
- Slightly improved knightly orders.
- Small bug fix in tolerance.txt.
Code:
***** 1.00 *****
- Early colonization now restricted only semi-artificially; one requires two specific ideas (or 1 specific idea, and 4 ideas total)
to get sufficient colonists to colonize handily, aside from occasional free colonists granted for explorers/conquistadors.
- Religions greatly expanded and religion structure reworked. Added:
	- Oriental Orthodoxy (Coptic and Armenian churches)
	- Polytheism for the Inca and their core area
	- Sikhism
	- the Ibadi (the Omani sect)
	- radical Wahhabism (The Saudis in the late game)
	- Theravada and Mahayana Buddhism (now divided)
	- Taoism
	- Religious pluralism in the late game
- Religious events greatly expanded. Includes:
	- Tolerance and intolerance of Jews
	- The Sufis
	- Western missionaries to eastern lands
	- Protestantism spread corrections, including minor coverage of the Inquisition
	- Irish likelihood to convert now modified by bordering non-Irish "oppressors"
	- Ability to declare oneself the Caliphate, and greater protection of Mecca
	- Shi'ite expansion and unrest; the Shi'a start out with much less territory
	- The ability for governments to change religions under certain conditions:
		- Hindu to Sunni and back
		- Orthodox to Catholic and back
		- primitive nations to christianity, islam, paganism or buddhism
		- Hindu/Sunni to Sikhism
		- Eastern Religions to Christianity, after long exposure to missionary work
		- Sunni to Shia under revolutionary conditions
	- Removed poorly-structured vanilla pagan-conversion events (if it's a province event, why is there a conversion choice?)
- Religious Tolerance reworked. Religious sliders now have a *tiny* effect - revolt risk is better controlled by the "tolerance-
intolerance" slider, which replaces the innovative-narrowminded slider. One sacrifices stability costs for revolt risk, or vice-
versa. Conversion cheaper, which helps the AI convert more aggressively.
- Cultures tweaked. Added Kurds, expanded Armenians, added distinct Ryukyun and Ainu cultures in Japan. Changed culture groups.
Changed primary culture for the White and Black Sheep Turks and the Mameluks.
- Added Kurdistan and Azerbaijan. Added Ainu revolter nation. Gave Persia cores on Persian-culture provinces. Tweaked Persian
formation.
- Added Navajo. Nubia and Navajo now come into existence naturally regardless of when the game starts, unless their areas are
conquered.
- Governments radically reworked. Many cultures now include appropriate government titles, with slight incentives to keep
titles such as "Duke" rather than "King". All governments except papacy now include the ability to convert to other governments.
Some "prestige" titles added, such as High King of Ireland or Tsar of Russia. Governments are detailed in the extras folder. Stole
the idea from Kaigon, though not the content.
- Ability to claim the mandate of heaven for Confucian governments.
- Coded weakness for Ming, Burgundy, Timurids, and Mameluks - they now lose value (at least, value visible to modding) for luck if
they are selected as lucky nations. Note that this has no effect on a player - it simply ensures that they will not be *unusually*
strong as AI players.
- Revolt risk increased. Revolt risk added for overseas provinces, making patchwork countries less stable. Penalties for low
stability much higher.
- American revolters now flexible in terms of government, religion, and culture. Some revolters will qualify for prestige names, of
which the United States is one.
- Graphics changes:
	- reworked religious graphics. Changed default graphics for the pagan religions, Shia, and Shinto (didn't like Paradox's),
and added ones for new religions. Religious groups now have a picture of a prominent building in the domestic window instead of a
tapestry.
	- extended domestic policy screen to make room for religions; also gives more room for diplomacy.
	- added flags for revolters, fictional prestige nations, and the Navajo.
- Balanced policy sliders.
- Balanced ideas.
- Changed tech groups to "societies" - one can now "westernize" without changing their discovery group at all. Changing a small
amount is not difficult, but changing a large amount takes a great deal of time and effort. Levels are detailed in the extras
folder. One falls levels with inflation; one raises levels with good (i.e., appropriate to the level) sliders and administration,
as well as low inflation.
- In the late game, one can become a "great power" and access certain special bonuses with sliders.
- Doubled time required to gain or lose a core. Made it twice as easy to gain a culture and twice as hard to lose one.
- Made supply and attrition more variable depending upon locality and other factors.
- Made CoTs spawn occasionally by event.
- Severely increased effect of Badboy. Added more penalties for enormous size.
- Enabled capital-moving to certain key sites, with appropriate culture.
- Made other tweaks which appealed to me.
Download Imago Dei
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EU3 : Imago Dei, a polite alternative
enhanced and corrected Protestant and Reformed spread, expanded cultures and governments (with proper titles), gradual technological advancements (including escape from primitive status), Taoism, Mahayana and Theravada schools of Buddhism, the Ibadi, the Wahhabist movement, Sikhs, Sufis, Jews, and a tougher all-around game - but dynamic and simplistic

Last edited by Cagliostro; 23-10-2007 at 23:52.
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Old 07-05-2007, 08:19   #2
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It looks really awsome, downloading as I write.
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Old 07-05-2007, 09:11   #3
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I look forward to playing around with this! I've been waiting for you to release your work for quite some time now, especially since you dropped that hint on my help wanted thread about the tech groups!
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Old 07-05-2007, 09:35   #4
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Sounds very interesting. Have you rebalanced Paradox's events at all? And what do test games look like?
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Old 07-05-2007, 10:15   #5
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Quote:
Originally Posted by Pishtaco
Sounds very interesting. Have you rebalanced Paradox's events at all? And what do test games look like?
Only a few of their events. So far, tests look pretty good, but I haven't run any tests with everything complete. Hoping to get some feedback on that sort of thing. Some things have happened in the tests that never happened to me in vanilla (Spain uniting, Burgundy collapsing, the Qara Koyunlu collapsing under Shiite revolts), though, so I believe it's at least better than vanilla.
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EU3 : Imago Dei, a polite alternative
enhanced and corrected Protestant and Reformed spread, expanded cultures and governments (with proper titles), gradual technological advancements (including escape from primitive status), Taoism, Mahayana and Theravada schools of Buddhism, the Ibadi, the Wahhabist movement, Sikhs, Sufis, Jews, and a tougher all-around game - but dynamic and simplistic
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Old 07-05-2007, 12:12   #6
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Wow, this looks really good. I'd say I'd try it for my next game, but I've *still* not tried the catholic church mod or combo mod, so after them. Looks really nice though, specially if it cuts down on blobification.

Do the Religious Tolerance sliders still affect relations in the same way?

How does the change from tech groups to societies affect the spreads of discoverys?
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Old 07-05-2007, 13:37   #7
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DarkRenown: I hav'nt even finished the download but I'd be willing to bet he gave all techgroups a speed of 1 and made triggered modifiers for his society system.

Cagliostro: this looks nice
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Old 07-05-2007, 21:46   #8
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Spread of discoverys being the unveiling of the map that others have explored AFAIK it spreads to others in your tech group only, or a lot slower to those not in your tech group.
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Old 07-05-2007, 22:05   #9
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Looks fantastic!
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A mod for EU3: In Nomine and EU3: Complete that enhances religion
Religious Minorities - More Religions - Religious Fervor - New Graphics - Hundreds of Events and Decisions
New version released August 21, 2009 (this week)

Honor of Lancaster: A Magna Mundi IV AAR (finished)

Victoria 2 at last!

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Old 07-05-2007, 23:53   #10
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Quote:
Originally Posted by Darkrenown
Spread of discoverys being the unveiling of the map that others have explored AFAIK it spreads to others in your tech group only, or a lot slower to those not in your tech group.
The religious tolerance sliders still have the same effect on relations - otherwise I would have removed the effect of them altogether. In fact, they have a heavy effect on population growth as well, but only a tiny shift on RR.

As Cirdan suggests, tech groups are now discovery groups only, and societies govern tech speed with modifiers. Only difference from his suggestion is that starting new world and (non-east) africans can't build boats.

The main difference is that one can easily change "tech groups" (that is, tech speed) without changing discoveries (unlike vanilla, where if you westernize you immediately get the discoveries and neighbor bonus of the latin world).
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enhanced and corrected Protestant and Reformed spread, expanded cultures and governments (with proper titles), gradual technological advancements (including escape from primitive status), Taoism, Mahayana and Theravada schools of Buddhism, the Ibadi, the Wahhabist movement, Sikhs, Sufis, Jews, and a tougher all-around game - but dynamic and simplistic
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Old 08-05-2007, 03:19   #11
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Played your mod as France - up until 1470 or so - after I broke Burgundy's back anyway.

Very nice, much more "organic" development with the triggered modifiers - and thank the gods for the govt changes - "king of Orléans" always made me cringe.

The game crashed after that - the error log mentioned a number of the infamous Clausewitz errors while creating unit IDs but also, and that might interest you, an error in the tolerance.txt file, line 218. You had put a value of .50 instead of 0.50

Have you tought of meshing your mod with MM ?



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Old 08-05-2007, 03:22   #12
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Hmm, I thought I was pretty clear, but again; I am only asking about how the changes to tech groups affect the spread of discoverys, not about research
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Old 08-05-2007, 04:29   #13
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Quote:
Originally Posted by Darkrenown
Hmm, I thought I was pretty clear, but again; I am only asking about how the changes to tech groups affect the spread of discoverys, not about research
They shouldn't affect the speed TOO dramatically - the only difference being that the khans now have their own discovery group. However, it's a lot harder to get the discoveries in the first place. So, basically, a much slower start, and a much harder time crossing Asia, but otherwise similar.

Quote:
Originally Posted by grallonsphere
The game crashed after that - the error log mentioned a number of the infamous Clausewitz errors while creating unit IDs but also, and that might interest you, an error in the tolerance.txt file, line 218. You had put a value of .50 instead of 0.50
Thanks! Will fix ASAP.

Quote:
Have you tought of meshing your mod with MM ?
ubik tried to coax me on board at one point. I think we have ultimately different visions for the game - we've had a number of congenial arguments on the subject. He is welcome to steal any of my ideas with a simple credit, though (if you think something's particularly worth stealing, by all means let him know - and/or me know!). I don't really think that I will want to do the work of integrating my changes with theirs, though.

Edit: Should clarify that the khan change isn't actually the *only* ones - there are a lot of new created ones, and Africa and the New World are now diced up pretty tremendously. It's just the khan group is probably the most significant in terms of worldwide discovery spread.
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EU3 : Imago Dei, a polite alternative
enhanced and corrected Protestant and Reformed spread, expanded cultures and governments (with proper titles), gradual technological advancements (including escape from primitive status), Taoism, Mahayana and Theravada schools of Buddhism, the Ibadi, the Wahhabist movement, Sikhs, Sufis, Jews, and a tougher all-around game - but dynamic and simplistic

Last edited by Cagliostro; 08-05-2007 at 23:38.
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Old 09-05-2007, 13:45   #14
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You made negative stability reduce revolt risk. You have to have negative stability give -2 RR each for it to give (-x)*(-2)=+2x RR. A bit counterintuitive that negative stability doesn't have the "-" removed, but what have you. Otherwise I like most of the changes, the unit tree is a bit messy 'though...
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Old 09-05-2007, 19:26   #15
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I find the revolt risks on this to be a bit overwhelming, mostly from badboy. Other than that I think this is a great mod and is now my favorite. I especially like your new government and social progression system. Plus your events are great as well.

Also isn't the diplomat advisor kind of useless? It gives a very minimal war exaustion bonus to the point where its really not worth it over other advisors.

I noticed that the anti-semetic riots event is broken, i should spawn revolts but it does not.

I dont understand the triggers in this game very well so I was wondering. Your chart of social progression isn't descriptive enough for someone who doesn't understand the event I still find myself having to look in them trying to understand what I need to do.

Any chance of giving a advanced Ethiopia or other nations cavalry as well? Or is that something that is hardcoded?
Quote:
Originally Posted by Cirdan
You made negative stability reduce revolt risk. You have to have negative stability give -2 RR each for it to give (-x)*(-2)=+2x RR. A bit counterintuitive that negative stability doesn't have the "-" removed, but what have you. Otherwise I like most of the changes, the unit tree is a bit messy 'though...

Ya i noticed this too, negative stability was giving -6, if that were changed then RR would be REALLY overwhelming.
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Old 09-05-2007, 22:25   #16
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Hello Cagliostro,

I gave a quick run to your mod and I like most of what I see so far. Here is a small glitch in the eastern religion spread. You have "#PROVINCENAME#" in multiple places, it should be "$PROVINCENAME$".

I was currently playing a Ming game, so that is the nation I tried in your mod. That is quite a different beast!
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Old 09-05-2007, 22:42   #17
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Found another bug, for creation of nubia and the navajo.

When their provinces appear they have 10 or 50 population. In the event file for them it should list 5000 or 1000 for it to work properly. Their provinces quickly die off and never become large enough, and remain colonies.
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Old 10-05-2007, 00:27   #18
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Quote:
Originally Posted by Kanaric
Also isn't the diplomat advisor kind of useless? It gives a very minimal war exaustion bonus to the point where its really not worth it over other advisors.
Could use suggestions. I feel that "plus diplomats" is even more useless. A more substantial war exhaustion boost quickly gets out of hand, to the point where someone could literally have no war exhaustion at all.

Quote:
Originally Posted by Kanaric
I dont understand the triggers in this game very well so I was wondering. Your chart of social progression isn't descriptive enough for someone who doesn't understand the event I still find myself having to look in them trying to understand what I need to do.
Obviously as the person who designed the chart I find it intuitive. You need the listed qualities to advance through that arrow, basically, along with low inflation.

Quote:
Originally Posted by Kanaric
Any chance of giving a advanced Ethiopia or other nations cavalry as well? Or is that something that is hardcoded?
No, it's not hardcoded - in fact, Ethiopia should have cav now. Are you getting them as not having them? My military history is particularly weak, unfortunately, or I'd design more extensive units. But there are a few additions to the code along those lines.

As to the badboy, I intend it to be pretty fierce - it's my feeling that 10 or so badboy should be considered "high", as opposed to vanilla where it's not high until you enter badboy wars. What I really want to do is start tweaking the game settings for easy/hard to suit various playing styles, rather than have it as a generic "easy pass". I'll have to give that a little thought though.

Other listed errors (should be) fixed.
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EU3 : Imago Dei, a polite alternative
enhanced and corrected Protestant and Reformed spread, expanded cultures and governments (with proper titles), gradual technological advancements (including escape from primitive status), Taoism, Mahayana and Theravada schools of Buddhism, the Ibadi, the Wahhabist movement, Sikhs, Sufis, Jews, and a tougher all-around game - but dynamic and simplistic
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Old 10-05-2007, 22:21   #19
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The aspiring and transitional bonuses seem to be reversed.

I was playing as Lan Xang and got to transitional which gave me a 54% tech increase, then I went to aspring which gave me a 100%.

The society they start as has around 200% so I thought the jump from around 200% to 54% seemed kind of sudden.

Quote:
Could use suggestions. I feel that "plus diplomats" is even more useless. A more substantial war exhaustion boost quickly gets out of hand, to the point where someone could literally have no war exhaustion at all.
I personally like mundi's version of that specific advisor. Maybe it should give reputation reduction but less than what vanilla gives?

Also what I mean by your chart is that it doesn't say how many jumps over you need. Also maybe it should show what it gives you as well since becoming advanced changes your sliders.

edit: idk if there is a way to do this but maybe the diplomat advisors should increase % chance to get deals with the AI? Or increases relations to them.

Last edited by Kanaric; 10-05-2007 at 22:27.
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Old 10-05-2007, 22:48   #20
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Quote:
Originally Posted by Kanaric
The aspiring and transitional bonuses seem to be reversed.

I was playing as Lan Xang and got to transitional which gave me a 54% tech increase, then I went to aspring which gave me a 100%.

The society they start as has around 200% so I thought the jump from around 200% to 54% seemed kind of sudden.
You are quite right - they are reversed. Will fix.

Quote:
Originally Posted by Kanaric
I personally like mundi's version of that specific advisor. Maybe it should give reputation reduction but less than what vanilla gives?
Will check what MM gives - just got it, so not familiar with their system.

Quote:
Originally Posted by Kanaric
Also what I mean by your chart is that it doesn't say how many jumps over you need. Also maybe it should show what it gives you as well since becoming advanced changes your sliders.
Hmm. That's a lot of info to add, but maybe I can think of a way to make it readable.

Quote:
Originally Posted by Kanaric
edit: idk if there is a way to do this but maybe the diplomat advisors should increase % chance to get deals with the AI? Or increases relations to them.
Unfortunately, there's no way to do that (at least that I know of). That would be my dream diplomat, though.
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EU3 : Imago Dei, a polite alternative
enhanced and corrected Protestant and Reformed spread, expanded cultures and governments (with proper titles), gradual technological advancements (including escape from primitive status), Taoism, Mahayana and Theravada schools of Buddhism, the Ibadi, the Wahhabist movement, Sikhs, Sufis, Jews, and a tougher all-around game - but dynamic and simplistic
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