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I'm curious at to how you will manage to play the characters with more RP than EUIV offers.
 
I feel like if we count people who just didn't show up, nothing will ever get passed that's even mildly controversial. There's just too much that can go wrong; since the Senators are not obliged to actually show up, there's a problem.

Here's what I suggest:

For this vote, the original ruling stands. But for future votes, no-shows will count as against. I think we should have a rule that if you miss two Senate votes in a row, you get kicked from the Senate for 3 sessions (those numbers can be changed, I came up with them on the fly). This should incentivize people to actually vote/abstain in the thread and allow for contentious votes to have a better chance. How abstentions should count is something I cover further down.

However, I feel it's a bit odd that abstentions count the exact same as against votes; people who are neutral are forced to one side as a result of it, and I feel that's not what the abstaining Senators wanted and will want in the future. A better idea would be to have them count as a separate category. If there are more abstentions than say, half of the votes for, the vote fails or something. Again, modifiable.

If that's too complicated or extreme, not counting people who don't show up could be a start, or making all abstensions be half as much. In any case, I don't think the past session should be invalidated.

Here's a couple different situations for voting I've thought up:

(In all these, votes for and against are assumed to be the same as currently)

1.
Written Abstensions: Vote against
No-Shows: Vote against
(Current system if we don't change it)

2.
Written Abstensions: Doesn't make an impact
No-Shows: Doesn't make an impact
(easiest solution, but perhaps not THE best)

3.
Written Abstensions: Vote against
No-Shows: no impact
(This preserves the problem of against=abstension though)

4.
Written Abstensions: 1/2 vote against (can be changed to any ratio)
No-Shows: no impact
(I'm not putting the opposite option down, but that's technically an option as well)

5.
All abstentions form a second category, if there are more abstentions than votes for, it fails.


I don't have a huge preference towards one option, but I don't think written abstensions should be counted as a full vote against; it invalidates the point of having a middle ground option. It ought to have a different effect than that, to create a place for people who aren't sure/don't care.
 
The wonders of bureaucracy :p

Well since it is not binding you can choose another thing but you have to implement a modifier for 5 years (by event should be fairly easy) with +2RR, -1legitimacy and +0.01 WE.
So this way you can go against the Senate if you think we are fools who make bad choices but it will cost you ;)
No, I will change the rules to avoid this in the future but I still consider what Senate decided during First Session binding.

If you're making tweaks still, make Iebediah Kermanos a possible explorer name.
Hahaha, done! :D
I'm curious at to how you will manage to play the characters with more RP than EUIV offers.
Well, I didn't have problems with that in KSP so I think I'll manage somehow :)
 
I don't have a huge preference towards one option, but I don't think written abstensions should be counted as a full vote against; it invalidates the point of having a middle ground option. It ought to have a different effect than that, to create a place for people who aren't sure/don't care.

Yeah, abstaining in my opinion means you're going to back whichever side wins and let them settle it out in the ring of honor ballot box.
 
It is binding - senatus consultum requires absolute majority and indeed quorum is equal to 12 Senators but majority =/= quorum:



Wait, it seems we have a problem with interpretation:



And according to wikipedia:


I guess it's a typo because what I wanted to say was that votes "against" and "abstain" don't count... but I also said that I'll obey the rules and "abstention" may mean also "not being present during voting". In which case there would be 9 votes for Reds' proposal, 7 votes "against" and "abstain" and 6 abstentions (only 18/24 Senators voted).

Crap.
So does that mean that the two of us who forgot to write a faction statement abstain? My silliness could have put the quantity ideas in danger :p
 
Could you put in Alexios Eliasian as a possible explorer name as well?
Hm... About that, I didn't want to reveal this now but... My character may want to go with the first possible colonization ship (thus beign replaced by the next one).
If that can somehow be implemented into the game, like a possible Colonist or Explorer name, that would be cool.
 
I feel like if we count people who just didn't show up, nothing will ever get passed that's even mildly controversial. There's just too much that can go wrong; since the Senators are not obliged to actually show up, there's a problem.

Here's what I suggest:

(...)
Yeah, abstaining in my opinion means you're going to back whichever side wins and let them settle it out in the ring of honor ballot box.
So does that mean that the two of us who forgot to write a faction statement abstain? My silliness could have put the quantity ideas in danger :p
I'm working on changing the rules.
Could you put in Alexios Eliasian as a possible explorer name as well?
Hm... About that, I didn't want to reveal this now but... My character may want to go with the first possible colonization ship (thus beign replaced by the next one).
If that can somehow be implemented into the game, like a possible Colonist or Explorer name, that would be cool.
No. Mainly because Clausewitz editor is not yet updated to EU4 1.8 as far as I know and without it I can't really edit saves.

EDIT:

Alright, I think I'm done! :) I've just finished tweaking and fixing and it seems everything is working as it should. I won't be able to include all the changes in the final dev diary (which I'm writing right now) because there are simply too many of them. That's why [size=+1]if you have any questions regarding changes I made please ask them in this thread and I'll answer to them in the last dev diary[/size] (no spoilers obviously, so limit your questions to the known world).
 
Last edited:
Probably going to show up anyway, but the final political, cultural and religious maps of the known world would be nice.
 
DEV DIARY 6
FINISHING TOUCHES

Here it is – the final dev diary! I'm really glad that this is over because frankly I prefer to write than to endlessly tweak, test and modify things. There were lots and lots of changes and I'll try to list all of the important ones here but I'm sure I'll miss something – there's simply too many of them. Even considering provinces alone I manually modified >300 files, not to mention dozens of events from PPA and localization of said events, decisions, triggered modifiers and so on. So let's take a closer look at the finishing touches, shall we?

[size=+1]Desolation of Europe[/size]

Tkw7RtU.jpg

Even during the days before the Sunset Invasion practically whole Europe was torn apart by religious wars between Cathar and Catholic heretics. The Great Dying, ever-growing Mongol dominion and the arrival of xenoi caused millions to die from hunger, disease or obsidian blades of the invaders. Today, almost two hundred years later, Europe is nothing more but mere shadow of its former glory, with only few remaining Christian realms struggling for survival. That's how things look like story-wise but of course in vanilla EU4 Europe is the wealthiest and manpower-rich continent in the world.

So I made the following changes:
Code:
		every_province = {
            		limit = {continent = europe}
			if={limit={
				owned_by = AZT
				}
				add_base_tax = -4
				add_province_manpower = -4
      			}

Every single province controlled by xenoi lost 4 basetax and 4 manpower. Here you can see how it looks like in game:

hEcDbXJ.jpg

Of course it would be too easy if only provinces of Xenoi Xolal got this treatment:

Code:
		every_province = {
            		limit = {continent = europe}
			if={limit={
					owned_by = ROM
				}
				add_base_tax = -1
				add_province_manpower = -2
      			}

Imperium also suffers from centuries of never-ending warfare, although it is in a much better condition than lands directly occupied by Aztecs - the Angeloi protect, after all.

[size=+1]Revamped National Ideas[/size]

F6CXF1r.jpg

Roman National Ideas:
Code:
	start = {
		core_creation = -0.25
		army_tradition = 1
	}
	
	bonus = {
		global_autonomy = -0.10
	}

	saint_markos = {
		global_missionary_strength = 0.02
		tolerance_heretic = -2
	 	tolerance_heathen = -2
	}
	sacred_palace = {
		diplomatic_reputation = 1
		advisor_pool = 1
	}
	angelikon = {
		stability_cost_modifier = -0.10
		global_tax_modifier = 0.05
	}
	tagmata = {
		discipline = 0.05
		army_tradition_decay = -0.01
	}
	rom_mare_nostrum = {
		naval_morale = 0.10
	 	global_trade_income_modifier = 0.10
	}
	great_purge = {
		culture_conversion_cost = -0.50
		tolerance_heretic = -2
	 	tolerance_heathen = -2
	}
	sine_fine = {
		fabricate_claims_time = -0.25
		may_explore = yes
	}

Xenoi National Ideas:
Code:
	start = {
		core_creation = -0.33
		global_manpower_modifier = 0.33
	}
	bonus = {
		colonists = 1
	}
	
	found_imperial_cities = {
		leader_land_shock = 1
		culture_conversion_cost = -0.50
	}
	flower_wars2 = {
		land_morale = 0.10
		siege_ability = 0.10
	}
	azt_imperial_road_network = {
		global_missionary_strength = 0.02
		global_unrest = 1
	}
	azt_state_admin_reform = {
		inflation_reduction = 0.05
		global_autonomy = -0.05
	}
	build_telpochcalli = {
		technology_cost = -0.05
		global_regiment_recruit_speed = -0.1
	}
	form_imperial_army = {
		discipline = 0.05
		infantry_power = 0.10
	}
	invade_whiteskins = {
		range = 0.5
		may_explore = yes
	}

For those who can't read the code:

gianO8X.jpg

Timurids National Ideas:
Just one simple change – instead of vanilla tradition:
Code:
	start = {
		vassal_income = 0.25
		years_of_nationalism = -5
	}
They have now these traditions:
Code:
	start = {
		accepted_culture_threshold = -0.25
		years_of_nationalism = -5
	}

Moldau National Ideas:

I simply gave them Moldavia National Ideas because frankly Orthodox Mongol steppe horde deserves a little more attention than I gave them (that is zero).

[size=+1]Triggered modifiers[/size]

2agmYgH.jpg

Now 12 provinces are required to get rid of „Pax Angelica Ambition” triggered modifier and unlock „Pax Angelica”.

pl1Tpot.jpg

As I said before, Corruption modifiers are now even more severe. „Massive Corruption” triggers with stability below 0, Medium with stab on 0 or 1, Small on stab 2 and „Corruption Eradicated” at stab 3.

NICYCrd.jpg

On stability 2 the „Imperial Red Tape” is substituted by the „Great Purge”.

[size=+1]Senate Factions and imperial officials[/size]

Faction modifiers have been scrapped and written (?) from the beginning. The general idea is that we start at small bonuses and maluses but with time they will become more and more significant. Game-wise it means that on ADM tech level 4, 7, 10, 14, 17, 22, 26 and 29 (the same levels which unlock new Idea Group) every Faction gets new modifiers or current modifiers grow (from +5% land morale to +10% land morale for instance) or both. This allows me to change the modifiers during the game, which means they are not rigidly set at the start and they can better suit whatever is going during the campaign. I may also allow the Factions themselves to decide which new modifier should be gained or which ones should be deepened. The imperial administration has been changed a little too – I'm putting all modifiers here so that it's easier for you to find them.

8GuVaEi.jpg

Code:
# MILITARY OFFICIALS

# Domestikos - MIL FACTION
byz_domestikos = {
	discipline = 0.025
	global_tax_modifier = -0.03
}

# Strategos - MIL FACTION
byz_strategos = {
	land_morale = 0.05
	global_tax_modifier = -0.03
}

# Protostrator - MIL FACTION
byz_protostrator = {
	cavalry_power = 0.05
	global_tax_modifier = -0.03
}

# Droungarious - DIP FACTION
byz_megasdoux = {
	naval_morale = 0.05
	global_tax_modifier = -0.03
}

# Ethnarches - ADM FACTION
byz_ethnarches = {
	merc_maintenance_modifier = -0.10
	global_tax_modifier = -0.03
}

v5eB76y.jpg

Code:
# PALACE OFFICIALS

# Parakoimomenos - ADM FACTION
byz_parakoimomenos = {
	global_autonomy = -0.025
	stability_cost_modifier = 0.05
}

# Protovestiarios - ADM FACTION
byz_protovestiarios = {
	diplomatic_annexation_cost = -0.05
	stability_cost_modifier = 0.05
}

# Pinkernes - DIP FACTION
byz_pinkernes = {
	global_spy_defence = 0.10
	stability_cost_modifier = 0.05
}

# Kanikleios - DIP FACTION
byz_kanikleios = {
	relations_decay_of_me = 0.10
	stability_cost_modifier = 0.05
}

# Protospatharios - MIL FACTION
byz_trapezes = {
	unjustified_demands = -0.10
	stability_cost_modifier = 0.05
}

7jllHpB.jpg

Code:
# FINANCIAL OFFICIALS

# Protasekretis - DIP FACTION
byz_protasekretis = {
	global_colonial_growth = 10
	global_trade_goods_size = -0.05
}

# Logothetes tou Genikou - ADM FACTION
byz_genikou = {
	global_tax_modifier = 0.07
	global_trade_goods_size = -0.05
}

# Logothetes tou Dromou - DIP FACTION
byz_dromou = {
	envoy_travel_time = -0.20
	global_trade_goods_size = -0.05
}

# Logothetes tou Stratiotikou - MIL FACTION
byz_stratiotikou = {
	recover_army_morale_speed = 0.05
	global_trade_goods_size = -0.05
}

# Sakellarios - ADM FACTION
byz_sakellarios = {
	interest = -1
	global_trade_goods_size = -0.05
}

[size=+1]Religions[/size]

Small changes but worth mentioning:

Code:
	tengri_pagan_reformed = {
		color = { 0.1 0.3 0.85 }
		icon = 22
		country = {
			manpower_recovery_speed = 0.1
			tolerance_own = 1
		}
	aztec_reformed = {
		color = { 190 0 0 }
		icon = 23
		country = {
			tolerance_own = 1
			tolerance_heretic = -3
			tolerance_heathen = -3
		}
I also managed to make all the religious icons work, so Yazidi may now use Ibadi icon instead of vanilla Sunni icon.

0NA42in.jpg

[size=+1]Steppe horde changes[/size]

I made the „Reforming government” decision a little easier:

Code:
	steppe_horde_reform = {
		major = yes
		potential = {
			government = steppe_horde
			OR = {
				ai = no
				full_idea_group = economic_ideas
				full_idea_group = innovativeness_ideas
				full_idea_group = administrative_ideas
			}
		}
		allow = {
			adm_power = 200
			legitimacy = 80
			stability = 2
			OR = {
				full_idea_group = economic_ideas
				full_idea_group = innovativeness_ideas
				full_idea_group = administrative_ideas
			}
		}
		effect = {
			if = {
				limit = {
					NOT = { tag = TIM }
					NOT = { tag = MCH }
				}
				swap_free_idea_group = yes		#keep progress
			}
			add_adm_power = -200
			add_stability = -4
			change_government = despotic_monarchy
			if = {
				limit = {
					technology_group = nomad_group
					NOT = { religion_group = eastern }
				}
				change_technology_group = muslim
				change_unit_type = muslim
			}
			if = {
				limit = {
					technology_group = nomad_group
					religion_group = eastern
				}
				change_technology_group = chinese
				change_unit_type = chinese
			}		
			if = {
				limit = {
					technology_group = chinese
					NOT = { religion_group = eastern }
				}
				change_technology_group = muslim
				change_unit_type = muslim
			}				
		}
		ai_will_do = {
			factor = 1
		}

For comparison, here's how it looks like in vanilla:

Code:
		allow = {
			adm_power = 200
			legitimacy = 90
			stability = 3
		(…)

		effect = {
			add_adm_power = -200
			add_stability = -5
			change_government = despotic_monarchy

I believe I mentioned this already but it's important so I'll repeat: forming Mughals now gives much better bonuses:

Code:
		effect = {
			change_tag = MUG
			indian_region = {
				limit = {
					NOT = { owned_by = ROOT }
				}
				add_claim = MUG
			}
			add_prestige = 100
			
			if = {
				limit = {
					technology_group = muslim
				}
				change_technology_group = ottoman
			}
			change_unit_type = ottoman
			change_government = imperial_government
			swap_free_idea_group = yes		#keep progress
		}

0VmjN50.jpg

[size=+1]Governments[/size]

Vanilla „Empire” has been modified (this is the type of government Xenoi Xolal uses):

Code:
imperial_government = {
	monarchy = yes
	
	valid_for_new_country = no
	allow_convert = no
	
	#bonus
	discipline = 0.025
	land_morale = 0.05
	global_autonomy = -0.10
	
	min_autonomy = 10
}

Imperium uses modified „Dominate Empire” from PPA:

Code:
#Dominate Empire
imperial_government_3 = {
	monarchy = yes
	
	valid_for_new_country = no
		
	#bonus
	land_morale = 0.05
	global_autonomy = -0.10
	
	faction = ki_nobles
	faction = ki_clergy
	faction = ki_peasants
	
	min_autonomy = 20
}

And Pisa got slightly improved merchant republic:

Code:
merchant_republic = {
	republic = yes

	valid_for_new_country = no
	
	duration = 4

	republican_name = yes
	royal_marriage = no
	
	boost_income = yes
	can_use_trade_post = yes

	ai_will_do = {
		factor = 0	
	}

	#bonus
	merchants = 1
	merchant_steering_to_inland = 20
	[u][b]global_autonomy = -0.05[/b][/u]
	
	faction = mr_aristocrats
	faction = mr_traders
	faction = mr_guilds	
}


wzfzthM.jpg

[size=+1]Provinces[/size]

There were >300 changes but what I want to focus on is Konstantinoupolis:

Code:
owner = ROM
controller = ROM
add_core = ROM
culture = greek
religion = orthodox
capital = "Constantinople"
trade_goods = cloth
hre = no
base_tax = 16 #  Imperium Sine Fine change
manpower = 5 # Imperium Sine Fine change
citysize = 140000
fort1 = yes
fort2 = yes # Walls of the City
university = yes # Pandidakterion
temple = yes # Hagia Sophia
I also changed Pisa a little:
Code:
owner = PIS
controller = PIS
culture = italian
religion = orthodox
add_core = ROM
add_core = PIS
base_tax = 10        
trade_goods = wine
manpower = 3        
fort1 = yes
fort2 = yes
university = yes	# Founded 1338
march = yes # Imperium Sine Fine change
capital = "Pisa" 
citysize = 29000	# Estimated

[size=+1]”Forming British Nation” decision[/size]
I slightly changed the decision so that British heretics have slightly bigger chances of actually creating GB:

Code:
	british_nation = {
		major = yes
		potential = {
			NOT = { exists = GBR }
			NOT = { tag = PAP }
			NOT = { tag = HLR }
			OR = {
				culture_group = british
				primary_culture = welsh
			}
			OR = {
				ai = no
				AND = {
					ai = yes
					num_of_cities = 3
				}
			}
			is_colonial_nation = no
			OR = {
				is_former_colonial_nation = no
				AND = {
					is_former_colonial_nation = yes
					ai = no
				}
			}
		}
		allow = {
			adm_tech = 10
			is_subject = no
			is_at_war = no
			owns_core_province = 372		# Ulster
			owns_core_province = 246		# Northumberland
			owns_core_province = 373		# Meath
			owns_core_province = 248		# Lothian
			owns_core_province = 251		# Aberdeen
		}
		effect = {
			change_tag = GBR
			british_isles = {
				limit = {
					NOT = { owned_by = ROOT }
				}
				add_claim = GBR
			}
			add_prestige = 25
			
			add_country_modifier = {
				name = "centralization_modifier"
				duration = 7300
			}
		}
		ai_will_do = {
			factor = 1
		}
		ai_importance = 400
	}
}

Not that this should really help them but at least the conditions are more reasonable and fit the setting better.

[size=+1]Cores and claims[/size]

whIRhGl.jpg

I had to manually clean up after mess which AoW did in regard to claims and cores but the end result is pretty good IMHO. Above you can see all Roman cores in Africa (conquered by xenoi), Aegytpus, Syria (conquered by Timurids) and cores on Pisa and Gorz (small province nearby Venice conquered by xenoi).

nHOJgGj.jpg

Pisa has now its old cores from her de jure lands from CK2 plus cores on provinces in Aquitaine. Why? Both realms were almost constantly at war fighting over these few holdings, so it seemed like a reasonable thing to do. The Horde also has now its old CK2 de jure cores properly assigned to new provinces from AoW.

By the way, someone wanted to see the southernmost provinces of the Imperium:

mnUwBgV.jpg

[size=+1]New mod - Unit Packs Extended[/size]

1FEC33BD8492C47164CA1762F48B576B57324EDA

I decided to use another gfx mod while playing the game – Unit Packs Extended by SaintDaveUK.
As he describes the mod himself:
UPE aims to increase the value of the cosmetic unit pack DLCs by making the premium units appear as frequently as possible, and minimize the usage of the generic vanilla units.

Features
  • Over 200 countries now using DLC unit packs - more diversity!
  • Level 2 Native Americans retain their unique Level 1 models but armed with muskets.
  • Muslim and Indian ships now used by neighboring regions, Africa and Asia
  • Improved dynamic coloring of some units.
  • Priority system to allow for any selection of unit packs.
  • Colonial units appear in Oceania (Australia)
  • Ironman compatible.
Recommended DLC
  • Colonial British and French Unit Pack
  • Conquistadors Unit Pack
  • Muslim Ships Unit Pack
  • Native Americans Unit Pack
  • Native Americans 2 Unit Pack
  • Trade Nations Unit Pack
  • Indian Subcontinent Unit Pack
  • Indian Ships Unit Pack
And it just happens that I have all of these DLCs :) Currently another version of this mod is being developed - Unit Packs Extended PRO – which I'm going to use in place of the current mod. It doesn't change gameplay in any way besides for making the game prettier, so I think it's a good idea to start using it. And it's Ironman compatible!

[size=+1]Tons of changed events, decisions etc.[/size]

I won't give you examples from „Imperium Sine Fine” – for obvious reasons – and instead I'll use events from vanilla EU4. For instance, let's take a look at localization of few random events from the game:
Code:
cultural_event.3.t: "Byzantine Refugees"
cultural_event.3.d: "My Lord, Byzantium has fallen to the Saracens. The last bastion of the Roman Empire, the City of Constantine, is now in Turkish hands. As Christendom reels from the shock, Byzantine refugees flock to the cities and courts of Europe, bringing with them old manuscripts of classical knowledge, tracts by Aristotle, Plato and Galen, and a thorough knowledge of both Latin and Greek. Inviting these refugees to $COUNTRY$ might provide an enormous boost to our own efforts in the fields of culture and science."
cultural_event.3.a: "By all means, let them come!"
cultural_event.3.b: "No, we don't need their help"
cultural_event.4.t: "Support The Florentine School"
cultural_event.4.d: "Because of our relative notability, we are in a position to support the Italian artists in the Florentine School. Being perceived as patrons of international art will definitely help our propaganda efforts."
cultural_event.4.a: "Of course. They shall have our support"
cultural_event.4.b: "No, we have enough problems"
What I did in case of events from PPA and Feudal Factions was to basically rewrite every single event so that it fits the setting. Here you can see 4 simple events and I think I've changed >200 events. That's a lot of writing.

[size=+1]Some extra screenshots of Europe[/size]

NXfHYMq.jpg


WMpq4Jl.jpg

And that's about it! Although I'm sure I've missed something, I believe all major changes have been mentioned here. But there is one question I'm sure you are all interested in hearing answer to:

[size=+1]Does it mean there won't be any changes in the future?

Well... not really.
[/size]

I won't change anything substantial but there are things which require changes to be made during the game (unlockable Senate Factions' bonuses for instance) or even, in one or two cases, the console to be used (blame my lame modding skills). The localization files are an exception to this rule – they don't change anything game-wise really, so if I see some typo I'll fix it right away. Apart from this, no substantial changes will be made – what we have here will last until the end of the campaign. Of course not everything has been mentioned and there are still few (?) dev diaries to be unlocked once Imperium discovers regions where changes were made. So keep in mind that you most definitely haven't seen everything.

Having said that, the endless tweaking and changing the files has finally, err, ended. This means that you can expect „Prologue” any day now. Yup. I've just said that. Allow me to reiterate:

[size=+2]”Imperium Sine Fine” may finally begin.[/size]

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A fantastic final dev diary (until we see more of the world, anyway). You have put so much effort into making things fit the unique setting of your game. Everything looks good, as I can see you put a lot of thought into the changes. Bravo.
 
Can't wait for the Battle for Europe to start!
 
A great dev diary! :)
This will be good!