Not sure why, but when this mod is enabled i can't transfer vassalage in my realm at all. I tested thoroughly and it is this mod, i tried both the steam workshop version and the version on here.
The option is desactivated. You can turn it on by editiong the defines file if you want too.Not sure why, but when this mod is enabled i can't transfer vassalage in my realm at all. I tested thoroughly and it is this mod, i tried both the steam workshop version and the version on here.
Thank you^^Hey there:
Love the mod. Can I ask why it's incompatible with EMF? Is there anyway to use both? Any chance of compatibility patch down the line?
Thanks for all the hard work!
-there are some restriction if there is already a trade specialized city near (direct neighbouring provinces and their direct neighbours). You also can't get two trade cities within the same the province.Hi, I am really enjoying your mod so far but I have several questions :
- I have built a second city in a province but I can't make it a trade city, why ?
- I find that the feudal manor is way superior to the 2 other options, especially the administrative one, Am I missing something or they aren't complete atm ?
- In some provinces I can build the ferry building and its 2 improvements while in other cities I can only build the ferry and I am unable to improve it, why ?
CA_fleuve_L1 = { # petit quai
desc = "CA_fleuve_L1_desc"
trigger = { TECH_CONSTRUCTION = 0 }
potential = {
has_province_modifier = province_fleuve
OR = {
has_province_modifier = route_fluviale
any_neighbor_province = {
OR = {
has_province_modifier = route_fluviale
has_province_modifier = route_terrestre
}
}
}
}
gold_cost = 50.0 build_time = 100 local_tax_modifier = 0.01 ai_creation_factor = 99 add_number_to_name = no extra_tech_building_start = 10.0
}
CA_fleuve_L2 = { #petit port
desc = "CA_fleuve_L2_desc"
trigger = { TECH_CONSTRUCTION = 0 }
upgrades_from = CA_fleuve_L1
potential = { has_province_modifier = route_fluviale }
prerequisites = { ca_town_2 }
gold_cost = 75.0 build_time = 230 local_tax_modifier = 0.02 ai_creation_factor = 97 add_number_to_name = no extra_tech_building_start = 10.0
}
CA_fleuve_L3 = { #port fluvial avec péage
desc = "CA_fleuve_L3_desc"
trigger = { TECH_CONSTRUCTION = 0 }
upgrades_from = CA_fleuve_L2
potential = { has_province_modifier = route_fluviale }
prerequisites = { ca_town_3 }
gold_cost = 150.0 build_time = 500 local_tax_modifier = 0.04 ai_creation_factor = 97 add_number_to_name = no extra_tech_building_start = 10.0
}
}
CA_fleuve_L1;Infrastructure: Ferry;COMMERCE : Ponton fluvial;;;;;;;;;;;;x
CA_fleuve_L2;Infrastructure: Trading Quay;COMMERCE : Quai fluvial;;;;;;;;;;;;x
CA_fleuve_L3;Infrastructure: Inland Trading Port;COMMERCE : Port fluvial;;;;;;;;;;;;x
ca_town_1;Population: Hamlet;Hameau;;;;;;;;;;;;x
ca_town_1_desc;Requires §Y10§! buildings.;Requiert §Y10§! bâtiments au total.;;;;;;;;;;;;x
ca_town_2;Population: Village;Village;;;;;;;;;;;;x
ca_town_2_desc;Requires §Y15§! buildings.;Requiert §Y15§! bâtiments au total.;;;;;;;;;;;;x
ca_town_3;Population: Borough;Bourg;;;;;;;;;;;;x
ca_town_3_desc;Requires §Y20§! buildings.;Requiert §Y20§! bâtiments au total.;;;;;;;;;;;;x
ca_town_4;Population: Town;Ville;;;;;;;;;;;;x
ca_town_4_desc;Requires §Y25§! buildings.;Requiert §Y25§! bâtiments au total.;;;;;;;;;;;;x
ca_town_5;Population: City;Cité;;;;;;;;;;;;x
ca_town_5_desc;Requires §Y35§! buildings.;Requiert §Y35§! bâtiments au total;;;;;;;;;;;;x
I am not sure message priority work but I don't it is something that be set in each event.This mod is very good and nice~!
But, it would be better if the event message is displayed in small message window of right side, not main event message.
because, your mod main event message occurred too much frequently. so, it makes some inconvenient and seems to be noisy....
Please, I think that messages such as weather, harvest, and drought message must move to right-side small message window, not main event message....
-It might be a mod issue, I'll look into it.Hello I come with some feedback again.
When a province get the depopulation modifiers, they don't disappear. The minor depopulation is supposed to disappear quite fast, at least that's what I remember from my last game without your mod. Now even after 40 years the depopulation remains. I used an event to remove them and now they seem unable to get the prosperity modifiers. Maybe it's not your mod and it's normal but for me it's way too long.
About the trading towns, how do you increase the bonus ? I have one and it's still trade 1 even with all the building I build. I also have another town where the trade specialization is bugged and there is no bonus.
This is more a suggestion although I don't think you'll really care. Could you make that the event that enables to buy an extra holding with prosperity 3 county is time based (for exemple after 25 years of prosperity 3 the event triggers and you can buy the holding) instead of being rng based ? I really hate how Paradox puts rng for everything (like conversion of provinces, why it can't be after x years the province is converted ?).
-A town with trade specialization doesn't implies it will be also a trade center if it is what you meant here.I also have another town where the trade specialization is bugged and there is no bonus.
- When starting a new game there is an initialisation of the city specialization.- I thought that trade specialization and trade center were the same, so how does it work ?
- I have a trade center that doesn't go pas the 2 %.
- I have not the RIP DLC. But I think Arko has done some work for this.Thanks for the mod and all the work, it's really fun.
I've got a few issues with the current version:
- Depopulation modifier does not disappear
- icons in province view are not visible at all
- when I conquer a province, I cannot change the specialisation. I conquered a few baronies that have the citadel focus, and I'd like to change it to feudal manor
Keep up the great work.
- I have not the RIP DLC. But I think Arko has done some work for this.
- Do you play with ArkoPack Interface mod? If not, I advise you to use it with L3T. If yes, could you show us a screenshot to see the problem.
- I finished to implement the feudal specialization change yesterday. It will surely be available in our next release
The steam workshop version has some issues non-workshop don't have for some reason :/Yes, playing with Arko stuff since I fully installed HIP (that'S my understanding of how HIP installs, at least).
The screenshot would be pretty boring. It's just the province window and no modifier icon showing at all. The rest of the window is fine though.
The steam workshop version has some issues non-workshop don't have for some reason :/
I'd recommend using the version distributed here instead.
#Evolution population CASTLE
##niveau 1 CASTLE
character_event = {
#title = "NAMEL3T.0101"
id = L3T.0101
desc = "DESCL3T.0101"
picture = GFX_evt_castle_construction
only_rulers = yes
capable_only = yes
prisoner = no
trigger = {
war = no
any_demesne_title = {
tier = baron
is_feudal = yes
NOT = { has_building = ca_town_1 }
num_of_buildings = 10
}
}
mean_time_to_happen = { months = 18 }
option = {
name = "OK"
random_demesne_title = {
limit = {
tier = baron
is_feudal = yes
NOT = { has_building = ca_town_1 }
num_of_buildings = 10
}
add_building = ca_town_1
}
}
}
Thank you for this awesome mod. Been having a lot of great fun with this.
A quick concern, it seems that we have to be feudal in order to expand in castle, and mayor in city, and so on.
Currently, playing as a patrician, I cannot expand population in the castle despite upgrading a lot.
Perhaps using the same rules as the game, only when there is no wrong holding type penalties would the realm expand?
Code:#Evolution population CASTLE ##niveau 1 CASTLE character_event = { #title = "NAMEL3T.0101" id = L3T.0101 desc = "DESCL3T.0101" picture = GFX_evt_castle_construction only_rulers = yes capable_only = yes prisoner = no trigger = { war = no any_demesne_title = { tier = baron is_feudal = yes NOT = { has_building = ca_town_1 } num_of_buildings = 10 } } mean_time_to_happen = { months = 18 } option = { name = "OK" random_demesne_title = { limit = { tier = baron is_feudal = yes NOT = { has_building = ca_town_1 } num_of_buildings = 10 } add_building = ca_town_1 } } }
hmm.. I will try changing it and see what happens. Thanks!Might be unintended. If @Arko meant to scope to a castle barony, is_feudal = yes should be replaced with holding_type = CASTLE. I think that <title scope> = { is_feudal/republic/theocracy/tribal/nomad } is equivalent to <title scope> = { holder_scope = { is_feudal/republic/theocracy/tribal/nomad } }
iirc we had some issues using holding_type (targetting the right holding and informing the right holder or so).Might be unintended. If @Arko meant to scope to a castle barony, is_feudal = yes should be replaced with holding_type = CASTLE. I think that <title scope> = { is_feudal/republic/theocracy/tribal/nomad } is equivalent to <title scope> = { holder_scope = { is_feudal/republic/theocracy/tribal/nomad } }