• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Are there any plans to improve Judah and Israel with Invictus?

For instance a mission with joseph to conquer the promise land or later to built the temple and defend the country against the enemies.

Or is this already in vanilla? I played only Rome so far.
 
Are there any plans to improve Judah and Israel with Invictus?

For instance a mission with joseph to conquer the promise land or later to built the temple and defend the country against the enemies.

Or is this already in vanilla? I played only Rome so far.
one of the earlier DDs talks about that
 
Hi I’ve been playing as Epirus and I was looking forward to forming Macedon and when I did it gave two options to either keep Ambrakia as your capital or to move to pella with the Aiakid-Argead capital buff but your only able to form macedon if you choose pella which was really aggravating. Is there any plans to allow the option to still from Macedon but keep Ambrakia as your capital? Also the option to go blue would be nice as well. Great mod though thanks for the hard work!
 
Hi I’ve been playing as Epirus and I was looking forward to forming Macedon and when I did it gave two options to either keep Ambrakia as your capital or to move to pella with the Aiakid-Argead capital buff but your only able to form macedon if you choose pella which was really aggravating. Is there any plans to allow the option to still from Macedon but keep Ambrakia as your capital? Also the option to go blue would be nice as well. Great mod though thanks for the hard work!
I don’t agree. How can you form Macedon if your capital is still in Epirus? It doesn’t makes any sense, if you want to become king of Macedon you should move your centre of power there. I would agree if the game allowed to select multiple capitals, like what was in Persian Empire, but it isn’t currently possible and it would be too difficult to implement.
 
Dev Diary 12: Scythia and Sardinia (Part 1)
Today we’ll be talking about part 1 of Scythian and Sardinian content coming in the future.

Hello everyone, it's Eleran (OmegaCorps) and Hannibal_theCannibal (traced_169) back again to talk to you all about our next project. Following the good feedback we received from the 'Forgotten Children of Hellas' mission, we took the lessons learned and turned our attention to something a bit more focused and ambitious in scope, namely Scythia and her neighbours.

---Geographic and Game Start Changes---

In its base form, Scythia is an underperforming steppe tribe that is usually destined for either rapid defeat by its neighbours or, at best, relative obscurity. Scythia's lack of presence in the region and general lack of flavour is acutely felt, as any Scythian player will tell you. In addition to this, Scythia's capital is outside it's historical borders at game start and it's close relatives / rivals, the (archaeologically estimated) ‘Sarmatian’ successor tribes, the Iazyges and Roxolani, are absent from the base game - during the 3rd century, migrations stemming from eastern expansion pushed many step groups westwards, across the pontic-caspian steppe, forcing them into the originally 'Royal Scythian realm. To address this, we've undertaken a slight rework of the Taurica and Sarmatia regions of the map to estimate the general zones of habitation and control each tribe would have during this fluid period.

Before:
View attachment 745116
After:
View attachment 745117
A few changes should be immediately obvious: Scythia has been split effectively in two between Scythia proper to the west and the new tag, Iazyges, to the east. Scythia's new capital will be on the Dnieper River on the previously uncolonized province of "Ish", which will be renamed to Borysthenia in order to complement the selection of Greek names given to territories in this region. (Though we would have preferred to name the capital city in its original Scythian or even corresponding Greek name, sadly no surviving records are available to us.)

As Scythia's supposed royal residence/capital during and after the long and prosperous reign of king Ateas was a hub of both land and sea trade, we were looking into making the territory port-friendly and the adjacent river a useful trade route. The Iazyges will gain control of the port city of Tanais, which will serve as their capital.

‘Sarmatia’ has been renamed into Roxolania, as this group, along with several others, maintains materially ‘Sarmatian’ qualities but is referred to in recovered texts by a different name, having different rulers and migrating to separate parts of Dacia after the tribe has traversed the Pontic steppe. The Roxolani, and other tags with ‘Sarmatian’ as their primary culture, will have access to a decision to form "Sarmatia" and create the formidable nation which rivaled the Pontic Scythians in their rule of the Don river.

Before:
View attachment 745118
After:
View attachment 745122
In addition to the Scythians and Sarmatians, we're making some ‘slight’ changes to the territories north of the Caucasus mountains. A new tag we are inserting around the Volga river is the Aorsi tribe, a large and powerful tribe recorded by the Chinese as well as the Greeks, which has been downsized here to exist in-game but to block off colonial routes of expansion for those players who gravitate towards creating a massive tribal monster stretching across the northern border of the map.

Material evidence of the Siracians exists in a far wider range of the north caucasian land, and their presence seems to have included a much greater influence at game start than they currently maintain, matching the Sarmatians for size and controlling the valuable Kuban valley the Scythians once thrived in. Conversely, while the “Lezgi” people existed, their tribal strength and presence is poorly attested to during this period. What is known is that their group fit a caucasian-continuum style, differing from the steppe-based tribes; we have thus moved the Legian culture into the Caucasian culture group. Siracia will also be enlarged at Legia's expense. Lastly, in order to give the tough, mountain dwelling people of Albania a bit more staying power in the game’s long run, they'll also get a few territories from Legia on the west bank of the Caspian Sea.

This is what it looks like overall:
Before:
View attachment 745120
After:
image3-png.745121

Our hope with these changes is to breathe a bit more life into the western steppe region, mimicking the success Invictus has had with Southern Iberia. Speaking of which, we also plan to give many tags in this region new heritages AND some slightly revised levy templates!

---Heritages---
Many of the steppe tribes in the base game are left with standard forest / mountain / pirate / etc. heritages, which tend to make you feel like you’re playing an unappreciated nation. While we are not adding dozens of missions and flavour events to every nation in the northern Black Sea region, we felt that the least we could do to give these nations some love and some amount of variety was to provide them with a fresh heritage that will help them to stand out. Perhaps you want the full Scythian package we plan to provide, and a fresh heritage is simply the cherry on top of massive content sundae. Perhaps you think you’re better than the Scythians, and you just want to toy with them as the Roxolani, outpacing them at every step with your massive movement speed modifiers. Or perhaps you really hate all these steppe groups riding around, and you play as the Maeotians, enjoying the show as those pesky hordes dwindle in size, suffering incredible attrition to the regrettably poor quality land you live on. Whatever your preference, we hope you can better pursue it with a new heritage.

Scythian Heritage
Horse Archer Discipline: +10.00%
Enslavement Efficiency: +10.00%
Unintegrated Culture Group Happiness: -3.00%
The Scythian horse-riders come from a long line of steppe nomads ranging across the steppe-lands from Hungary to Mongolia, but this specific group has been credited with such feats as assisting the sacking of Nineveh, ruling the country of the medes, and halting Persian King Darius’ invasion of Europe. It is no wonder they say the Athenians hired Scythians as a police force.

Iazygian Heritage
State Religion Happiness: +5.00%
Light Cavalry Morale: +10.00%
City Build Cost: +15.00%
Westernmost of the currently classified “Sarmatian” groups, the Iazyges were the first to ride through the old land of the declining Sythians long after the golden age of their King Ateas. Riding on horses shining with armor, wielding the long, two-handed kontos spear, they eventually crossed the Tyras as the Cimmerians had once done and lived in the land of the Dacians, fighting the locals and, soon enough, the invading Roman legions.

Roxolani Heritage
Unit Movement Speed: +20.00%
Global Food Modifier: +10.00%
Fort Maintenance: +10.00%
The second ‘Sarmatian’ group to cross the Dnieper after the Iazyges, the Roxolani were similar to those before them, riding well-armored horses and dominating the plains. After failing to conquer the Bosporans alongside the Scythians in the Crimea they moved on, past the Tyras, and entered Dacia/Moesia, coming into conflict with the natives and their Roman neighbors.

Siracian Heritage
Army Morale: +5.00%
Unintegrated Culture Happiness: +6.00%
Omen Power: -5.00%
Flavour text TBD

Maeotian Heritage
Hostile Attrition: -1.0
National Pop Growth: +0.05%
Pop Assimilation Speed: -5.00%
A diaspora of marsh-dwelling tribes, the Maeotians, collectively referred to after the nearby lake Maeotis (modern sea of Azov). Little is known/recorded about these peoples, but in a conflict with the Bosporan Kingdom and the Sindi, it is written that princess Tirgitao of the Ixomatae led a war against the Sindi and Bosporans due to her mistreatment as the Sindi king Hecetaeus’ wife.

Sindi Heritage
Unintegrated Culture Group Happiness: +6.00%
Light Infantry Discipline: +10.00%
Import Value: -5.00%
Often understood to be the ruling tribe of all the Maeotian tribes, this nation originally situated itself on the side of the Cimmerian Bosporus opposite of Bosporan Pantikapaion before being pushed back by Bosporan invasions and annexations. One of their kings, Hecetaeus, caused a great war, taking advice from the Bosporan archon, Satyros, to imprison his own wife and take a new one.

Aorsi Heritage
Global Commerce Income: +5.00%
War Score Cost: -5.00%
Civic Provincial Investment Cost: +15.00%
Recorded by both eastern (China) and western (Europe/American) sources as a powerful expansionist tribe, they performed a large part in the many series of westward migrations pushing from western central asia. They supposedly originated in central asia, moving west to cause the western 2nd BCE to 200 AD migrations multiple tribes experienced.

Chersonesan Heritage
Mercenary Maintenance Cost: -10.00%
Ship Damage: +5.00%
Cohort Loyalty chance: +10.00%
Chersonesus is a Greek colony, but the lands around it in all directions are Tauri, inhabited by those scythian-like men and women who play piracy upon Greek mercahtns, sailing from Kalos Limen. These are resourceful and unforgiving. people.

---Levy Templates---

Looking at the original setup for levies of the two main cultures in the areas we’ve been altering, the realm of the Scythian and Sarmatian tribes, we felt a redo was in order. Where the raising of a great horde of cavalry is something to look forward to each time the player or AI sets off on the warpath, the original templates for these cultures didn't quite capture that feeling. With the revised levy templates, both cultures will see a significant increase in cavalry and a corresponding reduction in infantry. Now, while open combat with an enemy force on favorable terrain like ‘plains’ or farmland will offer a distinct advantage, sieging or assaulting enemy forts will prove to be much more of a challenge due to the cavalry-heavy composition these nations now possess. Nomadic warfare tactics will force the player to be faster, strategic, and cunning in order to capitalize on your strengths and punish your enemies weaknesses.
View attachment 745131

Not only will this region feature new borders, tags, heritages, and more historically accurate levy compositions, but we're also expanding the cultural content for these tags as well. New Heptadic deities, Scythian treasures, a new bloodline, and even two possible wonder decisions will add more content and choices to tags playing in this area. While all this extra content is still in development, we have a few deities that we feel comfortable showing off in this dev diary.

---Deities---

The Scythian / Sakan / Steppe groups of the period are recorded as maintaining a similar religious structure to the general Indo-Iranain concept of the major 7 deities, ordered in a system of hierarchy and fundamental importance - Tabiti/Fire at the top to represents heat, fire, and the hearth. The second tier contains Papaeus and Api, equating to the Greek Zeus and Gaia, sky and earth. The third rank contains: Targitaos, Goetosyrus, Argimpasa, and the 'Scythian Ares' (who we will be calling 'Patampasa'). These form the heptad, from which PDX gets the religious title for the goru; Heptadic. However, 7 gods (plus 1 regional god) for an entire religion that spans most of the Asian continent is not nearly enough.

We are using recounted Scythian mythology and Greek assimilations of their stories to add new gods to the game (however, this is very Scythia-centric, just like this whole DD, and we will be looking to see what other kinds of gods we can add in the future).

Patampasa - (Scythian Ares)
[War]
Passive Effect: Horse Archer Offense: +10.00%
Omen Effect: Army Experience Gain: +0.50%
Apotheosis Effect: Convert Pops --> Nobles
He is worshipped by each tribe annually when they burn a great pile of wood topped with a bloodied sword meant as a sign of tribal loyalty and commitment to the cosmological order. He is the god of conflict and ultimate victory, an analog to Iranian Verethragna.

Leipoxais -
[Culture]
Passive Effect: -10% change law change cost
Omen Effect: + global monthly civilization change value
Apotheosis Effect: +Civic Advances
The oldest son of Targitaos, he is one of the three who is unable to touch the golden gifts from the heavens without them bursting into flames, and he is relegated to the lower kingship in the tripartite royal hierarchy. The Scythians recount him as siring the Auchatae tribe. In the Greek version of the myth he is called Agathyrsus, progenitor of the Agathyrsi tribe living to the west of the Royal Scythians on the plains straddling the river Maris.

Arpoxais -
[Economy]
Passive Effect: -1 Slaves per Surplus
Omen Effect: +10% tribesman output
Apotheosis Effect: Free Province Investment
The middle son of Targitaos, he is one of the three who is unable to touch the golden gifts from the heavens without them bursting into flames, and he is relegated to the lower kingship in the tripartite royal hierarchy. The Scythians recount him as siring the Catiari and Traspian tribes. In the Greek version of the myth he is called Gelonus, progenitor of the Geloni tribe (also known as the Heloni) living to the northeast of the Royal Scythians, in the wooded hinterland east of the Borysthenes.

Colaxais -
[Fertility]
Passive Effect: +10% pop capacity
Omen Effect: +15% research points
Apotheosis Effect: +pop growth
The youngest son of Targitaos, he is the only one of the three who is able to touch the golden gifts from the heavens without them bursting into flames, and he is accepted as the high king in the tripartite royal hierarchy. The Scythians recount him as siring the paralatae tribe. In the Greek version of the myth he is called Scythes, progenitor of the Royal Scythians ruling the Pontic Steppe. Though all three groups, Agathyrsi, Geloni, and Royal Scythes, are referred to collectively as Scolotoi, Greek Scythian, they are named for and ruled by the Royal Scythian line above all.

Additionally, here are two syncretic-faith gods which we will be adding that represent the mingling of the nomads and the Hellenic world. These deities will only becoming unlocked by taking decisions to adopt more hellenic features:

Heraklean Targitaos -
[War]
Passive Effect: Morale of Armies +5.00%
Omen Effect: War Score Cost -10.00%
Apotheosis Effect: +Military Experience
A Hellenic interpretation of the god Targitaos, he represents a mixture of cultures. The combined strength of both the Greek and Scythian grandfather of the line of our kings will grant us immeasurable power in war.

Hylaian Drakaina - (shrine to be built in territory called Karkine [Greek Hylaia])
[Fertility]
Passive Effect: Slave Happiness: +10.00%
Omen Effect: Slave Output: +15.00%
Apotheosis Effect: +Slaves
A half-snake half-woman like the other Drakaina from Greek myth, the Hylaian Drakaina serves as a representation of the fertile earth. In an effort to explain the Scythian traditional origin myth from their own perspective, the Greeks used her to convey the idea of the land giving birth to the three great sons of Herakles who would go on to populate the land of Scythia.

---Treasures---

Treasures to commemorate and celebrate those deities and special festivals have been added. Unfortunately, we have scant record due to the lost oral traditions of many of these and we are forced to extrapolate what we can from obscure Greek, Latin, and Chinese passages. So when we look at the origin story of the Scythians, a tale where four holy relics made of pure gold fall from the sky, that to us serves as an inspiration. These 4 golden treasures that fell out of the sky are: plough, yoke, battleaxe, and drinking cup, in order to be used as a test of rulership. Coloaxis, the youngest son, is the only of three able to touch these items without their bursting up into flames, and so he was proclaimed the high king of the three rulers. Perhaps these golden treasures really existed and were lost due to tribal warfare or melted down by heathen Greeks or other non-Heptadics? We can't know for sure but we are comfortable including these treasures as a way to better represent the vibrant cultures of the peoples of the Steppe.

Unfortunately, these treasures are still under development and aren't ready to be shown at this time. Just know that they're on our minds and we hope.to show them off soon!

There are so many things we’d like to show you today, but if you’ve been paying attention, we clearly have a whole MISSION TREE to showcase for our Scythia Part 2, electric boogaloo, so see you soon.

---- Sardinia ----

Tudhaliya and Palando also made a change to another area, which is somewhat unrelated to the aforementioned steppes, but will have an impact on any player in Italy and Carthage. Sardinia now has several new tags and Carthage no longer controls the whole coastline, as archaeological evidence points towards Carthage only extending influence around Olbia and the southern and western coast:
Before:
View attachment 745124
After:

View attachment 745123
It would have been possible to add even more tags than that, but we decided against that because of gameplay reasons (each tag would have a fort). Out of the new five tags only Tibulatia is not Nuragic but Corsian. There will be certainly new formables and other content for the tribes of Sardinia but we will come to that in a later dev diary.
Have you any plans to improve Etruria and North Africa areas by representing the fragmentation of those civilisation, currently presented as united and homogeneous nations, and so giving more life to those areas?
 
I don’t agree. How can you form Macedon if your capital is still in Epirus? It doesn’t makes any sense, if you want to become king of Macedon you should move your centre of power there. I would agree if the game allowed to select multiple capitals, like what was in Persian Empire, but it isn’t currently possible and it would be too difficult to implement.
Yes your correct it doesn’t make sense, the only reason I suggested it was because you gain a few nice buffs to your capital in Epirus between the molossian consolidation mission tree and through the Hellenic contender tree and it’s a huge bummer to leave those behind for pella. Now if you could bring them with you I’d prefer pella since it’s the historic capital of Macedon.
 
Yes your correct it doesn’t make sense, the only reason I suggested it was because you gain a few nice buffs to your capital in Epirus between the molossian consolidation mission tree and through the Hellenic contender tree and it’s a huge bummer to leave those behind for pella. Now if you could bring them with you I’d prefer pella since it’s the historic capital of Macedon.
I agree with you especially because Molossian Consolidation is a relatively long mission tree and basically doing it for losing most of the bonuses after forming Macedon (so most of the times) isn’t properly a convenient thing, my solution would be to make the tree more short and easy and also make some tasks to embellish and upgrade also Macedonia (especially the capital city Pella)
 
I agree with you especially because Molossian Consolidation is a relatively long mission tree and basically doing it for losing most of the bonuses after forming Macedon (so most of the times) isn’t properly a convenient thing, my solution would be to make the tree more short and easy and also make some tasks to embellish and upgrade also Macedonia (especially the capital city Pella)
Yes that’s exactly right you know what I’m talking about then, and on top of the bonuses from Molossian Consolidation you also get a nice bonus to Ambrakia from the Hellenic Contender tree which I believe is through the Achilles Diety line called “Tharryppas legacy” (sorry for misspelling). But Like you said it’s all for nothing if you decide to form Macedon which would be nice to do. That’s why I suggested the option to stay in Ambrakia but still form Macedon as it seemed like the easiest solution to me, but I’m open to anything as long as there’s some remedy.
 
  • 1Like
Reactions:
Yes that’s exactly right you know what I’m talking about then, and on top of the bonuses from Molossian Consolidation you also get a nice bonus to Ambrakia from the Hellenic Contender tree which I believe is through the Achilles Diety line called “Tharryppas legacy” (sorry for misspelling). But Like you said it’s all for nothing if you decide to form Macedon which would be nice to do. That’s why I suggested the option to stay in Ambrakia but still form Macedon as it seemed like the easiest solution to me, but I’m open to anything as long as there’s some remedy.
I think that every Epirus player thinks the same, Mission trees are too long and it is impossible to simulate the real history pace, so even if you manage to complete Molossian Consolidation and the Macedonian tree in the less time possible probably you still can’t finish the Italian Tree in time, because by then Rome has altready eaten all Italiote nations and is too strong to be beaten anyways. This because there are too many tasks to improve Epirus with plenty of bonuses, which is fine but not if they cost 150 gold each, and also not if you probably want to become Macedon and in some ways abandon Epirus (as even mission trees suggest to do). My suggestion is to both reduce the cost to complete those tasks (maybe they should cost 50-100 maximum) and make them an optional. Also it would be nice to improve the Macedonian tree with more tasks to improve Macedon and Thessaly with smart bonuses, similarly to the Molossian Consolidation tree. Another idea is to reduce the time to complete some missions (for example the mission to subjugate Korkyra takes an entire year, when it should be instantaneous)
 
  • 2Like
Reactions:
I think that every Epirus player thinks the same, Mission trees are too long and it is impossible to simulate the real history pace, so even if you manage to complete Molossian Consolidation and the Macedonian tree in the less time possible probably you still can’t finish the Italian Tree in time, because by then Rome has altready eaten all Italiote nations and is too strong to be beaten anyways. This because there are too many tasks to improve Epirus with plenty of bonuses, which is fine but not if they cost 150 gold each, and also not if you probably want to become Macedon and in some ways abandon Epirus (as even mission trees suggest to do). My suggestion is to both reduce the cost to complete those tasks (maybe they should cost 50-100 maximum) and make them an optional. Also it would be nice to improve the Macedonian tree with more tasks to improve Macedon and Thessaly with smart bonuses, similarly to the Molossian Consolidation tree. Another idea is to reduce the time to complete some missions (for example the mission to subjugate Korkyra takes an entire year, when it should be instantaneous)
I’m with you 100%, they could definantly expand on a Epirote Macedonian mission tree that expands and adds bonuses to the Aiakid dynasty rule of Macedon in Pella to counter losing all those nice bonuses in Ambrakia. The Epirus mission trees are satisfying when your able to complete them but like you said their so time consuming that it’s really hard to get them all accomplished quickly.
 
I’m with you 100%, they could definantly expand on a Epirote Macedonian mission tree that expands and adds bonuses to the Aiakid dynasty rule of Macedon in Pella to counter losing all those nice bonuses in Ambrakia. The Epirus mission trees are satisfying when your able to complete them but like you said their so time consuming that it’s really hard to get them all accomplished quickly.
Epirus gains access to the Macedonian missions once the mission tree is complete, so they already have content after conquering Magna Graecia and Macedon.
 
Epirus gains access to the Macedonian missions once the mission tree is complete, so they already have content after conquering Magna Graecia and Macedon.
Oh ok I didn’t know that since I always kept Ambrakia and I didn’t want to lose my bonuses from the previous trees.

Have you guys been able to fix the character naming issues? Whenever you name your child and heir after a previous ruler it acts as if their the first and instead of it being Pyrrhos II it’s Pyrrhos I. It only happens if it wasn’t an auto generated name, this was a bug/issue with vanilla.
 
  • 1Like
Reactions:
I think that every Epirus player thinks the same, Mission trees are too long and it is impossible to simulate the real history pace, so even if you manage to complete Molossian Consolidation and the Macedonian tree in the less time possible probably you still can’t finish the Italian Tree in time, because by then Rome has altready eaten all Italiote nations and is too strong to be beaten anyways. This because there are too many tasks to improve Epirus with plenty of bonuses, which is fine but not if they cost 150 gold each, and also not if you probably want to become Macedon and in some ways abandon Epirus (as even mission trees suggest to do). My suggestion is to both reduce the cost to complete those tasks (maybe they should cost 50-100 maximum) and make them an optional. Also it would be nice to improve the Macedonian tree with more tasks to improve Macedon and Thessaly with smart bonuses, similarly to the Molossian Consolidation tree. Another idea is to reduce the time to complete some missions (for example the mission to subjugate Korkyra takes an entire year, when it should be instantaneous)
Also another way to make Epirus game more interesting and historical would be to rebalance the whole Italy population, as right now it is highly overvalued, so when Rome conquers just Italy and Magna Grecia it becomes the most powerful nation in the world and one of the most popolous one. In real life, while Italy was quite popolous, it was nothing compared to ‘Eastern Civilisations’, included Greek poleis, especially Syracuse which at the time was one of the most popolous city of the Mediterranean, while in game it is a normal populated city. I would suggest a population rework to reach a more historical balance (maybe with some nerfing to Maurya and Seleucids to avoid their supremacy in the game)
 
  • 7
  • 3Like
  • 1
  • 1
Reactions:
Found a possible bug playing as Macedonia: In the Lighthouse of Greece mission, the task "Found Aiani" isn't working properly. Upon completion of the task, Aiani remains a setlement, and does not become a city.
 
  • 1Like
Reactions:
I rewrite it in a more complete version, it is my suggestion to improve the game and I think that it could be at least partially implemented by your wonderful mod to improve both gameplay and historical accuracy (as it is yours intention).
Peace deals rework
The way peace deals (and the whole war system) work now basically is: sieging out everything you can and defeat any enemy armies that you encounter just to gain the maximum amount of warscore possible and so demand a bigger amount of land (but it can’t exceed warscore limit, which is for average populated areas a maximum of 4-5 provinces) so many times you can’t full annex all enemy territory and you have to let them with maybe 1 or 2 provinces or territories in some cases, so you can find Etruria that only holds some land in Liguria or Macedon that hold only some island in the Aegean Sea, and this isn’t because of any gameplay reason, like for example that province was impossible to conquer or something but only because, while it was sieges, the attacker cannot take it because it exceed warscore limit.
To overcome this limit I will remove warscore, so when a nation win a war can take everything occupied. Also I would make not an obligation to conquer enemy capital to subjugate them, so that subjugation would become a more rapid and useful tactic (also they subjugation should cost half ae of annexing).
The only limit would be that if you want to annex enemy capital you have to annex or release every other land, this is to avoid border gore and the problem I said at first (and also to simulate a nation reluctance to give up their very motherland)
I would also reintroduce gold payments that are possible only if you don’t full annex a country and you are ‘beating very hard’ your enemy. What determines who win a war? It’s the war willingness (I don’t remember if it’s the real name), the little tooltip in the war interface (Very High, High, Medium, Low, Very Low), this should be even more influenced by war exhaustion and so to win a war you have to increase that of your enemy, so that even a minor power can win against an empire. In this way winning major battles, sacking enemy’s major cities or prolonging a war with guerriglia methods will be the real factors to win wars (also sieging but it would not be the major one anymore). When you reach the maximum cap of war exhaustion you unconditionally surrender to all your enemy that can force a peace (and eventually annex every occupied land or demand money), in this way wars are not infinite and you have to worry about war exhaustion (also you will lose half war exhaustion, so that it doesn’t become impossible to recover). Finally another small improvement would be to make that every allied power has to accept the peace deal, so everyone has to be rewarded for their war effort (no more allies exploiting).
Someone will think that this is unbalanced and promotes snowballing but in game there are yet many mechanics to disincentivate overextension and too aggressive conquests and would be a better idea to focus to improve them rather than to remain with the current system (if only revolts were a real threat it would be something).
Please let me know what do you think about it.
 
Found a possible bug playing as Macedonia: In the Lighthouse of Greece mission, the task "Found Aiani" isn't working properly. Upon completion of the task, Aiani remains a setlement, and does not become a city.
Odd, it worked for me during the Dev Clash
 
I rewrite it in a more complete version, it is my suggestion to improve the game and I think that it could be at least partially implemented by your wonderful mod to improve both gameplay and historical accuracy (as it is yours intention).
Peace deals rework
The way peace deals (and the whole war system) work now basically is: sieging out everything you can and defeat any enemy armies that you encounter just to gain the maximum amount of warscore possible and so demand a bigger amount of land (but it can’t exceed warscore limit, which is for average populated areas a maximum of 4-5 provinces) so many times you can’t full annex all enemy territory and you have to let them with maybe 1 or 2 provinces or territories in some cases, so you can find Etruria that only holds some land in Liguria or Macedon that hold only some island in the Aegean Sea, and this isn’t because of any gameplay reason, like for example that province was impossible to conquer or something but only because, while it was sieges, the attacker cannot take it because it exceed warscore limit.
To overcome this limit I will remove warscore, so when a nation win a war can take everything occupied. Also I would make not an obligation to conquer enemy capital to subjugate them, so that subjugation would become a more rapid and useful tactic (also they subjugation should cost half ae of annexing).
The only limit would be that if you want to annex enemy capital you have to annex or release every other land, this is to avoid border gore and the problem I said at first (and also to simulate a nation reluctance to give up their very motherland)
I would also reintroduce gold payments that are possible only if you don’t full annex a country and you are ‘beating very hard’ your enemy. What determines who win a war? It’s the war willingness (I don’t remember if it’s the real name), the little tooltip in the war interface (Very High, High, Medium, Low, Very Low), this should be even more influenced by war exhaustion and so to win a war you have to increase that of your enemy, so that even a minor power can win against an empire. In this way winning major battles, sacking enemy’s major cities or prolonging a war with guerriglia methods will be the real factors to win wars (also sieging but it would not be the major one anymore). When you reach the maximum cap of war exhaustion you unconditionally surrender to all your enemy that can force a peace (and eventually annex every occupied land or demand money), in this way wars are not infinite and you have to worry about war exhaustion (also you will lose half war exhaustion, so that it doesn’t become impossible to recover). Finally another small improvement would be to make that every allied power has to accept the peace deal, so everyone has to be rewarded for their war effort (no more allies exploiting).
Someone will think that this is unbalanced and promotes snowballing but in game there are yet many mechanics to disincentivate overextension and too aggressive conquests and would be a better idea to focus to improve them rather than to remain with the current system (if only revolts were a real threat it would be something).
Please let me know what do you think about it.
This would be heavily abused, I know that, it too have at times wanted such a system but it just doesn't work mechanically and for balancing reasons as we have practically no control over peace deals.
Something I will say is that we are working on Overextension mechanics and revolts.
 
  • 2Like
  • 1
Reactions:
This would be heavily abused, I know that, it too have at times wanted such a system but it just doesn't work mechanically and for balancing reasons as we have practically no control over peace deals.
Something I will say is that we are working on Overextension mechanics and revolts.

I am with you on that. When I read it, it just made me feel like waging war is arcadey and unrewarding. Tailored specifically for quick pacing and little to no challenge - expect some time drainers. Getting rid of war score would be a terrible idea, just as annexing all territories by winning the war goal and then proceeding to sue for peace.

I am more into using what is already in the game as you intend to somewhat make it even more engaging without making drastic changes - that will have a ridiculous impact on balance in favor of the player.

And while I get that minor powers should have some chance, realistically speaking, they are there just for flavor and extreme challenge - making everything gamier rather than realistic doesn't necessarily mean for more enjoyable experience
 
I am with you on that. When I read it, it just made me feel like waging war is arcadey and unrewarding. Tailored specifically for quick pacing and little to no challenge - expect some time drainers. Getting rid of war score would be a terrible idea, just as annexing all territories by winning the war goal and then proceeding to sue for peace.

I am more into using what is already in the game as you intend to somewhat make it even more engaging without making drastic changes - that will have a ridiculous impact on balance in favor of the player.

And while I get that minor powers should have some chance, realistically speaking, they are there just for flavor and extreme challenge - making everything gamier rather than realistic doesn't necessarily mean for more enjoyable experience
I played many times a minor nation and got my shit together... recently, I saw Heraclea Pontica eating Crimea. I was Judea
 
I played many times a minor nation and got my shit together... recently, I saw Heraclea Pontica eating Crimea. I was Judea
My ideas wasn’t to make the game more easy for minor nations but more realistic and strategic so that there are many different strategies to win a war for every nation (I know this would be very difficult to balance but it doesn’t means that it’s impossible, even with the current modding limitations)