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TruckFeet

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Sure, you can use those events wherever you like. I just made some changes to those events to fix the HL crash bug (caused by some problem in HL that led to having a dead prisoner in your jail), so be sure you get the lastest version.
Thanks! I've been trying to create my own version, but it was wracked by some pretty bizarre bugs, so I'm glad to have a confirmed option.
 

gharzad

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I remember a while back it was stated that in a future patch Americanist presidential elections might take into account piety and realm size. I think it would be great if this were implemented.

In the current built, it seems much more difficult to win the election than it used to be. I used to win it all the time, an unbroken line of presidents, which was awesome. But it seems the campaign visit option has been removed for some reason and now only attack heralds can be used and they not only have no effect on who your attacking even if they succeed but they also almost always backfire as well, damaging your own standing. As the Emperor of the only significant Americanist nation, I shouldn't lose every time to a random judge, who then gains independence from my realm and excommunicates me for attack heralding him so many times during the campaign.
 

Worldcrusher

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Fans of the mod, if you had to say what was the weakest area of the mod is, what would it be?

The one thing I'd like to see is a Shattered World option at startup. I know that's probably a frustrating suggestion when you've spent a lot of time constructing a world for balance and depth, but I find myself beginning most games with very similar strategies each time (dependent on region, of course). It would be nice to click the random start button and not know so concretely what I'm getting into (and to have a shot at conquering the pacific northwest as an Occultist Apache from Vancouver if I feel like it).
 
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LordLoko

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Random tought I had: If the californian empire is restored to it's de jure borders, crusades/great holy wars are unlocked for TEH EMPRAH.

EDIT:

Thinking about it, maybe only for emperors with "way of the warrior" or whatever is called?
 

Karakoran

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I remember a while back it was stated that in a future patch Americanist presidential elections might take into account piety and realm size. I think it would be great if this were implemented.

In the current built, it seems much more difficult to win the election than it used to be. I used to win it all the time, an unbroken line of presidents, which was awesome. But it seems the campaign visit option has been removed for some reason and now only attack heralds can be used and they not only have no effect on who your attacking even if they succeed but they also almost always backfire as well, damaging your own standing. As the Emperor of the only significant Americanist nation, I shouldn't lose every time to a random judge, who then gains independence from my realm and excommunicates me for attack heralding him so many times during the campaign.
There should also really be a special change to the Presidency if you reform Americanist America. I mean, it's odd that the "Emperor" of the reborn United States will lose to some random judge in the middle of no where, who then racks up -20 moral authority in unjustified excommunications because the former candidates have "Controls Antipope" modifiers.
 
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SteelyGlint

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There should also really be a special change to the Presidency if you reform Americanist America. I mean, it's odd that the "Emperor" of the reborn United States will lose to some random judge in the middle of no where, who then racks up -20 moral authority in unjustified excommunications because the former candidates have "Controls Antipope" modifiers.
The Americanist Anti-Pope issue should be fixed. I might add a small boost in elections for realm size and piety, but holding the e_usa title will not affect the election since e_usa is part of an optional sub-mod.
 

SteelyGlint

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I remember a while back it was stated that in a future patch Americanist presidential elections might take into account piety and realm size. I think it would be great if this were implemented.

In the current built, it seems much more difficult to win the election than it used to be. I used to win it all the time, an unbroken line of presidents, which was awesome. But it seems the campaign visit option has been removed for some reason and now only attack heralds can be used and they not only have no effect on who your attacking even if they succeed but they also almost always backfire as well, damaging your own standing. As the Emperor of the only significant Americanist nation, I shouldn't lose every time to a random judge, who then gains independence from my realm and excommunicates me for attack heralding him so many times during the campaign.
The elections are really supposed to go to the "best" candidate for the Presidency, which is a religious office and merely shares its name with the modern secular title. If there another candidate in the race who has very high diplomacy and/or learning skill, or is otherwise widely beloved by the Americanist people, it is working as intended that you will have a difficult race against them.

I don't want to give characters too much of a boost for piety or realm size, especially since you already get a bit of a boost for a large realm since your vassals tend to like you a lot more than independent rulers do (assuming you've got a good character or have some long reign bonuses). Personal opinion is a huge factor in the AI voting decision.
 

Celt de Brun

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Indeed, Americanists are basically voting on two criteria: How much Piety (Patriotism) the character has, because that'll boost MA, and likeability, ie brave, attractve etc that gives bonuses to opinion.

They're not voting for a ruler, they're voting for a face of the faith, someone to represent Americanist values. The President doesn't have to be powerful.
 

damanamana

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Since we're all talking about the President: it's really, really annoying that every new non-player President tanks MA by 20 points or so with unnecessary excommunications. Can that be toned down a bit?
 

Haghog

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This might just be my random luck, but every game I've played, the HCC have been very stable and big unless I specifically bring the hammer to them - the HCC is too stable and static. I realize it's supposed to be like the HRE in vanilla, but the HRE in vanilla typically not as exciting as other areas on the map. I always see the HCC having limited expansion to the north and and towards Florida, almost without fail. They have no real external threats - even the Redcoats typically run out of steam by the time they reach the Confederacy's borders, and they are too big for internal rebellions to succeed often. And because their de jure is so big, even if the Tuskegeans manage to become independent the HCC can chip away at them constantly with de jure wars.

I figure the HCC should collapse, if not all the time or even half the time, then at least sometimes. Though I'm not sure how this could be accomplished.


My solution: make the Evangelical's a lot less powerful, and make them more prone to heresies and interfighting. Make it so there's at least 5-7 different Evangelical heresies, with each one having a bunch of different special abilities that the others don't have (I was working on one called Dominionism, a kind of Christian/Americanist hybrid which would allow the creation of the Republic of Gilead like in The Handmaid's Tale a while back); e.g. Charismatic's have a special festival that can give them various good traits (and maybe even possessed), etc. However, make it if possible that none of the Evangelical heresies can demand conversion, and add a -50 MA modifier called Sola Scripturia, or Cuius Regio, Eius Religio, so that the heresies show up and stay. The empire should then fall apart over time, unless a powerful duke or emperor can retain power and root out the heresies by force. That, or add a decision which declares the emperor's faith the only acceptable creed, converting Evangelical's to the Protestant faith (or another name), and allowing the use of demand conversion and the removal of the MA penalty. I'd make the decision revolve around re-establishing the seats of the Evangelical Council (Atlanta, Chapel Hill, Washington, St Louis, Chicago).

It'd also give players more of a goal in the region
 
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ju44

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Are there plans to expand the map even a itty-bitty bit south, to the Panama Canal? Being a west coast merchant republic is rather annoying, like being one in the Indian Ocean in the main game but even blander.
 
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EmperorG

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Are there plans to expand the map even a itty-bitty bit south, to the Panama Canal? Being a west coast merchant republic is rather annoying, like being one in the Indian Ocean in the main game but even blander.

Or even just add a straight connecting the southern two most water provinces together to simulate going south to the Panama Canal to go around, or should the canal no longer exist, to simulate going around the southern tip of South America. Though make such travel take awhile as appropriate for such a journey.
 
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Celt de Brun

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Since we're all talking about the President: it's really, really annoying that every new non-player President tanks MA by 20 points or so with unnecessary excommunications. Can that be toned down a bit?

The fix to stop "has antipopes" should correct; the reason the President was excommunicating people was he thought they were antipopes and thus hated them. That's fixed now.
 
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aruon

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...simulate going around the southern tip of South America. Though make such travel take awhile as appropriate for such a journey.

i've been thinking about that, and since the map can't really be extended without tons of work, i've been wondering if ocean provinces on the bottom of the east and west could have an adjacency or something where they could appear to travel over a long time. i'm sure it's possible.
 

SteelyGlint

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A new version of After the End, 0.6.1, just went up on Mediafire. Here's a link to it: http://www.mediafire.com/download/494r8i92dnplt8o/After the End 0.6.1.zip

This is mainly a bugfix version, that includes fixes to several major problems related to Horse Lords. There are still a few content additions, but the bug fixes are probably the most important part. Save games from 0.6 should be fully compatible with this version.

Extra Content:
Earthquake events.
Occultist sect traits: Old Ones, Masons, Diabolic Pact.
Added a sub-mod to fill in "non canon" de jure empires. Also adds a decision to form America.
Some more provinces in the far NE of Canada, Cote-Nord.
A few piratey Brethren additions.
Unique Mesoamerican coats of arms.

Bug Fixes & Tweaks:
Fixed a CTD that could occur with Horse Lords enabled.
Fixed the purple portrait aura.
Fixed tribes converting to feudal.
Fixed pagan subjugation CB problems.
Fixed problem with merchant republic gaining a religious head title (e.g. when reforming pagan faith).
Fixed Cetic Emperor figurehead trait bug related to CBs.
Fixed empire of Cascadia.
Fixed several issues with the Pacific invaders.
Strip claims to the Americanist presidency, and some more minor election tweaks.
Merged in vanilla disease and seduction nerfs.
 
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Pokonic

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Occultist sect traits: Old Ones, Masons, Diabolic Pact.

images
 
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Jorlem

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I just committed a merge of those vanilla changes. If there are any other vanilla changes we missed, let us know.
It appears that the military trait changes were partially missed. The name for the old experimenter trait was changed to Direct Leader, as per vanilla, but it still has the 30% Experimentality combat modifier.
 

Celt de Brun

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093FB2869BD7F9C865177F1CD75D185723F33C2F


Knights of Peter Claver just successfully crusaded Consumerist Carolina, while I'm an Indepedent Black March trying to form a kingdom that runs between the crumbling HCC's western Border and the banks of the Mississippi
 
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