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SteelyGlint

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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.
Noticed you need to change "rettype_cul_northg" to "rettype_cul_northger" in 00_retinue_subunits to fix localisation.
I just added these fixes to Github.
 
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Xantao

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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
Now that is a beautiful sight
 
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Jorlem

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Out of curiosity, are there plans to add in cultural combat tactics? The triggers in the mod still specify vanilla cultures, like Scottish or Italian.
 

Madman564323

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I like to imagine that the Steel Brotherhood has some sweet clock punk stuff going on, and that they arm an elite corp of their army with their gathered pre-catastrophe firearms, rarely used to conserve ammo and the condition of the weapons. I think that they could even have a preserved pre-catastrophe artillery gun, used only in the worst of emergencies. One thing about rust cultists though, I don't get why they don't revere power plants, or a corrupted idea of electricity in general. The first or second generation of post-catastrophe survivors would have mentioned it for sure. It also would set up an opportunity for a post-reformation heresy, where people worship electricity and power plants over the factories and old world machinery.
 
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Celt de Brun

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Rust Cult appreciate Mechanic devices because they can recreate them on a small scale. Gears are simple to grasp. You grind one gear into the other and both turn. Many middle age societies had water wheels. It's a concept that can be retained. However, Electricity is a lost technology, as are fictional firearms. Only 3% of nobles might have a firearm because they've stumbled upon a cache within a ruin. There's certainly not enough firearms around for Rust Cult army to be armed with them.

Atomicists only have the vaguest notion of Nuclear power, and it's almost certainly because of the effects of fallout, not any experience of functional nuclear power.
 
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Haghog

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I've spent today adapting the basegame Decadence system so that it works with the Old World pagans (atomicist, consumerists, americanists, and the rust cultists who I added in cause I think they fit the category more-alongside making them start the game as a reformed faith). I've also added another government similar to Iqta, called a "Heritage State", where rulers can hold temple holdings and turkish succession is the only limit available. Basically, to make the Old World pagan's more mechanically similar to base-game Muslim's, in order to add a bit more difference between them and the Christian's around them, and because I think the focus on decadence makes sense for the faiths; since they're based on revering the Old World in its glory before the fall, they'd want to avoid the same mistakes made by their forerunners; whether it be ignoring the Founding Fathers, the Almighty Dollar, Atomosk or Omnissah.

If the devs would be interested in my changes, I can upload them for you to look at it.
 
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Anonemuss

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It seems CK2Plus is removing decadence as a statistic altogether and replacing it with a cleaner, trait-based "dynastic decadence" system. You could try something like that, which would probably be better than adding decadence as a statistic back into the game.
 
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Madman564323

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Rust Cult appreciate Mechanic devices because they can recreate them on a small scale. Gears are simple to grasp. You grind one gear into the other and both turn. Many middle age societies had water wheels. It's a concept that can be retained. However, Electricity is a lost technology, as are fictional firearms. Only 3% of nobles might have a firearm because they've stumbled upon a cache within a ruin. There's certainly not enough firearms around for Rust Cult army to be armed with them.

Atomicists only have the vaguest notion of Nuclear power, and it's almost certainly because of the effects of fallout, not any experience of functional nuclear power.

Ah, I understand, gear mechanisms have the most relevance in their lives, so that is why they are revered. Neat.
 

NovaAres

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I've spent today adapting the basegame Decadence system so that it works with the Old World pagans (atomicist, consumerists, americanists, and the rust cultists who I added in cause I think they fit the category more-alongside making them start the game as a reformed faith). I've also added another government similar to Iqta, called a "Heritage State", where rulers can hold temple holdings and turkish succession is the only limit available. Basically, to make the Old World pagan's more mechanically similar to base-game Muslim's, in order to add a bit more difference between them and the Christian's around them, and because I think the focus on decadence makes sense for the faiths; since they're based on revering the Old World in its glory before the fall, they'd want to avoid the same mistakes made by their forerunners; whether it be ignoring the Founding Fathers, the Almighty Dollar, Atomosk or Omnissah.

If the devs would be interested in my changes, I can upload them for you to look at it.

Wouldn't cities make more sense then temples? Separation of powers, after all.
 
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gharzad

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Several hundred years into my current game, and it crashes to desktop at approximately the same time every time I reload. I notice other people recently in this thread have this same problem. I am using the latest github version (updated it just now, still crashes at same date) and I do not own horselords. I can't continue playing, any ideas for a fix?
 

Tomaster

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A few things to note:
The death info for one caused by the Blessing of the Atom shows up as atom_bless_death in game
The "Sympathy for Pacific Religions" trait has a similar issue, as well as the Mormon heresies' descriptions

Oh, and a question. Is there a titular empire for the Arixan culture, and if so, what is it?
 

laserytuna

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Just two little Grievances today.
#1: The Southern-Midwest City-Castle Icons, they don't have a "Looted" art effect.
#2: A little history thing that needs to be changed, Albert Soady apparently formed the kingdom of Superior as a child
Thanks, still, a great mod keep up the work
 

aruon

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hey i don't know if anything was said about this or whatever, but to solve the "two oceans" problem can an adjacency be added to connect the coast guatemala (southernmost pacific ocean province) and coast of barbados (southeasternmost atlantic ocean province)? whether the abstracted pathway is panama or up from south america (it doesn't really matter) it will take a long time so it is balanced by default.

EDIT: welp, i tried it myself. unfortunately you can't bypass more than one land and maybe sea province at a time. dammit!

on the bright side i now know how to make adjacencies
 
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Tomaster

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Oh, the Japanese invasion just fired in my game, around the 2740s. However, the title-holder died in battle and no successor was made, so the title was destroyed. Is this normal?
 

SteelyGlint

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A few things to note:
The death info for one caused by the Blessing of the Atom shows up as atom_bless_death in game
The "Sympathy for Pacific Religions" trait has a similar issue, as well as the Mormon heresies' descriptions

Oh, and a question. Is there a titular empire for the Arixan culture, and if so, what is it?
I'll add localizations for our custom traits that impact health (atom_bless_death: "of a wasting illness", atom_curse_death: "of cancerous tumors", and zombi_death: "of brain rot"), and fixed the sympathy Pacific trait localization.

We got a lot less diligent about adding formable cultural empire titles after the CM DLC added the ability for anyone to create a custom kingdom/empire title.
 

Orinsul

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I'll add localizations for our custom traits that impact health (atom_bless_death: "of a wasting illness", atom_curse_death: "of cancerous tumors", and zombi_death: "of brain rot"), and fixed the sympathy Pacific trait localization.

We got a lot less diligent about adding formable cultural empire titles after the CM DLC added the ability for anyone to create a custom kingdom/empire title.

Are there any planned replacement/additional diseases? and if not would you mind if I made some? either made up or ripped from science fiction novels or a mix? I haven't really thought this through yet.