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TheAnguishedOne

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I think we can all agree Horse Lords is going to make this mod even better. Now we just need to be patient for the devs to take advantage of the new features.
 
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Celt de Brun

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With the release of government type modding, are we going to see more republics and such around the map, now that they're playable? I for one would like to see at least one americanist inland republic.

If it's possible to do inland republics and such now, I'd be interested in it. If I recall correctly, we already have something that was supposed to be an in-land republic: Boonslick in the Kansas region.

I'm also interested to see how the Islamic government type as such works.
 

edza101

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I'm also interested to see how the Islamic government type as such works.

Same here, I've been rather annoyed really since none of the lets players with review copies have looked at the Iqta system. I've had to resort to looking it up online, and trying to abstract game mechanics from wikipedia pages.

Can't wait for great planes roaming horde!
 

Julian_Delphiki

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I'd like to see Deseret as an inland republic. There's a notion among Mormons that the US Constitution was divinely inspired, so I think it'd make sense for them to be republicans of a sort. Plus the whole merchant republic thing fits well with the success of church-owned businesses.
 

edza101

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I'd like to see Deseret as an inland republic. There's a notion among Mormons that the US Constitution was divinely inspired, so I think it'd make sense for them to be republicans of a sort. Plus the whole merchant republic thing fits well with the success of church-owned businesses.
If I recall correctly, this DLC seperates many of the government specific mechanics from their respective government. Making it easier to mix and match your favorite elements. For deseret, for example, from the Papacy (Lets say the House of Cardinals) and merchant republics (Creating trade posts).
 

TruckFeet

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So in my current Mictlantec (hope I didn't butcher the spelling) playthrough, I just sacrificed the Edokko invaders to the glorious pagan gods for 400 piety. Feels so good :D

Where is your immortal emperor now?
Praise Mictlantecuhtli!

Anyway, I think the Great Plains would be good for nomads.
If I recall correctly, this DLC seperates many of the government specific mechanics from their respective government. Making it easier to mix and match your favorite elements. For deseret, for example, from the Papacy (Lets say the House of Cardinals) and merchant republics (Creating trade posts).
https://forum.paradoxplaza.com/foru...ow-to-mod-governments-and-tributaries.869138/

You can make any government type have patricians and be able to create trade posts. I'm not sure you can add the college of cardinals for a specific government type, though. It's not listed in the dev diaries as far as I can see, and a cursory look at the government files doesn't seem to show anything for cardinals.
 
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edza101

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I'm not sure you can add the college of cardinals for a specific government type, though. It's not listed in the dev diaries as far as I can see, and a cursory look at the government files doesn't seem to show anything for cardinals.
I know that in the previous version, if the papacy aqquired a merchant republic. The republic would succeed with the papacy to the most favored cardinal, perhaps it will still need to be shoehorned in.
 

TruckFeet

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I know that in the previous version, if the papacy aqquired a merchant republic. The republic would succeed with the papacy to the most favored cardinal, perhaps it will still need to be shoehorned in.
I think that's just a matter of all papal titles getting Papal succession, to avoid weird succession shenanigans.
 

Voltspark

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Regarding government type modifications with the patch, I'm not an AtE dev, but I've been messing around with the governments folder all day and had some pretty interesting results. I will list what I've figured out in bullets:
  • New government "groups" don't seem to be recognized by the game, any new government types need to be placed into an existing one. The groups handle the old triggers is_feudal, is_republic, is_theocracy, etc.
  • New Governments placed in the republic or theocracy groups aren't playable, with the exception of adding the line "is_merchant_republic = yes" into a government in the republic group, which renders it playable enables patrician houses and trade posts.
  • The patricians in playable in-land republics that are created using what was described above are able to build trade posts in literally any county, regardless of if it is coastal or connected to the Silk Road, but trade posts that aren't on a trade route or coastal cannot be upgraded in any manner.
  • If the succession law for one of these in-land republics is changed away from Patrician elective, it does not seem to cause any unexpected behavior.
 
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Xantao

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OK, so how do I do that?
Go into your Steam library and right click on the game, there should be a menu that pops up. In this menu, you need to look at the very bottom and you'll find properties. When you click properties, you'll find another menu with one of the tabs called Betas. Click this tab and you'll notice an option, tab down menu I guess?, that says none. Click on that and you'll see the 2.36, this should make you roll back the versions and have you enjoy the mod once more!
 
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TruckFeet

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Regarding government type modifications with the patch, I'm not an AtE dev, but I've been messing around with the governments folder all day and had some pretty interesting results. I will list what I've figured out in bullets:
  • New government "groups" don't seem to be recognized by the game, any new government types need to be placed into an existing one. The groups handle the old triggers is_feudal, is_republic, is_theocracy, etc.
  • New Governments placed in the republic or theocracy groups aren't playable, with the exception of adding the line "is_merchant_republic = yes" into a government in the republic group, which renders it playable enables patrician houses and trade posts.
  • The patricians in playable in-land republics that are created using what was described above are able to build trade posts in literally any county, regardless of if it is coastal or connected to the Silk Road, but trade posts that aren't on a trade route or coastal cannot be upgraded in any manner.
  • If the succession law for one of these in-land republics is changed away from Patrician elective, it does not seem to cause any unexpected behavior.
Wait, inland republics can build trade posts anywhere? That seems like a bug that's going to get patched out, because I'm pretty sure the devs said that that wouldn't be possible.
 

Voyent

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Go into your Steam library and right click on the game, there should be a menu that pops up. In this menu, you need to look at the very bottom and you'll find properties. When you click properties, you'll find another menu with one of the tabs called Betas. Click this tab and you'll notice an option, tab down menu I guess?, that says none. Click on that and you'll see the 2.36, this should make you roll back the versions and have you enjoy the mod once more!
Thanks, that seemed to work.
 

balmung60

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Has anyone else had trouble with the mod's music being completely garbled? Both the GitHub version and the stable version just give me an auditory mess where there should be music.
 

balmung60

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The music plays fine in a media player and it's in the same format as the base music files, so I'm not sure what the issue is, but only the track used for the main menu works.