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mjohnson85

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I have to echo the concerns of others for on-map clutter. I cringe at the thought of having many wars going on (all the armies on map), with the councilors, full city sprawl, etc. :eek: It also takes away the beauty of the map (some mods have really nice maps that these icons will just hide). Is there a reason you guys didn't just make it a province modifier?

Will those fruit baskets be moddable? For example, can we interface mod them out? Or a scale-able option in defines? Strangely I am really worried about this.
 
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@Darkrenown
Will there be other ways to ways to increase prosperity, for say merchant republics? such as keeping peace in your realm or building roads?

Also any chance there will be ways to reflect more government offices and postions that existed in a merchant republic such as Venice or Genoa? or the complicated venetian doge election?
 

MalfunctionM1Ke

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Will massive amounts of Incest prevent prosperity? I am looking at you, Zoroastrians.
 
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orochi2k

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Will massive amounts of Incest prevent prosperity? I am looking at you, Zoroastrians.
If the gene is good, then it should help improve prosperity instead...I guess :p
 
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VoodooEconomist

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What does represents crown?
It's in the very post you've quoted:
And finally, there’s your Crown Focus. Independent rulers who are Dukes or higher, and of sufficient size can set one of their Demesne provinces to be their Crown Focus - somewhere the ruler is devoting more of their attention to, which causes an additional yearly increase in Prosperity. Further, if your Crown Focus province has achieved the maximum level of Prosperity there are some new beneficial events which can fire there. The Crown Focus is also the cause of the crowns seen on the map in some earlier screenshots, although we’re thinking of showing only your own Crown Focus icon to avoid map clutter.
 

Moah

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Love it except for the giant ugly crown and table models.

just have it in the province screen when you click on the province. Maybe put the "this character is currently focusing on:" in the character screen as well, to help find the AI's.
The models can be deactivated in the graphics options, and both prosperity and crown focus are shown in the province view.
 
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So we are getting an add_holding_slot command? Are we also getting a remove_holding_slot command?
 
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Darkrenown

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Sorry if this has been already mentioned, but has there been anything said of trying to fix some of the game performance. As all these things for the mid-late game sound cool, but when the game slows down that much in the mid game, then I normally start a new game, so these features will be wasted.

We always work on optimizations, but additionally the more deadly plagues we've made clear out a lot of characters which has a nice effect on game speed.

@Darkrenown @Divine Does the scripted effect to add more holding slots that appear there also mean we will get a scripted effect to destroy holding slots? If the answer is no, can we get that added in?

It should. I have not used it for anything myself, but I'll try to test it out at some point to confirm.

Will raising levies affect prosperity? Like through harvest season?

Nope. Sensible idea, but we don't want to make levy management extra detailed.

Devs, you're going to add resources to provinces as well yes? :)

Nope.

I know a good deal when I see one! *Throws ducats at the DLC*

(On a side note this probably has been mentioned but, I do hope prosperity doesn't decrease because raiders are on your province for a few days before you can raise forces to destroy them, that would be sad panda face here)

On a (brighter) side note: Finally the Orkney islands will be the metropolises they were always supposed to be!!! :D

No, raiders need to actually sack a holding to have an effect, if they don't get through your walls they'll just loot the unguarded loot as normal.

This makes me think of Mali. Historically wealthy due to gold mines, but in the game nearly all wealth comes from cities so Mali is poor. Solution? Have Mali start off prosperous and have events that give then prosperity for doing nothing.

Event: We have gold mines
Result: prosperous!

Event: We still have gold mines
Result: prosperous!

Ha, I love that!

@Darkrenown
Will there be other ways to ways to increase prosperity, for say merchant republics? such as keeping peace in your realm or building roads?

Also any chance there will be ways to reflect more government offices and postions that existed in a merchant republic such as Venice or Genoa? or the complicated venetian doge election?

I have not added any special effects for Republics in particular (although the presence of a Trade post does increase the chance of Prosperity gain for everyone). I may add something if time permits, but no promises.

Will massive amounts of Incest prevent prosperity? I am looking at you, Zoroastrians.

Quite the contrary, my friend!

Cheers for the DD Darkrenown :). Have to say, this upcoming patch/DLC combo is sounding might tasty. The idea of prosperity rewarding rulers for keeping their realm safe is a great one, and it sounds like a great implementation to boot. One thought - is there the potential for a very low stewardship ruler (or one with an appropriate trait) to lead to a drop in prosperity (or am I thinking too cruelly)?

Too cruel, bad rulers will increase it more slowly, which in turn means it's more likely something will go wrong before it reaches a useful value, but they won't actively decrease it.

Event per province, large empire = many provinces = event spam?

Shouldn't be, there is enough random in the system you should not see much spam even if you keep every province safe. If it becomes an issue size scaling can be added.

Once again a great developer diary. To me, this seems to be the most exciting expansion in a while, providing incentives to work for peace along with the more 'human' illness system being introduced. I feel this expansion is going to greatly improve my immersion into my realm. I also have to agree that the plates are... jarring to say the least.

I do have one question regarding this diary: will the extra holding be added instantly once the payment has been made or will they require time to be 'built'?

As Moah mentioned, you can disable the onmap graphics.

For your other thing, do note that it's a holding slot which is added, not a holding itself. As such it is added instantly, but you need to build a castle etc in it as normal to make use of it.

You should add flavor things like wandering barbers, triangle of love, and family meetings.

Adopting orphaned relatives would be nice as well.

We have added some similar flavory things, a future DD will talk about them :)
 
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Chlodio

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Disappointing that holding slots still represent population... It could work if vanilla map wouldn't be so absurd, for some reason England's province have average size of 500px, while Iberian and French provinces are 1000px on average, this is absurd because both Iberia and France had 10 times larger population than England. Some mods like AGOT have a base value holding for each province which determines the value of the province and it manages to solve vanilla's issue.
 
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