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airpirate

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There should be some changes to the post-pregnancy illnesses characters can get. Right now characters just get a random illness, which is sort of silly when that illness ends up being, for example, rabies.
 

plussocram

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Since someone else brought up the topic, I'll add to the tricky list of suggested map additions:

Middle Africa
Hmm okay that isn't a proper term, but it kinda fits.

Given the similarities of the CK2+ map, I assume you know about this mod here: Ibn Battuta's Legacy (https://forum.paradoxplaza.com/foru...ck2-middle-east-africa-central-europe.901892/). I played it a bit when I was trying out playing something different than CK2+, and I liked it. However, now that I am back at playing CK2Plus I kinda miss the map.
The Eastern and Western parts of Africa already look pretty good in Plus (and as I said look very similar), but the entire area of Kanem-Bornu is still absent - as is Lake Chad (!). Given that the region was the site of a major empire during the game's timeframe, and that Plus now already has a Trans-Saharan traderoute, it would be a good step imo to fill that last blank space on the map (if you exclude Tibet). This area was, after all, not uninhabited wasteland as displayed in vanilla, and there was an iconical huge lake there, which isn't even visible on the map yet.

This is a comparison of the areas in Plus an in Ibn Battuta's Legacy:

As you can see, Lake Chad appears, and a few more provinces pop up to allow for an interaction between East and West Africa south of the Sahara. Three reasons why you should do it:
1) Gameplay-wise, this would make Pagan Africa much more interesting to play imo, and not so much of a "go north to grow"-on-way road.
2) At the same time, it would be a relatively lightweight addition in regards to performance, with just around 13-14 or <1% new provinces to add (if I counted correctly).
3) No need for extensive research on the area, since elvain (who seems pretty competent) has the area already fleshed out, with provinces, cultures and history in a playable state.

In conclusion, it would be relatively easy to do, requiring only a port over to CK2+ (and a heads-up to elvain), add quite a bit of interaction to a currently relatively dull map area, integrate great into the Sahara traderoutes and not even reduce performance much.

I don't know how others think about this, but personally, I would greatly welcome this map addition :)

I think if I were to ask this mod to do a few map changes Africa wouldn't be my first choice where to put it. Honestly I would like a bit more of map love for this mod not asking for more provinces just more terrain barriers like lakes/salt-lakes, mountain barriers, deserts, ect. I loved finding the Arabian map changed with the 2 holes in the desert and think the map could honestly use more of things like that that just make the map feel unique. I don't want a HIP map but I want something that feels ck2+ish so a map that would add more to game-play make it so there are more terrain barriers and make it harder for armies to just move over to the next province.
 

Tabris01

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Adding new provinces requires ample research on the area to not just fill it up with placeholder mania... We're talking about a game that spans 7 centuries nearly, of which 6 would need history to go with it. The last century is not pickable for a bookmark, so obviously we don't need history for that.

It's a huge amount of work for an area we're not exactly enthused to have to begin with, ie India (neighbor I guess in this case). Just because there is a place is on the map, doesn't mean it makes sense to actually be in the game.

EDIT: TL;DR It's easier said than done.

Couldn't you ask the guys at Tianxia if they would share their research?

And if it really is work you don't wan't to do or can't do (because of workload) can you point me at a good tutorial for map modding?
 

vukica

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Couldn't you ask the guys at Tianxia if they would share their research?

And if it really is work you don't wan't to do or can't do (because of workload) can you point me at a good tutorial for map modding?

I'd rather not import anything from other overhaul mods when it comes to maps and history.

A "good" tutorial for map editing doesn't really exist. There are a few which are OK, but in the end you get reduced to trial&error approach.
I started with the wiki entry on map modding. There are a few links to tutorials in the references there.
 

LordPeter

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How's your stance on adding Kanem-Bornu then if I may ask?
If you are undecided, I'm fine with waiting - but if you are totally sure you won't add it, I'd appreciate you telling me.
 

vukica

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How's your stance on adding Kanem-Bornu then if I may ask?
If you are undecided, I'm fine with waiting - but if you are totally sure you won't add it, I'd appreciate you telling me.

AFAIK it's a part of something planed for Plus 5.0.

But if the mood strikes me... who knows.
However, we won't be using anything from Ibn Battuta's Legacy mod.
 

Tabris01

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I'd rather not import anything from other overhaul mods when it comes to maps and history.

A "good" tutorial for map editing doesn't really exist. There are a few which are OK, but in the end you get reduced to trial&error approach.
I started with the wiki entry on map modding. There are a few links to tutorials in the references there.
One more thing, and then I'll stop annoying you ;)

In the map/definitions there are some not associated to anything. Are you planning to use them anytime soon?
 

LordPeter

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AFAIK it's a part of something planed for Plus 5.0.

But if the mood strikes me... who knows.
However, we won't be using anything from Ibn Battuta's Legacy mod.
Fair enough. Guess I'll just wait then.
It's not like I will stop playing the mod anytime soon ^^
 

MCE

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My character had the duelist trait but a level one personal combat skill, why not bump the personal combat skill up when receiving the duelist trait or any other similar traits, to keep it realistic of course, amazing mod btw.
 

pottypie

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My character had the duelist trait but a level one personal combat skill, why not bump the personal combat skill up when receiving the duelist trait or any other similar traits, to keep it realistic of course, amazing mod btw.
It gives a +5 to personal combat skill...
Are you sure you're not missing an arm or a leg?
 

vukica

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I think he means the trait. (novice/trained/etc fighter)

in that case, no, that trait won't be bumped since you do get bonus to personal combat skill because of the duelist trait.
 

BrokenSky

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I think he means the trait. (novice/trained/etc fighter)

in that case, no, that trait won't be bumped since you do get bonus to personal combat skill because of the duelist trait.

It might be nice if there were events which could fire if you have duelist which can increase your combat training though. Maybe requiring a martial WoL focus?
 

LordPeter

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It might be nice if there were events which could fire if you have duelist which can increase your combat training though. Maybe requiring a martial WoL focus?
But why would you need even more combat skill? A +5 bonus is insanely good already imo, and there is only so much a character can improve. Otherwise, you could just play a weak dwarf ruler and spam the event until you are 15+ combat skill and almost invincible.
 

LordPeter

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Okay, and now to something that has bothering me for quite a while:

Non-Agression-Pact events.

They currently are, imo, plain broken from a design perspective.
If you marry someone and thus enter a non-aggression pact, you mostly have to wait less than a year before pirates start to appear on your shores.
Pirates, you say? Yes! The modifier gives quite a malus, and there is nothing you can do about them afaik - but you can blame your spouses family!
A sensible step, given that the pirates really suspiciousely only just appeared once you got married. You cannot help but get the impression that your in-laws are mobilising huge forces to bring your country down before they can get a relative with a claim on that or anything else that makes sense. But well, they are in-laws, so they probably are evil and stupid.
So you go ahead and blame them. They get infuriated, and immediately terminate your non-aggression pact. Hmm. Maybe they were responsible after all, and would not want to admit.
At least that's what I thought when I first got these events.
But turns out, if you play the other side of the family, that you never get to do anything to sabotage your in-laws with pirates or the like. They just appear randomly! Well, now it's kinda annoying, because your non-agression pacts will become rather useless after a few months, when another pirate raid gets your in-laws mad.
But what's even worse and TOTALLY ILLOGICAL: The pirates really only do appear when you are married! :confused:
What?! Yes! Nobody is responsible, noone at all, but pirates do appear out of the blue if someone gets married - just like in real life. Or in other words, they can not appear if the country isn't in a non-agression pact. Sounds reasonable, because... well... why would pirates raid someone who isn't in a non-aggression pact? That wouldn't make sense, right? Right? o_O

The same thing also applies to diplomatic incidents, but at least those are a bit more reasonable. Still, you have a guarantee for at least one diplomatic incident after any non-agression pact. And never, at no time, it is actually something any of the two sides can influence. And they appear so regularily that I find it hard to keep a non-aggression pact up without making it into an alliance, which at times can be a suboptimal strategy.

Latest example:
I played some random Slavic duke in 769 bookmark, married the duchess of Kiev and played a few months, before she got mad because of a "diplomatic faux-pas", and despite me trying to calm things down, my own wife who had a really high positive opinion of me (family focus ftw) revoked our non-aggression pact. My own wife, who loved me!
That's just not sensible at all, and makes playing any small "diplomatic" empire with many allies not jsut a nuisance, but impossible.

So sorry for the rant, but I just feel this is taking out much of the fun for me. Especially the example with the pirates, because it breaks my immersion and forces me to see that this aren't really pirates, just events firing to make non-aggression pacts harder to maintain.
I hope you can do something about that, or at least reduce their chance of occurence by quite a bit, so that you aren't forced to deal with these boring events on every new marriage/pact.
 

vukica

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Okay, and now to something that has bothering me for quite a while:

Non-Agression-Pact events.

They currently are, imo, plain broken from a design perspective.
If you marry someone and thus enter a non-aggression pact, you mostly have to wait less than a year before pirates start to appear on your shores.
Pirates, you say? Yes! The modifier gives quite a malus, and there is nothing you can do about them afaik - but you can blame your spouses family!
A sensible step, given that the pirates really suspiciousely only just appeared once you got married. You cannot help but get the impression that your in-laws are mobilising huge forces to bring your country down before they can get a relative with a claim on that or anything else that makes sense. But well, they are in-laws, so they probably are evil and stupid.
So you go ahead and blame them. They get infuriated, and immediately terminate your non-aggression pact. Hmm. Maybe they were responsible after all, and would not want to admit.
At least that's what I thought when I first got these events.
But turns out, if you play the other side of the family, that you never get to do anything to sabotage your in-laws with pirates or the like. They just appear randomly! Well, now it's kinda annoying, because your non-agression pacts will become rather useless after a few months, when another pirate raid gets your in-laws mad.
But what's even worse and TOTALLY ILLOGICAL: The pirates really only do appear when you are married! :confused:
What?! Yes! Nobody is responsible, noone at all, but pirates do appear out of the blue if someone gets married - just like in real life. Or in other words, they can not appear if the country isn't in a non-agression pact. Sounds reasonable, because... well... why would pirates raid someone who isn't in a non-aggression pact? That wouldn't make sense, right? Right? o_O

The same thing also applies to diplomatic incidents, but at least those are a bit more reasonable. Still, you have a guarantee for at least one diplomatic incident after any non-agression pact. And never, at no time, it is actually something any of the two sides can influence. And they appear so regularily that I find it hard to keep a non-aggression pact up without making it into an alliance, which at times can be a suboptimal strategy.

Latest example:
I played some random Slavic duke in 769 bookmark, married the duchess of Kiev and played a few months, before she got mad because of a "diplomatic faux-pas", and despite me trying to calm things down, my own wife who had a really high positive opinion of me (family focus ftw) revoked our non-aggression pact. My own wife, who loved me!
That's just not sensible at all, and makes playing any small "diplomatic" empire with many allies not jsut a nuisance, but impossible.

So sorry for the rant, but I just feel this is taking out much of the fun for me. Especially the example with the pirates, because it breaks my immersion and forces me to see that this aren't really pirates, just events firing to make non-aggression pacts harder to maintain.
I hope you can do something about that, or at least reduce their chance of occurence by quite a bit, so that you aren't forced to deal with these boring events on every new marriage/pact.

I reduced the piracy event frequency about 5 times (IIRC).
I wouldn't be against removing that completely, or extending it to non-NAP characters (with an even more reduced frequency). Something to think about over the weekend.
 

BrokenSky

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Okay, and now to something that has bothering me for quite a while:

Non-Agression-Pact events.

They currently are, imo, plain broken from a design perspective.
If you marry someone and thus enter a non-aggression pact, you mostly have to wait less than a year before pirates start to appear on your shores.
Pirates, you say? Yes! The modifier gives quite a malus, and there is nothing you can do about them afaik - but you can blame your spouses family!
A sensible step, given that the pirates really suspiciousely only just appeared once you got married. You cannot help but get the impression that your in-laws are mobilising huge forces to bring your country down before they can get a relative with a claim on that or anything else that makes sense. But well, they are in-laws, so they probably are evil and stupid.
So you go ahead and blame them. They get infuriated, and immediately terminate your non-aggression pact. Hmm. Maybe they were responsible after all, and would not want to admit.
At least that's what I thought when I first got these events.
But turns out, if you play the other side of the family, that you never get to do anything to sabotage your in-laws with pirates or the like. They just appear randomly! Well, now it's kinda annoying, because your non-agression pacts will become rather useless after a few months, when another pirate raid gets your in-laws mad.
But what's even worse and TOTALLY ILLOGICAL: The pirates really only do appear when you are married! :confused:
What?! Yes! Nobody is responsible, noone at all, but pirates do appear out of the blue if someone gets married - just like in real life. Or in other words, they can not appear if the country isn't in a non-agression pact. Sounds reasonable, because... well... why would pirates raid someone who isn't in a non-aggression pact? That wouldn't make sense, right? Right? o_O

The same thing also applies to diplomatic incidents, but at least those are a bit more reasonable. Still, you have a guarantee for at least one diplomatic incident after any non-agression pact. And never, at no time, it is actually something any of the two sides can influence. And they appear so regularily that I find it hard to keep a non-aggression pact up without making it into an alliance, which at times can be a suboptimal strategy.

Latest example:
I played some random Slavic duke in 769 bookmark, married the duchess of Kiev and played a few months, before she got mad because of a "diplomatic faux-pas", and despite me trying to calm things down, my own wife who had a really high positive opinion of me (family focus ftw) revoked our non-aggression pact. My own wife, who loved me!
That's just not sensible at all, and makes playing any small "diplomatic" empire with many allies not jsut a nuisance, but impossible.

So sorry for the rant, but I just feel this is taking out much of the fun for me. Especially the example with the pirates, because it breaks my immersion and forces me to see that this aren't really pirates, just events firing to make non-aggression pacts harder to maintain.
I hope you can do something about that, or at least reduce their chance of occurence by quite a bit, so that you aren't forced to deal with these boring events on every new marriage/pact.

Yeah when they first dropped these events into the game my first response was to savescum to avoid them (Opportunity to break an alliance with me by event when my alliance with them is all that's keeping them on the throne? Most AI will jump at the chance!) because the lose prestige-keep alliance option generally doesn't actually let you keep the alliance, but for some reason if you act accusingly (get prestige but risk the alliance/NAP) you can always keep the alliance intact by pushing then backing down. Once I realised this they basically had no effect except occasionally giving you the opportunity to break a N.A.P. with someone you want to attack.

Frankly the events are insane most of the time and I wouldn't be opposed to having them removed and maybe have an ability to pay prestige + get a truce with someone to manually break/end a Non-aggression pact put in if it'd really that big of a problem to have N.A.P.s last for as long as the marriage does.
 

LordPeter

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I reduced the piracy event frequency about 5 times (IIRC).
I wouldn't be against removing that completely, or extending it to non-NAP characters (with an even more reduced frequency). Something to think about over the weekend.
Ah, great.
Yeah I didn't get the piracy recently, but I didn't know if I just had been lucky. That does fix it for me for the mean time, so you can take your time thinking about a longterm solution.
The other events aren't really that bad, just a bit too frequent. So maybe also make them fire half or a third as often as currently, imo.

Yeah when they first dropped these events into the game my first response was to savescum to avoid them (Opportunity to break an alliance with me by event when my alliance with them is all that's keeping them on the throne? Most AI will jump at the chance!) because the lose prestige-keep alliance option generally doesn't actually let you keep the alliance, but for some reason if you act accusingly (get prestige but risk the alliance/NAP) you can always keep the alliance intact by pushing then backing down. Once I realised this they basically had no effect except occasionally giving you the opportunity to break a N.A.P. with someone you want to attack.

Frankly the events are insane most of the time and I wouldn't be opposed to having them removed and maybe have an ability to pay prestige + get a truce with someone to manually break/end a Non-aggression pact put in if it'd really that big of a problem to have N.A.P.s last for as long as the marriage does.
Interesting.
I thought I was just unlucky, but that sounds like another design flaw then. Well, I'm sure the Plus devs will figure something out ^^
 

vukica

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I thought I was just unlucky, but that sounds like another design flaw then. Well, I'm sure the Plus devs will figure something out ^^

design flaw is how random events are implemented in on_actions. they depend on each other, i.e. weighted modifiers from one event influence the chances of all other evens in that particular pulse.
 
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