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Jangar430

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I mean...you can get the customizer DLC and rename the Byzantine Empire. Same thing sans the "augustus" trait...

Regarding my previous comment: I want to make a personal sub-mod to add this into the game, but I've only been coding a few months (I haven't done anything beyond event modding in CK2, and temporary bug-fixes while waiting for a patch with other games) and I would just like to get some input from someone more experienced than me. Would adding a decision like the one I described be possible, or would I be wasting my time trying to do this? If it is possible, are you aware of any potential conflicts that could arise from adding what I described that I should keep an eye on?
 

09camaro

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I was playing the game a few minutes ago and had an idea that i wanted to swing your way. Nothing major; just added Duchies.
Duchy of Helvetica: Counties of Bern, Neuchatel, Aargau.
Duchy of Rhineland: Counties of Mainz, Munster, Nassau, Gottingen

I've added them to my own and they are nice. Just wanted to swing them your way.
 

Flavius Ricimer

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I'd like to suggest creating different revenue generation buildings for castles according to their location so that not every castle generates revenue from castle towns. Some places should generate revenue from land or the sea, hunting or whatever, with 'castle towns' reserved for places that were historically urban centres. I don't know how this could be implemented though! I really appreciate your good work.
 

Mr. Alipin

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I'd like to suggest creating different revenue generation buildings for castles according to their location so that not every castle generates revenue from castle towns. Some places should generate revenue from land or the sea, hunting or whatever, with 'castle towns' reserved for places that were historically urban centres. I don't know how this could be implemented though! I really appreciate your good work.

I got an idea on how it could go

Tie certain structures to terrain in similar way the nomads do to their holdings. Like farmland and plains to build… well… farmlands that can improve prosperity a little more per level. Forested counties build hunting lodges and everything with access to water gets fisheries (works like farmland so places like the british isles would be stupidly prosperous) just to name a few.
 

Flavius Ricimer

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I got an idea on how it could go

Tie certain structures to terrain in similar way the nomads do to their holdings. Like farmland and plains to build… well… farmlands that can improve prosperity a little more per level. Forested counties build hunting lodges and everything with access to water gets fisheries (works like farmland so places like the british isles would be stupidly prosperous) just to name a few.

I suppose fishing shouldn't provide much money. Some castles should be liabilities rather than assets, built to control a region and house soldiers rather than to guarantee income. Hunting lodges could give prestige, forests should be prestigious. The revenue buildings could be Farms (recruitment boost and money), Lodges (prestige), Fishery (recruitment boost) and Castle town.
 

LordPeter

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Regarding my previous comment: I want to make a personal sub-mod to add this into the game, but I've only been coding a few months (I haven't done anything beyond event modding in CK2, and temporary bug-fixes while waiting for a patch with other games) and I would just like to get some input from someone more experienced than me. Would adding a decision like the one I described be possible, or would I be wasting my time trying to do this? If it is possible, are you aware of any potential conflicts that could arise from adding what I described that I should keep an eye on?
Shouldn't be too hard.
The best idea would probably be to just make a new empire title called "Nova Roma" with Constantinople as the de-jure capital (since I don't think you can switch that on an existing title - at least afaik), and make the decision fire an event that gives out the Nova Roma empire and destroys the Roman Empire.
If you want the new one to behave like Rome, with Provinces and all, that would of course be more complicated, and I don't know what you would need to modify for that :(


I'd like to suggest creating different revenue generation buildings for castles according to their location so that not every castle generates revenue from castle towns. Some places should generate revenue from land or the sea, hunting or whatever, with 'castle towns' reserved for places that were historically urban centres. I don't know how this could be implemented though! I really appreciate your good work.
I got an idea on how it could go

Tie certain structures to terrain in similar way the nomads do to their holdings. Like farmland and plains to build… well… farmlands that can improve prosperity a little more per level. Forested counties build hunting lodges and everything with access to water gets fisheries (works like farmland so places like the british isles would be stupidly prosperous) just to name a few.
I suppose fishing shouldn't provide much money. Some castles should be liabilities rather than assets, built to control a region and house soldiers rather than to guarantee income. Hunting lodges could give prestige, forests should be prestigious. The revenue buildings could be Farms (recruitment boost and money), Lodges (prestige), Fishery (recruitment boost) and Castle town.
Interesting idea. Very... interesting. Yeah... I... should have thought about something like this myself... should have... interesting...
interesting......
 

LordPeter

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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.
Interesting, I didn't know that!
Wow, yeah that is like a - really - stupid implementation.
But, ah well, at least I learned something new ^^


Also, I'm quoting some suggestions I wrote in wrong threads in case you haven't seen them there:
1) Conversion rate from "Preaching Doctors" too high:
In general, I do find these "convert because doctor told me" events to happen a tad to often.
I don't feel like the AI is cautious enough about the consequences of these conversions: Their neighbours will declare Holy Wars, they'll get revolts etc.
Considered how hard it is to convert a simple courtier now (because the events take into account learning, opinion etc., and that is plausible), those straight up "hmm k, yes, I'll ditch all my believes and worshipp something completely different - doctor told me!" reactions feel a lot like vanilla, and don't fit into the more restrictive/historical environment of CK2Plus anymore.

Not that I am against these strange-screenshots-worthy moments, but I have seen them happen multiple times in just about every playthrough I made, and they should just be less common.

Edit: And yeah this is sort of a suggestion, I'll use the appropriate thread next time...
2) Thread not being reduced when titles are becoming independent upon inheritance:
The real problem is that threat can stay forever if you are unlucky.
I wanted to suggest something about this already, but the game in question was a few versions ago and I was busy modding myself.
Well, here comes my story now:

I was playing a Slavic tribal, started somewhere on the Polish coast and yes I was growing a lot, waging wars after wars.
As I at some point managed to pass Elective Gavelkind (and, interestingly, full status of woman) I was worried when I noticed my realm had grown beyond the size of one kingdom.
So I managed to rush an emperor title after lots of looting, but alas I forgot that vassals could still declare independence.
Well, so I was sitting there, a really old (in his 70s or so) Slavic tribal emperor, and decided it was time to die.
I had been at relatively high (20%+ or so) thread for this ruler's entire life, and had started to accumulate threat even with the one before him. I was planning on having a period of peace now and wait for threat to go away. I was strong enough now to even hold the (luckily fractured) Chalcedonian realms off, and thought I had the time.
But then, my ruler died. Succession, and as I was in Elecitve Gavelkind and my heir not perfect, two of the de jure kingdoms of my empire declared independence. Boom. Suddenly my realm was at half its original size.
Well, time to take the stray sheep back into the herd I thought.
But behold! My threat hadn't decreased at all.
I was still at 25% threat or so, and thus my aunt and nephew decided they would join the existing Pagan defensive pact against me.

So maybe this was unique since I was Elective Gavelkind, but it was definitely illogical to stay at the same threat after succession. Heck, I could have even lost another would-be kingdom if I had been even more unlucky, but in the eyes of the world I would still be the giant oppressor my father used to be.
And if I conquered them again, I would then be at the exact realm size I used to be, but at much higher threat! If this had happened again upon the next succession, I could have probably gone to 100% threat without growing my realm at all.
I was too frustrated by this so I stopped playing this save, but I really wonder now why I didn't bring it up back then.

So anyway now my suggestion is to
a) take independece upon succession into account, and
b) maybe lose a minor amount of threat on succession. Kinda like your vassals inherit part of the opinion they had on your predecessor, but not full.
(These suggestions are based on a slightly older mod version, so ignore if it has been fixed in the meantime.)
That'll be all, I hope you don't mind me quoting myself ^^
 

james24eagle

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I'd like to suggest creating different revenue generation buildings for castles according to their location so that not every castle generates revenue from castle towns. Some places should generate revenue from land or the sea, hunting or whatever, with 'castle towns' reserved for places that were historically urban centres. I don't know how this could be implemented though! I really appreciate your good work.

Probably an ignorant question... but is it possible to have buildings appear within a holding's building interface based on terrain type?
 

Mr. Alipin

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Probably an ignorant question... but is it possible to have buildings appear within a holding's building interface based on terrain type?

No… but its greyed out when the prerequisites aren't met, like a nomad holding with fisheries but needs any source of water to be used
 

PlotVitalNPC

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Also, I pretty regularly feel a sense of "they should not be fine with this" when I play messalians and declare the holy land.
If I were the pope, I'd find incestuous people who pray to lucifer and believe you can become free of all moral obligations while living far more horrifying as the rulers of the holy land than Islamic, Jewish, Kemetic, Hellenic, Zoroastrian, or Buddhists ruling over the holy land.

I understand that from a broad appeal/balance perspective, it's problematic, but I feel like Messalians should really be a sort of 'reverse paulician', capable of being holy warred and crusaded by other christians. At least as an optional setting.
 

Tatterhood

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Really that's just a symptom of a greater problem where heresies are always considered heretical by only one branch of the religion. It's exacerbated by the fact that there usually aren't any Nestorians around to holy war the Messalians, but it's silly that only Catholics are bothered by Cathars (and so on) too.

Of course, for other heresies the existing mechanics make more sense, eg. only Catholics having religious conflict with the Fraticelli.
 

Cody Spring

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For balance, I think the "Plot to Kidnap" decision should be limited to rulers with the 'Intrigue' focus, or 'Master Schemer' lifestyle trait. Right now it's a little too easy to plot to kidnap foreign rulers for free ransom gold.

In that same vein, being able to attempt to 'free from captivity' on your allies/friends in addition to direct vassals/courtiers would be nice.
 
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Tabris01

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I don't know if thats in already, but mabye something like the "Chaos in Bagdad" event for the Abbasids should be possible for every imperial government if imperial decadency is high or (with a certain likelyhood which gets higher as imp. dec. increases) if they are already under a regency and the regent is either ambitious, deceitfull, greedy or any combination of those or other traits.
 

Foamybeard

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I have an idea for event decision, much like 'Hold a Feast' and 'Host a Grand Hunt' and 'Hold a Summer Fair'. It would be 'Hold a Lesser Tournament' (As opposed to a Grand Tournament), and could be held every five years. Only the top Liege would be allowed to hold it, and only if they have a Martial Focus.
 

BrokenSky

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I have an idea for event decision, much like 'Hold a Feast' and 'Host a Grand Hunt' and 'Hold a Summer Fair'. It would be 'Hold a Lesser Tournament' (As opposed to a Grand Tournament), and could be held every five years. Only the top Liege would be allowed to hold it, and only if they have a Martial Focus.

Maybe 'Jousting Tournament?' (Bonus points for owning a good lance and/or a good warhorse :) )
 

Foamybeard

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Maybe 'Jousting Tournament?' (Bonus points for owning a good lance and/or a good warhorse :) )
That would be awesome - Perhaps the Jousting matches could act like the AGoT Tournaments, with the tilting much like CK2+ combat?

Alternatively - Different cultures have different types of Tournaments. North Germanic, perhaps they are Mace, while English/Breton/Welsh is bows, German and France is Lance?
 
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