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Netris

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I've been thinking about it today, would it be too much (and possible) to give the holy orders of the miaphysites and nestorians to the chalcedonians if, on top of having anointed a patriarch supreme, you have enforce the councils of Chalcedon and Ephesus ? It seems fitting to me at least.
 

FakeShady

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that event that makes my wife suddenly go celibate is sooo infuriating. Dude, I'm the Emperor i need heirs, you don't just go celibate without my permission. Pfft

I'd appreciate if someone let me know the event name that causes this
 

zazenzach

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There is some pretty silly things this game does with cultures (like including iraqis/mesopotamians as levantine). A lot of these decisions could be forgiven, but I think the Alan culture should be moved to Iranian culture group, instead of being Byzantine.

Firstly for historical reasons, because the Alans were in fact Iranians. Secondly for gameplay reasons, as that region was historically conquered numerous times by the various iranian and turkic empires, and never (that I can recall) by the byzantines, georgians or armenians.
 

Lemont Elwood

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There's not much I can see to do about this, but there's one big problem with the current Trade Route set-up: they make Merchant Republics kind of a grind to play.

I like that there's Trade Routes all over the map that feudal lords can invest in, but in the Mediterranean there's so many of them that there's not much room left for the republics. Then, if you want to expand, you have to wait for a sudden moment of weakness (like the Trading Post being sacked), or go wage war to seize the Post. If you do go to war to seize it, though, you have to be prepared to pay the full amount to build it yourself, as taking a feudal Trading Post actually destroys it, ending the war.

The map has also become an absolute disaster. Which, to my knowledge, is Paradox's fault, but it's still poorly designed. In the past, you could click on a republic to see which families controlled which trade zones. That doesn't seem to work now, and with all the flashy colors (from each feudal lord) and the sacks of gold, it's difficult to make out much of anything.

I don't really have a suggestion, though. I'm not sure how it could be made better.
 

Caeserion

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Some artifacts for Dharmic religions:
1) Kavacha (lit. armour) - Invincible armour worn by the mortal son of the Sun god in the Mahabharata, Karna. High grade armour with bonuses to prestige and piety
2) Vajra - Weapon of the king of gods, Indra. Symbolises spiritual power and authority. Vassal opinion bonus
3) Parashu - Divine battleaxe used by Parashu, one of the mortal incarantions of Vishnu. Mjolnir equivalent I guess?
 

ValhallArchitect

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I don't really know whether this belongs to the bug report or the suggestion thread, but should not the Papacy be part of the HRE until 1177 ? Unless this is deliberately made in order to avoid some undesired gameplay behaviour
 

LordPeter

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The holding setup of Yemen is messed up, probably stemming from the introduction of 1644 - Zabid province.
I'm no local of the area this time, but it bothered me enough to do some digging online, and here are my results:
Code:
c_taizz = {
    color = { 112 194 213 }
    color2 = { 255 255 255 }

    b_ibb = {}
    # b_mocha = {} -> moved to c_zabid
    b_taizz = {}
    b_zafar = {}
    # b_perim = {} -> moved to c_zabid
    # b_shuqra = {} -> moved to c_aden
    b_jibla = {}
    b_dhala = {}    # NEW, moved here from c_aden
    b_yarim = {}    # NEW entirely, historical settlement from at least 115 BC
    b_at_turbah = {}    # NEW entirely, historical settlement (transliteration is a bit whobbly actually, but nevermind...)
    b_dhisufal = {}    # NOTE: just the name of a modern district, may stay for fantasy prosperity
}
c_aden = {
    color = { 192 13 125 }
    color2 = { 255 255 255 }

    b_aden = {}
    b_lahej = {}
    # b_dhala = {} -> moved to c_taizz
    # b_alawbhali = {}    # REMOVED, for no info found on whatsoever
    b_jaar = {}
    b_zinjibar    # NEW entirely, historical settlement from long before 1163 AD
    b_shuqra = {}    # NEW, moved here from c_taizz
    b_alkawd = {}
    b_almilah = {}    # NOTE: only sparse info found, may stay for fantasy prosperity
    b_alarbadi = {}    # NOTE: only sparse info found, may stay for fantasy prosperity
}
c_zabid = {
    color={ 138 255 51 }
    color2={ 255 255 255 }
    
    b_zabid = {}
    b_mocha = {}    # NEW, moved here from c_taizz
    b_fasal = {}
    b_perim = {}    # NEW, moved here from c_taizz
    # b_al_mahjam = {}    # REMOVED, for no info found on whatsoever
    # b_mukha = {}    # REMOVED, for probably is a duplicate (other spelling variant) of Mocha
    b_mawr = {}    # NOTE: name of a wadi, not sure if it there#s a settlement there, but again may stay for fantasy prosperity
    b_ghalafiqa = {}    # NOTE: only sparse info found, may stay for fantasy prosperity
    b_hays = {}    # NOTE: just the name of a modern district, may stay for fantasy prosperity
}
This is the proposed barony setup based on everything I could find online. Note that I have removed several baronies on which I could find no info at all. I don't know whether they were generated fantasy names, but anyway I was able to find more historical alternatives, so that in the end every province has its proper amount of eight baronies (why do we even need eight, not only seven? well, whatever).
I can post the links to the new ones if you want, but they all have entries in Wikipedia and should be easy to find if you don't trust my judgement ;)
 

zeress

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There's not much I can see to do about this, but there's one big problem with the current Trade Route set-up: they make Merchant Republics kind of a grind to play.

I don't really have a suggestion, though. I'm not sure how it could be made better.

These excerpts from the next build of the mod should alleviate (as much as we can) some of these concerns and comments:

  • Added a trade post game rule. Comes in 3 options: Free (old default), Restricted (only MRs can use the
    coastlines) and Merchant Republics (only MRs can construct any TP)

  • Trade post "baggie" map icon will now only indicate if there is free room for a TP to be built. The icon has also been slightly shrunk.
 

Lemont Elwood

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I know I've been posting a lot, but I had this thought about Iceland. I've never been satisfied with the way it's portrayed in the game (vanilla too), since it was uninhabited in 769. However, provinces have to be owned by somebody in this game.

Well, one thing that's occurred to me is the possibility of it starting with one Irish Catholic Bishopric (representing the Papar) in 769, and three empty provinces. A single Bishopric with no buildings would almost be like a wasteland, but it would be more historical than having the Norse inhabit the land. Since the empty provinces weren't conquered from a nomad, my understanding is that they'll remain controlled by the Bishop regardless of him dying. If the island does become conquered by an outsider, there could possibly be some sort of event that flips the culture and religion and replaces the Temple with a Tribe, with more events to add Tribes to the other three provinces. Portraying Norse colonization as a conquest of the Papar isn't accurate, but it seems more accurate than having them just exist from the start. Even better if there's a way for an Adventurer to seize the lands; then, you'd have an independent Iceland that should end up fracturing due to Gavelkind (which is kind of like the Icelandic Commonwealth).

Alternatively, there could be a special "Wilderness" nomadic character that, like Muhammad, has no portrait and is, through various traits, basically made into a non-character. No army, no taxes, no ability to interact. You "colonize" land by conquering it from the Wilderness (which really just means squatting on it for long enough to get your War Score up), and then building whatever Holding you need to secure it. If the Wilderness ever somehow gets land, it should destroy all of the Holdings present. On the map, I'd think this would only be used for Iceland, but a modder interested in Norse colonization could extend this to Greenland and Vinland.
 

BrokenSky

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A single Bishopric with no buildings would almost be like a wasteland, but it would be more historical than having the Norse inhabit the land. Since the empty provinces weren't conquered from a nomad, my understanding is that they'll remain controlled by the Bishop regardless of him dying.

The game would consider this to be nomadic and would immediately spawn a nomad empire on the death of the first bishop. This can be seen if you use the "tribal" converter with NWO, as bishoprics flip to nomadic empires on bishop death because they don't get converted properly by the game rule, so end up with a province with only temple holdings.

Also suggestion (sort of a bug fix but w/ever, this is already in the bug thread): On the convert rulers to tribal option, convert theocracatic rulers to tribal (and give them a tribe), then build a new temple in their provinces (this should sort out that bug without getting the problem of the theocratic ruler converting the tribe into another temple and then going nomad again).
 

LordPeter

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Alternatively, there could be a special "Wilderness" nomadic character that, like Muhammad, has no portrait and is, through various traits, basically made into a non-character. No army, no taxes, no ability to interact. You "colonize" land by conquering it from the Wilderness (which really just means squatting on it for long enough to get your War Score up), and then building whatever Holding you need to secure it. If the Wilderness ever somehow gets land, it should destroy all of the Holdings present. On the map, I'd think this would only be used for Iceland, but a modder interested in Norse colonization could extend this to Greenland and Vinland.
That would be the way to go.
Sadly, the whole "no interaction" thing is INCREDIBLY difficult to get right - that's why I posted a modding suggestion to Paradox that would allow the "offmap" mechanic (no default interaction) to be applied to on-map characters. With that, it'd be easy, but without it, you'd have to edit EVERY. SINGLE. EVENT. in the game - simply not feasible.
But I like the way you're thinking, I had just the same idea a while ago ^^
 

schwarherz

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I know I've been posting a lot, but I had this thought about Iceland. I've never been satisfied with the way it's portrayed in the game (vanilla too), since it was uninhabited in 769. However, provinces have to be owned by somebody in this game.

Well, one thing that's occurred to me is the possibility of it starting with one Irish Catholic Bishopric (representing the Papar) in 769, and three empty provinces. A single Bishopric with no buildings would almost be like a wasteland, but it would be more historical than having the Norse inhabit the land. Since the empty provinces weren't conquered from a nomad, my understanding is that they'll remain controlled by the Bishop regardless of him dying. If the island does become conquered by an outsider, there could possibly be some sort of event that flips the culture and religion and replaces the Temple with a Tribe, with more events to add Tribes to the other three provinces. Portraying Norse colonization as a conquest of the Papar isn't accurate, but it seems more accurate than having them just exist from the start. Even better if there's a way for an Adventurer to seize the lands; then, you'd have an independent Iceland that should end up fracturing due to Gavelkind (which is kind of like the Icelandic Commonwealth).

Alternatively, there could be a special "Wilderness" nomadic character that, like Muhammad, has no portrait and is, through various traits, basically made into a non-character. No army, no taxes, no ability to interact. You "colonize" land by conquering it from the Wilderness (which really just means squatting on it for long enough to get your War Score up), and then building whatever Holding you need to secure it. If the Wilderness ever somehow gets land, it should destroy all of the Holdings present. On the map, I'd think this would only be used for Iceland, but a modder interested in Norse colonization could extend this to Greenland and Vinland.
I believe we already said we're not going to include the Papar and we're not going to use a pseudo-character. Unless paradox provides us with a better working solution it's going to stay as-is.

EDIT: Though this did get me thinking. I'm looking into one potential solution. No guarantees.
 
Last edited:

LordPeter

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Yet another observation regarding provinces/holdings (boy this stuff is tedious, but when I notice it my OCD triggers...):
842 - Infa and 844 - Massat seem to be mixed up. I can't find info about all of their holdings, nor can I find anything on the province names, but what I can tell is that the baronies that I can identify should be switched.
Rabat, Salé and Tifelt (there seems to be a common spelling mixup with Tiflet, but nevermind) are all located to the north irl, but south ingame, while Essaouria and Safi should actually be more to the south.
It seems very likely to me that these two provinces have been mixed up entirely, and should simply switch places. Since I can't find info on the province-level names, however, I can't be sure if it's not instead just a mixup of the holdings. In any case, there should be some switching, and personally I'd say just have c_infa and c_massat switch places.
 

Internetviking

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Could you guys let prepared invasions be declared against non-nordic pagans? It's kind of annoying that you have to resort to claims and conquests to replicate the conquests of Rurik and Dyre in the 769 start.
 

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Can there come a desicions when you are breton and have taken england you can exeli all anglo-saxons in the realm
Why?
This of course would be alt-history, but I don't know of any other ingame situation where you can exile a culture. There's the thing with exiling Jews, but that is religious.
I just can't see any real-world precedent where this would have happened, and only be related to culture, not religion. Thus, I fail to see why there should be a special case for Bretons vs Anglo-Saxons.
 

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Can there come a desicions when you are breton and have taken england you can exeli all anglo-saxons in the realm
What you're asking is to deport basically the entire population of England at the push of a button. I can't see that happening.
 
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