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Vogelwiese

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As a side note to that, as much as it grieves me: Since the addition of Mark, the Westphalia duchy has become a bit too powerful imo, as it is now also a 6-province duchy. This is not that much of an issue, but gameplay-wise makes the area a better choice for say an imperial homeland than it historically should be.
A possibility would be the introduction of a duchy called "Engern" (Angria), which in the early days existed. But that's not a strict suggestion, just something to ponder.

There were historically quite a few duchies in the area another possibility would be the Duchy of Berg which existed from 1380 to 1806 when it became a grand duchy during the Napoleonic wars. It also ruled over Mark, Kleve and Jülich for some time.
Herzogtum_Berg
 

Internetviking

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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

Alternative suggestion: How about a melting pot culture for if the Celts retake England? Anglo-Celtic maybe?

Unrelated, but what about removing the dumb restrictions on invading China? It's beyond annoying to have to wait for RNG to let them leave civil war status, and it doesn't make much sense from a historical perspective either, since usually when China was invaded it was during a civil war.
 

vukica

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Unrelated, but what about removing the dumb restrictions on invading China? It's beyond annoying to have to wait for RNG to let them leave civil war status, and it doesn't make much sense from a historical perspective either, since usually when China was invaded it was during a civil war.

I'll have to check why that restriction is there. Since I *know* there is a good reason for it.
 

aclover

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Alternative suggestion: How about a melting pot culture for if the Celts retake England? Anglo-Celtic maybe?
There already in fact is one, although the year has to be at least 900, you have to be either in north_germanic culture group or any of cumbrian, irish, pictish, or cornish {NOT Scottish} and your capital has to be either in dejure Ireland, Scotland, Wales, or Brittany. It's called Gallawa.
 

BrokenSky

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There already in fact is one, although the year has to be at least 900, you have to be either in north_germanic culture group or any of cumbrian, irish, pictish, or cornish {NOT Scottish} and your capital has to be either in dejure Ireland, Scotland, Wales, or Brittany. It's called Gallawa.

Anglosaxon is mare germanic though. Should it use the same culture or a different one?
 

Aerkhanite

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A sugestion when you at the start of a new game enable the supernatural on/off. If you have on
1. Can it be possible that the dragon knights of the celtic_paganisim ride real dragons.
2. An event pop up in egypt of mumies who are rising up and you gain the chooce to battle them or use them, if you use them you convert to kemetic and have an free army.
3. If you are mesilian heresy a choice to be turned into a vampire
4. The woflings celtic order members to be wrewolfs
These things be only possible if the supernatural is on
A new sugestion when you great great britain a new event to reform the crunch in a new religion if possible

Are you trolling or what.
 

LordPeter

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Are you trolling or what.
I assume he is not, but rather has a misconception about this mod's scope.
Can't blame people for suggesting fantasy stuff when Paradox introduces new fantasy elements with every DLC...

@burondor: Fantasy elements (or "supernatural" if you want) may be fun, but they are blatantly ahistorical. That's why there is the gamerule ofc, but frankly I have never played with it enabled for a long time. Wasting time to implement complicated fantasy mechanics, races etc would take precious time away from developing normal game features. I would have preferred more societies (such as the once promised Gnostics) over more supernatural stuff in vanilla, but if it brings more sales to Paradox they may ofc use their development time where they see fit. This mod here, however, has the focus on history and alt-history, not on fantasy.
I'm not speaking for the dev team, but from experience there will be no new "supernatural" features whatsoever. Suggestions about them are futile.
 

zeress

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I'm not speaking for the dev team, but from experience there will be no new "supernatural" features whatsoever. Suggestions about them are futile.

Unless a developer on team feels like doing it, it's certainly not a priority. For example, I added the Zoroastrian devil worshipers despite not even owning M&M because it was relatively easy and a fun thing to do. That doesn't change the fact that I think DW's are nonsense in their current implementation but that's what game rules are for :)
 

schwarherz

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I assume he is not, but rather has a misconception about this mod's scope.
Can't blame people for suggesting fantasy stuff when Paradox introduces new fantasy elements with every DLC...

@burondor: Fantasy elements (or "supernatural" if you want) may be fun, but they are blatantly ahistorical. That's why there is the gamerule ofc, but frankly I have never played with it enabled for a long time. Wasting time to implement complicated fantasy mechanics, races etc would take precious time away from developing normal game features. I would have preferred more societies (such as the once promised Gnostics) over more supernatural stuff in vanilla, but if it brings more sales to Paradox they may ofc use their development time where they see fit. This mod here, however, has the focus on history and alt-history, not on fantasy.
I'm not speaking for the dev team, but from experience there will be no new "supernatural" features whatsoever. Suggestions about them are futile.
Personally, I tend to be of the habit of removing fantasy elements where they already exist or tweaking them to be ambiguous as to whether they're truly supernatural or just presumed that way by the uneducated.
 

BrokenSky

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Personally, I tend to be of the habit of removing fantasy elements where they already exist or tweaking them to be ambiguous as to whether they're truly supernatural or just presumed that way by the uneducated.

I agree with the ambiguity idea. The main exception is devil worshipers, which I feel need to have real, dangerous magical power in order to provoke the realistic response: kill it with fire. The only other place I could see this sort of thing being useful would be stuff like miracles happening or some pagan or folklore interactions, and most of the best of those are already ambiguous (like meeting an old one-eyed man in the forest).
 

Internetviking

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Could you open up forming the titular kingdom of Crete to Maghrebi and Moorish characters so that those of us who subject ourselves to playing as the Hafsids (the Maghrebi rulers of Crete in ToG start) have a goal to work towards?
 

LordPeter

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@zeress, @schwarherz, @BrokenSky: Yep I also am very much in favor of ambiguity. I was only speaking about true fantasy elements that actually are supernatural, like the suggestions were.
Ambiguity on the other hand actually is historical, because people back then (mostly) believed magic was real. So if someone ever has the time to redo the devil worshipers, they should be made into a society that does all sorts of strange and occult rituals, which have no actual magic effect. However, they sure could have effects that actually stem from psychoactive substances or whatever used in the ritual, and have an effect on the character's psyche. Like making him fight harder and ignore pain (+duel skill), or perceive clearer (+intrigue) etc. I strictly want no actual magic in my game whatsoever, please.
And indeed there are quite a few fun things in the game already, that are just mysterious and not actually contradicting physical laws. Even the silly "dancing plague" has a potential scientific explanation given (ergot poisoning), and the classic "gates of hell" event can just as well be solved by filling it with stones as with cattle, or even an exorcism. It's just a hole in the ground, that will close eventually, but giving the option to "fill it with cattle" leaves the feeling of it having been demonic in origin. I still remember it because the first time I did just that, and the second time was surprised to find that I could also use stones: I had been under the impression that the event was supernatural, when indeed the event code just gives a 50/50 chance of any treatment working! That's how it should be always.
 

burondor

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I see i will keep that in mind

Another sugestion

1. Can there come more societies wich are linked to a holy order as with the hashassins
2. Add a trait for people for if they are virgin or not, that if they are not a virgin when they maried the marriage can be broken or be accepted.
 

LordPeter

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I see i will keep that in mind

Another sugestion

1. Can there come more societies wich are linked to a holy order as with the hashassins
2. Add a trait for people for if they are virgin or not, that if they are not a virgin when they maried the marriage can be broken or be accepted.
As for the first one, Maal is working on quite a lot of new societies, which are planned to become compatible with CK2+ in the future. Maybe the Plus dev itself also have plans, but societies are already taken care of :D

The other suggestion is tricky for several reasons. First, the game does not really track baby-making or anything related, so it'd be pretty hard to decide whether a randomly selected character could be considered a virgin. Second, the concept of "virginity in the Middle Ages" is complicated in itself, but that could probably just ignored and simplified. Even worse though, the game does not really allow much modding in regards to marriage - you basically couldn't teach the AI about this concept at all afaik.
So unless I am mistaken here, it currently isn't possible to implement something like this because of technical restrictions.
 

Foamybeard

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Even the silly "dancing plague" has a potential scientific explanation given (ergot poisoning),
Gonna just jump in here and point out that while the Dancing Plague IS silly... It is also a historical event. Look up 'Dancing mania'. Happened multiple times between the 13th and 17th century.

Still.. Shouldn't be cropping up with such frequency, but it did happen.
 

LordPeter

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Gonna just jump in here and point out that while the Dancing Plague IS silly... It is also a historical event. Look up 'Dancing mania'. Happened multiple times between the 13th and 17th century.

Still.. Shouldn't be cropping up with such frequency, but it did happen.
Yeah, while I didn't knew about it before CK2, indeed I was defending it - it did happen, and it does seem silly or inexplicable, but there are possible explanations: Ergot poisoning, combined with other factors leads to a mass hysteria, which cannot be explained back then, and there are no psychiatrists and CAT-scans back then to tell us what actually was going on.
Bottom line is, the Middle Ages did have enough stuff that is bizarre enough to be entertaining, and there's no need to implement "real" magic when the "fake" magic is fun enough.
 
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