Historical names and flavour for advisors and leaders. (should move to sub forum)
This is a serious proposal for integration of Historical Leaders/Advisors/Monarchs into the Eu3 dynamic system.
First of all: this system won't change the normal dynamic Eu3 system, it will just add proper names for historical flavour. No changes to game balance and it's not a complete rework of how the game handle dynamic generated characters.
To sum it up it's just a method that analyse a “random generated” character, check the csv file for conditions and if the conditions are met an historical name is given (instead of a random one).
Advisors
This is the easiest part. As it is now the advisors are randomly generated by tech groups. It's just a random name, type and value. But after the starting advisors die we can't get anyone remotely resembling an historic character.
This could be solved by the creation of a csv file for each technology group. Let's say for example latin_advisors.csv that will have lines that look something like this:
The first field is the ID, the second one is the name, then birth date, death date, type of advisor, minimum skill, maximum skill, province where the advisor is generated, religion required (optional), national idea required (optional), Government (optional).
This way when the game tries to generate an artist advisor it just check the latin_advisors.csv file. Let's say the game generated John Smith, Artist with skill 4 in the year 1600. The game check which advisors met the conditions (skills are between 3 and 5) and if more than one met the conditions only one at random is choosen (or a “priority” field can be added) and generated in the speficic province(in the csv there is the province id... simply put i don't know what's Lombardia province id).
If no advisor from the files met the conditions the name is left untouched and the system goes the default random route.
No harm to game balance is done. Only the names are changed. With a completely empty latin_advisors.csv file there is no change from the random generation at all.
The religion, NationalIdea and Government fields are just added to make the system more selective. To employ that advisor the country needs to have a specific religion or NationalIdea or Government. For example a CAT tag can be added to Torquemada.
The birth and death dates shouldn't worry the dynamic system fans. It's just there to prevent Newton to pop up in 1480. When checking the file for advisors the game should only check advisors with proper dates. In 1600 only birthdates before 1580 could trigger the advisor (my assumptions is that an advisor should be at least 20 years old... but that number could be changed or made itself random in a believable range). Death date is completely unnecessary since the good point of the new system is that we won't know when our characters will die.... but i left it in the file cause it looks more elegant (and could be informative for those browsing it) and maybe there coulde be an option to enable historical deaths for DIE HARD historical flavour fanboys. But that's a marginal thing.
Generals – Admirals – Conquistadors – Explorers
It's a bit more complex than advisors generation since they have 4 different skills instead of one (like the advisors). This time we will have a csv file for every country. For example a england.csv that will have lines that will look like this:
It's the same as the advisors except that here the first four numbers after the type field (admiral) are the minimum skill values and the other four are the maximum values. This is just to prevent seeing awesome generals getting poor values.... but this could be simply avoided and go for complete random values by just leaving the fields empty. When a province ID is given the country must own that province... if it's left empty it's not necessary (to give specific countries historical leaders that were of foreign origin).
The generation works exactly like before. The game generate a random admiral when needed and if the conditions are met it gets an historical name.
It would be cool to add a "picture" field too to let historical leaders have images (when available).
P.s. I am working on a similar way to have historical monarchs too but that's gonna be a lot more tricky. I'm gonna post it later on.
Final word
I'd like to have some feedback from the devs since imho this way "all is gained and nothing is lost" for the dynamic system philosopy of Eu3. It's not a big chore to implement this and it's not going to be a big burden for the CPU. But will surely make a lot of people happy.
P.s.2. Way to celebrate my 100th post.... :rofl:
This is a serious proposal for integration of Historical Leaders/Advisors/Monarchs into the Eu3 dynamic system.
First of all: this system won't change the normal dynamic Eu3 system, it will just add proper names for historical flavour. No changes to game balance and it's not a complete rework of how the game handle dynamic generated characters.
To sum it up it's just a method that analyse a “random generated” character, check the csv file for conditions and if the conditions are met an historical name is given (instead of a random one).
Advisors
This is the easiest part. As it is now the advisors are randomly generated by tech groups. It's just a random name, type and value. But after the starting advisors die we can't get anyone remotely resembling an historic character.
This could be solved by the creation of a csv file for each technology group. Let's say for example latin_advisors.csv that will have lines that look something like this:
Code:
1;Michelangelo Merisi da Caravaggio;1571;1610;artist;3;5;LombardiaID;ReligionID;NationalIdeaID;GovernmentID;
The first field is the ID, the second one is the name, then birth date, death date, type of advisor, minimum skill, maximum skill, province where the advisor is generated, religion required (optional), national idea required (optional), Government (optional).
This way when the game tries to generate an artist advisor it just check the latin_advisors.csv file. Let's say the game generated John Smith, Artist with skill 4 in the year 1600. The game check which advisors met the conditions (skills are between 3 and 5) and if more than one met the conditions only one at random is choosen (or a “priority” field can be added) and generated in the speficic province(in the csv there is the province id... simply put i don't know what's Lombardia province id).
If no advisor from the files met the conditions the name is left untouched and the system goes the default random route.
No harm to game balance is done. Only the names are changed. With a completely empty latin_advisors.csv file there is no change from the random generation at all.
The religion, NationalIdea and Government fields are just added to make the system more selective. To employ that advisor the country needs to have a specific religion or NationalIdea or Government. For example a CAT tag can be added to Torquemada.
The birth and death dates shouldn't worry the dynamic system fans. It's just there to prevent Newton to pop up in 1480. When checking the file for advisors the game should only check advisors with proper dates. In 1600 only birthdates before 1580 could trigger the advisor (my assumptions is that an advisor should be at least 20 years old... but that number could be changed or made itself random in a believable range). Death date is completely unnecessary since the good point of the new system is that we won't know when our characters will die.... but i left it in the file cause it looks more elegant (and could be informative for those browsing it) and maybe there coulde be an option to enable historical deaths for DIE HARD historical flavour fanboys. But that's a marginal thing.
Generals – Admirals – Conquistadors – Explorers
It's a bit more complex than advisors generation since they have 4 different skills instead of one (like the advisors). This time we will have a csv file for every country. For example a england.csv that will have lines that will look like this:
Code:
1;Horatio Nelson;1758;1805;admiral;3;3;3;3;9;9;9;9;EastAnglia;Religion,NationalIdea,Government;
It's the same as the advisors except that here the first four numbers after the type field (admiral) are the minimum skill values and the other four are the maximum values. This is just to prevent seeing awesome generals getting poor values.... but this could be simply avoided and go for complete random values by just leaving the fields empty. When a province ID is given the country must own that province... if it's left empty it's not necessary (to give specific countries historical leaders that were of foreign origin).
The generation works exactly like before. The game generate a random admiral when needed and if the conditions are met it gets an historical name.
It would be cool to add a "picture" field too to let historical leaders have images (when available).
P.s. I am working on a similar way to have historical monarchs too but that's gonna be a lot more tricky. I'm gonna post it later on.
Final word
I'd like to have some feedback from the devs since imho this way "all is gained and nothing is lost" for the dynamic system philosopy of Eu3. It's not a big chore to implement this and it's not going to be a big burden for the CPU. But will surely make a lot of people happy.
P.s.2. Way to celebrate my 100th post.... :rofl:
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