Are we gonna see new unit models in 1.31? Or are we gonna be sadly stuck with the Indonesian islands having chinese people in their armies?
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The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
Well, considering that us modders can do it, not sure what he means by that he couldn't do it unless he has a different idea of how to do it.Johan said in his last DD already that he would do this if it would be possible, but it isn't.
Will note the generic chinese models are some of the most outdated in the game at this point.Are we gonna see new unit models in 1.31? Or are we gonna be sadly stuck with the Indonesian islands having chinese people in their armies?
Mercantilism is strong as it is because you can raise it through other means. Whether mercantilism should even be a net positive to begin with is also debatable.Can we get a chance to mercantilism so that it's actually a useful stat? It's really not worth investing in at all + prevents the only people that care about it (Merchant republics) from having any colonies. (I care less about this second point than the first). I feel like mercantilism should be much stronger, but in return should mean that more negative relations modifiers for trade you are stealing away from the dominant nation in the node?
For Merchant republics, they would only really need one estate. Aristocrats could use Nobles with changed name and one or two changed interactions and Traders could be renamed Burghers estate with some tweaks. That would only leave Guilds as a new estate that would need to be added.Johan said in his last DD already that he would do this if it would be possible, but it isn't.
Of course it is, you just get rid off the old merchant republic government (from the state of the game not from the files) and create a new one which makes the factions three new estates.Johan said in his last DD already that he would do this if it would be possible, but it isn't.
I can see the factions remain but become estates. The aristocrats already pretty much are the noble estate they change name but are otherwise the same as the nobles.Why then can't we get rid of the factions for merchant republics altogether and just replace them with regular estates?
Why would crownland be an issue for merchant republics but not for every other republic? Its simply land owned directly be the state.Well, considering that us modders can do it, not sure what he means by that he couldn't do it unless he has a different idea of how to do it.
The primary problem i forsee is the crownland thing, which wouldn't really make sense for a republic, but other than that.
I think the message is meant to be: "it is impossible because of the amount of work (rebalancing all the merchant republic events, decisions etc. as well as scripting new estates for just a handful of nations)", not "it is impossible because we don't know how to do it".Of course it is, you just get rid off the old merchant republic government and create a new one which makes the factions three new estates.
I could do it in a weekend!I think the message is meant to be: "it is impossible because of the amount of work (rebalancing all the merchant republic events, decisions etc. as well as scripting new estates for just a handful of nations)", not "it is impossible because we don't know how to do it".
Then doI could do it in a weekend!
The one person on the ck2 team who made sunset invasion on their free time put in loads more time than this.
There are already mods which does this. But Paradox can't merge mods into their game, that's not how this works.
Yes and I'm saying why do you want it to have more unique flavour, that might possibly make it unbalancedI didn't ment about "Mandate reforms" but about "Government refomrs" .
You clearly missed Minecraft fiascos with Notch nicking modsThere are already mods which does this. But Paradox can't merge mods into their game, that's not how this works.
You get events for it being high or low, burghers asking you to raise or lower it, it gives more secure income but raises liberty desire of coloniesMercantilism is strong as it is because you can raise it through other means. Whether mercantilism should even be a net positive to begin with is also debatable.
Well, considering that us modders can do it, not sure what he means by that he couldn't do it unless he has a different idea of how to do it.
The primary problem i forsee is the crownland thing, which wouldn't really make sense for a republic, but other than that.
Because you can't completely scrap dlc featuresWell, considering that us modders can do it, not sure what he means by that he couldn't do it unless he has a different idea of how to do it.
The primary problem i forsee is the crownland thing, which wouldn't really make sense for a republic, but other than that.
Would it be considered scrapping a dlc feature to update it with a system which is simply superior?You get events for it being high or low, burghers asking you to raise or lower it, it gives more secure income but raises liberty desire of colonies
Because you can't completely scrap dlc features