• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
So here's a fun little chance for everyone to be able to put in your 2<insert currency symbol> worth into the beta...

Let's pretend, for a moment, that it was possible to limit province improvements to only being built in certain terrains. Which improvements should be limited to what? The format is (hypothetically ;)) [terrain_type] = no (see example below)

And, while we're on the subject, are there further changes that you'd like to see re effects, costs, build times, etc.? What changes would you suggest re the ai's evaluation to build priority?

Here is where what you'll see in tomorrow's patch (with the "hypothetical" terrain restriction):

Code:
fishing_wharf =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 12
	lasting_effects =
	{
		percentage_score = { gold = 1.05 }
		percentage_transportation_cost = 0.9
	}
	require_coastal = yes

}

civilian_harbour =
{
	cost = { gold = 200 prestige = 0 piety = 0 }
	construction_time = 24
	required_advances = { large_ship_building = yes }
	upgradeable = yes 

	lasting_effects =
	{
		percentage_score = { gold = 1.03 }
		percentage_transportation_cost = 0.66
	}
	require_coastal = yes
	additional_return_on_investment = 0.02 #advance spread benefit
}

naval_harbour =
{
	cost = { gold = 400 prestige = 0 piety = 0 }
	construction_time = 48
	required_province_improvements = { civilian_harbour = yes }
	minimum_income = 10
	upgradeable = yes 

	lasting_effects =
	{
		percentage_score = { gold = 1.01 }
		percentage_transportation_cost = 0.33
	}
	require_coastal = yes
	additional_return_on_investment = 0.01 #advance spread benefit
}

grand_shipyard =
{
	cost = { gold = 1000 prestige = 0 piety = 0 }
	construction_time = 72
	required_province_improvements = { naval_harbour = yes }
	minimum_income = 15

	lasting_effects =
	{
		percentage_transportation_cost = 0.15
		percentage_score = { gold = 1.05 }
		periodic_score = { prestige = 1 }
	}
	require_coastal = yes
	additional_return_on_investment = 0.01 #advance spread benefit
}

sawmill =
{
	cost = { gold = 250 prestige = 0 piety = 0 }
	construction_time = 18
	required_province_improvements = { forestry = yes }
	lasting_effects =
	{
		percentage_score = { gold = 1.05 }
		percentage_build_time = 0.9
	}
	
	mountain = no
	plains = no
	march = no
	desert = no

	additional_return_on_investment = 0.01 #decreased build times
}

forestry =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 12

	lasting_effects =
	{
		percentage_score = { gold = 1.05 }
	}
	march = no
	desert = no
	
}

smithy =
{
	cost = { gold = 250 prestige = 0 piety = 0 }
	construction_time = 18
	required_advances = { ironworks = yes }
	upgradeable = yes 

	lasting_effects =
	{
		percentage_score = { gold = 1.04 }
	}
}

armory =
{
	cost = { gold = 500 prestige = 0 piety = 0 }
	construction_time = 36
	required_advances = { cast_iron = yes black_coal = yes }
	required_province_improvements = { smithy = yes }
	minimum_income = 10

	lasting_effects =
	{
		percentage_score = { gold = 1.1 }
	}
}

mine =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 12
	required_advances = { coalpit = yes }
	upgradeable = yes 

	lasting_effects =
	{
		periodic_score = { gold = 1 }
	}
	forest = no
	march = no
	desert = no
}

improved_mine =
{
	cost = { gold = 200 prestige = 0 piety = 0 }
	construction_time = 24
	required_advances = { percussion_drilling = yes }
	required_province_improvements = { mine = yes }

	lasting_effects =
	{
		periodic_score = { gold = 1 }
	}
	forest = no
	plains = no
	march = no
	desert = no
}

watermills =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 18
	required_advances = { waterwheel = yes }

	lasting_effects =
	{
		percentage_score = { gold = 1.04 }
	}
	mountain = no
	desert = no
}

windmills =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 18
	required_advances = { windwheel = yes }

	lasting_effects =
	{
		percentage_score = { gold = 1.04 }
	}
	mountain = no
	forest = no
}

cheese_dairy =
{
	cost = { gold = 200 prestige = 0 piety = 0 }
	construction_time = 24
	required_advances = { cows = yes }

	lasting_effects =
	{
		percentage_score = { gold = 1.1 }
	}
}

brewery =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 18
	required_advances = { local_merchant_houses = yes }

	lasting_effects =
	{
		periodic_score = { gold = 1 }
	}
}

dyeworks =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 18
	required_advances = { clothmaking = yes }

	lasting_effects =
	{
		periodic_score = { gold = 1 }
	}
}

glassworks =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 18
	required_advances = { glassblowing = yes }

	lasting_effects =
	{
		periodic_score = { gold = 1 }
	}
}

spinningmill =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 18
	required_advances = { clothmaking = yes }

	lasting_effects =
	{
		percentage_score = { gold = 1.04 }
	}
}

tilefactory =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 18
	required_advances = { stonepit = yes }

	lasting_effects =
	{
		percentage_score = { gold = 1.04 }
		percentage_build_time = 0.9
	}
	additional_return_on_investment = 0.02 #descreased build times plus allows several structures

}

library =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 24
	required_advances = { the_seven_liberal_arts = yes }

	onetime_bonus = { prestige = 25 }

	lasting_effects =
	{
		#periodic_research_bonus (+)
		percentage_score = { gold = 1.05 }
	}
}

school =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 18
	required_advances = { monastic_schools = yes }

	onetime_bonus = { prestige = 25 }

	lasting_effects =
	{
		#character_skill_bonus (+)
		percentage_score = { gold = 0.95 }
		#periodic_score = { gold = -1 }
	}
	additional_return_on_investment = 0.06 #bonus to character education outcome
}

traininggrounds =
{
	cost = { gold = 150 prestige = 0 piety = 0 }
	construction_time = 12

	lasting_effects =
	{
		speed = 1.1
        	supportable = 100
	}
	additional_return_on_investment = 0.02 #recruitment
}

templar_house =
{
	cost = { gold = 250 prestige = 0 piety = 0 }
	construction_time = 36
	required_province_improvements = { monastery = yes }

	onetime_bonus = { piety = 25 }

	lasting_effects =
	{
		#increase chance of conversion if province has different religion
		#advance_dispersal (+)
		periodic_loyalty = { nobles = 0.001 }
		percentage_score = { gold = 0.95 }
#		periodic_score = { gold = -1 }
	        supportable = 200
	}
	additional_return_on_investment = 0.07 #recruitment and loyalty bonus
}

university =
{
	cost = { gold = 600 prestige = 0 piety = 0 }
	construction_time = 48

	required_advances = { universities = yes }
	required_province_improvements = { school = yes }
	minimum_income = 15

	onetime_bonus = { prestige = 50 }
	lasting_effects =
	{
		#periodic_research_bonus (++)
		percentage_score = { gold = 0.90 }
		periodic_score = { prestige = 1 }
#		periodic_score = { gold = -2 }
	}
	additional_return_on_investment = 0.12 #advance spread bonus
}

waracademy =
{
	cost = { gold = 400 prestige = 0 piety = 0 }
	construction_time = 30

	required_province_improvements = { traininggrounds = yes }
	minimum_income = 15

	lasting_effects =
	{
		speed = 1.1
	        percentage_score = { gold = 0.95 }
		periodic_score = { prestige = 1 }
	        supportable = 200
	}
	additional_return_on_investment = 0.05 #early game recruitment imperative
}

moneylenders =
{
	cost = { gold = 100 prestige = 0 piety = 50 }
	construction_time = 18
	required_advances = { local_merchant_houses = yes }

	lasting_effects =
	{
		percentage_score = { gold = 1.1 piety = 0.9 }
		periodic_loyalty = {burghers = 0.001 clergy = -0.001 }
	}
	additional_return_on_investment = -0.05 #event dangers associated with this structure
}

monastery =
{
	cost = { gold = 200 prestige = 0 piety = 0 }
	construction_time = 24

	required_advances = { monastic_schools = yes }
	required_province_improvements = { tilefactory = yes }

	onetime_bonus = { piety = 25 }

	lasting_effects =
	{
		percentage_score = { gold = 1.05 }
	}
}

church =
{
	cost = { gold = 150 prestige = 0 piety = 0 }
	construction_time = 24

	required_province_improvements = { tilefactory = yes }
	required_advances = { brickwork_structures = yes basilican_structures = yes }

	onetime_bonus = { piety = 10 }

	lasting_effects =
	{
		periodic_loyalty = { peasants = 0.001 }
		percentage_score = { gold = 0.97 }
		periodic_score = { piety = 1 }
	}
	additional_return_on_investment = 0.02 #loyalty bonus
}

large_church =
{
	cost = { gold = 300 prestige = 0 piety = 0 }
	construction_time = 36

	required_province_improvements = { tilefactory = yes church = yes }
	required_advances = { romanesque_vaulting = yes }

	onetime_bonus = { piety = 25 }

	lasting_effects =
	{
		periodic_loyalty = {peasants = 0.002 clergy = 0.001 }
		percentage_score = { gold = 0.96 }
		periodic_score = { piety = 1 }
#		periodic_score = { gold = -1 }
	}
	additional_return_on_investment = 0.05 #loyalty bonus
}

domed_church =
{
	cost = { gold = 600 prestige = 0 piety = 0 }
	construction_time = 60
	required_province_improvements = { tilefactory = yes large_church = yes }
	required_advances = { cylindrical_structures = yes }
	minimum_income = 10

	onetime_bonus = { piety = 50 }

	lasting_effects =
	{
		periodic_loyalty = {peasants = 0.002 clergy = 0.002 }
		percentage_score = { gold = 0.95 }
		periodic_score = { piety = 1 }
#		periodic_score = { gold = -1 }
	}
	additional_return_on_investment = 0.05 #loyalty bonus
}

cathedral =
{
	cost = { gold = 1000 prestige = 0 piety = 0 }
	construction_time = 120

	required_province_improvements = { tilefactory = yes domed_church = yes }
	required_advances = { gothic_buttresses = yes }
	minimum_income = 15

	onetime_bonus = { piety = 100 }

	lasting_effects =
	{
		periodic_loyalty = {peasants = 0.003 clergy = 0.003 }
		percentage_score = { gold = 0.90 }
		periodic_score = { piety = 1 }
		periodic_score = { prestige = 1 }
#		periodic_score = { gold = -2 }
	}
	additional_return_on_investment = 0.08 #loyalty bonus
}

theater =
{
	cost = { gold = 400 prestige = 0 piety = 50 }
	construction_time = 24
	minimum_income = 15

	onetime_bonus = { prestige = 50 }

	lasting_effects =
	{
		periodic_loyalty = { burghers = 0.001 nobles = 0.002 }
		percentage_score = { gold = 0.90 }
		periodic_score = { prestige = 1 }
#		periodic_score = { gold = -2 }
	}
	additional_return_on_investment = 0.11 #loyalty bonuses
}

grand_palace =
{
	cost = { gold = 1500 prestige = 0 piety = 0 }
	construction_time = 120
	minimum_income = 15

	onetime_bonus = { prestige = 200 }

	lasting_effects =
	{
		demesne = 0.3
		periodic_loyalty = { nobles = 0.002 }
		percentage_score = { gold = 0.95 }
		periodic_score = { prestige = 1 }
	        supportable = 500
	}
	additional_return_on_investment = 0.03 #demesne bonus
}

roadnet =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 18
	required_advances = { road_building = yes }

	lasting_effects =
	{
		tolls = 1.05
		percentage_speed = 1.25
		attrition = -0.1
		#advance_dispersal (+)
	}
	additional_return_on_investment = 0.05 #advance spread bonus
}

extensive_roadnet =
{
	cost = { gold = 400 prestige = 0 piety = 0 }
	construction_time = 36

	required_advances = { road_building = yes }
	required_province_improvements = { roadnet = yes }

	lasting_effects =
	{
		tolls =  1.1
		percentage_speed = 1.2
		#advance_dispersal (+)
		supportable = 20
		attrition = -0.2
	}
	mountain = no
	march = no
	desert = no
	additional_return_on_investment = 0.05 #advance spread bonus
}

royal_post =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 24

	lasting_effects =
	{
		demesne = 0.2
		periodic_loyalty = { burghers = 0.002 }
		periodic_loyalty = { nobles = 0.002 }
		percentage_score = { gold = 0.95 }
#		periodic_score = { gold = -1 }
	}
	additional_return_on_investment = 0.06 #demesne bonus
}

court_of_justice =
{
	cost = { gold = 100 prestige = 0 piety = 0 }
	construction_time = 18

	lasting_effects =
	{
		periodic_loyalty = { burghers = 0.002 }
		percentage_score = { gold = 0.90 }
#		periodic_score = { gold = -2 }
	}

	additional_return_on_investment = 0.15 #very important structure!	
}

hill_fort =
{
	cost = { gold = 200 prestige = 0 piety = 0 }
	construction_time = 24
	required_advances = { hill_fort = yes }
	upgradeable = yes 

	lasting_effects =
	{
		supportable = 250
		percentage_score = { gold = 0.98 }
	}
}

small_castle =
{
	cost = { gold = 500 prestige = 0 piety = 0 }
	construction_time = 36
	required_province_improvements = { hill_fort = yes }
	required_advances = { small_castle = yes }
	upgradeable = yes 

	onetime_bonus = { prestige = 25 }

	lasting_effects =
	{
		supportable = 500
		percentage_score = { gold = 0.98 }
	}
}

medium_castle =
{
	cost = { gold = 1500 prestige = 0 piety = 0 }
	construction_time = 60
	required_province_improvements = { small_castle = yes }
	required_advances = { medium_castle = yes }
	upgradeable = yes 

	onetime_bonus = { prestige = 50 }

	lasting_effects =
	{
		supportable = 1000
		periodic_loyalty = { nobles = 0.002 }
		percentage_score = { gold = 0.97 }
	}
}

large_castle =
{
	cost = { gold = 3000 prestige = 0 piety = 0 }
	construction_time = 84
	required_province_improvements = { medium_castle = yes }
	required_advances = { large_castle = yes }
	upgradeable = yes 

	onetime_bonus = { prestige = 75 }

	lasting_effects =
	{
		supportable = 2500
		periodic_loyalty = { nobles = 0.002 }
		percentage_score = { gold = 0.97 }
	}
	march = no
	desert = no
}

huge_castle =
{
	cost = { gold = 5000 prestige = 0 piety = 0 }
	construction_time = 120
	required_province_improvements = { large_castle = yes }
	required_advances = { huge_castle = yes }

	onetime_bonus = { prestige = 150 }

	lasting_effects =
	{
		supportable = 10000
		periodic_loyalty = { nobles = 0.003 }
		percentage_score = { gold = 0.95 }
		periodic_score = { prestige = 1 }
	}
	mountain = no
	march = no
	desert = no
}

thieves_guild =
{

	lasting_effects =
	{
		percentage_score = { gold = 0.75 }
		percentage_score = { prestige = 0.98 }
		percentage_assasination_success = 1.5
	}

}

smugglers_ring =
{
	required_province_improvements = { thieves_guild = yes }
	lasting_effects =
	{
		percentage_score = { gold = 0.75 }
		percentage_score = { prestige = 0.98 }
		periodic_loyalty = { peasants = -0.002 }
	}

}

highway_robber_band =
{
	required_province_improvements = { smugglers_ring = yes }
	lasting_effects =
	{
		percentage_score = { gold = 0.75 }
		percentage_score = { prestige = 0.98 }
		periodic_loyalty = { burghers = -0.002 }
		attrition = 0.02 # 2% extra attrition
	}

}
Note: transport cost effects for the various harbours are not open to change at this moment. All other items are up for discussion. :)
 

Pode

Lt. General
72 Badges
May 3, 2005
1.474
92
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • 500k Club
  • BATTLETECH - Backer
  • BATTLETECH - Beta Backer
  • BATTLETECH - Digital Deluxe Edition
  • Crusader Kings II
  • Mount & Blade: Warband
  • Stellaris Sign-up
  • Stellaris
  • Deus Vult
  • Europa Universalis: Rome
  • Rome: Vae Victis
  • Europa Universalis III: Collection
  • Majesty 2
  • Sword of the Stars
  • Naval War: Arctic Circle
  • Europa Universalis IV
  • Victoria: Revolutions
  • Hearts of Iron III
  • Hearts of Iron IV: Cadet
  • Supreme Ruler 2020
  • Supreme Ruler: Cold War
  • Age of Wonders III
  • Magicka
  • Pride of Nations
  • War of the Roses
  • Sengoku
  • Warlock: Master of the Arcane
  • The Showdown Effect
  • Dungeonland
  • Knights of Pen and Paper +1 Edition
It seems to me that the restrictions on forestry should apply to at least the highest level shipyard, and maybe further down the port tree. If there's not enough wood in the province to support even a basic lumber industry, is there really enough around to support high rate ship production? Since desert is one of the proposed restrictions on forestry, applying the same restrictions to shipyards might help deal with the muslim vikings
 

Alexandre

Gave Johan Wallachia's Shield
56 Badges
Jun 24, 2001
1.283
6
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Nemesis
  • Heir to the Throne
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Rome: Vae Victis
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
MrT said:
So here's a fun little chance for everyone to be able to put in your 2<insert currency symbol> worth into the beta...

Let's pretend, for a moment, that it was possible to limit province improvements to only being built in certain terrains. Which improvements should be limited to what? The format is (hypothetically ;)) [terrain_type] = no (see example below)

And, while we're on the subject, are there further changes that you'd like to see re effects, costs, build times, etc.? What changes would you suggest re the ai's evaluation to build priority?

grand_shipyard

No desert. You need wood to build ships.

sawmill =
mountain = no
plains = no
march = no
desert = no

I'd allow them in mountains and plains.

watermills =
mountain = no
desert = no

I'd allow them in the mounains -- you can get more power from smaller rivers there.
brewery =

Not in Moslem ruled provinces, and increased revolt risk in Moslem populated provinces.

grand_palace =
minimum_income = 15

If it's possible to change the minimum income over the years, I'd like to see it raised as time passes up to about 35. If it isn't possible to change the cost, I'd suggest raising it to 20. Otherwise, the majority of my kingdom always ends up with grand palaces, instead of just the really important provinces.

highway_robber_band =

If possible, I'd like to see a higher chance of robber bands forming in mountain and desert provinces.
Alexandre
 

Ayeshteni

Jehanne's Slave
111 Badges
Jul 31, 2002
6.280
106
  • 500k Club
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Penumbra - Black Plague
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Rome: Vae Victis
  • 200k Club
  • Heir to the Throne
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
No breweries in moslem provinces.

I would like to see the shipyards linked with castle size, thus...

(for example) Civilian harbour needs at least small castle
Naval harbour needs large castle
Great shipyard needs huge castle

the rational being that it requires a major unertaking to build these historically which should be tied in with well settled and defensive locales (ruled over by highly prestigious individuals of course).

These could be tempered somewhat by negating the need of small castle for a civilian harbour, a small castle needed for naval harbour and a large castle for a great shipyard.

yours
Ayeshteni
 

King of Men

Resident Opportunist
82 Badges
Mar 14, 2002
7.642
78
ynglingasaga.wordpress.com
  • Cities: Skylines - After Dark
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: No Step Back
  • Divine Wind
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Arsenal of Democracy
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
People, I think you are wandering a bit off track here. The question was terrain, which is related to provinces. Moslem-ruled is related to characters and probably needs a lot more coding to check. (Another question is whether the prohibition on alcohol was actually enforced in this period.)

One problem with forbidding forestries in mountainous areas : Most of Scandinavia is mountainous, and also covered in forest. Indeed, lumber was (and remains) a principal export of the region. Recall why the British so often supported the Swedes : They wanted the Baltic timber resources kept under the control of a medium power so they could rely on importing it for their fleet.
 

caknuck

Captain
65 Badges
Jan 28, 2005
367
0
  • Crusader Kings II: Horse Lords
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Sword of the Stars II
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Crusader Kings Complete
  • Stellaris: Necroids
  • Europa Universalis IV
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Dungeonland
  • Europa Universalis III
  • Divine Wind
  • Hearts of Iron Anthology
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Magicka
  • Europa Universalis III Complete
  • Victoria: Revolutions
1. Fishing wharfs should be allowed in territories on major rivers.
2. Mines should be available in Marshes (bog iron).
3. Sawmills could be allowed in the plains (In more recent times, lumber was often floated down rivers from lumber camps to more populated areas. Was this the case in the medieval era?)
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
King of Men said:
People, I think you are wandering a bit off track here. The question was terrain, which is related to provinces. Moslem-ruled is related to characters and probably needs a lot more coding to check. (Another question is whether the prohibition on alcohol was actually enforced in this period.)

One problem with forbidding forestries in mountainous areas : Most of Scandinavia is mountainous, and also covered in forest. Indeed, lumber was (and remains) a principal export of the region. Recall why the British so often supported the Swedes : They wanted the Baltic timber resources kept under the control of a medium power so they could rely on importing it for their fleet.
Precisely. In my version (posted above) you'll note that many of the "basic" level structures have a much broader terrain allowance than the advanced versions (i.e. forestry in mountains but not a sawmill). I don't want to restrict things too much, but it would be nice to have some restrictions.

Also, I'm making allowances for the fact that even though a province has only one terrain type the reality is that there will be elements of most terrain types in each (a plains province will likely have some forest, some hills, some marsh, etc., ) and also that each of these "structures" had various regionally-adapted equivalents.

A good example is the "mine". Most of us think of a mine as a hole in the ground, into which people decend to extract ores/etc. In that era, a "hole in the ground" mine was actually not nearly as common as strip mines (which aren't very terrain-dependent...more just a case of the age of the exposed rock) so it's perfectly reasonable for certain mines to be located in non-hill/mountain regions. I think of "advanced mine" as being much more likely to be a major geographic up-thrust with large ore exposure (or at least shallow enough that modest depth-mining would make it accessible).

As to other stuff...

Religious prohibitions against structures is a pain in the ass since it has to be hard-coded. Let's not go there.

Making requirements for other structures is possible (and is used) but one needs to be very careful about how it's done. If it's critical then okay, but let's focus most of our initial attention on terrain prohibitions and possible modifications to ai build priorities.
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
caknuck said:
1. Fishing wharfs should be allowed in territories on major rivers.
There is no check for "has_majoar_river_border" and there probably won't be.

2. Mines should be available in Marshes (bog iron).
Good point. I'd forgotten about that.

3. Sawmills could be allowed in the plains (In more recent times, lumber was often floated down rivers from lumber camps to more populated areas. Was this the case in the medieval era?)
I don't think so -- or at least not on a commercial level. I may be wrong (and if I am then could someone please supply a link...)
 

unmerged(2456)

Pure Evil Genius
Mar 29, 2001
11.211
0
www.hero6.com
cheese_dairy
desert = no
march = no

Since it doesn't say what type of cheese, we can keep mountains.

extensive_roadnet
forest = no

I say this because other things, like mines aren't allowed likely because it would be extenively clearing the area and thus its no longer a forest anymore.

highway_robber_band
requiring a roadnetwork might be okay, if possible, but otherwise if not they shouldn't be resticted based on terrain.

I would also put minimum income on the following:
large_church
domed_church
cathedral
moneylenders
school
smugglers_ring
highway_robber_band
university
small_castle (maybe)
medium_castle
large_castle
huge_castle
civilian_harbour (maybe)
naval_harbour
grand_shipyard
theater
waracademy (maybe)

basically almost any imporvemnt beyond the inital one (minus a few) should be resticted in some manner. Its not reasonable to think a Cathedral would be built in a province with less than 1 income
 

unmerged(2456)

Pure Evil Genius
Mar 29, 2001
11.211
0
www.hero6.com
MrT said:
I don't think so -- or at least not on a commercial level. I may be wrong (and if I am then could someone please supply a link...)
There is also the fact your theorizing they have a supply. if you're an island in the middle of nowhere, there isn't going to be anyone floating things over to you.

Besides by that logic, deserts could have lumbermills as lumber was shipped there as well.
 

Alexandre

Gave Johan Wallachia's Shield
56 Badges
Jun 24, 2001
1.283
6
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Nemesis
  • Heir to the Throne
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Rome: Vae Victis
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
MrT said:
Religious prohibitions against structures is a pain in the ass since it has to be hard-coded. Let's not go there.

It's a nice to have; if it's a real pain to program, there are other far more important tweaks to worry about.

Any chance of increasing the likelyhood of highway robbers in desert/mountain provinces?

Alexandre
 

caknuck

Captain
65 Badges
Jan 28, 2005
367
0
  • Crusader Kings II: Horse Lords
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Sword of the Stars II
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Crusader Kings Complete
  • Stellaris: Necroids
  • Europa Universalis IV
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Dungeonland
  • Europa Universalis III
  • Divine Wind
  • Hearts of Iron Anthology
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Magicka
  • Europa Universalis III Complete
  • Victoria: Revolutions
Alexandre said:
Any chance of increasing the likelyhood of highway robbers in desert/mountain provinces?

Also, there should be an increased chance of Smugglers Rings in coastal areas.
 

unmerged(13008)

Granzerpennadier
Dec 21, 2002
784
0
www.close-combat.de
Calanctus said:
Alexandria eternally stuck with just a fishing port strikes me as more than a little odd, but otherwise, I like the desert restriction on forestries/ports.

Could we allow shipyards in Desert regions, BUT make them rather expensive. While a sawmill could give a 50% -75% bonus on the price?
That would make building shipyards in wood provinces reasonable, but still allow rich rulers like King of Egypt to build up "fleets". After all Egypt was the main supplier of Navy for the ancient Kings of Persia.

Same issue with the tile factory. Without it you should have really, really high prices on bigger buuildings. You can always import your stone, but only having it available locally should get you the prices we are used to right now.
 

caknuck

Captain
65 Badges
Jan 28, 2005
367
0
  • Crusader Kings II: Horse Lords
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Sword of the Stars II
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Crusader Kings Complete
  • Stellaris: Necroids
  • Europa Universalis IV
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Dungeonland
  • Europa Universalis III
  • Divine Wind
  • Hearts of Iron Anthology
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Magicka
  • Europa Universalis III Complete
  • Victoria: Revolutions
MrT said:
caknuck said:
(In more recent times, lumber was often floated down rivers from lumber camps to more populated areas. Was this the case in the medieval era?)
I don't think so -- or at least not on a commercial level. I may be wrong (and if I am then could someone please supply a link...)

I did some searching, and the earliest references to timber floating I could find were in the 1700s.
 

NeilJT

Court Astronomer
4 Badges
Aug 20, 2003
643
0
Visit site
  • Crusader Kings II
  • Europa Universalis III
  • 500k Club
  • Europa Universalis III: Collection
Mines not in a desert?

I was under the impression that there was a lot of mineral extraction in the desert, to be honest this is based on playing Egyptian computer games, but didn't the ancient Egyptians extract copper, gold and gems?
 

lenny

Field Marshal
84 Badges
May 4, 2004
2.754
1
  • Mount & Blade: Warband
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Stellaris: Necroids
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • Majesty 2
  • Majesty 2 Collection
I would allow sawmills also in plains and mountains, mines everywhere, and water mills also in mountains. I would not allow grand ship yards in desert or mountains, and cheese dairies in deserts.
 

Grosshaus

Minister of Peace for Europe
42 Badges
May 14, 2003
10.504
76
Visit site
  • Crusader Kings II: Reapers Due
  • Cities: Skylines
  • Europa Universalis IV: Pre-order
  • Hearts of Iron II: Beta
  • Victoria 2 Beta
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • 500k Club
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris: Distant Stars
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Ancient Relics
  • Crusader Kings III
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Cities in Motion 2
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
I don´t see a reason to be all that restrictive. A province that is plains is not fully plains, bar some exceptions in the steppes, even in modern times when you fly over France/Holland/Germany which is mostly plains you see forests scattered all over the place and back then they were much, much more numerous. To me plains in CK is mostly not plain plains but rather a province with roughly a half of area clear opposed to forested which have just few fields here and there. Desert is another case, they should not have any of them.

The same goes to mines, it´s not like Civilization is the perfect model of reality:) In case of iron the biggest source of that in Finland at the time was actually lakes where the glacier during Ice Age had concentrated them in lumps. Frankly during Medieval times I´d even dare to say it was less likely to have mines in mountaineous provinces, it´s a tricky thing to dig through rock opposed to just gathering lumps or digging through soil which often was enough. At the time there were still minerals basically everywhere to be taken in the amounts that the economy needed.

Limiting extensive roadnets from forested provinces makes little sense either as long as there is no way to clear provinces from forests, frankly if that building was to be restricted I´d rather forbid it from mountains. But that also isn´t really realistic, even the Romans made quite extensive roadnets in the Alpin regions they held.

Dairy, water mills and brewery all require lots of water, it´s ok not to allow them in desert provinces.
 

Ayeshteni

Jehanne's Slave
111 Badges
Jul 31, 2002
6.280
106
  • 500k Club
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Penumbra - Black Plague
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Rome: Vae Victis
  • 200k Club
  • Heir to the Throne
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
OK, back on track :D

As Grosshaus says, no brewery, cheese dairy and water mills in desert. I would also maintain no Great shipyard in desert either.

Mountains should be allowed to build forestries (as is). Mines should be allowed in Marshes (as someone has already pointed out)

Perhaps limit the BIG buildings to not be buildable in marsh terrain (Grand Palace, Domed Church, Cathedral, Grand Shipyard, Huge Castle)

Smugglers ring more likely in coastal areas and highwaymen in extensive roads would be nice (though probably not likely to implement)

As for AI priority, a court of justice should be lower down - it should be built AFTER money-making buildings to offset the minus-gold effect. I would also do the same with the royal posts, but I know AI spread would benefit from them. The first things built should be Forestries and Fishing-Wharfs (if available)

Other than that, it seems all tickety-boo MrT.

I am a little worried over the argument that a province doesn't contain just the one terrain (I know that it does contain more than one and all..), it is just the case that if this is the case then this discussion/thread is moot...

A desert MIGHT have a river in it (a la the Nile) and have the water features. Mountains MIGHT have forest and sweeping plains it (and so have those buildings), bringing us back to the fact (and square one) that all buildings SHOULD be buildable in any given province. :p (which I dont want).

Other than that, it seems all tickety-boo MrT.
yours
Ayeshteni