you don't even know how many people are foaming at the mouth for EU4...
No need for that as Magna Mundi is coming soon(ish)!
you don't even know how many people are foaming at the mouth for EU4...
This and mercenary & holy order numbers & cost increasing every century is currently the only thing I'd be expecting from the game. Thank you very much for an excellent release.There will be new ambitions & plots in each content patch..
We got a system to eliminate spam if we add more events, so it just increases variety.
Is this the first game we have made where the community actually thinks the creative content is more than enough? Not that we want to stop here. We will add several event-series to every content patch...
In my experience it's very hard to acquire "the great", because you need to be below 100 prestige when you inherit, and my sons often have nearly that much when they're born.
I have some plots/ambitions that I want to implement but I've no idea what a lot of the triggers mean. Looked in objectives file and got lost.:blush:
Then you know how I feelThe plots are rather complicated and time consuming to do. I did the ones for Sengoku and CK but the ones for CK is much more complicated, because of everything with laws/titles/de jure vs de facto etc. And the plot needs to work together with events and decisions and special CB's and they all need to be able to detect if something isn't valid anymore... Not to mention the work that goes into actually debugging and making sure they work as intended. I know we don't have that many plots yet, but anyone who tries to mod in one themselves will quickly find out why. I've just scripted a new one that works both for vassals and independents and that I think many players will like. Will most likely be included in the next patch.
Then you know how I feelThe plots are rather complicated and time consuming to do. I did the ones for Sengoku and CK but the ones for CK is much more complicated, because of everything with laws/titles/de jure vs de facto etc. And the plot needs to work together with events and decisions and special CB's and they all need to be able to detect if something isn't valid anymore... Not to mention the work that goes into actually debugging and making sure they work as intended. I know we don't have that many plots yet, but anyone who tries to mod in one themselves will quickly find out why. I've just scripted a new one that works both for vassals and independents and that I think many players will like. Will most likely be included in the next patch.
To me, the black spot of Paradox remains Tutorial and Newbie Guide. You would gain more costumers by answering this question a noob asks when launching a PI game : "what do I have to do" ?
I wonder if there isn't something you could do with multi-stage actions, a plot to create a plot. . . . You could have plots to obtain some almost-but-not-quite approved marriages. King of Denmark rejects your son as a suitor for his daughter? But not by much? Plot with his Queen and/or Steward etc to get him to change his mind. . . . Also, there could be plots which were largely RP or flavor events. Not necessarily of the "hello sailor!" variety some are asking for, but plots to, um, interact with various courtiers might be a good way to pass the time for some players . . . . Some plots could also be ways of amplifying or assisting Councilor actions. . . or plot to make that same process fail. . . . it would feel like you were deviously scheming to bring about a particular result via mechanics which are already built into the game.
How about region-specific events? Especially for Byzantium.