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dauncosony

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I think everyone should be castles. Everyone should have the same fair chance.

The best way to give everybody a chance while retaining republics and theocracies is to give everybody three holdings: Castle, City, and Temple. Also, not every province is connected to a coast (although this doesn't actually matter at the beginning if everybody starts with only a castle.)
 
A

AureliusBob

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After playing it for a bit, I would think that castles are really the only option for survival. If a province starts with a temple or city, then they are at a huge manpower disadvantage for awhile. Could the AI survive that?
 

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I believe neighboring castle-counties would eat them right away.

If what you want is for theocracies and republics to blossom, I'd suggest something event-driven one a lord has built a town or temple. Like counts with a town holding switching to republic if they have high stewardship or something, tho I'm not sure this is entirely possible.

Still, I'd prefer an all-feudal world if the other option is to have starting towns/churches.
 

dauncosony

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I believe neighboring castle-counties would eat them right away.

If what you want is for theocracies and republics to blossom, I'd suggest something event-driven one a lord has built a town or temple. Like counts with a town holding switching to republic if they have high stewardship or something, tho I'm not sure this is entirely possible.

Still, I'd prefer an all-feudal world if the other option is to have starting towns/churches.

One of the ideas I have, that I am not sure if I can pull off, is have some cities emerge after an unwanted ruler, kind of like a popular revolt. However, there needs to be a city built first. I also need to find ways to balance out cities, sure they have little money, but not even mercs can help them.
 

Zhangku

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One of the ideas I have, that I am not sure if I can pull off, is have some cities emerge after an unwanted ruler, kind of like a popular revolt. However, there needs to be a city built first. I also need to find ways to balance out cities, sure they have little money, but not even mercs can help them.

I'd beg to differ. In many games I've played with cities as sovreign counties, Dogedoms have been a dominant power broker in their regions. It got aggravating being near them.
 

dauncosony

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I'd beg to differ. In many games I've played with cities as sovreign counties, Dogedoms have been a dominant power broker in their regions. It got aggravating being near them.

Did the campaigns you played with started with three holdings for each county (an older version)? I don't think I've ran a test game with the one holding per county yet so I don't know.
 

dauncosony

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Is this still being updated or worked on? Or is it good to go as is for the latest version?

I've been working on this every day after work since last Friday, I can't give a good estimate of when is the next release, I said over the weekend last week but obviously that wasn't true, but I can tell you all I really need to work on are events.
 

exin

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Does anyone know why Dawn of Kingdoms doesn't work with the Kingdoms Abound title generator? I am really curious as it would make empire creation possible in game, until dauncosony finds the time to work on implementing it in the mod.
 

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Does anyone know why Dawn of Kingdoms doesn't work with the Kingdoms Abound title generator? I am really curious as it would make empire creation possible in game, until dauncosony finds the time to work on implementing it in the mod.

Dauconsony's already built the kingdom titular titles, so rebuilding the kingdom titles through Kingdoms Abound is useless. Kingdoms Abound needs de jure titles to build the next tier up, so when it tries to build empire level titles, there aren't any de jure kingdom level titles to make titular empires.
 

dauncosony

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Right now I'm trying to get Religion Spread to work. Currently there are hilarious results from the testing process. The religion spreads too fast (for testing purposes) so Catholicism is stamped across the continent in a matter of years. The only places that are saved from this are island provinces, such as the British Isles.
 

Herl

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Right now I'm trying to get Religion Spread to work. Currently there are hilarious results from the testing process. The religion spreads too fast (for testing purposes) so Catholicism is stamped across the continent in a matter of years. The only places that are saved from this are island provinces, such as the British Isles.

Those seem like good-ish results so far... just like culture didn't spread through ports until someone modded it.
 

SickLaxBro

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That's 4 built holdings in a span a little over 100 years. It cost 2600 gold just to create those holdings themselves, and perhaps even more spent on upgrades. Republics are overpowered. Just have everyone start as a castle. No exceptions.*

Just an FYI: I'm playing a slightly modded version of the hotfix someone posted recently. I added titular empires of West and East Rome, but I didn't mess with holdings so super-Venice can happen anytime.

*I lied. Exceptions should be made for Rome, Constantinople, and Mecca. Add a temple holding for the head of the Catholic, Orthodox, and Sunni/Shiite religious figures. This way, there'll be a (small) court for the big 3 religions, and the player will be able to convert by inviting courtiers to tutor their children, so they don't need edit saves to convert. I also noticed that the Pope starts Pagan, while the Patriarch starts Orthodox. Is this a weird glitch or WAD?