An economy-focused submod is (vaguely) in development.Any chances adding food economy?
What are the planned features?
At the moment, much remains to be done in terms of research (and coding help) in order to fill in the ARLES framework. The finished product will include the following:
1) Economic Overhaul
- Simplified resource system based on local and regional geography lending local and possibly realm-wide benefits, with 7 base natural resources and up to 15 trade goods to be used from construction to producing beautiful tapestries to forging arms and armor.
- Simplified population system to simulate growth of major cities as well as economic growth, closely tied to the resource system. Watch as your cities grow on their own as your industries boom, but protect them well, as constant warring, sieges, and raids will drain your economy and cause your people to become weary or even revolt.
The "revoked a title from me" opinion modifier (opinion_revoked_my_title, −60 for a hundred years) lasts much longer than the "granted a duchy to me" opinion modifier (opinion_granted_duchy, +60 for ten years). For a ruler who gradually revokes and re-grants duchies to change his vassal dukes' government from Feudal to Imperial, this leads to the following situation:
1. Feudal duke has +0 opinion toward emperor.
2. Emperor revokes duchy.* Duke, now count, has −60 opinion toward emperor.
3. Emperor re-grants duchy. Count, once more duke (or "minor viceroy"), once more has +0 opinion toward emperor.
4. Ten years later, duke's opinion toward emperor suddenly plummets back to −60.
Multiply this by the several dozen dukes that the typical Imperial emperor has as vassals, and rebellious factions start appearing out of nowhere ten or fifteen years after the titles were revoked. I feel as if this is a very weird result. It's been stated that vassals shouldn't calmly accept having their hereditary rights taken away--but is making them get angry about losing those rights only ten years after the fact, while they placidly acquiesce in the meantime, any better?
Maybe the "revoked a title from me" opinion modifier could be reduced in duration to ten years, but be increased in intensity to −120 or −180, so that the revocation can't be smoothed over by re-granting the title.
*The duke has only just inherited the duchy, so he hasn't had a chance to join a 4I faction and he has no inclination to refuse the revocation.
While I know they weren't made by the HIP team, they are used in EMF I am wondering about the "rights to use" of the 4 combat traits (not the commander ones, those with the sword on them).
I am working on some martial societies and for the sake of future compatibility with HIP I'd rather use these 4 traits than make my owns. It would be silly to have 2 series of combat traits stacking with each others to absurd level. I only mean the traits themselves with their pictures, not any events related to them.
You may want to adjust or remove event 66110 ("My relative keeps asking me to press his claim for the glory of our dynasty.") in dynasty_events.txt (currently not edited by EMF). Currently, an AI character chooses to declare war based on his attributes and on his opinion of the proposed war target, with literally zero consideration of actual troop strength. This leads the AI to declare obviously-suicidal wars.
View attachment 302184
I have literally ten times the troops of the Sunni Caliph (16,000 vs. 160,000), but he still decided to press his son's claim against me. Earlier in the same campaign, I was attacked several times by vassal dukes who had equally-minuscule chances of success.
They actually were all made by the HIP Team. @AnaxXiphos in particular made them, but since he is now fighting for his life in the Wu Dang Mountains in a test of fury and spirituality, I'll give you permission to use those icons instead. Please credit AnaxXiphos & HIP/EMF along with your mod.
I had assumed they were part of the original duel engine mod (well, were they or not, it ain't changing the fact if AnaxXiphos made them). Thanks, it will avoid some weirdness whenever I start making SWMH/CK2plus holy orders societies at a later date.
Unfortunately, AI tribes already have enough trouble as it is getting to Maximum TO. [Honestly, it's a problem I keep doing a little about and then forgetting, but this is one of the major issues in the game right now -- tribes not feudalizing eventually.] If their council laws are forced to be fully empowered at Minimal TO, then it will be much harder to recover / get over in the place Minimal TO.Would like to suggest that tribal council should be fully enpowered when having minimun tribal organization. This would reflect the limits of a chiefdans power wich was not absolute.
Then what about council don't get to vote on Tribal Organization?Unfortunately, AI tribes already have enough trouble as it is getting to Maximum TO. [Honestly, it's a problem I keep doing a little about and then forgetting, but this is one of the major issues in the game right now -- tribes not feudalizing eventually.] If their council laws are forced to be fully empowered at Minimal TO, then it will be much harder to recover / get over in the place Minimal TO.
"What one hand giveth, the other hand taketh away." I foresee extensive use of Notepad++'s "Replace" dialog in my future...zijistark said:EMF repo now uses LF-only and spaces in lieu of tabs (x4)
But that behavior wasn't changed from vanilla--you can do exactly the same thing without EMF.the changes done to imprisonment? Specifically the one were you can freely move prisoners from house arrest to the oubliette
But that behavior wasn't changed from vanilla--you can do exactly the same thing without EMF.
If you want to edit the relevant decisions, they're in decisions/emf_prisoner_decisions.txt. (For comparison, the vanilla decisions are in decisions/vassal_decisions.txt.)
TBH, we are well before the point we're even thinking about post-JD changes. We have a lot of our own changes that we're still working on right now, albeit not at the greatest pace ever as the slide into winter has slowed us down, and then I've got a lot of compatching to do before I can fully assess how EMF will even deal with that "second phase" of the compatch, making everything coherent on a higher level with existing EMF code. So, there are possible features which could come out of the modding improvements, but that's well after all this crunch is over.Hey. Did you look up 1.8 patch notes for vanilla CK2? Are there any interesting modding changes that could warrant its own post by creator (Mod Dev Diary)?
It will be a sweet pain to alternate between HiP for longer campain and Vanilla for shorter campaigns just to try new features on
Oh, I didn't ask in the HiP particular context, more about - how much this new thing can possibly help advanced moders. List of changes for modding is so long I fell asleep reading it. With so many things moddable already, I've no idea what is will now become possible, that wasn'tTBH, we are well before the point we're even thinking about post-JD changes. We have a lot of our own changes that we're still working on right now, albeit not at the greatest pace ever as the slide into winter has slowed us down, and then I've got a lot of compatching to do before I can fully assess how EMF will even deal with that "second phase" of the compatch, making everything coherent on a higher level with existing EMF code. So, there are possible features which could come out of the modding improvements, but that's well after all this crunch is over.