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chatnoir17

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Using event ranges under the Hanseatic League Mod (1000053000-1000053003)

This mod is basically the conversion about what I have achieved by MIH Mod for Sengoku, namely giving seasonal modifiers to the provinces.
However I go one step further for CK2 with adding climate differences, since the map of CK2 handles larger area than Sengoku.

NEWS:
Ver.1.2 (compatible for 1.10- patch) is released.
SWMH 2.811 Version by Vipe1


The Features

1. Seasonal Modifiers based on the Dry, Cold and Temperate Climates groups by Köppen.
All provinces get tax income decreases from winter to summer, and in turn gain high bonus in harvest. Some climate groups add small supply limit modifiers too. However, the total amount of the yearly income will not be changed.

Here is the table about the positive and negative modifiers, and "Port" means coastal provinces)
Code:
[U]Mediterranean Climate[/U]
    Spring
        Tax Income
            Cs: tax income -30%
            Bs: tax income -30%
            Ct: tax income -20% (port:-10%)
        
    Summer
        Tax Income
            Cs: tax income -50%
            Bs: tax income -40%
            Ct: tax income -30%(port:0%)
        Supply Limit:-0.5
    Autumn
        Tax Income
            Cs: tax income 130%
            Bs: tax income 100%
            Ct: tax income 70%(port:20%)
        Supply Limit:0.5
    Winter
        Tax Income
            Cs: tax income -50%
            Bs: tax income -30%
            Ct: tax income -20%(port:-10%)
[U]Oceanic climate[/U]
    Spring
        Tax Income
            Cs: tax income -50%
            Bs: tax income -40%
            Ct: tax income -30% (port:-10%)
    Summer
        Tax Income
            Cs: tax income -40%
            Bs: tax income -30%
            Ct: tax income -20%(port:0%)
        Supply Limit:-0.5
    Autumn
        Tax Income
            Cs: tax income 140%
            Bs: tax income 110%
            Ct: tax income 80%(port:30%)
        Supply Limit:0.5
    Winter
        Tax Income
            Cs: tax income -50%
            Bs: tax income -40%
            Ct: tax income -30%(port:-20%)
[U]Steppe Climate[/U]        
    Spring
        Tax Income
            Cs: tax income -40%
            Bs: tax income -30%
            Ct: tax income -30% (port:-20%)
        Supply Limit:-0.25
    Summer
        Tax Income
            Cs: tax income -40%
            Bs: tax income -30%
            Ct: tax income -20%(port:-20%)
        Supply Limit:-0.5
    Autumn
        Tax Income
            Cs: tax income 120%
            Bs: tax income 90%
            Ct: tax income 80%(port:60%)
        Supply Limit:1
    Winter
        Tax Income
            Cs: tax income -40%
            Bs: tax income -30%
            Ct: tax income -30%(port:-20%)
        Supply Limit:-0.25
[U]Desert Climate  [/U]      
    Spring
        Tax Income
            Cs: tax income -20%
            Bs: tax income -20%
            Ct: tax income -20% (port:-10%)
        Supply Limit:-0.5
    Summer
        Tax Income
            Cs: tax income -20%
            Bs: tax income -20%
            Ct: tax income -20%(port:-10%)
        Supply Limit:-1
    Autumn
        Tax Income
            Cs: tax income 70%
            Bs: tax income 70%
            Ct: tax income 60%(port:30%)
        Supply Limit:2
    Winter
        Tax Income
            Cs: tax income -30%
            Bs: tax income -30%
            Ct: tax income -20%(port:-10%)
        Supply Limit:-0.5
[U]Continental Climate [/U]       
    Spring
        Tax Income
            Cs: tax income -40%
            Bs: tax income -30%
            Ct: tax income -20% (port:-30%)
        Supply Limit:-0.25
    Summer
        Tax Income
            Cs: tax income -30%
            Bs: tax income -30%
            Ct: tax income -20%(port:-20%)
        Supply Limit:-0.5
    Autumn
        Tax Income
            Cs: tax income 120%
            Bs: tax income 100%
            Ct: tax income 70%(port:90%)
        Supply Limit:1
    Winter
        Tax Income
            Cs: tax income -50%
            Bs: tax income -40%
            Ct: tax income -30%(port:-40%)
        Supply Limit:-0.25
[U]Taiga Climate [/U]       
    Spring
        Tax Income
            Cs: tax income -30%
            Bs: tax income -20%
            Ct: tax income -30% (port:-40%)
        Supply Limit:-0.25
    Summer
        Tax Income
            Cs: tax income -30%
            Bs: tax income -30%
            Ct: tax income -10%(port:-20%)
        Supply Limit:-0.5
    Autumn
        Tax Income
            Cs: tax income 90%
            Bs: tax income 80%
            Ct: tax income 70%(port:110%)
        Supply Limit:1
    Winter
        Tax Income
            Cs: tax income -30%
            Bs: tax income -30%
            Ct: tax income -30%(port:-50%)
        Supply Limit:-0.25

2. More seasonal events
Not included yet.

Can AI handle this feature?
As far as I tested, yes. There is no weird movement or action by AI.

The Compatibility
This mod is
compatible with any mods without map changing from the vanilla.
 
Last edited:

chatnoir17

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Change Logs
Code:
Ver.1.0
- added character events (1000053000, 1000053001, 1000053002, 1000053003) which change seasons.
- added 48 seasonal modifiers to represent four seasons in different climates
 
Last edited:

Trashed

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Awesome and indeed much needed. It seemed to have even been planned if you look at the static_modifiers.txt file. Not wierd if you take into account how important the seasons were in medieval society. It basically all revolved around the seed, harvest, sit winter out and hope the food won't run out thing. Not to mention the impact on warfare.
 
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chatnoir17

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Very much needed feature. Look forward to the results.

I have already succeeded in MIH Mod. The most annoying thing for the conversion would be setting climates for over 900 provinces.

It basically all revolved around the seed, harvest, sit winter out and hope the food won't run out thing. Not to mention the impact on warfare.

Especially for castles, while bishoprics and cities functioned as commercial center, so they had less worry about the incomes between winter and summer. Maybe I have to set different modifiers to cities, bishoprics and castles.
 

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Climate Map

This is the map about the climates.
Green:Oceanic Climate (Cf)
Light Green:Mediterranean Climate (Cs)
Purple:Continental Climate (Dfb)
Light Purple:Taiga Climate (Dfc)
Light Brawn: Steppe Climate (Bs)
Yellow: Desert Climate (Bw)
wethermap.png


Since the scholars don't find a conclusion about the categorization of climates (f.e. about Spanish Plain) and thus there are many authentic climate maps, I have to make a compromise between them. I tried to do my best, however if climates above are wrong in some areas, please let me know.
 
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Seasonal Modifiers and Events

And here is an example of seasonal modifiers for the Mediterranean Climate.
Code:
Mediterranean Climate
    [U]Spring[/U]
        Tax Income
            Cs(Castle): tax income -30%
            Bs(Bishopric): tax income -30%
            Ct(City): tax income -20%
        
    [U]Summer[/U]
        Tax Income
            Cs: tax income -50%
            Bs: tax income -40%
            Ct: tax income -30%
        Supply Limit:-0.5
    [U]Autumn[/U]
        Tax Income
            Cs: tax income 130%
            Bs: tax income 100%
            Ct: tax income 70%
        Supply Limit:0.5
    [U]Winter[/U]
        Tax Income
            Cs: tax income -50%
            Bs: tax income -30%
            Ct: tax income -20%

The gap between the income of autumn and these in the other seasons means how much a province (or settlement) depends on agricultural products for its economy. So this gap in the desert provinces will be smaller. The total amount of yearly tax income doesn't change, but we can also set good/bad crops events in order to increase/decrease harvest gains effectively. It means, owning too many castles could bring an economic catastrophe to you in a drought season.


How do the events work? I would take the "spring comes" event as example. I have made it as an event for AI character which happens very likely (MTTH: days = 1). This event has two triggers, the one is about the month (happens in March) and the other is about the global flag (not having "spring_season"). The event should occur on 1.3. with super high chance for AI character and set the global_flag "spring_season" and clear "winter_season" in the last year. In the option, the event adds the province modifier "cf(oceanic climate)_spring" and removes "cf_winter".

So the code will look like this:
Code:
## Season events

# spring comes
character_event = {
    id = 1
    desc = "EVTDESC1"

    trigger = {
        ai = yes
        month = 2
        Not = { month = 5 }
        Not = { has_global_flag = spring_season }
    }

    mean_time_to_happen = {
        days = 1
    }

    option = {
        name = "EVTOPTA1"
        clr_global_flag = winter_season
        set_global_flag = spring_season
        1 = {
            remove_province_modifier = cf_winter
            add_province_modifier = {
                name = cf_spring
                duration = 100
            }
        }
      ... x ca. 900
      }
}

If we create other three events for summer, autumn and winter, we get the circle of four seasons.

So my current task is setting climates for ca. 900 x 4 times. I know it is a "copy and paste" work, but I feel already tired before starting...
 
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chatnoir17

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this looks interesting! - but what is the definition of a 'continental climate?'

This.
The name sounds a bit strange for me, since I have learned in my Geo class these climates as "cool climates" in Japanese... (others are hot, warm, cold and dry :) ).
 

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A very interesting design and it would be even better if it can be used as a add-in mod component. I think it almost suits every major mod thus far.

This mod will add just a few events and 2-3 dozens of modifiers, so it should be compatible with the most mods without map modding. Even with changed maps, man needs only small adjustments.
 

chatnoir17

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Any chance of tying this in with the provincial prosperity mods?

For example? Personally, I could imagine that my idea could sound a good harmony with comming arg&grallonsphere's economic mod, though some tweaks will be needed.
 

Wolfgang Pauli

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For example? Personally, I could imagine that my idea could sound a good harmony with comming arg&grallonsphere's economic mod, though some tweaks will be needed.
Wiz has one incorporated into CK2Plus that's modeled after the old CK1 system. Strudel Man made it, but I don't think it's posted on these forums.
 

chatnoir17

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Wiz has one incorporated into CK2Plus that's modeled after the old CK1 system. Strudel Man made it, but I don't think it's posted on these forums.

Sounds interesting. I have no time to combine them by myself, but using this comming mod in CK2Plus is no problem for me.
 

RedRooster81

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These events look very interesting. Really the kind of mod that this game needs. It took me a while to realize why income differs by season, but it all makes a lot of sense. I think that the interior of Spain is fine. It is a dry grassland with rather harsh winters. For more information, here is a good collection of studies (online and fulltext but no doubt dated): http://libro.uca.edu/frontier/spanfrontier.htm
 

Wolfgang Pauli

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And here is an example of seasonal modifiers for the Mediterranean Climate.
If we create other three events for summer, autumn and winter, we get the circle of four seasons.

So my current task is setting climates for ca. 900 x 4 times. I know it is a "copy and paste" work, but I feel already tired before starting...
My first comment is that you should increase the MTTH a little bit, a couple weeks maybe, so that seasons can vary in length.

Second, you don't need to create an event for each province. Actually, doing so would likely slow the game down noticeably. Instead you can have one event for each group and have the effect set the modifier in each province by using the province number. Then you could have a single "notify player" event that triggers on the change (set a global "player_notified" flag and remove it in the season change events). This means you only have 25 events to handle instead of 3600.

And best of all, you can cheat setting the modifier by writing it all in an excel spreadsheet. That'll be way faster than doing it all by hand.
 

chatnoir17

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These events look very interesting. Really the kind of mod that this game needs. It took me a while to realize why income differs by season, but it all makes a lot of sense. I think that the interior of Spain is fine. It is a dry grassland with rather harsh winters. For more information, here is a good collection of studies (online and fulltext but no doubt dated): http://libro.uca.edu/frontier/spanfrontier.htm

Thanks for the information. They would be helpful if this mod goes along with preciser climate history.

My first comment is that you should increase the MTTH a little bit, a couple weeks maybe, so that seasons can vary in length.

I am afraid that it makes some years without spring or autumn (controlling MTTH is a delicate thing...), but I will test it.
I think we can make seasonal flavors also with events, which could happen separately. (f.e. a snow ball game event could happen between November and March in the northern provinces, while Italy or North Africa hardly see it during winter).

Second, you don't need to create an event for each province. Actually, doing so would likely slow the game down noticeably. Instead you can have one event for each group and have the effect set the modifier in each province by using the province number. Then you could have a single "notify player" event that triggers on the change (set a global "player_notified" flag and remove it in the season change events). This means you only have 25 events to handle instead of 3600.

We will have just four events for four seasons, each of them changes seasonal modifiers in 900 over provinces.

And best of all, you can cheat setting the modifier by writing it all in an excel spreadsheet. That'll be way faster than doing it all by hand.

Now I am learning Notepad++ and excel. :)