I played the duke of Munster in Ireland, from 1066. One of my neighbours, I don't know which, had both icons on the temple holding some years after the start. Yes, I started a fresh game with yesterday's version.
ok thank you for reporting and the feedback.I played the duke of Munster in Ireland, from 1066. One of my neighbours, I don't know which, had both icons on the temple holding some years after the start. Yes, I started a fresh game with yesterday's version.
It is one of the solution because it is faster than our current building check.I see. I think I have a solution for it. You give a title flag in the immediate section when you fire the event, but you do not check for it in the trigger. If you put the condition that the holding does not have the title flag, the event can not be called again. It's because the immediate is evaluated before the second call, while the effect is evaluated parralel, so the second call has a chance to interrupt.
Well, it is in fact a leftover from earlier designs from before tribes and governments, but you are right on this. Other buildings will be religion specific, when it make sense too.I just see no reason why this should be connected to religions. It should be a matter of government form, isn't it?
The mod still misses a lot of stuff, that's why it is still in Beta phase.And I think you might consider adding some flavour to tribal and republican government. The capital city of a merchant republic should be more than just a trading city. It might need more administrative buildings. And more buildings and events about a tribe ruler or even change the way a tribe could be upgraded into a city/castle, such as a prosperity or economic requirement. I think this might make the mod more in-depth regarding the economics of CKII (the vanilla economic system just seems too shallow and simple, your mod is a great complement of it)
Could you tell me a bit more about this feature, i played very few to EU4.Perhaps, for Republics, you could add a trading city government similar to EUIV to allow for "vassal" republics.
We are reworking the exotic/luxury goods for the future, we'll tell you more later onIn addition a republic will grant the surrounding lands access to exotic resources that otherwise would not be found.
Merchant Republics that have a Trade League are able to create a new one-province-minor out of one of their provinces. This new nation will become independent, but part of their Trade League, and will never leave that Trade League on its own. A Trading City is created from the province view like Client States are. The player can decide upon its name, shield and color, similar to creating a custom nation.
An AI trading city will not expand. There can only be one Trading City in each Trade Node for a Trade League.
A trading city that gains an additional province will immediately become a Merchant Republic. The ideas of trading cities are chosen randomly at creation. The first trade city created in the world has the tag T00, the second T01, and so forth.
Some buildings will be capped on holder tier yes.Would this mod have some rank-tier building to make duke more powerful than count and king better for new release ?