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Shaytana

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Found a scanned dictionary that had baronissa for baroness (but marked as modern usage.) That dictionary didn't have an entry for duchess, but I agree that ducessa is probably best (unless you use dux for the feminine as well... the dictionary's entry for countess had comes as well as comitissa as the translation.)

well i ll put baronissa for now then. :)
 

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Found a scanned dictionary that had baronissa for baroness (but marked as modern usage.) That dictionary didn't have an entry for duchess, but I agree that ducessa is probably best (unless you use dux for the feminine as well... the dictionary's entry for countess had comes as well as comitissa as the translation.)
Both baronissa and ducessa are very late word, which in nowdays romance languages still has the same "form". Baronesa and duquesa in spanish, for example
 

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Does anyone know where the localisation for "prince" is? I want to rename the Gallo-Roman heir as Magister Equitum, for a bit of variation.
 

Shaytana

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Does anyone know where the localisation for "prince" is? I want to rename the Gallo-Roman heir as Magister Equitum, for a bit of variation.

go to 1_titles and put it in at end of file
title_prince_galloroman;blablaalbalaaabala etc
 

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Thanks, was looking through all of the excel documents and have realised how much effort changing this thing takes :p.
 

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Ok, folks because I take this STRESSED AND FERTILITY stuff seriously... I will do the dirty and _play_ a game rather than just sit in a corner to test. I am going to be very transparent in testing - I will post a short gameplay aar - to the point - as I go - to show you exactly how it goes - i will tell you when or if i get stressed, how many children i get etc.

Let's see how it goes in practice! It would be hilarious if my first ruler died childless in his first battle and GAME OVER. - NO I WILL NOT LOAD - whatever happens, happens, if I die on day 2 so be it. :)
 

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OH AND ALSO. I WILL TAKE WHATEVER THE RANDOM NUMBERS GIVE ME. :)

So whatever character the game spits out randomly that's it. Now, going to load up the game and see how this goes.
 

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Shaytana

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Bad_Haggis

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I might upload some of my small title and various other changes as some point, maybe as a mini mod or something.
 

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I might upload some of my small title and various other changes as some point, maybe as a mini mod or something.

Mostly gallo-roman right? :)
 

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Mostly gallo-roman right? :)

Yeah, Pretty much all Gallo Roman Titles have been rejigged, I'm going to see if I can introduce a senatorial Decision and event chain for the SPQR and possibly for the Gallic Empires if the latter is formed. A Decision can be taken to set up the Senate which changes Succession to Elective and allows you to give out honorary titles and so on. I'm not sure what kind of Gallo Roman senate to include, possibly a kind of Military Senate made up of military tribunes and so on.

I might add some bloodline traits for Dynasties that have died out, like Claudius ( -1 intrigue, +2 Administration) and Albinus ( Either -1 Intrigue or diplomacy +2 Martial) for the ruler designer.
 

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I think I've found a bug with the religion mod. Total Levy size modifiers on the character sheet don't seem work. The modifiers to max levies are working though.

Province bonuses for levy sizes are functioning properly. Easy test for this is to play the Christo-Zalmoxian Artorius family in Brythonia. They have an overall +20% to all levy sizes, and an extra +30% to city levies at the province level.
These bonuses are working fine, but on the character sheet there's an extra +25% to city levies, +10% to castle, and +5% to temple levies that doesn't seem to be having any effect at all.

Thanks a lot for reporting!

Every thing is working as intended. But let me use this opportunity to clarify how things work with these various modifiers.

Basically there are two kinds of modifiers, quite different in what they represent and in their effects:

1 - the province modifiers work as you describe, by directly impacting the size of levies of a province's holdings (all of them or specifically some types if specified so). They represent the way religions impact the socio-economic "infrastructure" of military mobilization. So for example, whatever a leader's religion is, Graeco-Roman cities provide more soldiers as there is a tradition of armies based on urban militia.

2 - the character modifiers represent how a religion impacts the political "superstructure" of military mobilization, i.e. how the ruling elite know to mobilize their realm's potential manpower. They impact the % of levies made available by the corresponding vassals. A bonus on city levies in the character sheet means that you have a bonus on the % that cities let you access their militia, exactly like the levy laws. So, for example, whatever the local religion is, Graeco-Roman rulers will rely more on cities to provide them soldiers than rulers of other religions.

(Now, technically, the game shows you two modifiers of the character screen, and makes a poor job at explaining them. One is called "Burgher Vassal Max Levy": this is rather clear. The other one is called "City levy size" and is put much lower. Actually that one should be called "Burgher Vassal Levy". It is the one actually raising the percentage of levies a vassal of a given holding type will let you raise. In general both modifiers for a given holding type are raised in an equal proportion, not only in my module but in almost all mods I saw, as you need both to be sure the increase actually occurs. I think this is where you got confused by the poor interface wording and seemingly redundant modifier.)

In most cases, the 1- local and the 2- character (or "political") modifiers work in the same direction. But this may not be the case in very specific combinations, often syncretic ones with an Ascendant of a different kind than the primary Civilization. One interesting example among coded religions: Tengri-Buddhism:
- local Tengri-Buddhist monasteries train many monks in the martial way (this is a Buddhist characteristic, maybe a bit "Hollywoodian", but quite fun I feel...) and get a +50% in the size of the local levy
- A Tengri-Buddhist Ruler, however, does not really interact much with temples (and cities) as much as he mobilizes manpower from rural areas (i.e. castles). So, he gets a malus in his ability to mobilize the great potential that Buddhist warrior monks represent. A true Buddhist ruler would have be aligned and would have got a bonus.

In conclusion, in your case, the character +25% bonus on cities helps you get more of the extra levies your city vassals get by their local +30% bonus on levy size. Just pay attention to you relationship with burghers not to spoil this potential little extra!
 
Last edited:

Shaytana

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Yeah, Pretty much all Gallo Roman Titles have been rejigged, I'm going to see if I can introduce a senatorial Decision and event chain for the SPQR and possibly for the Gallic Empires if the latter is formed. A Decision can be taken to set up the Senate which changes Succession to Elective and allows you to give out honorary titles and so on. I'm not sure what kind of Gallo Roman senate to include, possibly a kind of Military Senate made up of military tribunes and so on.

I might add some bloodline traits for Dynasties that have died out, like Claudius ( -1 intrigue, +2 Administration) and Albinus ( Either -1 Intrigue or diplomacy +2 Martial) for the ruler designer.

Sounds good to me.
 

Shaytana

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Province bonuses for levy sizes are functioning properly. Easy test for this is to play the Christo-Zalmoxian Artorius family in Brythonia. They have an overall +20% to all levy sizes, and an extra +30% to city levies at the province level.
These bonuses are working fine, but on the character sheet there's an extra +25% to city levies, +10% to castle, and +5% to temple levies that doesn't seem to be having any effect at all.

Thanks a lot for reporting!

Every thing is working as intended. But let me use this opportunity to clarify how things work with these various modifiers.

Basically there are two kinds of modifiers, quite different in what they represent and in their effects:

1 - the province modifiers work as you describe, by directly impacting the size of levies of a province's holdings (all of them or specifically some types if specified so). They represent the way religions impact the socio-economic "infrastructure" of military mobilization. So for example, whatever a leader's religion is, Graeco-Roman cities provide more soldiers as there is a tradition of armies based on urban militia.

2 - the character modifiers represent how a religion impacts the political "superstructure" of military mobilization, i.e. how the ruling elite know to mobilize their realm's potential manpower. They impact the % of levies made available by the corresponding vassals. A bonus on city levies in the character sheet means that you have a bonus on the % that cities let you access their militia, exactly like the levy laws. So, for example, whatever the local religion is, Graeco-Roman rulers will rely more on cities to provide them soldiers than rulers of other religions.

(Now, technically, the game shows you two modifiers of the character screen, and makes a poor job at explaining them. One is called "Burgher Vassal Max Levy": this is rather clear. The other one is called "City levy size" and is put much lower. Actually that one should be called "Burgher Vassal Levy". It is the one actually raising the percentage of levies a vassal of a given holding type will let you raise. In general both modifiers for a given holding type are raised in an equal proportion, not only in my module but in almost all mods I saw, as you need both to be sure the increase actually occurs. I think this is where you got confused by the poor interface wording and seemingly redundant modifier.)

In most cases, the 1- local and the 2- character (or "political") modifiers work in the same direction. But this may not be the case in very specific combinations, often syncretic ones with an Ascendant of a different kind than the primary Civilization. One interesting example among coded religions: Tengri-Buddhism:
- local Tengri-Buddhist monasteries train many monks in the martial way (this is a Buddhist characteristic, maybe a bit "Hollywoodian", but quite fun I feel...) and get a +50% in the size of the local levy
- A Tengri-Buddhist Ruler, however, does not really interact much with temples (and cities) as much as he mobilizes manpower from rural areas (i.e. castles). So, he gets a malus in his ability to mobilize the great potential that Buddhist warrior monks represent. A true Buddhist ruler would have be aligned and would have got a bonus.

In conclusion, in your case, the character +25% bonus on cities helps you get more of the extra levies your city vassals get by their local +30% bonus on levy size. Just pay attention to you relationship with burghers not to spoil this potential little extra!

I can't wait till you finish all of the modifiers...

For now I advise people to try out the Eastern part of the map to see the modifiers in action. :)
 

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Prototype Gallo Roman Titles ATM

Emporer- Dictator or Magister Utriusquae Militiae (which was Stillicho's official Rank.)
King - Exarch or Magister Militum or Proconsul
Duke - Magister Militum or Military Tribune or stay with Dux
Count - Legate or Military Tribune
Baron - Possibly Legate or even Centurion
Mayor - Lictor

Kind of going for a Military Semi-Republic feel.
 

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It is a pity I can't show in-game where the modifiers come from exactly. In you case, your modifiers for cities' levies are as follows:

Character modifier
+ 20% for being Graeco-Roman (not obvious... but remember Shaytana explained that Dacians got strongly hellenized, so this is the "Polis" citizen at arms thing)
+5% for being Martial. Martial religions impact more the "spontaneous" local size of levies than rulers' administrative and diplomatic ability to mobilize them

Local modifier
+ 30% on cities for being Graeco-Roman.
+ 20% for the overall levy size for being a Martial religion.

I you want to role-play a bit, imagine the atmosphere in your cities where you get a combined +50% modifier on levy size... Prussian version of Plato's Republic, here is what you have!
 

Shaytana

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It is a pity I can't show in-game where the modifiers come from exactly. In you case, your modifiers for cities' levies are as follows:

Character modifier
+ 20% for being Graeco-Roman (not obvious... but remember Shaytana explained that Dacians got strongly hellenized, so this is the "Polis" citizen at arms thing)
+5% for being Martial. Martial religions impact more the "spontaneous" local size of levies than rulers' administrative and diplomatic ability to mobilize them

Local modifier
+ 30% on cities for being Graeco-Roman.
+ 20% for the overall levy size for being a Martial religion.

I you want to role-play a bit, imagine the atmosphere in your cities where you get a combined +50% modifier on levy size... Prussian version of Plato's Republic, here is what you have!

Lol, Prussian version of Plato's Republic sounds EPIC! :)

----

As a sidenote I've posted the 1st part of the gameplay short and to the point fertility and stress test aar here:

http://forum.paradoxplaza.com/forum...rmato-Brython-Pendragons-a-short-gameplay-AAR
 

richvh

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It's very difficult to get any mod to run on a Mac. The advice in the following post might help, though you'll have to modify it to point to Lux Invicta folders rather than Game of Thrones folders:

http://forum.paradoxplaza.com/forum/showthread.php?610798-Mods-on-Mac&p=14112527&viewfull=1#post14112527

You may have to have more, fewer, or just different replace paths, depending on which ones LI and GOT mods share and don't share. Basically you'll have to redirect all folders that Lux Invicta uses, if I'm understanding the advice (I do not own a Macintosh.)