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yundakkor

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i've got a question concerning planned invasions: i was playing as a hun and on my way to hold every title needed to form the hunnic empire, but planned invasions by my vassals on other countries made it really hard for me to advance any further. so i decided to go for max control policy, as i thought vassals cannot start wars anymore, but it's still happening. is that a bug in the game itself, the mod, or is this even wad?


also, i've collected a few wikipedia pages with the namegivers of some of the dynasties that haven't got bloodlines yet, maybe someone can use them:

saxons: http://en.wikipedia.org/wiki/Widukind
thuringia: http://en.wikipedia.org/wiki/Hermanafrid
polabians: http://en.wikipedia.org/wiki/Nakonids
sorbs: http://en.wikipedia.org/wiki/Czimislav
pomerania: http://en.wikipedia.org/wiki/Zemuzil,_Duke_of_Pomerania
prussia: http://en.wikipedia.org/wiki/Peckols
bavaria: http://en.wikipedia.org/wiki/Agilolfings
holland: http://en.wikipedia.org/wiki/Gerulf_I_of_Frisia
frisia: http://en.wikipedia.org/wiki/Audulf
swabia: http://en.wikipedia.org/wiki/Chnodomarius
west schwabia: http://en.wikipedia.org/wiki/Gibuld
franconia: http://en.wikipedia.org/wiki/Ascaric
aquitaine: http://en.wikipedia.org/wiki/Hunald ; http://en.wikipedia.org/wiki/Odo_the_Great
brittany: http://en.wikipedia.org/wiki/Nominoe
gothia (spain): http://de.wikipedia.org/wiki/Alarich_I.
toledo: http://en.wikipedia.org/wiki/Roderic
celdebra: http://en.wikipedia.org/wiki/Theoderic_the_Great
leon: http://en.wikipedia.org/wiki/Euric (son of theoderic)
suevia: http://en.wikipedia.org/wiki/Maldras
gothia (crimea): http://en.wikipedia.org/wiki/Ermanaric
hungary: http://en.wikipedia.org/wiki/Árpád
volhynia: http://en.wikipedia.org/wiki/Askold_and_Dir

We cant use bloodlines that arnt part of Luxs Timeline
 

futuregary

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My first LI game was a Wotanist. I actually found it rather easy since it was basically impossible to lose a war, even if I was poorer than everyone else. I even smashed ten or twenty crusades pretty easily.

I'd like to see how thee would fare in an MP game in which all the Catholic players participated against you ;)

Which gives me an idea; has anyone considered running Lux Invicta games in the Metaserver? A lot of the potential could be maximized by replacing dumb, random AI with intelligent, intentional players. The only foreseeable issues are 1) a lot of people would need to learn how to port forward, and 2) time zones
 

ForgottenFury

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So I just played my first game in this mod. Started as a count under a duke, made myself quite imba using ruler design. I conquered a county, deposed my duke, conquered another county, made myself a duke, got the become king ambition, subjugated 3 dukes, make a kingdom, subjugated the rest of the kingdom, holy-war-conquered a few more duchies, formed the empire of Slavonia and made it almost twice its De Jure size. Then I died and the eight children I divided my realm under in duchies had the best civil war I've ever seen.

Overall, it was really fun to play and I'll definitely be playing more games with this in the future. A few things I noticed though:

You can't create female chaplains, but if a female courtier has a higher learning skill they'll ask to replace your current chaplain and fill the position normally(while generating a weird visual bug with them having chaplain clothes through their skulls)
Appointing council members sometimes doesn't work. (Even with 12000 authority.)
Retinues just seem wrong all over the place. They're impossible to make at the start, and once you get one you become an unbeatable deathstack. I made an 8k cavalry retinue and conquered an entire empire in 30 years. After that, I couldn't disband them and they were too strong to die, and I almost went bankrupt multiple times. In the end, I spent 40 years banishing vassals for money, while my realm was full of children too scared of my deathstack to do anything about their -800 opinion of me. My retinue cap was insane, around 80k, but having just 20k retinues up already bankrupted me and forced me into tyranny.
Things cost money that you really wouldn't expect to. Giving away counties is now expensive? I had up to 40 demesne after some holy wars, and was forced to take loans just to divide my lands under my(quite wealthy) children, only then to go bankrupt in the winter again. Add the fact every single non-embargo war costs ridiculous amounts of wealth as well, and I think that might be in need of some change.
Reforming your pagan faith makes it impossible to loot. This was part of why I kept going bankrupt. I'm not sure if it's WAD but if it is I'm no fan of it.
Sieging seems wrong and buggy. Sometimes sieging will cause you to lose troops without actually doing any damage to the holding. Cancelling the assault by moving your army and instantly sieging again usually fixes this. It's also far too easy to siege most holdings, and a 2k army will beat a 1.5k garrison without too much difficulty if it has a proper general. Once you do get fort levels, it becomes impossible to siege, and the same 8k deathstack that beat a 3k garrison in two days can't siege a 400 garrison in another holding. The difference seems too big.
Mercenary upkeep is really really cheap in comparison to vanilla. I could have two merc armies up and still get income. I suppose this is WAD but it was quite strange at first.
All the AIs seem to be selling out as mercs, but I couldn't find out how to do this myself anywhere. Not sure if I missed it or it's just not available.
Levies are really, really strange. I was an emperor with a demesne of 40 and couldn't raise 2k of my own levies. Then, a few years later, I had 12k levies(without gaining any holdings) and 15k vassal levies. Then I died and my son could raise... 600 troops. As an emperor of the largest force in the game. I guess that's opinions for you? When playing as a count, my personal levies started around 400 and slowly went down to 0/0. No idea what caused that. I had to conquer another county with mercs to get any personal levies back. It was a bit stupid.
Ambitions are somewhat bugged. I had all the ambitions a vassal has(become council member, become ward to liege child, gain honorary title) while playing an emperor.
Reforming the church also did not give me the option to change to other succession laws than ultimo/gavelkind, and ultimogeniture apparently still causes all your nonprimary titles to be given to other children, essentially just making it reverse gavelkind. It'd be nice if it were mentioned somewhere reforming is essentially a bad thing.

Not a fan of the fact you can't vassalize anyone due to false religion either.

That said the game was great, I just dislike how getting a CB was insanely hard at first while fighting wars is a piece of cake all over the place. Keep up the good work!
 
Last edited:

gela1212

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I'd like to see how thee would fare in an MP game in which all the Catholic players participated against you ;)

Which gives me an idea; has anyone considered running Lux Invicta games in the Metaserver? A lot of the potential could be maximized by replacing dumb, random AI with intelligent, intentional players. The only foreseeable issues are 1) a lot of people would need to learn how to port forward, and 2) time zones

Multiplayer Lux exists?!!?!?!?

And I don't think you can run mods in the metaserver, can you? Wouldn't it have to be over IP?

As a side note, hopefully not that badly since defending crusade bonuses are ridiculously good. (And with experience in EU3 MP, someone would take the opportunity to kill a fellow catholic while their armies were gone)
 

futuregary

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You can't create female chaplains, but if a female courtier has a higher learning skill they'll ask to replace your current chaplain and fill the position normally(while generating a weird visual bug with them having chaplain clothes through their skulls)

I think the whole female chaplain thing itself is bugged atm.

Appointing council members sometimes doesn't work. (Even with 12000 authority.)

It could be there's nobody qualified.

Retinues just seem wrong all over the place. They're impossible to make at the start, and once you get one you become an unbeatable deathstack. I made an 8k cavalry retinue and conquered an entire empire in 30 years. After that, I couldn't disband them and they were too strong to die, and I almost went bankrupt multiple times. In the end, I spent 40 years banishing vassals for money, while my realm was full of children too scared of my deathstack to do anything about their -800 opinion of me. My retinue cap was insane, around 80k, but having just 20k retinues up already bankrupted me and forced me into tyranny.

Retinues are a WIP under riknap's jurisdiction, I believe.

Things cost money that you really wouldn't expect to. Giving away counties is now expensive? I had up to 40 demesne after some holy wars, and was forced to take loans just to divide my lands under my(quite wealthy) children, only then to go bankrupt in the winter again. Add the fact every single non-embargo war costs ridiculous amounts of wealth as well, and I think that might be in need of some change.

It's an adjustment under LIBERT3 that is trying to create a sense of balance. It doesn't always work the way it should, and it's still a WIP, but a lot of them are intended; especially regarding Authority.

Reforming your pagan faith makes it impossible to loot. This was part of why I kept going bankrupt. I'm not sure if it's WAD but if it is I'm no fan of it.

Maybe the reformed religions haven't had that data put in as they should. DarkReborn would know.

Sieging seems wrong and buggy. Sometimes sieging will cause you to lose troops without actually doing any damage to the holding. Cancelling the assault by moving your army and instantly sieging again usually fixes this. It's also far too easy to siege most holdings, and a 2k army will beat a 1.5k garrison without too much difficulty if it has a proper general. Once you do get fort levels, it becomes impossible to siege, and the same 8k deathstack that beat a 3k garrison in two days can't siege a 400 garrison in another holding. The difference seems too big.

Glitch in something, but I have no idea.

Levies are really, really strange. I was an emperor with a demesne of 40 and couldn't raise 2k of my own levies. Then, a few years later, I had 12k levies(without gaining any holdings) and 15k vassal levies. Then I died and my son could raise... 600 troops. As an emperor of the largest force in the game. I guess that's opinions for you? When playing as a count, my personal levies started around 400 and slowly went down to 0/0. No idea what caused that. I had to conquer another county with mercs to get any personal levies back. It was a bit stupid.

Provincial modifiers can be a bitch.

Ambitions are somewhat bugged. I had all the ambitions a vassal has(become council member, become ward to liege child, gain honorary title) while playing an emperor.

Working on integrating FnF, this will hopefully fix that. I haven't really noticed many buggy ambition availability in my version.

Reforming the church also did not give me the option to change to other succession laws than ultimo/gavelkind, and ultimogeniture apparently still causes all your nonprimary titles to be given to other children, essentially just making it reverse gavelkind. It'd be nice if it were mentioned somewhere reforming is essentially a bad thing.

Reforming is a WIP, so we'll be establishing those as we develop.

Not a fan of the fact you can't vassalize anyone due to false religion either.

Closemindedness is a byproduct of religion :laugh:

That said the game was great, I just dislike how getting a CB was insanely hard at first while fighting wars is a piece of cake all over the place. Keep up the good work!

Might I suggest playing as someone Mithraic? A nice jumpstart as far as CBs go :3

Multiplayer Lux exists?!!?!?!?

And I don't think you can run mods in the metaserver, can you? Wouldn't it have to be over IP?

As a side note, hopefully not that badly since defending crusade bonuses are ridiculously good. (And with experience in EU3 MP, someone would take the opportunity to kill a fellow catholic while their armies were gone)

I would assume you could play mods in the metaserver, although I've never been able to successfully set up a vanilla multiplayer game let alone with Lux. But I'm sure it's doable :D
 

riknap

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i've got a question concerning planned invasions: i was playing as a hun and on my way to hold every title needed to form the hunnic empire, but planned invasions by my vassals on other countries made it really hard for me to advance any further. so i decided to go for max control policy, as i thought vassals cannot start wars anymore, but it's still happening. is that a bug in the game itself, the mod, or is this even wad?


also, i've collected a few wikipedia pages with the namegivers of some of the dynasties that haven't got bloodlines yet, maybe someone can use them:

the list of canon-candidates for bloodlines are in the Calibration Coordinates aka Gameplay Guide linked in the OP already. remember, the LI alt-history is different from vanilla/OTL history - there'll be a lot of similarities sure, but not all.

as for planned invasion, I'd say that's a vanilla issue really. Crown laws only work for De Jure areas, so....

Note regarding the many kingdoms of Britain:

They can be replaced by the petty kingdoms mechanic. It'd save on screen - at start of the game, I can't see the provinces for the royal COA borders.

EDIT: And where's the maps of the holy sites? It'd be useful to put that in an easily accessible spot.

we've ruled against using petty-kingdoms as a mechanic before for various reasons really

as for holy site maps, once Numahr releases them I'll save them in the Gameplay Guide page as well. Give more people to 'read those pages, why not? :laugh:

Which gives me an idea; has anyone considered running Lux Invicta games in the Metaserver? A lot of the potential could be maximized by replacing dumb, random AI with intelligent, intentional players. The only foreseeable issues are 1) a lot of people would need to learn how to port forward, and 2) time zones

I've tried multiplayer (in vanilla) with hamachi once.
The lag was intolerable (must be because I have a 1.5mbps net connection and was playing with a guy from Albania). Of course, it ended quickly anyway because we were playing patricians in a republic, and somehow his character died for one reason or another :laugh: (I didn't kill him, for one thing)




So I just played my first game in this mod. Started as a count under a duke, made myself quite imba using ruler design. I conquered a county, deposed my duke, conquered another county, made myself a duke, got the become king ambition, subjugated 3 dukes, make a kingdom, subjugated the rest of the kingdom, holy-war-conquered a few more duchies, formed the empire of Slavonia and made it almost twice its De Jure size. Then I died and the eight children I divided my realm under in duchies had the best civil war I've ever seen.

Overall, it was really fun to play and I'll definitely be playing more games with this in the future. A few things I noticed though:
I'm loving that wall. I'll digest it a bit:

You can't create female chaplains, but if a female courtier has a higher learning skill they'll ask to replace your current chaplain and fill the position normally(while generating a weird visual bug with them having chaplain clothes through their skulls)

@futuregary
this is a bug I pointed out to you a few weeks ago. It's associated with the FnF/CK2+ events

Appointing council members sometimes doesn't work. (Even with 12000 authority.)
Appoint Council: 5/5 gold/authority

You can check the full list of requirements in the gameplay guide, and I'll probably make a decision in-game that shows the list in the future...
it's kinda a shame though that the game-engine doesn't exactly show the requirements clearly

Retinues just seem wrong all over the place. They're impossible to make at the start, and once you get one you become an unbeatable deathstack. I made an 8k cavalry retinue and conquered an entire empire in 30 years. After that, I couldn't disband them and they were too strong to die, and I almost went bankrupt multiple times. In the end, I spent 40 years banishing vassals for money, while my realm was full of children too scared of my deathstack to do anything about their -800 opinion of me. My retinue cap was insane, around 80k, but having just 20k retinues up already bankrupted me and forced me into tyranny.
Retinues currently cost 7.5% unit-weight for hiring and reinforcing and 75% unit-weight for maintenance, and I'm tweaking that to 33.3% for all, so that in the next iteration they're an expensive up-front investment but more tolerable afterwards.

still, the retinues being powerful is fully intended - they represent the strongest, most-elite soldiers in the realm, not just "professional" soldiers. you'll probably have noticed their total bonuses total to +100%.

Things cost money that you really wouldn't expect to. Giving away counties is now expensive? I had up to 40 demesne after some holy wars, and was forced to take loans just to divide my lands under my(quite wealthy) children, only then to go bankrupt in the winter again. Add the fact every single non-embargo war costs ridiculous amounts of wealth as well, and I think that might be in need of some change.

again from the gameplay-guide post:

Grant Title: 5/5 gold/authority

I Claim
availability: presence of a valid claim (any of above)
requirements: 50 gold stockpiled, 100 authority stockpiled, 10% annual income used

again, those are fully WAD. giving away titles doesn't just involve signing away land as it does in vanilla. in LI, titles represent government mechanisms, and establishing new ones cost gold and authority.
granted, it's not well explained yet...

as for wars costing huge amounts of wealth, that is fully and completely WAD. Different wars have different costs and requirements (again, refer to the gameplay-guide post ), but in general wars are fully intended to be expensive, and the costs represent the myriad things that have to be paid for when starting a war, especially for the non-claim CB's (for example, think of propaganda, logistics, bribery, lost economic productivity, etc).


Reforming your pagan faith makes it impossible to loot. This was part of why I kept going bankrupt. I'm not sure if it's WAD but if it is I'm no fan of it.

not sure on this one. but as futuregary noted, it's a WIP, so...

Sieging seems wrong and buggy. Sometimes sieging will cause you to lose troops without actually doing any damage to the holding. Cancelling the assault by moving your army and instantly sieging again usually fixes this. It's also far too easy to siege most holdings, and a 2k army will beat a 1.5k garrison without too much difficulty if it has a proper general. Once you do get fort levels, it becomes impossible to siege, and the same 8k deathstack that beat a 3k garrison in two days can't siege a 400 garrison in another holding. The difference seems too big.

those sieging glitches are likely not the mod's fault.

still, the ratio of attackers:defenders ideal is much greater in this mod, ie. 25, so assaulting without a 25:1 ratio (of identical troops) is tricky

that said, this is a not so well-known vanilla behaviour, but assaulting primarily uses the skirmish-phase stats, so an assault with tons of LI and AR is far stronger than an assault with HI and KN.

Mercenary upkeep is really really cheap in comparison to vanilla. I could have two merc armies up and still get income. I suppose this is WAD but it was quite strange at first.
All the AIs seem to be selling out as mercs, but I couldn't find out how to do this myself anywhere. Not sure if I missed it or it's just not available.

mercenaries being cheap is fully intended. they have an expensive upfront cost yet minimal upkeep cost (50% unit-weight ).
as for AI selling out as mercs, I'm not sure I understand what you're saying

Levies are really, really strange. I was an emperor with a demesne of 40 and couldn't raise 2k of my own levies. Then, a few years later, I had 12k levies(without gaining any holdings) and 15k vassal levies. Then I died and my son could raise... 600 troops. As an emperor of the largest force in the game. I guess that's opinions for you? When playing as a count, my personal levies started around 400 and slowly went down to 0/0. No idea what caused that. I had to conquer another county with mercs to get any personal levies back. It was a bit stupid.
opinions range from 0~100, unlike vanilla which is from -50~100, so there's that.
plus your ruler's martial score increases the amount of levies he can raise at 15 and 30 stat intervals, not to mention laws affect them a lot.
as for them shrinking naturally, I have no idea why...

note though that levy regeneration is intentionally slower as a whole, so the fastest way to regenerate levies is to have more county-vassals...

Ambitions are somewhat bugged. I had all the ambitions a vassal has(become council member, become ward to liege child, gain honorary title) while playing an emperor.
Reforming the church also did not give me the option to change to other succession laws than ultimo/gavelkind, and ultimogeniture apparently still causes all your nonprimary titles to be given to other children, essentially just making it reverse gavelkind. It'd be nice if it were mentioned somewhere reforming is essentially a bad thing.
the ambitions are indeed a WIP right now...
the reformation is also a WIP as mentioned above...

Not a fan of the fact you can't vassalize anyone due to false religion either.

that's vanilla behaviour though :p

That said the game was great, I just dislike how getting a CB was insanely hard at first while fighting wars is a piece of cake all over the place. Keep up the good work!
well, if you have a strong martial character(s), then fighting is indeed a piece of cake. it's the preparation that's hard, as is WAD and IRL :p

glad to know you're enjoying it though of course xD
 

Numahr

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- As a reformed religion, you cannot loot anymore. A reformed religion means, among other things, that you join the "concert of nations" and that your people change their lifestyle. "Reforming" is a kin to "institutionalization."

- In the publicly available build, reformed religions are pretty much WIP so reforming may indeed be bad.

- We are now working hard on coding reformed religions. In particular, you are right to claim that reforming should open the possibilities for better succession laws. That should be one of the main incentives for reforming. I will have a look at that, or maybe riknap can as it is more his realm.

- Even after reforming has been fully coded, you may want to remain "primitive." Genghis Khan historically had such a choice and decided to go for not "reforming" so to say, although his successors did. So although reformed religions should give more benefits than you experienced in your game, you should also loose something, it should not be a straightforward choice.

- ForgottenFury, could you please tell us: did you feel the effect of tribal politics modifiers? Those modifiers based on authority. They are supposed to make a low authority ruler weaker than normal, but a high authority ruler stronger than normal. And what about the pagan virtues? (virtues being different for pagans than for catholics)

- Look at my signature, first item of the workplan, for links to maps of holy sites. riknap, please feel free to publish them / incorporate them anywhere you want.
 

riknap

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- We are now working hard on coding reformed religions. In particular, you are right to claim that reforming should open the possibilities for better succession laws. That should be one of the main incentives for reforming. I will have a look at that, or maybe riknap can as it is more his realm.

well for one, if I could mod it, I'd like to know how it should be modded first. like who gets what? ^_^

- ForgottenFury, could you please tell us: did you feel the effect of tribal politics modifiers? Those modifiers based on authority. They are supposed to make a low authority ruler weaker than normal, but a high authority ruler stronger than normal. And what about the pagan virtues? (virtues being different for pagans than for catholics)

they're working fine. watching Arumba's videos seem to indicate they're working fine..
... at least the tax and levy laws.

the castle levy/garrison size/morale stuff do NOT seem to work at first glance (maybe they do?), so it might be necessary to make events that "grant" the relevant stuff to the provinces.
maybe for the next version :laugh:

- Look at my signature, first item of the workplan, for links to maps of holy sites. riknap, please feel free to publish them / incorporate them anywhere you want.

so much for :

Once this is approved, I will copy all these maps in SELIN's main presentation post as it is quite valuable documentation.

:laugh:

still, good to know where they're located. I'll get to adding them to the documentations when I have time (which I have precious little this week... in theory )
 

isaac2314

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About retinues - I felt that I always only had the money to fill perhaps 10% of my cap, at least as a small empire. Any more is just not feasible for my income.

Also - at end game (~1450) with techs mostly maxed out and all military buildings built, my capital barony (Constantinople) alone could muster 25,000 troops (with only around 3,000 garrison and a fort level of 92.9.) As a Solar-Imperial Rhomaion Emperor, the defense bonuses on my heavy cavalry and heavy infantry from the barony amounts to about 600% (attack bonuses are just a bit lower I think), without martial traditions, which is way above what retinues could do. Just reporting to see if these end-game stats are within your expectations. It was weird when you outstrip vassals in tech and buildings so much that your demesne troops outnumber your levies.
 

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About retinues - I felt that I always only had the money to fill perhaps 10% of my cap, at least as a small empire. Any more is just not feasible for my income.


Also - at end game (~1450) with techs mostly maxed out and all military buildings built, my capital barony (Constantinople) alone could muster 25,000 troops (with only around 3,000 garrison and a fort level of 92.9.) As a Solar-Imperial Rhomaion Emperor, the defense bonuses on my heavy cavalry and heavy infantry from the barony amounts to about 600% (attack bonuses are just a bit lower I think), without martial traditions, which is way above what retinues could do. Just reporting to see if these end-game stats are within your expectations. It was weird when you outstrip vassals in tech and buildings so much that your demesne troops outnumber your levies.

end-game huh...
that's a lot faster than I thought it would happen.

still, +600% bonuses? that's.....
I might need to review (and actually calculate) stuff a lot :rofl:

can you share a save? I'd really appreciate it if you do, as I can nitpick individualities and see how to better balance them (as I've never actually had a game reach more 1300~1400). :D
 

isaac2314

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Ah, I cleared the save cache since I was going to try out the (non-save-compatible?) beta versions.
I might still remember some details.
(But if it's the buildings, can you not simply console yourself events that give you technology?)

PS: Another thing I forgot to report - when you give a city to vassalized mercenary captains, they become republics. Revoke their city, and they will revert to mercenary band status, only that their heir is you when they die, giving you plenty of free troops and money.
 

jmberry

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I've decided to cleanup my earlier list by cleaning it up and splitting it into three lists: Those whose bloodlines already have traits in the game (Even if not implemented), those who, according to the criteria of "Is mentioned in the TL", should have a bloodline AND have identifiable descendants in the game proper, and those who meet the first but lack the second condition, whether through lack of descendants or map constraints. Also, keep in mind that the guy the bloodline is name after isn't always the most important (See: Merovech). So even though Tervel is the Bulgarian king listed, the trait could talk of the Imperial Bulgarians just as much. First up, the pre-existing bloodlines:

Alexandros
Ptolemaios
Gelimer
Seleukos
Sassan
Julianos
Agis
Charlemagne
Merovech
Hugh Capet
Bello of Carcassone
Decebalus
Brian Boru
Oleg the Seer
Rurik
Parmenion
Almaqah
Lucius Artorius Castus
Vespasian
Kahina
Lucius Verus
Amyntas
Septimius Severus
Muawiyah
Calgacus
Theodemir
Hengist
Aelle
Aescwine
Raedwald
Oswald
Offa
Urien
Maelgwn
Rhodri Mawr of Mathrafal
Artgal
Samo
Cerdic
Wisimar
Gabran mac Fergus
Findlaech
Constantine of Britannia
Ivar the Boneless
Fergus
Guthrum
Halfdan
Sweyn
Rognvald
Zenobia
Lech (Warcislaw), Czech, and Rus
Krak
Piast
Attila
Diocletian
Valentinian
Aurelius
Augustus
Popiel
Theodosius
Flavius Aetius
David ben Jesse
Divine Blood of Odin (Not implemented)
"But wait, why is Odin listed as not implemented?" you ask? Because Shaytana himself explicitly spelled out that the Svafrlamings of Radstofa (Rostov) are the legendary 'Odinid' kings of Gardariki, with divine heritage. If we're still using the Norse Mod, they should probably start with the Divine Blood of Odin to represent this - and really, it's no different than Almaqah's bloodline.

Also, I should point out that the Bagrationi claimed descent from King David, so King Bagrat of Sakartvelo should probably start with the Bloodline of David trait (and before anyone complains, we've already used the trait to represent the Solomonids' similar claim). Granted, this also means Roupen of Hayasdan should start with the trait as well.

Now then, for the second group (with suggested recipients in parentheses):

Hieron (Demetrios of Syracuse)
Lysimachus (Euthydemus of Chios)
Demetrius Poliorcetes/Antigonos One-Eye (Apollophanes of Krete)
Cerethrius (Orgilos of Tylis)
Bolgios (Brennus of Singidunum)
Diodotus (Alexandros of Bactria)
Arsaces (Artaxhasa of Khorasan; Xsayarshan of Khwarezm)
Attalus (Artimedoros of Pergamum)
Apollodotus (Lysias of Sindhia)
Maccabeus (Yakob of Beersheb)
Viriathus (Martim of Lusitania)
Jugurtha (Izdarasen of Numidia)
Mithridates (Himerios of Pontus)
Mark Anthony (Malichus of Amman, possibly)
Malichus (Theoma of Nabatea)
Abgar (Zoilos of Osroene)
Afranius (Vitalianus of Ilerda)
Trajan (Severus of Aquileia)
Kaniska (Sandashkana of Sakhastan; Kanishka of Qohistan)
Asander (Philoxenus of Cimmeria)
Antipater (Alexandros of Tyrus)
Clodius Albinus (Ambrosius of Durnovaria)
Cormac (Ruadri of Connacht)
Posthumus (Petronius of Arvernia)
Calara (Anamar of Tripolitania - note that he is decended from Mark Anthony through Calara's husband, as well)
Constantius Chlorus (Kaiserios of Trebizond)
Maxentius (Marcus of Genoa)
Magnus Maximus (Meurig of Gwent; Llywarch of Si Forgannwg)
Stilicho (Symmachus of Tarraco)
Alaric (Theodoric of Gothia; Isidore of Toledo; and Athanagild of LEon)
Theodoric the Great (Arius of Aquitaine; Chindasuinth of Wasconia, possibly Teodelindus of Celdebra)
Ambrosius Aurelianus (Lucius of Aquae Sulis)
Cunedda of the Gododdin (Cadwallon of Perfeddwlad)
Areobindus (Teobaldus of Ancona)
Hermeric (Theodemar of Suevia)
Syagrius (Aquilinus of Pictavia)
Leo the Isaurian (...Leo of Isauria)
Gundobad (Walaric of Burgundy; Lucentius of Sapaudia)
Hermanafrid (Wihtred of Thuringia)
Budic/Nominoe (Morvan of Brittany)
Justin/Justinian (Belisarios of Nikaea)
Belisarius (Quintus of Arborea)
Muhan Khan (Bumin of Ashina)
Achaemenes (Khashayar of Kurusid; possibly Artaxhasa of Merv)
Bayan Khan (Tugor of Avaria)
Hashim (Muhammed of the al-Mamlakah place - Hashim was the Prophet's great-grandfather and origin of the word 'Hashimid')
Fatima (Al-Mustansir of the Shia Caliphate)
Radbod (Arnulf of Frisia)
Qutlugh Bilge Kol (Bayan of Uyghurs)

I'll stop with Qutlugh since the list is running looooooooooooong, but you guys get the idea.
 

Lucius Drake

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Hey gents, I got the Realm Duress: Extended Administration (the one that gives you -2.5% levies and such) as the Eastern Roman Empire. I'm not entirely sure how I got it, nor do I know how to get rid of it (if you even can). Help?
 

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Ah, I cleared the save cache since I was going to try out the (non-save-compatible?) beta versions.
I might still remember some details.
(But if it's the buildings, can you not simply console yourself events that give you technology?)

PS: Another thing I forgot to report - when you give a city to vassalized mercenary captains, they become republics. Revoke their city, and they will revert to mercenary band status, only that their heir is you when they die, giving you plenty of free troops and money.

well, if anything, I'd like to know how +600% bonus came from. was it form tech+buildings? or modifiers?
also, how did you get 25,000 troops? I'm curious what was causing such a size (I mean, I'm sure you'll eventually reach thousands of troops,s but... 25k is.... larger than I imagined)

as for vassalized merc captains, that's ... well, not entirely something we can change :p
a fun gamey tip though :rofl:

Hey gents, I got the Realm Duress: Extended Administration (the one that gives you -2.5% levies and such) as the Eastern Roman Empire. I'm not entirely sure how I got it, nor do I know how to get rid of it (if you even can). Help?

it's an anti-snowballing mechanic.

as you grow larger, you get less from your vassals.
 

riknap

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I've decided to cleanup my earlier list by cleaning it up and splitting it into three lists: Those whose bloodlines already have traits in the game (Even if not implemented), those who, according to the criteria of "Is mentioned in the TL", should have a bloodline AND have identifiable descendants in the game proper, and those who meet the first but lack the second condition, whether through lack of descendants or map constraints. Also, keep in mind that the guy the bloodline is name after isn't always the most important (See: Merovech). So even though Tervel is the Bulgarian king listed, the trait could talk of the Imperial Bulgarians just as much. First up, the pre-existing bloodlines:

Alexandros
Ptolemaios
Gelimer
Seleukos
Sassan
Julianos
Agis
Charlemagne
Merovech
Hugh Capet
Bello of Carcassone
Decebalus
Brian Boru
Oleg the Seer
Rurik
Parmenion
Almaqah
Lucius Artorius Castus
Vespasian
Kahina
Lucius Verus
Amyntas
Septimius Severus
Muawiyah
Calgacus
Theodemir
Hengist
Aelle
Aescwine
Raedwald
Oswald
Offa
Urien
Maelgwn
Rhodri Mawr of Mathrafal
Artgal
Samo
Cerdic
Wisimar
Gabran mac Fergus
Findlaech
Constantine of Britannia
Ivar the Boneless
Fergus
Guthrum
Halfdan
Sweyn
Rognvald
Zenobia
Lech (Warcislaw), Czech, and Rus
Krak
Piast
Attila
Diocletian
Valentinian
Aurelius
Augustus
Popiel
Theodosius
Flavius Aetius
David ben Jesse
Divine Blood of Odin (Not implemented)
"But wait, why is Odin listed as not implemented?" you ask? Because Shaytana himself explicitly spelled out that the Svafrlamings of Radstofa (Rostov) are the legendary 'Odinid' kings of Gardariki, with divine heritage. If we're still using the Norse Mod, they should probably start with the Divine Blood of Odin to represent this - and really, it's no different than Almaqah's bloodline.

Also, I should point out that the Bagrationi claimed descent from King David, so King Bagrat of Sakartvelo should probably start with the Bloodline of David trait (and before anyone complains, we've already used the trait to represent the Solomonids' similar claim). Granted, this also means Roupen of Hayasdan should start with the trait as well.

Now then, for the second group (with suggested recipients in parentheses):

Hieron (Demetrios of Syracuse)
Lysimachus (Euthydemus of Chios)
Demetrius Poliorcetes/Antigonos One-Eye (Apollophanes of Krete)
Cerethrius (Orgilos of Tylis)
Bolgios (Brennus of Singidunum)
Diodotus (Alexandros of Bactria)
Arsaces (Artaxhasa of Khorasan; Xsayarshan of Khwarezm)
Attalus (Artimedoros of Pergamum)
Apollodotus (Lysias of Sindhia)
Maccabeus (Yakob of Beersheb)
Viriathus (Martim of Lusitania)
Jugurtha (Izdarasen of Numidia)
Mithridates (Himerios of Pontus)
Mark Anthony (Malichus of Amman, possibly)
Malichus (Theoma of Nabatea)
Abgar (Zoilos of Osroene)
Afranius (Vitalianus of Ilerda)
Trajan (Severus of Aquileia)
Kaniska (Sandashkana of Sakhastan; Kanishka of Qohistan)
Asander (Philoxenus of Cimmeria)
Antipater (Alexandros of Tyrus)
Clodius Albinus (Ambrosius of Durnovaria)
Cormac (Ruadri of Connacht)
Posthumus (Petronius of Arvernia)
Calara (Anamar of Tripolitania - note that he is decended from Mark Anthony through Calara's husband, as well)
Constantius Chlorus (Kaiserios of Trebizond)
Maxentius (Marcus of Genoa)
Magnus Maximus (Meurig of Gwent; Llywarch of Si Forgannwg)
Stilicho (Symmachus of Tarraco)
Alaric (Theodoric of Gothia; Isidore of Toledo; and Athanagild of LEon)
Theodoric the Great (Arius of Aquitaine; Chindasuinth of Wasconia, possibly Teodelindus of Celdebra)
Ambrosius Aurelianus (Lucius of Aquae Sulis)
Cunedda of the Gododdin (Cadwallon of Perfeddwlad)
Areobindus (Teobaldus of Ancona)
Hermeric (Theodemar of Suevia)
Syagrius (Aquilinus of Pictavia)
Leo the Isaurian (...Leo of Isauria)
Gundobad (Walaric of Burgundy; Lucentius of Sapaudia)
Hermanafrid (Wihtred of Thuringia)
Budic/Nominoe (Morvan of Brittany)
Justin/Justinian (Belisarios of Nikaea)
Belisarius (Quintus of Arborea)
Muhan Khan (Bumin of Ashina)
Achaemenes (Khashayar of Kurusid; possibly Artaxhasa of Merv)
Bayan Khan (Tugor of Avaria)
Hashim (Muhammed of the al-Mamlakah place - Hashim was the Prophet's great-grandfather and origin of the word 'Hashimid')
Fatima (Al-Mustansir of the Shia Caliphate)
Radbod (Arnulf of Frisia)
Qutlugh Bilge Kol (Bayan of Uyghurs)

I'll stop with Qutlugh since the list is running looooooooooooong, but you guys get the idea.

I'll look forward to your full list ^_^
 

riknap

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Ah, okay. Very nice. So, the larger I get, the worse the modifier is?

aye. Once you get beyond 200 holdings, it changes to include a morale loss as well too :p

granted, it's just linear though, and it changes every 20 holdings, so that's something to plan with
 

isaac2314

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well, if anything, I'd like to know how +600% bonus came from. was it form tech+buildings? or modifiers?
also, how did you get 25,000 troops? I'm curious what was causing such a size (I mean, I'm sure you'll eventually reach thousands of troops,s but... 25k is.... larger than I imagined)

as for vassalized merc captains, that's ... well, not entirely something we can change :p
a fun gamey tip though :rofl:

The huge bonus comes from everything, but mostly buildings (I think). At least, 600% is the number I got when I moused over the units in the army window.
I wish I could tell you what contributed to what, but the list is so long that it couldn't fit in the screen (at least 50+ buildings all contributing?)
As for the army size - I thought it was normal, actually. I did build all the (military) buildings.
When I moused over, it told me that the levy size multiplier was around 900% (all bonuses included, I think). 2500 levy pre-multiplier sounds reasonable.
 

riknap

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The huge bonus comes from everything, but mostly buildings (I think). At least, 600% is the number I got when I moused over the units in the army window.
I wish I could tell you what contributed to what, but the list is so long that it couldn't fit in the screen (at least 50+ buildings all contributing?)
As for the army size - I thought it was normal, actually. I did build all the (military) buildings.
When I moused over, it told me that the levy size multiplier was around 900% (all bonuses included, I think). 2500 levy pre-multiplier sounds reasonable.

so essentially, +600% bonuses huh. I'm curious where that came from. can you give general ideas? I really have no idea why buildings are contributing to offence/defence (because they're barely supposed to... except for late-game buildings and the regional traditions and ocassionally the legendary buildings )

as for a +900% levy multiplier, that... kind of is intended.
kind of.
though do you think you can recall what buildings were contributing to levies pre-multiplier? I mean, aside from the already-present Cultural Units buildings....


also, how much was that holding giving when it was fully upgraded, in terms of taxation?

edit: could it be you also built the Citadels thingies? :laugh:
(because those were indeed.... imbalanced xD )
 

isaac2314

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so essentially, +600% bonuses huh. I'm curious where that came from. can you give general ideas? I really have no idea why buildings are contributing to offence/defence (because they're barely supposed to... except for late-game buildings and the regional traditions and ocassionally the legendary buildings )

as for a +900% levy multiplier, that... kind of is intended.
kind of.
though do you think you can recall what buildings were contributing to levies pre-multiplier? I mean, aside from the already-present Cultural Units buildings....


also, how much was that holding giving when it was fully upgraded, in terms of taxation?

edit: could it be you also built the Citadels thingies? :laugh:
(because those were indeed.... imbalanced xD )

I could do breakdowns, but I think in that hour I'll take to do so, I can already recreate the original situation with cheats.
Therefore I present a Massively Cheated Save; or (Second) Rome was Built in a Day (2 years).
View attachment 93301

(But mostly, the defense/offense comes from the normal traditions and the late-game buildings. Admittedly, I misremembered and it was actually around 300%.
As for units, it was the Levy: Heavy Cavalry and Heavy Infantry/Athanoi Corps that is contributing to pre-modifier levy.
I think it has a yearly income around 50 in autumn.)
 
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