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tsf4

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In SVN version 459, Roogan is listed as one of the 222 religions. But in game it doesn't show up...
 

Numahr

Lux Invicta Lord Spiritual
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You're even allowed allies in Azerbaijan!

You have me already, residing right there :) - sometimes I wonder if Ahriman has not taken control of this realm, indeed... :confused:

This has probably been brought up before... "Forn Sidr" means past times, a more correct name for it would be Asatro or simply Hedendom.

Any comment on this from our distinguished in-house experts?

I know it throws balance out of the window, but I just said we should account for those religions.

If I may voice my personal opinion (I was talking from a balance perspective before), I think that unreformed religions in general shouldn't get holy orders;

Agreed on that. Will make things more clear-cut, plus goes in the direction of making reform more attractive


@Numahr

regarding holy orders, I was thinking - if you're planning to make them that way, then would it be better if the "jump" wasn't severe?

for example, if we can reduce the troop bonus of the cult buildings, then the jump to reformation wouldn't be very disheartening (since right now, those cult buildings pretty much double/triple the base sizes of cult-having religions, which is a very strong argument against reforming as it'll mean significantly reducing the total manpower of the realm, something no amount of holy orders, whether in quantity of men per order or number of different orders or both, can compensate).

For this matter I'm proposing something like cutting the amount of troops of the current existing cult-buildings by 50~75% so that the "dissolution" of the buildings that would come from reformation would not be a shot on the foot and would instead be something more like exchanging a mild bonus in men for access to holy orders.
Alternatively/additionally, we can instead/also make "reforming the faith" unlock a (series or) similar cult-building(s) with fewer troops instead.

[...]

Fair points! OK so a few things:
- reform will be more attractive as soon as my change of the succession laws. Here is the new code for "Advanced" succession laws (did not try it yet as I am in the middle of a rather long trip):
Code:
		allow = {
			OR = {
				hidden_tooltip = {
					has_crown_law_title = no
				}
				holder_scope = { is_patrician = yes }
				crownlaw_title = {
					OR = {
						has_law = centralization_2
						has_law = centralization_3
						has_law = centralization_4
					}
				}
[B]				AND = {
					NOT = { is_reformed_religion = yes }
					OR = {
						has_law = centralization_4
						has_law = pagan_centralization_4
					}[/B]				}
			}
		}

- Then I agree with your suggestion to significantly tune down the size of the bonus provided by the warrior cult buildings. My position is that these buildings are redundant, to a large extent, with the SELIN modifiers that already increase levy size for broadly the same religions (and did not exist back then). So while it is out of question to scrap them, re-balancing them considering the actual set of features is perfectly OK. And I think that it is your role as regent of the light to decide on changing values introduced by Shaytana himself - but you have my full support in this regard.

- If that is not enough for balance purposes, I can introduce a SELIN malus for all unreformed religions, to be determined. But let's keep this as a potential further step. The unreformed religions are already severely impacted by the new set of modifiers I uploaded just 2 days ago, so let's how this works. As it is now, many unreformed religions which have the warrior cult building should find it harder to wage war compared to more institutionalized States due to land_organisation malus. Then if we see that reducing the size of bonus provided by warrior cult + changes introduced by new modifiers + limitaitons on succession laws are not enough to encourage reofrming, then we will know we have this in reserve...
 

Numahr

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Reform of succession laws

Fine, every one is sleeping while I modd in airport lounges! Having flown over both Mecca and Persépolis today, I could not avoid devoting a bit of attention to the most holy task of coding for Lux Invicta :happy:

So here comes at last the reform of succession laws, coming with related localisation fixes. Change log:

Update of Succession Laws and related fixes. All changes in the succession law files clearly documented by comments.

- general clean up of the succession laws file

- unreformed religions have limited access to advanced succession laws:
-> elective, turkish and tanistry at pagan_centralization level 3 ("Federation of Clans and Tribes")
-> seniority and ultimogeniture at pagan_centralization level 4 ("Integrated Clans and Tribes")

- "Turkish" and Tanistry succession laws more widely available, with restrictions. Turkish called "Open".

- localisation of pagan_centralization levels edited to make them sound more "tribal", and to give hints at the successsion law effects

- misc fixes of SELIN localisations



@ riknap:

With this, I declare SELIN upgraded to its version post-TOG, pre-SOA.

You may want to realease the SVN version with other contributions before the release of SoA so that we share this milestone with the community. Surely it will take some time before we get a functional SoA-adapted LI so let's not let the community play an outdated version of SELIN. That is for the good of the people... but it will also help to get relevant feedback on the actual version of the mod. I think you can include a nerf on the warrior cults buildings in such a release, and we'll work on the Holy Orders for the post-SoA version.
 
Last edited:

DarkReborn

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Sorry for the lack of comments but Saturday is the holy day of my patron god, Procastrinatio Invictus. :laugh:

I the idea of unreformed "barbaric" religions system now that we have polished it. Basically you can either reform and become a "normal" realm ( with all it's bonii and malii) or keep playing as a marauding federation of clans and tribes (providing the fates provide you with an able leader) all the time you want. No more crippled pagans limited to Gavelkind and obscurity! Go Genghis Khan all over the world!

I'm OK with releasing a pre-SoA religion. We can always release a quick hotfix whenever SoA becomes available and then work on a SoA feature integrated version.
 

Numahr

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Yes I think it is becoming interesting to choose the tribal path... even in vanilla TOG you "must" reform, but LI being what it is, with all kinds of weird religions surviving, there should be no developmentalism a la civilization... that's the idea.

Anyway I have tested further my new laws and I meet a problem when a realm does not have a kingdom with crown laws, in that case the realm is not limited anymore and in fact it starts with Turkish style instead of Gavelkind. I am trying to fix this. Anyone more talented than me is welcome to help... you kind see the issue by starting as Thuringia (no kingdom) and comparing with Holland (part of a kingdom).

--- EDIT ---

Problem solved

Also I have removed ultimogeniture from the laws accessible to unreformed religions (made little sense).
 
Last edited:

riknap

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Oh, fine :rofl:
I could release it as a sort of pre-SOA alpha, sure (more specifically, I'll upload it as V6I-alpha01 :p ). Give me a few hours after I finish downloading stuff before I upload it.
( Just to confirm - it's version 463 that's getting released, and/or any minor adjustments I make after that )


That said, it would be nice if any of you could help me collate all the relevant documentations together. I know futuregary made a release post for his Africa update, so I'll probably just add that as sans the burning female lion is in the documentation somewhere. I'll probably check the SVN logs and see if there were stuff in there that I should add as well.
Still, I'd appreciate it if you guys could compile a list of the stuff SELIN changed, so that I could just past them and add them to the documentations more easily :D

@Darkreborn

re: LI-BLC
I keep forgetting to ask, but, could I ask for the compiled changelog of that, so that I could release it as well? Or do you plan to wait for the SOA face packs? :p
 
Last edited:

Zhangku

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Another few questions:

I'm assuming the vanilla event crashes, such as the fair and feast from vanilla are fixed, right?

As well, I'd like to note if the Wandering Night event has been fixed. I'm pretty sure I heard it had been, but I'm not entirely sure.
 

riknap

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Another few questions:

I'm assuming the vanilla event crashes, such as the fair and feast from vanilla are fixed, right?

As well, I'd like to note if the Wandering Night event has been fixed. I'm pretty sure I heard it had been, but I'm not entirely sure.

I have good faith in futuregary/darkreborn having fixed those bugs somehow sometime :D

that said, I'll be uploading the SVN revision 464 for now, but I won't post them yet until others could help me finalize the documentations.
that said, I probably won't fully update most documentations (ie. the game guides, the readme's, and stuff) and simply post it the alpha as is (since it'll be relatively outdated by tomorrow anyway)
 

Portal

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Shouldn't tribal federations be represented by a King-tier Chief title with a number of duke-tier tribal titles under it?
 

Numahr

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1. Just made two adjustments before release, please use revision 465. Sorry forgot to document changes, here they are:
-> 5 holy sites required for reform as intended originally (yes you need to conquer Carthage to reform baalite religion!)
-> "Turkish" succession accessible for tribal systems at centralization level 4, not 3. So basically at level 3 the tribal leader leverages on his vassals to institutionalize power without split between his heirs (elective or tanistry), while level 4 opens the succession laws where a) title stay in your dynasty without split; and b) vassals don't interfere anymore. So the concept is clear.

By the way @ portal there are two levels, the one you mention is already coded in, the one I am describing is more about the inner workings of the "tribal fédérations". See the evolution of Saxon leadership in our timeline from the time of their conquest by Charlemagne to the time when they became Holy Roman Emperors for inspiration of tribal power getting increasingly centralized.


2. Will now focus on documentation of "SELIN 2.0", you'll get it soon. In fact, thanks to the concept document for adaptation of TOG, the work is half-done. I just have to go through it and adjust the content to what we actually implemented.
 

riknap

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LI v6I-alpha preSOA release

I give up.

Here is the download link, without proper documentations worthy of them.


Download: Lux Invicta V6I-alpha preSOA
Compatible: CK2 v1.11


Incomplete Changelog
[this is a WIP I'm uploading for legacy purposes anyway]
v6H-alpha 001
> more FnF integration
> more Project Chronos integration
> more SELIN updates
> tweaked Humble piety to match Pride authority
> corrected implementation of 50% DISCOUNT on buildings
> fixed the Moderate Crown Policy of pagans requiring Devoted instead of just Loyal Disposition.
> added "markers" for the pagan disposition laws
> fixed a bug with provincial conversion requiring 12 Millenia to convert. it now requires just 1/2 millenia to do so :p
> *probably* fixed crown authority ultimatum bug for pagans
> LIBERT3:
> reduced levy-effects of buildings by 10-fold (while tentatively retaining garrison effects, pending an observe game)
> added a +25% garrison size to Traditions while systematically reducing retinue points from them
> reduced initial retinue size bonii from all holdings and made the total castle-holding retinue size to 25,000 from 30,000 (most are concentrated around mid-game to very-late-game buildings anyway)
> nerfed the Martial Code by re-adding a Garrison Size malus of -50% (balanced by Principles of Defence) at most and halving the morale bonus to +0.5 at most
> nerfed the Principles of Defence by reducing Garrison Growth to 100% at most
> nerfed the Call of Adventure tech by reducing Levy Reinforcement to 50% at most. Retained the +- levy/garrison mechanic (as this is counteracted by the building system anyway).
> nerfed all SELIN-related martial buildings to 25% of previous extra-units (in preparation for the holy order system for Reformed religions)
> reduced impact of leader martial on Damage Bonus to 5% and Command Modifier to 3%
> reduced leader's martial effect on attrition to 0.10% from 0.15%
> reactivated three generic retinues: Hedge Knight Cohorts, Rhodoki Crossbow Contigent, Elite Spearwall Company
> tentatively reduced the War Knowldege event trigger chance (will work on this more properly later)
#> added an "Increase Control Policy" ambition
#> added a "de jure duchy subjugation" CB...
#> added a couple of situational "Raise Taxes" decisions that transfer gold from your vassals in exchange for authority and opinion.
#> restored more city-holding and patrician-palace buildings
#> increased costs and economic disadvantage of military direct-levy buildings
#> (probably) nerfed effects of buildings that give troop quality bonuses
#> tweaked retinues to be twice as strong (to keep them competent late-game relative to levies) as well as PROBABLY making each culture have access to at least two retinues (their own culture and the closest culture group depending on circumstances )
#> overhaul the duelling system to give precedence to Heroic Cultures
#> integrate the Weapons Mod and link it with the duelling system
#> integrate the Death Row mod
#> integrate the Consort Mod
#> integrate the No Hassles Vassals mod
#> integrate/Luxify the Abbey of Crime event mod
#> (possibly after permission is granted) integrate the Pledge mod
#> tweak the PB factions under the Kyrie Eleison project...
#> fix that lower CA bug for "pagans"
#> experiment with rebalancing combat morale effects again
> swapped the titles-requirement for dejure swapping and creation in-code to follow intended parameters
> reduced chance of death for 0~9 age
> reduced effect of war and peace on fertility (now 10%) and health (now 0.5).
> increased fertility of trying for child to 10%
> reduced building costs to 50% of original values
> tweaked the Stop Plots action to not cost gold but increased to 50 authority
> reduced revolt triggering chance 25% even further
> tweaked the Young Age modifier to not give a health malus and instead give an Authority malus yet a general opinion boost
> tweaked the Old Age modifier to not give a health malus, but amplified attribute/fertility loss loss yet give an Authority boost
> slightly increased battle authority gain
> semi-standardized auxiliary army costs:
>> regular mercs cost 25% of their unit-weight to hire and 50% to maintain
>> vassal mercs cost 1/3 of regular mercs to hire but 3x to maintain
>> holy orders cost 1/3 of gold-cost in piety
>> retinues cost 1/3 of unit-weight to hire/reinforce/maintain
> Buildings Recalibration:
>> tweaked Town 1 and Small Bands requirement a bit
>> tweaked Wall/Keep/Stronghold relationships
>> the Keeps now only require level 5 walls
>> replaced the Defence System requirement for Military Settlers to Defence Policy, and downgraded it to a level-2 tier while adding a Feudalism requirement to it.
>> downgraded Military Holdings to a level-3 tier
>> Local Assemblies now need Military Settlers 7 instead of Military Holdings 7
>>Removed the feudalism requirement except for the Military Holdings chain, as well as the odd Military Assembly tie-in requirement for Conscription centers
>>Tweaked the Local Judges so that it upgrades from Court and requires >> Magistrates instead of the other way around

As you might have noticed, there are a lot of "commented out" changes - stuff that I planned to work on over the semestral break but ended up being unable to do so as my morale utterly collapsed. That said, at least my bucket list is clear though - and I'll just keep them in above for transparency's sake as well.
It also goes without saying that changelog doesn't note all the changes SELIN did. Consider this as a semi-official release for that purpose (I'll be using the same changelog expanding upon for the next "proper" post-SOA release - by "proper release", that means me updating every single documentation available for reference).

That said, I was supposed to upload BLC as well, but my upload stops midway for some reason and it's close to midnight right now, as usual (I'm sensing a pattern here), so I'll just reupload it another time (preferably once DarkReborn could finish remembering enough details to add in the changelog for proper documentation) since it won't *probably* be affected by the SOA patch.
Probably.
 

pirro

Una guillotina en cada plaza
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All of the expanded area in Africa has noculture and noreligion
 

Numahr

Lux Invicta Lord Spiritual
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I think I found a bug in SELIN modifiers. Independence war score bonus and short reign opinion modifiers were scripted as if they changed the default entered in defines.lua, while they actually override it. As a result, the current 00religions.txt decreases the values when it is supposed to increase them, since it acts as if the default values were 0 for both while they are 40 and 5 respectively.

I am correcting this and uploading the corrected version shortly.

By the way, getting rid of these nasty modifiers will be an added incentive for reforming, as reformed religions tend to do better than unreformed ones...

EDIT @ riknap

Please in the future let me know when you change these modifiers in the define.lua since we will have to update all corresponding values in the 00religions.txt (or just think of doing it, which is quite quick with the Ctr+H "Replace all" function)
 
Last edited:

Numahr

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currently getting a issue where one of my provinces has changed religion and the notification keeps comming up. its about once per month on a pulse.
Can you be more specific: from which religion to which one, and which event keeps on coming back?