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Tyomanator

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how did you find the mechanics of raw resources transitioning into goods?
I think it is at least very good :) Had a lot of good time advancing my economy. Can't find a thing that i could say i hadn't liked. Provinces all are really unique due to different resources and their transformation into goods over time. The mechanics seems pretty logical, the icons are good.

The only thing i had some obscurity with were the prerequisitives for some buildings, but as soon i understood the system, everything became clear. So it was a first-run occasion only, can't say it was a problem or something.

Morning (it's night by me now) i will make another passage as long as a can without reloading, probably a day-long, and tell about impression from the later stages :)
 

apg

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I think it is at least very good :) Had a lot of good time advancing my economy. Can't find a thing that i could say i hadn't liked. Provinces all are really unique due to different resources and their transformation into goods over time. The mechanics seems pretty logical, the icons are good.

The only thing i had some obscurity with were the prerequisitives for some buildings, but as soon i understood the system, everything became clear. So it was a first-run occasion only, can't say it was a problem or something.

Morning (it's night by me now) i will make another passage as long as a can without reloading, probably a day-long, and tell about impression from the later stages :)

thanks for the positive feedback.

"Provinces all are really unique due to different resources and their transformation into goods over time. " - Im glad you find that provinces gain more individuality.

"Morning (it's night by me now) i will make another passage as long as a can without reloading, probably a day-long, and tell about impression from the later stages" - thanks, looking forward to hearing what you have to say.
 
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richvh

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Playing in a grain producing province (Ulster), it seems like bad harvests are far more likely than good ones, and hurt more than the good ones help.
 

apg

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Playing in a grain producing province (Ulster), it seems like bad harvests are far more likely than good ones, and hurt more than the good ones help.

currently they are slightly more likely to fire than good harvests, how many years through are you? I may add another option to the event to ease the burden for characters who arent wealthy, but at the same time i now that times were hard and crops did die.
 
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richvh

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currently they are slightly more likely to fire than good harvests, how many years through are you? I may add another option to the event to ease the burden for characters who arent wealthy, but at the same time i now that times were hard and crops did die.

In 1092 so 26 years, and I've had 2 good harvests to over half a dozen bads. Small sample size is small, though.
 

apg

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In 1092 so 26 years, and I've had 2 good harvests to over half a dozen bads. Small sample size is small, though.

yes you could have just been unlucky, if you do percieve to have too many more please comment again. In the mean time though, in the next patch i shall add an option which becomes available to poorer lords so that things dont seem unfair.
 

Tyomanator

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In 1092 so 26 years, and I've had 2 good harvests to over half a dozen bads. Small sample size is small, though.
As for me in Sicilian Kingdom, they came nearly 1:1 while i had 2 to 7 provinces, hadn't noticed any disproportion.

Had reminisced the thing though: the event that gives "Well fed peasants" modificator in case of hunger, does it apply to the whole state or to single province, i can't remember? When i grew to 7 provinces, it costed me about 60 gold (monthly state income about 8) to make a "good" decision, too much i think if it relies to a single province only. In that case it could be calculated from provincial income (equal to yearly income maybe), not state income.
 
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apg

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As for me in Sicilian Kingdom, they came nearly 1:1 while i had 2 to 7 provinces, hadn't noticed any disproportion.

Had reminisced the thing though: the event that gives "Well fed peasants" modificator in case of hunger, does it apply to the whole state or to single province, i can't remember? When i grew to 7 provinces, it costed me about 60 gold (monthly state income about 8) to make a "good" decision, too much i think if it relies to a single province only. In that case it could be calculated from provincial income (equal to yearly income maybe), not state income.

1:1 seems a decent ratio i think.

the 'well fed peasants' modifier is only applied to individual provinces. 60 gold is alot but you were earning 8 gold a month which is also alot. I want the player to have to either spend alot (if hes rich) to calm the peasants or face the possibilities of revolts - it is one of the things in the mod to make accruing money harder, or you can keep your money but have unhappy peasants..........
 

Tyomanator

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1:1 seems a decent ratio i think.
Started a game as Bohemia and had a flood of "bad harvests" in first few years (4 times in 6 years AFAIR), then it stopped and everything went as usual. Guess, it's simply random.

60 gold is alot but you were earning 8 gold a month which is also alot. I want the player to have to either spend alot (if hes rich) to calm the peasants or face the possibilities of revolts - it is one of the things in the mod to make accruing money harder, or you can keep your money but have unhappy peasants..........
Made some calculations - guess yes, the sum is big but reasonable, it could be maybe 10 - 20% smaller when calculated from province income, but that doesn't make a real difference. Maybe i as Sicily just had a couple of bad years just in time when i was building the economy and needed every coin, so it seemed unfair at the moment :)

Played as Bohemia for 12 years already, made some reloads - seems everything is OK. No crashes. Maybe it was minor conflict btw vanilla, BLC and Magnates that ruined my sicilian game yesterday, lets say i can not recommend to use Magnates together with BLC until further check.
 

apg

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Started a game as Bohemia and had a flood of "bad harvests" in first few years (4 times in 6 years AFAIR), then it stopped and everything went as usual. Guess, it's simply random.


Made some calculations - guess yes, the sum is big but reasonable, it could be maybe 10 - 20% smaller when calculated from province income, but that doesn't make a real difference. Maybe i as Sicily just had a couple of bad years just in time when i was building the economy and needed every coin, so it seemed unfair at the moment :)

Played as Bohemia for 12 years already, made some reloads - seems everything is OK. No crashes. Maybe it was minor conflict btw vanilla, BLC and Magnates that ruined my sicilian game yesterday, lets say i can not recommend to use Magnates together with BLC until further check.

that sounds good that you felt it was unfair at the time, that is what we want! lol

ok iv taken your suggestion into account and here is the current changelog i have made for the next patch (unfinished atm of course):

V0.20

- Added new event 'diseased swine'.
- Added new event 'sheep breeding like rabbits'.
- Horse herds now give +25 light cavalry to each holding in the province.
- Re-tweaked the poor harvest event to be less harsh on the coffers, also improved how the AI deals with the options. - thanks for help from Tyomanator
- Slightly reduced the chance of the bad economical events firing. - thanks for help from Tyomanator

Played as Bohemia for 12 years already, made some reloads - seems everything is OK. No crashes. Maybe it was minor conflict btw vanilla, BLC and Magnates that ruined my sicilian game yesterday, lets say i can not recommend to use Magnates together with BLC until further check.

I did a bit more research on your CTD, it seems that other people are having the error, who dont use the mod, as it is down to the 1.06b patch.
 

apg

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I have also discovered how to have our modifier icons now show without having to rename anything! so as soon as the mod is installed it will be ready to go. Will be applicable with the next mod patch.
 

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good! which parts do you like the most? what would you like to see improved/changed?

Can this mod be compatible with CK2Plus ? cause it's hard to turn off CK2Plus when u play with it since 1 month
 

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There are a lot of conflicting files, so I would say no. Can't wait, though! Magnate Lords looks like the "finishing touch" on this game, really. CK2Plus is this game.

APG seems to have made a bunch of game balance changes that have analogues in CK2+ (like CB and succession), though, so those changes may not be necessary. If it were possible to append CK2Plus files with the events/modifiers necessary for the economy, and then replace the CK2Plus building file entirely, then you might have a playable game on your hands. I just have no idea what changed in Defines.lua.

I'm vacillating between "Patience is a virtue" so, I should just wait and let the Computer Scientists and "Overly ambitious" so, I should just start kludging files together for fun.
 
Last edited:

avee

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Hi, apg.

I had a look at technical side of this mod and see that you could easily make it more compatible.

For instance:

- move all new modifiers from common\event_modifiers\00_event_modifiers.txt to a new file and remove 00_event_modifiers.txt from mod folder.
- move your on_bi_yearly_pulse block from common\on_actions\00_on_actions.txt to a new file and remove 00_on_actions.txt from mod folder. By the way, there are 2 on_bi_yearly_pulse blocks now, I`m not sure they work correctly. First (vanilla) of them may not work. I suggest to merge them.
- move all new opinion modifiers from common\opinion_modifiers\opinion_modifiers.txt to a new file and remove 00_opinion_modifiers.txt from mod folder.

A general idea is to touch vanilla files as less as possible...

Also, I found several bugs:

In common\event_modifiers\00_event_modifiers.txt line 392:
Code:
wine_meat = {
	health = 1
	intrigue = 1
	icon = 
}
Icon number is missing.

In events\resource_flavour_events.txt line 3582:
Code:
		name = "EVTOPTA1000061369"	atleast were alive
"#" is missing.

In common\technology.txt:
Code:
		1 = {
			modifier = {
				SIEGE_DEFENCE = 0.05
			}
			modifier = {
				GARRISON_GROWTH = 0.025
			}
			modifier = {
				LEVY_REINFORCE_RATE = 0.01
			}
		}
		2 = {
			modifier = {
				SIEGE_DEFENCE = 0.1
			}
			modifier = {
				GARRISON_GROWTH = 0.05
			}
			modifier = {
				LEVY_REINFORCE_RATE = 0.02
			}
		}
		3 = {
			modifier = {
				SIEGE_DEFENCE = 0.15
			}
			modifier = {
				GARRISON_GROWTH = 0.075
			}
			modifier = {
				LEVY_REINFORCE_RATE = 0.04
			}	
		}
		4 = {
			modifier = {
				SIEGE_DEFENCE = 0.20
			}
			modifier = {
				GARRISON_GROWTH = 0.10
			}
			modifier = {
				LEVY_REINFORCE_RATE = 0.06
			}
		}
		5 = {
			modifier = {
				SIEGE_DEFENCE = 0.25
			}
			modifier = {
				GARRISON_GROWTH = 0.125
			}
			modifier = {
				LEVY_REINFORCE_RATE = 0.08
			}
		}
You want to use single modifier block for each tech level.
 

apg

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Hi, apg.

I had a look at technical side of this mod and see that you could easily make it more compatible.

For instance:

- move all new modifiers from common\event_modifiers\00_event_modifiers.txt to a new file and remove 00_event_modifiers.txt from mod folder.
- move your on_bi_yearly_pulse block from common\on_actions\00_on_actions.txt to a new file and remove 00_on_actions.txt from mod folder. By the way, there are 2 on_bi_yearly_pulse blocks now, I`m not sure they work correctly. First (vanilla) of them may not work. I suggest to merge them.
- move all new opinion modifiers from common\opinion_modifiers\opinion_modifiers.txt to a new file and remove 00_opinion_modifiers.txt from mod folder.

A general idea is to touch vanilla files as less as possible...

Also, I found several bugs:

In common\event_modifiers\00_event_modifiers.txt line 392:
Code:
wine_meat = {
	health = 1
	intrigue = 1
	icon = 
}
Icon number is missing.

In events\resource_flavour_events.txt line 3582:
Code:
		name = "EVTOPTA1000061369"	atleast were alive
"#" is missing.

In common\technology.txt:
Code:
		1 = {
			modifier = {
				SIEGE_DEFENCE = 0.05
			}
			modifier = {
				GARRISON_GROWTH = 0.025
			}
			modifier = {
				LEVY_REINFORCE_RATE = 0.01
			}
		}
		2 = {
			modifier = {
				SIEGE_DEFENCE = 0.1
			}
			modifier = {
				GARRISON_GROWTH = 0.05
			}
			modifier = {
				LEVY_REINFORCE_RATE = 0.02
			}
		}
		3 = {
			modifier = {
				SIEGE_DEFENCE = 0.15
			}
			modifier = {
				GARRISON_GROWTH = 0.075
			}
			modifier = {
				LEVY_REINFORCE_RATE = 0.04
			}	
		}
		4 = {
			modifier = {
				SIEGE_DEFENCE = 0.20
			}
			modifier = {
				GARRISON_GROWTH = 0.10
			}
			modifier = {
				LEVY_REINFORCE_RATE = 0.06
			}
		}
		5 = {
			modifier = {
				SIEGE_DEFENCE = 0.25
			}
			modifier = {
				GARRISON_GROWTH = 0.125
			}
			modifier = {
				LEVY_REINFORCE_RATE = 0.08
			}
		}
You want to use single modifier block for each tech level.

hello avee, thanks for your suggestions & interest in the mod.

move all new modifiers from common\event_modifiers\00_event_modifiers.txt to a new file and remove 00_event_modifiers.txt from mod folder.

We cannot seperate our own modifiers from vanillas due to us having given vanillas icons an overhaul.

move your on_bi_yearly_pulse block from common\on_actions\00_on_actions.txt to a new file and remove 00_on_actions.txt from mod folder. By the way, there are 2 on_bi_yearly_pulse blocks now, I`m not sure they work correctly. First (vanilla) of them may not work. I suggest to merge them.

thanks for the on_actions advice, i have reorganised the file so that all vanilla events can for sure fire 100%.


Thanks for mentioning the bugs, especially the technology related one, i had not noticed that!
 

Tyomanator

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OK, i found it a bit annoying to scroll the buildings list in a settlement buildmenu, so there is a changed buildmenu grafics
Maybe +3 slots are not enough, or too many, so i can expand or cut it if necessary.
 
Last edited: