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apg

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Awesome, apg.

I'll just sit here in this great place I'm in thanks for my Meadharbour Mead ;)

just a couple more days i reckon + ganoes and i are working on a new even chain for the improvement of specific technology. so if your character is able, you can try to pursue technological enhancement - but things dont always end well do they and you might lose lots of gold.. or a foot...
 

Pyriel

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/highjack thread

And you guys are also doing a great job with your mod, Darkgamma
/end highjack thread
 

Darkgamma

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[lowjack]
Thanks, Pyriel, but I'm not sure to which mod you're referring xD (as I have two, actually)
[/lowjack]
 

RedRooster81

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One thought is use the siege on_action function to lose gold when your baronies are taken, especially the capital. Your gold is somewhere physically, right? I'm not too sure how medieval rulers handled this. But if say the Duke of Padua sacks Venice, there should be a big payday. Not just 20 gold either.

I would also consider scaling back on buildings after sieges, but I have trouble targeting specific buildings in specific baronies, so I don't know how feasible it is. But if the city that fell had advanced works of any kind, that should be part of the loot. You could also choose to raze Venice's famous Arsenal before leaving. . . .
 

apg

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One thought is use the siege on_action function to lose gold when your baronies are taken, especially the capital. Your gold is somewhere physically, right? I'm not too sure how medieval rulers handled this. But if say the Duke of Padua sacks Venice, there should be a big payday. Not just 20 gold either.

I would also consider scaling back on buildings after sieges, but I have trouble targeting specific buildings in specific baronies, so I don't know how feasible it is. But if the city that fell had advanced works of any kind, that should be part of the loot. You could also choose to raze Venice's famous Arsenal before leaving. . . .

One step ahead of your there red - iv already made looting/pillaging/respecting mechanics which can tear through your lands if you arent defensive enough.

+ after the the failed siege (you lost the holding) i give the character an event and he loses prestige, i could add a potential gold malus aswell............
 

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War is an messy and expensive thing.
Also more ambitious and neferious character might take advantage of you while you're away at war.. say stealing from your treasury for example
 

apg

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Version 0.40 released. See the attached changelog. DL link on front page. Bug reports welcome, especially that of the mention minor tech interface bug.

Code:
[COLOR="#00FF00"]V0.40[/COLOR]

[COLOR="#FF0000"]NOTE:

- Remember the mod is designed to be played from a christian perspective.
- Remember that holdings can now be pillaged, so you must protect your demesne.
- There is a bug regarding the technology interface - You cannot see all of the buildings available to be built. I do not know why this is so any feedback is greatly appreciated!
[/COLOR]

- ML now compatible with CK2 v1.091
- Geared Magnate Lords more towards a sole focus on economy, thus:
   - Removed all ML Cassus Belli influences/changes.
   - ML no longer modifies any vanilla traits.
   - ML no longer modifies any character files.   
   - ML no longer incorporates Avee's Better Rebels mod.
 - New decision & event chain to search for mineral ore resources in a province which is 'hilly' or 'mountainous' & has no ore currently in it. Will you find silver or gold or be left dissapointed? 
 - Reduced the opinion penalty from -20 to -10 for 'Payed Ransom Tithe'.
 - Applied an event title to all 'initial resource events'.
 - The alchemy line of buildings (leading to & allowing black powder) can now be constructed from 1150, instead of the initial date of 1255.
 - Re-tweaked many of the event pictures added a few more. Including cows, sheep etc
 - Fixed the localisation error for agriculturalist ambitions. - thanks to joos for feedback.
 - A region of 'wet europe' defined in the continent.txt file.
 - 'Serf Hamlets' now only give 0.25 gold income.
 - 'Peasant Communes' now only give 0.50 gold income.
 - Increased the cost of 'concentric ashlar walls' & 'Tiered concentric walls'.
 - The 'Theodosian Walls' now give a bonus of 4.5 to constantinople's fort level & have also been added to Galata. - would like feedback on this.
 - 'Dutch Urban Milita' removed.
 - Modified the benefits work & war horses give.
 - Removed the 'fortified stone barbicans' building from cities & religious holdings. They now only have 5 'wall quality' buildings.
 - Reduced the number of catholic religious buildings to 6.
 - Added St. Peters Basilica to Rome.
 - Removed the 'charitable' buildings from temple holdings. They will be re-added & modified in future.
 - Removed the 'law' buildings from castles. They will be re-added & modified in future, possibly.
 - Removed many of the prerequisites for basic building constructions in castles, cities & religious holdings.
 - Trade posts connected to the capital receive a lesser bonus income.
 - The % increase in cost due to distance to closest connected province for trade posts has been increased.
 - Vanilla's basic trade post buildings edited.
 - 'Adminsitrative Trade Buildings' added to trade posts. 
  
 - Misc:
 - The new market event pic that was included in the last patch has been removed (due to it being present in another mod, my mistake - i thought i had found an original.) and replaced with a 
   better original picture.
 
 - Big thanks to pauli133 for giftig me the Legacy of Rome DLC.
 
Last edited:

Arko

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- Removed the 'charitable' buildings from temple holdings. They will have no use until the Devs allow buildings to have affects on their owners :(

this is not true : see family palace buildings ;)

- Geared Magnate Lords more towards a sole focus on economy, thus:
- Removed all ML Cassus Belli influences/changes.
- ML no longer modifies any vanilla traits.
- ML no longer modifies any character files.
- ML no longer incorporates Avee's Better Rebels mod.

very good move, it really hurted compatibility and was clearly off scope (as I already claimed here :p)

Did you add hte French localisation I provided some (quite long) time ago ?
 

apg

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this is not true : see family palace buildings ;)

very good move, it really hurted compatibility and was clearly off scope (as I already claimed here :p)

Did you add hte French localisation I provided some (quite long) time ago ?

ah yes - thanks for mentioning - i havent started to edit the family palace buildings yet so didnt notice!

i remember those french localisation i havent included them yet - il see if i can find them :)

Plus link reuploaded.
 

Pyriel

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Well apperantly your mod works quite well with Ck2+ if you mark them both at start. No major issues so far ;)
 

Pyriel

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ok but i cant vouch for any compatibility :)
Well no, there was some wierd spacing on the trait bars on some characters but it seems stable though.
 

apg

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Well no, there was some wierd spacing on the trait bars on some characters but it seems stable though.

were the resources showing up on the province screen aswell? or did they look funny as i dont know if CK2+ changes any province gfx files.