[COLOR="#00FF00"]V0.30[/COLOR]
- New decision, Ransom Tithe - if a character is imprisoned and needs to accrue gold for his ransom, he can do so, though his vassals may not like it. A maximum of 3 vassals can be pressed for the tithe.
The decision can only be used once in every 5 years.
- Mercenary hire cost & maintenance cost are now more balanced with magnate lords. The AI should be much more willing to hire mercenaries.
- Assassination cost rank multiplier reduced to 60 gold per level.
- Can no longer declare holy war if you are a lunatic.
- Holy war can only be declared against neighboring realms. The mongol hordes can no longer use the holy war CB.
- You now get slightly more piety from releasing a prisoner.
- Characters martial skill reduces revolt risk of controlled provinces. A 10 martial character would recieve a -0.01 revolt risk for each owned province.
- Reduced the potential to easily accrue stewardship from the 'demesnial gaming grounds hunt' event line.
- Rebalanced various fort level bonuses recieved from keeps, walls & defensive structures.
- Assaulting sieged holdings is now more precarious.
- Galleys now hold 250 men.
- Muslims are now 2x as likely to breed war horses.
- Added new modifier icons for work & war horses.
- Reduced the martial requirement to become a 'horse breeder' to 10.
- Increased contagiousness of all diseases.
- Reduced the frequency of the vanilla battle events causing characters to become wounded, maimed, incapable or dead.
- Fixed the issue regarding william the bastards lack of ships & thus failing to invade england.
- Addressed error which prevented the resource 'naptha' from showing.
- Fixed a large error which prevented the following resources from being produced by provinces: Goats cheese, Fur (from game animals), honey, wax, salted fish & poultry meat.
- Fixed an error preventing the smithing buildings line being constructed in provinces with war horses.
- Further tweaks to the frequency of good/bad economical events happening. Should be more balanced now, but continous years of bad harvests etc. are still possible.
- Large amounts of gold are no longer automatically accrued from successful sieges.
- Introduced a new method of pillaging, which can be taken after a siege. The option to pillage/loot/respect holding (through event) will not occur after every siege,
but will be fairly common.
- A new system of pillaging castles & Cities:
- holdings can be 'respected' after a siege giving the character in command a piety boost.
- holdings can be looted for their gold worth after a siege, though castles dont offer as much gold as cities when looted.
- holdings can be razed after a siege, possibly destroying much of the castles/cities buildings. This can come at a great cost in piety but can of course weaken enemies.
- A new system of pillaging religious holdings:
- Events to respect/loot/raze religious holdings are available to christians conquering islamic provinces & muslims conquering christain provinces.
- Zealous characters (either christians in islamic land or muslims in christian land) on crusade ONLY, can conquer religious holdings and attempt to convert religious buildings
of worship into their own form of religious buiding.
i.e. a christian can attempt to convert a mosque into a church and thus convert the province through aggresive means. This action is costly and will not always work,
but is sure to please the pope when successful.
- The AI has the same ability to pillage as the player, though the AI will not raze holdings wrecklessly, AI vs AI will seldom burn castles/cities but it can happen occasionaly,
all dependant on the commanders traits etc.
The exception to this rule is with regards to mongol hordes, they will decimate most places they visit. The AI will also not be kind to human players, demesnial grounds will
have to be defended well to prevent the destruction of valuable holdings.
- Holdings with 3 buildings & above can be pillaged/looted/respected. The events do not fire for holdings with fewer than 3 buildings.
- New traits [COLOR="#FFFF00"]'Pillager'[/COLOR] & [COLOR="#FFFF00"]'Marauder'[/COLOR]. Gained dependent on decisions made regarding settlements after sieges. Characters who loot alot may receive the pillager trait, characters who raze holdings may gain the
marauder trait.
- Pillager trait gives a martial bonus and gives characters a chance to gain a lot more gold during sieges.
- Marauders gain a +2 martial but are disliked by characters with good virtues & the church.
- Added new event 'character recognised as pillager'.
- Added new event 'character recognised as marauder'.
- Added new event 'farmland of the besieged'.
- Farming Infrastructure can now be destroyed during a siege. A character in command of a siege (with 12+ martial) can receieve the above event & can choose to raze the land, thus
destroying any communal tenures, farmsteads, irrigated manors etc.
- Added 'Horses of general breed' to Aprutium.
- Added traits [COLOR="#FFFF00"]'Agriculturalist'[/COLOR] & [COLOR="#FFFF00"]'Expert Agriculturalist'[/COLOR]. To become an agriculturalist you must have minimum 7 stewardship and have atleast a communal tenure within your demesne (amongst other prereqs - i.e. military men are less likely to become agriculturalists but its possible), your steward may approach you for a chat, and you can decide if your character is to take interest in matters of the land. The trait can only ever be recieved after your character makes various decisions relating to events, wise
decisions mean he is more likely to become one, if he neglects the land then he will not.
- Added new event 'more oxen to work the land'.
- Added new event 'introduce greater crop rotation'.
- Added new event 'new water system'.
- Added new event 'expand demesnial farming (1)'.
- Added new event 'expand demesnial farming (2)'.
- Added new event 'character recognised as agriculturalist'.
- Added new event 'character recognised as an expert agriculturalist'.
- Incorporated avee's 'better rebels mod'. Permissions carried over from strongholds & citadels.
- Added new event 'game is being poached'.
- Added new event 'frost effecting crop'.
- Added new event 'storm brewing'.
- Added new nicknames: 'The Farmer', 'The Agriculturalist', 'The horseman', 'The Equestrian', 'The Pillager', 'The Looter', 'The Ravager', 'The marauder', 'The Butcher' & 'The Sacker'.
- Trait Ammendments:
- Increased the health risk from being stressed, depressed, ill, weak, pneumonic, leprotic, wounded, maimed & infirm.
- Increased lethality when suffering from tuberculosis, typhoid fever, typhus, measles, small pox.
- reduced fertility when weak, ill, infirm & incapable.
- Greedy now gives +20% gold income.
- Charitable now gives -20% gold income.
- Craven now gives +1 intrigue.
- Zealous now only gives +1 martial, an increased 1.20 piety per month & a reduced +15 same opinion if same religion opinion.
- Misc:
- Addressed many minor bugs which may/may-not have been causing errors.
- Slightly increased the efficiency of all the events within resource_flavour_events.txt
[COLOR="#008000"]hint: 'expert agriculturalist' may be a much more valuable trait than it seems.[/COLOR]
much effort made by killzerslaul, tyomanator & grallonsphere.