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Marco Dandolo

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Apr 12, 2008
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Morgenröte - Dawn of Flavor

Morgenröte neues Paradox Wallpaper.png

Welcome to Morgenröte, The Dawn of Flavor! Morgenröte (MR) is the spiritual successor to „Gott mit uns“ (GMU). GMU was later part of many larger mods, such as HFM, GFM, Blood and Iron or "Concert of Europe". It mainly focused on cultural events, the German Vormärz, the Italian Risorgimento, archaeology and basically flavor.

Morgenröte – Dawn of Flavor is a Mod to enrich the world of Victoria 3 with culture, beauty and lifestyle. Our approach is not to improve the map or the economy, but to improve all those aspects of the Victorian century that only appear briefly in the previously sterile game world. These include immersive scientific expeditions, increasing prestige through culture, and training artists and scientists.


MR will focus on the following areas:
  • The introduction of scientists (“academics”) such as archaeologists, anthropologists, naturalists, paleontologists, astronomers and engineers, including a scientific society. These academics not only have special skills to revolutionize 19th century science, but can change the academic worldview at scientific conferences.
  • Archaeology with the ability to found museums, acquire artifacts, conduct excavations in foreign lands, raise national prestige through exquisite collections, improve your social research, and find mysterious and unknown places like art objects.
  • Astronomy that allows observing astronomical objects, naming large comets, photographing the moon, reforming the view of the solar system and discovering the two planets Neptune and Pluto.
  • Emphasis on 19th century music culture, including historical music from the time for an extension or even replacement of the soundtrack, related to the respective epochs and in the public domain (EU law).
  • Monuments that are not built at the push of a button but over decades, thus posing a real challenge for a nation (like the Cologne Cathedral or the Gotthard Tunnel); as well as a representation of the art deco culture in particular.
  • The „Golden Age of Flight“ with the opportunity to improve infrastructure through airports, transatlantic crossing, flying aces and the competition for the "Schneider Trophy".
  • Natural history research. Collect exotic animals for a zoo, go on botanical expeditions or look for the fossils of long-dead animals such as dinosaurs, which you can assemble into magnificent skeletons. Search for the origins of humanity with anthropologists and find prehistoric bones that prove human evolution.
  • Cultural events mainly for the German-speaking and Italian region in the course of Vormärz and Risorgimento.

I will not simply transfer things from GMU to Victoria 3, but will improve, expand and deepen them in many respects. As always, I try to make the content as compatible as possible and it can be adopted by other modders in the future, so that we can enrich the still somewhat barren world of Victoria 3 with the beauty and lifestyle of the time.

>>>Download via Paradox Mods<<<

>>>
Download via Steam<<<

Support Morgenröte:

>>>
Patreon<<<

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Buy me a glass of wine<<<

Discord:


https://discord.gg/DekBrHAHCw
 

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Content

Lepsius Mod Logo.png

Lepsius - The Return of Archaeology

In "Lepsius - The Return of Archeology" you will go on expeditions to exotic lands, dig up valuable artifacts, find mysterious clues about ancient cultures and improve your research and prestige by building museums. Through the sands of Egypt to the fertile Mesopotamia, to the Greek shores and mountains of the Andes to the deep jungles of Yucatán, you will try to increase your nation's standing in the world through fabulous archaeological discoveries – and unearth valuable treasures along the way.

The goal is not only to reflect the atmosphere of the time, but also to offer an interesting way to collect prestige and research points in a "practical" way.
So far the following game mechanics are integrated:

• Historical excavation sites as a modifier on the map.
• The excavation sites won’t be on the map from the start; instead, they are accessible after a certain historical event has happened. For example, the excavation site in Yucatán will be shown on the map after the Stephens&Catherwood expedition.
• Not all excavation sites are accessible to everyone. Basically, they are reserved for the great powers, but some can also be accessed by major powers. Technologies also play a role. After all, without the necessary research into new medical measures, you can hardly set off into the jungle!
• Three new technologies affecting archaeological achievements and access to dig sites: Antiquarianism, Early Archaeology, and Modern Archaeology. Some archeologically advanced powers already have the first technology at the start of the game.
• Possibility to organize expeditions (decision). There are 8 different expedition destinations.
• More than 200 new events, mostly concerning expeditions.
• The player can find small artifacts so far and create a total of four different collections (Egyptian, Mesopotamian, Aegean, Pre-Columbian). The larger the collection, the more prestige.
• Major artifacts are rare but have a significant importance for your museum; find historical artifacts like the Bust of Nefertiti, the Epic of Gilgamesh or the Treasure of Priam!
• Encounter Narrative event chains: Investigate abandoned Mayan pyramids or raise your country's flag atop the Pyramid of Cheops!
• Discover great archaeological sites like the Tomb of Tutankhamun or the Tower of Babylon and accumulate prestige for your nation.
• If you own a collection, you can found an Archaeological Museum in the capital (decision) and than build it. A museum allows you to visit your different collections and prepare prestigious exhibitions.
• Archaeologists. This is a new skill with three levels (normal, experienced, famous). Good archaeologist will provide better results when doing expeditions and excavations.
• And much more: discovery and reconstruction of the Ishtar Gate, adventures in fantastic locations and six different achievements, just to name a few...
• Overall, Lepsius adds 215 Events, 20 Journal Entries, 20 Decisions and 115 Modifiers to the game.


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Le Verrier - Reach for the Stars

In "Le Verrier - Reach for the Stars" you can set up your own observatories and explore the mysteries of the universe. Watch meteor showers, photograph the moon, and spot the Great Comets of the 19th Century - one of which might have a countryman's name if you're an astronomer. Challenge yourself to change the way we look at our solar system when you discover two new planets, Neptune and Pluto!

Le Verrier features the following game content:

• Four new technologies: Classical Physics, Astronomy, Electromagnetism and Modern Physics
• A new building: the Observatory with three different production methods. An observatory finds new astronomical objects every year and triggers astronomical events.
• 8 possible astronomical events, such as meteor showers, nebulae, asteroids or new stars.
• The more astronomical objects discovered, the greater the chance that you will discover the previously unknown planets Neptune and Pluto first.
• At the start of the game, astronomy does not distinguish between planets and asteroids; at the beginning of the game there are 11 planets, four of which lose their planetary status.
• You have the ability to influence Ceres, which was historically downgraded to an asteroid (and was upgraded back to a dwarf planet a few years ago), continues to be recognized as a planet.
• After exploring the camera, you can photograph the moon and create an accurate map of Earth's companion.
• Astronomers as a new skill. It's a very, very rare ability that can only be unlocked through events.
• Great Comets: Anyone who has an astronomer has the option of naming one of the five Great Comets of the 19th Century after them.
• Organizes two astronomical congresses based on the Carte du Ciel (to exchange star charts) and the Great Debate (to determine the shape and size of the universe).
• An event chain dedicated to Albert Einstein!
• Historical events such as the discovery of the Mars canals or the Big Bang theory.
• Three achievements: The Unknown Planet (Neptune), Planet X (Pluto) and Save Ceres!
• Altogether "Le Verrier" adds 60 new events, 4 journal entries, 6 decisions and 25 modifiers.


Elgar Mod Logo.png

Elgar - The Sound of the Victorian Age

"Elgar - The Sound of the Victorian Age" is more than a mere addition of historical pieces of music. The music changes according to the era and gives the player a feeling of change similar to technologies and economic development. Elgar isn't a music mod, it's a music culture mod - and includes the ability to hire famous composers for your country, commission new works, and witness the premieres of masterpieces.

Elgar contains:

• 70 pieces of historical music.
• Five musical epochs, in which an average of 12 pieces of music play in the period in which they also had their premiere.
• An audible musical evolution over a century to enhance the atmosphere for each era.
• A character piece for each of the 7 major western nations (GBR, FRA, RUS, AUS, GER, ITA, USA) and a specific march as a war piece.
• Total freedom in the game rules whether you want the mixed soundtrack (Victoria 3 & Elgar), the historical soundtrack (Elgar only), or the original soundtrack (Victoria 3 only).
• Two new goods (musical instruments and music) and four new production methods, including instrument production, orchestra and ballet.
• Music as a new need for your pops.
• Nine new technologies that greatly expand the cultural and social sphere.
• Mutually exclusive technologies that shape a nation's cultural (not just musical) path. Some nations tend towards Impressionism, others towards Expressionism or Art Noveau.
• The nation which invents one of these three technologies first will be known as the "cradle" of this art style and get a specific modifier.
• Ten "travelling composers" that you can bind to your nation in the medium or long term: Donizetti, Berlioz, Liszt, Wagner, Grieg, Brahms, Delius, Mahler, Rachmaninoff and Prokofiev.
• Great Composers may compose one to three historical masterpieces in your service.
• Build and expand an opera house as the center of your musical cultural life.
• Events on historical composers from many different nations: for example Georges Bizet for France, Giuseppe Verdi for Italy, Edward Elgar for Great Britain, Johann Strauss for Austria or Pjotr Tchaikovsky for Russia. The rule of thumb is: the composers you hear should also appear in the game in some way for the most part! At the moment, there are 45 composer events from Argentinia to Russia!
• As a smaller power, you may hire your own composer and make him the chief conductor of your opera house; he may conduct, compose or go on a concert tour.
• Decisions and events like the Beethoven festival, the War of Romantics or the Founding of historical Conservatories. With a composer, you may build your own National Conservatory.
• Random events when a Great Composer visits your country: will there be a great premiere or a scandal?
• Four new achievements: try to make a latin american nation the heart of Impressionism or gather five different Great Composers as Switzerland!
• "Elgar" adds 240 new events, 6 new journal entries, 15 decisions and 100 modifiers.


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Gaudí - Architecture is Art

"Gaudí - Architecture is Art" adds new monuments to the game - but not only. Because monuments now need years to decades to be able to be completed and adverse circumstances can delay the construction. In addition, Gaudí adds to the game the possibility to completely devote a nation's architecture to the Art Deco style.

Gaudí offers:

• 6 new monuments: Cologne Cathedral, Gotthard Railway, Cristo Redentor, Mole Antonelliana, Vienna Ringstrasse, Summer Palace and Sagrada Família.
• Decisions, Events and Journal Entries regarding construction of one of these monuments: you may encounter problems and possibilities. Some IGs may oppose your plans, others may help you.
• Some monuments will take longer than others: whereas Cristo Redentor will be possible in less than 10 years, Cologne Cathedral will take roughly 40 years and the Sagrada Família ... well, the possibility is high that you will never see it complete!
• The Burning of the Summer Palace.
• Saxon Palace as deactivated building at game start. Can be activated by a polish nation.
• Art Associations in the spirit of the Vienna Secession.
• Players chosing Art Nouveau/Art Deco in the tech tree may try to modernize their architecture in the luxurious style of Art Deco and getting a special bonus; this will counterweight the mediocre music tradition a nation gets when choosing this direction.
• Radio stations and a decision to found a Broadcasting Corporation.
• Bauhaus for a nation which decides to get Expressionism/New Objectivity.
• Alfred Escher as a historical character when playing with Switzerland.
• Three new achievements: Kulturnation and Segundo Siglo de Oro, will test all your Morgenröte skills in the fields of archaeology, astronomy, music and architecture. The third one, Rapture ... well, it has to do with Art Deco.
• "Gaudí" adds 170 new events, 24 new journal entries, 14 decisions and 84 modifiers.


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Curtiss - The Golden Age of Flight

In "Curtiss - The Golden Age of Flight" everything revolves around aviation: whether it's airplanes, blimps or balloons, the sky is the last limit! Modernize your nation with airports and airlines, set records with your balloonists and go on a research trip to the North Pole with your zeppelin!

It's all possible with Curtiss:

• A completely new side branch in the "Military" technology branch with six new inventions. In addition to the army and navy, aviation is now also available. From Montgolfier balloons and carrier pigeons to seaplanes and modern aviation.
• A new building: the airport as the center of civil aviation (adapted from DarthYa'll's "Civil Aviation and Airfields").
• New character traits: balloonists (in three levels), pilots and flying aces. Pilots can also emerge randomly in war missions and become flying aces after repeated deployments at the front.
• Airlines with an influential tycoon who is constantly trying to expand his company. The bigger the airline, the more advantages for your country.
• Zeppelin expeditions to the North Pole. Undertake research trips, build polar stations, gain new knowledge about geography, meteorology and biology of the arctic and be the first to cross the pole in an airship!
• A new diplomatic action to open up airspace for your airlines and zeppelin expeditions.
• The wonderful world of balloons: hire balloonists and set records!
• Follow in the footsteps of Charles Lindbergh and take the first solo flight across the Atlantic to revolutionize aviation.
• Upgrade your private airline to the highest tier, giving your country the power to build the world's largest plane (and make it fly).
• Upgrade your private or government airline and build a giant blimp to travel the world (and make sure it doesn't crash).
• Compete in the famous Schneider Trophy seaplane race and make sure this precious trophy stays in your country.
• Four historical pilots and balloonists: Richthofen, Piccard, Lindbergh (ECCHI) and D'Annunzio (ECCHI).
• Other events, decisions and journal entries, such as the possibility of founding a pilot school, historical events relating to Graf Zeppelin and Henry Fabre and an adventure in Tibet.
• Seven achievements related to aviation and aerial adventures.
• A total of more than 160 new events, 13 journal entries, 7 decisions and 100 modifiers.


Dubois Mod Logo.png

Dubois - Wonders of Nature

The "Dubois" project opens the door to natural history sciences. Whether fossils, biological specimens or exotic animals: everything a Victorian researcher's heart desires is on offer. Reconstruct dinosaurs, increase your oceanographic knowledge, discover the "Wallace line", be the first to invent the theory of evolution and train academics to continue your scientific adventure.

• Specialize your universities in three subject areas: Technical-Mathematical, Natural History or Humanistic-Anthropological and promote successful graduates to helpful professors for your expeditions, collections and scientific progress.
• Animal habitats around the world with 30 collectible animals.
• Collect animals in your own dominions, buy them from friends and allies, catch them or catch them on a heia safari in Africa.
• Build a zoo to exhibit exotic animals and either improve your population's standard of living or your research. Enlarge your zoo via Decisions and thus your standing in the world as a global power.
• Visit your zoo and look at the animals. Easter eggs included.
• Two new technologies: Theory of Evolution and Paleontology.
• Collect biological specimens on expeditions to the Pacific or Africa and create a botanical garden or scientific specimen collection.
• Organizes expeditions to the Pacific to find rare plants, animals, and fossils, conduct oceanographic research, or observe astronomical phenomena such as solar eclipses.
• Scientific discoveries such as the theory of evolution, the discovery of the Wallace lineage, the discovery of Java Man or the discovery of the Challenger Deep are open to you.
• Two types of formations: Normal formations and Great formations. Fossils can be found in both, and dinosaur bones in Great Formations.
• Create a paleontological collection, find bones and reconstruct dinosaurs.
• Find special fossils like Neanderthal, Archeopteryx, Taung Child and Java Man.
• Paleontologists and naturalists as new traits and academics with special abilities to capture animals, find specimens or dig up fossils.
• Historical events on Darwin, Owen, Mendel and Humboldt.
 
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This sounds great! Can't wait to see what comes of the project :)

Thank you for your interest and support! I will elaborate more in an upcoming post, maybe on Wednesday. Here is a little teaser for you, still WIP.

313185882_1519626401833387_3880508506228137547_n.png
 
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Excited for this mod, these types of flavour events are exactly whats missing from the game at the moment
 
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Excited for this mod, these types of flavour events are exactly whats missing from the game at the moment

Thank you so much for your interest! It's quite motivating to see that I'm not the only one who thinks that the world of Victoria 3 needs a little bit more flair.

Here are a few little hints about the archeological excavation sites that will be in the game. More tomorrow! ;)

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Diarium I

Lepsius: Setting the Stage for Archaeology

Lepsius Mod Logo.png

Welcome to the first preview of Morgenröte! The first updates will revolve entirely around archeology. Not only will we return to the Valley of the Kings known from Victoria 2, but also many familiar locations from "Gott mit uns". The successor to Koldewey is appropriately called Lepsius, named after the famous Prussian archaeologist who led the expedition in Egypt named after him in 1842.

In "Lepsius - The Return of Archeology" you will go on expeditions to exotic lands, excavate valuable artifacts, find mysterious clues about ancient cultures and improve your research and prestige by building museums. Through the sands of Egypt to the fertile Mesopotamia, to the Greek shores and mountains of the Andes to the deep jungles of the Yucatán, you will try to increase your nation's standing in the world through fabulous archaeological discoveries - and unearth valuable treasures along the way.

Modern Archaeology.png

But not so hasty! You can only build a museum if you have something to exhibit - and you can only get artifacts from expeditions, excavations or events. Also, at the start of Victoria 3, archeology is still in its infancy and has a long way to go from treasure hunt to science. Initially you will hardly have any places to explore, later you will need technologies and important discoveries to progress.

Before you can think of expeditions and excavations, the place has to catch the attention of the scholarly world. This requires the completion of journal entries. For example, the first two archaeological sites in Egypt will not be accessible until Lepsius composes his letter to Roselli, improving Champollion's decipherment of hieroglyphs and thereby breaking new ground in Egyptology.

Stephens Catherwood journal.png


The first two journal entries (Lepsius Letter to Roselli and Stephens and Catherwood's expedition to Yucatán) are historically deterministic: on the one hand, because these historical events happened so early after the start of the game that they are fixed; on the other hand, because it ensures that there are some archeological objectives early on in the game. The other three journal entries, on the other hand, are much more dynamic. While Lepsius and Stephens are fixed for Prussia and the USA and require little work, the other journal entries are open to all nations and have more demanding requirements.

After fulfilling a journal, an event triggers for the respective nation that makes new archaeological dig sites possible. For the player this is made clearer by the fact that the regions with excavation sites get a permanent modifier. These locations are now open to all countries as long as they meet certain requirements. With the three dynamic journal entries, the country that completed them also receives a permanent, fixed prestige bonus. The following are the excavation sites and their requirements:


Lepsius Letter to Rosellini: Upper Egypt (The Valley of the Kings), Lower Egypt (The Pyramids)
Stephens and Catherwood's Expedition: Yucatán (Maya Culture)
Decoding of the Arcadian language: Baghdad (Babylon), Mosul (Nimrud/Nineveh)
Heinrich Schliemann finds Troy: Peloponnese (Mycenae), Crete (Knossos)
The rediscovery of Machu Picchu: Ica (Cusco)


Lettre a Monsieur Le Professeur Rosellini.png


Of course, all nations that could benefit from such a discovery in this situation by sending out an expedition will be notified.

Lepsius-Rosellini notification.png


However, unlocking the excavation sites is only a first step. An important technology that you need at the beginning is Antiquarianism. Only with this technology is it possible to send expeditions and build a museum. Some nations have a historical advantage because they have these technologies, while others have to research them first. I gave these starting technologies to nations that either had an Egyptian collection before 1836 or had important archaeologists or Egyptologists. Here is a list:


Great Britain (British Museum/Young)
France (Louvre/Champollion)
Prussia (Egyptian Museum/Lepsius)
Austria (Egyptian Collection)
Netherlands (Rijksmuseum van Oudheden/Reuvens)
Sweden (Giovanni Anastasi Donation)
Bavaria (Aegyptica/Glyptothek Egyptian Hall)
Saxony (Seyffarth)
Baden (Aegyptica) ?
Sardinia-Piedmont (Egyptian Collection)
Two Sicilies (Borgia/Picchianti)
Tuscany (Egyptian Museum/Tuscany Expedition/Rosellini)
Papal States (Roman Egypt Collection/Ungarelli)


From this point on, a modifier will be displayed on each state to let the player know which nations own a dig site. Instead of the typical modifiers in red or green, these are highlighted with an image. Here two examples.

Valley of the Kings modifier.png

Cradle of Civilization modifier.png


You can only acquire excavation licenses from countries that have such excavation sites and send excavation teams there. More about excavation licenses, excavation teams and decisions on expeditions in the next diary. :)


Bonus: an "open" Journal Entry for everyone which gives a bonus to the first one who completes it and the corresponding event

Decipherment of Akkadian Journal.png

Decipherment of Akkadian Event.png

 
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Today we celebrate a historic anniversary: 100 years ago Howard Carter discovered Tutankhamun's tomb.

Tutankhamun.png


But Luxembourg steals the show. :cool:
 
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Diarium II

Lepsius: Excavation licenses, Excavation Teams and Decisions


Lepsius Mod Logo.png

Welcome back to the next diarium on project "Lepsius". After explaining what archeological excavation sites are and how to unlock them last time, this time it's about how you get access to them.

Unlike the usual geographical expeditions, simply sending out an expedition is not enough. In contrast to Africa and the two poles, one cannot simply set out for Egypt or Peru without colliding with the states there. Egypt, for example, passed an antiquities law just a year before the launch of Victoria 3. Most archaeological excavations of the 19th century required a so-called "firman" before they could begin, that is: an excavation license.

Excavation license.png


In Lepsius, nations can acquire an excavation license from other countries if they own an excavation site - provided it has been unlocked. This option is only available to major or great powers. The requirements are not high. However, excavation rights cost a small fee that goes to the country with the archeological site. The values in the screenshot are not final. Currently, the AI will not cancel excavation licenses from its side (at the moment, at least), but excavation licenses will automatically cancel if a country loses the dig site or a war breaks out between the two countries.

Excavation license pact.png


An excavation license always covers the whole country. So if the Ottoman Empire owns both Mosul and Baghdad, you only need to sign one treaty. However, even after you have acquired an excavation license, you cannot start excavation directly. You must first have a free excavation team to send out!

Currently, a country can have a maximum of 3 excavation teams (in an update there will be 4). Antiquarianism unlocks the first excavation team, while the Modern Archeology technology unlocks the second. An additional excavation team can be hired if you have a character with the Archaeologist trait. The team he recruited stays with you even after his death.

New Archaeological Team.png


Only with a free excavation team can you make a decision about where to send your expedition. Different excavation sites have different requirements. While you only need Antiquarianism for Egypt, you will later be dependent on technologies such as Modern Archeology or Aviation in Peru. You can also only send out one expedition at a time, even if you have another free excavation team. I will explain in a later diary why it makes sense to have several excavation teams. Oh yes: of course you will get your excavation team back after the expedition.

Valley of the Kings Decision.png


Lepsius currently has ten archaeological decisions. So that the overview is not lost, you can switch the archaeological decisions on and off with one click.

Hide Archaeological Decisions.png

Show Archaeological Decisions.png


That is it for today. The next diarium will be dedicated to Archaeological Expeditions. :)
 
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This looks like just what this game needs, and implemented in a pretty nice way as well. May I ask what the reasoning is for Excavation Licences not requiring a Strategic Interest?
 
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This looks like just what this game needs, and implemented in a pretty nice way as well. May I ask what the reasoning is for Excavation Licences not requiring a Strategic Interest?

Thank you! :)

When it comes to the excavation licenses, I primarily think of the AI. If, for whatever reason, they try to establish strategic interests in the archeological zones just for the sake of excavation licenses, it could lead to even more unpredictable AI behavior than now. I don't want archaeology to suddenly create more diplomatic conflict zones than necessary - for example, because Austria and Prussia suddenly got involved in the conflicts between the USA and Mexico because of an archaeological interest in Yucatán. Unfortunately, the consequences that could arise from this are currently unforeseeable; so I think that no strategic interests are necessary to minimize the risk of unpredictable consequences.

Of course, I'm wondering if it could be considered that the player has to formulate a strategic interest, but the AI is exempt from this, for the reasons given above...
 
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Thank you! :)

When it comes to the excavation licenses, I primarily think of the AI. If, for whatever reason, they try to establish strategic interests in the archeological zones just for the sake of excavation licenses, it could lead to even more unpredictable AI behavior than now. I don't want archaeology to suddenly create more diplomatic conflict zones than necessary - for example, because Austria and Prussia suddenly got involved in the conflicts between the USA and Mexico because of an archaeological interest in Yucatán. Unfortunately, the consequences that could arise from this are currently unforeseeable; so I think that no strategic interests are necessary to minimize the risk of unpredictable consequences.

Of course, I'm wondering if it could be considered that the player has to formulate a strategic interest, but the AI is exempt from this, for the reasons given above...
Yeah, it might be a good idea for the player, if nothing else, to put some other limit than excavation teams on them.
 
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Yeah, it might be a good idea for the player, if nothing else, to put some other limit than excavation teams on them.

Sure, I'll change it. :)
 
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Diarium III

Lepsius: Expeditions


Lepsius Mod Logo.png

Today we're going to talk about one of the core elements of Lepsius: Expeditions!

At the beginning an important distinction: in Lepsius there are expeditions and excavations. Both can be contested by an archaeological team.

While expeditions describe the journey as such and associated events, post-expedition excavations are possible once you have researched the Early Archaeology technology. Expeditions are unpredictable in some respects and, depending on how they go, can bring in a large amount of artifacts; Excavation is a continuous way of acquiring artifacts in an area over a long period of time. Today it's all about expeditions.

Expedition Luxor.png


In the previous two diaries I already explained what you need to bring about an expedition decision. There are similarities, but also very strong differences to the geographical expeditions from Victoria 3. The aim of the geographical expeditions is to reach a certain end point before your endeavor becomes too dangerous and the enterprise fails. Your expedition can never fail in Lepsius, at least not officially. It's all about getting as many artifacts as possible in a given amount of time.

There are a few factors that affect your expedition that I'd like to share here while I haven't found the time to set up a proper tooltip system. The first concept concerns the length of the expedition. In a first preparatory event you can decide how long the expedition should last. “Length” here corresponds to the number of events. A short journey contains 5 events, a medium journey contains 7 events, and a long journey contains 9 events. The monthly costs differ depending on the selected length.

Expedition beasts and interpreters.png


Another factor is the speed of the expedition. By default, the chance of an expedition not firing an event per month has a value of 66 (events have an average value of 10). However, you have the option during preparation to lower this value to 50, thereby increasing the likelihood that an expedition event will arrive in the month. This speeds up the expedition - and thus shortens the waiting time to start a new expedition. It's also useful if you want to quickly level up an Archaeologist and are less interested in the artifacts themselves.

However, you can also choose to increase the success of an expedition in the same event. The success of the expedition is a crucial value in accounting at the end of the expedition. The greater the expedition success, the greater the number of artifacts you will receive at the end of the expedition (in addition to the artifacts acquired in individual events). Think of it as a kind of final reckoning. During the expedition there can always be events that increase or decrease your expedition success.

Expedition leader.png


Unlike the geographic expeditions, there are not just one, but two characters that influence the course of the expedition. The expedition leader is not a military man, but a civilian. The leader of the intelligentsia will claim this position for himself; you can also choose a random leader from a ruling or opposition party. Monarchies can also make the heir to the throne the leader. If you already have an archaeologist, you can also select that.

The military attaché is the second person accompanying the expedition. Unlike the expedition leader, you cannot choose this one: the military chooses a general at random.

Expedition Diary.png


The characteristics of the expedition leader and the attaché have an influence on which events are coming your way. A romantically inclined expedition leader, for example, will get the idea of writing a diary, a diplomat could put in a good word with the local ruler during an audience, depending on his education. From time to time you will also be confronted with having to reprimand the attaché, which causes uneasiness among the relevant interest group. It can also happen that they acquire new items as modifiers or even get a new property (not always positive). There is still room for improvement here in the future!

The choice of your expedition leader has an influence on your expedition and is not an arbitrary decision. Also keep in mind that after the first expedition your leader will acquire the Archaeologist trait and with it slightly popularity. He can even increase his rank after a second and third expedition (to "experienced archaeologist" and "famous archaeologist").

Expedition begins.png


Now a brief overview of the course of an expedition. This is divided into three parts. First you make the most important decisions in your capital: choosing the length of the expedition, choosing the expedition leader, assigning the military attaché (as well as three possible additional events if you already have archaeological experience and are also good at arts and education). This is followed by the decision between expedition success and expedition speed (as well as six possible additional events that depend on the character traits of the expedition leader and the military attaché).

After that, the expedition begins in the narrower sense. You will be faced with natural and human obstacles, have to decide on the success of the journey or a quickly acquired artefact, get angry with your own expedition members or the locals, find old tombs and abandoned temples - or have to accept some setbacks.

In the first version, which I am currently preparing for a release, there will be around 60 different expedition events (not counting events in preparation and in the arrival city). In the final version of Lepsius there will be around 100. There are different types of event groups:

  1. Expedition events that affect the success of a voyage
  2. Artifacts Events, which include the possibility of obtaining Artifacts Research events that speed up the research of archeological and philosophical technologies
  3. Character events that depend on and affect the traits of the expedition leader and military attaché
  4. Narrative events that depend on one of the eight dig sites and contain an event chain with a special reward (not yet included in the first version)
  5. Events with mysterious items... but that will remain secret for now!
That would be it for the Expeditions! Next time we'll talk about what you can do with the artifacts when it comes to museums and collections. :)


Bonus: some random expedition events.

Expedition audience.png


Expedition Grave robbers.png


Expedition Local Guide.png


Expedition Trader.png
 
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A short announcement about the status of Lepsius, a kind of road map:

I aim to put a beta online by Friday, Saturday at the latest. Of course it's not in the state I would like it to be in the end, but it will contain all the features I've shown here so far. For the time being I'll only post them in the Paradox Forum, but if there aren't too many complaints about game-destroying bugs, I'll do the same for Steam as well.

There will be two more posts on game content between now and Friday. After the beta on Friday/Saturday I'm aiming for at least two major updates to bring Lepsius into a desirable state. So if you would like to test it, you are welcome to start this weekend. :)
 
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Please consider releasing on Steam with disclaimers if possible :)

This looks incredible, but long ago I moved away from the Paradox Mod Manager because it's a poor program, and that is being generous.
 
Please consider releasing on Steam with disclaimers if possible :)

This looks incredible, but long ago I moved away from the Paradox Mod Manager because it's a poor program, and that is being generous.

Oh, if that is the case, I'll prepare a Steam version, too.
 
Diarium IV

Lepsius: This belongs in a museum!


Lepsius Mod Logo.png

Welcome to today's Diarium - and as the title suggests, today is about everything to do with the museum: archaeologists, collections and the museum itself.

Let's start with archaeologists! You won't find archaeologists in free play. The archaeologist trait is only granted once an expedition leader has completed an expedition. With each completed expedition, the archaeologist gains one experience point (in the future there will also be other events that increases archaeologists' experience). Archaeologists with enough experience will rise in rank and have a chance to become experienced or even famous archaeologists. More experienced archaeologists trigger new events on expeditions with increased chances of artefacts.

Archaeologist comes back.png


Here is a short list:

1-2 experience points: Archaeologist
3-4 experience points: Experienced Archaeologist
5+: Famous Archaeologist

Now you are probably wondering: "But Marco, if the leaders of the expeditions are always recruited from among the politicians, isn't there a risk that they will quickly disappear because they withdraw from political life or die?" Indeed, that is a problem! Because the way political leaders come and go is governed by paradox in a rather arbitrary way. As rulers and military men reach the age of Methuselah, politicians come and go like ephemera.

This is where the museum comes in. It is your central archaeological hub. As soon as you have got hold of five artifacts, you can lay the foundation for your museum by making a decision. Only when you have done that can you also build a museum in your capital. Once construction is complete, more choices will be available to you.

Museum Main Hall.png


For example, you can appoint a Lead Scientist. This Lead Scientist has a special function: a politician who bears the title is not simply deleted from the game for 15 to 20 years. That means: this person stays with you for a controllable period of time and you can count on him as your chief archaeologist. However, after the period expires, you will surely lose it. You can only appoint one Archaeologist as Lead Scientist and he will remain in that position until the deadline is up.

On the other hand, you can visit your museum. This way you can see how many artifacts you have of which type. The number of your total artifacts and your free archeology teams is also here. You can also host exhibitions in the four different collection rooms (Egyptian, Mesopotamian, Aegean, Pre-Columbian) once you have found the necessary artifacts. These exhibitions give your nation permanent prestige until such time as you create a bigger and better exhibition.

Egyptian Collection.png


The next diarium will be out tomorrow and will discuss all the last important details before the first published version of Morgenröte. :)
 

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Diarium V

Lepsius: Beta-Release


(also: Excavations, Rules and Achievements)

Lepsius Mod Logo.png

Welcome to the release of the first „Morgenröte“-Beta! But first: another Diarium.

Today we will be dealing with many smaller concepts that have not had a place over the course of the last few posts. Let's start with excavations first!

Excavations are possible at the end of an expedition, but not available at the start of the game. To unlock the option at the end of an Expedition, you must first unlock Early Archeology in the Tech Tree. The advantage of excavations is that they are continuous. This means that you will automatically search for artifacts in a country while preparing a new expedition. This is also where the different dig teams come into play: you can follow up an expedition with a dig in one country, and then after a few years continue an expedition in another location with a different dig team.

In the meantime, you will receive artifacts from the dig site once a year. For example, if you dig in Upper Egypt and Lower Egypt, you will get two Egyptian artifacts on the deadline; if you dig in Upper Egypt and, for example, Assyria, it is an Egyptian and a Mesopotamian artifact instead. You will be informed annually on the deadline via a notification at the bottom right that new artifacts have arrived - they go directly and unbureaucratically to your museum.

Excavation notification.png


Since your excavation team stays on site, you will not automatically get it back after an expedition. However, you can choose to abort an excavation at any time if you need it somewhere else in the world. Incidentally, it is a perfectly valid strategy that if all of your archaeologist teams are on an excavation and you can do another expedition, you call it back and carry out a new expedition with an associated excavation. Because over time, your yields from expeditions will improve, and your archaeologists will primarily earn points through expeditions. If you want to complete your collection, you shouldn't lean back.

The "Excavation" concept is not yet complete in this version. Because only with an ongoing excavation is it guaranteed that you will have access to important artifacts and great discoveries. The introduction of significant artifacts and great discoveries will also be among the main aspects of the next update.

Nineteenth-century archeology saw itself as a modern science, but there's a reason why we still associate it with a touch of romantic adventure and the mystical today. Those who go to the roots of humanity are often confronted with something that goes beyond material facts. It is no coincidence that this supposedly so enlightened, modern and technically adept age also had an uncanny fascination with the occult and the supernatural.

Archaeology Rules1.png

Archaeology Rules 2.png



In short: in Lepsius too, you will now and then come across something that is entirely in line with the spirit of the times, but does not always meet the historical requirements. That's why I've already introduced rules of the game that you can change at the beginning if you want. They are initially set up to trigger all possible events. Should you choose to only want historical events, you won't be pressured by the mythical. However, it will not relieve you of the fact that individuals and also societies could be affected by occult superstition.

There are almost no events where this applies yet, but I wanted to implement this setting now, as it should make it easier to patch your game later without having to give up your save.

Last: Achievements. That's right! In Lepsius there will be 4 achievements for the time being, 7 are planned in total. You can unlock them in single player, but they won't appear on Steam. The achievements available so far are:

It belongs in a museum! - Build a museum.
Dig deeper! - Find 100 artifacts.
Dr Jones, I presume? - Promote one of your characters to a famous archaeologist.
You call THIS Archaeology?! – Conquer all states with dig sites.

Achievements.png


This won't be the last diarium - but the last before the first release. Below are the links to the download options. And if you think the lion might have earned a few nuggets of gold in its mouth, why not toss it a ducat or two on Patreon.


>>>Download via Paradox Mods<<<

>>>
Download via Steam<<<

Support Morgenröte on Patreon
 
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