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omega20056

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In the screenshot of the Thessalonika Empire, the Kommenos Doukas family has a really boring dynastic CoA, any chance of a more interesting CoA for that family? Obviously this can be changed by the player using the customiser, just wondering if this was something you guys had thought about looking at or if Dynasty CoAs were nowhere on your list of priorities.
It's not a priority, but I'll take a look at some stage.
 

hiigara128

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After continuing to play PA I have three more ideas/suggestions. 1. break up the Kingdom of Anatolia into 2 or 3 smaller kingdoms. Whenever I create that Kingdom as a viceroyalty it always become unwieldy, ie the Viceroy causing wars by trying to revoke several governors and counties. Maybe use the late Roman diocese of Asia and Pontus for kingdoms instead. 2., if possible, make it so vassal Kingdoms don't have their own patriarchs. It makes no sense when my Serbian governor makes himself King/Despot of Serbia and gains a Patriarch. Finally, and this is super minor, give Samos a de jure capital.
 
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TheLunarwolf

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We have been looking into, maybe adapting some of Occult Orison's Dejure Adjudication to allow players the freedom of creating their own dejure structures among vassals. As switching the borders of provincial responsibility around was something that historically happened. Alot, with everystate.
 
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TomTheKnight

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We have been looking into, maybe adapting some of Occult Orison's Dejure Adjudication to allow players the freedom of creating their own dejure structures among vassals. As switching the borders of provincial responsibility around was something that historically happened. Alot, with everystate.
i dont know, i feel like the duke level borders could be fixed a bit, but that they should stay stationary the entire game. otherwise, things could get weird, with players using the mod to do gamey and unfair tactics

EDIT: in other words, if the kingdoms have de jure shift, then the duchies must not
 

TheLunarwolf

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i dont know, i feel like the duke level borders could be fixed a bit, but that they should stay stationary the entire game. otherwise, things could get weird, with players using the mod to do gamey and unfair tactics

EDIT: in other words, if the kingdoms have de jure shift, then the duchies must not

it's not certain that we'll use it, however from the perspective of an Emperor changing borders to better suit his administrative needs, it's a very compelling little tool.
 

omega20056

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After continuing to play PA I have three more ideas/suggestions. 1. break up the Kingdom of Anatolia into 2 or 3 smaller kingdoms. Whenever I create that Kingdom as a viceroyalty it always become unwieldy, ie the Viceroy causing wars by trying to revoke several governors and counties. Maybe use the late Roman diocese of Asia and Pontus for kingdoms instead. 2., if possible, make it so vassal Kingdoms don't have their own patriarchs. It makes no sense when my Serbian governor makes himself King/Despot of Serbia and gains a Patriarch. Finally, and this is super minor, give Samos a de jure capital.
The eastern part of Anatolia was made into Cilicia, but I'd like to leave it at that. The Byzantines had a definition concept of what was Anatolia and what was not.

The Serbian governor gaining a patriarch is a bug in the pentarchy system. In my current beta, Serbia and Bulgaria only gain patriarchs if they ask the Byzantine Emperor for autocelaphy. If Bulgaria or Serbia come back under Byzantine control, a hidden event will automatically place them back under Constantinople, as happend IRL when Bulgaria was reconquered. If either state becomes independent after that, they will automatically get their patriarch back.
 

Voigt

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I just stumbeled upon this mod, and I have two questions:
In the last pages the people talked about a release date, but you can already download the mod. Do they talk about a big update, which will come?

About my 2nd Question:
Just a small update, I'm getting a script made to remove the games non-English local (We were never supporting the other languages anyway) so I can completely re-write the English text.
What exactly does this mean? If I activate your mod and play with it, the whole game will be english, instead of the game beeing German (for me) and just what the mod adds in English?
 

omega20056

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I just stumbeled upon this mod, and I have two questions:
In the last pages the people talked about a release date, but you can already download the mod. Do they talk about a big update, which will come?

About my 2nd Question:

What exactly does this mean? If I activate your mod and play with it, the whole game will be english, instead of the game beeing German (for me) and just what the mod adds in English?
The release version isn't the most recent, that's not ready to enter beta yet.

I was never supporting languages other than English, and I want to re-write the game's text, so I removed the foreign language localisation.
 

omega20056

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So what exactly about the mod isn't converter compatible? In the current version it seems to work fine for me.
It might work, what I meant was that we won't be going out of our way to support the converter for the foreseeable future. It's too much of a distraction from the main mod.
 

starwarsfan541

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With the latest beta patch fixing the trade route performance issue or whatever it was causing the correlation, I plan to add a lot of new trade routes as I research them.

Ideas are welcome and encouraged
 

starwarsfan541

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Do you have a schematic of what you have decided on until now?
Not really, gathering ideas atm. Definitely putting in the Amber Road and the Volga Trade Route and the Varangarian-Greek Routes.
 

TomTheKnight

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With the latest beta patch fixing the trade route performance issue or whatever it was causing the correlation, I plan to add a lot of new trade routes as I research them.

Ideas are welcome and encouraged
maybe you could ask the maker of trade++ for a possible merger. he has finished a lot of trade routes, and is on the steamworkshop. it could save some work.
 
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