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Konstantinos XV

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Well. It's been a very long ride. Way longer than I anticipated. Latest patch introduced custom_tooltip changes that completely messed up my events in such unpredictable ways that it took me 4 days to figure out what was going on. On the bright side, it also gave me an opportunity to make last second changes, like getting in Udmurts, splitting Sarkel and Itil, minor localisation cleanups and such. All the relevant info can be found in the From Varangians to Greeks post.

A small teaser:
jrka.jpg

What'll happen next? A short break for Brigmore Witches and EU4. (I hear surviving as Byzantium IS possible! In the age old way of blocking the straits by loans! I can't be at peace until I reestablish the theme system now! :happy: ) And then I have 3 things I plan to improve on first.


I. TRIBAL KINGS II

Now that I've got it under way - I plan to finish de jure overhaul of the East according to my liking and vision of history. The hardest part being done (Finnics and the Steppe) it should be quick and smooth. The changes being mostly cosmetic. For example:
* Splitting Mesopotamia into Jazira and Sawad
* Kingdoms of Tabriz (Azerbaijan + Tabriz) and Tabaristan (local Wales/Brittany) in Persia.
* Further split of Byzantium. If anything - to make it more resistant to all the neighboring invasion CBs.
* A new duchy of Ohrid (Ohrid + Skopje) as de jure subject of Bulgaria. This has been my peeve for ages. :)
* Splitting huge empire of Arabia into Africa, Egypt (+Palestine +Syria) and Arabia itself (which badly needs Syrian desert and the sharifate of Mecca).

And of course renaming it all. I'll finally get rid of all of my OCDs about the map (some of which are already adressed: primarily Tartaria, Yagbuids). Out with anachronisms, and let's embrace relevant recognizable names!
* I'll never get Paradox's obsession with Khiva. I guess it's some sort of Easter egg? /shrug There're such awesome names to use that pierce any history book on the region: Khwarazm and TRANSOXANIA. (The latter, of course, for authenticity sake will have to be either Fararud or Mawarannahr. The good news is that both are AWESOME too!)
* Duchy of Hijaz, d_medina becomes sharifate of Makkah, Jazira on the map, Iran/Eran, Palestine (Filistin? Filastin? Falastin?).
* Something HAS to be done about the ghastly Wendish Empire and Carpathia.

I'll post a detailed report covering what has already been done within a few days.

Edit: And I've uploaded the images. I've tried to be more attentive to color scheme and changed quite a few colors around, trying to stick with vanilla approach: de jure kingdom colors should resemble de jure empire and so on. So I hope they aren't so bad on the eye as beta anymore. :)

Empires:
j5nx.jpg
Kingdoms:
0z5a.jpg

Now that Volga Bulgaria is not part of the steppe anymore, I tried to make its color inbetween the steppe yellow and Volga emerald.
Kingdom of Perm tribal setup:
phpq.jpg


Pretty much corresponds to de jure duchy setup. You might notice that the Perm bear doesn't have book with cross anymore. :)

Udmurtios are allegedly the self-name of Udmurts (aka Votyaki).
Mendsi are self-name name of Mansi peoples.
Komi are Komi-Zyryane.
And finally Perm is mostly fictional - in that I don't think it's right to unite Yamalia with Perm. But given the dubious map layout, we have to make some compromises.
Steppe:
Starting setup
e79q.jpg


De jure duchies
6qj7.jpg


Bashkorttar are Bashkirs.
Rus:
867 layout
5csf.jpg


De jure duchies
vw4s.jpg

II. KHAZARIA

Despite history files, the game loads Tengri Khazars with Gavelkind succession. The interesting consequence is that titular emperor of Khazaria destroys de jure kingdom title. Thus undermining his power over the region. Smart AI! Smart! Well. I guess it gives me enough motivation to make Khazars Judaic. Should be easy and painless.



III. MAGYARS

The big one. Even after all the facelifts vanilla Magyars is a disgrace.

First they have to wage a fictional pretense war with Bulgaria. Because of how the game works, they have to win this war. Even though in fact Bulgarians were successfully resisting Magyars for almost a century following the game start. To achieve this completely ahistorical overwhelming success they get a huge amount of troops. And then the event of forming Hungary is setup in such a way that a (frequent) rebellion by duke of Pest during the war with Bulgaria means Magyars eat tonn of land and summon 20-40k troops when they finally conquer Pest.

So I ask you. Why bother with all this mess to make certain that Magyars conquer Hungary? With a quite possible and often outcome of ridiculously overpowered Hungary? (I've already made it less likely by editing the decision to be easier to enact - now it requires not d_pest, but OR = { pest, esztergom, pecs }.) Why not make Magyars settled in the Moravian Hungary immediately, Paradox, if all you do is prop them to conquer Hungary invariably, disregarding the possibility of such nasty side-effects? (If your only concern is Hungarian survival because of "New Administration" province modifier, then my god - just remove the modifier from Hungarian provinces by the same decision that forms Hungary. Don't give them 30k troops to eat the steppe with or Byzantium with. >< )

I suggest an alternative event chain with two possible starting points. Either immediate Magyars in Moravian Hungary in 867. Or by triggered invasion of Moravian Hungary if Magyars in Taurica lose independence or something. Following settlement, they shouldn't be able to immediately go after Pecs and the rest of it. Books give us an interesting scenario for a series of interactive events for the king of Bulgaria: Magyars keep migrating. Either allow them to settle as foederati on your soil, or a small stack is granted to independent Magyars. If Tsar accepts - culture in border provinces flips to Hungarian. The price is that eventually this facilitates conquest and easier settlement by Arpads. Something along those lines.

But in broader terms - anything to prevent overpowered Hungary capable of eating everything back to Kimek or plow through Byzantium for giggles.



Once all this is done (the groundwork, the framework of the project), I'll finally be free to address gameplay twists (integration with PB) and populate it all with events, modifiers, factions, special CBs and so forth.
 
Last edited:

Galaahd

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:O

I was so busy with EU IV I didn't notice you had released the first version. Gonna try it immediately.
 

Galaahd

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Is it compatible with 1.111?

EDIT: I've noticed a bug. While playing as the Rus, I went to the religious page, and the fifth holy site was missing, covered by a black spot. I put my mouse over it, and the game just crashed to desktop.
EDIT 2: Another bug is that apparently holding the Jarilo festival does nothing when playing as the new Rus religion.
 
Last edited:

Konstantinos XV

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Is it compatible with 1.111?
EDIT: I've noticed a bug. While playing as the Rus, I went to the religious page, and the fifth holy site was missing, covered by a black spot. I put my mouse over it, and the game just crashed to desktop.
EDIT 2: Another bug is that apparently holding the Jarilo festival does nothing when playing as the new Rus religion.
Right. The Carpathian holy site happened to be overlooked when migrating to 1.11 landed_titles changes.

Jarilo fix was supposed to be easy too. I updated all the custom_tooltips for new 1.11 syntax in events, but it didn't occur to me to recheck decisions - and indeed holding varangian Jarilo has a custom. Even then though the chain wouldn't progress anymore. Few hours later I managed to find the culprit at least. But it is one of those scripting issues that make me question my sanity. :confused:

If in the morning I manage to understand how the above makes sense, I'll do a hotfix for both issues. If I fail though, I'll have to postpone it till my EU4 Byzantine adventure comes to an end. It's 1690s, so shouldn't take long. :) (And then it's a pause from EU4 till December. Because the forum is overrun - 8 pages of updated threads a day is just too much to handle. And because BORDER FRICTION! :laugh: )
 

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Further questions: What's the proper native name of Wallachia, Moldavia? And how would you call the Vlach culture (i.e. what was the name used by Vlachs themselves)?
Wallachia = Valahia
Moldavia = Moldova
Vlach culture = Vlah culture; but that's an exonym. The Vlachs probably called themselves Români, Rumâni, Rumâri, Aromâni, and Arumâni. The Istro-Romanians also have adopted the names Vlaşi, but still use Rumâni and Rumâri to refer to themselves.

http://en.wikipedia.org/wiki/Vlachs
 

Galaahd

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The mod is awesome. I've been playing as the Rurikids, of course. I subjugated Kiev as Oleg and moved my capital there: it's the perfect base for some good Black Sea / Mediterranean raiding.

Will you add flavour events and honourary titles for Rus at some point?
 

Konstantinos XV

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The mod is awesome. I've been playing as the Rurikids, of course. I subjugated Kiev as Oleg and moved my capital there: it's the perfect base for some good Black Sea / Mediterranean raiding. Will you add flavour events and honourary titles for Rus at some point?
I planned to. But at the moment I'm completely stuck and disabled because of the aforementioned scripting behaviour. This is why Jarilo won't progress. And why for that matter I can't get down to further event chains. The issue is so bad and makes so little sense that I can't think of anything else but to suspect that 1.11 somehow broke processing of *custom* delayed events. But unless someone concurs with me (and we go to bug reports) or debunks the suspicion (and corrects the code), I can't really do much at this point.

But anywho. If you're testing, you should start getting decisions around 1000 to establish different principalities. If you're too late though, local princes might beat you to it. In this regard, one thing I'd like to try implementing is a universal "tribal preservation program". As you subdue them now, tribes are immediately dissolved. Instead (and I think it's possible and feasible) I'd like to see tribes survive as a political unit till proper principalities are established, which in most cases around the map shouldn't happen till 1000-1200. So as a grand prince you'll rule over actual tribes for 100-150 years instead of just counts. ...also I don't recall in what state I left the rebellion of Novgorod. So, uhm, please don't be upset if they unilaterally declare independence at some point. :p

And of course trade wars with Byzantium and Khazaria along with settlement of Rostov and Perm hang in the balance. These four things are the very least I'd like to do before abandoning Rus to its own devices and moving on elsewhere.
 

Galaahd

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What principalities? What areas do I need to control? Right now I control the De jure area of the Kingdom of Rus. I created the Principate of Smolensk. The other tribes, I simply subjugated them and they became my vassals.

As for trade wars, are they in? How do they work? I remember you speaking of some trade route modifier which you can obtain by waging war on the Byzantines.
 

Konstantinos XV

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What principalities? What areas do I need to control?
All the other principalities within Rus. I bet you'll discover you can't create them just yet. But the time will come. *pokerface* They are high priority decisions, so you won't miss them. The ball starts rolling in the 2nd half of the 10th century. Expect your dynasty to occupy a lot of seats and succumb to engaging fratricide and family strife as a result. :ninja:

As for trade wars, are they in? How do they work? I remember you speaking of some trade route modifier which you can obtain by waging war on the Byzantines.
Not yet. But I imagine them as special casus belli with special victory conditions - you win, you get province modifiers boosting income along the trade route.
 

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Bump.

Any news?
 

Galaahd

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Hey, I was wondering if you'd consider updating this awesome mod to the new patch. It seems to be working, although it has some very weird lines in the Decisions.

Don't give up, I can't play as varangians without this :D
 

Galaahd

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Just wanted to say that I've updated the mod myself for personal use, and it seems to be working :p
 

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Hope this mod is not dead if its not have you had a thought in redoing the Georgian kingdom? By splitting it to the individual Kingdoms and Principalities such as Abkhazia and Iberia ?
 

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Well, as the original post used to say, POM was supposed to be my summer pet project. And as the summer was followed by EU4 release (aggravating available leisure time issues :p ), I had no other way but to stop.

So what's gonna happen next? Bad news: the summer adventure taught me to know my limits. :) Good news: I'll keep entertaining myself with CK2 modding. Particularly relevant news: I know that certain event chains weren't working (like varangian yarilo), I'm fairly certain it's a bug (persisting since August as far as I can tell), but in the meanwhile I figured out an easy (even if dirty) workaround. Armed with it, I intend to definitely finish my work on Rus (feeling particularly bad about the whole Rostov not being the way I wanted it to be, and the "middle Rus kingdom" of Smolensk not making it in).

And afterwards I'll be addressing certain different areas one by one. Bulgaria-Magyars is my top priority. The whole 867 Caliphate/Samarra/Qaramita and fractured Middle East too (anticipating the RoI decadence overhaul). The steppe map expansion horrifies me - will we get an unstoppable Cuman juggernaut routinely plowing its way till Ile-de-France for several months after RoI release? :p



In the meanwhile (while banging my head against the wall with the custom namespaces and delayed events bug) I almost finished my planned Tribal Kings II map overhaul. Here're my goals, guidelines and house rules:
* I hate blobs
* as such, I hate huge duchies, kingdoms, empires
* vanilla map is big enough for me, so all I did was rearranging vanilla setup
* the above also means splitting a lot of large duchies which I imagine should make those regions more interesting and dynamic
* empires represent blocs of closely aligned kingdoms (rather than actual "empires") that help direct AI towards more plausible outcomes first and foremost
* I prefer spelling I come across in history books. Not everyone appreciates the trend, but I feel adds the necessary spice - pure personal preference

In general, I hope that this map will help facilitate more historical outcomes. I think it's almost done (naming, maybe some colors, maybe some CoAs would still be amended here and there). The teaser screenshots

Middle East:
De jure duchies:
gb8j.jpg


De jure kingdoms:
d2u7.jpg


De jure empires:
u64j.jpg

Eastern Europe:
De jure duchies:
0nao.jpg


De jure kingdoms:
0nk9.jpg


De jure empires:
wnkl.jpg
(A reminder that de jure kingdom of Rus splits into Novgorod, Smolenks and Kiev down the road through events. :happy: )
 

Galaahd

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Neat.

I really hope that the modders of Historical Immersion Project will consider adding at least parts of this mod at some point.
 

Konstantinos XV

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Sssso. I successfully updated all the events and introduced the ones I really wanted to see as the barest minimum. Here's what it looks and behaves like now.



Zalesye colonization has finally been setup. It's an event chain that starts in 980.
h143.jpg
Slowly but steadily Rus' culture and religion start spreading through Rostov. It happens in two ways: either from an adjacent Rusin province (slower) or through a Rusin prince, should there happen to be one (somewhat faster). I want it to be complete within ~100-120 years. The rate is one of the things I'll have to playtest though to set it right.

I've resolved determinism v player intervention this way: Rus' culture doesn't spread in player owned provinces if player culture is not Rusin. In other words, player owned Rostov will not suffer this. I've also been considering a unified Mordvin Rostov kingdom to be less vulnerable to it. (Say, AI unites it.) But haven't scripted it in (yet).

Anyways, once certain key provinces are settled by the Rus', the realm becomes Vladimir and joins the empire of Rus'.
r7cj.jpg



And the other big thing is the Lyubech faction. Description in the event below.
Yeah-yeah, some dodgy localization here. Particularly option text. Too lazy to reload the game for a fixed screen. :p
ps7a.jpg
The idea is the following. After 1080 and till 1180 (or till its victory), any prince unhappy with Kievan Grand Prince can join the Lyubech faction. Their demands are quite severe, fortunately the player can try and weather the storm. If the Lyubech faction wins though:
* all the principalities gain effective independence
* Smolensk realm fractures away from k_rus (and k_novgorod fractures away on its own around this time)
* remaining k_rus is replaced with k_kiev
* the above means that k_rus becomes a titular Grand Principality
mv7g.jpg

zcmf.jpg
At this point the player still has options though. You can try drifting duchies into k_rus. I was thinking of adding a special unification CB for the holder of k_rus (it will be very hard to hold together of course, because everyone will be able to join independence faction), but I'd like to hear readers' thoughts on this. Additionaly, titular k_rus can be subject to aggressive plans itself. But I'll have to refresh my 12th century Rus', Andrew 'the Pious' Bogolyubskiy and his ilk. :p Eventually the player/AI will have to come to grips with reality. Once k_kiev is formed, all the claims to universal domain over Rus' become forfeit, k_rus is finally destroyed.
chyi.jpg



I think that the final Rus' setup looks neat and tidy. To my surprise, I'm quite happy with the color scheme. And event images! And I haven't even shown you the cool steppe pictures I have in store! Thank goodness for all the painters drooling over Rus'. :laugh:
nz31.jpg

ocl5.jpg



Oh. And Yarilo functions! Not a moment too late... :laugh:
h9a0.jpg



One more cool thing I wrote an event for is "principality requests a prince". If k_rus exists, its holder boasts a strong claim, and a vassal duke's dynasty is different from that of the grand prince, the former will use a decision to "request a 'Rurikid' prince" and surrender his lands to a random unlanded dynasty member with proficiency in one stat (15+ value in any attribute but Learning), should such a good candidate exist. It's an AI only thing - I had Rostov principalities in mind for this (and the general "all your bases are belong to Rurikids" feature of the realm). There's one huge concern though: what if a non-"Rurikid" (any ruling house that established k_rus) takes the throne and weathers one generation (thus getting the strong claim)? I'm not yet sure how to script in refusal to accept an alien dynasty on the throne. Maybe you can feed me some ideas here.

And whereas I've tested event chains themselves thoroughly, I haven't tested the faction (and faction CB) yet. Shouldn't be too bothersome (pretty much slightly modified independence faction and CB), but there's that.

The huge question is, of course, should I even bother releasing it (if I manage to verify the faction quickly) with RoI so close? Or should I just keep adding all the other things I have in mind (Byzantine ambition, Khazarian ambition, Bulgarian ambition, Volga ambition, trade routes and route modifiers) to have a nice full package shortly after RoI?
 
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