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Rags17

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I actually have some ideas for making things more interesting, some of then being smaller ones ,others requiring bigger overhauls
- I would personally rework the way hunting and scavenging work in the mod. Instead of manually having to click to perform them, hunting always happen every season while scavenging annually. After all, both of this actions are essential for every H-G society. I would also change the reason for hunting by using the food modifier from seclusion events. Each tribe will have a maximum amount of 4 food at the start , reduced by 1 each season. However every season you get different options of how you plan to get the food, either from megafauna(mammuts and such),big game, lesser animals or stick with whatever you can find. The bigger the animal, the higher the risk but also higher is the reward (I would propose a range from 1 to 4).Food should be the main driven of the early game: more food should give morale and prestige bonuses, while lower food taking prestige away and reducing general opinion. Also food should be the currency used to summon warriors to the fifth. If food hits 0, you will be forced to resort to harsh measures(cannibalism for example) or try to appropriate the resources from other tribe. The second option would be a migration Cb , and would be the main driven of migration. For the system to work, some more things should change: first , there should a modifier to represent the fauna avatible in the province. So even if you want, you may not be able to go for bigger targets if your province only has smaller animals. Also, this tags should be dynamic: elephants could go from one province to another. Overhunting can also affect things, but it should be much more rare to happen as to not make every province. Basically the idea is to make scarcity in some areas and relative wealth in others, as to actually force the player to move. Advanced cultures should have an easier time hunting and bigger food limits, but also more usages, so that they kept an incentive for having the good grounds
-Scavenging meanwhile should be the main way to build things. While sometimes you will get gold, scavenging should be about finding materials and how you use then. There should be different events that should be semi RNG, although some locations should have fixed modifiers that make then desirable locations. Also the idea is that groups that can stay in one place would be more developed than the ones who need to change site every few years. Ofc age and culture would also determined what you get to build, with more advanced cultures having more powerful buildings
- Regardless of the previous suggestions, there should be much more variety in the events for hunting and scavenging. Some prehistoric events to replace the medieval ones would also be nice. Events are generally a good idea to make the first and second games interesting.
- Remove China. Pretty simple, if you play with JD activated it appears. Although I find it hilarious, it can be a bother.
-Change the way defense works so that you can only hold one title. I honestly find the idea of holding multiple holdings not that important for what you are trying to achieve, and it kinda of hurts to be able to unite central Italy with 600 people. Also if my ideas are implemented, it could be a mess. For successions, and option should appear of which title to held
-A reworked lifestyle focuses could be interesting. We currently unlock them though the ages which is nice, but more tematics one would be interesting
-Replace the sunset invasion with something completely wacko like Nazi riding dinosaurs or an alien expedition. Not serious at all, but the dlc wasn't either in the first place
-take away martial effect on levies if possible. Currently martial is goodly, as you get more troops and can get very powerful commanders, specially if they damage morale. Restricting it to the second option for the first ages would balance it nicely
That's a basic rundown of what I have in mind, I have my fingers really tired from writing so I stop here. I suppose my idea for food isn't that intuitive, but I believed that it could be a huge game changer. Also more developing gameplay would be nice ,with bigger differences between eras

A lot of good stuff in there, but some already implemented, some coming and some a bit beyond the scope of the mod.

First off, Hunting and Scavenging are effectively there to give the players something to do early on. If you play as a Human or Neanderthal then your actual options are pretty limited until you get to around 50,000 BP or so, even then a lot of things are barred to you until you either go up in culture or convert to a religion other than generic Pagan. In any event the option is supposed to be like the Grand Hunt in vanilla - of course it is assumed that the player will be hunting nearly every single day, it's just that "this" particular hunt is supposed to be somehow special.

Ditto with Scavenging. Making up a new currency in the game is kind of hard, which is why I decided to make scavenging yield Gold rather than Food or Tools, it just gets too hard to keep track of and all ends up the same anyway. That being said at some stage I would like to add a new epidemic to the game called "Famine" that will do a lot of what you say - yield food shortages in affected provinces, cause a Starvation disease to various characters, drain your Piety and Prestige and encourage you to move on to non-affected areas. I haven't yet tried my hand at epidemic modding though so let's just say that it's on the list for a future update.

China should be gone ! I removed it from the file of offmap powers but it seems to still be there. I will follow this up.

There was a thread somewhere about focus modding and they pointed out that it is possible to change the GUI to make room for up to 12 focuses or even more. AGain, this is sort of tangential to the purpose of this mod so I'll have to put this on low priority for now.

There is an Easter Egg in the mod which at least one player has found, if you check the thread in it's entirety (or look closely at the map) then you will find it. More to follow next patch !

Martial has less effect in this mod than Prestige, which is used to buy insta-troops and start Migration Wars. It is also used to change cultures and adopt new religions so is very handy, whereas Martial just beefs up your levies which in most cases are only a small fraction of your overall forces. Once all the Neolithic and Bronze Age stuff is in place Prestige will matter a lot less as later buildings depend upon Gold to create while later government types have no actual need for it all to get troops.
 

Eragon432

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Easter egg? you mean the Nahua lad over in Siberia? found him in my Sumeria run, sorta just chilling over with the Neandrethals and Denisovans
 

Austregisel

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What year do you usually form tribes? I'm 435 and nothing yet.

EDIT: 473 and nothing yet
 
Last edited:

Rags17

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I just checked the file in the current release and it should be happening by now. The prerequisite is that the target realm should be Neolithic culture, NOT generic pagan (eg Suomenusko, Zunist etc) and have the Village building completed in their capital. The ruler also has to have 250 Prestige and 100 Piety and not be at war, in jail or incapable. If all this is in place then the player should be able to convert, the AI will do so with an average MTTH of around 20 months depending upon traits etc.

Part of the problem may be that the Neolithic wave is not currently enforced in the current patch its just a decision, the next patch will have the Neolithic migration event as well so there should be a lot more Neolithic cultures on the map to convert.

I am looking at the MTTH and will make the chance for the event to fire a lot higher.
 

Rags17

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Easter egg? you mean the Nahua lad over in Siberia? found him in my Sumeria run, sorta just chilling over with the Neandrethals and Denisovans

That's the one ! There are also two Nahua partners at various places on the map, all of them have been relocalized as Red Deer culture, a strange culture only recently discovered in China. The best guess is that this culture was part of the first Human wave out of Africa BEFORE this mod takes place, ie around 120,000 BP. They use Nahua culture, graphics, names etc but will be almost identical to Denisovan, but in the next patch wont even be able to build Lookouts due to their extreme simplicity.
 

Austregisel

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I just kept watching as time goes by, via the same commande console, just exsite Suomonusko and Zunism yet, I'm going to need Tengrism, Hellenism and Hinduism.
 

Aqua817

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CKII is like the only game I know where a game like this which could easily be it's own standalone game are made in the game engine. It's amazing and I wanna try it, especially as more and more gets added to this.

Will this ever be on steam workshop?
 

Rags17

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CKII is like the only game I know where a game like this which could easily be it's own standalone game are made in the game engine. It's amazing and I wanna try it, especially as more and more gets added to this.

Will this ever be on steam workshop?

The next patch should fix a lot of bugs I found and improve the graphics and gameplay, at that point I think it will be good enough to put up. Hoping to have it out in the next few days.
 

Rags17

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updates on this?

Hi All

Sorry for the lack of communication lately, I start a new job next week for the Bureau of Statistics and have had a heap of pre-reading to do before my training starts. Still, no excuse for bad comms.

Version 0.72 is still in the works and I have made dozens (and dozens !) of changes with quite a few more yet to go. Most of the changes are bug fixes, error fixes and tweaks to balance but there are a few big changes in the mix.

One big error I found was that I had used "culture_scope" in a bunch of the culture conversion scripts instead of "capital_scope", the first scope does not actually exist so that part of the scripts just bugged out making a lot of the late game culture conversions slow or non-existent.

I also changed the culture modifiers so that starting morale for all armies is higher, this should stop the weird bug of bankrupt armies getting negative morale, which oddly gave them 110% morale !

I also increased the minimum gift costs, costs to maintain event spawned armies and the piety cost to take a concubine so this should make the whole game a bit harder while also minimizing the perpetual AI death stacks that can arise.

Graphics wise I have managed to get rid of the stone age helmets issue along with all of the "disfigured" face masks, I also (hopefully) got rid of most anachronistic portrait backgrounds, eg tents, throne room etc. Imprisoned characters now also get a hand binding and gag overlay rather than prison bars - kind of hard to make iron bars with no idea of what iron is !

I have also fixed up the Activate Duchy title decision and added the Activate Kingdom and Activate Emperor title decisions. The will be available to Tribal (Kingdom) and later government types.

Another big change is that county religion conversion has been sped up by an order of magnitude to an average MTTH of around 10 years. This means that as and when the non-generic religions arise they should cover the map a LOT faster. This does raise the interesting problem I am having of trying to get an idea of what the late game map looks like. I keep tweaking things so my saved campaigns become redundant making i very hard to know if my cultuyre conversions are going at the right speed, in the right direction or whatever. One quick example I had was for two Aterian realms springing up in eastern Europe - I have no idea how they got there but with no relevant culture conversions from Aterian in the area there was no way for them to be snuffed out. I will work out a way to make sure that these archaic cultures are somehow able to evolve up even if they end up totally out of place.

Where I have slowed down is on editing the COA. I found that all of the COA in the mod are based on the Pagan shield frame and pattern files, I have downloaded a bunch of stick figure art, paw prints and animal graphics and am working to substitute them in to the file, once I get it all working there shouldn't be any more "fleet of ships" or "rampant horse" COAs.

One other thing I have started but which I am hoping to automate is replacing every single title COA in the game with something more archaic. For example, the COA for the county of Axum is a cross inside a Star of Davids, a bit out of place to say the least ! My plan is to write a little macro in Excel spit out generic files with random colour backgrounds and random charges, eg animals, plants, terrain features etc, each province will thus have a more generic COA than the highly complex medieval versions from the vanilla game. As I said though, that will probably have to wait until the next patch after this one.

Thanks for bearing with me so far, for now here's a summary of what I have fixed so far in the next patch -

VERSION 0.72 BETA ---------------------------------------------------------------------------------------------------------------------------------------------
Fixed migration spawn chance - Desert and Forest now slow, Arctic and Jungle now very slow
Confirmed Praise Spirits WAI
Increased mortality rates for hunting and scavenging on others land
Fixed hunting and scavenging seasonal modifiers not WAI
Fixed Raise Neolithic Warriors and Raise Neolithic Zealots decisions not working
Fixed Buildings to remove numbering
Checked era triggers and fixed errors
Fixed multiple culture conversion errors
Reduced culture modifier morale penalties, should eliminate "unbreakable" bankrupt armies

Increased piety cost to take concubine
Increased price to maintain Summoned Warriors
Increased price to maintain Summoned Zealots
Increased minimum Gift cost from 5 to 10 and minimum Favor cost from 20 to 30 (vanilla values 15 and 40)

Added option to ask Shaman to handle all burials from now on, can be turned off via character decision

Changed 'Imprisoned' portrait overlay to something more period appropriate (hand bindings and gag)
Deleted all 'Disfigured' face masks
Got rid of stone age helmets and anachronistic portrait backgrounds and clothing

County religion conversion MTTH reduced from 80 years to 10

Title decision - Activate King tier title (Neolithic culture+ only)
Title decision - Activate Emperor tier title (Iron Age culture+ only)

Edited Peasant horde size and composition
Edited Adventurer horde size and composition

New localisation for Nahua (Red Deer)
TL -0.5 building limits (ie no Lookouts)
 

Keizer Harm

Swamp German
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this should stop the weird bug of bankrupt armies getting negative morale, which oddly gave them 110% morale !
Reminds me of the origin of the nuclear-aggressive Gandhi ^^
 

Rags17

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Reminds me of the origin of the nuclear-aggressive Gandhi ^^

I was actually thinking of keeping it in - you know, starving cavemen gain super powers when bankrupt, that sort of thing.

In the end it was just too annoying beating someone to death and then seeing them tear your armies apart.
 

Viicteron

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damn, this is probably the most unique mod I've seen here. Congrats, Rags17

I'm going to play it later today
 

Rags17

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So hype that this is still getting developed

I apologise to everyone for the delay in the latest patch, I started a new job and the last four weeks have been filled with pre reading and training so I have been exhausted. It is still at the front of my mind so it is still live, please keep harassing me and I will get the next patch out soon.
 

Olafmikli

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Will Neandertals be able to advance beyond Mousterian? I think it'd be an interesting what-if situation if they managed to stay around past their historical extinction and develop more.