• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

DeathLawlie

Zealous warrior of mithra-christos
84 Badges
Dec 23, 2014
426
67
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Horse Lords
  • Crusader Kings III
  • Imperator: Rome Sign Up
  • Crusader Kings II: Conclave
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Galaxy Edition
  • Shadowrun: Dragonfall
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Common Sense
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Prison Architect
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Crusader Kings III: Royal Edition
  • Stellaris: Ancient Relics
  • Shadowrun: Hong Kong
  • Shadowrun Returns
  • Battle for Bosporus
  • Stellaris: Federations
  • Stellaris: Distant Stars
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Lithoids
  • Europa Universalis IV
  • Europa Universalis 4: Emperor
  • Stellaris: Apocalypse
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Parklife
  • Victoria 2
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Stellaris: Necroids
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II
The mod is really great, I love to observe the evolution of mankind with this ! :D
But something that I saw is that it takes a really long time for the new pagan faith to convert counties with the old pagan faith, it seems that's because it's widespread all around the world the "pagan" faith always have a good MA. Maybe "pagan" counties should auto-convert when their rulers are of the same culture but another religion :)
 

RedBaronFlyer

Captain
99 Badges
Jul 30, 2016
391
148
  • Europa Universalis IV: Common Sense
  • Semper Fi
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Rome Gold
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Arsenal of Democracy
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • March of the Eagles
  • Europa Universalis IV: Res Publica
Will there be more spread out religions or will they be more centralized to certain places? What I'm meaning is that will there be stuff like Iberian paganism, with holy sites in Iberia or Iranian paganism with holy sites in Persia, ect. over time as pagan religions form and begin to become noticeably different or will it instead be like vanilla ck2 history file paganism where the holy sites are all over the place?
 

Rags17

Ludere Ludum
62 Badges
Dec 11, 2014
5.953
3.631
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings Complete
  • Stellaris: Distant Stars
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Sign Up
  • Crusader Kings III
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
The mod is really great, I love to observe the evolution of mankind with this ! :D
But something that I saw is that it takes a really long time for the new pagan faith to convert counties with the old pagan faith, it seems that's because it's widespread all around the world the "pagan" faith always have a good MA. Maybe "pagan" counties should auto-convert when their rulers are of the same culture but another religion :)
Will there be more spread out religions or will they be more centralized to certain places? What I'm meaning is that will there be stuff like Iberian paganism, with holy sites in Iberia or Iranian paganism with holy sites in Persia, ect. over time as pagan religions form and begin to become noticeably different or will it instead be like vanilla ck2 history file paganism where the holy sites are all over the place?


It's still very early days and this is my first ever "full conversion" mod. At the same time there are lots of balance and timing issues to work out - I keep running the game on observe mode for 200 years or so to see where things end up and have to keep tweaking values to get things to unfold at the right rate.

FTR, due to demand I will eventually be creating custom paleolithic religions, something along the lines of generic Pagan (Spiritualism), a Great Herd worshiping cult (cross between Suomenusko and Tengri), a Sun/Sky worshiping cult (Zun/Romuva cross) and a Great Spirits cult (prototype West African). They will have to wait though as more fundamental issues are taking my attention, such as the Hunt, Scavenge and Abandon Province scripts.

I was well aware at how slow the religious conversions were going and have sped it all up by an order of magnitude or two. Originally the only way to get religion was to keep Praising the Spirits - this eventually gave you the Mystic trait, then Zealous, then Possessed, then the new religion depending upon what culture you were. After running LOTS of simulations I can see that the AI still doesn't pray as much as I thought so I have added convert to neighboring religion style decisions for each proto-religion - the result is that religions now spread a LOT quicker from the initial converted provinces. My goal is to eventually get the map covered with regular religions (Suo, Zun or WAP) by the start of the Neolithic when a whole bunch of other religions become available.
 

Rags17

Ludere Ludum
62 Badges
Dec 11, 2014
5.953
3.631
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings Complete
  • Stellaris: Distant Stars
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Sign Up
  • Crusader Kings III
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
When does/should the Mesolithic trigger?

In the current patch (0.51) the on_action event for the Mesolithic era fires at 1300 paleolithic provinces on the map. I have come to realise however that after removing around 120 provinces from the map as ice sheets the total province count drops from 1355 to around 1235 or so - this means that in the current patch this event can never fire ! I am currently preparing the next patch for release this Friday and have tweaked those values downwards to around 1100, I'm just running observer games for now to see if this sets the timing right.

FTR the Mesolithic isn't so much a revolution but an evolution. If you check the file tech tree.xls included with the mod you can see my current and future tech lines - the Mesolithic introduces a lot of new buildings (Talking Stick, Ivory carvings, Basket Weaver, Huts, Bowyer, Drones (eg didgeridoo, not flying machines !) and Dogs) as well as new decisions and (eventually) new religions. The Neolithic OTOH will be a true revolution - it won't spread by decision like the Meso but by invasion, just like the original human migration. Players will thus once again have to get out of the way or adapt before they get overwhelmed - the second of at least four major invasions in the game (early humans, Neolithic, chariot nomads and Empires).
 

EmperorG

Exarch et Katepan
72 Badges
Jan 24, 2011
1.389
457
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Rome Gold
  • Victoria: Revolutions
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Rajas of India
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Third Rome
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Golden Century
  • Stellaris: Apocalypse
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis 4: Emperor
  • Europa Universalis III Complete
  • Imperator: Rome
  • Europa Universalis III Complete
  • Crusader Kings II: Holy Fury
Well got pretty far into a playthrough of the latest version, and I'd like to give my thoughts on it:

Something I'd suggest if you want the game to really simulate our history a bit better, is to create custom regions of your own, such as one covering the areas Chatelperronian and Solutrean spawn in so that you can link it to a decision to adopt those cultures if you are the previous cultural stage (Mousterian and Gravettian respectively) and are in the right time period as to evolve your culture.

Also you might wanna check out Epigravettian spread, while Solutrean has spread to about a quarter of France in the two decades since these two starting showing up, Epigravettian is currently just sitting in the one province it started in and not spreading to its neighboring states. I would also highly encourage the creation of a decision for all AI to manually convert to their neighbors culture, that also converts the AI's close family. As it stands, when the AI converts to the next cultural step, they usually already have grown heirs who retain the old culture and will thus revert each nation back to the previous culture once the head of the tribe dies. This leads to a constant back and forth between cultures that really slows things down, this happens to virtually every culture in the game in fact.

Minor bug, but the AI keeps forming the Duchy of Hamadan, probably because its a titular title and not a dejure one. It's annoying because it leads to a major Neanderthal duchy smack-dab in the middle of Persia that will keep back the Human wave for much longer than it should (seriously at one point they reached from the Caspian to the East Coast of Arabia)

I'm currently 230 years into my current game, and I'm sitting pretty as a Baradostian lord of Mesopotamia, in either the year 30,000 or 20,000 (I forgot which exactly). Mainly just waiting till the last vestiges of the non-human hominids finally bite the dust. A lot of them are surviving thanks to them sitting on over sized armies too massive for any of their neighbors to ever defeat (I think this is due to that create army decision), though by the time the Solutrean's showed up they were virtually all reduced to tiny holds throughout the map except for the very northern most reaches of it.

Two questions however come to mind after getting this far:

1) If the Neanderthal's crush the small grouping of Human provinces in Ethiopia at the start of the game before they cross in Arabia, does that mean the game is forever locked at 70,000 BC? It almost happened in my game, with about half of the starting provinces being assimilated before one of them got lucky enough to spread into Arabia. I was playing at the time as the Neanderthal in Axum, but I tried my best to both avoid fighting the humans and weakening the nearby Neanderthal tribes so they wouldn't due too much damage to the humans.

2) Will there be a/is there a culture for the humans in Arabia/Persia/Eastern Africa to adopt? At the moment those areas still have the starting Human culture long after Mesopotamia/India/Tibet/the Levant started adopting their next step-up.
 

Rags17

Ludere Ludum
62 Badges
Dec 11, 2014
5.953
3.631
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings Complete
  • Stellaris: Distant Stars
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Sign Up
  • Crusader Kings III
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
Well got pretty far into a playthrough of the latest version, and I'd like to give my thoughts on it:

Something I'd suggest if you want the game to really simulate our history a bit better, is to create custom regions of your own, such as one covering the areas Chatelperronian and Solutrean spawn in so that you can link it to a decision to adopt those cultures if you are the previous cultural stage (Mousterian and Gravettian respectively) and are in the right time period as to evolve your culture.

Also you might wanna check out Epigravettian spread, while Solutrean has spread to about a quarter of France in the two decades since these two starting showing up, Epigravettian is currently just sitting in the one province it started in and not spreading to its neighboring states. I would also highly encourage the creation of a decision for all AI to manually convert to their neighbors culture, that also converts the AI's close family. As it stands, when the AI converts to the next cultural step, they usually already have grown heirs who retain the old culture and will thus revert each nation back to the previous culture once the head of the tribe dies. This leads to a constant back and forth between cultures that really slows things down, this happens to virtually every culture in the game in fact.

Minor bug, but the AI keeps forming the Duchy of Hamadan, probably because its a titular title and not a dejure one. It's annoying because it leads to a major Neanderthal duchy smack-dab in the middle of Persia that will keep back the Human wave for much longer than it should (seriously at one point they reached from the Caspian to the East Coast of Arabia)

I'm currently 230 years into my current game, and I'm sitting pretty as a Baradostian lord of Mesopotamia, in either the year 30,000 or 20,000 (I forgot which exactly). Mainly just waiting till the last vestiges of the non-human hominids finally bite the dust. A lot of them are surviving thanks to them sitting on over sized armies too massive for any of their neighbors to ever defeat (I think this is due to that create army decision), though by the time the Solutrean's showed up they were virtually all reduced to tiny holds throughout the map except for the very northern most reaches of it.

Two questions however come to mind after getting this far:

1) If the Neanderthal's crush the small grouping of Human provinces in Ethiopia at the start of the game before they cross in Arabia, does that mean the game is forever locked at 70,000 BC? It almost happened in my game, with about half of the starting provinces being assimilated before one of them got lucky enough to spread into Arabia. I was playing at the time as the Neanderthal in Axum, but I tried my best to both avoid fighting the humans and weakening the nearby Neanderthal tribes so they wouldn't due too much damage to the humans.

2) Will there be a/is there a culture for the humans in Arabia/Persia/Eastern Africa to adopt? At the moment those areas still have the starting Human culture long after Mesopotamia/India/Tibet/the Levant started adopting their next step-up.


First off, thanks for the input. Following are my responses to your comments.

a) I have already added lots of custom regions and will probably have to add a bunch more. So far I have custom Upper Egypt, Lower Egypt, Levant and Tigris-Euphrates which together are the custom cluster Fertile Crescent. I also have custom Central Europe (one of the start spots for the Gravettians), custom Indian Ocean coast (for faster human migration), custom Doggerland (English and Dutch coasts), and custom Zagros Mountains. At this stage it looks like I will also have to have a custom Baltic States, lots of late Mesolithic cultures seemed to start there (eg Swiderian, Kunda etc).

b) I did have problems with a few spreads, I have gone over all the scripts and they seem to be working fine now. One problem I had was that the custom ice sheets reduced the total playable province count so the late era event changes weren't happening - I reduced the threshold for trigger and they work fine now.

I don't know what to do about the cultural two-step. This is sort of an artifact of the short timeline - IRL all this would take 20,000 years which is mind-blowingly long, but in game this happens over one or two generations. All I can do is make it very attractive to the AI to convert up, they should then stay that way.

c) I'll check out the Duchy of Hamadan. I have noticed that even though it is REALLY hard, the AI will sometimes form a Duchy somewhere. The biggest hurdle is the gold requirement - it's very hard to get 500 gold when all you have is one or two flint knappers working for you ! I do sometimes see characters in the character finder who are loaded though, my only guess is that they got the benefit of some one off insta-gold event of some sort.

Hopefully in the next patch I will have the Duchy decay script working- this will require a certain minimum prestige to maintain any Ducal title with the minimum going down over time as tech and legal precedent improves. In game this will mean that Duchies will act as a gold sink for the AI as they should be too stupid to maintain the necessary prestige but will keep building the titles anyway.

d) Persistent event spawned troops are another bug I am trying to track down. FTR the custom Spawn Warrior spawned troops go away when the war is over, so do the migrant invasion spawned troops. My best guess is the appearance of "XXX's Host" style wars - I keep seeing 150 boats (galleys) off the coast and massive armies inside - I will have to check the event and CB details for that process and see what's going on.

The survivors holding on grimly to the margins is exactly WAI. My reading is that all of the relic cultures survived the longest on the margins, sometimes for ages simply because there was no one around to finish the job on them. The best example are the Australian Aborigines, they kept basically what is a TL = 5 culture all the way to the 1800's because they had no contact with the outside world.

Now to your queries -

1) If the four initial human provinces get wiped out yes you pretty much should get game over. There are however two things that make this VERY unlikely. The first is that of the four starting Human provinces the two outer ones are run by gods. I very often see one or two of the middle provinces fall to the Neanderthals, but the others are VERY hard to break. In the end the best outcome is to slow the human wave for 10-15 years, once isolates start to appear the script goes wild and starts spreading them like a cancer.

The second point is that Neanderthals do like them some Human wimmin ! This is not a certain path to success, but I have seen Neanderthals take Human wives and concubines and then have their kids grow up with Human culture - as soon as they inherit and flip their home province (10x faster in the mod) then the cancer can start all over again.

TL;DR - It IS possible, but very unlikely for the humans to be snuffed out at the start.

2) One of my current projects is adding in more Paleolithic and Mesolithic cultures. I have localized the paleo-Indian and Chinese cultures to Madrasian and Ordosian in keeping with the current literature on this area, I have also added two new Egyptian cultures - Khormusan at TL =2 and Halfan at TL = 4.

I am half way through adding in most of the Meso's and a fraction of the Neolithics to 11,000 BP, the next patch will take players all the way to the start of the Neolithic Revolution and Tribal government types.
 

RedBaronFlyer

Captain
99 Badges
Jul 30, 2016
391
148
  • Europa Universalis IV: Common Sense
  • Semper Fi
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Rome Gold
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Arsenal of Democracy
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • March of the Eagles
  • Europa Universalis IV: Res Publica
The mod is really fun to play, and watch as well. I was suprised just how much faster the game ran compared to vanilla CK2.

I let a game run in observer for awhile while regularly checking to see if anything weird happened. While Suomenusko and Zunism showed up at appropriate times, other religions would show up too. They wouldn't ever manage to convert a province due to their low moral authority compared to paganism's 50-70 but at that point I started to search the world via the character search. I spotted Jainism, Buddhism, Hinduism and even a Nestorian at one point. Is the current game advancement limit thing for ages the pre-stone age? I let the game run till about 650 years while checking what year it was every century or so, it stopped advancing at about 250-300 years after game start.
 
Last edited:

Rags17

Ludere Ludum
62 Badges
Dec 11, 2014
5.953
3.631
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings Complete
  • Stellaris: Distant Stars
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Sign Up
  • Crusader Kings III
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
The mod is really fun to play, and watch as well. I was surprised just how much faster the game ran compared to vanilla CK2.

I let a game run in observer for awhile while regularly checking to see if anything weird happened. While Suomenusko and Zunism showed up at appropriate times, other religions would show up too. They wouldn't ever manage to convert a province due to their low moral authority compared to paganism's 50-70 but at that point I started to search the world via the character search. I spotted Jainism, Buddhism, Hinduism and even a Nestorian at one point. Is the current game advancement limit thing for ages the pre-stone age? I let the game run till about 650 years while checking what year it was every century or so, it stopped advancing at about 250-300 years after game start.


I just found a bug in my own observer game today ! It seems that if you start on a Holy Site of any sort then you automatically gain the ability to Secretly Convert to that religion. By pure chance I picked a start in Kiev and had the greyed out ability to Secretly Convert to Slavic, once I added enough Piety via console I had the full ability - I clicked it and it worked ! I then consoled in to the owner of Rome and did the same as a Catholic.

It is now on my "To Do" list to remove this ability !

Two other issues that I have are the Indian Holy Orders and the Chinese Protector General showing up. I thought I killed the scripts that trigger these events but it looks like there is more than one for each, once I kill them for good you should stop seeing stray Hindus, Jains, Buddhists and Taoists popping up too.

The current released patch is topping at around 30,000 BP as that's all I had data for, the next release this Friday will have another dozen cultures or so and have a new effective end date of 11,000 BP (the start of the Neolithic).
 

kmaj

First Lieutenant
16 Badges
Nov 25, 2013
201
493
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Semper Fi
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • Mount & Blade: With Fire and Sword
  • Age of Wonders III
I have to say I really appreciate how you've managed to make prestige, gold and piety as roughly equally useful resources.
First off, thanks for the input. Following are my responses to your comments.

a) I have already added lots of custom regions and will probably have to add a bunch more. So far I have custom Upper Egypt, Lower Egypt, Levant and Tigris-Euphrates which together are the custom cluster Fertile Crescent. I also have custom Central Europe (one of the start spots for the Gravettians), custom Indian Ocean coast (for faster human migration), custom Doggerland (English and Dutch coasts), and custom Zagros Mountains. At this stage it looks like I will also have to have a custom Baltic States, lots of late Mesolithic cultures seemed to start there (eg Swiderian, Kunda etc).

b) I did have problems with a few spreads, I have gone over all the scripts and they seem to be working fine now. One problem I had was that the custom ice sheets reduced the total playable province count so the late era event changes weren't happening - I reduced the threshold for trigger and they work fine now.

I don't know what to do about the cultural two-step. This is sort of an artifact of the short timeline - IRL all this would take 20,000 years which is mind-blowingly long, but in game this happens over one or two generations. All I can do is make it very attractive to the AI to convert up, they should then stay that way.

c) I'll check out the Duchy of Hamadan. I have noticed that even though it is REALLY hard, the AI will sometimes form a Duchy somewhere. The biggest hurdle is the gold requirement - it's very hard to get 500 gold when all you have is one or two flint knappers working for you ! I do sometimes see characters in the character finder who are loaded though, my only guess is that they got the benefit of some one off insta-gold event of some sort.

Hopefully in the next patch I will have the Duchy decay script working- this will require a certain minimum prestige to maintain any Ducal title with the minimum going down over time as tech and legal precedent improves. In game this will mean that Duchies will act as a gold sink for the AI as they should be too stupid to maintain the necessary prestige but will keep building the titles anyway.

d) Persistent event spawned troops are another bug I am trying to track down. FTR the custom Spawn Warrior spawned troops go away when the war is over, so do the migrant invasion spawned troops. My best guess is the appearance of "XXX's Host" style wars - I keep seeing 150 boats (galleys) off the coast and massive armies inside - I will have to check the event and CB details for that process and see what's going on.

The survivors holding on grimly to the margins is exactly WAI. My reading is that all of the relic cultures survived the longest on the margins, sometimes for ages simply because there was no one around to finish the job on them. The best example are the Australian Aborigines, they kept basically what is a TL = 5 culture all the way to the 1800's because they had no contact with the outside world.

Now to your queries -

1) If the four initial human provinces get wiped out yes you pretty much should get game over. There are however two things that make this VERY unlikely. The first is that of the four starting Human provinces the two outer ones are run by gods. I very often see one or two of the middle provinces fall to the Neanderthals, but the others are VERY hard to break. In the end the best outcome is to slow the human wave for 10-15 years, once isolates start to appear the script goes wild and starts spreading them like a cancer.

The second point is that Neanderthals do like them some Human wimmin ! This is not a certain path to success, but I have seen Neanderthals take Human wives and concubines and then have their kids grow up with Human culture - as soon as they inherit and flip their home province (10x faster in the mod) then the cancer can start all over again.

TL;DR - It IS possible, but very unlikely for the humans to be snuffed out at the start.

2) One of my current projects is adding in more Paleolithic and Mesolithic cultures. I have localized the paleo-Indian and Chinese cultures to Madrasian and Ordosian in keeping with the current literature on this area, I have also added two new Egyptian cultures - Khormusan at TL =2 and Halfan at TL = 4.

I am half way through adding in most of the Meso's and a fraction of the Neolithics to 11,000 BP, the next patch will take players all the way to the start of the Neolithic Revolution and Tribal government types.

When you conquer a province via migration CB, the original owner will often invade as a claimant with around 1.5k troops. The other source of event troops are ""peasant"" revolts, especially in India with Neanderthals ruling over Denisovans, which however don't manage to slow down the humans.

You claimed Chatelperronian was a TL 2 culture, but it has the same buildings, decisions and -3 Learning modifier as Mousterian.

Also reporting that Neanderthals, Mousterians, Denisovans and Humans can't create duchies in 50000 BP. I have seen some however when I ran the game as observer.
 
Last edited:

Rags17

Ludere Ludum
62 Badges
Dec 11, 2014
5.953
3.631
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings Complete
  • Stellaris: Distant Stars
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Sign Up
  • Crusader Kings III
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
I have to say I really appreciate how you've managed to make prestige, gold and piety as roughly equally useful resources.

When you conquer a province via migration CB, the original owner will often invade as a claimant with around 1.5k troops. The other source of event troops are ""peasant"" revolts, especially in India with Neanderthals ruling over Denisovans, which however don't manage to slow down the humans.

You claimed Chatelperronian was a TL 2 culture, but it has the same buildings, decisions and -3 Learning modifier as Mousterian.

Also reporting that Neanderthals, Mousterians, Denisovans and Humans can't create duchies in 50000 BP. I have seen some however when I ran the game as observer.

Thanks, I have always wanted all resources to have somewhat equal value depending upon what you do with them. I am currently finishing up the Hunting and Scavenging scripts, these will add Prestige and Gold (plus chance for an artifact or province bonus) and will be the perfect complements to the Praise the Spirits option. I am having a few problems with getting them to work (option buttong not showing up !), but they will (hopefully) be ready by Friday.

I figured that it was claimant or adventurer wars that were causing the problem. At some stage I am going to have a custom script that will break apart larger federations and abolish Ducal titles unless the owner keeps enough Prestige and Piety on hand, I am looking forward to smashing a huge federation leader in war then watching their entire realm shatter into a dozen pieces !

Chatelperronians are TL 2 which only adds Petroglyphs, Hideworker and Barricades to the building mix, I just checked and you are correct that Chatelperronians and other TL = 2 cultures were barred from the Hideworker, I have just fixed that for the next patch. Thanks for the pick up !

Good news about he duchies. Pretribals can create Ducal titles but nothing higher, the biggest limit early on is the fact that no one has any money or income ! Covering your realm with Flint Knappers is a good way to start the game as they are the only thing that will give you cash.

I do think that there are certain event created ducal titles running around, I am happy for them to pop up, as I said there will eventually be a mechanism to limit those.


This mod is awesome!

Will you add any music to the mod?

Thanks for the input !

In the next patch all of the default village sounds have been replaced with new animal and campfire life noises. I am still trying to find a good instrumental piece as background music, if you know anything bland, generic and vaguely African or tribal that is also free then I'd be all ears. I am also flagging a bunch of other sounds for replacement, namely messages, notifications etc, turning them from "letter opens" sounds into something more like "jungle drums" or whatever.

So yes, new sound effects and music coming next patch !
 

Galvador

Sergeant
28 Badges
Jun 3, 2014
52
4
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Magicka
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Holy Fury
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Imperator: Rome
Thanks, I have always wanted all resources to have somewhat equal value depending upon what you do with them. I am currently finishing up the Hunting and Scavenging scripts, these will add Prestige and Gold (plus chance for an artifact or province bonus) and will be the perfect complements to the Praise the Spirits option. I am having a few problems with getting them to work (option buttong not showing up !), but they will (hopefully) be ready by Friday.

Might be worth notice that potential is the trigger wether the decision shows up or not. But can't actually commenting without seeing the codes.

I figured that it was claimant or adventurer wars that were causing the problem. At some stage I am going to have a custom script that will break apart larger federations and abolish Ducal titles unless the owner keeps enough Prestige and Piety on hand, I am looking forward to smashing a huge federation leader in war then watching their entire realm shatter into a dozen pieces !

Maybe you can ask around from GOT mod team? they have the pirate government type that lose any ducal and kingdom tier title if the heir is not strong, or martial enough.
 

Rags17

Ludere Ludum
62 Badges
Dec 11, 2014
5.953
3.631
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings Complete
  • Stellaris: Distant Stars
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Sign Up
  • Crusader Kings III
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
So, after five days of heartache and futzing around I finally got my custom hunting script working. In the end it was the usual clusterfrack of errors, mostly involving literals rather than clauses (looks fine in the Validator but just refuses to work, along with anything after that point !), but some new boneheaded faults thrown into the mix. All fixed, I'm just optimizing it now.

Along with the complementary Scavenge script, the Abandon Province script, around one dozen new cultures, three new Era transitions and buildings that take the mod to the start of the Neolithic (Oh, and some custom music, sound effects and more anachronistic events being killed or edited) this should be a pretty major patch.

Aiming for a revised release date of next Wednesday 21 February.
 

Rags17

Ludere Ludum
62 Badges
Dec 11, 2014
5.953
3.631
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings Complete
  • Stellaris: Distant Stars
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Sign Up
  • Crusader Kings III
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
Is it possible to get some more bookmarks in future releases?

I'd like to, but that would require me to set up a province history for each area, then create and put in place a whole new set of characters for that bookmark. It's doable, but that would actually require me to research and code each province's set up for each bookmark.

Maybe a later patch !

(PS - A simpler task might be for me to run some observer games for 200 years or so then save the best ones as save games included with the mod zip file. I'll look into this.)