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OrdepNM

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By converting failed, I mean that the game will not give the NI's to the kingdom level titles of the same name. Instead it will only give NI's for duchy level titles which means that if you convert the Kingdom of Burgundy as opposed to the Duchy of Burgundy you won't get the Burgundian NI. The converter will also use the duchy level flag instead of the (slightly more awesome looking) kingdom level flag when converting the flag over. In some cases if it matches the converted nation with one that already exists in EUIV it will give the converted country the EUIV flag instead which I don't think makes sense with certain converted nations.

I understand what you mean, and that's fixable, tough without seeing the code I cant say why its happening. I made a note to pay special attention to it when going over the title conversion tables for the next update. Tbh Burgundy is abit of a special case tough, you can talk about the CK2 duchy of Burgundy, the Kingdom of Burgundy or the EUIV Burgundy, and each is its own different thing. I'll have to think how I wanna approach that, I may end up creating a new country for CK2 Burgundy, we'll see. As I said, now that the converter is effectively working with VIET and there's no more "noculture" and "noreligion" going around, I'll start fine-tuning that, starting with title conversion and new religions, cant expect me to cram everything in the very first version :p
 

cybrxkhan

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VIET 1.4.1 IS READY FOR DOWNLOAD! Click here to download.

Don't forget to download the American music pack as well!

The official CKII-->EUIV converter is also available for download, credits to OrdepNM; the most current version of the converter as of this post is 1.0.1. Click here for the link.


VIET 1.4.1 is up and ready for download. This update is mostly stuff I planned to add in 1.4.0 but didn’t have time to, as well as bugfixes to a number of issues and bugs that cropped up in the huge update that was 1.4.0 - thanks all again for your help there! Additionally, thank you to all of those who responded to the survey - it has been very helpful indeed, and you can expect a few changes and additions in response to the information I got from that.

Key features of VIET 1.4.1:

  • More features for the Jews not added in 1.4.0
  • 9 generic flavor events concerning memories, and 7 events from Zaldax concerning the Dance of Death
  • American music pack
  • Integration of Velorian's improved Mediterranean faces
  • Lots and lots of bugfixes and other fixes
  • And more!

Like always, I’ve tested both the vanilla and PB versions of the mod (as well as the portrait fix versions). Most of the known bugs and issues resulting from 1.4.0 should be fixed, although that, of course, doesn’t mean that I might have missed something here and there. The minor issue where the game keeps pausing for a split second every few weeks is still at large, as I haven’t been able to figure out what’s up with that.

Additionally, for those who haven’t seen it yet, OrdepNM has finished his work with the PB+VIET/VIET EU converter. It’s also compatible with Ancient Religions, and you can find the latest version from the link above. Remember to give OrdepNM a big pat on the back, it’s a lot of work doing the converter! :)

Lastly, VIET 1.4.0 was the first version of VIET - including unofficial versions - to surpass 2000 downloads. Yay! Now we just need to push for the 200 page thread mark.

1.4.1 Screenshots (click to enlarge)


New Mercenary Vassal for the Kingdom of Israel


Mongols Can Convert to Anything Now


One of the New Flavor Events




1.4.1 Changelog

- Added 7 “Memory” generic flavor events (events having to do with memories about things)
- Added a 7 event Dance of Death flavor event chain (credits to Zaldax)
- Added music module: American
- Added in event where if a non-Jewish ruler takes over Israel (whether through Crusades/Jihads or other means) it will switch back to the Kingdom of Jerusalem
- Added in vassal mercenary force for the Kingdom of Israel, the “Shield of the Third Temple,” creatable via decision, that will generally contain soldiers from different Jewish cultures
- Events spawning Jewish, Indian, and Swahili courtiers now have the option of rejecting them
- Maintenance events forcing Jews to convert or preventing others from converting to Judaism will not fire if the top liege of the realm of the courtiers in question is Jewish
- Added events where the Mongol Hordes can convert to Zoroastrianism, Hinduism, Buddhism, or Judaism
- Added “Can Declare War on Pagans?” decision for PB war checks
- Added maintenance event that removes Age Customizer traits
- Added fictional son for the Khan of Cumania at 1066 start
- All Asian culture groups now get placeholder buildings and retinue
- Increased the dignity of the Sunni and Shiite Caliphates
- Integrated Velorian’s Modified Mediterranean GFX
- Reduced the chances of AI starting plots from AO
- Increased conversion rates in PB version of VIET (though still lower than vanilla and vanilla VIET)
- Disabled siege finishing event

Bugfixes, optimization, etc
- Fixed Passover decision not having a cooldown (i.e. before it could be done right after it was just finished)
- Fixed localization for the province of Semien
- Fixed Jewish theocracies not having proper localization
- Cleaned the code for the Latinokratia events, fixing events popping up constantly for the ERE
- Fixed Rum being creatable
- Fixed first and second Vashts of the Zhayedan being active at the start of a game in the PB version
- Fixed in-game customization option to turn off childbirth mortality not working sometimes
- Fixed Jewish religion missing holy sites in the PB version
- Cleaned some of the Tajik and Pashtun “melting pot” events to prevent messy situations in Eastern and Northern Iran
- Fixed Britain in the compatch for PB’s No Ahistorical Empires module
- Fixed missing localization for several cultures
- Fixed Ransom All decision causing CTDs in vanilla version
- Cleaned up integrated Decadence Breakup Minimod
- Fixed Chinese and Khitan/Liao Empires appearing in the PB version when they shouldn’t be
- Fixed Mongol troops possibly being given to the Jewish, Eastern, or Vedic religion groups
- Corrected chances of various flavor events firing in CK2+ version


Upcoming Plans

It appears I might have spoken too soon again, this time concerning the Muslim Republic update. The planned crown jewel of that, the complicated event chain where you go on trade missions to other parts of the world, will require a lot of time and effort, and I suppose I’m not sure whether I can finish even a third of it in a reasonable amount of time. As such, I’ve decided to work on the Muslim Republic stuff on the side while focusing mainly on other matters - that way I’ll get it done, eventually, without having to stress out too much about it.

1.4.2 and 1.4.3 will probably be more or less an extension of 1.4.0 and 1.4.1, just more stuff I wanted to do for 1.4.0 but didn’t, as well as a few additions and changes based on the feedback you guys gave me in the survey. Other than that, besides the change in how I’m dealing with the Muslim Republics, I am still aiming for the Slavic (pagan) update for November, around the time of the big DLC, and the Chinese/Khitan one in December, and PB+SWMH compatibility with either of those. I will probably do a small-medium-ish themed update in between now and November while I work on the Slavic update, but I am unsure what to focus on - it could be Baltic pagans, Zoroastrians/Persians, or something else completely like a revamp of the lover event chain. We’ll see.



I always kind of liked that event as a random bit of flavor and assumed that you already had taken it out as I never saw it in my last couple of VIET playthroughs. As I was already looking through Events to see how you had done something else ( :ninja: ) I took a quick look. The game can't figure out the trigger. It's checking to see if the siege_won_leader is the province owner and has 5 prestige, 10 piety and the just trait. Seems strange that would happen suddenly and I cannot figure out what it is about the trigger the game doesn't like.

Yeah, seems like it's been problematic. I've just removed it from the on_actions for now. I'll probably restore a revamped version of it at some point.
 
Last edited:

superskierpat

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Yeah! Good job.
Don't forget to download the American music pack as well!

What ? :p
The official CKII-->EUIV converter is also available for download, credits to OrdepNM. Click here for the link.
Again, thanks for that OrdepNM
- Cleaned some of the Tajik and Pashtun “melting pot” events to prevent messy situations in Eastern and Northern Iran
Finally!
- Fixed Mongol troops possibly being given to the Jewish, Eastern, or Vedic religion group.
What about an event for hellenic pagans ;)
Upcoming Plans

It appears I might have spoken too soon again, this time concerning the Muslim Republic update. The planned crown jewel of that, the complicated event chain where you go on trade missions to other parts of the world, will require a lot of time and effort, and I suppose I’m not sure whether I can finish even a third of it in a reasonable amount of time. As such, I’ve decided to work on the Muslim Republic stuff on the side while focusing mainly on other matters - that way I’ll get it done, eventually, without having to stress out too much about it.
Oh so its having a tea party with khitans?

;)
 

Saintrl

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I understand what you mean, and that's fixable, tough without seeing the code I cant say why its happening. I made a note to pay special attention to it when going over the title conversion tables for the next update. Tbh Burgundy is abit of a special case tough, you can talk about the CK2 duchy of Burgundy, the Kingdom of Burgundy or the EUIV Burgundy, and each is its own different thing. I'll have to think how I wanna approach that, I may end up creating a new country for CK2 Burgundy, we'll see. As I said, now that the converter is effectively working with VIET and there's no more "noculture" and "noreligion" going around, I'll start fine-tuning that, starting with title conversion and new religions, cant expect me to cram everything in the very first version :p
Haha I know, just pointing out some issues with the vanilla converter. ;)
 

AnaxXiphos

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Oh, this reminds me... Here's a version of the Jewish cultural building that should properly fit into Project Balance's cultural building scheme:

Code:
	# Jewish Warrior Garrison
	ca_culture_jewish_0 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			culture_group = judaic
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		build_cost = 100
		build_time = 365
		light_cavalry = 50
		light_infantry = 30
		heavy_infantry = -10
		pikemen = -10
		archers = -20
		horse_archers = -10
		light_cavalry_defensive = 0.05
		light_infantry_defensive = 0.05
		retinuesize = 20
		tax_income = -0.1
		ai_creation_factor = 102
		
		extra_tech_building_start = 0.0
	}
	ca_culture_jewish_1 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			culture_group = judaic
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		upgrades_from = ca_culture_jewish_0
		build_cost = 200
		build_time = 730
		light_cavalry = 60
		light_infantry = 60
		light_cavalry_defensive = 0.05
		light_infantry_defensive = 0.05
		heavy_infantry = -10
		pikemen = -10
		archers = -20
		horse_archers = -10
		retinuesize = 20
		tax_income = -0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 1.0
	}
	ca_culture_jewish_2 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			FROM = { culture_group = ROOT }
			culture_group = judaic
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 2
			FROM = { culture_group = ROOT }
		}
		upgrades_from = ca_culture_jewish_1
		build_cost = 300
		build_time = 1095
		light_cavalry = 70
		light_infantry = 90
		light_cavalry_defensive = 0.05
		light_infantry_defensive = 0.05
		heavy_infantry = -10
		pikemen = -10
		archers = -20
		horse_archers = -10
		retinuesize = 20
		tax_income = -0.2
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.0
	}
	ca_culture_jewish_3 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			FROM = { culture_group = ROOT }
			culture_group = judaic
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 3
			FROM = { culture_group = ROOT }
		}
		upgrades_from = ca_culture_jewish_2
		build_cost = 400
		build_time = 1460
		light_cavalry = 70
		light_infantry = 150
		light_cavalry_defensive = 0.05
		light_infantry_defensive = 0.05
		heavy_infantry = -10
		pikemen = -10
		archers = -20
		horse_archers = -10
		retinuesize = 20
		tax_income = -0.25
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}
	ca_culture_jewish_4 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			FROM = { culture = ROOT }
			culture_group = judaic
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 4
			FROM = { culture = ROOT }
		}
		upgrades_from = ca_culture_jewish_3
		build_cost = 500
		build_time = 1825
		light_cavalry = 70
		light_infantry = 210
		light_cavalry_defensive = 0.05
		light_infantry_defensive = 0.05
		heavy_infantry = -10
		pikemen = -10
		archers = -20
		horse_archers = -10
		retinuesize = 20
		tax_income = -0.3
		ai_creation_factor = 98
		
		extra_tech_building_start = 1.0
	}
	ca_culture_jewish_5 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			FROM = { culture = ROOT }
			culture_group = judaic
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 6
			FROM = { culture = ROOT }
		}
		upgrades_from = ca_culture_jewish_4
		build_cost = 600
		build_time = 2190
		light_cavalry = 80
		light_infantry = 240
		light_cavalry_defensive = 0.05
		light_infantry_defensive = 0.05
		heavy_infantry = -10
		pikemen = -10
		archers = -20
		horse_archers = -10
		retinuesize = 20
		tax_income = -0.35
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.0
	}

I think it's more or less correct and should be balanced with the other PB buildings.
 

Galaahd

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Quick question, is there an ETA for the Immersion, Core, and Defines modules to be made compatible with PB+SWMH/SWMH?
 

jyx12

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Hmm. Not sure why it's going haywire, but I'll just disable it since no one really liked it and I've been meaning to remove and replace it with something more useful
So now there's no way to imprison enemy family members,right?
Or is there something else I missed?


Congrats on the 2000.

But,and it might be only me,I think that the "Shield of the Temple" sounds rather like a Holy order,than a mercenary force.
 
Last edited:

Oorlog

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Restarted from my old save (before Liao and China)i noticed that the Empire of Britain still has no england added, is this because of my old 1.4.0 savegame? Also the Roman empire is not what its supposed to look like. I can make a pic if you want.

A decade in and i now see that the Liao empire has formed again. Same question, is this the old save?


* checked a fresh 1066 start with PB no ahistoric Emp. +VIET all modules. Same setup as for 1.4.0. Copied k_files to immersion\history\titels. This time there is no British empire whatsoever. But in the savegame it is like it was in 1.4.0.

Roman empire looks normal in 1066.
 
Last edited:

Jorlem

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Is the American music pack the only one that is not in the big three music pack compilations?
 

cybrxkhan

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For those who already downloaded the American music pack, there has been a slight oversight on my part concerning that. I would highly recommend deleting your current version and replacing it with the new version I've just uploaded.



Figured folks with Sunset Invasion might appreciate it. :D


I hope it works - I haven't really been able to test it in practice, as I always forget to do test games from the 867 start.

What about an event for hellenic pagans ;)

Should already be covered as they're in the pagan group, and the vanilla event ensures the pagans don't get the Mongol troops.

Oh so its having a tea party with khitans?

;)

Basically, I guess, if you want to think of it as a long-term thing for me to work on. If the Khitan/Chinese-update represents VIET's eagerness to explore the cultures of non-Christian Europe, then the Muslim Republic will hopefully represent the pinnacle of its flavor and roleplay. Haha. Maybe not. We'll see. Khitan/Chinese stuff will probably be easier to do, though, ironically.


Oh, this reminds me... Here's a version of the Jewish cultural building that should properly fit into Project Balance's cultural building scheme:

Code:
	# Jewish Warrior Garrison
	ca_culture_jewish_0 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			culture_group = judaic
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		build_cost = 100
		build_time = 365
		light_cavalry = 50
		light_infantry = 30
		heavy_infantry = -10
		pikemen = -10
		archers = -20
		horse_archers = -10
		light_cavalry_defensive = 0.05
		light_infantry_defensive = 0.05
		retinuesize = 20
		tax_income = -0.1
		ai_creation_factor = 102
		
		extra_tech_building_start = 0.0
	}
	ca_culture_jewish_1 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			culture_group = judaic
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		upgrades_from = ca_culture_jewish_0
		build_cost = 200
		build_time = 730
		light_cavalry = 60
		light_infantry = 60
		light_cavalry_defensive = 0.05
		light_infantry_defensive = 0.05
		heavy_infantry = -10
		pikemen = -10
		archers = -20
		horse_archers = -10
		retinuesize = 20
		tax_income = -0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 1.0
	}
	ca_culture_jewish_2 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			FROM = { culture_group = ROOT }
			culture_group = judaic
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 2
			FROM = { culture_group = ROOT }
		}
		upgrades_from = ca_culture_jewish_1
		build_cost = 300
		build_time = 1095
		light_cavalry = 70
		light_infantry = 90
		light_cavalry_defensive = 0.05
		light_infantry_defensive = 0.05
		heavy_infantry = -10
		pikemen = -10
		archers = -20
		horse_archers = -10
		retinuesize = 20
		tax_income = -0.2
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.0
	}
	ca_culture_jewish_3 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			FROM = { culture_group = ROOT }
			culture_group = judaic
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 3
			FROM = { culture_group = ROOT }
		}
		upgrades_from = ca_culture_jewish_2
		build_cost = 400
		build_time = 1460
		light_cavalry = 70
		light_infantry = 150
		light_cavalry_defensive = 0.05
		light_infantry_defensive = 0.05
		heavy_infantry = -10
		pikemen = -10
		archers = -20
		horse_archers = -10
		retinuesize = 20
		tax_income = -0.25
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}
	ca_culture_jewish_4 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			FROM = { culture = ROOT }
			culture_group = judaic
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 4
			FROM = { culture = ROOT }
		}
		upgrades_from = ca_culture_jewish_3
		build_cost = 500
		build_time = 1825
		light_cavalry = 70
		light_infantry = 210
		light_cavalry_defensive = 0.05
		light_infantry_defensive = 0.05
		heavy_infantry = -10
		pikemen = -10
		archers = -20
		horse_archers = -10
		retinuesize = 20
		tax_income = -0.3
		ai_creation_factor = 98
		
		extra_tech_building_start = 1.0
	}
	ca_culture_jewish_5 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			FROM = { culture = ROOT }
			culture_group = judaic
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 6
			FROM = { culture = ROOT }
		}
		upgrades_from = ca_culture_jewish_4
		build_cost = 600
		build_time = 2190
		light_cavalry = 80
		light_infantry = 240
		light_cavalry_defensive = 0.05
		light_infantry_defensive = 0.05
		heavy_infantry = -10
		pikemen = -10
		archers = -20
		horse_archers = -10
		retinuesize = 20
		tax_income = -0.35
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.0
	}

I think it's more or less correct and should be balanced with the other PB buildings.

Thank you very much! I'll have that ready for the next version of VIET.

Quick question, is there an ETA for the Immersion, Core, and Defines modules to be made compatible with PB+SWMH/SWMH?

I will only be doing a PB+SWMH version, and not a SWMH version. Having two more versions to maintain and test would be too much, so I'm opting for PB+SWMH given that the majority of VIET players play with PB and the majority of PB players play with SWMH. ETA for that would be around November or December, during or after the next big DLC; hopefully it'll also be when I get my themed updates ready then (Slavic for November, Khitan/Chinese for December).

So now there's no way to imprison enemy family members,right?
Or is there something else I missed?

Project Balance's imprisonment events will still function as they did, if that's what you're talking about. I'm talking about an even in vanilla VIET that allows you to take a little money and decide what to do with the survivors after winning a siege.

But,and it might be only me,I think that the "Shield of the Temple" sounds rather like a Holy order,than a mercenary force.

Hmm, yes... looking at the code I'm not sure why I stopped it from being a holy order.

Congrats on the new update :D That muslim republics update is sounding like a mammoth, lemme know if you need some help.

Thanks for your offer of assistance, but I think this is probably something where I'll have to unfortunately tackle myself - the main issue is simply coding all of the flavor events for that long-ass event chain. I intend for it to be very similar to a choose your own adventure in terms of scope and whatever, so it's going to probably end up being complicated. Right now with my generic flavor events I'm testing some more complex things code-wise, that I hope to be able to use in the Muslim Republic update. What I will probably need help with is testing the event chain, though, that's for sure.

Restarted from my old save (before Liao and China)i noticed that the Empire of Britain still has no england added, is this because of my old 1.4.0 savegame? Also the Roman empire is not what its supposed to look like. I can make a pic if you want.

A decade in and i now see that the Liao empire has formed again. Same question, is this the old save?


* checked a fresh 1066 start with PB no ahistoric Emp. +VIET all modules. Same setup as for 1.4.0. Copied k_files to immersion\history\titels. This time there is no British empire whatsoever. But in the savegame it is like it was in 1.4.0.

Roman empire looks normal in 1066.

Yes, unfortunately those bugs are probably because they are a 1.4.0 save. The history files (which, as you may have figured) control these things are, I guess, set in stone at the beginning of the game - so your old save is relying on 1.4.0's history, in a sense, and not 1.4.1's history, while a new game will rely on 1.4.1's.

Is the American music pack the only one that is not in the big three music pack compilations?

Currently there are 5 music packs not in a compilation: Random Medieval 2, Finno-Ugric, English Renaissance 3, Jewish, and American. My custom is to do the compilations every 8 music packs, so the next compilation will come after three more music packs I guess.
 

Oorlog

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Yes, unfortunately those bugs are probably because they are a 1.4.0 save. The history files (which, as you may have figured) control these things are, I guess, set in stone at the beginning of the game - so your old save is relying on 1.4.0's history, in a sense, and not 1.4.1's history, while a new game will rely on 1.4.1's.

That's too bad, i liked the way things were shaping up.

I think i know what is happening in the fresh 1.4.1. start with no ahistoric empires and no empire of britain showing up. I have PB activated last, since i deleted the 1.4.0 files and extracted the 1.4.1 files, the PB modfiles ended up last on the list. At least i know it does matter.

*some text removed for stating the obvious.
 
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OrdepNM

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cybr buddy, could you change the link to the converter in the first post? It's still linking to the 1.0.0 version which might explain why it's getting much more downloads than the latest version. It's also false advertising as you're saying its AC compatible when in fact it's not :D
 

cybrxkhan

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Yay for Cybr!

Installing as we speak :)
Really looking forward to the Slavic expansion btw, Greater Poland 867 is one of my favourite starting places.

It's been pretty hard getting ideas for Slavic pagan features, given that information on that stuff is really scarce, but I think I have a few ideas going. We'll see how it does.


Oh I misunderstood, how about events so that mongols can convert to hellenism if a reborn hellenic religion starts colonizing the levant again?

Ah. That would make sense.

And I guess events for all reformed religions would make sense too.


cybr buddy, could you change the link to the converter in the first post? It's still linking to the 1.0.0 version which might explain why it's getting much more downloads than the latest version. It's also false advertising as you're saying its AC compatible when in fact it's not :D

Ah, yeah, good catch. Have changed all the relevant links.
 

maitrecarotte

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Which one of viet modules has zoorastrism expanded in it? :)
 
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