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DarkVoidize

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So, I downloaded this last night, not expecting much from an alpha, and I was astounded. Even at this early level, the detail is great. No word of a lie, I played for about five hours solid, plotting and warring, supporting my own claimants and raising vast hosts. Some of the best fun I've ever had playing CK2 has been in this mod. Keep on trucking, and don't let the bastards grind you down!
 

Ithvan

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mjohnson, I love the ideas you have for the economy system but couldn't it become too much of a strain on the system? Certainly if you're going to factor in seasonal changes.
 

mjohnson85

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mjohnson, I love the ideas you have for the economy system but couldn't it become too much of a strain on the system? Certainly if you're going to factor in seasonal changes.

It shouldn't. The naming system for barons (which will be an optional download for users with upper end computer systems) is a bigger strain than anything I have seen in a mod by a long shot and it runs "okay" on my decent system.
 

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Any news? Missing WOTR!
 

mjohnson85

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Any news? Missing WOTR!

The economy system is big, could definitely be its own mod. I have the seeding of resources and resource harnessing buildings + events done. There is around 80 different resources if I remember correctly, so its a lot of work. I am working on production buildings and the events right now.
 
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cloakdeath

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So, I downloaded this last night, not expecting much from an alpha, and I was astounded. Even at this early level, the detail is great. No word of a lie, I played for about five hours solid, plotting and warring, supporting my own claimants and raising vast hosts. Some of the best fun I've ever had playing CK2 has been in this mod. Keep on trucking, and don't let the bastards grind you down!

Are you Brian Blessed?
 

Joel M Bridge

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Idea for parliament. Ever baron/count is member of the house of lords. And republic/city's patrician and there lord mayors are members of house of commons. They could work similar to faction but with more legal chance aucces.
 

yezhanquan

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The economy system is big, could definitely be its own mod. I have the seeding of resources and resource harnessing buildings + events done. There is around 80 different resources if I remember correctly, so its a lot of work. I am working on production buildings and the events right now.

This is the main crux of my interest. If johnson pulls it off, it will solve the one big issue with playthroughs.
 

mjohnson85

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This is the main crux of my interest. If johnson pulls it off, it will solve the one big issue with playthroughs.

Even though it is still quite early in the implementation stage, it has a big effect in the economic structure of the game already and adds another twist to gaining wealth. One thing that always bugged me about the vanilla building structure is that it treated every province the same. Part of the design for this system is to bring out province identity and add character to the different regions of the map. For example, in addition to the wildlife (in their appropriate habitats) the terrain has a huge effect on the buildings available. This means you cannot build great big farms in mountainous areas. Climate is also taken into account for types of trees allowed in orchards (If I haven't mentioned it already - there is a massive building overhaul going along with this system. The only buildings which are essentially unchanged, apart for some tweaks, are the fortifications). Cities are also being added as part of this update. Cities will be able to develop trading ports which will allow the importation of otherwise unavailable goods (among other benefits). An example of a natural disaster type of thing that has been added is more diseases (such as the sweating sickness) and famines. I didn't realize until very recently that the vanilla diseases were actually disabled because the vanilla code locked them into the years of the vanilla time period. That has been rectified! The next update will be absolutely massive indeed.

When I get out of work tomorrow I will try to put together some charts/diagrams to show the overall picture I am heading towards.
 

Karkento

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I'm so stoked for this, I love the idea of developping and upgrading your holdings and this just seems perfect.

Though I'm just worried about how much there will be to do and whether to keep up on building all your buildings it will be a pain. I guess so long as things have a reasonably long enough build times that you don't have to pause every couple of seconds to click on the next building upgrade. If you could somehow queue holding upgrades that would be the most fabulous thing ever.
 

mjohnson85

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I'm so stoked for this, I love the idea of developping and upgrading your holdings and this just seems perfect.

Though I'm just worried about how much there will be to do and whether to keep up on building all your buildings it will be a pain. I guess so long as things have a reasonably long enough build times that you don't have to pause every couple of seconds to click on the next building upgrade. If you could somehow queue holding upgrades that would be the most fabulous thing ever.

I am doing my best to space out events so it won't be a click-fest.
 

yezhanquan

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Even though it is still quite early in the implementation stage, it has a big effect in the economic structure of the game already and adds another twist to gaining wealth. One thing that always bugged me about the vanilla building structure is that it treated every province the same. Part of the design for this system is to bring out province identity and add character to the different regions of the map. For example, in addition to the wildlife (in their appropriate habitats) the terrain has a huge effect on the buildings available. This means you cannot build great big farms in mountainous areas. Climate is also taken into account for types of trees allowed in orchards (If I haven't mentioned it already - there is a massive building overhaul going along with this system. The only buildings which are essentially unchanged, apart for some tweaks, are the fortifications). Cities are also being added as part of this update. Cities will be able to develop trading ports which will allow the importation of otherwise unavailable goods (among other benefits). An example of a natural disaster type of thing that has been added is more diseases (such as the sweating sickness) and famines. I didn't realize until very recently that the vanilla diseases were actually disabled because the vanilla code locked them into the years of the vanilla time period. That has been rectified! The next update will be absolutely massive indeed.

When I get out of work tomorrow I will try to put together some charts/diagrams to show the overall picture I am heading towards.

Looks like plenty to do for everyone.... that doesn't involve war.
 

mjohnson85

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Just thought I would do a little dev diary post. As I inch closer to the next release I decided to run a long sim to make sure that I wasn't going to get any random CTD and all the major systems hold up long term. I ended up letting it run ~450 years and everything worked fairly well so a release isn't too far off (hopefully). One thing I am adding, which I haven't mentioned yet, is cadet branches. When I ran the sim it ended with a bastard of the house of york on the throne and I just felt like that (combined with 124 living dynasty members) that I needed cadet branches. It was interesting that 3 sons of Richard, 3rd Duke of York each started their own branches that lasted the full 450 years. So cadet branches are therefore incoming - and they are very easy to do. BUT they will be restricted to royal families only.
 

mjohnson85

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Can you give us in broad lines what we can expect in the next update?

-Economy System
-New Factions (White Rose/Red Rose) which act as sort of political parties. Equivalent will ultimately be added for other nations.
-Cadet Branches
-France (Although probably without historical people)
-Mega-wars and events related to them (they weren't in the last update were they?)
-New Law System
-New Technology System
-Weather/Season System
-A lot of misc. tweaking (I have changed a ton of minor things)
-New Building System
-Cities
-Naming System: I believe I have found a way to streamline this a bit better that will enable me to POTENTIALLY had it for every tier. We will see, but it looks promising.
-Nudge: I have been making some slow progress with getting ports/cities/units (graphical) in better places.

This next update will be a major step towards a beta version.
 
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vgh

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-Economy System
-New Factions (White Rose/Red Rose) which act as sort of political parties. Equivalent will ultimately be added for other nations.
-Cadet Branches
-France (Although probably without historical people)
-Mega-wars and events related to them (they weren't in the last update were they?)
-New Law System
-New Technology System
-Weather/Season System
-A lot of misc. tweaking (I have changed a ton of minor things)
-New Building System
-Cities
-Naming System: I believe I have found a way to streamline this a bit better that will enable me to POTENTIALLY had it for every tier. We will see, but it looks promising.
-Nudge: I have been making some slow progress with getting ports/cities/units (graphical) in better places.

This next update will be a major step towards a beta version.
Sounds awsome.When can we expect the next update coming?
 
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