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moscal

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Primitive, pre-industrial, economy was/is very sensitive to natural disasters. If during the harvest season is very rainy - the region will be very vulnerable to famine. A dry and hot spring can contribute to great fires. Great flood brings famine, plague and destruction.

Medieval period also had great natural disasters. Eg. 1258 was "The Year without Summer" (only in London died ~15000 persons); in 1219 was "Saint Marcellus' flood" (coasts of West Friesland had ~36000 victims); in 1169 Sicily had great earthquake and tsunami (15-25000 victims; many castles was totally destroyed).

How should it work? Random events, who give maluses in prosperity, economical maluses, give chances to reducing the level of buildings (or destroyed) and even destroyed holdings.
 
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technowhiz

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I know that. However, some of the mods that people say are incompatible with ck2+ I've been using and have no problems with. I just have the incompatible checksum warning. But there are some parts of ck2+ I don't like, so I get where you're coming from.
 

Rags17

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I had an idea for something like this when RD came out - using the epidemic mechanic to simulate other types of disasters such as famines, earthquakes and volcanic eruptions. These "disease effects" effects would be a lot quicker acting and a lot more devastating, but a a lot shorter in range and duration. An earthquake for example might devastate a duchy sized area and give it -90% tax and levy for say 10-15 years while a famine might affect an entire kingdom and give a -40 to -50% income hit for just 3 or 4 years.

This could of course be implemented via event chains but by making it an 'epidemic" you could see its extent on a map. Bonus idea - some events could trigger others, such as a an outbreak of typhus after a major flood etc.
 

Timoteus-SWK

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duchy sized area and give it -90% tax and levy for say 10-15 years ???? that is not real...if it happens to you as a count/duke/weak king-ruler, nearby agressive or claimants neighboors, the game will be really soon over....
 

moscal

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duchy sized area and give it -90% tax and levy for say 10-15 years ???? that is not real...if it happens to you as a count/duke/weak king-ruler, nearby agressive or claimants neighboors, the game will be really soon over....
Therefore in my concept should be infrastructure destruction as the main "destructions". If you lost lvls of few buildings or whole holding - you aren't totally powerless.

Ofc, if some is "one holding lord" (OPM/OHL) - have chance to will become nobody and whole kingdom/empire will be fall. But any great monarch shouldn't one castle :D
 

Rags17

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duchy sized area and give it -90% tax and levy for say 10-15 years ???? that is not real...if it happens to you as a count/duke/weak king-ruler, nearby agressive or claimants neighboors, the game will be really soon over....

Yeah, I really didn't think too much about levels. The fact is that an earthquake can devastate an area for up to a decade (see Great Lisbon Earthquake of 1755), whereas a famine can completely bring a nation to its knees, but only until the drought breaks (see Great Famine 1316-17).
 

Jaevelklein

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"Invest money" o
Therefore in my concept should be infrastructure destruction as the main "destructions". If you lost lvls of few buildings or whole holding - you aren't totally powerless.

Ofc, if some is "one holding lord" (OPM/OHL) - have chance to will become nobody and whole kingdom/empire will be fall. But any great monarch shouldn't one castle :D

Could also add events like:

"An unusually cold winter is upon us, with many of the commoners freezing to death."

A: Invest money in better architecture to keep the cold out (-100 gold)
Modifiers:
- Health +0.25
- Court opinion: +5

B: Some clothes will do just fine (-30 gold)
Modifiers:
- This option is possible because you have the greedy trait.
- A small chance of -0.5 health (10%) due to freezing.

C: Not worth spending money on it.
Modifiers:
- 50% chance to suffer from coldness, -1 health
- Court opinion: -10