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Meneth

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Hausa is written across a few random sea zones -- is this a known bug?
Thought I'd fixed that completely in 2.2.1. Oh well, it'll work properly in 2.2.2, which I'll release after I've eaten, so should be up in an hour tops.
 

badger_ken

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Why exactly? It'd mean one'd have to delete the directory before every install, to ensure everything works properly.
Also, I don't have enough space on my forum account to host both :p

I've been using nearlyfreespeech.net, it's a great deal - I've got half a dozen pages, tens of hosted files, and I think it costs me something like $5/year, with no ads. Just, you know, fyi :)
 

Meneth

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I've been using nearlyfreespeech.net, it's a great deal - I've got half a dozen pages, tens of hosted files, and I think it costs me something like $5/year, with no ads. Just, you know, fyi :)
I prefer using the forums whenever possible. I do have a domain reserved though that I use for email, which I can get some rather cheap ($2/month) hosting for, but I don't see the need currently.
 

Meneth

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2.2.2 released!
Download here, or from the OP.
If anyone has any quick questions, feedback, or similar, feel free to come to the CKII Modding IRC Channel.

  • Fixed Ladoga Lake not showing up properly
  • Fixed some potential graphical issues with the Turks
  • Fixed some of the flags being messed up
  • Completely fixed some African countries showing up in the seas


Note: Requires campaign restart for some of the changes to work.
 

Meneth

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I'll be making some improvements to tech growth in 2.2.3. I'm trying to make its spread a bit more uniform, so you don't end up with some areas vastly outpacing others as easily. Everyone will also start with lower tech levels (approximately one lower than before), but tech growth has been sped up. The hope is that most of the world will be tech 4 or 5 by 1453.

I've also added in Slovene culture, making Carinthia Slovene. Shouldn't have a big impact on the game, but might weaken the HRE slightly. No Slovene characters have been made, but characters can convert via the culture events.
 

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Meneth, would you be interested in my Lombard setup for a future patch?

- Added Lombard culture to the 'central_germanic' group.
- Converted a number of historical Lombard dynasties and their characters from Italian to Lombard culture and moved them over to lombard.txt
- Changed Napoli (334), Benevento (335), Salerno (336), Taranto (344), Apulia (347), Foggia (348) and Capua (851) from Italian to Lombard culture until 1085.
- The kingdom of Sicily can now be created/usurped by both Norman and Lombard characters.


It's basically Thure's work but I've bundled it together, tidied it up and done the provincial culture changes. It's not a large culture but there are plenty of Lombard characters in 1066 in and around Salerno so you can have a fun game so long as you marry off your siblings.

Might be worth considering at least...
 

Meneth

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Meneth, would you be interested in my Lombard setup for a future patch?

- Added Lombard culture to the 'central_germanic' group.
- Converted a number of historical Lombard dynasties and their characters from Italian to Lombard culture and moved them over to lombard.txt
- Changed Napoli (334), Benevento (335), Salerno (336), Taranto (344), Apulia (347), Foggia (348) and Capua (851) from Italian to Lombard culture until 1085.
- The kingdom of Sicily can now be created/usurped by both Norman and Lombard characters.


It's basically Thure's work but I've bundled it together, tidied it up and done the provincial culture changes. It's not a large culture but there are plenty of Lombard characters in 1066 in and around Salerno so you can have a fun game so long as you marry off your siblings.

Might be worth considering at least...
I'm not sure what difference that would make over just keeping it Italian?

Is there a way to get religious leaders for pagans and muslims?
The muslims already have religious leaders. It'd be possible to mod them in for pagans too, but I don't think that'd make much historical sense.
 

Meneth

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Making good progress on improving tech spread. Ethiopia now starts with the same tech as Muslims do, and the small Sunni enclave in central Africa no longer starts with higher tech than its neighbors. The Sunni enclave north of the Cumans no longer starts with high tech either.
Due to reducing the starting tech, almost all areas of the map now have somewhat sensible tech.
More updates will come later after I've done more testing.
 

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Hmm. During my testing today, I encoutered the holy war-CB only once. Since I'm no modder I don't understand what is written in the file. Could you explain it to me or point me to an explanation, please? Has it something to do with the seven sins?

But anyway, I think I will give yout mod an extended try for my next game. But before that I have to replay some BGA first... ;)
 

Meneth

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Hmm. During my testing today, I encoutered the holy war-CB only once. Since I'm no modder I don't understand what is written in the file. Could you explain it to me or point me to an explanation, please? Has it something to do with the seven sins?

But anyway, I think I will give yout mod an extended try for my next game. But before that I have to replay some BGA first... ;)
Use the "Is holy war possible?" decision to check the requirements. Traits are involved quite a bit, yes.
 

Meneth

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Right, so I've been doing a lot of tweaks to technology.
Overall it is considerably faster than vanilla, but starts one level lower. A few bonuses have been decreased (demesne and focus), but the base chance has been increased from 1.2% in vanilla, and 1.25% in previous versions of Balansegang, to 2%. The neighbor bonus has also been increased from 15% (30% if same religion group) to 150% (175% if same religion group). Coastal provinces in addition have a +200% bonus to tech acquisition, to represent trade.
I've tested it up to year 1200 (starting in 1066), and the results are very promising. I've created a GIF you can see here, showing tech spread over time.
 
Last edited:

JalenTigh

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Does this Mod use some separate "settings" file then the main game does? I ask, because I have my settings set up to run in windowed mode, and it works fine with the vanilla games and with the other mods I have tried... but for some reason when I use this mod, I get stuck back in full screen.
 

James The 1st

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Does this Mod use some separate "settings" file then the main game does? I ask, because I have my settings set up to run in windowed mode, and it works fine with the vanilla games and with the other mods I have tried... but for some reason when I use this mod, I get stuck back in full screen.
Yes, you can find it in your Documents folder.
 
Last edited:

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The muslims already have religious leaders. It'd be possible to mod them in for pagans too, but I don't think that'd make much historical sense.

Hm, but if paganism or a heretic religion took over half the continent, then perhaps an Empire-level character should be able to convert a king-level title into a pagan or heretic religious leader. With size comes structure and legitimacy.
 

Meneth

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Hm, but if paganism or a heretic religion took over half the continent, then perhaps an Empire-level character should be able to convert a king-level title into a pagan or heretic religious leader. With size comes structure and legitimacy.
That never happens without player interference, so I don't think it'd be worth using time on right now.
 

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I've improved tech spread some more. A animation can be seen here.

My changes to the tech system so far are as follows:

  • Starting tech is more reasonably distributed, giving appropriate tech to Ethiopia and Sicily, while fixing a few enclaves of high/low tech. To achieve this, some provinces will have the wrong culture or religion on day 1, but it should be back to normal within a few days
  • Increased the base chance of gaining tech from 1.25% (1.2% in vanilla) to 2.4%
  • Coastal provinces get +120% to tech
  • Increased neighbor spread from 15% to 150%. From 30% to 180% if in the same religion group
  • Reduced the demesne bonus from 30% to 20%
  • Reduced the focus bonus from 100% to 50%
  • Changed the ideal tech years slightly
  • Every holding in a county now gives +8% to tech, to simulate richer provinces growing faster technologically
  • Wall, garrison, town, and port buildings now give a small bonus to tech. The bonus is slightly higher for military tech in castles, and slightly higher for economy and culture in cities and temples
 

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Do you literally mean +120% or 120%, i.e. +20%?
+120%, for a total of 220%. It's less than it seems though, once you add in other modifiers.
Constantinople, as an extreme example, gets a total of +251%, for a total of 351%, only 125% (or slightly over one-third) is from being on the coast.
Edit: It seems it is in fact multiplied, not added. So ignore the above.

I am considering reducing it a bit further though (somewhere in the 50-100% range, probably), and offloading some more of the tech determinants to buildings.