Small (but probably not easy) modding request

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Moridin997

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So, I've been reading the defines.lua and they look really, really awesome (thanks, Paradox :D). Especially the AI part...


I've been thinking for a while about making a mod that messes a lot with base_tax and base_manpower. However, I read that in EU3, rebel_size depends on sum of base_tax + base_manpower (I think?) and that cannot (as far as I know) be changed. That would pretty much kill my idea (or, at the very least, alter it dramatically).


Therefore, given the existence of this particular define:

LAND_FORCELIMIT_TAX -- factor on basetax on provs for forcelimits


I wonder if it would be possible (and not much of a hassle xD) to have:

REBEL_SIZE_TAX -- factor on basetax on provs for number of rebel regiments

and

REBEL_SIZE_MANPOWER -- factor on basemanpower on provs for number of rebel regiments


That would allow modders to work, for example, with a base_tax 60 (modded) that would translate to base_tax 6 (vanilla) without an absurd number of rebels...




What do you think? Feasible? Or too ambitious?
 

grommile

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*blink* Bumping after thirty-nine minutes? Patience, grasshopper.

The defines you suggest would be a good thing.
 

Zeek40

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Could you give us a better explanation of what your end goal is? What I don't understand is why you're messing with base_tax and base_manpower instead of just adding a province modifier that gives bonus tax or manpower if you don't want to change the size of the rebels who spawn. Seems easier to handle that way unless there's some fundamental systemic overhaul I don't know about.
 

grommile

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I presume the idea is to get finer resolution on the numbers by rescaling.
 

Moridin997

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Could you give us a better explanation of what your end goal is? What I don't understand is why you're messing with base_tax and base_manpower instead of just adding a province modifier that gives bonus tax or manpower if you don't want to change the size of the rebels who spawn. Seems easier to handle that way unless there's some fundamental systemic overhaul I don't know about.

My ideia is to simulate the province's population and their changes over time. I plan to use a base rule like 10k population = 1 base_tax + 1k base_manpower (didn't decide yet, just an example...). I want to work with "big" base_tax values because I want to show small variations (like, "people depart the country to the colonies") and it would reduce heavy calculations "behind the scenes" (which would slow down the game...)
 

Zeek40

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I don't think a single floating point operation per province once a month is going to slow the game down as much as you're anticipating. What sort of frequency were you planning on using for the population updates?
 

Moridin997

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I don't think a single floating point operation per province once a month is going to slow the game down as much as you're anticipating. What sort of frequency were you planning on using for the population updates?

My "population mod" is in fact the stepping stone for a gameplay overhaul mod.

The event calculations will use tons of flags and modifiers, the frequency will be determined by stability, war exhaustion, blockades, sieges, etc... In short, HUGE calculations.

Therefore, with a wider scope of base_tax and manpower "levels", it will be possible to split the calculations into smaller, simpler, less frequent events (and preferably understandable to the player :D).