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Keisok

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Code:
	event = {
		id = ****
		position = { x = *** y = *** }
		technology = ****

I believe you add this to the tech to have the event needed to unlock it. The event fires after the tech needed is researched. You add it to the the secret tech's description after the components needed for research.
 

Miihkali

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Delex said:
Miihkali-Are those unit descriptions ready to be added and where is the exact location of those text files if they can be added.

I'll make them. They really are important, because nobody reads them.

Delex said:
Miihkali(2)-A question how are those tech trees added? Do you have to send them as a file or picture?

I'll first finish all, units, techs, tech tables (those white lines and blue and red areas behind trees), tech names and other config things. Then I'll make them .rar file and send to you. Then you need only copy/paste them over HoI2 vanilla files in your medieval directory.

Keisok said:
Code:
	event = {
		id = ****
		position = { x = *** y = *** }
		technology = ****

I believe you add this to the tech to have the event needed to unlock it. The event fires after the tech needed is researched. You add it to the the secret tech's description after the components needed for research.

I found line like this:

Code:
    effects =
    { command = { type = info_may_cause which = 7050 }
      command = { type = info_may_cause which = 15500 }
    }

But is that ID event ID or tech ID?
 

Miihkali

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Hannibal, can you make component pictures for next types:

Light Ship Tactics (SUBMARINE_TACTICS)
Heavy Ship Tactics (CARRIER_TACTICS)

Also, Hannibal, could you convert all other component pics also to your "flat" style.
Aircraft Testing, Fighter Tactics and Bomber Tactics aren't needed and should be empty.
 

Miihkali

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OK, naval tech tree finished.

Ship types are hannibals ideas. Naval cannon will lead secret weapon Cannon Boat. Tactics gives same morale, organization and positioning for all ships.

 
Nov 8, 2006
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Hallsten said:
I wouldn't quite agree with your map, this one is closer to the truth:

(brown and yellow are Denmark)
Remember that the blank areas in the north are populated (if at all) by primitive tribes of hunter/gatherers.
I'd advise you to consider making most of the blank areas in northern Scandinavia/Finland unaccessible in the scenario.
This map is some time after 1200 (Only few year about 6) but mine is of exactly 1200.
 

Miihkali

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Hmmm.. Improvements are soon finished. Then I'll make improvement doctrines. They are just Trebuchet tech, every new invention adds only few morale and organization, but when researchs enough it will be really good bonus. It will replace naval doctrines. In secret weapons I have only Cannon boat and Cannon, can you invent some other things to there?

Aircraft will be Civil Techs, Industrial will be Economics, Air doctrine will be :confused: Have you idea? If so, send your idea :) Maybe I could make it exploring techs?
 

DarkReborn

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Air doctrine, maybe Religions, with this I mean, for example, Christian nations start with the "Chsitrianity" tech that gives blah bonus and blah malus.

Muslims with muslim ones, and the same for Pagan, and Jewish (if any), I think its a good idea
 

Miihkali

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Right! That also solutes that problem about events like pope calls fore crusade. It launchs only if christianity tech is researched. Nice idea :D
 
Jan 22, 2007
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If you're including Poland-Lithuania, I've got a lot of information on the Livonian tribes you can have so that they can invade eachother in present day Lithuania and Latvia.
Also, why not make the Vatican independent in a loose alliance of Italian City States.
But have events so that when the Pope calls a crusade, selected nations stop fighting eachother and all send troops against the Seljuks, Mamluks or whoever.
 

Miihkali

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I finished religions. If you don't like them, just say... But I had fun when making them!



Also, always when you convert to new religion it causes five dissent. I like that idea :) but the main idea, is that there's also some researching in monotheism etc. then player can select some religion of them. Religions give 5 morale.

It looks quite empty, so suggestion are welcome!!
 

Crush3r

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*nitpick* It's Divine Right, not Divined Right *nitpick*
 

Spencer_123

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Miihkali said:
I finished religions. If you don't like them, just say... But I had fun when making them!



Also, always when you convert to new religion it causes five dissent. I like that idea :) but the main idea, is that there's also some researching in monotheism etc. then player can select some religion of them. Religions give 5 morale.

It looks quite empty, so suggestion are welcome!!

I've got a few Suggestions:

Meaby Christianism could be a branch of Judaism. Christianism could also divide into two Branches, Ortodox and Catholic.

About Islam, they have roots in Judaism, therefore, they could be a branch of Judaism . Of course, they should have two Branches, Shia Islam and Sunní Islam.

Also, Paganism, could be considered as the starting point, necesary to investigate Monotheism/Polytheism.

One last thing, great idea the dissent, but why not increment it a little? We have to take in mind that changing religion is a drastic change. How about 20 dissent?
 

Keisok

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I know this is supposed to be simplified, but there were more religions than this. You should add other forms of religion to the basics.

For example, christianity before this point was divided into Eastern Orthodoxy, the Catholic Church, and various heretical cults, the most notable of which is Arianism.

You should start with Paganism, and choose between Polytheism, Monotheism, and Philosophy.

Polytheism religions should include: Egyptian, Hellenic, Hinduism, and Shinto

Monotheistic religions should include: Christianity, Judaism, and Islam.

Philosophies include: Confucianism and Buddhism

Christianity should be divided into Catholocism, Eastern Orthodox, and Heretic.

Judaism is fine the way it is.

Islam should be divided into Sunni and Shi'ite

I'd have random benefits to the religions as well. Perhaps the Christian techs lower build time, but has an IC penalty, and Islam ups experience in values, but increases partisan levels.

There should be different benefits and disadvantages for the player to choos a religion.
 

Crush3r

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My plan:

Paganism - Polytheism/Neopaganism/Animism/Ancestor Worship (China)
Polytheism - Indo-European/Hindu/Shinto/Mezo-American/North American/Monotheism
Monotheism - Zoroastrism/Atonism
Atonism - Judaism - Christianity/Islam
Christianity - Orthodox/Gnostic/Catholic
Catholic - Protestant
Islam - Shiite/Sunni
Ancestor Worship - Philosophical - Confucianism/Taoism/Budhism
 
Mar 1, 2007
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Probably better not to give the religions any specific advantages, just the ability to build their respective temples [eg muslim -> mosque].
benefits and disadvantages should be mostly in form of increased relations with countries sharing your religion, and less dissent for invading a country with a different religion.

Atenism... you're roughly three thousand years off for a medieval mod.
 

Crush3r

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Guangxi said:
Atenism... you're roughly three thousand years off for a medieval mod.

But it was the prototype monotheistic religion, along with Zoroastrism, and it provided a basis for Judaism, as Jewish slaves living in Egypt were influenced by these ideas. I made that tree based on how religions evolved in time.
 

Miihkali

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First, it's better to not make specific advantages to religions. There couldn't be things, that judaism leads to christianity. Why? Because these religions ARE ALREADY invited. The point is you only can convert to some religion in this screen. Orthodox, Catholic etc. I could make, as well as Shi'ite and Sunna, but so many paganisms are useless, because there won't be specific events for them. Neopaganism in medieval era is also stupid idea :p About papyrus buttons we need ask from hannibal barca 2 if he comes back.