where you see one hurtling towards you and then it depopulates several counties/duchies/kingdoms. You then have the option to forge a +3 sword inheritable sword from its ore.
- 7
I feel like the events that grant prosperity don't give you enough... visible benefit?
I spent a hundred years choosing every event to make my capital county prosper, getting those other events that increase prosperity like troop training, etc. And even the "significant boost to prosperity" event that costs a ton of money. In spite of all of that, my capital prospered the same year as its neighbor, flourished the same year as its neighbor, and neither has ever hit booming after so long.
I guess I just have bad RNG but I really wish I could see a progress bar toward gaining prosperity or something, because right now it feels like "prosperity increased slightly" means nothing.
So that's what -1 stability looks like.
Although he is onto something. Now that we have prosperity and depopulation: we have several events that give us greater prosperity, and mostly disease and warfare to depopulate. So once we're stable enough, it's basically infinite positive prosperity. There's plenty of room for natural disasters, poor harvests, economic flops to reduce prosperity or even invoke depopulation.
Take this idea, expand on it.
I've been thinking of doing a natural disasters mod for quite a while now, but I've been holding off because of a) the run-up to the Reaper's Due release and b) real-life concerns. Probably I won't go for comets immediately but I've had all sorts of ideas about floods, little ice age-related climate change, earthquakes, volcanoes etc. During the middle ages there were no devastating asteroid impacts of course, but there were a few very large volcanic eruptions in the tropics that affected climatic conditions worldwide. There was a gigantic eruption in 1258 for instance which triggered a drop in global average temperatures of two-and-a-half degrees. The location of the eruption has been a mystery for decades but it was recently resolved to Rinjani on the island of Lombok in Indonesia. There was another smaller eruption later in 1452 which also had climatic effects.
Tax modifiers in provinces exist anyway, not just as diseases, but yeah the plan (before Reaper's Due at least) was to use province modifiers to simulate the effects of different natural disasters. Now I'm thinking of more on the lines of prosperity reductions, possibly with province modifiers as well.Last year I was trawling through the disease files and realised that they could be modded to create a benefit rather than a penalty. Diseases have ratings such as spread rate, chance to infect characters etc as well as province effects, so I imagined a "disease" like "gold mine discovered" that had zero contagion but which added a big positive City Tax modifier for a fixed period, say 10 years.
I also thought that with the new(-ish) introduction of the concept of regions you could localize new "diseases" to hit just certain areas. I'm thinking here of volcanoes in Sicily, earthquakes in Asia Minor, floods in the Danube/Nile/Tigris/Euphrates deltas and so on.
The diseases mechanics could be used for all sorts of random localized effects, not just diseases and not just bad things.
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There aren't that many active volcanoes in the CKII map so it's possible to give each of the really important ones its own modifier. That way when an eruption event happens it will be tailored to the eruption style of that specific volcano. Mt Etna or Stromboli might have some mild affect on piety or prestige, perhaps even a positive one, whereas an eruption of Vesuvius would have devastating effects on prosperity.
Some of the planned disasters.You could make one event chain with a MTTH of say 10000 years that effectively wipes the entire province clean of all holdings and wipes out half of all buildings in all adjacent provinces.
It would be kind of neat seeing southern Italy colonised by nomads after the Big One . . .
Sacrifice a human heart to appease the comet!It's the economy fools!
My liege, a meteor has hit the province of Finnmark!You could make one event chain with a MTTH of say 10000 years that effectively wipes the entire province clean of all holdings and wipes out half of all buildings in all adjacent provinces.
It would be kind of neat seeing southern Italy colonised by nomads after the Big One . . .
Some great suggestions in here. However I have or question, with these events is it possible to script the disaster events to remove holdings? So let's say I have a church, city and castle built in my capital. Would it be possible to script a giant sinkhole event that swallows my city and destroy it?
And a question to expand on my previous, is it possibly to permanently remove a holding slot? So if I had 6 slots it'd remove one and if only have 5?
a) Yes you can script an event to remove an entire holding.
b) Not sure if you can script to remove a holding slot. PDX just added the ability to mod in an effect to add a holding slot in the last patch, I haven't looked at the syntax yet so I don't know if this can take a negative value.