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Stingray

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Phew, I've got no idea how this'll look, and since I'm too tired to check this'll look kinda strange. Anyway, I've done some early skisses on the raiding events and I need some feedback from someone, my changed might be too drastic.

event = {
id = xxxxx
trigger = {
event = xxxxx #raids#
}
random = yes
country = u10
name = "Raid"
desc = "A band of vikings have made an successful raid on an Skraeling village. As king you are entitled to part of the loot."
date = { day = 1 month = january year = 1419 }
deathdate = { = 1 month = january year = 1520 }
style = 0
action_a = {
name = { "Good"
command = { type = treasury value = 25
command = { type = relation which = u11 value = -5 }
action_b = {
name = "We will not support this"
command = { type = relation which = U11 value = 25 }
command = { stability value = -1 }
}
}

event = {
id = xxxxx
trigger = {
event = xxxxx #raids#
}
random = yes
country = u10
name = "Raid"
desc = "Our warriors have successfully raided an Vinland village. As cheif of the tribe you are given part of the loot."
date = { day = 1 month = january year = 1419 }
deathdate = { = 1 month = january year = 1620 }
style = 0
action_a = {
name = { "Accept it"
command = { type = treasury value = 25 }
command = { type = trigger which = #viking revenge, blot, event#
action_b = {
name = "Decline it"
command = { type = relation which = U10 value = 25 }
command = { type = stability value = -1 }
}
}

event = {
id =
trigger = {
event =
}
random = no
country = u10
name = "Blot"
desc = "The skraeling have raided on of our villages!"
date = { day = 1 month = january year = 1419
deathdate = { day = 1 month = january year = 1620 }
style = 0
action_a = {
name = { "Crave blood"
command = { type = stability value = 1 }
command = { type = relation which = u11 value = -20 }
action_b = {
name = { "Leave it be"
command = { type = stability value = -2 }
}
}
 

Languish

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Originally posted by Captain Krunch
What are these new concepts? :eek:

I am at work right now, so cant really go into huge detail. When you get the latest download you will notice it has made quite a few changes structurally. Several events have been extensively re-written, amended or simply removed. I have essentially totally fleshed out the scenario up until 1517 or so.

I am however toying with the extent and scale of the micmac "kingdom" and their relationship with the huron. I kind of now wish i hadnt suggested adding them, or at the least scaled their size down somewhat. Their relationship with the huron is wholly unrealistic and is plaguing me now. I am presently "balkanising" the north american coastline with several smaller nations in an attempt to see if this works.

Anyway, it is all subject to a general agreement to those involved, and if it is met with hostility i will withdraw it. I am spending a great deal of time getting it right so we shall see.
 
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Originally posted by Languish
Anyway, it is all subject to a general agreement to those involved, and if it is met with hostility i will withdraw it. I am spending a great deal of time getting it right so we shall see.

Well, that depends on who's stuff you are cutting out.. :eek: :D ;)

Overall, sounds pretty good though.
 

Jester

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Great Story

A quick post.

A Great Mod...I just played the Vinland Mod last night till about 1460's or so, and it has been a blast. I feel like I am part of a story....you can tell that a lot fo tender loving care has gone into the events of this mod. I stayed up till 2 am playing it...WAY past my bedtime.

I allied with the MicMac in the beginning, took a province from the Huron and got a peace from them rather quick. Let That Skald travel thru the Indian lands (What does that cause anyway?) Then the whole incident with the widow of the King led me into a long bloody drawn out war with the Huron, that eventualy led to revolts on my home island causing my government to fall giving the Huron back their province I had took from them before. Then I had the Crazy guy become King and Now I have Indian culture, and Pagan Techgroup. I hope there is a way to get out of this techgroup later on ?
My current goals are to colonize as much as possible, and try to possibly vassalize the MicMac. Cant wait to see what happens next.

Lot Of Fun

Best Mod I have played yet.

Late,
Jester
 
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Re: Great Story

Originally posted by Jester
A quick post.

A Great Mod...I just played the Vinland Mod last night till about 1460's or so, and it has been a blast. I feel like I am part of a story....you can tell that a lot fo tender loving care has gone into the events of this mod. I stayed up till 2 am playing it...WAY past my bedtime.

I allied with the MicMac in the beginning, took a province from the Huron and got a peace from them rather quick. Let That Skald travel thru the Indian lands (What does that cause anyway?) Then the whole incident with the widow of the King led me into a long bloody drawn out war with the Huron, that eventualy led to revolts on my home island causing my government to fall giving the Huron back their province I had took from them before. Then I had the Crazy guy become King and Now I have Indian culture, and Pagan Techgroup. I hope there is a way to get out of this techgroup later on ?
My current goals are to colonize as much as possible, and try to possibly vassalize the MicMac. Cant wait to see what happens next.

Lot Of Fun

Best Mod I have played yet.

Late,
Jester

Glad to hear you like it. :)

It sounds like you decided to take the tough road by going with the crazy guy. There isn't much if anything good that comes from choosing him, aside from an added challenge. But don't worry, there is a way to go back on track later on.
 

Stingray

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A Great Mod...I just played the Vinland Mod last night till about 1460's or so, and it has been a blast. I feel like I am part of a story....you can tell that a lot fo tender loving care has gone into the events of this mod. I stayed up till 2 am playing it...WAY past my bedtime.

Sounds a lot more fun than my game... I got a quick white peace with the huron. Then I used the start explorer to find cheesapeake, which I colonised. With that as a base, I invaded the lenape, and so on and so forth. In the 1700 now I rule all of north america, plus central america and western south amerca... I really should try a peaceful game sometime... (This post should probably be deleted, as it serves no apperant reason at all but to raise my post count, and humiliate myself in public...)
 

Languish

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I have had a long rethink about the way the scenario begins as i began this new version, chiefly on the extent of the natives and the overall situation in vinland. I have personally decided to greatly alter the way the micmacs begin at the start of the scenario. Their relationship with the vinlanders is neutral, but not as close as it appears in the current release. This is only being done because i am the only one compiling the events, however should it be met with intense opposition, i will drop it... and probably management of the scenario altogether. I dont want to say its my way or we dont do it, its more i have made these changes (and others to come) and invested a great deal of time in them. If they cannot be universally accepted i simply dont have the time or willpower to do it all again :) (nothing sinister honest!!!) If someone else wishes to take over if that happens then i am 100% cool with that.

As you can see i have reduced the micmac to all but a slightly more "clever" tribe. I have also included several new tribes allowing for a slightly balkanised north america. This should keep things interesting and realistic without duly affecting either vinlander ambitions or subsequent european colonisation.

Here is a draft list of some of the changes currently done, being done or possibly up for consideration.

Set-up Changes

I – Micmac Specific

1. Micmac now no longer possess the provinces of Isle Royal, Bas St-Laurent, and Megantic. They have also been removed as national provinces, they do however know of their existance. The sprawling kingdom came to be somewhat unrealistic when you compared it to true historical boundaries.
2. Micmac now no longer shares a common border with the Huron.
3. Micmac / Huron Emnity is now non-existant, and they do not know about each other anymore.
4. Micmac shield/flag greatly simplified. The current one is too modern (I did request it originally).
5. Nova Scotia Population increased from 100 to 1000 (to compensate for the loss of the other provinces).
6. Fortress in Micmac capital province removed.
7. Micmac made slight more innovative due to their exposure to vinland, their lifestyle and trade. This compensates marginally for the loss of events, etc.

II - Vinland Specific

1. Leifsbudir Population increased to 4500.
2. Eiríksbudir Population increased to 2000.
3. Ferjuvogur Population increased to 2000.
4. Starting relations between Micmac and Vinland are now 0.
5. Markland/Helluland now larger TP's instead of lvl 1, because though not settled they are extensively occupied and developed.
6. Base tax of vinland provinces slightly increased, along with their income.

III - Miscellaneous

1. Lenape will be based (i.e. their capital is in...) Delaware and they will continue to own the manhattan province.
2. Include Pequot in Connecticut (Province 102), this is also the location of the narrangasetts but unfortunately impossible to "add".
3. Include Mahican in Catskill (Province 88). Bad relations with Mohawk.
4. Include Susquehannock. Make aggressive and anti-powhattan.
5. Include Powhattan. Defensive, and bad relations with Susquehannock.
6. Include Mohawk (Province 100) at Adirondak. Its the only possible (as realisitic as i can be) location in EU2. The province named "mohawk" has no bearing on the actual location of the mohawk homeland. This also places them well vs. Mahican in the catskill. Bad relations with Mahican.
7. Iroquois to be reduced to a more realistic homeland of Onandaga, Mohawk and Oswego (Provinces 89,90,91). Mohawk will be vassals (part of the confederacy).

Event, Monarch and Leader Changes

IV - Micmac Specific

1. Only events 18201 & 18202 (snorri) remain.
2. Machk (Leader), and thus entire leader file removed.
3. Monarchs culled to historic only (i.e. Chief Membertou).

V - Vinland Specific

1. Event 17200 (alliance) is removed.
2. Event 17209 edited to remove trigger for micmac event.
3. The arrival of christianity is now no longer dependant on choosing kolbeinn during the elections. Missionaries arrive, unexpectedly, during the late 1480's and exactly what happens depends soley on the situation you find yourself in at that time. Kolbeinn for example would probably be very welcoming, whereas if you have just restored the Asa faith they are likely to be executed or ignored...
4. Military Leaders spruced up a little bit. The seemed to lack a little "oomph" that i felt that they should have. There have been tiny changes here and there.
5. Generally streamlined events and descriptions to keep consistency and relevance.

VI - Miscellaneous

1. Random events to be extended to new tribes in the local vicinity (i.e. alcohol sales, snorri).
2. Events 17108, 17109 (visionary), 18103, 17114 (warming of ties) removed from the random events because they were 1, inappropriate during play and 2, irrelevant.

* I will be adding other things as i go, this is technically work in progress.
 

Languish

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Re: Great Story

Originally posted by Jester
A quick post.

A Great Mod...I just played the Vinland Mod last night till about 1460's or so, and it has been a blast. I feel like I am part of a story....you can tell that a lot fo tender loving care has gone into the events of this mod. I stayed up till 2 am playing it...WAY past my bedtime.

I allied with the MicMac in the beginning, took a province from the Huron and got a peace from them rather quick. Let That Skald travel thru the Indian lands (What does that cause anyway?) Then the whole incident with the widow of the King led me into a long bloody drawn out war with the Huron, that eventualy led to revolts on my home island causing my government to fall giving the Huron back their province I had took from them before. Then I had the Crazy guy become King and Now I have Indian culture, and Pagan Techgroup. I hope there is a way to get out of this techgroup later on ?
My current goals are to colonize as much as possible, and try to possibly vassalize the MicMac. Cant wait to see what happens next.

Lot Of Fun

Best Mod I have played yet.

Late,
Jester

Glad to hear you like it, unfortunately the events die off as you approach the early 1500's, however we are working on this right now.

Suprised to hear you went with the heresey :eek: but it can be a lot of fun :)
 

Havard

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Originally posted by Languish
... and then there was silence... again :rolleyes:
Oh, come on! What do you expect? We know you are working hard on a heavy redraft, but don't know what you have changed or to what extent... How should we comment on that?

I was just about to post a comment to your summary from earlier today, btw...

IMO it looks good. :) I'm wondering a bit about why the leaders had to be upped a bit (usually they are just too much of an advantage), but will await further comments on that until I have tested it.

About the lat 1480ies missionaries... Isn't that a bit early? Considering it's years before Columbus...?


About the later events... Any ideas? Need any help?
 

unmerged(11086)

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I think toning down the Micmac is a good idea. Although I liked being sucked into the story right away with that alliance event.

I am a little worried though, that after reworking the first hundred years (and possibly making them even more exciting), the latter parts of the game are still kind of barren.

and that to me is the main "flaw" of the scenario as it is right now, is keeping you from bringing out v1.0 and attracting tons of creative, contributing people.
 

Languish

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Originally posted by Havard
Oh, come on! What do you expect? We know you are working hard on a heavy redraft, but don't know what you have changed or to what extent... How should we comment on that?

I was just about to post a comment to your summary from earlier today, btw...

IMO it looks good. :) I'm wondering a bit about why the leaders had to be upped a bit (usually they are just too much of an advantage), but will await further comments on that until I have tested it.

About the lat 1480ies missionaries... Isn't that a bit early? Considering it's years before Columbus...?


About the later events... Any ideas? Need any help?

Sorry Havard... fortunately though it got an excellent response from you. I have not actually changed any leader just yet, and was rather hoping that would attract a comment. A couple of the military line i felt needed maybe a +1 here and there, but nothing certain just yet.

With regards to the missionaries... the event occurs specifically in 1488, but to convert often occurs later based upon this event. For example if the circumstances are right, Kolbeinn hinn gamli dies in 1492... converting on his deathbed, as does Þorgils ógæfa assuming he hasnt just restored reason (and the Asa faith), in which case the missionaries are despatched as another heretical threat to the newly restored faith. When you read the event description hopefully it will make more sense and play a little logically... if it doesnt then we will of course change it.
 

Languish

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Originally posted by Ex-Lurker
I think toning down the Micmac is a good idea. Although I liked being sucked into the story right away with that alliance event.

I am a little worried though, that after reworking the first hundred years (and possibly making them even more exciting), the latter parts of the game are still kind of barren.

and that to me is the main "flaw" of the scenario as it is right now, is keeping you from bringing out v1.0 and attracting tons of creative, contributing people.

The Alliance event was designed to start the vinlander player off right away, but often it proved useless. Yes you could ally with the micmac and attack the huron, but this often proved a logistical nightmare. You would often use the scarce and small fleet with Geir to explore, and assuming you had no attrition heading down the coast of north america you still had to split your home army to transport a piddly 2k force to huron territory where victory (as i found out) was generally hard to secure. Upping the event to provide troops and ships was the other option however tied into general scenario changes it became invalid.

The latter parts of the game were always barren, however now that i have pretty much added in everyones events, reworked the earlier events and their descriptions not only should it make more sense, play more relevant, it now crucially paves the way for the future past 1517/1530.

I think to test this scenario we will bring out one final beta, prior to the full release... and probably in a few weeks time at the most.
 

Languish

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Originally posted by Havard
About the later events... Any ideas? Need any help?

Absolutely. I have not changed anything at all on the monarch file so possible events and ideas we need to address are as follows:

1. Events dealing with the struggle for power with the thing, ending with the despotism of Herjólfr illugi (bad-thought, evil-mind) from 1573 to 1621. We perhaps need some events relating to political problems leading up to 1573 as a precursor to this event.
2. In 1621 either the kdm of vinland is established under Hálfdan ofláti, or the second republic is established under Hafnar-Einarr Hrafnason. What determines which line is activated? Presumable if you elected Kolbeinn (and the first republic) you naturally get the second republic? Or is it another election? This also poses the question how is Herjólfr illugi deposed?
3. In 1740 Grímr Snorrason unites both branches... again what is the catalyst for this?
4. In the late 1700's we need to discuss events leading to the possible formation of the USV (united states of vinland).

I think if we addressed these key points, and added in some events per ruler we could release the first official release.
 

Havard

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Originally posted by Languish

With regards to the missionaries... the event occurs specifically in 1488, but to convert often occurs later based upon this event. For example if the circumstances are right, Kolbeinn hinn gamli dies in 1492... converting on his deathbed, as does Þorgils ógæfa assuming he hasnt just restored reason (and the Asa faith), in which case the missionaries are despatched as another heretical threat to the newly restored faith. When you read the event description hopefully it will make more sense and play a little logically... if it doesnt then we will of course change it.

Ok. I won't complain more about this :)




Absolutely. I have not changed anything at all on the monarch file so possible events and ideas we need to address are as follows:

1. Events dealing with the struggle for power with the thing, ending with the despotism of Herjólfr illugi (bad-thought, evil-mind) from 1573 to 1621. We perhaps need some events relating to political problems leading up to 1573 as a precursor to this event.
2. In 1621 either the kdm of vinland is established under Hálfdan ofláti, or the second republic is established under Hafnar-Einarr Hrafnason. What determines which line is activated? Presumable if you elected Kolbeinn (and the first republic) you naturally get the second republic? Or is it another election? This also poses the question how is Herjólfr illugi deposed?
3. In 1740 Grímr Snorrason unites both branches... again what is the catalyst for this?
4. In the late 1700's we need to discuss events leading to the possible formation of the USV (united states of vinland).

I think if we addressed these key points, and added in some events per ruler we could release the first official release.
Re: 1. I started on a few scetchy events around Herjólfr illugi a little time ago... I was thinking of a kind or "Time of Trouble"... :D

Re: 2./3. I'll take a look into the later part of the monarchs list and see what I can do there.

Re: 4. Who suggested the USV, btw? Maybe he could do a little here?
 

Languish

Fighting the Boredom
Apr 17, 2002
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Monsieur le Krunchy suggested the USV, and devised a good event for it... though it went slightly to far in your opinion i still feel it could be slightly adapted and used.

I like the idea of a "time of troubles", i might take a look at the russian events to see how they fire off and what they generally do.

I am rapidly finishing this first beta, i have been bug testing it this morning and think i have isolated the last few. Events up to c. 1517/30 are complete as far as i can tell.