Thanks for the support and comments everyone.
There would need to be 1 thing to enable this to
work cleanly, and it would need to be added to the base game engine (i.e. doesn't appear to be moddable).
You would need a is_marriable flag added to characters. When the game engine decides to whom they should marry off, this flag would be checked and skip those with it set to false.
You can get around this via using a sweep action that runs continuously to clean all characters in your country with this flag set and married, but that seem like an excessive drain on the resources as a workaround. Unfortunately this would just remove (annul?) any 'unapproved' marriages.
I like the new graphic to the mini-mod.
Is the localization for events 187001 & 187002 missing?
Maybe a sweep for only the player and only their heirs would be ok. Then you could marry them off at will. I must have another look at marrying from different countries.
Cheers, for finding the missing event localiations, I cant find my original test mod to see if I ever created them but will add them in shortly.
And thanks for your Mod, its a great addition.
whenever I try to start the mod, it brings me to the loading screen and gives me this message before crashing.
"File exception:
Exception in: .\discfile.cpp, line: 424. Description: Could not open file: common\countries/pirates.txt"
my vanilla version of Vae Victis works, yet mods like yours or lofmans are not. lofmans has worked up until now. I have even tried reinstalling everything.
any tips?
Sorry War, not sure about that one. Really strange, sounds like your installation must be corrupted but you have said you have reinstalled it. Epigoni Mod and LofMod dont touch the pirates.txt file.
What version of the game are you using ?
I rate this mod as cool. It adds much flavour to the game.
There is one serious imbalance though. All the newly emerged nations can be DOWed at will because of the no stability hit DOW penalty for highly civilized nations. In less then 5 years the player can annex/make tributaries of most of the new minors easily.
I dont believe that this is directly moddable and I think it was orginally brought into the game because people were complaining that the original penalties were to high. Rome could never conquer the Med in the alloted timeframe.
I have weakened the manpower of the big four and the generalship of the Seleucids and Ptolemies. Have you tested it with Epigoni Mod in a long term game ?
A stability hit would work gameplay-wise in hindering mass-annexing, but would hardly accurately represent the reason why, for example, the Macedonians didn't rampage through Illyria in a couple years. Macedonian society wouldn't be severely affected by sudden war with a barbarian Illyrian neighbor, casus belli or no, like a European nation would when attacking another in the 18th century. Gaul, Spain, and Illyria took awhile to be conquered because it was simply hard to do so, and there were zillions of angry natives. So larger armies allowed in the one-province barbarian states, perhaps coupled with higher revolt risks once capturing these provinces, would be a better deterrent to performing a Blitzkrieg.
I guess the three relevent modifiers to hinder a Blitzkreig are:
- stability
- revolt risk
- war exhaustion
I know one of the earlier mods SPQR tried to stop the Roman Blitzkreig in Gaul via a series of events, mercs, money, etc but I am not sure how successful it was.