idk, maybe they just spawn and declare war on all nations, or be like privateers, or the start date can be after they conquered cyprus and ravaged all the empiresHow do you think you'd model the Sea Peoples?
idk, maybe they just spawn and declare war on all nations, or be like privateers, or the start date can be after they conquered cyprus and ravaged all the empiresHow do you think you'd model the Sea Peoples?
Well we should remember the Sea Peoples weren't like an organized state, they were migrations of people, likely for climate change reasons. What might work better is suddenly tons of locations get huge migrant waves of Sea-Peoples who form a micro-nation like a mercenary company. This also creates unrest in an area, and eventually they'll spawn large revolts, forming small kingdoms and forming large armies. We should note the Sea Peoples for all the chaos they brought never formed an independent kingdom, and eventually diffused into the local population.idk, maybe they just spawn and declare war on all nations, or be like privateers, or the start date can be after they conquered cyprus and ravaged all the empires
It'd be interesting to see a mod that takes place entirely within a city. There was a mod that didn't get too much updates set in a zombie apocalypse in DC.Don't forget the more provinces/locations ect. mods like Beyond Typus or Voltaire's Nightmare.
That's sort of how I feel about the characters in PC/EU4. I don't care even the tiniest bit who my ruler is. They are just a bundle of stats/bonuses who I will happily let get deposed or die in a "hunting accident" if I can replace them with someone better. "Me" in these games are the nation, so the characters are totally irrelevant as long as the nation survives. Like, EU4 gives names to generals, advisors, and rulers and I don't think I'd be able to tell you any of them, even immediately after they spawned.My main issue with CK is that I don't want to play as a family, I want to play as a nation.
Fingers crossed. A reliable later start date mod is the one I'll be looking forward to the most. The start date is probably the biggest thing I dislike about what's currently been announced.We'll get an alternative start date mods first, most likely 1453 or something like this.
I mean- I like the idea of them better unifying stuff like how a monarch can be a general, or how a monarch leading a personal union between two countries isn't two people, or how Leonardo Da Vinci can actually travel to the different courts of Italy. I think in that aspect I can appreciate the character system. I even think it'd be fun to play as a character starting off as like a mercenary and working your way up to rule your own country, though I naturally think it should have a smaller place in Project Caesar than in Crusader Kings.That's sort of how I feel about the characters in PC/EU4. I don't care even the tiniest bit who my ruler is. They are just a bundle of stats/bonuses who I will happily let get deposed or die in a "hunting accident" if I can replace them with someone better. "Me" in these games are the nation, so the characters are totally irrelevant as long as the nation survives. Like, EU4 gives names to generals, advisors, and rulers and I don't think I'd be able to tell you any of them, even immediately after they spawned.
This is in contrast to CK3 where I do care about my current character (most of the time) since "me" is the character and the family more generally.
Fingers crossed. A reliable later start date mod is the one I'll be looking forward to the most. The start date is probably the biggest thing I dislike about what's currently been announced.
That's something I wonder about when it comes to being a mercenary company. If someone isn't currently paying your bills, how do they feed themselves? Most countries made rampant hunting illegal poaching, specifically to prevent over-hunting. And if you extort the peasants for their food in times of peace the King will get his knights to disperse your ass cause that's his job.I am no modder, but if it's not in the base game, I hope modders will exploit the new country types to the most extreme boundaries this system can reach.
Like, we know armies use food reserves from the places where they stand.
How about playing as a wandering army aiming to survive and grow, needing more and more food to feed its manpower the more it increases (or else facing losses, with the risk of dissolving) and at some point having to squat in owned locations (since they produce more food) and fighting settled nations that try to get rid of these wanderers? You wouldn't have to conquer land, ever. Just keep moving!
Given that Project Caesar aims for such a long time-frame, maybe a medieval mod can start as far back as the collapse of the Roman Empire, and the Islamic conquests?Really hyped for a Middle Ages mod. Ck3 has been a terrible disappointment for anything thant the Sims Medieval, and this will play nicely to navigate all the cool events and transformations of the middle ages.
Honestly it probably could. You'd likely need to whip up some character-specific stuff to keep things going, but yeah there's nothing really stopping you from drawing out this game's timeframe to be... as long as you can possibly imagine.Given that Project Caesar aims for such a long time-frame, maybe a medieval mod can start as far back as the collapse of the Roman Empire, and the Islamic conquests?
Honestly it probably could. You'd likely need to whip up some character-specific stuff to keep things going, but yeah there's nothing really stopping you from drawing out this game's timeframe to be... as long as you can possibly imagine.
Though things like emerging cultures/religions might become a bit of a mess.
Yeah, I made a whole discussion on another thread about how cultural assimilation should work.Honestly it probably could. You'd likely need to whip up some character-specific stuff to keep things going, but yeah there's nothing really stopping you from drawing out this game's timeframe to be... as long as you can possibly imagine.
Though things like emerging cultures/religions might become a bit of a mess.
yeah I don't think this will happen until a mid 15th century start date mod is built, I'm pretty sure the mod creator has said as much.-Third Odyseey 2
One of the quirkier big mods, while I'm sure they can have a lot of fun with the new game mechanics, I don't think there's too much they'll need to overhaul since it doesn't change too much of the core mechanics. The only issue I think is that the 1337 start date means the imminent Ottoman invasion isn't upon them. I still hope Paradox adds a 1444 start date to Project Caesar though.
Well I imagine if Paradox doesn't do it, it'll probably be real easy for Modders to do. They seem to have given most nations content for at least a good century, and you can take a lot of your cues from EUIV's map start-date (as opposed to needing to do all your own research from scratch). Main issue will likely be determining development at start (since it represents different values than in EUIV) and population sizes.yeah I don't think this will happen until a mid 15th century start date mod is built, I'm pretty sure the mod creator has said as much.
Yeah, there's definitely engine capability. Challenge is mostly the sheer volume of script necessary to make it adaptable and dynamic.Yeah, I made a whole discussion on another thread about how cultural assimilation should work.
I think reasonably you could model arabization as simply the migration of large numbers of Arabs as the Muslims conquer their way through everything, and have them morph into localized variants. I believe Paradox has already discussed the formation of new cultures like the Scots-Irish so the mechanics would be there.
What would be trickier would the germanic invasions and the formations of modern/precursor cultures of modern european states, like the Franks turning into French.
I see modded earlier start dates less as a means to play for longer and rather a way to experience the game mechanics in a different world set up. So if a mod would give us a 1066 start date, and you only play to 1366, I would still consider it a successful and worthy mod.Yes thats the problem with pushing things SO far back. The world becomes so messy and unrecognizable by the time you reach the 1337 date that you dont want to keep playing.
You can always railroad it all with script, but that is a lot of extra work, as you have to think about lots of potential contingencies and code events and such for all of them so things return to a more historical set up