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Yes, I read all 29 pages, took me 3 hours over two days, and I removed half of "my" ideas as they were technically repeats..


1) I support the ideas of more/different manufacturies. My take would be to add a lesser manufactory. Same spot as proper manus, but cost less, dont contribute nor have incremental cost increase (or just a much smaller one). Perhaps a much longer build time too. The resulting bonus would be small, but then so would the cost. Random inventions/investment/etc event could then be done that creates one of these lesser manus

1.1) Have the normal Manufatories be more effective, but take a LOT longer to build. Historically building Cathedrals usually meant decades of employment for the town, but it also meant more taxes and the occational revolt. Perhaps have (normal) manufactories take a decade or longer to build, decrease the cost and offset by incurring a base (nationalism) revolt risk of 1% (which should also cause a reduced income). Once finished, the manu would then act as normal - reduce RR by 1% and improve income.

1.2) Have the manus be modable. In their bonuses, build time, cost, RR, etc..
including! the incremental costs (and which manus contribute, and how, to the costs)

ex:
I would redo arts as Cathedral. All specialized manus would give a much larger value to the appropriate battle/sea/stab bonuses, but be limited in number (or just make the increase cost 1000d). 'lesser' manufactory would add 1 to all fields :p



2) Remove build-one-thing-at-a-time limit.
When I finish/take a colony/province I want to order the building of a fortress, governor and bailiff. They will all take and finish at their own rate, and need the appropriate prerequisites (tech, buildings, etc) but allowing many things to be under construction at the same time reduces micro management for large colonial empires. I *suspect* it would also allow people to send 2+ colonists/traders at once to a province - and I like that idea alot.


3) would it be possible to have *construction* on a province cause a Revolt risk? It would make pt1.1 possible, make pt2 risky if one goes all out, and would also incur a RR for any province that has an ongoing conversion attempt or colonization (which I believe is also appropriate).



4) Population size, redo?
I understand that the population in the city is not supposed to be representitive of the whole province, but I wonder if something could be done with it. Such as:
The extra income/manpower based on population could have a smoother gradation. I have cities that are 20k, I rarely have cities that are 200k unless I sieze them from Italy/thrace.

4.1) perhaps have the population of the city represent the easy to which one can *sack* the province?
Historically, as cities grew larger their defenses became less effective per capita. Cities made more walls and made them bigger (like EU2 upgrade), but if they didnt expand those walls then odds are the city didnt expand or an ever larger part of their population was outside and unprotected. I propose having city size cause a negative defense value (and yes, Im aware the city populations are not representitive of the rural population, but thats another debate completely!)


5) the ability, be it game action or atleast events, to wipe out a colony under X population (3k?). Possibly incur a BB penalty.


6) BB gains/losses in commands/events/actions/etc. can be DECIMAL!
We have decimal BB values, but gaining or losing BBs by event (or game action?) needs to be an integer - why?
Perhaps Wiping out a colony or hiring a Pirate should gain you 0.1 BB.


7) Have additional "Random" hats. Currently every random event is put in the same hat (group) and only one is chosen per random occurance. With multiple "hats" random events could occur much more often.
ex:
hat0 = most of the regular stuff.
hat1 = HRE events
hat2 = colonization event
hat3 = empire integrity events (like giving Thrace to the Ottomans)

If random events occur every ~14 months, then during a ~14 month cycle a random event would be plucked from each of the hats: 4 events.

7.1) I would like the ability for an event to occur once every Y years (plus offset) without having to duplicate it for every time period. Im thinking:
random = no
repeat = yes
date = as usual
offset = as usual
death date = as usual


8) have the ability for conversion/heretic events target religion specific provinces.
I can see applications for Hussites, Russia, France, England, Ireland and Poland right off hand.


9) Have the ability to affect relations with ALL states of a religious group.

ex event: establishing an order of [your state religion] would give +5 relations with all members of [your state religion]
ex event (combining 8 and 9): "religious turmoil. The Cathlics of our nation are revolting, this must be an international conspiracy". -10 all catholic nations, revolt in 2 catholic provinces.


10) demanding tribute in a pace deal is limited by the losers treasury - why cant I demand more, and have him take a loan?
I realize it could be abused (siege a minor, get 100% war score, then demand 100% worth in tribute!) so have a limit, max of 25 ducats per province they own or their treasury value, which ever is larger.


11) Have Civil War be an event command.


12) My take on MattyG (and others?) idea of targetting regions:

We have seperate commands for revolt, and religious revolt.
Perhaps combine the two

command = { type = revolt data = X where = z }
x = what to target
(random, a specific religion, state/non-state religion, state/non-state culture, etc)
z = which province/area/region

ex:
command = { type = revolt data = reformed where = danube }
Would create a random revolt for one reformed province in the danube region.

ex:
command = { type = provincereligion data = noncatholic which = catholic where = Quebec }
Would convert a random non-catholic province in the Quebec region to Catholic, even if the owner's state religion is not Catholic/CRC.

ex:
command = { type = provincereligion data = nonstatereligion which = -1 where = northamerica }
Same command, different variable value, and we could get rid of the 'convert' command all together.


I am "tempted" to say allow many instances of 'data' to be in the command allowing you to specify what the target province must be
example: nonstatereligion, nonstateculture and nonpagan
command = { type = provincereligion data = nonstatereligion data = nonstateculture data = nonpagan which = -1 where = northamerica }

However, that assumes EU2 compiles a list of viable targets and then selects one at random (or some other system). If it selects random ones untill it finds one that satisfies the criteria, it could hang on the event for a noticable period of time.


13) Have the ability to repay loans before the due date.
13.1) would be nice if we could repay partially too - have a 200d loan? pay off ~40 every January and you should be fine rather soon :cool:
 
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Some I have copied from ideas/complaints in other threads/forums, some are original.
.. and some are my take on someone else's ideas.

Some may not be possible without much work, but I suspect it would not be too hard. 2) would be simplification of the code, I suspect. 3) could be annoying, but I suspect it too would be easy and quick. Copy the basis from from rebels/foriegners looting, change the %-age of incured RR and drop the looting aspect.

I've played with C and Excel macros, I have an appreciation of economical, easy and plausible coding, if limited :D
 
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thunderhawk said:
2) Remove build-one-thing-at-a-time limit.
When I finish/take a colony/province I want to order the building of a fortress, governor and bailiff. They will all take and finish at their own rate, and need the appropriate prerequisites (tech, buildings, etc) but allowing many things to be under construction at the same time reduces micro management for large colonial empires. I *suspect* it would also allow people to send 2+ colonists/traders at once to a province - and I like that idea alot.

nice.
 
14) duplicate the HRE system. A duplicate could be used for the Emperor of Japan, Emperor of China in a historical mod. I have a few other ideas..



15x) I consider this a rather major addition to the system, so I dont expect it to happen, but what better time then now to ask?

Adjust the way strait system works. Right now if you want to go from one land zone to another through a body of water, that body of water needs to be clear of hostiles - which I like. If however you link two bodies of water through land, it doesnt matter if the land is clear of hostiles. I would like it to act the same way as land-water-land, the land must be clear of those hosiles for you to cross through it. Preferably you would have to own the province or have military access to pass through it. The reason for this is that I wish to make a connection between the East Med Sea and the Redsea Sea, connecting through 745 Delta or 746 Egypt, to represent the old canal they had (Senusret/Necho/Ptolmey canal) - but I want to restrict who could use such a canal.

Part two.. is a building/structure/Manufactory that facilitates this connection (lets call it the "Canal_structure"). If there is no "canal_structure" - there is no means of traveling through the strait. Now, the above canal mentioned stopped working centuries before the EUII time frame - but I always wondered "what if" a sultan/prince/etc spent the money to recreate it.


This could/would also be usefull for future modders. If anyone creats a scenario set during the Roman era or earlier there are a few such canals in the world (1 in Greece and ~2 in China come to mind), and if one makes a mod that extends well into the industrial age there are several such canals that were/could have been built such as Panama, Suez proper, connecting the Great Lakes together, connecting them to the St. Lawrence Seaway (to the Atlantic), and of course the Midi-Garonne canal of France.
 
thunderhawk said:
14) duplicate the HRE system. A duplicate could be used for the Emperor of Japan, Emperor of China in a historical mod. I have a few other ideas..

Really, what needs to be better represented is the idea of states within states. This would help out a lot with historic civil wars.
 
Garbon said:
Really, what needs to be better represented is the idea of states within states. This would help out a lot with historic civil wars.
I concur.
Have any ideas on how to program such a structure?
Yoda and his team (team?) probably already have it covered, but we can give advice too, no? We dont have ownership of the ideas if they are posted here, so no worries from me.



My initial set of ideas all came with me sitting and doing quick psuedo code (in my head). Most are pretty simple. The hardest is
11) - which I would just make as a call function for the existing civil war command.

14) I suggest just duplicating the existing one and labeling them #2, #3, #4... it doesnt even have to be used - but having it available is nice.

12) I have a suspecion the .exe tags each province with a flag for each variable, and then compiles a list of all provinces that meet the flags when a command is fired. Defining more variables is not a problem.
Unless they have gone beyond 32767 variables already :eek:

13) and 15) are the only ones I cant put a simple psuedo code together in my head. :wacko:
 
thunderhawk said:
I concur.
Have any ideas on how to program such a structure?
Yoda and his team (team?) probably already have it covered, but we can give advice too, no? We dont have ownership of the ideas if they are posted here, so no worries from me.

As part of the team, I can only say: No comment. :eek:o
 
uhmm, maybe I'm making a repeat but, would you think about implanting national ideas and advisor system to EU2; along with reforming military command system on EU3 lines ? If there should be the possibility to add portrait pictures of commanders and advisors (like commanders of Victoria) it would also wonderful :rolleyes:
 
thoughts on this?

Once a province is captured and annexed there is a 3% revolt risk , which takes 30 years to clear. What I would like to see is the nation that has taken this province get something like a core given to it, a "secondary core" . This secondary core will be removed once another nation captures and annexes this province and the zero RR is attain.

example , SAC take Hanover, once RR is zero, SAC get a "secondary core" on Hanover, If DAN take hanover from SAC, then once hanover province RR is zero , SAC will have the "secondary core" for hanover removed and DAN will gain the "secondary core" over hanover.


NOTE: I do not want current historical cores on lands touched in any way or form
 
Garbon said:
What's the point of a secondary core?

30 years had past which is just over 1 generation, so that secondary core represents, a "permanent" ownership of these lands, I was then thinking to include somewhere down the track that the culture of that province ( if different) would be added to the owner of the province after 100 years
 
I think I already proposed here: four kind of cores
national province => same effect as cores as they are
claims => could be the secondary core and a way to drive AI for conquests (half effect of a full core and possible negociation in peace deals for core removal while national province can't be negociated this way)
colonial core => drive AI for colonization (same as claims but without economcal effect)
Tordesillas core => same effect as current rule (not negociable in peace deals for removal). Become colonial cores after Edict of Tolerance.

Of course, all kind of cores give CB against the owner.

About cultures, it can be a can of worms. Why would an entire culture be accepted if only one province (out of 30 for example) is owned?
Better have claims become national provinces after a while (could be ahistorical...) and economical malus thus reduced.
 
emir pasha said:
uhmm, maybe I'm making a repeat but, would you think about implanting national ideas and advisor system to EU2; along with reforming military command system on EU3 lines ? If there should be the possibility to add portrait pictures of commanders and advisors (like commanders of Victoria) it would also wonderful :rolleyes:
We don't intend to remake EU3 with EU2 engine. Not the same game and not the same players.

About commanders, pictures could be interesting (and no picture by default) but think to the required amount of work for AGCEEP... just as an example.
 
Garbon said:
As part of the team, I can only say: No comment. :eek:o
Well, don't I look like a fool. :rofl:



BTW..

16) more CRC like religion/options. No province can be CRC, but the state can be. Might be nice to have such options for other "religions" and moddifiable.

Off hand Im thinking of using the CRC mould to make "secular" state religion where each religion is NOT tolerated (-30%, to represent the lack of religious leverage over the people) but in its place it would be more efficient (modifiable in the religion.csv) to offset that -30%, Im thinking a flat +20-25% making it viable.


17) moddifiable vassalship effects, and perhaps even several types of vassalship. Such that the British/Dutch/etc east india/etc companies could be done by vassalship of an Indian state(s) with higher transfers of income and manpower, while other vassalships could be weaker. Default vassalship would be as is, but diplo-vassalsip could create a light vassalship that become a full vassalship after an ~random amount of time (25years + 0-10years) and high relations.
 
It should be possible to display borders in the religious mapmode.

Should MAs (from diplomatic deals, not peace deals) be free, like they are now? I think the target nation should get some money for keeping your armies and fleets supplied. For example 0.1*(number of provinces target nation got) ducats per month or year.
 
Olav said:
It should be possible to display borders in the religious mapmode.
Good idea and not hard to do (I think), but we'll need some way to differentiate country borders from the HRE border.

Should MAs (from diplomatic deals, not peace deals) be free, like they are now? I think the target nation should get some money for keeping your armies and fleets supplied. For example 0.1*(number of provinces target nation got) ducats per month or year.
Possibly, but this is only a very small thing and I personally don't like introducing small complications.
 
MichaelM said:
Good idea and not hard to do (I think), but we'll need some way to differentiate country borders from the HRE border.
We could have a different color for HRE borders and still use red for country borders. HRE borders will be drawn on top.
 
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