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
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
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
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
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