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somerandomperso

Corporal
54 Badges
Nov 29, 2014
46
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First, sorry for bad english, and sorry if im suppoused to post ideas somewhere else because im new in the forum, but i have two ideas:
My first idea is to become a legend. Im sure that thats actually the idea of the mod, create legendary characters such as Megas Alexandros. So i have this idea: Becoming a legend. How do you do that? Well, my idea is that if you have the modifier that has a descriptions that says something like this: "Some characters have the right of being a legend. This character is the Alpha and Omega", a lot of prestige and founded an special empire you can choose the decision of become a legend. When you do this you loose piety but win prestige, and you earn the trait "Legend". The event that appears then is like creating a rune stone, you choose what it would be about and when 100 years pass you can see the legend complete. After the legend is complete you will earn the "Legendary bloodline" trait. Then theres a little chance of a religion called "Legend cult" appear. The decision can be choosen if you are the play, so it wont happen more than one time.
And for cultures: I think that if you are a tribal culture (The culture of greenland, most of the african cultures, mongols, etc.) you should have the option of becoming civilized. Once this happen you will earn a huge amount of prestige and you will earn a new culture with some bonus like new CB that the old culture didnt have, more chance of chaging the culture of another tribal county, etc.
Those are my ideas. Sorry again for bad english and sorry if i should put my ideas in some other place.
 
Hi, thanks for the really creative suggestions.

On "becoming a legend", I think your idea fits actually quite well with the spirit of LI. Creating a new "legendary bloodline" dynamically would be very exciting, under extremely restrictive conditions. Coding all this would be quite a task, though. / Edit: this is close to the more realistic idea of recycling code created specifically for Luwians ("become Arinniti's consort") and extend it to all religions, in relation to the "possessed" trait and under some challenging conditions.

On "becoming civilized", well something similar to what you describe is already modelled by the possibility for these religions to reform. The logic is slightly different than in Vanilla, as we want to avoid presenting "reformed" versions as necessarily superior. They are more stable, sure. But unreformed religions, while unstable and more dependant on the qualities of the ruler, have a whole module ("Clanic Politics") ensuring that they can be very competitive if the ruler has high authority (mostly). See the manual in SELIN's presentation for more details (follow my signature).
 
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Thanks. Maybe i didnt understand well, but if i did, i think you said that reforming the culture is equal to reforming religion and shouldnt be added, right? Well, actually cultures has its own stats, for example, different casus bellis, more probability of chaging culture on other counties and, probably the most obvious thing, cloth and buildings. Maybe some player think that their actual culture doesnt have enough casus bellis, or they are having a bad time with cultural rebelions, or they just doesnt like that their character is a savage. Then becoming civilizated helps in those things. However, incivilizated culture can do things that civilizated cant, for example looting. For example, in vanilla ireland is catholic, but most of them can loot because they are tribal, while other catholics cant because they are civilizated. So yeah, civilizated cultures wont have a lot of advantage on tribal cultures.