It has been quite a while since I last divulged some news about my little pet project, so this time you get something big... 3mb worth actually 
More on that further down. First we have a general status update on the project and it's progress.
A couple of weeks after the last teaser I managed to find a way to make coalitions between the political factions in the republican government which was the last problem I needed to overcome to have proof of concept for every module I intend to include in version one of the mod.
Unfortunately this only leaves me with several thousand decisions and events to write along with localisation for everything - and being a problem solver by nature it is a lot harder to find the motivation for the more grinding part of the workload. On top of that the prospect of bug hunting in all that script almost reduces me to tears
That being said, I do intend to continue and finish the work because I really want to play the mod! I just need to find a way to automate the scripting of decisions and events, because writing the decisions to change laterally and vertically between the 260+ types of government in the mod manually will result in a nervous breakdown.
Now on to the teaser part:

This is a screen shot of the Administrative Map Mode hinted at in previous teasers. A lot of stuff is going on here (which is why it is full screen). Again; consider yourself teased!
The preview part has to do with what can be done with this map mode. As most of you would have gathered this is the trade map heavily modified. There are many reasons why the original trade system was abandoned but one of the primary ones were that the recruitment of units is linked exclusively to the trade goods which goes against one of the main design goals of the mod where they are linked to Doctrines and buildings. There are several derived benefits of this though; for instance since buildings can be linked to trade goods it is possible to use them to manipulate which buildings can be built where (check out the building teaser for more on that). However the subject for the preview is what happens if you add a province modifier with local_trade_routes = 1 to a province in this map mode.
It turns a lighter shade of green. So let us imagine that there are a number of “laws” in Map Mode & Settings which would add such a modifier to a series of provinces; it could be all provinces with a forum for instance, they would now be light green and easy to identify on the map. Then imagine that there would be such a law for every single province trigger in the game engine and finally imagine that they would overlay so you could find all provinces with a forum, population higher than 20 and revolt risk lower that five.
EUR just became the paradox game with the most map modes! Yay!
More on that further down. First we have a general status update on the project and it's progress.
A couple of weeks after the last teaser I managed to find a way to make coalitions between the political factions in the republican government which was the last problem I needed to overcome to have proof of concept for every module I intend to include in version one of the mod.
Unfortunately this only leaves me with several thousand decisions and events to write along with localisation for everything - and being a problem solver by nature it is a lot harder to find the motivation for the more grinding part of the workload. On top of that the prospect of bug hunting in all that script almost reduces me to tears
That being said, I do intend to continue and finish the work because I really want to play the mod! I just need to find a way to automate the scripting of decisions and events, because writing the decisions to change laterally and vertically between the 260+ types of government in the mod manually will result in a nervous breakdown.
Now on to the teaser part:

This is a screen shot of the Administrative Map Mode hinted at in previous teasers. A lot of stuff is going on here (which is why it is full screen). Again; consider yourself teased!
The preview part has to do with what can be done with this map mode. As most of you would have gathered this is the trade map heavily modified. There are many reasons why the original trade system was abandoned but one of the primary ones were that the recruitment of units is linked exclusively to the trade goods which goes against one of the main design goals of the mod where they are linked to Doctrines and buildings. There are several derived benefits of this though; for instance since buildings can be linked to trade goods it is possible to use them to manipulate which buildings can be built where (check out the building teaser for more on that). However the subject for the preview is what happens if you add a province modifier with local_trade_routes = 1 to a province in this map mode.
It turns a lighter shade of green. So let us imagine that there are a number of “laws” in Map Mode & Settings which would add such a modifier to a series of provinces; it could be all provinces with a forum for instance, they would now be light green and easy to identify on the map. Then imagine that there would be such a law for every single province trigger in the game engine and finally imagine that they would overlay so you could find all provinces with a forum, population higher than 20 and revolt risk lower that five.
EUR just became the paradox game with the most map modes! Yay!