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As promised here I am with the news for next week(s). This time the project is bigger and I cannot deliver the whole implementation next Friday. Maybe I have everything ready for delivery on the 19 of april... maybe.

But what am I talking about?
Well, this time it is about migrations. Dark Ages is going to include migrations in its implementations. I want a system that conveys the challenges a ruler faced when a large number of people, of a foreign culture and foreign religion, arrived at his/her demesne. This group will tend to be assimilated over time - measured in decades - but can also grow again, thanks to refugees or new migrants arriving.

If any of you has some funny ideas about it, just throw them here and if I am skilled enough in coding and like what I read, they might end up seeing the light of day!

Two screenshots:

KvjHKUl.jpg



FZ0QNfI.jpg


Hope you like it!
 
Hmm, it looks interesting :) A couple ideas/suggestions:
  • Immigrants should not just go from a random place to a random place. Ideally, they should be leaving a country that's war-torn, struck with the plague, having bad weather (in Africa), and turn it Depopulated in the process. They should head to richer lands.
    • UNLESS the top liege encouraged them. Like how the HRE settled their eastern lands with Germans.
  • Tribals in general should have higher chances of migrating than feudals.
  • Extermination should probably be locked behind a Cruel trait :) I don't know if there was any ethnic genocide in the middle ages, but it sure was not commonplace!
I think I'll look up historical migrations for more ideas.
 
I don't know if there was any ethnic genocide in the middle ages, but it sure was not commonplace!
If there was, it was more along religious lines than ethnic. That, or being an enemy people.

That said, looking forward to this addition. It sounds rather promising! :) Also, I definitely agree with what @Keizer Harm wrote!

A small idea for an event: perhaps the migrants could offer to provide a levy if their new liege is attacked? I imagine not a strong levy, likely only light infantry and the like, and perhaps at some cost. Perhaps they might join the enemy instead, if they've been mistreated.
 
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Good ideas overall. Let's see what can I include, although the idea of a levy is already coded. Under certain circumstances, there is a representative of the migrants at the court that can negotiate just that. :)
 
Will accepting enough migrants run the risk of flipping a province's culture? Admittedly I cannot think of many mass migrations post IXth century.
 
I like the idea although I hope it is rare. Like the others I can't think of Mass immigration as very common, and at that it seems like the sort of thing that should be closely related only to very serious threats like disease or war. And not just any war, but especially devastating ones (not sure exactly how you'd measure that, but it would be annoying if every time my neighbors pressed claims on each other their populations just flew en masse to my borders. It shouldn't feel forced.
 
Will accepting enough migrants run the risk of flipping a province's culture? Admittedly I cannot think of many mass migrations post IXth century.

But flipping to what? How can I change to a contextually sound culture?
 
I like the idea although I hope it is rare. Like the others I can't think of Mass immigration as very common, and at that it seems like the sort of thing that should be closely related only to very serious threats like disease or war. And not just any war, but especially devastating ones (not sure exactly how you'd measure that, but it would be annoying if every time my neighbors pressed claims on each other their populations just flew en masse to my borders. It shouldn't feel forced.

It happens once every 200 years on average
 
But flipping to what? How can I change to a contextually sound culture?
The culture of the place they're from? That's what I meant: a migrant stream should have a source and a destination. If I have a nice wealthy Dutch city, surrounded by 15 poor German provinces, Germans would migrate en masse to my city.
 
The culture of the place they're from? That's what I meant: a migrant stream should have a source and a destination. If I have a nice wealthy Dutch city, surrounded by 15 poor German provinces, Germans would migrate en masse to my city.

Lets see what I can do but I promise nothing... ;)
 
But flipping to what? How can I change to a contextually sound culture?

I suppose it depends on how specific you want to get. You could choose an appropiate culture based on proximity, religion, devastation and unstability, although if the event is more uncommon you can probably be lenient with conditions.
 
I suppose it depends on how specific you want to get. You could choose an appropiate culture based on proximity, religion, devastation and unstability, although if the event is more uncommon you can probably be lenient with conditions.

I am aiming for an abstract system, tbh.
 
Here are two more screenshots of events of the migration system...

0mERyT1.jpg

43AFX8c.jpg



Enjoy!
 
I have a suggestion, you should add a game rule to disable the murder interaction entirely or against the players dynasties (like the plot to kill game rule), I'm going to use the mod on a MP but i find this option a little OP, I've killed a lot of people easily with it so I suppose it would be as easy for the other players as it is for me, another idea would be to limit the interaction range to your court, vassals and their court, maybe under a game rule too. As a quick fix could you tell me which files or text I need to delete to remove only the murder interaction from my game? Anyway, keep up the good work, I'm looking foward to your next updates.
 
I have a suggestion, you should add a game rule to disable the murder interaction entirely or against the players dynasties (like the plot to kill game rule), I'm going to use the mod on a MP but i find this option a little OP, I've killed a lot of people easily with it so I suppose it would be as easy for the other players as it is for me, another idea would be to limit the interaction range to your court, vassals and their court, maybe under a game rule too. As a quick fix could you tell me which files or text I need to delete to remove only the murder interaction from my game? Anyway, keep up the good work, I'm looking foward to your next updates.

Thanks for your comments.
In fact I plan to add game rules to Dark Ages and certainly will consider the exclusion of murders. First however I need to take care of the migration system and also a piracy system that I have long designed.
As for the action being overpowered I am planning to add Threat when the character is discovered at murdering. This will turn the option a little less palatable.

As for the quick fix, I suggest you delete the file "dark_ages_assassination.txt" from the events folder in the mod. you will continue to have the option to murder characters but pressing it will do nothing. As a side effect the AI will continue to pick it without effect too... but this is the simplest path to remove the system from the game.

Hope this helps!
 
@Cardolam

Thank you for this excellent submod.
Looking forward to any fixes and updates. Game rules-exclusions for AI's use etc will be helpful, indeed.
I'm gonna start a new game today with Fury 4.

Cheers
G.S
 
@Cardolam

Thank you for this excellent submod.
Looking forward to any fixes and updates. Game rules-exclusions for AI's use etc will be helpful, indeed.
I'm gonna start a new game today with Fury 4.

Cheers
G.S

Thanks for the kind post!

Didn't know Fury 4 was already online... time to play again! :)
 
At the risk of asking a stupid question: Does the current version of the mod work with Fury 4?
 
At the risk of asking a stupid question: Does the current version of the mod work with Fury 4?

It's not a stupid question at all and I take the opportunity to inform it is 100% compatible.