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Am I the only one bugged by the Latinised names in the Byzantine Empire? (e.g. Methodius instead of Methodios, Leo instead of Leon) Also, why is the Diogenes' CoA random?

Also, I think it'd be a good idea to give more of the rulers in Italy Italian culture like the devs did for TOG. At the moment, it just ends up being converted to either French or Occitan.

- I have corrected those names to Qarmatian version and will correct them to vanilla version too.

- Diogenes CoA is not hardcoded in dynasties.txt files so it randomises it.

- As for Italy, there are two vassals (+1 bishop) under king of Italy who have non-italian culture and games history files make Hugues French and his brother Occitan. I fail to see how this is somehow overwhelming number of foreign rulers.
 
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- I have corrected those names to Qarmatian version and will correct them to vanilla version too.

- Diogenes CoA is not hardcoded in dynasties.txt files so it randomises it.

- As for Italy, there are two vassals (+1 bishop) under king of Italy who have non-italian culture and games history files make Hugues French and his brother Occitan. I fail to see how this is somehow overwhelming number of foreign rulers.

Re: the names, I was referring to Byzantine Strategoi (they were Greek).

The Diogenes do have a set CoA as of the dynasty shields that came with the Charlemagne DLC, it looks similar to the Komnenos one.

As for Italy, it must've just been the King Francofying his vassals through education/revocation, I only looked over periodically because I was playing as Vestergautland.
 
Re: the names, I was referring to Byzantine Strategoi (they were Greek).

The Diogenes do have a set CoA as of the dynasty shields that came with the Charlemagne DLC, it looks similar to the Komnenos one.

As for Italy, it must've just been the King Francofying his vassals through education/revocation, I only looked over periodically because I was playing as Vestergautland.

- Yes, I fixed Methodios.

- This is a case of two dynasties. There is a Diogenes dynasty in number #632 & #101251 and former does have unique set of CoA. I do quick update on the files and change the dynasty number and Leo along with it and upload 0.9 again.

- Indeed it was.
 
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I know this is a vanilla issue, but since it's clearer in the mod: can someone explain why the Bosonids and Bouvinids are different dynasties?

They are different branches of the family. They were like that in history files and I saw no need to change that as otherwise it would be hard for any rebellious vassal to kick them from their thrones and we avoid "Damn those Ka...Bosonids!" syndrome :D
 
Is a Naval Merchant Republic really the best way to portray the Jannabid Qarmatians? For one, they were desert raiders, not maritime traders, they had little to no Maritime presence.
Secondly, they didn't switch which families controlled them, they were Jannabids all the way through. They're merely called a "republic" because they were to an extent meritocratic and mostly utopian (or at least tried to be).
I think that, until some brilliant coder comes up with a way to make desert-based trading Republics that can also be used to portray the Saharan tribes, they're best represented as a heretical normal Muslim state.
 
Is a Naval Merchant Republic really the best way to portray the Jannabid Qarmatians? For one, they were desert raiders, not maritime traders, they had little to no Maritime presence.
Secondly, they didn't switch which families controlled them, they were Jannabids all the way through. They're merely called a "republic" because they were to an extent meritocratic and mostly utopian (or at least tried to be).
I think that, until some brilliant coder comes up with a way to make desert-based trading Republics that can also be used to portray the Saharan tribes, they're best represented as a heretical normal Muslim state.

That is the case indeed and that's what "Qarmatians added" aims to fix. Unless I make new mechanics, there is really nothing much to separate them for other places so now I have given them option to play either feudal/tribal/republic. It would be shame if they were not someway different. Unless I of course change all provinces there to tribal for raiding purposes, which does not really make sense.

On the other hand, for "Qarmatians added" version I can just enroll them all into a single realm and will do that later today. Can't remember why I did not do it right away.
 
Gotcha.
Have you considered making a Sunni Heresy for the Barghawata? With the head of religion being their leader? I can give you some sources on the nature of their religion if you like. They claimed that Muhammad was the Arab Prophet and so they had their own Berber Prophet (helpfully their leader's grandfather), with their own Berber Qur'an and teachings borrowed from Judaism and Mesopotamian Sufism and such-like.
 
Gotcha.
Have you considered making a Sunni Heresy for the Barghawata? With the head of religion being their leader? I can give you some sources on the nature of their religion if you like. They claimed that Muhammad was the Arab Prophet and so they had their own Berber Prophet (helpfully their leader's grandfather), with their own Berber Qur'an and teachings borrowed from Judaism and Mesopotamian Sufism and such-like.

I can make a heresy for them to Qarmatian version if you can suggest some relatively easy mechanics. Would Ibadi heresy make more sense? Giving them ton of bells and whistles for one tribal realm is not really worth it. Right now their initial ruler has just been made...interesting...to compensate.

Vanilla version will keep religions as they are right now though. It's whole point is to be as compatible/bug free as possible.
 
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Gotcha.
Have you considered making a Sunni Heresy for the Barghawata? With the head of religion being their leader? I can give you some sources on the nature of their religion if you like. They claimed that Muhammad was the Arab Prophet and so they had their own Berber Prophet (helpfully their leader's grandfather), with their own Berber Qur'an and teachings borrowed from Judaism and Mesopotamian Sufism and such-like.

I wouldnt mind making them into my mod if you can give me some sources
 
I gave Qarmatians K_Arabia and also included Dhu Zabi to their territory.

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I am looking for a person who could help me put a finishing touch to this MOD.

I would want someone to code me an event tab which would only be for specific character, in this case head of Jannabid dynasty. They had captured Black Stone at this stage so I would want to, rather than giving ruler starting money, give them an intrigue option with following:

- Return the Black Stone = lose -10 decadence, gain 300 piety and 500 prestige (truly he is merciful)
- Sell it back = gain ton of money, lose 300 prestige & piety, gain - 5 decadence
- Grind it into dust and scatter it to sea = Sunni/Shia MA -10% for 20 years, sunni/shia/ibadi rulers -30 relations penalty

Also, there should be "Return the black stone" option if you are holy warred. This would end the holy war.

Upon returning/selling/destroying black stone, this option would disappear.

Can this be done?
 
It sounds easy enough if you give him a trait saying he has the Black Stone. That's how AGOT keeps track of "items" like swords and dragon eggs. You might want to take a look at their code.

Regarding the outcomes of the intrigue decision, I would have selling back the Stone give you positive prestige and piety but also a heaping helping of decadence, rather than the other way around. I am not sure -30 relations penalty is enough considering the gravity of destroying it. You might want to look at punitive CBs or even an immediate Jihad-style (though not using that particular mechanic) dogpile war, if that option were taken.
 
Th
It sounds easy enough if you give him a trait saying he has the Black Stone. That's how AGOT keeps track of "items" like swords and dragon eggs. You might want to take a look at their code.

Regarding the outcomes of the intrigue decision, I would have selling back the Stone give you positive prestige and piety but also a heaping helping of decadence, rather than the other way around. I am not sure -30 relations penalty is enough considering the gravity of destroying it. You might want to look at punitive CBs or even an immediate Jihad-style (though not using that particular mechanic) dogpile war, if that option were taken.

Thanks for ideas. I see what I can do.
 
Good news! The mod is stable so far. No crashes or glitches yet, except for a Holy War that ended in "CB invalid" for some reason.
But I have to mention some things.
The Byzantines are OP. I started as the emperor. My monthly income was TWENTY-FIVE GOLD. And I have de jure claims on an insane number of counties (almost all of Georgia, a chunk of Bulgaria, all of Cilicia and probably all of Armenia... you get the point). The only problem is, the emperor's sons have ridiculously horrible stats, except for the eunuch Ecumenical Patriarch son who almost has the stats of a genius. Lastly, demesne ships and troops cost waaaay too much. Please balance.
Republics are financially and militarily underpowered. I am in the process of roflstomping Amalfi, which has 2k troops and not enough gold for mercenaries.
Last thing: why is there no Holy Roman Empire? Or is it just called Germany?
 
Good news! The mod is stable so far. No crashes or glitches yet, except for a Holy War that ended in "CB invalid" for some reason.
But I have to mention some things.
The Byzantines are OP. I started as the emperor. My monthly income was TWENTY-FIVE GOLD. And I have de jure claims on an insane number of counties (almost all of Georgia, a chunk of Bulgaria, all of Cilicia and probably all of Armenia... you get the point).

You do understand that in-game it is de-jure Byzantium? And perhaps the holy war ended when your target converted to christianity?

The only problem is, the emperor's sons have ridiculously horrible stats, except for the eunuch Ecumenical Patriarch son who almost has the stats of a genius. Lastly, demesne ships and troops cost waaaay too much. Please balance.

Historically the emperors sons were nothing much to write home about and both sons in-game ended up exiled and disgraced (younger son who would be born bit later became emperor). Ship cost, etc. has nothing to do with this mod.

Republics are financially and militarily underpowered. I am in the process of roflstomping Amalfi, which has 2k troops and not enough gold for mercenaries.Last thing: why is there no Holy Roman Empire? Or is it just called Germany?

Amalfi has not been nerfed nor buffed in this MOD so it works as republics usually do. Holy Roman empire did not exist yet. Otto would soon inherit throne and form it three decades later.

Did the education work as normal? That was problem in one of the earlier versions.