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@mightnight
Got some stuff for the Great Trade League in the oven (sent to spell checker), mostly fixes, quality of life stuff and influence related things (powers' costs are based on the society influence, AI joining rate, a trade war and so on).

Meanwhile the thieves societies are slowly taking shapes. The societies themselves exist and the AIs can join them, the event chain to join one of them is done, tweaking a councillor's powers to fight against them... Everything is so connected that I cannot focus on one thing, I have to build everything at the same time. Like you cannot see the societies at all in the list unless you discover them via events, but you need to see them to join and there is no events or situations created yet as the joining / powers / quests are not done!
 
@mightnight
Got some stuff for the Great Trade League in the oven (sent to spell checker), mostly fixes, quality of life stuff and influence related things (powers' costs are based on the society influence, AI joining rate, a trade war and so on).

Meanwhile the thieves societies are slowly taking shapes. The societies themselves exist and the AIs can join them, the event chain to join one of them is done, tweaking a councillor's powers to fight against them... Everything is so connected that I cannot focus on one thing, I have to build everything at the same time. Like you cannot see the societies at all in the list unless you discover them via events, but you need to see them to join and there is no events or situations created yet as the joining / powers / quests are not done!

Wait the f**k on!!! Do you mean to tell me those are like the Elder Scrolls thieves guild!?!? With "rumors about the guild"?? OMG dude you are the best!
 
@mightnight
:cool:

Aside from that, I am not sure what to do with something and I am asking you guys your opinion. What should I do about the members of the thieves guilds that are not landed? All of their stolen items and money will simply go to their liege on death. A smart player could even set-up a thief farm by inviting thieves to his court, let them hoard a bit and butcher them.

Should they regularly give their stuff to landed members of the same society that they like? Or should I add a decision for them to "spend" their stuff for non-inheritable things like prestige or give them a hidden, stack-able intrigue modifier? Or anything else?
 
@mightnight
:cool:

Aside from that, I am not sure what to do with something and I am asking you guys your opinion. What should I do about the members of the thieves guilds that are not landed? All of their stolen items and money will simply go to their liege on death. A smart player could even set-up a thief farm by inviting thieves to his court, let them hoard a bit and butcher them.

Should they regularly give their stuff to landed members of the same society that they like? Or should I add a decision for them to "spend" their stuff for non-inheritable things like prestige or give them a hidden, stack-able intrigue modifier? Or anything else?

How about when they reach a certain money threshold (lets say 500) they spend it to receive a random Duchy tier claim and once they reach a higher one (lets say 1000) they spend it to launch an invasion on that claimed duchy?
If they steal money they just keep it, while if they steal artifacts they are "fenced"(AKA destroyed) for money.
 
@mightnight
:cool:

Aside from that, I am not sure what to do with something and I am asking you guys your opinion. What should I do about the members of the thieves guilds that are not landed? All of their stolen items and money will simply go to their liege on death. A smart player could even set-up a thief farm by inviting thieves to his court, let them hoard a bit and butcher them.

Should they regularly give their stuff to landed members of the same society that they like? Or should I add a decision for them to "spend" their stuff for non-inheritable things like prestige or give them a hidden, stack-able intrigue modifier? Or anything else?

Maybe an on-death event for members of the thieves' guilds societies, which checks if they are landed or not. If they are unlanded, then their possessions are given to a member of the thieves' guild of lower or equal rank that they particularly like (as if the character were their "successor" within the guild so to speak as far as artifacts and wealth are concerned). Alternatively, you could distribute their wealth and artifacts amongst all members of the guild.
 
@mightnight
:cool:

Aside from that, I am not sure what to do with something and I am asking you guys your opinion. What should I do about the members of the thieves guilds that are not landed? All of their stolen items and money will simply go to their liege on death. A smart player could even set-up a thief farm by inviting thieves to his court, let them hoard a bit and butcher them.

Should they regularly give their stuff to landed members of the same society that they like? Or should I add a decision for them to "spend" their stuff for non-inheritable things like prestige or give them a hidden, stack-able intrigue modifier? Or anything else?
I think they should give their loot to the following (exempting the liege if it happens to be the same character) in order of preference:
  1. Dynastic heir
  2. Dynastic head
  3. A friend
  4. Send an event to a society member of the same rank to allow them to attempt to find the dead member's "loot stash". If they succeed, they keep it. If not, then its lost forever.
 
No idea how invasions work, but it could be interesting for a very successful still-alive thief. I also like the idea of a "loot stash", if the wealth was small I'll give it to a random relative, but if it is sizable, then creating a sort of race for a few random landed members and the liege to find the stash would be nice. I can save the gold as a variable but not the artifacts (unless I do it in a roundabout way, but I'll not) I'll probably liquidate everything into gold and give the stash's content to whoever win the event.


Then how about some information about the Thieves Guilds?
First, the mod will probably be called "The Shadow Dwellers". Rivals hidden societies who rise and lower each others influence and are a real pain in the ass of everybody, specially members of the Great Trade League. I will take some inspiration from @Andrelvis Rogue societies (about a year has past, neat coincidence), members of rank 1, 2 and 3 will each have 3 "crime scene" modifiers (for a total of 9 at rank 3+) they can create on other provinces for their own selfish benefits, limited to their territories (something only rank 3 and 4 will be able to set I think).

I'll describe what the 3 I've made so far will do, these are the 3 basic crime modifiers already in the game:

Thieves' guilds: This one is only available if the Great Trade League is also used. Alongside the normal negative effects, it will randomly steal goods Shipments modifiers from its province and give it to its "master's" provinces. The more shipment the province have, the easier. If the trader used the (already existing) decision to increase the guard when that modifier currently appear it will happen less often.

Highway robber bands: This one is also only available if the Great Trade League is used. Alongside the normal negative effects, it will either randomly create trade goods artifacts for the master as long as that province has a "visited by a caravan" modifier (and will try to remove that modifier), or try to steal trade goods artifacts from the owner of the province. The Great Trade League's Warehouses and Warehouse guards slow down the stealing of artifacts while its increased caravan guards will slow down the "creation" of goods for the thief.

Smugglers' rings: This one require Reaper's due. Alongside the normal negative effects, it will steal prosperity from its province and give it to a random province of its master. Members of the Great Trade League event to increase the patrol will reduce the chances of prosperity being stolen.

These have MTTH events to clear them since they are the vanilla modifiers (I'll have to make some for the other 6). Other means will exist to try to fight them and to make it more forgiving. Also the more "crimes" in a province, the more expensive it is to add one.
 
The Orders of Chivalry - Bounty Hunting Update
Another small update for the Orders of Chivalry, I was hoping that my spellchecker would have finished the Great Trade League's update before this, but oh well.

Mostly small fixes, the biggest changes is a overhaul of the "mercenary/holyorder" payment system and a bounty board for Fighters to manually pick bounties.

1.0.2
==New features
- Bounty Board, a new decision for Fighters Guilds members. It will offer possible bounty targets to hunt, if any are available in the realm.

==Changes and Balances
- Added a flag for Elder Kings to ignore the education traits for my Fighters Guilds.
- AIs will challenges humans less often and never while they are leading a flank in battle. AI commanders wont get dueled while leading troops.
- When being hired as mercenary, you can trade half of the initial payment for a temporary fleet.
- Changed the mercenary pay system, you will now receive a set amount of gold at the end of each battles/sieges instead of yearly event.
- The gold you will receive is now written on the mobilization laws description.
- The tax penalty from the mobilization law is now smaller as -90% tax is not a good trade for +90% levy.
- Removed the delay on rank-up duels to avoid weirdness in these few days.
- Killing a relative while bounty hunting will give you a kinslayer trait.
- The Emperor of China won't accept skulls and broken weapons as gift.

==Bugfixes and optimization
- Removed flag that made the training mission too common.
- More spellchecking.
 
The Great Trade League - Trade War update
The new update, featuring some graphical updates and changes to the influence system, is out!

Updating the mod mid-game will most likely trigger a trade war very early, as the influence will be way way too high and won't balance itself to the new system before 10+ years. Good chance to try it out I guess!

1.5
==New features
- Reworked the Influence system of the society, it now has a purpose.
-- It will try to balance itself around 50-60%.
-- It affect the cost of several decisions, the higher the cheaper.
-- AIs are more likely to join the society if it is high.
-- If it stay high for too long, a world wide event may happen where society members and outsiders will fight a trade war to lower it.
- New power for rank 3 and above. They can now clear their debts (to the great trade league) and set their wealth to 0 from negative once per lifetime, but it'll lower the society's influence.
- New background picture and portrait circle for the society.
- Added a targeted decisions to give all of your trade goods to your trade master.
- Targeted decisions for the trade master now have littles coins stacks in their names to make them easier to see.
- Reduced the duration of the opinion penalty for demanding money from your trade master.

==Changes and Balances
- The decision to buy stalls and caravans can be used to also sell them at half price.
- Added wealth caps to the events that let you improve a caravan.
- Sending Caravans, Taking Loans, Going to Shop, Setting Stalls costs are now affected by the society's influence.
- Any children can now become an apprentice, not just yours.

==Bugfixes and optimization
- Corrected some typos.
- Added some safeguards to prevents the delivery decision from locking itself.
- Selling the warehouse won't give the gold from both an upgraded and normal warehouse.
- You won't inherit your own goods and lose all of your money when you die and become your trade master heir.
[/spoilers]
 
The new update, featuring some graphical updates and changes to the influence system, is out!

Updating the mod mid-game will most likely trigger a trade war very early, as the influence will be way way too high and won't balance itself to the new system before 10+ years. Good chance to try it out I guess!

1.5
==New features
- Reworked the Influence system of the society, it now has a purpose.
-- It will try to balance itself around 50-60%.
-- It affect the cost of several decisions, the higher the cheaper.
-- AIs are more likely to join the society if it is high.
-- If it stay high for too long, a world wide event may happen where society members and outsiders will fight a trade war to lower it.
- New power for rank 3 and above. They can now clear their debts (to the great trade league) and set their wealth to 0 from negative once per lifetime, but it'll lower the society's influence.
- New background picture and portrait circle for the society.
- Added a targeted decisions to give all of your trade goods to your trade master.
- Targeted decisions for the trade master now have littles coins stacks in their names to make them easier to see.
- Reduced the duration of the opinion penalty for demanding money from your trade master.

==Changes and Balances
- The decision to buy stalls and caravans can be used to also sell them at half price.
- Added wealth caps to the events that let you improve a caravan.
- Sending Caravans, Taking Loans, Going to Shop, Setting Stalls costs are now affected by the society's influence.
- Any children can now become an apprentice, not just yours.

==Bugfixes and optimization
- Corrected some typos.
- Added some safeguards to prevents the delivery decision from locking itself.
- Selling the warehouse won't give the gold from both an upgraded and normal warehouse.
- You won't inherit your own goods and lose all of your money when you die and become your trade master heir.
[/spoilers]
Soo... How to win the war? I've clicked participate in the trade war, and I always lose for a couple of times...
 
Are you part of the league or not (to see if the result isn't too skewed one way or another)? And isn't there a 50 years cooldown on it? Did you reload or I forgot to reset the timer properly...?

Every member of the league fight against every king/emperor (+players). If there is a lot of kings+ or not would favor/hinder them.
 
Are you part of the league or not (to see if the result isn't too skewed one way or another)? And isn't there a 50 years cooldown on it? Did you reload or I forgot to reset the timer properly...?

Every member of the league fight against every king/emperor (+players). If there is a lot of kings+ or not would favor/hinder them.
No, I wasn't. I tried reloading several times because I want to know if I can defeat them in any way... Turned out I can't so I joined them instead and get the bonus when the war ended:p
There is little to no interaction to influence the war so my question is still persist, how exactly should I do to defeat them as non-member feudal lords?
 
@mightnight
:cool:

Aside from that, I am not sure what to do with something and I am asking you guys your opinion. What should I do about the members of the thieves guilds that are not landed? All of their stolen items and money will simply go to their liege on death. A smart player could even set-up a thief farm by inviting thieves to his court, let them hoard a bit and butcher them.

Should they regularly give their stuff to landed members of the same society that they like? Or should I add a decision for them to "spend" their stuff for non-inheritable things like prestige or give them a hidden, stack-able intrigue modifier? Or anything else?
I'm for the the hidden stack-able intrigue modifier. Also, on death some gold / items should be destroyed to represent hidden stashes that will never be found.
 
@famaouz
When you choose to give gold/prestige/currency, the more you give, the more your side increase in its % control, but all of the war participants do that so you won't really win it alone. Reloading also won't really change the end, as the ratio of kings/emperor vs traders won't really change unless you murder a lot of people before it start.

In the last testing before uploading, the feudal side won, so there it is 1 win for each side so far! I will have to add a blocker to prevent people from joining once the war start... Preventing people from quitting the league if it is losing will be harder, but as you lose your assets and rank it should be enough as punishment.

@lukesilveira
Thanks for your input, haven't started that part yet so I am still deciding.
 
@famaouz
When you choose to give gold/prestige/currency, the more you give, the more your side increase in its % control, but all of the war participants do that so you won't really win it alone. Reloading also won't really change the end, as the ratio of kings/emperor vs traders won't really change unless you murder a lot of people before it start.

In the last testing before uploading, the feudal side won, so there it is 1 win for each side so far! I will have to add a blocker to prevent people from joining once the war start... Preventing people from quitting the league if it is losing will be harder, but as you lose your assets and rank it should be enough as punishment.

@lukesilveira
Thanks for your input, haven't started that part yet so I am still deciding.
Since we are talking about balance, can you please significantly reduce the techpoints gained from goods sent to provinces? I use combinations of Silk, Gold, Spices, and other things that increase techpoints in multiple demsne provinces and it becomes ridiculously OP. (I'm using HIP btw; ignore attribute points as I also hoard artifacts + traits :p)

Edit: As you can see, Economy techpoints is ~8 times Diplomacy techpoints which doesn't have associated techpoints gained from goods...
Untitled.png
 
I had a hard time guessing what Z modifier affected which number which affect techs somehow compared to Y modifier and so on when I started. I don't think I am any better for techs today lol. I'll try figure this out.

But a balance comment coming from somebody with attributes above 40-60 is awkward. Sure the tech points from goods can be OP if abused, but it require somebody to spam expensive tier 5 goods, which they shouldn't be able to unless they abused/broke/won the game and this ain't my problem anyways at this point but the users'. (I'll still tweak the values a bit, i've been procrastinating it for a while)
 
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But a balance comment coming from somebody with attributes above 40-60 is awkward. Sure the tech points from goods can be OP if abused, but it require somebody to spam expensive tier 5 goods, which they shouldn't be able to unless they abused/broke/won the game and this ain't my problem anyways at this point but the users'. (I'll still tweak the values a bit, i've been procrastinating it for a while)
The difference is, ~100 attribute points only give me ~2 techpoints growth while the combination of goods can give me >20 techpoints; even if my character is not OP, I can still install the goods as long as I'm rich emperor. But yeah, I get what you meant, take your time :D
 
Update to the Sufi Schools, fixing various typos, flags and triggers I had missed for the Monastic Orders to work properly.
Unless there is more issues found, it will be the version uploaded to steam later.

0.2
==New features
==Changes and Balances
==Bugfixes and optimization
- Corrected some custom localization commands.
- Added the trigger to enable the final education for children.
- The choice to get the mystic trait for rank 4 will properly be offered.
- The Ibadi rank 4 opinion bonuses now work.
- Changed the "Invited an Ascetic" and the "Rampant Sinner" pictures.

Also the small update to the Great Trade League. For the technology points, those that kept that bonus saw their value reduced while the others were converted into spread rate speed.

1.5.1
==Changes and Balances
- Changed the bonuses related to technologies for various goods.

==Bugfixes and Optimization
- Fixed the first loan event which requested payback after only a week.
 
Update to the Sufi Schools, fixing various typos, flags and triggers I had missed for the Monastic Orders to work properly.
Unless there is more issues found, it will be the version uploaded to steam later.

Pardon me, but have you uploaded the update already? I tried downloading from the link in the last page but I don't see any changes. :eek: