• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Mike6979

Major
97 Badges
Apr 15, 2008
702
108
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Europa Universalis: Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Sons of Abraham
  • A Game of Dwarves
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • Tyranny - Tales from the Tiers
  • Crusader Kings II: Horse Lords
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Conclave
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • Hearts of Iron 4: Arms Against Tyranny
  • 500k Club
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Victoria 2
  • March of the Eagles
Hi,

The first stage of my mod is done.
Population fixes for all time periods for every province in the game.
No longer do provinces experience 10 x population growth from scenario to scenario!
Some of the trade goods have been modified as well. More will be modded as i get a chance to test.

I have modded several small changes in the game like lowering the growth of recruits 2% or so. Slightly changed the stats of most of the military units.

These small changes are seperate from the population and trade goods so if you just want the pop changes that is no problem.

I am working on revamping the military system to something approaching reality but i am afraid i cannot do it within the system here. Sigh, waiting for Rome 2!

I would like to remove archers from the game as buildable units and just have them as mercs in 5 or so provinces as archery was quite rare in this period. Also, clout shooting had not been invented yet, the archers did not stand behind the line and fire over the front line. Very few archers were used for the most part, in the range of 2-2.5% of an army.
Also, wood should not be the requirement, horn or something similar should.
Very few wooden bows were used in this period.

I would like to add medium infantry representing barbarian warbands and a few other units. Don't know if i am going to be able to or not yet.

I would like to remove horse archers (Heresy! i know) as a unit and just give the Parthians a (light) cavalry bonus in combat. I would replace the horse archers with heavy cavalry(cataphractoi) and see if i could have them require horses and iron. Again, don't know if i can do this.

Anyway, that is where i am at. If you want the populations and/or other small fixes PM me, and hopefully i will be able to convince the Terranova mod site to fit me in there.

Mike
 
more

This mod will also fix some of the problems with ping pong and make Barbarians slightly more historically tough.

I have moved the Ptolemys in Egypt to Greek instead of Egyptian culture to keep Egypt from conquering the world.

I am working on finding a way to keep populations in areas like Greece from spiraling ever up, which is very ahistorical as Greek population fell from
~2.5m to less than 2m during this period.

Mike
 
Sound great; I'm glad people are get a start on the mods so soon.

Mike6979 said:
I have moved the Ptolemys in Egypt to Greek instead of Egyptian culture to keep Egypt from conquering the world.

Excellent in regards to the culture change, but I haven't really experienced an earth-conquering Egypt yet.

I am working on finding a way to keep populations in areas like Greece from spiraling ever up, which is very ahistorical as Greek population fell from
~2.5m to less than 2m during this period.

I would be wary of doing this, as what happens if Greece becomes very successful again? It'd be odd to see Greece become a major power, with plenty of money and soldiers, but still be affected by a dwindling population.
 
answers

Banquet,

'Paradox Interactive\Europa Universalis - Rome\common' is the directory,
the file is called 'defines', 4th line from the bottom. It starts at .1 and i have been hovering at .26-.27 for testing purposes.

Grumblefish,

With regards to Egypt, i am working at potentials. Egypts manpower is far too large in the default game. The Ptolemys, with only one exception to their dismay, never armed the native Egyptians. Thus, the Macedonian and Greek colonists provided virtually all of the soldiers. There were about 30,000 available at any one time but if too many died there might not be that many next generation.

With regards to Greece, becoming a world power was not automatically going to take care of their population problems. If this game was deeper sure than i could leave it alone but it is not. Greece was simply overcrowded and had been for centuries. Thus there was a huge Greek emigration that had been going on since before Alexander. There were other social issues as well, thus i am looking for a method to slow Greek pop growth.

Mike
 
Yes, you're right, thanks for the reply. I remember reading that after the rise of Macedonia, Greece suffered from poor harvests and economic woes for quite some time, which led to lots of intestinal conflicts and emmigration.

Then again, there were constant intestinal conflicts since before Paris took Helen, and Greece was always full of colonial city-states, so please don't make it too harsh. Perhaps make it a very tiny population growth, or a stagnant one, but don't give them a decreasing population. If Greece didn't lose cities like Corinth, and maintained a lengthy episode of peace (which you could do in the game), then there wouldn't have been such a serious loss of population.

I am more or less worried that a decreasing population would be frustrating to a player who has turned history on its head and made Megalopolis the centre of the world, rather than Rome. Stagnant? Fair enough, but decreasing makes you feel like you're doing something wrong. How about this:

Events remove Greek people to other places. They have to go somewhere, right? For example, if you make Sparta successful, then they don't simply lose the population, but rather, they gain people in the colonies outside of Greece!

That would be much better than having people disappear (I'm not certain how you are going to implement it all, though).
 
Well, just to report that I increased the land damage modifier to 0.3 and much prefer the casualty rate now.

It should reduce the ping pong to a much more manageable state. One battle against barbarians I had 12,000 men (4000 hvy inf, 4000 light inf, 4000 archers) and a martial 7 leader.. both side rolled an 8 and the damage was about 500 on my army and 700 on the barbarians per hit. After the battle I'd lost about 2500 men and the barbarians had lost I think 6000 of their original 10000 number. It felt more like I'd had a real battle!

Whether the effects on manpower turn out to be too harsh will have to be seen. I'd like to see a trickleback modifier as many of the casualties I think would in reality not have been killed, but run away, and should later be available in the manpower pool.

Having said that, once an army starts ping ponging around getting beaten, it usually ends up dead in the end anyway, so speeding up the process with larger casualty battles may not effect manpower that much over vanilla but will at least reduce the need to chase defeated armies all across the map.

Thanks again for the info :)
 
trade goods

I am adding Fruit, Pottery, Silver and 'Generic low value trade goods' to the game. Fruit and pottery will replace much of the grain.
All except Generic Trade Goods will have a special effect.

Generic Goods will allow a trade route with it's base income but will provide no special effect.

Mike