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SAmaster

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Jun 11, 2018
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  • Europa Universalis IV: Golden Century
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A thread to discuss the big mods that you anticipate for Project Caesar, and what you think they might do with all the new mechanics that have been introduced. Obviously we can't say too much without a hands-on of the game, but I think it's still fun to discuss, and I figure there's modders out there who'd like to think up what they might do with the game when its released. Here's my predictions-

-Imperator Rome 1.5

This ones a gimme, as Project Caesar seems to incorporate all the best parts of Imperator Rome while ditching most of the chaff. We have pop's, minorities, characters, roadbuilding, higher province density, even volcanoes. I think the only aspects missing that people are fans of would be the customizable armies and legions. Personally I never interacted with it too much. Permanent troops haven't been discussed much though, so maybe they can be modded to work like Legions if people want? The other would be the Army Doctrines, and I think that should actually be added in a dlc for Project Caesar, but on a much smaller scale, where they correspond to tech-groups rather than cultural groups. We now officially have holy-sites, and I honestly think it's better if those correspond to much more fixed locations than the ability to plop them down anywhere- it doesn't make sense to me to have a temple to Athena anywhere but Athens. And I think that just leaves the artifacts that you could place in shrines, which I think was a fun mechanic but didn't really add much. We now have 'great works of art' but I'd like to see paradox or modders expand that out to a full on artifacts mechanic like in Crusader Kings. Also I presume that an Imperator Rome 1.5 will ditch my most hated part of Imperator- how you can only raise troops in lands of accepted cultures, and how there's pretty much zero bonuses to cultures within a culture-group. Imperator heavily prioritized assimilating cultures as opposed to integrating them, which I felt was both ahistorical, boring, and unfun.

-Anbennar

Probably the biggest EUIV mod now, I think they'll be able to play a lot with minority cultures in a way they clearly wanted to but couldn't quite in EUIV. They already added in a fun tolerance and migration mechanic, and I imagine this will go much more in-depth with Project Caesar. I likewise imagine they are going to have a lot of fun with the micro-nations added, that is the army, navy, and building based countries, which I think can better represent the playable adventuring companies that they have in that game. The only issue for them is I don't know if Project Caesar will have the same sort of migration mechanics. While I'm not as sure if Project Caesar itself will benefit from them, I think the ability for modders to play with them like in Anbennar means I want Paradox to not abandon the idea entirely. I think migration mechanics would also be highly improved for these micro-nations given they don't need wide-swathes of empty land to move through anymore.

For Anbennar specifically I wonder how they might play with the SoP's that are now in the game, but naturally that'd probably wait until they are given their own mechanics by Paradox. Anbennar has interesting mechanics for 'monstrous' nations and them becoming civilized, and SoP's would give them an additional layer to play with. But as I said, we currently know little on how SoP's will operate, and thus how the Anbenanr devs could take advantage of them.

The International Orders system would also work well for them for several regions I imagine, as well as international incidents. I think these both could help streamline the various 'thunderdomes' they set up where several smaller nations compete to unite regions, rather than letting the AI get stuck and squat on their little pieces of land.

I imagine Anbennar will find ways to expand their Expedition mechanics as well, but I hope that this is something Paradox creates their own set of mechanics for. Personally what I'd do is allow for the formation of 'expeditions' that create a small army-based nation vassal (you don't want to hand the reigns of ruling your country to the AI after all) that begins exploring territory for some lost treasure, you'd need permission of a landed country to search for treasures in their land. In a historical run in EUIV this would mostly generate small rewards of prestige or money, and wouldn't find anything too ahistoric, in most cases not uncovering much. I'd see this as a replacement for the 'search for the seven cities' mechanic from EUIV.

I'll also say I'm very interested in how Elder Scrolls Universalis and Lords of Universalis will take advantage of Project Caesar, but I have less to talk about there since they lack the same mechanical depth. I will say though that given that Project Caesar aims to better simulate the crumbling of empires, perhaps Elder Scrolls Universalis will be better off set in the Second Era than the First, simulating the downfall of the Akaviri Potentate, the splitting of Skyrim, and the formation of the factions of the Three Banners Wars through IO's. Though maybe if it's still set in the First Era we see a more united Snow Elf Empire crumbling from Nordic invasions and so on.

-Third Odyseey 2
One of the quirkier big mods, while I'm sure they can have a lot of fun with the new game mechanics, I don't think there's too much they'll need to overhaul since it doesn't change too much of the core mechanics. The only issue I think is that the 1337 start date means the imminent Ottoman invasion isn't upon them. I still hope Paradox adds a 1444 start date to Project Caesar though.
 
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Oh, also I want a mod that turns off European Colonization. For when I want to play an Aztecs campaign and just build up my empire rather than worry about the oncoming Spanish Armageddon. Ideally I'd want this to be able to be combined with a Third Odyssey 2 while I'm at it.

I think there's a couple scenarios this could be handled.

One- Nuke Europe. Just depopulate them entirely.
Two- The Black Death on Steroids - just have the Black Death fire, but its so bad it sets Europe's economy far back enough that colonization becomes entirely unfeasible.
Three - The Mongols come Back - A mongol horde has control over most of europe under their yoke, and sending all their money to them means they can't afford to colonize.
Four - The Little Ice Age isn't so little - A more severe ice-age hits Europe freezing them out, again making colonization something they end up not having the time to do.
Five - A combination of the three above ideas.

I'd also want to ensure that doing this doesn't result in Mamlukean Australia either though.
 
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We'll get an alternative start date mods first, most likely 1453 or something like this.

But I'm almost certain someone will start working on the ancient era mod sooner or later. This game will be so good as a base for it, basically turning it into I:R 2.

And then a mandatory LotR mod where orcs will be assimilating into elves because Noldorin/Silvan art is superior.
 
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Then share with the thread.
Oh, where do I begin...
And more, probably. I've got a text file where I wrote down a lot, but I haven't kept it up-to-date; usually I just write up a thread on a topic and then set it as watched. Some ideas may fall through the cracks.
 
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A mod that makes the new world more advanced and ready for ocean exploration on game start. And once they contact the old world, It spreads the Americapox and kills 90% of the old world.
 
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Oh, where do I begin...
And more, probably. I've got a text file where I wrote down a lot, but I haven't kept it up-to-date; usually I just write up a thread on a topic and then set it as watched. Some ideas may fall through the cracks.
Looking at your institutions list, Confucianism seems like that wouldn't really penetrate outside of Asia. I also don't know what 'popular salvation' refers to.
 
A mod that makes the new world more advanced and ready for ocean exploration on game start. And once they contact the old world, It spreads the Americapox and kills 90% of the old world.
That sounds fun. Though personally I prefer the idea of keeping the time-scale normal (we start with the America's as normal for 1337), we just nuke Europe so they can't colonize. The main thing is I think they've confirmed the Incans and Aztecs will get feudalism without the need for 'religious reforms', and can otherwise accept institutions normally like all other nations, which was my major pet peeve in 4.

It'd be fun to come up with alternate ways that other institutions could make their way to the America's. There is a potential Incan-Polynesian trade that could open up that brings in resources and ideas from Asia. Maybe some Natives could discover north-atlantic or trans-bering trade routes as well? Maybe a renaissance occurs of the ancient Toltec civilization, rather than that of Rome?
 
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Oh another one- Pirate World.

The pirates were fun in EUIV, but were unlikely to spawn given their rigid requirements. I think this will be easier for Project Caesar to handle, since I think most pirates will be downgraded from landed tags, and thus more likely to spawn without play intervention. But still it could be fun to have a game wherein all pirate tags come spawned in. And maybe with some debuffs to regular tags so they aren't immediately wiped out. More room for mod shenanigans is maybe Viking remnants spawn in Scandinavia and devour the peninsula horde style starting a new viking age.

Alternatively maybe a number of events fire after the discovery of the new world that then spawns in all the pirates at once?

It'd also be nice if they give a unified pirate mission tree like in EUIV that we have the ability to spawn the other pirate-tags as we conquer land. The EUIV tree had one requiring you to ally another pirate republic but again they were unlikely to spawn, so the ability to release them as you go by would be a nice addition in the main game.

Likewise- I wonder if we could ever get a One-Piece Mod, I don't know enough about the series to know if there's enough lore you could dig into to really fill it out, but I think such a pirate themed world would be a really fun mod to play that puts way more emphasis on naval gameplay.
 
A mod that makes the new world more advanced and ready for ocean exploration on game start. And once they contact the old world, It spreads the Americapox and kills 90% of the old world.

You mean like when you convert a CK2 save with SI?
 
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I think a Medieval mod set in 1066 or 867, or whatever CK bookmark they want will be really appreciated for people that want to play a medieval game but without all the power fantasy and rpg focus of CK3. And EU5 seems to be a good base to do a lot of GSG systems for a medieval mod.
I would actually say its possible for a Ice and Fire universe mod, with mechanics for a speculative future scenario to westeros and other known areas to struggle with what the real world struggled, a renaissance, the development of firearms, the rise of cities and burghers, absolutism, imperialism, colonialism, global empires, industrial revolution etc.
 
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Honestly I feel PC will become the ultimate build your own universe (and play as an entity on it!) for years to come. So we'll get the usual settings (say, lotr, warcraft) but the non territory based countries as non state actors will also expand them to the moon.

Honestly I have no clue but i'm certain it will be glorious.
 
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I think a Medieval mod set in 1066 or 867, or whatever CK bookmark they want will be really appreciated for people that want to play a medieval game but without all the power fantasy and rpg focus of CK3. And EU5 seems to be a good base to do a lot of GSG systems for a medieval mod.
I would actually say its possible for a Ice and Fire universe mod, with mechanics for a speculative future scenario to westeros and other known areas to struggle with what the real world struggled, a renaissance, the development of firearms, the rise of cities and burghers, absolutism, imperialism, colonialism, global empires, industrial revolution etc.
My main issue with CK is that I don't want to play as a family, I want to play as a nation. And I always get tripped up when my six adult children all somehow die without heirs after the third generation.

I have sympathies with the idea of creating personal narratives though, which is why I'm not upset with them adding a character system in, since it seems mostly limited to your court of advisors with the nation still taking precedence.

Talking about fantasy settings, it also occurs to me that the 4th Era could be a good moment to have play out for the Elder Scrolls world, since it starts with the collapse of the Empire. Alternatively, maybe start with Arena and the Simulacrum.
Honestly I feel PC will become the ultimate build your own universe (and play as an entity on it!) for years to come. So we'll get the usual settings (say, lotr, warcraft) but the non territory based countries as non state actors will also expand them to the moon.

Honestly I have no clue but i'm certain it will be glorious.
I think we'll still be limited from sci-fi settings though.

I think HOI4 works best for Star Wars, even better than Stellaris, and I think HOI4 is also hands down the best for adapting the Fallout universe since there's very little emphasis on personal leaders and the inner workings of government.
 
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That sounds fun. Though personally I prefer the idea of keeping the time-scale normal (we start with the America's as normal for 1337), we just nuke Europe so they can't colonize. The main thing is I think they've confirmed the Incans and Aztecs will get feudalism without the need for 'religious reforms', and can otherwise accept institutions normally like all other nations, which was my major pet peeve in 4.

It'd be fun to come up with alternate ways that other institutions could make their way to the America's. There is a potential Incan-Polynesian trade that could open up that brings in resources and ideas from Asia. Maybe some Natives could discover north-atlantic or trans-bering trade routes as well? Maybe a renaissance occurs of the ancient Toltec civilization, rather than that of Rome?

Perhaps It could be that Americapox is brought back to Europe by explorers.

Set up some small costal colonies, Interact with native Americans a bit. (with old world disease being much milder than our timeline) But all the while, the old world is actively descending into chaos and death by some strange American virus, eventually setting Europe back to 100 AD population levels and massively slowing down (or even reversing) scientific progress across all of Eurasia as some civilizations collapse outright. And of course, the European left behind their domesticated mythical beasts. Causing horse RGOs to proliferate through out the Americas.

Then several hundred years later, perhaps strange Mayan ships are visiting the shores of Europe.
 
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I'm wan't being literal, but I wouldn't dismiss the possibility of mods taking a sci-fi direction. CK2 had that somewhat popular space mod, despite the engine being much less suitable for that kind of setting. I think the combination of playing as non-state actors plus population simulation mechanics will be too tempting for modders to pass up.

I agree that HOI4 has its own strengths as a grand strategy game with wargame elements, offering plenty of opportunities in settings with total wars using modern weaponry. That said, I think this also makes it somewhat less flexible than Victoria 3.
 
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