• 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.
idk, maybe they just spawn and declare war on all nations, or be like privateers, or the start date can be after they conquered cyprus and ravaged all the empires
Well we should remember the Sea Peoples weren't like an organized state, they were migrations of people, likely for climate change reasons. What might work better is suddenly tons of locations get huge migrant waves of Sea-Peoples who form a micro-nation like a mercenary company. This also creates unrest in an area, and eventually they'll spawn large revolts, forming small kingdoms and forming large armies. We should note the Sea Peoples for all the chaos they brought never formed an independent kingdom, and eventually diffused into the local population.
 
  • 4Like
Reactions:
Don't forget the more provinces/locations ect. mods like Beyond Typus or Voltaire's Nightmare.
It'd be interesting to see a mod that takes place entirely within a city. There was a mod that didn't get too much updates set in a zombie apocalypse in DC.

Wonder what might be good settings focused on a primarily urban setting that could form the basis of a mod?
 
  • 2Like
Reactions:
3 pages and no1 has mentioned victoria 2.5 mod? i am the only one that has waited to play victoria 3 since victoria 3 released? i thought the idea was more popular
 
  • 6
Reactions:
My main issue with CK is that I don't want to play as a family, I want to play as a nation.
That's sort of how I feel about the characters in PC/EU4. I don't care even the tiniest bit who my ruler is. They are just a bundle of stats/bonuses who I will happily let get deposed or die in a "hunting accident" if I can replace them with someone better. "Me" in these games are the nation, so the characters are totally irrelevant as long as the nation survives. Like, EU4 gives names to generals, advisors, and rulers and I don't think I'd be able to tell you any of them, even immediately after they spawned.

This is in contrast to CK3 where I do care about my current character (most of the time) since "me" is the character and the family more generally.

We'll get an alternative start date mods first, most likely 1453 or something like this.
Fingers crossed. A reliable later start date mod is the one I'll be looking forward to the most. The start date is probably the biggest thing I dislike about what's currently been announced.
 
  • 4Like
Reactions:
I am no modder, but if it's not in the base game, I hope modders will exploit the new country types to the most extreme boundaries this system can reach.

Like, we know armies use food reserves from the places where they stand.
How about playing as a wandering army aiming to survive and grow, needing more and more food to feed its manpower the more it increases (or else facing losses, with the risk of dissolving) and at some point having to squat in owned locations (since they produce more food) and fighting settled nations that try to get rid of these wanderers? You wouldn't have to conquer land, ever. Just keep moving!
 
That's sort of how I feel about the characters in PC/EU4. I don't care even the tiniest bit who my ruler is. They are just a bundle of stats/bonuses who I will happily let get deposed or die in a "hunting accident" if I can replace them with someone better. "Me" in these games are the nation, so the characters are totally irrelevant as long as the nation survives. Like, EU4 gives names to generals, advisors, and rulers and I don't think I'd be able to tell you any of them, even immediately after they spawned.

This is in contrast to CK3 where I do care about my current character (most of the time) since "me" is the character and the family more generally.


Fingers crossed. A reliable later start date mod is the one I'll be looking forward to the most. The start date is probably the biggest thing I dislike about what's currently been announced.
I mean- I like the idea of them better unifying stuff like how a monarch can be a general, or how a monarch leading a personal union between two countries isn't two people, or how Leonardo Da Vinci can actually travel to the different courts of Italy. I think in that aspect I can appreciate the character system. I even think it'd be fun to play as a character starting off as like a mercenary and working your way up to rule your own country, though I naturally think it should have a smaller place in Project Caesar than in Crusader Kings.

What I don't want is to go 'who in my court has the best stats for what I want to do geo-strategically? Hire that guy. Oh all my lords hate me now because they think I'm not being meritocratic enough and want to now coup me and block all my reforms. Okay let's see who the next best option nepo-baby is. Oh, he's actually ambitious and is using his position to try to undermine my influence and coup me. Great. Looks like I need to hire a nepo-baby with terrible stats. Oh, also my brother is trying to gather a coalition to coup me, and has gathered support amongst the advisors I had to fire who hate me cause I fired them, and I need to bribe people to keep them loyal. Well there goes the treasury and my reserve funds I was saving to afford mercenaries for my next conquest goal, and by the time I can get enough funds they'll be eaten by some bigger country so there goes my entire strategy.'

May I ask what you don't like about the 1337 start date? My only gripe is we don't have the same climactic 'fall of Constantinople' setup. I fully expect we'll at least get a 1444 start date for EUIV loyalists.
I am no modder, but if it's not in the base game, I hope modders will exploit the new country types to the most extreme boundaries this system can reach.

Like, we know armies use food reserves from the places where they stand.
How about playing as a wandering army aiming to survive and grow, needing more and more food to feed its manpower the more it increases (or else facing losses, with the risk of dissolving) and at some point having to squat in owned locations (since they produce more food) and fighting settled nations that try to get rid of these wanderers? You wouldn't have to conquer land, ever. Just keep moving!
That's something I wonder about when it comes to being a mercenary company. If someone isn't currently paying your bills, how do they feed themselves? Most countries made rampant hunting illegal poaching, specifically to prevent over-hunting. And if you extort the peasants for their food in times of peace the King will get his knights to disperse your ass cause that's his job.
 
  • 2
Reactions:
Really hyped for a Middle Ages mod. Ck3 has been a terrible disappointment for anything thant the Sims Medieval, and this will play nicely to navigate all the cool events and transformations of the middle ages.
 
  • 5Like
Reactions:
Really hyped for a Middle Ages mod. Ck3 has been a terrible disappointment for anything thant the Sims Medieval, and this will play nicely to navigate all the cool events and transformations of the middle ages.
Given that Project Caesar aims for such a long time-frame, maybe a medieval mod can start as far back as the collapse of the Roman Empire, and the Islamic conquests?
 
  • 1
Reactions:
Given that Project Caesar aims for such a long time-frame, maybe a medieval mod can start as far back as the collapse of the Roman Empire, and the Islamic conquests?
Honestly it probably could. You'd likely need to whip up some character-specific stuff to keep things going, but yeah there's nothing really stopping you from drawing out this game's timeframe to be... as long as you can possibly imagine.

Though things like emerging cultures/religions might become a bit of a mess.
 
Honestly it probably could. You'd likely need to whip up some character-specific stuff to keep things going, but yeah there's nothing really stopping you from drawing out this game's timeframe to be... as long as you can possibly imagine.

Though things like emerging cultures/religions might become a bit of a mess.


Yes thats the problem with pushing things SO far back. The world becomes so messy and unrecognizable by the time you reach the 1337 date that you dont want to keep playing.

You can always railroad it all with script, but that is a lot of extra work, as you have to think about lots of potential contingencies and code events and such for all of them so things return to a more historical set up
 
  • 2Like
Reactions:
Honestly it probably could. You'd likely need to whip up some character-specific stuff to keep things going, but yeah there's nothing really stopping you from drawing out this game's timeframe to be... as long as you can possibly imagine.

Though things like emerging cultures/religions might become a bit of a mess.
Yeah, I made a whole discussion on another thread about how cultural assimilation should work.

I think reasonably you could model arabization as simply the migration of large numbers of Arabs as the Muslims conquer their way through everything, and have them morph into localized variants. I believe Paradox has already discussed the formation of new cultures like the Scots-Irish so the mechanics would be there.

What would be trickier would the germanic invasions and the formations of modern/precursor cultures of modern european states, like the Franks turning into French.
 
-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.
yeah I don't think this will happen until a mid 15th century start date mod is built, I'm pretty sure the mod creator has said as much.
 
Also something occurs to me for a Lord of the Rings mod, but given language is now modeled, modders will have a lot of fun being able to accurately portray Tolkien's obsession with language. I do wonder though for other settings which so rarely delve as deeply into linquistic topics, and their impact on religion and administration, and how Latin, Greek, and Arabic became such political languages for religion. Though with the larger map scale, they might have to add a bit of their own lore or at least interpretations of them. I wonder what the Lords of Universalis teams approach to spin-off lore is? Something I really appreciate that the Old World Blues team does is when expanding into a region without a lot of Fallout Lore they use concepts from spinoffs and cancelled games to expand content, which makes me feel like they properly respect the setting and aren't just using it as a springboard for their own fanfiction.

Honestly I'd like it if the Lords of Universalis team incorporates some of the stuff from the Shadow of Mordor games, as that would at least be very fun mechanically to do. The Rangers of the Black Gate could be a military-order vassal for Gondor, alongside some of the human inhabitants of Mordor that Sauron takes out early on. But you can play as Talion/Celebrimbor's wraith trying to fight a guerilla war against Mordor, spawning civil-war conflicts to give Sauron a headache for early expansion. I could also see the different Orc tribes from Shadow of War all being military orders vassalized under Mordor that have the ability to fight each-other like Daimyo, with unique ideas to them. I know Lords of Universalis also has playable spiders, so it would also be neat to expand on the way Shadow of War plays off like Shelob and Sauron are in a cold-war with one another.

I'm sure the Anbennar team will brew up a whole bunch of lore for stuff like languages. Which I hope actually spices up their religion mechanics, because honestly I think they fall into the trap of giving everyone their own super-unique religion, and tend not to think about the geopolitical implications that religion often has.

I'm also thinking Project Caesar with it's mix of characters and nations might be the best Paradox Game for us to get a proper Avatar: The Last Airbender mod for. Crusader Kings was never able to really portray the industrial revolution aspect of the setting, while EUIV and HOI4 couldn't portray the character-narrative basis for it. And if we can mod in micro-nations to act like 'adventuring parties' (which I'm sure at least Anbennar will get on) you could actually play as the Avatar and their crew going around the world and fighting crime.
 
  • 2Like
Reactions:
yeah I don't think this will happen until a mid 15th century start date mod is built, I'm pretty sure the mod creator has said as much.
Well I imagine if Paradox doesn't do it, it'll probably be real easy for Modders to do. They seem to have given most nations content for at least a good century, and you can take a lot of your cues from EUIV's map start-date (as opposed to needing to do all your own research from scratch). Main issue will likely be determining development at start (since it represents different values than in EUIV) and population sizes.
 
  • 1
Reactions:
Yeah, I made a whole discussion on another thread about how cultural assimilation should work.

I think reasonably you could model arabization as simply the migration of large numbers of Arabs as the Muslims conquer their way through everything, and have them morph into localized variants. I believe Paradox has already discussed the formation of new cultures like the Scots-Irish so the mechanics would be there.

What would be trickier would the germanic invasions and the formations of modern/precursor cultures of modern european states, like the Franks turning into French.
Yeah, there's definitely engine capability. Challenge is mostly the sheer volume of script necessary to make it adaptable and dynamic.

Plus god forbid if you want to deal with convoluted language drift nonsense.
 
  • 3Like
Reactions:
Yes thats the problem with pushing things SO far back. The world becomes so messy and unrecognizable by the time you reach the 1337 date that you dont want to keep playing.

You can always railroad it all with script, but that is a lot of extra work, as you have to think about lots of potential contingencies and code events and such for all of them so things return to a more historical set up
I see modded earlier start dates less as a means to play for longer and rather a way to experience the game mechanics in a different world set up. So if a mod would give us a 1066 start date, and you only play to 1366, I would still consider it a successful and worthy mod.
 
  • 3Like
  • 1
Reactions:
Oh don't get me wrong, I'd love to make the game span, like, 1000 BCE->1900 AD or something utterly insane. It'd just also devolve into such unrecognizable nonsense by the end that I don't think it'd be all that especially fun. Plus you'd end up having to make damn near every mechanic some flavor of generic to compensate for the fact that you're gonna have wild divergence for the bulk of it.
 
  • 6Like
  • 1
Reactions: