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TheLand, if you wish I can send you not yet released Improved Military Mod (1.1 - basicly normal version, slightly polished); I could also send you improved 'civil war donations', with more balanced cost, loyalty consideration and various troops composition according to country military doctrine. Send me PM (preferably with email) if interested
 
I would like to help with this (sounds like a magna mundi) and i will let you use my mod as well, if you want to use it just take it and pm me :D , I will help with anything as well, i have no life so just pm or post anything that you need help with.
 
TheLand: Is there somewhere besides those spots (that's all I've found) that gives some sort of value for trade routes? I've been digging around trying to find something like that because I think it would make for a big improvement if we added a few more (leather's a good one, whoever it was suggested that) and it wouldn't work right without the values, but I can't find if it's hardcoded or hidden in the text files.

:/

Me.
 
Very nice job, indeed. The game definitely needs these fixes, and while I'm sure Johan is working on 1.2, I'm not alone in wanting to get on with playing for now. Keep up the good work!
 
Asmodeous said:
TheLand: Is there somewhere besides those spots (that's all I've found) that gives some sort of value for trade routes? I've been digging around trying to find something like that because I think it would make for a big improvement if we added a few more (leather's a good one, whoever it was suggested that) and it wouldn't work right without the values, but I can't find if it's hardcoded or hidden in the text files.

There are some lines in defines.txt as well, think those are relevant to all traderoutes though.

I can't see what (if anything) makes a wine traderoute more valuable than a grain traderoute.

Why not have a go at adding something to tradegoods.csv, and to a province in the history files, and see what happens?
 
TheLand said:
There are some lines in defines.txt as well, think those are relevant to all traderoutes though.

I can't see what (if anything) makes a wine traderoute more valuable than a grain traderoute.

Why not have a go at adding something to tradegoods.csv, and to a province in the history files, and see what happens?

I was thinking what if we code in a bonus for different combinations of trade goods?

Say for instances, if the province have all food trade goods like fish, grain, spice it would give a bigger boost in manpower and pop growth.

Or like wood, iron, horse will allow chariots.
 
zarinth said:
I was thinking what if we code in a bonus for different combinations of trade goods?

Say for instances, if the province have all food trade goods like fish, grain, spice it would give a bigger boost in manpower and pop growth..

That's a good idea. I think this would have to be done through the events system with triggered modifiers for each province.

Or like wood, iron, horse will allow chariots

I am fairly keen not to make the military system (or, at least, military production) any more dependent on trade goods than it currently is. As things stand, being unable to make archers because of a lack of wood, or even heavy infantry because of a lack of iron, is faintly silly. The whole of Europe was iron-age at this time and able to find enough iron and wood to equip its relatively small armies with swords and bows.
 
TheLand said:
That's a good idea. I think this would have to be done through the events system with triggered modifiers for each province.

I can try to code that spice, grain, fish as a triggered modifiers and see if it works.
Code:
trigger = { 
                      trade_goods = spice
                      trade_goods = grain
                      trade_goods = fish
                      }
should do the trick
I am fairly keen not to make the military system (or, at least, military production) any more dependent on trade goods than it currently is. As things stand, being unable to make archers because of a lack of wood, or even heavy infantry because of a lack of iron, is faintly silly. The whole of Europe was iron-age at this time and able to find enough iron and wood to equip its relatively small armies with swords and bows.

Maybe we can change the whole system altogether, to a system that those resources provide army supplies, thus increasing the force limit or reducing military maintenance. Of course, the combination of military goods will increase it even further. That way their a pattern in which the trade goods should be traded.
 
zarinth said:
I can try to code that spice, grain, fish as a triggered modifiers and see if it works.
Code:
trigger = { 
                      trade_goods = spice
                      trade_goods = grain
                      trade_goods = fish
                      }
should do the trick

Funky. We will have to think about what appropriate bonuses for tradegood-combinations should be. The bonuses should probably not be very large - more for flavour than anything else.

Maybe we can change the whole system altogether, to a system that those resources provide army supplies, thus increasing the force limit or reducing military maintenance.

We could... I am not sure that there is anything particularly wrong or ahistoric about the system for military maintenance as it stands though.

It is easy when modding to think "what are all the clever things we could use this mechanism to do?" while our objective should be "What does this mechanism correspond to in reality, what did that do, and what can we do to improve the game?"

That said i don't want to discourage you and if you have a concrete proposal I'm all ears.
 
Since by now this thread seems to be the most popular project; I´d like to suggest something for tech developement.

In EU3 tech advance was an improvement itself even when a reached level does not give a direct application (such as new buildings or units). In the end, land tech improves morale; trade, better chances to compete or infraestructure more taxes.

In Rome, tech allows inventions, but there are loooots of leves whithout them so why not adding inventions for each of the levels? There are many areas not covered by inventions. Some examples:
-Poliorcetics (better chances for sieges, both defending and attacking).
-Cosmopolitism (better chances of cultural conversion).
-Sincretic Faith (better chances of religious conversion).
 
Vacceo said:
There are many areas not covered by inventions. Some examples:
-Poliorcetics (better chances for sieges, both defending and attacking).
-Cosmopolitism (better chances of cultural conversion).
-Sincretic Faith (better chances of religious conversion).

That would certainly add detail. If we can come up with additional inventions and give them authentic effects, then I'm all for it.

Are you offering to help, or just suggesting the idea? ;-)
 
Really excited about this prodject. Thanks TheLand for taking the initiative and for all the other Modders who are also involved. I wish I could contribute, but my modding skills are limited to changing a few values in a text document, so I will restrict myself to offering a few suggestions here and there. I hope that in at least one of the new provinces added in italy that Horses are a trade good. It is really silly and somewhat crippling for Rome to not have access to horse at the start.
 
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hmmm no good on the code for trade_good, I believe trade_good refers to the good that's being produced in the province only. Must be trade_route or something...

I came up with the idea of having bonus for having combinations of trade goods from previous installment of Europa, mainly COT (center of trade). Guess I'll called it COT mod :rofl:
 
Sol Invictus said:
I hope that in at least one of the new orvinces added in italy that Horses are a trade good. It is really silly and somewhat crippling for Rome to not have access to horse at the start.

Historically the Roman army was very weak on cavalry, because the Italian peninsula is not good territory for horses - this is presumably what Paradox were attempting to represent.
 
zarinth said:
hmmm no good on the code for trade_good, I believe trade_good refers to the good that's being produced in the province only. Must be trade_route or something...

I came up with the idea of having bonus for having combinations of trade goods from previous installment of Europa, mainly COT (center of trade). Guess I'll called it COT mod :rofl:

Hmm, that's irritating. I can't see a trigger on traderoutes anywhere.
 
TheLand said:
Historically the Roman army was very weak on cavalry, because the Italian peninsula is not good territory for horses - this is presumably what Paradox were attempting to represent.

I figured as much as well, but the complete lack of access to Cavalry is quite extreme. Gaining that access drives my early strategic planning, which doesn't seem right. I never can get a trade route going for Cavalry. :(
 
Sol Invictus said:
I figured as much as well, but the complete lack of access to Cavalry is quite extreme. Gaining that access drives my early strategic planning, which doesn't seem right. I never can get a trade route going for Cavalry. :(

Their only one proper way to play as rome, LEGIONS OF IRON!!
 
zarinth said:
Their only one proper way to play as rome, LEGIONS OF IRON!!

I certainly agree, but a little Cavalry is always nice. No Horse Lords for me. Even a Horse province in one of the Barbarian provinces directly north of Roman lands would be suitable. I am getting ready to launch my first major war as Rome against Macedonia for the sole purpose of gaining the Horse province directly across the Adriatic. This for the sole purpose of getting ready for my future war against Carthage. I don't dare go against Carthage without a single Cavalry unit. :eek: