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Version 0.1
  • Introducing V0.1 of Ptolemaic Thinking! Because I believe in only providing quality content, I've made sure to prune the mod down to only the features that actually work at the moment.

    What does that mean? Here are the mod's features at-launch:
    • Intermarriage is now allowed between Polytheists of different Religion Groups, minus a few key exceptions for lore reasons. The Peyotists are still understandably disinterested in talking to the Americanists, for example.
    • Voodoo Vodou has a new name and is now a Defensive Religion.
    • The three Jewish religions are also now Defensive Religions, along with other minor changes.
    • The Norse have had their Gods Lists reworked. The current state is non-final and subject to being pared-down.
    • A half-dozen added characters. The main tangible difference is that Lazar Rothschild now has a few kids, making the family less likely to abruptly die out at the beginning of the game.
    • The Religious Map of Middle America has been reworked to be more lore friendly.
    • New Bloodlines.
    • There is now a Wonder in New Orleans, to serve as an explanation for why they haven't been conquered by Louisiana well before now.
    • It always bugged me that the most important family in the Occultist World had a boring name like Mahonic, while a bunch of complete nobodies were somehow getting away with calling themselves Miskaton. Not to mention their much cooler family crest. So to resolve this minor lore issue, I've switched the names and crests of the two dynasties. Yes, that includes the new Paul Mahonic event chain.

    There are three major features that I'm working on and are not yet implemented. The first is the Sherman Wars, ie the Americanist Reconquista. Second is the Louisiana Liberation, ie the Vodou Northern Crusade. And lastly is a new off-map power I'm working on.

    So without further ado, assuming that the file has actually uploaded like the site is telling me it has, I hope you enjoy my work.
     

    Attachments

    • AtE submod Ptolemaic Thinking.zip
      1,1 MB · Views: 116
    Version 0.2, Yucatán
  • Name is a shoutout to the AI nation which seems to have benifited the most from this update. Namely, their ruling dynasty isn't being wiped out by floodling the AI doesn't understand how to deal with every single game now.

    So, what's new?

    What I've mentioned was coming:
    • The Cultural Empires for Apache, Cherokee, Comanche, Hopi, Iroquois, Muscogee, Navajo, and Sioux have been altered so that they are formable if you have Cultural Empires *OR* Extra Empires enabled.
    • Seven new bloodlines in Mexico.
    • In an effort to mitigate the giant destabilizing force that is the Reconquista, all four Mesoamerican Religions are now Hard to Convert. Which makes sense in game, as all four of them were able to develop and thrive in the first place under the hostile rule of the Iturbides' Empire.
    • I tried to Nerf the flooding event that either destroys a building, kills some courtiers, or both. Adding those bloodlines to Mexico made it painfully obvious that for all that that event is a pain for players, it outright drowns entire dynasties for the AI. I tried to set it so that the event would select less important courtiers, but that didn't work properly and now the event seems to select no-one. So, very much not working as intended, but seeing as its no longer drowning entire dynasties I feel like I can safely move it down the priority list, to be revisited at a later date.
    • I edited the way the AI decided whether to pick the Convert to Local Culture decision so that Native AI Dynasties whose capital happened to be majority non-native would no longer ditch the culture they'd been studiously preserving for a thousand years at the drop of a hat. Looking at you, Candameña the Bold.
    • Fixed a bug that prevented rulers from the religions Midewiwin, Raven Tales, and Trailwalkers from converting to the reformed forms of their religions following reformation.
    • Republic government AIs are now more likely to educate their children in stewardship, merchant republics are also now more likely to favor intrigue, and theocracies will now favor learning.
    • Fixed a bug that prevented Exovedates from freely marrying Catholics, Neo-Gnostics, Sedevacantist, Nestorian, Ursuline, Angeline, Confederated, Falling Star, Apostolic, Midiwiwin, and Xhúuyee K'iigaang characters.

    What else:
    • Five new counties in New England, to facilitate the introduction of a titular Kingdom of Hampshire title. The counties are working fine, but for reasons unidentified the Kingdom Title isn't working properly. It doesn't effect functionality, so I figure I can work it out later.
    • I've disabled the Mass Conversion mechanic, so no more vast scale social reordering by way of Witchcraft. Sorry folks, commit your genocides the old fashioned way!
    • Miscellaneous Stuff.
     

    Attachments

    • AtE submod Ptolemaic Thinking V0.2.zip
      1,1 MB · Views: 33
    Last edited:
    Version 0.3, "Polytheists"
  • Name is in reference to a series of gameplay tweaks revolving around Pagan, Afro-Syncretic, American Native, Mesoamerican, Pelagic, and Hindu rulers and what kind of wars the can declare against each other, when. TLDR, If you've got an Afro-Syncretic empire bordering/sort-near a Mesoamerican empire, I want them to interact more like Byzantium and the HRE, and not like Byzantium and the Abbasids.

    On that note, here are the new features:
    • Pagan, Afro-Syncretic, American Native, Mesoamerican, Pelagic, and Hindu rulers may no longer declare Holy Wars against each other. Note that Pelagics cannot declare holy wars.
    • Followers of the Mesoamerican Gods now have access to the county-conquest cb.
    • Members of the religions Brethren, Pelagic, Consumerist, and Monetarist will no longer auto-convert a county to their culture and religion upon winning a prepared invasion.
    • The Pagan Subjugation CB has been expanded in function to cover a more reasonable spread of religions. Basically, I wanted Occultist Boston to be able to use it against Pelagic Nantucket, and now they can so long as the Pelagics have Tribal government.
    • Mesoamericans, Pagans, American Natives, Pelagics, and Tres Potencias can no-longer use the County Conquest CB on each other unless the attacker's government is Nomadic or Tribal.
    • Rulers of unreformed religions are now more likely to use the Pagan Subjugation CB on coreligionists.

    • Twelve New Bloodlines.
    • Kingdom of Hampshire title is working now.
      • In playtesting, I found that Nogad was forming Hampshire irritatingly frequently. In response, I set it so that Vermont, Hampshire, and Maine can only be created if you actually control the State in question instead of just the de jure capital. I'm thinking about partially relaxing that for Maine, but I want to actually get V0.3 posted already.
    • Fixed bug which prevented rulers of Xhúuyee K'iigaang, Midewiwin, Tres Potencias, or Trailblazer religions from receiving appropriate positive modifiers if they selected "Autonomous Leadership" upon reformation.
    • Unreformed Xhúuyee K'iigaang rulers now have access to the coastal-county-conquest cb, and can keep it if they don't select the Raven's Nest doctrine upon reformation.
    • The addition of a new unique wonder to Fort Sill, coupled with a significant nerf to the Nakona bloodline, in an attempt to more evenly balance the Comanche. Still non-final, but I'm much happier with the way Comancheria works following this alteration.
    • Beginning implementation of a new trait specific to Jewish characters, following significant discussion with my Jewish sensitivity advisors, "Pious Skepticism." TLDR, Judaism has a rather different relationship with its texts and doctrines than other monotheistic religions, and isn't fully served by the Zealous and Cynical traits. So, I'm adding a new one. Implementation is going to be a long process, as there are countless places in the code which reference the Zealous and Cynical traits, which will often need a Pious Skepticism equivalent, but the improvements to realism in the gameplay experience will be worth it.
      • trait fx not complete, and the trait has not begun integration into the full list of events and decisions, so don't get too excited yet. I wanted to release V0.3 already.
    • Name list improvements. Mostly just telling the game that "Louis" and "Lewis" are the same name. Only a few cultures done so far, so stay tuned I guess.
    • On recommendation from my indigenous sensitivity advisor, references to the "Sioux" culture have been changed to "Lakota."
    • The Meshichist religion is being disabled and replaced with Hasidic Judaism and Conservative Judaism as part of a planned overhaul of in-game Judaism.
    • Minor improvements to flavor for the Reformed Norse religion.
    • Begun Implementation of a system to make Indigenous Peoples less likely to convert culture in childhood.
    • Begun Implementation of a system to prevent counties with a Jewish culture from having a Gentile religion.
    • Extensively enhanced the way the AI decides how to raise their children. Will be subject to reballancing as I get a sense for the exact consequences of that.
    • Forbid the use of the Force Vassalization CB by the HCC. They're a bit less stupid-expansionist now, so I'm happy.
    • Non-independent nomads can pillage at will.
    • Temporarily forbid AI nomads from settling ANYWHERE, as a placeholder for a future system that only allows nomads to settle if they aren't on the open plains. This system would also, ideally, prevent settled people from expanding into the steppe. Yes, this would leave a grey area of grasslands and farmlands for them to war over.
    • Revamped the way the AI decided which Nature to pick upon Reformation: going through the code, it became clear that the old system was inexplicably assuming that the character making the choices was a christian. This explains so much.
    • Forbid Tribal characters from pillaging settlements. I will reinstate this ability exclusively for use on the open plains once I've set Nomads to do the same.
    • Gave Green Mountains, Rutland, and Nantucket tanistry succession, like the rest of the Yankees.
      • Gave Boston Tanistry succession like all the other Yankees and made a change to the rules for Pagan Subjugation wars so that Paul Miskaton would still be able to launch them.
    • Added lore/content to the island of Hispaniola. Slightly shuffled de-facto lords, a bunch of characters now have children, some claims floating around.
    • All Matrilineal Bloodlines have been switched to Patrilineal because, well, because even if you're Gaian Matrilineal Bloodlines are just a worse version of Patrilineal Bloodlines.
    • Trailwalkers may nolonger intermarry with American Natives, Amero-Syncretics, Mesoamericans, or Pelagics. This is due to lore which has recently come to my attention which uses the word "Homesteading."
    • Eastern Woodlands cultures now have access to the Tanistry succession law.
    • Pelagics are now Hard to Convert.
    • Independant Pelagics must be at least Kingdom rank in order to adopt Feudalism. Requirements for adoption of merchant republic government are unchanged.
    • Added a new Holy Order to the Occultists and the Rust Cult each.
    • Court Tutor is now a high priority minor title.
    • Title Revocation Allowed law now requires "Legalism II" instead of "Legalism I." Religious Control Mandate law now requires "Legalism IV" instead of "Legalism II."


    Bug fixes:
    • Fixed a bug that would cause native rulers to convert to local non-native cultures as normal if playing without Rajas of India.
    • Lots of miscellaneous stuff.
     

    Attachments

    • AtE submod Ptolemaic Thinking V0.3.zip
      1,8 MB · Views: 0
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