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Just tested and 2.5.2.2 works fine, checksum is indeed QTPB

Ehh it works, but if you're like me, my brother, and many others, you'll get crashes after so many years. For me, after 100 years, I'll suffer a crash every 20 in-game years. Then it begins every 10... then every 5... then every 2... Otherwise the speed/performance runs great.
 
Something i've been questioning more and more...

afaik there used to be two completely seperate genetic traits for height: "Tall" and "Huge". Now there is only giant, and Sandor himself is considered one of the tallest men in westeros and yet lacks even the "Tall" trait.
Has that trait been removed from the game? and if so then why? damages the mods credibility slightly when a canon character is lacking one of his most genuinely emphasised physical characteristics :(
 
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has this mod come to a standstill?
 
A quick question, how many years on average does it take to colonize a province? I've been playing a game as the Summer Islands and colonized Gogossos and it's been about 20+ years with no progress (got an amphitheater out of it though :D ) and I'm also noticing provinces are extremely stubborn in converting religions, I've never been able to convert a province I owned to the Summer Islands religion but it seems if I hand it over to a vassal that within 10 years it converts.
 
has this mod come to a standstill?
Definitely not :) Our next update will probably be after the next DLC/patch is released in a couple of weeks.

A quick question, how many years on average does it take to colonize a province? I've been playing a game as the Summer Islands and colonized Gogossos and it's been about 20+ years with no progress (got an amphitheater out of it though :D ) and I'm also noticing provinces are extremely stubborn in converting religions, I've never been able to convert a province I owned to the Summer Islands religion but it seems if I hand it over to a vassal that within 10 years it converts.
Gogossos, which is in the largest category of colonies, will take on average 80 years to complete. Having your steward oversee construction there will decrease this though. Religious conversion is also slow by design in the mod, so I would say your vassal got somewhat lucky.
 
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There's no part for "event unoccupied.5" in the unoccupied event files so colonies never finish. And since I also can't connected to the Citadel forums to find the fix, can someone post what I need to add in to the event file?

EDIT: Downloaded an old mod that enables colonization everywhere and I copied this.

#Colony complete
province_event = {
id = unoccupied.5
desc = "EVTDESCunoccupied.5"
picture = "GFX_evt_castle_construction"

trigger = {
OR = {
has_province_flag = ruined_province
has_province_flag = dothraki_sea
}
has_province_flag = colony_province
has_province_modifier = partial_colony
owner = {
NOT = { culture_group = unoccupied_group }
}
}

mean_time_to_happen = {
years = 10
modifier = {
factor = 1.33
OR = {
has_province_flag = ct_colony_2
has_province_flag = ca_colony_2
}
}
modifier = {
factor = 1.66
OR = {
has_province_flag = ct_colony_3
has_province_flag = ca_colony_3
}
}
modifier = {
factor = 2
OR = {
has_province_flag = ct_colony_4
has_province_flag = ca_colony_4
}
}
modifier = {
factor = 2.33
OR = {
has_province_flag = ct_colony_5
has_province_flag = ca_colony_5
}
}
modifier = {
factor = 2.66
OR = {
has_province_flag = ct_colony_6
has_province_flag = ca_colony_6
}
}
modifier = {
factor = 1.5
has_province_modifier = asoiaf_mild_winter
}
modifier = {
factor = 2
has_province_modifier = asoiaf_normal_winter
}
modifier = {
factor = 3
has_province_modifier = asoiaf_harsh_winter
}
modifier = {
factor = 2
has_province_modifier = colony_famine
}
modifier = {
factor = 2
has_province_modifier = colony_slow_economy
}
modifier = {
factor = 0.75
had_province_flag = { flag = colony_province days = 18250 }
}
modifier = {
factor = 0.75
had_province_flag = { flag = colony_province days = 21900 }
}
modifier = {
factor = 0.75
had_province_flag = { flag = colony_province days = 24000 }
}
modifier = {
factor = 0.5
had_province_flag = { flag = colony_province days = 26000 }
}
modifier = {
factor = 1.11
owner = { NOT = { stewardship = 2 } }
}
modifier = {
factor = 1.11
owner = { NOT = { stewardship = 4 } }
}
modifier = {
factor = 1.11
owner = { NOT = { stewardship = 6 } }
}
modifier = {
factor = 1.11
owner = { NOT = { stewardship = 8 } }
}
modifier = {
factor = 0.9
owner = { stewardship = 12 }
}
modifier = {
factor = 0.9
owner = { stewardship = 14 }
}
modifier = {
factor = 0.9
owner = { stewardship = 16 }
}
modifier = {
factor = 0.9
owner = { stewardship = 20 }
}
modifier = {
factor = 0.9
owner = { stewardship = 22 }
}
modifier = {
factor = 0.9
owner = { stewardship = 24 }
}
modifier = {
factor = 0.9
owner = { stewardship = 26 }
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 14
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 16
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 18
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 20
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 22
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 24
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.8
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 26
location = { province_id = ROOT }
}
}
}
}

option = {
name = "EVTOPTAunoccupied.5" #Yes
owner = {
prestige = 250
if = {
limit = { capital_scope = { NOT = { province_id = 419 } } } #If capital is in Old Volantis use Volantis' culture/religion
capital_scope = {
ROOT = {
culture = PREV
religion = PREV
}
}
}
if = {
limit = { capital_scope = { province_id = 419 } } #If capital is in Old Volantis use Volantis' culture/religion
417 = {
ROOT = {
culture = PREV
religion = PREV
}
}
}
}
remove_province_modifier = partial_colony
clr_province_flag = ruined_province
clr_province_flag = colony_province
clr_province_flag = dredged
clr_province_flag = roads
clr_province_flag = scrolls_found
clr_province_flag = vault_found
clr_province_flag = ct_colony_1
clr_province_flag = ca_colony_1
clr_province_flag = ct_colony_2
clr_province_flag = ca_colony_2
clr_province_flag = ct_colony_3
clr_province_flag = ca_colony_3
clr_province_flag = ct_colony_4
clr_province_flag = ca_colony_4
clr_province_flag = ct_colony_5
clr_province_flag = ca_colony_5
clr_province_flag = ct_colony_6
clr_province_flag = ca_colony_6
if = { #If Dothraki sea territory mark as colonised
limit = { has_province_flag = dothraki_sea }
set_province_flag = dothraki_colony_province
}
hidden_tooltip = {
county = {
any_de_jure_vassal_title = {
remove_building = ct_colony_1
remove_building = ca_colony_1
remove_building = ct_colony_2
remove_building = ca_colony_2
remove_building = ct_colony_3
remove_building = ca_colony_3
remove_building = ct_colony_4
remove_building = ca_colony_4
remove_building = ct_colony_5
remove_building = ca_colony_5
remove_building = ct_colony_6
remove_building = ca_colony_6
}
}
}
}
}
 
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Just got this Mod and I am loving it !. Really tough ( More so than Vanilla ) But that is part of the fun in a way !

Also love the music that the mod has :)
 
Last edited:
There's no part for "event unoccupied.5" in the unoccupied event files so colonies never finish. And since I also can't connected to the Citadel forums to find the fix, can someone post what I need to add in to the event file?

EDIT: Downloaded an old mod that enables colonization everywhere and I copied this.

#Colony complete
province_event = {
id = unoccupied.5
desc = "EVTDESCunoccupied.5"
picture = "GFX_evt_castle_construction"

trigger = {
OR = {
has_province_flag = ruined_province
has_province_flag = dothraki_sea
}
has_province_flag = colony_province
has_province_modifier = partial_colony
owner = {
NOT = { culture_group = unoccupied_group }
}
}

mean_time_to_happen = {
years = 10
modifier = {
factor = 1.33
OR = {
has_province_flag = ct_colony_2
has_province_flag = ca_colony_2
}
}
modifier = {
factor = 1.66
OR = {
has_province_flag = ct_colony_3
has_province_flag = ca_colony_3
}
}
modifier = {
factor = 2
OR = {
has_province_flag = ct_colony_4
has_province_flag = ca_colony_4
}
}
modifier = {
factor = 2.33
OR = {
has_province_flag = ct_colony_5
has_province_flag = ca_colony_5
}
}
modifier = {
factor = 2.66
OR = {
has_province_flag = ct_colony_6
has_province_flag = ca_colony_6
}
}
modifier = {
factor = 1.5
has_province_modifier = asoiaf_mild_winter
}
modifier = {
factor = 2
has_province_modifier = asoiaf_normal_winter
}
modifier = {
factor = 3
has_province_modifier = asoiaf_harsh_winter
}
modifier = {
factor = 2
has_province_modifier = colony_famine
}
modifier = {
factor = 2
has_province_modifier = colony_slow_economy
}
modifier = {
factor = 0.75
had_province_flag = { flag = colony_province days = 18250 }
}
modifier = {
factor = 0.75
had_province_flag = { flag = colony_province days = 21900 }
}
modifier = {
factor = 0.75
had_province_flag = { flag = colony_province days = 24000 }
}
modifier = {
factor = 0.5
had_province_flag = { flag = colony_province days = 26000 }
}
modifier = {
factor = 1.11
owner = { NOT = { stewardship = 2 } }
}
modifier = {
factor = 1.11
owner = { NOT = { stewardship = 4 } }
}
modifier = {
factor = 1.11
owner = { NOT = { stewardship = 6 } }
}
modifier = {
factor = 1.11
owner = { NOT = { stewardship = 8 } }
}
modifier = {
factor = 0.9
owner = { stewardship = 12 }
}
modifier = {
factor = 0.9
owner = { stewardship = 14 }
}
modifier = {
factor = 0.9
owner = { stewardship = 16 }
}
modifier = {
factor = 0.9
owner = { stewardship = 20 }
}
modifier = {
factor = 0.9
owner = { stewardship = 22 }
}
modifier = {
factor = 0.9
owner = { stewardship = 24 }
}
modifier = {
factor = 0.9
owner = { stewardship = 26 }
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 14
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 16
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 18
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 20
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 22
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.9
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 24
location = { province_id = ROOT }
}
}
}
modifier = {
factor = 0.8
owner = {
job_treasurer = {
has_job_action = action_oversee_construction
stewardship = 26
location = { province_id = ROOT }
}
}
}
}

option = {
name = "EVTOPTAunoccupied.5" #Yes
owner = {
prestige = 250
if = {
limit = { capital_scope = { NOT = { province_id = 419 } } } #If capital is in Old Volantis use Volantis' culture/religion
capital_scope = {
ROOT = {
culture = PREV
religion = PREV
}
}
}
if = {
limit = { capital_scope = { province_id = 419 } } #If capital is in Old Volantis use Volantis' culture/religion
417 = {
ROOT = {
culture = PREV
religion = PREV
}
}
}
}
remove_province_modifier = partial_colony
clr_province_flag = ruined_province
clr_province_flag = colony_province
clr_province_flag = dredged
clr_province_flag = roads
clr_province_flag = scrolls_found
clr_province_flag = vault_found
clr_province_flag = ct_colony_1
clr_province_flag = ca_colony_1
clr_province_flag = ct_colony_2
clr_province_flag = ca_colony_2
clr_province_flag = ct_colony_3
clr_province_flag = ca_colony_3
clr_province_flag = ct_colony_4
clr_province_flag = ca_colony_4
clr_province_flag = ct_colony_5
clr_province_flag = ca_colony_5
clr_province_flag = ct_colony_6
clr_province_flag = ca_colony_6
if = { #If Dothraki sea territory mark as colonised
limit = { has_province_flag = dothraki_sea }
set_province_flag = dothraki_colony_province
}
hidden_tooltip = {
county = {
any_de_jure_vassal_title = {
remove_building = ct_colony_1
remove_building = ca_colony_1
remove_building = ct_colony_2
remove_building = ca_colony_2
remove_building = ct_colony_3
remove_building = ca_colony_3
remove_building = ct_colony_4
remove_building = ca_colony_4
remove_building = ct_colony_5
remove_building = ca_colony_5
remove_building = ct_colony_6
remove_building = ca_colony_6
}
}
}
}
}
You don't need unoccupied.5, unoccupied.4 just triggers twice as the effects of 5 were compounded into a second use of 4
 
Noob question - When a new version of this mod comes out. Do I need to unstaill the mod and Re install the new version of the mod ( I have windows ) or does it do it automaticly ?. Just wondering I assume I have to unstaill and Re download/ Reinstall the new version but just want to be sure
 
Noob question - When a new version of this mod comes out. Do I need to unstaill the mod and Re install the new version of the mod ( I have windows ) or does it do it automaticly ?. Just wondering I assume I have to unstaill and Re download/ Reinstall the new version but just want to be sure
Uninstall the old version, make sure all files related to the old version are removed, make sure your ck2 is up to date, download the new version and install then happy playing
 
Uninstall the old version, make sure all files related to the old version are removed, make sure your ck2 is up to date, download the new version and install then happy playing

Ok than was just wondering !. That is what I figured but was just wondering none the less. Cant wait for the next version of the mod to come out after Reapers due is out. But eh I am enjoying the current version so I am not complaining ( just got to remember to put my Ck2 version back to the current Version after the Dlc drops )
 
Some time before the next DLC
Haha so are y'all expecting this to be one of the longer updates to figure out? I can't imagine it being more difficult than Conclave or Horse Lords (both of which I remember giving y'all some pretty intense changes to wrangle) but I know slim to skinny about modding. I guess the whole options thing at the beginning could cause some issues
 
Haha so are y'all expecting this to be one of the longer updates to figure out? I can't imagine it being more difficult than Conclave or Horse Lords (both of which I remember giving y'all some pretty intense changes to wrangle) but I know slim to skinny about modding. I guess the whole options thing at the beginning could cause some issues
My answer was more of a joke than anything else, like yeah it will be out before the next DLC but that is only cause we don't have a solid date for it to be released