Aka my little mod's second reincarnation for 2.3 that I started again a few hours ago. I'll try and get a release ASAP. Till then some screens and such.
Features:
Revamped religion:
-Roman religion changed to Greek
Differences in a single religion that would be mostly cultural/nationalist? will be represented by a provincial modifier. The only thing I can think of atm is if Rome owns athens/southern greece/cyprus/rhodos/crete this will happen. I doubt the Macedonians would care about differences between roman and macedonian religion much.
Syncretic religions. Basically representing a large portion of 2/3 religions and or some crossover.
-Eastern traditions(replaces zoroastrianism mostly)
-Graeco Eastern(a few provinces in the Seleucid Empire, including Seleucia most likely, I might make this the official religion of the Seleucid Empire also)
-Different religions will be easier and harder to convert to/from and will have more conditions
-Graeco Celtic
-Graeco Dacian
-Graeco Egyptian (for Alexandria)
-Carthaginian will be treated as somewhat Syncretic automatically
-Religion to religion specific tolerance
Revamped culture:
Including syncretic cultures.
And a lot of bonuses for similar cultures depending on how similar.
-Romano celtic
-Graeco celtic
-Carthaginian Celtic
-Numidian will be treated as somewhat syncretic
-Pontic culture added (treated as halfway between Greek and Armenian/Ibero)
-Seleucid empire changed to Macedonian culture and Seleucia and Antioch changed to Macedonian culture(maybe a few "macedonian presence" provincial modifiers that add 5% manpower in a few provinces or something to compensate a little, however I do want them to have a fair bit less manpower than currently although possibly less internal troubles with religion due to other modifiers, but more trouble from the Parthians)
-Egypt changed to Ptolemaic Empire and will be very tolerant of macedonian/greek culture (itself being essentially a syncretic culture). Alexandria will be changed to greek culture
BTW... does anyone know if EU rome can work out how many units of a particular type you have in an event? For instance I want to limit the number of Pezhetaroi the Successor states can have based on how many well Macedonians they have available.
Other changes:
-Ideas will be totally redone
-Omens rebalanced and made more realistic for instance the growth one will be seriously nerfed. As well as a stability cost reduction one added.
-Unit balance will be re looked.
-Buildings will be redone and rebalanced. Irrigation/Foresty will probably be replaced with infrastructure level 1/2 which will have more complicated bonuses. Aqueducts could be represented by infrastructure level 2 maybe. Along with two levels of roads as well as two levels of harbours maybe?
-Tech rebalanced? I'm not overly knowledgeable on this area, so if anyone could recomend some actually decent inventions that are either important or mostly irrelevant but actually did exist (but still interesting)
Religious tech definitely will go. Maybe split land into infantry/cavlry(& elephants)
-Civilisation spread rebalanced? Ideas will have more impact
-Sliders (in effect decision/"law" based). Offensive/defensive will be represented via all the specialising in areas laws/inventions/choices/unit specialisations that are already in the game. Aristocratic/Plutocratic would be good but will require a lot of stuff to make it not seem shallow as in effect it should influence a lot of stuff. Centralisation/decentralisation similarly. Innovation/Narrowminded will definitely be added fairly early on though. As it was important in those times, especially concidering the whole Greek superiority complex. For instance perhaps Innovative socities would be quicker to convert provinces to syncretic religions but far slower to the full faith. As well as narrowminded societies generally placing more value on religion thus making them a more powerful force (which is fairly straightforward in republics but in monarchys it'll be a bit more complicated). This will be heavily influenced by ideas though, as will a lot of events for religious conversion. I'll probably also add a a trait that triggers near instantly (or maybe if I can be bothered changes depending on other traits) for leaders(or maybe everyone, but that might create clutter) that represents generally how tolerant they are of religions (and of cultures, at the time I believe they were quite linked) which will allow/disallow various decisions and influence event MTTHs.
-Oh and I'll change the colours to something a bit less random and jarring too (again).
-I think I might know a way around excessive colonisation. I'll have a very fast acting event that will keep any barbarian provinces that border a province with 50 civ and 10 people above 2 barbarian presence. I realise that ai colonisation is instant HOWEVER they can't colonise while uprooted barbarians are walking around so that should give enough time for the event to fire. The exception will be if a nation has a specific colonisation idea. As well as maybe varying levels of colonial focus. I'll try and make it impossible for AI carthage to colonise north africa (except maybe under unlikely circumstances) while giving incentives for the player to colonise Iberia instead. Perhaps much lower growth for desert provinces (which will likely be from flags at a provincial level).
-Much more powerful ideas (however some will be harder to get and most will have drawbacks and heavy effects on events) along with historical ideas (and more idea slots) and ideas being harder to change. Along the lines of magni mundi.
-Stability harder to get. More events that raise stability for when you're at the lower end (if there's good reasons to though, if your empire is splitting itself apart because everyone hates everyone else then not). However more that lower stability at the higher end too.
Historical questions:
*Should Ibero be Shamanism or Persian traditions? (changed to Persian traditions currently). Was Pontus settled by Persian peoples or was that just the aristocracy? It appears not, Pontus is going to be Greco-Eastern but with part Persian traditional, part Zoroastrian aristocracy if I can.
*Should Armenia and Ibero have it's own "Armenian traditions" religion. Was there much similarity religion wise in Armenia as to say Parthia?
*Anyone think that Citizens-Freemen-Slaves might need to be relooked? I mean there were a lot of freemen who generated income... such as say in sparta. While the citizens probably didn't do too much researching. Perhaps represented as; Bourgeoisie, Freemen and craftsmen, Slaves and labourers. Perhaps a bonus to trade income should be awarded depending on what % of freemen is in the province, what civ value it has, how old it has and what trade good it has (to try and calculate how many craftsmen).
*Was Corsica truely carthaginian? I know Sardinia was, however what about Corsica? Or was it Greek/Etruscan?
Anyway, comments?
Features:
Revamped religion:
-Roman religion changed to Greek
Differences in a single religion that would be mostly cultural/nationalist? will be represented by a provincial modifier. The only thing I can think of atm is if Rome owns athens/southern greece/cyprus/rhodos/crete this will happen. I doubt the Macedonians would care about differences between roman and macedonian religion much.
Syncretic religions. Basically representing a large portion of 2/3 religions and or some crossover.
-Eastern traditions(replaces zoroastrianism mostly)
-Graeco Eastern(a few provinces in the Seleucid Empire, including Seleucia most likely, I might make this the official religion of the Seleucid Empire also)
-Different religions will be easier and harder to convert to/from and will have more conditions
-Graeco Celtic
-Graeco Dacian
-Graeco Egyptian (for Alexandria)
-Carthaginian will be treated as somewhat Syncretic automatically
-Religion to religion specific tolerance
Revamped culture:
Including syncretic cultures.
And a lot of bonuses for similar cultures depending on how similar.
-Romano celtic
-Graeco celtic
-Carthaginian Celtic
-Numidian will be treated as somewhat syncretic
-Pontic culture added (treated as halfway between Greek and Armenian/Ibero)
-Seleucid empire changed to Macedonian culture and Seleucia and Antioch changed to Macedonian culture(maybe a few "macedonian presence" provincial modifiers that add 5% manpower in a few provinces or something to compensate a little, however I do want them to have a fair bit less manpower than currently although possibly less internal troubles with religion due to other modifiers, but more trouble from the Parthians)
-Egypt changed to Ptolemaic Empire and will be very tolerant of macedonian/greek culture (itself being essentially a syncretic culture). Alexandria will be changed to greek culture
BTW... does anyone know if EU rome can work out how many units of a particular type you have in an event? For instance I want to limit the number of Pezhetaroi the Successor states can have based on how many well Macedonians they have available.
Other changes:
-Ideas will be totally redone
-Omens rebalanced and made more realistic for instance the growth one will be seriously nerfed. As well as a stability cost reduction one added.
-Unit balance will be re looked.
-Buildings will be redone and rebalanced. Irrigation/Foresty will probably be replaced with infrastructure level 1/2 which will have more complicated bonuses. Aqueducts could be represented by infrastructure level 2 maybe. Along with two levels of roads as well as two levels of harbours maybe?
-Tech rebalanced? I'm not overly knowledgeable on this area, so if anyone could recomend some actually decent inventions that are either important or mostly irrelevant but actually did exist (but still interesting)
Religious tech definitely will go. Maybe split land into infantry/cavlry(& elephants)
-Civilisation spread rebalanced? Ideas will have more impact
-Sliders (in effect decision/"law" based). Offensive/defensive will be represented via all the specialising in areas laws/inventions/choices/unit specialisations that are already in the game. Aristocratic/Plutocratic would be good but will require a lot of stuff to make it not seem shallow as in effect it should influence a lot of stuff. Centralisation/decentralisation similarly. Innovation/Narrowminded will definitely be added fairly early on though. As it was important in those times, especially concidering the whole Greek superiority complex. For instance perhaps Innovative socities would be quicker to convert provinces to syncretic religions but far slower to the full faith. As well as narrowminded societies generally placing more value on religion thus making them a more powerful force (which is fairly straightforward in republics but in monarchys it'll be a bit more complicated). This will be heavily influenced by ideas though, as will a lot of events for religious conversion. I'll probably also add a a trait that triggers near instantly (or maybe if I can be bothered changes depending on other traits) for leaders(or maybe everyone, but that might create clutter) that represents generally how tolerant they are of religions (and of cultures, at the time I believe they were quite linked) which will allow/disallow various decisions and influence event MTTHs.
-Oh and I'll change the colours to something a bit less random and jarring too (again).
-I think I might know a way around excessive colonisation. I'll have a very fast acting event that will keep any barbarian provinces that border a province with 50 civ and 10 people above 2 barbarian presence. I realise that ai colonisation is instant HOWEVER they can't colonise while uprooted barbarians are walking around so that should give enough time for the event to fire. The exception will be if a nation has a specific colonisation idea. As well as maybe varying levels of colonial focus. I'll try and make it impossible for AI carthage to colonise north africa (except maybe under unlikely circumstances) while giving incentives for the player to colonise Iberia instead. Perhaps much lower growth for desert provinces (which will likely be from flags at a provincial level).
-Much more powerful ideas (however some will be harder to get and most will have drawbacks and heavy effects on events) along with historical ideas (and more idea slots) and ideas being harder to change. Along the lines of magni mundi.
-Stability harder to get. More events that raise stability for when you're at the lower end (if there's good reasons to though, if your empire is splitting itself apart because everyone hates everyone else then not). However more that lower stability at the higher end too.
Historical questions:
*Should Ibero be Shamanism or Persian traditions? (changed to Persian traditions currently). Was Pontus settled by Persian peoples or was that just the aristocracy? It appears not, Pontus is going to be Greco-Eastern but with part Persian traditional, part Zoroastrian aristocracy if I can.
*Should Armenia and Ibero have it's own "Armenian traditions" religion. Was there much similarity religion wise in Armenia as to say Parthia?
*Anyone think that Citizens-Freemen-Slaves might need to be relooked? I mean there were a lot of freemen who generated income... such as say in sparta. While the citizens probably didn't do too much researching. Perhaps represented as; Bourgeoisie, Freemen and craftsmen, Slaves and labourers. Perhaps a bonus to trade income should be awarded depending on what % of freemen is in the province, what civ value it has, how old it has and what trade good it has (to try and calculate how many craftsmen).
*Was Corsica truely carthaginian? I know Sardinia was, however what about Corsica? Or was it Greek/Etruscan?
Anyway, comments?
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