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Tried it out, very cool stuff, though I will say, is it possible to tone the duration down on the looting provinces event? 50,000 days is a bit excessive, I've changed it to a year, but other people might not be so comfortable rooting around the mod folders etc.

Of course, thats my personal opinion, or we could add a "no" option which gives you no looting, otherwise, its a bit painful taking provinces that you pwned earlier.

If you get my meaning.

EDIT - Also, could you give us an ETA on the next version?
 
English Patriot said:
Tried it out, very cool stuff, though I will say, is it possible to tone the duration down on the looting provinces event? 50,000 days is a bit excessive, I've changed it to a year, but other people might not be so comfortable rooting around the mod folders etc.

Of course, thats my personal opinion, or we could add a "no" option which gives you no looting, otherwise, its a bit painful taking provinces that you pwned earlier.

If you get my meaning.

EDIT - Also, could you give us an ETA on the next version?

Lol...the ETA's been given about five times now as middle of this week (Thursday is looking like the day).

Yeah I've actually toned down my personal game, so that the looting events last about ten years. I wanted some feedback before I changed it in the mod.
One year seems too short though. Pillage, looting and rapine tend to do some rather long term damage. And then there's more serious cases like the obliteration of Carthage and/or Corinth. Perhaps I'll add another option, so you'll be able to either leave them be, loot the province (say with 5 or 10 year effect), or lay waste to the province (which will have to add alot of badboy) and ruin the provnce for 50 years.

Edit: Just read the last bit of your post - if you choose "Reign them in", so they don't loot the province much, an event will fire after a couple months or so taking away the looted modifier.
 
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As far as Seleucia is concenred, an event for Sel rebels which after a MTT of 10-20 yrs has them create their own nation (change tag).

I'm not sure which is more historical dynasties creating their own states or nations revolting. If it's nations then have events which check if Rebs control a certain province within the nation and then have it reborn. If it's dynasties, check if the ruler belongs to a certain family then have the new state named after the family.

Both would require a lengthy civil war with no clear winner.


The other option is to have an event that compares the size of Seleucia to that of the rebels, when the rebels are 75% of the nation it collapses and breaks up into multiple small states.
 
battlecry said:
Lol...the ETA's been given about five times now as middle of this week (Thursday is looking like the day).

Yeah I've actually toned down my personal game, so that the looting events last about ten years. I wanted some feedback before I changed it in the mod.
One year seems too short though. Pillage, looting and rapine tend to do some rather long term damage. And then there's more serious cases like the obliteration of Carthage and/or Corinth. Perhaps I'll add another option, so you'll be able to either leave them be, loot the province (say with 5 or 10 year effect), or lay waste to the province (which will have to add alot of badboy) and ruin the provnce for 50 years.


Haha sorry about that I skimmed the thread for the pillage event not for the eta :wacko:

Another option for total obliteration would be good, I still think one year should be good, because in all likelihood, your chaps aren't going to go across the entire province square mile by square mile. Also, the provinces you take in war are a bit too much of a burden, five years seems a good compromise though.
 
Senty said:
As far as Seleucia is concenred, an event for Sel rebels which after a MTT of 10-20 yrs has them create their own nation (change tag).

I'm not sure which is more historical dynasties creating their own states or nations revolting. If it's nations then have events which check if Rebs control a certain province within the nation and then have it reborn. If it's dynasties, check if the ruler belongs to a certain family then have the new state named after the family.

Both would require a lengthy civil war with no clear winner.


The other option is to have an event that compares the size of Seleucia to that of the rebels, when the rebels are 75% of the nation it collapses and breaks up into multiple small states.

The main problem with this would be creating all those smaller states, as they currently don't exist for most countries. There's no way to have the game generate a new country as you suggest, it would already have to be written into the game. Unless people started designing all these states one by one and submitting them, I'd have to do it myself, requiring a truly enormous amount of time.
 
English Patriot said:
Haha sorry about that I skimmed the thread for the pillage event not for the eta :wacko:

Another option for total obliteration would be good, I still think one year should be good, because in all likelihood, your chaps aren't going to go across the entire province square mile by square mile. Also, the provinces you take in war are a bit too much of a burden, five years seems a good compromise though.

I disagree (in part). I think the fact that troops would most likely only pillage/loot the main city of a province could be best represented in the level of damage, rather than the time it takes to repair it.
For instance, if say 10% of the province's "GDP" was destroyed, then this can be represented as a -10% modifier on tax/trade income, and some lesser growth restrictions, but it would still take a long time to rebuild that 10%, which in most cases in this timeframe took many, many years (even decades) to build up in the first place.
Also, in game terms, one year is such a short time that the damage inflicted would not be likely to affect the economy of the victim nation in any real sense.
I'll probably go for 15 years, allowing the player to inflict sufficient damage on a country (without taking provinces) that it no longer has to worry (much) about that nation as a threat for a while.
 
battlecry said:
Gave Parthia a triggered modifier to increase their military effectiveness (although it might be overpowered, and I'd like to find a way to turn it off after a certain date). I PMed it to you so you can play around with it. Do you guys have any character/random events completed? Wondering if I might use them as a template.


Rather than turning it off at a date it might be better to turn it off when Parthia becomes too big by setting the number of provinces as a trigger. Otherwise you might end up with a Parthia even worse than the Selucids.

Edit: Where are you planning to place the Goths? It's a quite controversial issue.
 
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that_sweed said:
Rather than turning it off at a date it might be better to turn it off when Parthia becomes too big by setting the number of provinces as a trigger. Otherwise you might end up with a Parthia even worse than the Selucids.

Edit: Where are you planning to place the Goths? It's a quite controversial issue.

a) Still working out the triggers, I've still got alot to learn about scripting, but yes this would be better than the end-date idea.
Edit: Ok, figured it out. The modifier is now set to turn off when they get 12 provinces

b) The earliest mention of the Goths places them in the area of what is now Gdansk (Danzig), Poland (i.e. the mouth of the Vistula). So I gave them that province (i.e. the farthest east on the Baltic ingame). All the Germanics/gauls in 0.4 will start with 2 provinces (with some exceptions), so I also gave them the Swedish province, which tradition places them at an earlier date. They're referred to as "Amber traders" in the early writings, so I made them a trade tribe.
 
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Simon B said:
when I try to load the mod I got a ctd after the "creating the world" process. Can you help me out?

First: Is your game patched to v1.1? This mod is for that version only.
Second: are you using the current (v0.35b) version of this mod? A CTD bug was fixed in this version.

If the answer to both those questions is "Yes" then please do the following:

Right after the CTD happens, if you could please copy the contents of the error.log file (open with notepad) in your "Europa Universalis - Rome\logs" folder. Send this to me by PRIVATE MESSAGE please, I don't want something that large posted on the thread.
 
battlecry said:
I disagree (in part). I think the fact that troops would most likely only pillage/loot the main city of a province could be best represented in the level of damage, rather than the time it takes to repair it.
For instance, if say 10% of the province's "GDP" was destroyed, then this can be represented as a -10% modifier on tax/trade income, and some lesser growth restrictions, but it would still take a long time to rebuild that 10%, which in most cases in this timeframe took many, many years (even decades) to build up in the first place.
Also, in game terms, one year is such a short time that the damage inflicted would not be likely to affect the economy of the victim nation in any real sense.
I'll probably go for 15 years, allowing the player to inflict sufficient damage on a country (without taking provinces) that it no longer has to worry (much) about that nation as a threat for a while.

Thats certainly true, and interestingly, I was more worried myself about the population growth modifier than the income details..
 
battlecry said:
a) Still working out the triggers, I've still got alot to learn about scripting, but yes this would be better than the end-date idea.
Edit: Ok, figured it out. The modifier is now set to turn off when they get 12 provinces

Any chance you could PM me that as well? ;-)

Thanks!
 
English Patriot said:
Thats certainly true, and interestingly, I was more worried myself about the population growth modifier than the income details..

People would still be having children, no matter what the circumstances (in fact people in worse circumstances seem to have more, for whatever reason), and with the population growth rate already curtailed by other aspects of the mod, I don't want the growth rate to end up at something like -10%. 10 years of that and you're left with, well, an empty province.
 
battlecry said:
People would still be having children, no matter what the circumstances (in fact people in worse circumstances seem to have more, for whatever reason), and with the population growth rate already curtailed by other aspects of the mod, I don't want the growth rate to end up at something like -10%. 10 years of that and you're left with, well, an empty province.

I'm pretty sure I got -10% growth on one, with a total of -12%, which was one of my major concerns..
 
I'm also going to look at replacing the current looting events entirely, with elements of the Warandpeace mod by Antimatter. It looks quite good from the script, although I'll have to spend awhile playtesting.
 
English Patriot said:
I'm pretty sure I got -10% growth on one, with a total of -12%, which was one of my major concerns..

Yes the issue is that these events were designed for the vanilla game, with much higher base population growth rates. I've got to adjust them, yet another thing on my list... :eek:o
 
battlecry said:
a) Still working out the triggers, I've still got alot to learn about scripting, but yes this would be better than the end-date idea.
Edit: Ok, figured it out. The modifier is now set to turn off when they get 12 provinces

b) The earliest mention of the Goths places them in the area of what is now Gdansk (Danzig), Poland (i.e. the mouth of the Vistula). So I gave them that province (i.e. the farthest east on the Baltic ingame). All the Germanics/gauls in 0.4 will start with 2 provinces (with some exceptions), so I also gave them the Swedish province, which tradition places them at an earlier date. They're referred to as "Amber traders" in the early writings, so I made them a trade tribe.

Based on archeological evidence Goth (Wielbark) Culture only turned up in northern Poland around the first century AD. During the period of the game this area was dominated by the local Oksywie culture.
http://www.muzarp.poznan.pl/archweb/gazociag/title5.htm

Placing the Goths in southern Scandinavia might be correct but there is much contention over this as the claim has often been tied to Swedish nationalism. From a historical point of view I would recommend leaving them out entierly as they are slightly out of place in the timeframe and there is no firm evidence regarding where they should be. There are many more influential tribes that could take their place.
 
that_sweed said:
Based on archeological evidence Goth (Wielbark) Culture only turned up in northern Poland around the first century AD. During the period of the game this area was dominated by the local Oksywie culture.
http://www.muzarp.poznan.pl/archweb/gazociag/title5.htm

Placing the Goths in southern Scandinavia might be correct but there is much contention over this as the claim has often been tied to Swedish nationalism. From a historical point of view I would recommend leaving them out entierly as they are slightly out of place in the timeframe and there is no firm evidence regarding where they should be. There are many more influential tribes that could take their place.

They are really the only one I have in that region (I wanted to leave colonization space between the Gallic block and the Germanics). Would you suggest the Cimbri in Jutland instead?

Edit: Okay, I put in Cimbri and Lombards. The map's looking full enough for my taste.
 
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battlecry said:
They are really the only one I have in that region (I wanted to leave colonization space between the Gallic block and the Germanics). Would you suggest the Cimbri in Jutland instead?

Do you mean a new tribe placed in present day Poland? The Vistula Veneti would probably be your best bet for that:

http://en.wikipedia.org/wiki/Vistula_Veneti

If you still want the Goths in the game I quess that the southern Scandinavian province would be your best bet but since they would only have one province there might not be any point. Depending on what source you believ the Teutons could either have come from Jutland or from southern Scandinavia while the sources seem to agree that the Cimbri came from Jutland.

The problem with adding these tribes to the game is that as nations they are no longer able to migrate like the "barbarian hordes" do. The Cimbri, Goths and other peoples of nother Europe mainly impacted the Roman Empire by leaving their lands and moving south. If added as playable nations they will only be able to slowly expand their homelands borders rather than moving their entire nation.

EDIT: The Lugii could also be appropriate for poland

http://en.wikipedia.org/wiki/Lugii
 
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