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Antimatter said:
That's WAD. active_resistance means there is resistance in the province and crush_resistance means that you are attempting to find that resistance at any cost. Within a few months you will either find them or not and the modifiers will change. Specifically, you'll lose crush_resistance either way, and active_resistance if you caught them.

The chances of nothing happens are actually setting flags. Since flags are backend only, they don't show up in the event but, AFAIK, there's no way to stop it from showing the chances anyway.

Thought that might be the explanation.
 
First v0.5 game

Rome start 474 normal/normal.

It is 516AVC now. My BB is 15.5 so I am resting and lowering BB before i try to finish off Carthage and Numidia.

My observations.

1) First thing I noticed is that Rome has more men, money, and higher troop limits. For me, this is good as Rome can now maintain a decent size army and navy while still having money left.

2) As my research points go up (colonizing and conquoring), I notoice that the technology summary will not update with the new points in YEARLY RESEARCH POINTS until I reload the game. I'm not sure if it is a displaying issue or that the computer is not registering changes in research points. I didn't see this in previous revisions of the mod.

3) Blockading ports seems MUCH less affective compared to earlier versions. I had all Carthages ports blockaded, all islands and Iberian provences occupied, but Carthage would lose maybe 1 gold every three months. I had wiped out their navy, but they had a 45k army in North Africa. In previous versions Carthage would lose 3 gold each month under the previously mentioned conditions. I had to loot alot a provences to bankrupt them and still needed to take half of North Africa before they would consider a peace offer other then white.

4) Manpower seems to be more plentiful then before. I have watched Numidia recover from total army loss (inflicted by me) to 31k in troops all within the last 6 years and they still have 27k of manpower to build more. They have the original 4 provences.

5) The taking over of a provence event was toned WAY back I see. In 30+ years of war and occupation I only got two (of the average 10+ I was occupying) provences to join me from Carthage.

NOTE: Core provences tended to get the event within 3-5 years of occupation. So cores seem to be much easier to get.

6) Assasinations has yet to occur. I have had several temple desecrations, but not one assasination. I'm not complaining since I hated assasinations.


That's all for now.
 
TheLand said:
I got the same error message on the FileFront download page. However, clicking "Download Now" got me the file and it installed fine.

Tried it again, still working, I really don't know what's up, I've never had a problem with filefront before. Try and refresh the thread page and try the link again, I had to change the links soon after first posting them, and maybe it somehow didn't update for you?
 
Necro said:
Rome start 474 normal/normal.

It is 516AVC now. My BB is 15.5 so I am resting and lowering BB before i try to finish off Carthage and Numidia.

My observations.

1) First thing I noticed is that Rome has more men, money, and higher troop limits. For me, this is good as Rome can now maintain a decent size army and navy while still having money left.

2) As my research points go up (colonizing and conquoring), I notoice that the technology summary will not update with the new points in YEARLY RESEARCH POINTS until I reload the game. I'm not sure if it is a displaying issue or that the computer is not registering changes in research points. I didn't see this in previous revisions of the mod.

3) Blockading ports seems MUCH less affective compared to earlier versions. I had all Carthages ports blockaded, all islands and Iberian provences occupied, but Carthage would lose maybe 1 gold every three months. I had wiped out their navy, but they had a 45k army in North Africa. In previous versions Carthage would lose 3 gold each month under the previously mentioned conditions. I had to loot alot a provences to bankrupt them and still needed to take half of North Africa before they would consider a peace offer other then white.

4) Manpower seems to be more plentiful then before. I have watched Numidia recover from total army loss (inflicted by me) to 31k in troops all within the last 6 years and they still have 27k of manpower to build more. They have the original 4 provences.

5) The taking over of a provence event was toned WAY back I see. In 30+ years of war and occupation I only got two (of the average 10+ I was occupying) provences to join me from Carthage.

NOTE: Core provences tended to get the event within 3-5 years of occupation. So cores seem to be much easier to get.

6) Assasinations has yet to occur. I have had several temple desecrations, but not one assasination. I'm not complaining since I hated assasinations.


That's all for now.

1) Yep that WAD, although i didn't increase troop limits.

2) Nothing changed from previous versions, I have no idea why it should be doing this now.

3) Nothing about blockade efficiency has been changed in the mod.

4) Manpower hasn't been changed at all universally, only slightly increased for Rome and Parthia (in early stages).

5) The MTTH modifier for provinces that are their primary culture and not yours is 2.0, if I'm not mistaken this is +200%, i.e. tripled, i.e. 30 years.
And yes, if the occupier has a core on that province the time is reduced by half.

6) I may have toned this down a tad too much.
 
LeifNepstad said:
Strange, I haven't been able to play a game for five minutes straight without it crashing.
Did you completely remove any previous version? Are you using any map mods (i.e. replaced vanilla files)? I've played for nearly five hours (on full speed as much as possible) without a single crash.

-NOTE: I'm trying to answer as quickly as I can, but I'm having to go through the "server is too busy" screen about 20 times between each post, sorry for any delay-
 
TheLand said:
looted_province seems to give -0.1% to population growth. That seems almost too low to be bothering with!

In trying to eliminate the "mass depopulations" which resulted from the combination of demographics changes with the looting/destroying events, some population limiting effects were reduced, I'll have a look and see what can be done to balance the situation. In the meantime, as you still get the slaves/cash from looting, I don't think the long-term consequences on the province in question are of major concern.
 
battlecry said:
In trying to eliminate the "mass depopulations" which resulted from the combination of demographics changes with the looting/destroying events, some population limiting effects were reduced, I'll have a look and see what can be done to balance the situation. In the meantime, as you still get the slaves/cash from looting, I don't think the long-term consequences on the province in question are of major concern.

I think the main problem here is that some looting choices take big chunks out of province population, even reducing it to 0.
 
Lionel-Richie said:
So are only some tribes playable? I tried to start a game as the Picts but I could not colonize due to civ value being at 49%.

There were no open trade routes with anyone 50%+ that weren't taken or were willing to trade...

Yes all tribes have to wait for a time now before they reach 50% civ and can colonize, this is harder for single province tribes, as they need to make friends and find a trade route quickly to speed the process up.
 
TheLand said:
I think the main problem here is that some looting choices take big chunks out of province population, even reducing it to 0.

Not really, we looked at that. The AI is set to hardly ever choose that option, but the combination of the population effects of looting, revolt risk, and/or nationalism/war exhaustion was bringing the pop growth down to -10% - i.e. empty province in 10 years. We're looking at implementing some sort of bonus for destroyed provinces, to represent the fact that usually there is a "baby boom" of sorts after cataclysms, and although their population is much reduced, the growth rate actually usually goes up.

Edit: But none should be reducing the pop to 0...I'll have a look at that and get back to you.
 
battlecry said:
Not really, we looked at that. The AI is set to hardly ever choose that option, but the combination of the population effects of looting, revolt risk, and/or nationalism/war exhaustion was bringing the pop growth down to -10% - i.e. empty province in 10 years. We're looking at implementing some sort of bonus for destroyed provinces, to represent the fact that usually there is a "baby boom" of sorts after cataclysms, and although their population is much reduced, the growth rate actually usually goes up.

Edit: But none should be reducing the pop to 0...I'll have a look at that and get back to you.
There's a chance some of the destruction events may drop it to 0. I don't remember exactly what numbers were used, but since each destruction event covers some range of pop values, it may be that a city on the lower end of its range might have less pop than is being removed by the event.

I've got a good set of rebuilding events for destroyed provinces already mostly complete, so I'll take a look at this soon. It may be easiest to always drop the province to 0, then add back some small amount (based on its previous size) so that the destructions are consistent. I'm not sure, though. I'll try a few different possibilities tonight.

For the time being, just don't let your cities get destroyed :D
 
Antimatter said:
There's a chance some of the destruction events may drop it to 0. I don't remember exactly what numbers were used, but since each destruction event covers some range of pop values, it may be that a city on the lower end of its range might have less pop than is being removed by the event.

I've got a good set of rebuilding events for destroyed provinces already mostly complete, so I'll take a look at this soon. It may be easiest to always drop the province to 0, then add back some small amount (based on its previous size) so that the destructions are consistent. I'm not sure, though. I'll try a few different possibilities tonight.

For the time being, just don't let your cities get destroyed :D

Good, that'll help alot. I was about to ask if there's a way to prevent cities from being destroyed twice (which the AI was doing in 0.4, but now likely won't anyway) as this seems more than a bit ridiculous.

Edit: Any way to set up something where the AI/player can spend money to sped the process of rebuilding? Or is this already intended? Maybe another option added which increases the rebuild bonus for a certain amount of money?
 
battlecry said:
Good, that'll help alot. I was about to ask if there's a way to prevent cities from being destroyed twice (which the AI was doing in 0.4, but now likely won't anyway) as this seems more than a bit ridiculous.
I can put add a bunch of events that don't have the destroy option that will fire instead of the current set if a province has been destroyed within a certain amount of time. I'll take a look at doing something like this.

battlecry said:
Edit: Any way to set up something where the AI/player can spend money to sped the process of rebuilding? Or is this already intended? Maybe another option added which increases the rebuild bonus for a certain amount of money?
Already intended and already written :)

I think how it will end up is you will always get a small-ish growth bonus for a destroyed province. In addition to that, you can spend money to add a larger bonus. These bonuses will last until some percentage of the original population is back. Currently, I have three levels of investment. A large investment will give you a 6% growth bonus and it will last until you are back to the lower edge of the range you started in. Medium is 5% until 3/4's, and small is 4% until 1/2. No investment will give 3% and go to 1/2. These numbers can of course all be adjusted as needed, but that will give us something to work from.

Also, any province that had under 10 population when it was destroyed will not get a bonus at all, although I'm considering simply removing the destruction possibilities entirely for provinces that are that small.
 
battlecry said:
Did you completely remove any previous version? Are you using any map mods (i.e. replaced vanilla files)? I've played for nearly five hours (on full speed as much as possible) without a single crash.

Ah, no I just deleted the old version, I'll reinstall and get back to you.

I'm rather sure it was just a issue of having both versions installed.

-edit-
Yep, it still crashes. Later today [or this weekend] I'll do a system restore to before I installed an older version of the mod and try this process again.
 
Last edited:
LeifNepstad said:
Ah, no I just deleted the old version, I'll reinstall and get back to you.

I'm rather sure it was just a issue of having both versions installed.

-edit-
Yep, it still crashes. Later today [or this weekend] I'll do a system restore to before I installed an older version of the mod and try this process again.

Are you playing as some particular nation when this happens? If you are I can check it out.
 
Already intended and already written :)

I think how it will end up is you will always get a small-ish growth bonus for a destroyed province. In addition to that, you can spend money to add a larger bonus. These bonuses will last until some percentage of the original population is back. Currently, I have three levels of investment. A large investment will give you a 6% growth bonus and it will last until you are back to the lower edge of the range you started in. Medium is 5% until 3/4's, and small is 4% until 1/2. No investment will give 3% and go to 1/2. These numbers can of course all be adjusted as needed, but that will give us something to work from.

The only issue I can see with this is that if your province is down to 1 or 2 pop, 5% is gonna take forever (I'd have to do the old "compound interest" calculation from highschool) to do anything. What about adding population directly, sort of a forced relocation?
 
battlecry said:
The only issue I can see with this is that if your province is down to 1 or 2 pop, 5% is gonna take forever (I'd have to do the old "compound interest" calculation from highschool) to do anything. What about adding population directly, sort of a forced relocation?
That's true, but I'd rather not just add 30 population all at once. That sort of defeats the point of the destruction events. We could maybe do an initial bump, and then a growth rate of a ton. Even something like 50% isn't a terrible idea, since it ends based on current population rather than time. What I'd ideally like to see, I think, is to have the regrowth modifiers end anywhere between 30 and 50 years after they're first applied.

As for the other concern of cities being destroyed repeatedly, does 5 years sound like enough time to wait?