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Antimatter said:
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?

Lol, yeah I didn't mean a 30 pop burst, just meant small increases that would fire every year or so (say .5 pop a year until it reaches such&such size). But your method should work fine as well. Just keep in mind that 50% compounding is gonna get awfully big pretty quickly.

As long as there is some basis for rebuilding, the "destroyed repeatedly" thing won't be such a problem. A city has to be awfully unlucky to be destroyed twice as it is, and with rebuilding the zero-pop thing isn't much of an issue.
 
I just wrote the following in the general Rome forum, but someone reasonably advised to write here.

In my currenty game I had the following stability drop events in a row (playing as dictatorship Rome with 'Enhanced 0.5' mod):

1. National reforms window
2 options available:
do all reforms now = -3 stab points;
Slow reforms process = -1 stability.

I went for option 2 obviously, as in order to kill a pig with my current empire extension takes 1.6k gold

2. People is loosing confidence in the government
Only one option available = -1 stab hit.

3. National reforms window (again, same as point 1)
still 2 options available:
do all reforms now = -3 stab points;
Slow reforms process = -1 stability.

I went for option 2 again.

4. National reforms window (agaaaain!!!!!)
2 options available:
do all reforms now = -3 stab points;
Slow reforms process = -1 stability.

This time I saved the game and went for option 1, in order to try whether reaching -3 stab stops this nasty process and starts up these reforms people seems stuck to.

These events happened in a 2 years timeframe, so I guess they must have been triggered by some condition. I'm now waiting for some new event to fire and somehow restore my stability which was +3 :(


Does anybody know what's going on?
 
Let me have a look at the modifiers for those events and I'll get back to you.
 
Mad Max said:
I just wrote the following in the general Rome forum, but someone reasonably advised to write here.

In my currenty game I had the following stability drop events in a row (playing as dictatorship Rome with 'Enhanced 0.5' mod):

1. National reforms window
2 options available:
do all reforms now = -3 stab points;
Slow reforms process = -1 stability.

I went for option 2 obviously, as in order to kill a pig with my current empire extension takes 1.6k gold

2. People is loosing confidence in the government
Only one option available = -1 stab hit.

3. National reforms window (again, same as point 1)
still 2 options available:
do all reforms now = -3 stab points;
Slow reforms process = -1 stability.

I went for option 2 again.

4. National reforms window (agaaaain!!!!!)
2 options available:
do all reforms now = -3 stab points;
Slow reforms process = -1 stability.

This time I saved the game and went for option 1, in order to try whether reaching -3 stab stops this nasty process and starts up these reforms people seems stuck to.

These events happened in a 2 years timeframe, so I guess they must have been triggered by some condition. I'm now waiting for some new event to fire and somehow restore my stability which was +3 :(


Does anybody know what's going on?

Ok, this is related to a series of events wherein your characters debate the choices you have made, such as Roman warfare vs. Hellenistic warfare, small ships vs. large ships, form vs. function, open vs. closed nobility.
Although I'll have to talk to Jane_Doe (they're her events) I believe the event you're seeing is sortof a choice between carrying out the "promises" made or delaying them slightly. So, by choosing option 2, you're only delaying the inevitable, whereas choosing option 1 carries out the promises immediately and ends the event chain.
 
First of all, I'm really enjoying the mod! Excellent job.

I don't know if its been reported yet, but a minor bug occurs with Egypt during the 474 start. Libya is reported to be ready to switch to Macedonian culture -- and you can either accept or reject it. Neither option is too great in this situation :D .
 
Lazer Beam said:
First of all, I'm really enjoying the mod! Excellent job.

I don't know if its been reported yet, but a minor bug occurs with Egypt during the 474 start. Libya is reported to be ready to switch to Macedonian culture -- and you can either accept or reject it. Neither option is too great in this situation :D .

?? Egypt has been set to Macedonian primary culture (as a stand in - until something better can be devised/created - for the "Hellenized" culture of their ruling class) in v0.5, so this would be Libya switching to your primary culture.
 
battlecry said:
?? Egypt has been set to Macedonian primary culture (as a stand in - until something better can be devised/created - for the "Hellenized" culture of their ruling class) in v0.5, so this would be Libya switching to your primary culture.

Whoops, I didn't even notice. I am too used to the 1.1. :rofl:
 
battlecry said:
Ok, this is related to a series of events wherein your characters debate the choices you have made, such as Roman warfare vs. Hellenistic warfare, small ships vs. large ships, form vs. function, open vs. closed nobility.
Although I'll have to talk to Jane_Doe (they're her events) I believe the event you're seeing is sortof a choice between carrying out the "promises" made or delaying them slightly. So, by choosing option 2, you're only delaying the inevitable, whereas choosing option 1 carries out the promises immediately and ends the event chain.

I see. I answered yes to many questions like new vs traditional warfare open vs closed nobility etc. But if I knew about such an event sequence I'd avoided being so open to the new.
Do you know if there is any further event coming as a reward for being so innovative? Otherwise I think I will go for an old savegame and change my choices.
 
Don't know if this is Mod thing or not, but does anyone know why, sometimes the "extra" troops you get during a Civil War cost more to disband than others? Some of these troops can be disbanded for a cost of only 8.2 pcs of gold, and others for some reason would cost 92.6 pcs of gold??? Why the big difference??
 
Long LEE said:
Don't know if this is Mod thing or not, but does anyone know why, sometimes the "extra" troops you get during a Civil War cost more to disband than others? Some of these troops can be disbanded for a cost of only 8.2 pcs of gold, and others for some reason would cost 92.6 pcs of gold??? Why the big difference??

I think it has to do with their loyalty. Troops loyal to anyone are more expensive (generally by a large margin) to disband than those which aren't.
 
Mad Max said:
I see. I answered yes to many questions like new vs traditional warfare open vs closed nobility etc. But if I knew about such an event sequence I'd avoided being so open to the new.
Do you know if there is any further event coming as a reward for being so innovative? Otherwise I think I will go for an old savegame and change my choices.

I'll have to ask Jane_Doe about this, as I'm not entirely sure of her future plans for such events.
 
I have just a small issue, might be just me, seeing as no one else mentionned it.

My game is at 519 AVC, started at 474 AVC, as Rome.

None of my same culture group provinces have turned Roman.

Now, it might be me, but I put in the best charisma and best finesse guys I could find that were not corrupted.

What have I been doing wrong?
 
Vindicare said:
I have just a small issue, might be just me, seeing as no one else mentionned it.

My game is at 519 AVC, started at 474 AVC, as Rome.

None of my same culture group provinces have turned Roman.

Now, it might be me, but I put in the best charisma and best finesse guys I could find that were not corrupted.

What have I been doing wrong?

There's a ton of modifiers now that affect how long it takes for a provinces to convert culturally. The base MTTH is 50 years (which you haven't reached yet), if they're the same religion (which they probably are) it only takes 25 years, but if they're above 30 population, it doubles again back to 50 years.
Basically you're approaching the time when they should convert under any circumstances, so if they don't convert after another 15 years or so, come back and we'll look and see if there's a problem.
 
battlecry said:
There's a ton of modifiers now that affect how long it takes for a provinces to convert culturally. The base MTTH is 50 years (which you haven't reached yet), if they're the same religion (which they probably are) it only takes 25 years, but if they're above 30 population, it doubles again back to 50 years.
Basically you're approaching the time when they should convert under any circumstances, so if they don't convert after another 15 years or so, come back and we'll look and see if there's a problem.
Are those the base modifiers for all cultures, or rather only same group cultures?
 
Goraja said:
Are those the base modifiers for all cultures, or rather only same group cultures?
As far as the event goes, there's no difference between same group and non-accepted cultures. Although now that I look at it I'd like to add a same_culture_group modifier shortening the MTTH.
I'll add that to my list... :eek:o
 
battlecry said:
There's a ton of modifiers now that affect how long it takes for a provinces to convert culturally. The base MTTH is 50 years (which you haven't reached yet), if they're the same religion (which they probably are) it only takes 25 years, but if they're above 30 population, it doubles again back to 50 years.
Basically you're approaching the time when they should convert under any circumstances, so if they don't convert after another 15 years or so, come back and we'll look and see if there's a problem.

Ahh... Alright, thanks. I was just getting worried, as in earlier versions the conversion came much faster.
 
Downloading now, I'll test it out tomorrow, then if I remember post what I think.
 
a major game play problem that I'm having is that there are a number of provinces with 0 population. Presumably, this is due to variable pop growth and the Ai's inability to keep stability up.

PLus, the ai may do a lot of raping and pillaging
 
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battlecry said:
Ok, this is related to a series of events wherein your characters debate the choices you have made, such as Roman warfare vs. Hellenistic warfare, small ships vs. large ships, form vs. function, open vs. closed nobility.
Although I'll have to talk to Jane_Doe (they're her events) I believe the event you're seeing is sortof a choice between carrying out the "promises" made or delaying them slightly. So, by choosing option 2, you're only delaying the inevitable, whereas choosing option 1 carries out the promises immediately and ends the event chain.

Eh? They are? I didn't code in an option to slow the process...

If the second option is titled "don't make waves", then it's designed to basically duck out on the reforms altogether, at the cost of most of your allies, a minor amount of stability, and picking up a couple of negative character. It shouldn't fire again after that... Oops, looking at the code, the character tag for refusing the reforms is, well, missing, if you chose Roman Warfare, Closed Nobility, Form, or Small Ships >_< . I don't know why it's missing, since I literally copy/pasted the first event, and reversed all the tags for it...

Oh, wait, it's in version .021... Why isn't it in .022 or .1? Weird.

I see. I answered yes to many questions like new vs traditional warfare open vs closed nobility etc. But if I knew about such an event sequence I'd avoided being so open to the new.
Do you know if there is any further event coming as a reward for being so innovative? Otherwise I think I will go for an old savegame and change my choices.

"New vs. Traditional" warfare is code for Roman vs. Hellenistic, "New Faces vs. Established Families" is code for Open vs. Closed nobility, so on and so forth...

It basically represents how not everyone in your country necessarily agrees with your tech choices, and their ability to reverse them if they eventually gain power.

Hm... Your post allows me to note that with hereditary rule, the player chooses the children's stances on such issues as well... I should fix that...

(Oh, and you can fix it by adding set_character_flag = Hellenistic_Reforms_Refused to option b in event 80008, set_character_flag = Closed_Nobility_Reforms_Refused to option b in event 800204, set_character_flag = Function_Reforms_Refused to option b in event 800304, and set_character_flag = Small_Ship_Reforms_Refused to option b in event 800404... Though, that's a bit wordy ^_^0 .)




Thanks for pointing out the bug ^_^0 ! It's been fixed for version .11 now.



















...Seriously, why was the tag removed in point twentytwo :confused: ?
 
apeman32 said:
a major game play problem that I'm having is that there are a number of provinces with 0 population. Presumably, this is due to variable pop growth and the Ai's inability to keep stability up.

PLus, the ai may do a lot of raping and pillaging

Are you playing v0.5 or v0.4? There are a number of fixes for this in 0.5, including the removal of negative growth rates associated with negative stability. It could also be the result of the AI destroying provinces (which it should do extremely rarely), and we're working to resolve any 0 pop issues from this for 0.51 - exactly how many provinces are you looking at with 0 pop, just for reference sake?