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Aregorn

HSR Lead Scripter
34 Badges
Jan 6, 2003
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stonyroad.dyndns.org
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New RSR 1.03 (30/08/09)

Military

- Increased cost of armies beyond the capacity limit
- Increased building time for overseas units
- Increased city garrison size for better city defense
- Reduced assult dice modifier
- Decreased max manpower
- Decreased mercenaries maintenance cost
- Decreased militia building time
- Increased monthly reinforcements
- Increased damage reduction for land and naval units given by experience
- Slightly increased damage from Archers
- Increased combat bonus for Loyal units
- Decreased maintenence cost of loyal units (to balance the possible player choice of increasing army maintenance costs)
- Increased non costal provinces attrition
- Increased attrition relative to mild, hard or severe winter
- Increased movement speed relative to mild, hard or severe winter
- Decreased supply limit relative to mild, hard or severe winter
- Increased attrition for out of supply units
- Gave overall combat bonus when defending in home country
- Further decreased moral penalty of underpaid units
- Increased speed at sea
- Increased Elephants combat value against cavalry


Gameplay
- Decreased maintenence cost for Army reform decision (to balance the possible player choice of increasing army maintenance costs)
- Included additional player difficulty options given via in game event:
1. significantly increasing units maintenance
2. significantly decreasing manpower growth
3. significantly decreasing tax income
4. significantly increasing revolt risk
5. counterbalancing with slightly increased omen chances and additional starting gold.
- Increased bonuses for the ai according to the difficulty level chosen by the player
- Increased revolty risk given by instability
- Increased revolty risk given by nationalism
- Increased revolty risk given by war exhaustion
- Increased revolty risk given by rulers unpopularity
- Significantly increased Barbarian power and growth also making there armies more balanced and dangerous


Government
- significantly increased bonuses given by the different governments to make them more interesting and give an additional incentive for respecting Government type optional ideas.
- Changed senate thresholds for actions and popularity
- Increased bonuses given by some ideas to make them more balanced
- Increased trade bonus given by mercantil ruler
- Increased omen chance bonus given by religious ruler
- Increased revolt risk given by populist ruler


Characters

- Now not only charisma but also finesse, and martial values (although in a lesser extend) will affect popularity.
- significantly increased effects for every single completed ambition giving all of them not only related attribute bonus points but also better balanced conviction faction points always rewarding
as well the Ruler faction giving the title. This will make titles, governorships and magistrate positions not only a character shaping tool but a very important political commodity.
- Increased ruler popularity penalty given by war exhaustion
- Increased ruler popularity penalty given by war tyranny
- Increased loyalty bonus given by rulers popularity (on the other hand negative popularity will give increasing loyalty penalty making popularity a more important factor)
- Titles now also give increasing loyalty effects and respective faction conviction (related faction title + ruler faction) even when not fulfilling an ambition again making titles much more important
- Slightly increased the number of titles to be given
- Now ex army magistrates and ex navy magistrates will also be able to command armies or fleets respectively.
- Increased effects of several traits (for instance brave, victorious and conqueror adds 1 martial to the character. Coward substracts 2 martial on the contrary)
- Slightly decreased loyalty penalty for loyal cohorts
- Added new title for republics depending on faction majority
- Fixed the problem of early character ambitions that can not be fulfilled by the player because the character is below 18 years old.


Omens
- Increased effects of some Omens to make them more interesting

Economy
- decreased overseas tax income

Missions
- modified mission triggers and rewards significantly increasing the penalties for failed missions

Events
- changed and gave some more options to several events
 

Attachments

  • RSR 1.03.rar
    70,8 KB · Views: 38
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This looks interesting. (And I am always on the lookout for good mods that provide a balanced but unique experience.) Aregorn, what were you aiming for in the way of overall gameplay feel while making these changes?
 
Well as it is our mods tradition, our aim is to make things more realistic for a more rewarding historical experience. Problem with realism is that comes together with increasing difficulty level :) but IMO to be able to conquer the ancient Roman empire in just a couple of decades it is not a pleasant experience but a sort of arcade pc game and in that case I found more enjoyable shooting ducks on the wii .

As an example, I read several posts here talking about ai Macedonia getting to the polish region in few years well that for instance is sorted out in the Stony mod not by creating artificial events that will decolonised the province but simply increasing the barbarian power which in turn if you do not do things right your civilisation score I can promise you will be always bellow the colonisation threshold which was usually the case in real life anyway.

The truth is that in ancient times the conquering of europe was not limited by "civilised" nations but actually the non civilised ones. Some say that Rome started expanding not to conquer the world in a kind of Napoleonic frenzy but as a defending stand to protect Rome from invasion and the feared invaders were the barbarian hordes of course. The best way to defend Rome was to civilise those barbarians and the game engine can represent that with the right modding (I would never expect Paradox to sort this out as you can see all the complains in difficulty they get from customers even with the vanilla version...).

That’s what I tried to do but also I found incredibly entertaining the EUR political system, which adds to the challenge to get a strong solid civilised nation and I tweaked it to make it even more interesting increasing the effects on every decision you make. Do not worry about the difficulty level, we give plenty of options so you can chose what fits best for you, but again do not expect to get Europe in the first century if you chose the hardest settings as it would be in EUR, ok?
 
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I have no objections to a tough game that I lose, provided I do so for reasons that make sense to me, while I was provided with the controls to affect how things were going. So I think this mod is one whose games I actually would enjoy losing. :D I'll register, and download.
 
:) I admire your courage. I am in my first test round as Rome using the hardest settings and at least playing Rome it is not very tough, we might need to further change it later on (I am using as house rule not to be able to attack non border provinces. I think we need to further increase the attrition and out of supply penalties, as I do not seem to experience any ever).

In my current game it is 505 (first time I reach that year) and all of Africa until the Egiptians is mine apart from Carthage that I will finally annex in 5 years (5 punic wars it will take in the end…). I have half the iberic peninsula, half Galia with also the swiss having colonised the alps, almost all of Greece (I shouldnt have ask Epirus for tribute… now if I want to dow them it will cost me -5 stability...but well you learn with experience…) Illyria, Thracia and all the mediterranean islands. The civic faction ruled my game continuously since the very biginning with a Republic confederacy (I have constantly 90+ senators since years) with all civic potential rulers since decades now and at least at level 2 in all techs. Populists never a problem (although strangely some times I find out a populist governor is ruling a region no idea why… Stability of +2, tyranny of 0 and infamy of about 3 at the moment (annexation comes with a cost :) but with almost no war exhaustion). Never had a civil war and only once I had a fleet under a commander that went unloyal (EUR does not seem to notify when this is about to happen on fleets but only on legions so it took me by surprise by not paying attention. But then the guy died anyway recently, and I am keeping an eye on those fleets now).

The only bottleneck I have as I told you before are the barbarians with occasional hordes forming of about 50-60k men, obviously travelling for some time before reaching my borders recruiting soldiers on the way, but so far positioning your troops correctly and using wisely your navy as transports (I still do not have roads, hopefully those will make transport easier later). Although I might lose one or two provinces at times (and some significant civilisation numbers, so guard properly your colonisation bases...) I manage to take them down. Needless to say I have plenty of slaves coming from barbarians and feeding my economy boosted by the civ faction in office. So all in all you see it is not impossible but yes you need to manage things correctly.
 
Still no registration note back from that forum (with an option to download the mod). I realize matters are slow on weekends, but is there anything I can do to move along the process?
 
Still no registration note back from that forum (with an option to download the mod). I realize matters are slow on weekends, but is there anything I can do to move along the process?

I think there is some kind of a problem with regirstation for some people. Check this thread and add your name there:
http://www.stonyroad.de/forum/showthread.php?t=9136

Feanor with his usual efficiency takes care of the registration problems.
 
This looks great. I'm in the middle of a game with the Imperium mod but I'm looking forward to trying this.

The only thing I can contribute is a thought on the following:

"Increased effects of several traits (for instance brave, victorious and conqueror adds 1 martial to the character. Coward substracts 2 martial on the contrary)"

I also thought these traits were a bit underpowered, since even your most experienced generals never really became superior commanders. However, the ease with which generals accumulate these traits and the immense effect of martial skills made them overpowered when given +1 martial effect.

I found a nice middle ground by making brave and conqueror give charisma bonuses, with only victorious giving a martial bonus. I think that works pretty well. It doesn't overpower characters just because they win a few battles, but it does allow for a moderate increase in martial skill and, more plausibly, an increase in their popularity/ability to attract loyal troops thanks to their successes in battle.
 
Well the thing is that in my testing very rarely I get one general with martial 10 and actually not even 9 with a more likely average of 7 which is quite low against the barbarians usually. I did not feel any overpowering occurred with the changes. On the contrary I found too many traits giving negative values to the martial attribute so it was more of a balancing measure which by the way as you said it is necessary to represent the gaining of generals experience when winning battles. I think there are actually only 3 traits giving +1 martial in the mod, bravery, conqueror and victorious so again it is not much. All the other positive ones are combat events like rallying your morale and do not have martial bonus.
 
I think there is some kind of a problem with regirstation for some people. Check this thread and add your name there:
http://www.stonyroad.de/forum/showthread.php?t=9136

Feanor with his usual efficiency takes care of the registration problems.

I'm asked to post there in case I haven't received an email response to complete my forum registration. Unfortunately, the thread I'm supposed to post in is in that same forum--so I get dumped to the registration screen. Unless I'm missing something, I have to have access to the thing I can't access, to request access. ;)
 
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Well the thing is that in my testing very rarely I get one general with martial 10 and actually not even 9 with a more likely average of 7 which is quite low against the barbarians usually. I did not feel any overpowering occurred with the changes. On the contrary I found too many traits giving negative values to the martial attribute so it was more of a balancing measure which by the way as you said it is necessary to represent the gaining of generals experience when winning battles. I think there are actually only 3 traits giving +1 martial in the mod, bravery, conqueror and victorious so again it is not much. All the other positive ones are combat events like rallying your morale and do not have martial bonus.
That's fair enough. All of my recent games have been with Greek monarchies, however, where top generals are pretty much ten a penny.

Keep up the good work, anyway.
 
I wonder if it's an AOL thing? I know that a few registration generators evidently have problems getting through, there. In any case, still no luck.
 
Aregorn,

I to signed up to the Stony Road Forums but did not get a registration email back.

I did the same for you Hardradi, please let me know if it worked for you.
 
Well at least crom you will not have registration issues :). I found 15935 users awaiting for email confirmation, my gosh... I believe I will not be able to do all those manually :)

I tried PMing you, Aregorn, but your mailbox was full. Unfortunately, the second account I tried (and mentioned to you) still hasn't produced a registration email with a password. Sounds like I'm deep in the queue. ;)

Perhaps you need alternative place to download the mod? Just a thought.