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I'd just like to say that I really enjoy your mod, and am finding my first game of it a great deal of fun! I really appeciate your hard work on this, and I'd like to thank you for it. :)

Also, I was thinking that maybe you should rename the religions, since they're now philosophies instead. I changed them to simple things like "Landist" (orthodox), "Outist" (catholic) and "Migrationist", and changed the religion icons a bit to represent the philosophies (like a gold "O"--really just the buddhist wheel without the spokes--for the outists, and a silver "O" with an addition sign in it for the CRC version, "Outism Plus")
 
Yeah I've been meaning to do that for a while, but never had any good names. I'm sticking with "Inlander" for Orthodox and "Migrant" for Migrant, but that's about it.

I'm thinking

Catholic = Coastal
CRC = Coastal Radicals
Protestant = Outlanders?
Reformed = Newlanders?

I'd really like to pump out this new version, since the game seriously have a ton of updates, but I WILL NOT have time to finish these last events for a while. The work is really easy, just time consuming. If someone volunteers, I can make a template of what the events should look like. It should take about an hour total

-Matt
 
I think if you're going with Inlander for the Orthodox, Outlander might be better for the Catholics. I picked "Tradist" and "Colonialist" for Protestant and Reformed, and used this set of icons:

religions3se.png


I didn't have an image for the migrants, so I just used the hindu one to stop Migrantism looking similar to Colonialism.
 
yeah outlander would make more sense when you put it that way. thanks a lot man :^) i'll put these icons in the possibly soon possibly not-so-soon upcoming release :^)

-Matt
 
I can't download the file at all (neither NSIS.rar nor NSIS2.rar9, it says the file isn't on the server. :(

I'd really like to try this scenario out, some interesting concepts.
 
Thanks a lot! :)
 
Started playing the scenario and it has been great. Two concerns though;

1) Isn't there a bit too much money in the game? By 1500 I have something like 14/6/4/5 in techs.

2) I became the Penisular cultural nation...and now have no flag/shield. I know this can be modded manually...can anyone tell me how? I'd search but we can't search anymore.

Also, I chose to become the nation because I only had the one culture anyway (starting as Algarve). Am I right in believing that I would have never gotten another culture with Algarve and won't get one now as Penisular?
 
1) Yes, it is too much money. If you go to the options menu and turn off "Europe Known" everyone will get hit with an isolation penalty until they start conquering/trading maps. This significantly slows down the tech race. Also, I have some work to do on expanding the starting known provinces in this setup - right now the option slows the race down a little too much, and makes for a boring starting game.

2) Find a flag you like and change the tag to U11. So...

NSIS/gfx/Map/Flags/flag_u11.bmp

and

NSIS/gfx/Map/Shields/shield_u11.bmp

and

NSIS/gfx/Map/Shields/Small/smallshield_u11.bmp

3) You would never have got another culture as Algarve, and you will never get one as U11.

-Matt
 
Thanks. I started up a new game as Morocco with the Unknown Europe. That certainly reduces the tech jump aheads. Kaigon city gives +25 per month to land research though...what is Kaigon city's role in the game? Will it crash if I annex them?

Also, is there an event along the lines of the Edict of Tolerance that will allow me to have non-aggression pacts/diploannex/etc across protestant/catholic lines?

Great mod, really enjoying it. :)
 
One other thing. Its 1585 and I have a big colonial empire and trade tech 5. I control most of the pennisular, west, and mediterrian cultural areas. I have, however, no COTs.

Once the AI got the tech, it began embargoing me, and I am currently embargoed from half the world's COTs. I would have thought that this would have been the trigger to give me a COT since now my trade goes half a world away. Mexican sugar is being traded in Kleves and Indian spices in Kerch.

Some of the AI COTs are ridiculously small and stable - there has been a 15-30 ducat COT in the caucus for the whole game...

Now I upgraded to v1.09 at the same time I started playing your mod, so I can't say if what I am seeing is the mod or the new version...but shouldn't I have seen some new COTs pop up in my colonies by now?!?
 
Trade issue:

I have never had this problem, actually, so I'm not sure if it is EU2 acting up or NSIS. Very strange. In my experience, the COTs in NSIS are no more stable than those in vanilla. HOWEVER, landlocked nations start with 10 mercantilism. Until the free trade events start popping up later in the game (1600ish?) their mercantilism will stay very high. If they own the COTs, you just got unlucky on the first day of the scenario :^)

That said, if you declare war and win or get white peace the embargo goes away. In a recent AGCEEP game, I was able to force other nation's COTs to close due to lack of competition :^)

Kaigon City:

It is the PAP tag, and thus allows a nation to own Rome without pissing everyone off. I had no idea it was giving such a huge boost to technology. This is a simple fix, however, of changing it's techgroup to anything but latin or orthodox (or orthodox if you want to give the Migrants a landtech boost)

Edict of Tolerance:

Yes, I believe it will fire in 1645. I'm not sure because over the past week I've been messing with the religion events and forgot :^)

__________

Hopefully, I will get more time this week (doubtful :( ) to finish up the 1645-1700 event files, which actually give you reason to keep playing that late in the game. Until then, I'm glad you're enjoying it :^)

-Matt
 
Well, I can DOW them and force the embargo to end...but 5 years later they slap it back on. What is really annoying is when your vassals embargo you. What good is it being overlord and all if they won't even let you send merchants into their country? Old Genghiz had the right idea on these darn ubermercantilists. :)

That is definitely an EU2 issue though, not an NSIS issue.

As for COTs I would think their high mercantilism would make my relatively free trade country more likely to get a colonial COT. IIRC, there is a setting for the likelyhood of a province to pop up a new COT if applicable in one of the files. Did you modify that by any chance?

Oh, and I found what might be a very minor bug. The inland California natives start off with a higher aggressiveness score then all the other provinces...
 
The only modification that might impact COT formation is my making the selectable nations all on the "europe" continent, and everything else on the "america" continent.

Thanks for the heads up on the bugs. I have fixed them for the next version

-Matt