Edit (April 6): Righto, the mod is finished and all the neccesary files are compiled together (I think). If you have any problems running it, or it seems like something's missing, let me know and I'll see if I can fix it.
The mod can be downloaded by following this link: http://h1.ripway.com/TCPilot/Random Mod (2).zip
To install it, just unzip the file and copy-paste the folders into your EU2 folder like you'd do with any other mod. However, you need to download the WATK mod prior to installing my mod.
AS OF JULY 20, the following links and instructions are out of date and do not apply to the above download.
Couple things worth mentioning: it's not neccesary to copy the gfx folder. I didn't like the look of the BYZ or GRA shields, so I replaced them with ones from Interregnum. Also, I swapped Sunni with Orthodox, so Aladar, don't get worked up that you're Orthodox now. I just didn't want to play Byzantium with a Muslim religion
few things I've forgotten to mention about the rules. You must have your religion sliders so that you have 100% tolerance for your own religion and equal for all the rest.
Also, after each session, you can write an AAR of events and get an edit of -1% inflation. If you have less than 1% inflation, it can carry over to the next session.
Finally, leaders still need to be generated for this session. Since I don't know how to do it, someone either needs to tell me or do it for me (probably Mats, I guess).
Edit 2 -
Here's the edited provinces file: http://h1.ripway.com/TCPilot/province.csv
And here's the corrected save file: http://h1.ripway.com/TCPilot/1-Session.eug
Edited April 12 - Here are the edited files for Session 2: http://h1.ripway.com/TCPilot/Session2.zip
Edited April 13 - Here's the edited save for Session 2: http://h1.ripway.com/TCPilot/Session2-2.zip
Edited April 27- Here's the edited files for Session 4: http://h1.ripway.com/TCPilot/Session4.zip (not neccesary to play)
Edited May 5 - Here's the edited files for Session 5: http://h1.ripway.com/TCPilot/Session5-2.zip
Edited June 25 - Random events file can be found in Post 701
-----
Since things don't seem to be going anywhere and the last thread has been effectively buried under its own weight, I'm starting this thread to kick the next multiplayer game back on track.
For those of you who have not been following the discussion in "The New Day," we propose to start a new, randomized campaign. In this campaign, Europe and much of North Africa and the Middle East have been converted from their usual setup into a collection of 4-province states. Each state will, ideally, be as equal in starting power as possible: all will have the same number of accepted cultures, same number of cores, same starting populations, treasury, armies, sliders, etc. All historical events, leaders, and monarchs have been removed, and will be replaced by random events and randomly-generated leaders and monarchs.
*IMG removed April 6 to decrease the post's size*
This is the map in its current form. Beyond these borders, the world is unchanged. The two white circles denote countries with only 3 provinces (an unfortunate mistake during modding), while white lines denote borders for those lacking eagle-eye vision. Black lines represent the boundary between nations you are free to select from, and nations that have not been modded for this campaign.
If you are interested in playing, please post which countries you would like to play as (list in order of preference), and what times you are available to play. For the sake of organization, those of you who already posted in "The New Day" should post your available times as well. Also, please feel free to post any customization options you would like. For instance, at the moment, "Byzantium" is now called "Roman Empire," and "Helvetia" is now "Switzerland" with Swedish-color sprites.
GAME ROSTER
TC Pilot: Roman Empire (554330355)
Mats_X: Switzerland (462664593)
Admiral Drake: Egypt
Krisz: Ingria (414384678)
King John: Ireland (225570338)
Delian: Bremen (632838942)
HAL: United Slavic States (Prussia) (317899057)
Aladar: Moors (Granada) (264661173)
Pepsi: Neustria (France)
Martmol: Autonomous Republic of Crimea (318416180)
Game Time: Thursdays, 19:30 CET - 23:30 CET (Starting April 7)
Required mods: WATK 3.11: http://forum.paradoxplaza.com/forum...ording-to-Kasperus-(or-yet-another-map-thread)
Game Details:
-Each player country will have 3 accepted cultures and 30 cores (which may be picked by the player before the game begins)
-Each player is encouraged to pick a religion for their country. Each religion has unique benefits, which may be viewed in post #131.
-Each player has given given a randomized set of monarchs. These monarchs may be viewed in the attached file in post #161. Please feel free to rewrite the names of the monarchs to your liking.
-It has been decided that we will experiment with tying slider moves to the number of manufacturies owned. All players start at 0 innovative and 5 aristocratic. Each Fine Arts Academy owned will allow the player to move the innovative slider by 1. Each Naval Manufactury built will allow a move toward Plutocrat by 1. This will be treated much like the Land/Naval slider. So if you decide to use your slider move or get a random event, sliders will be edited after each session.
-We will also being using Hamachi. The channel will be "RandomTC" and the password "Random"
Game Rules
Added April 6:
-You must have your religion sliders so that you have 100% tolerance for your own religion and equal for all the rest.
-Also, after each session, you can write an AAR of events and get an edit of -1% inflation. If you have less than 1% inflation, it can carry over to the next session.
Rules will basically follow those of previous campaigns, copy-pasted entirely from "The New Day":
Vassalization:
If you get vassalised by a human player you must stay that way for 20 years, unless the overlord chooses to break it. After 20 years the vassal can break vassalage, but must do so by DOWing the overlord, unless otherwise agreed between them and their erstwhile master.
1. Any NAP agreement signed for a duration exceeding 20 years is null for whatever portion extends beyond the 20 year period, meaning that either side can declare it invalid past that point without taint to their honor. This does not prevent from regularly renewing NAP agreements, but at no given time can anybody be sure of the security of a border for decades and decades or even centuries, as is often the case in games.
2. This makes #1 a little redundant, but now any agreement with clauses that extend for over 20 years can be broken after the 20 year period without a loss of honor.
3. As a vassal :
* You cannot enter any other alliance than that of your overlord, nor start one of your own unless ok'd by your leader(excepting AI that are your vassals).
* You must accept a proposal of TA/MA from your overlord.
* You are not allowed to start any wars without permission of your overlord.
* You cannot give MA to any power without your Overlord's consent.
* You are *not* required to dow someone at the command of your overlord, send him cash at his command, provide troop support, or help him in any other way not included in the five clauses above.
4. The land-naval slider will be reset to 5 between every session. You are allowed to make slider moves, but just be aware that you will lose them at the end of the session.
5. Using certain exploits is forbidden. See below for more details.
* Attacking an enemy fleet with pirates, and attacking with small fleets to hinder an enemy shore landing.
* Releasing one or more vassals during wartime, to hinder an enemy.
* Force-burning of manufactories, i.e. repeated move and halt orders to an
army in a province with a manufactory.
* Using lag to your advantage. This includes (but is not limited to):
Sending lag colonists, building lag fortresses, sending lag missionaries,
using lag diplomats. (The exception is using lag diplomats to send cash).
* Declaring a 'fake' war on a country, with the aim to:
* Increase the stability of the nation you declare war on.
* Change the religion of a protestant or Counter-Reformed-Catholic
nation back to Catholicism before the Edict of Tolerance.
* Exploiting Simultanity: Using the game engine to break a deal, that would
occur simultaneously in the real word. This includes (but is not limited
to) the 'sale' of something in game. A break of any aspect of a deal after the initial exchange, like a refusal to continue to make payments or maintain a monopoly, is ok. However, if a peace deal is made that requires staggered payments or monopoly rights or anything like that, it MUST be honored by the tributary for the duration of the five year truce.
* Converting from Catholiscism to either Counter-reformed-Catholicism or
Protestantism and then switching back to Catholiscism before the Edict
of Tolerance.
* Trading maps with the AI.
* Sending loans to the AI.
* Signing a peace deal with the AI, that bankrupts it in the same day.
* Ceding TPs to reduce Bad Boy.
* Deploying pirates for any reason(the only things people do with pirates tend to be heavy on the gamey side).
* Using MA to deprive another country of supplies without being at war with them
* Using MA to place 1 ship fleets in another country's ports in order to maintain them there for spying without the other person having any way of dislodging them.
8. no exploration with 100 or 100+ ships. Within known seazones avoiding attrition with 100+ ships is allright
9. when pausing the game, communicate with all other players
10. * Breaking a truce, except when the truce is a result of a province swap
deal in game. You are not allowed to dow AI alliance members or vassals of
someone you have a truce with.
11. No non aggression pact will be binding beyond 20 years, which means that if you and somebody sign a nap for 40 years, after the 20 year period either part can break it without a loss of honor, citing this rule, even if they act as though they fully intend to honor such a longterm nap. There is nothing that says you can't continually renew your naps for however long you like.
12. Brandenburg will become Prussia in 1701 no matter what
13. Spanish bankcrupty events will be slept and insteed the Gold Inflation Rule used. All nations with goldincome in the session ending after or close to 1575 and 1650 will be edited 1% inflation per 150 gold income taken from stats.
14. In peace deals with American pagans, no more than 200D can be taken at a time per AI nation. I have been warned that in this mod the AI tends to amass very large treasuries, so we'll just try to avoid anything too ridiculous there.
15. No claiming DOTF or converting to counter reformed catholicism.
Force peace rule:
Case 1: War between two nations.
If one side manages 99 warscore, the loser is at -3 stability and the war has been going on for at least 5 years, the winner can force peace with a stab-hitting peace offer.
Case 2: War between an alliance of 2 or more versus 1 nation (gang).
For any separate peace, see case 1.
If the alliance leader wants to force peace for the alliance against the 1 nation, he requires 99 alliance warscore and 99 warscore of his own (separately).
Case 3: War between 2 alliances of 2 or more nations.
For any non-alliance peace between two nations, see case 1.
For any alliance to separate nation peace deal (for any member of the other alliance, even leader), see case 2.
If the winning alliance's leader wants to force-peace the whole other alliance, he needs 99 warscore for his alliance on the other alliance and 99 warscore of his own against the losing alliance leader. It is the losing leader's stability that is taken into consideration.
Examples:
Alliance 1: FRA, BB
Allaince 2: HAB, ITA, SPA
FRA gets +99 ws on HAB while BB gets +10 ws on HAB. ITA and SPA have 0 warscore. Alliance 1 now has +99 ws on HAB and leader FRA has +99 ws. They can force-peace HAB when HAB gets -3 stab and after 5 years.
HAB is force-peaced.
Then ITA gets +50 ws on FRA and SPA gets +50 ws on FRA. Alliance 2 now has +99 ws on Alliance 1, but leader ITA only has +50 ws on leader FRA. They can not force-peace.
ITA now gets +99 ws on FRA and FRA gets +20 ws on SPA. Leader ITA can still not force-peace leader FRA for alliance, as Alliance 2 only has +79 ws on Alliance 1. But ITA can force-peace FRA separately, as they have +99 ws.
FRA is force-peaced separately, splitting the wars into: ITA vs BB and SPA vs FRA, BB.
Force-peace is now following cases 1 and 2.
These are the random leader settings we'll be using.
1453 - 1600 1600-1700 1700+
min 2/2/2/0 min 3/2/2/1 min 3/3/3/2
average 3/3/3/1.5 average 4/3/3/2 average 4/4/4/2.5
max 4/4/4/3 max 5/5/5/3 max 5/5/5/4
The mod can be downloaded by following this link: http://h1.ripway.com/TCPilot/Random Mod (2).zip
To install it, just unzip the file and copy-paste the folders into your EU2 folder like you'd do with any other mod. However, you need to download the WATK mod prior to installing my mod.
AS OF JULY 20, the following links and instructions are out of date and do not apply to the above download.
Couple things worth mentioning: it's not neccesary to copy the gfx folder. I didn't like the look of the BYZ or GRA shields, so I replaced them with ones from Interregnum. Also, I swapped Sunni with Orthodox, so Aladar, don't get worked up that you're Orthodox now. I just didn't want to play Byzantium with a Muslim religion
few things I've forgotten to mention about the rules. You must have your religion sliders so that you have 100% tolerance for your own religion and equal for all the rest.
Also, after each session, you can write an AAR of events and get an edit of -1% inflation. If you have less than 1% inflation, it can carry over to the next session.
Finally, leaders still need to be generated for this session. Since I don't know how to do it, someone either needs to tell me or do it for me (probably Mats, I guess).
Edit 2 -
Here's the edited provinces file: http://h1.ripway.com/TCPilot/province.csv
And here's the corrected save file: http://h1.ripway.com/TCPilot/1-Session.eug
Edited April 12 - Here are the edited files for Session 2: http://h1.ripway.com/TCPilot/Session2.zip
Edited April 13 - Here's the edited save for Session 2: http://h1.ripway.com/TCPilot/Session2-2.zip
Edited April 27- Here's the edited files for Session 4: http://h1.ripway.com/TCPilot/Session4.zip (not neccesary to play)
Edited May 5 - Here's the edited files for Session 5: http://h1.ripway.com/TCPilot/Session5-2.zip
Edited June 25 - Random events file can be found in Post 701
-----
Since things don't seem to be going anywhere and the last thread has been effectively buried under its own weight, I'm starting this thread to kick the next multiplayer game back on track.
For those of you who have not been following the discussion in "The New Day," we propose to start a new, randomized campaign. In this campaign, Europe and much of North Africa and the Middle East have been converted from their usual setup into a collection of 4-province states. Each state will, ideally, be as equal in starting power as possible: all will have the same number of accepted cultures, same number of cores, same starting populations, treasury, armies, sliders, etc. All historical events, leaders, and monarchs have been removed, and will be replaced by random events and randomly-generated leaders and monarchs.
*IMG removed April 6 to decrease the post's size*
This is the map in its current form. Beyond these borders, the world is unchanged. The two white circles denote countries with only 3 provinces (an unfortunate mistake during modding), while white lines denote borders for those lacking eagle-eye vision. Black lines represent the boundary between nations you are free to select from, and nations that have not been modded for this campaign.
If you are interested in playing, please post which countries you would like to play as (list in order of preference), and what times you are available to play. For the sake of organization, those of you who already posted in "The New Day" should post your available times as well. Also, please feel free to post any customization options you would like. For instance, at the moment, "Byzantium" is now called "Roman Empire," and "Helvetia" is now "Switzerland" with Swedish-color sprites.
GAME ROSTER
TC Pilot: Roman Empire (554330355)
Mats_X: Switzerland (462664593)
Admiral Drake: Egypt
Krisz: Ingria (414384678)
King John: Ireland (225570338)
Delian: Bremen (632838942)
HAL: United Slavic States (Prussia) (317899057)
Aladar: Moors (Granada) (264661173)
Pepsi: Neustria (France)
Martmol: Autonomous Republic of Crimea (318416180)
Game Time: Thursdays, 19:30 CET - 23:30 CET (Starting April 7)
Required mods: WATK 3.11: http://forum.paradoxplaza.com/forum...ording-to-Kasperus-(or-yet-another-map-thread)
Game Details:
-Each player country will have 3 accepted cultures and 30 cores (which may be picked by the player before the game begins)
-Each player is encouraged to pick a religion for their country. Each religion has unique benefits, which may be viewed in post #131.
-Each player has given given a randomized set of monarchs. These monarchs may be viewed in the attached file in post #161. Please feel free to rewrite the names of the monarchs to your liking.
-It has been decided that we will experiment with tying slider moves to the number of manufacturies owned. All players start at 0 innovative and 5 aristocratic. Each Fine Arts Academy owned will allow the player to move the innovative slider by 1. Each Naval Manufactury built will allow a move toward Plutocrat by 1. This will be treated much like the Land/Naval slider. So if you decide to use your slider move or get a random event, sliders will be edited after each session.
-We will also being using Hamachi. The channel will be "RandomTC" and the password "Random"
Game Rules
Added April 6:
-You must have your religion sliders so that you have 100% tolerance for your own religion and equal for all the rest.
-Also, after each session, you can write an AAR of events and get an edit of -1% inflation. If you have less than 1% inflation, it can carry over to the next session.
Rules will basically follow those of previous campaigns, copy-pasted entirely from "The New Day":
Vassalization:
If you get vassalised by a human player you must stay that way for 20 years, unless the overlord chooses to break it. After 20 years the vassal can break vassalage, but must do so by DOWing the overlord, unless otherwise agreed between them and their erstwhile master.
1. Any NAP agreement signed for a duration exceeding 20 years is null for whatever portion extends beyond the 20 year period, meaning that either side can declare it invalid past that point without taint to their honor. This does not prevent from regularly renewing NAP agreements, but at no given time can anybody be sure of the security of a border for decades and decades or even centuries, as is often the case in games.
2. This makes #1 a little redundant, but now any agreement with clauses that extend for over 20 years can be broken after the 20 year period without a loss of honor.
3. As a vassal :
* You cannot enter any other alliance than that of your overlord, nor start one of your own unless ok'd by your leader(excepting AI that are your vassals).
* You must accept a proposal of TA/MA from your overlord.
* You are not allowed to start any wars without permission of your overlord.
* You cannot give MA to any power without your Overlord's consent.
* You are *not* required to dow someone at the command of your overlord, send him cash at his command, provide troop support, or help him in any other way not included in the five clauses above.
4. The land-naval slider will be reset to 5 between every session. You are allowed to make slider moves, but just be aware that you will lose them at the end of the session.
5. Using certain exploits is forbidden. See below for more details.
* Attacking an enemy fleet with pirates, and attacking with small fleets to hinder an enemy shore landing.
* Releasing one or more vassals during wartime, to hinder an enemy.
* Force-burning of manufactories, i.e. repeated move and halt orders to an
army in a province with a manufactory.
* Using lag to your advantage. This includes (but is not limited to):
Sending lag colonists, building lag fortresses, sending lag missionaries,
using lag diplomats. (The exception is using lag diplomats to send cash).
* Declaring a 'fake' war on a country, with the aim to:
* Increase the stability of the nation you declare war on.
* Change the religion of a protestant or Counter-Reformed-Catholic
nation back to Catholicism before the Edict of Tolerance.
* Exploiting Simultanity: Using the game engine to break a deal, that would
occur simultaneously in the real word. This includes (but is not limited
to) the 'sale' of something in game. A break of any aspect of a deal after the initial exchange, like a refusal to continue to make payments or maintain a monopoly, is ok. However, if a peace deal is made that requires staggered payments or monopoly rights or anything like that, it MUST be honored by the tributary for the duration of the five year truce.
* Converting from Catholiscism to either Counter-reformed-Catholicism or
Protestantism and then switching back to Catholiscism before the Edict
of Tolerance.
* Trading maps with the AI.
* Sending loans to the AI.
* Signing a peace deal with the AI, that bankrupts it in the same day.
* Ceding TPs to reduce Bad Boy.
* Deploying pirates for any reason(the only things people do with pirates tend to be heavy on the gamey side).
* Using MA to deprive another country of supplies without being at war with them
* Using MA to place 1 ship fleets in another country's ports in order to maintain them there for spying without the other person having any way of dislodging them.
8. no exploration with 100 or 100+ ships. Within known seazones avoiding attrition with 100+ ships is allright
9. when pausing the game, communicate with all other players
10. * Breaking a truce, except when the truce is a result of a province swap
deal in game. You are not allowed to dow AI alliance members or vassals of
someone you have a truce with.
11. No non aggression pact will be binding beyond 20 years, which means that if you and somebody sign a nap for 40 years, after the 20 year period either part can break it without a loss of honor, citing this rule, even if they act as though they fully intend to honor such a longterm nap. There is nothing that says you can't continually renew your naps for however long you like.
12. Brandenburg will become Prussia in 1701 no matter what
13. Spanish bankcrupty events will be slept and insteed the Gold Inflation Rule used. All nations with goldincome in the session ending after or close to 1575 and 1650 will be edited 1% inflation per 150 gold income taken from stats.
14. In peace deals with American pagans, no more than 200D can be taken at a time per AI nation. I have been warned that in this mod the AI tends to amass very large treasuries, so we'll just try to avoid anything too ridiculous there.
15. No claiming DOTF or converting to counter reformed catholicism.
Force peace rule:
Case 1: War between two nations.
If one side manages 99 warscore, the loser is at -3 stability and the war has been going on for at least 5 years, the winner can force peace with a stab-hitting peace offer.
Case 2: War between an alliance of 2 or more versus 1 nation (gang).
For any separate peace, see case 1.
If the alliance leader wants to force peace for the alliance against the 1 nation, he requires 99 alliance warscore and 99 warscore of his own (separately).
Case 3: War between 2 alliances of 2 or more nations.
For any non-alliance peace between two nations, see case 1.
For any alliance to separate nation peace deal (for any member of the other alliance, even leader), see case 2.
If the winning alliance's leader wants to force-peace the whole other alliance, he needs 99 warscore for his alliance on the other alliance and 99 warscore of his own against the losing alliance leader. It is the losing leader's stability that is taken into consideration.
Examples:
Alliance 1: FRA, BB
Allaince 2: HAB, ITA, SPA
FRA gets +99 ws on HAB while BB gets +10 ws on HAB. ITA and SPA have 0 warscore. Alliance 1 now has +99 ws on HAB and leader FRA has +99 ws. They can force-peace HAB when HAB gets -3 stab and after 5 years.
HAB is force-peaced.
Then ITA gets +50 ws on FRA and SPA gets +50 ws on FRA. Alliance 2 now has +99 ws on Alliance 1, but leader ITA only has +50 ws on leader FRA. They can not force-peace.
ITA now gets +99 ws on FRA and FRA gets +20 ws on SPA. Leader ITA can still not force-peace leader FRA for alliance, as Alliance 2 only has +79 ws on Alliance 1. But ITA can force-peace FRA separately, as they have +99 ws.
FRA is force-peaced separately, splitting the wars into: ITA vs BB and SPA vs FRA, BB.
Force-peace is now following cases 1 and 2.
These are the random leader settings we'll be using.
1453 - 1600 1600-1700 1700+
min 2/2/2/0 min 3/2/2/1 min 3/3/3/2
average 3/3/3/1.5 average 4/3/3/2 average 4/4/4/2.5
max 4/4/4/3 max 5/5/5/3 max 5/5/5/4
Last edited: