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lpremus said:
I download the mod but It looks like the link is still the 0.1 info because the mod launcher says TheLand's Roman Fixes 0.1

The launcher will say that, I didn't update the .mod file. If the zip is dated 21st April and is 180kb or more you have the right version.
 
Zan Thrax said:
BleedinBob, I managed to get it. All the characters have cats on them, but only four have a cat in a sitting position. Note that while it says "letters" they mean "characters". One of the correct characters for me was a numeral.

Of course, you still have to squint to figure out what the letters are when they're covered up by the stupid cats.

Cool. Thanks, that seems to work! Installing now.
 
I couldn't wait so I played right away instead :D

Here are a few observations from a hands off game with Crete running for 40 years:

1. Research seems a bit fast. You might want to set the modifier to 2.2 or 2.3. Even the big boys are slightly ahead of schedule and the greeks are way ahead. The only thing stopping them is the ahead-of-time penalty.
2. Greek religion is much more powerful than in vanilla. The Seleucids have converted most of their provinces, so I expect that's why. I haven't really seen whether they do that in vanilla too.
3. Colonization works much better now. Macedonia and Illyria have been slowed down, and Massilia won't expand further than the initial four colonies for a while to come still because of the civilization rating.
4. Carthage is still having problems colonizing in Iberia because their provinces got sacked. They have colonized two provinces.

Overall this is a very good mod. Thanks for taking some of your time to make the game more enjoyable for the rest of us :)
 
Thanks for the feedback, glad you're enjoying the mod!

rasmus40 said:
2. Greek religion is much more powerful than in vanilla. The Seleucids have converted most of their provinces, so I expect that's why. I haven't really seen whether they do that in vanilla too.

The only change to religion is that overseas provinces can now convert to state religion. This should not affect the Seleucids at all!

4. Carthage is still having problems colonizing in Iberia because their provinces got sacked. They have colonized two provinces.

This is true. I will probably put out 0.3 this evening which will have Carthage colonising the first two provinces right away in 474. This is a bit of a severe solution, but does mean the player will have a good chance of being on the Ebro by something like the historical date and even the AI might manage it.
 
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Dear all,

I have ported my Dynamic Demographics Mod, as of version 0.3, to the Land's fixes 0.2. This decision is based on the fact that both our mods have a very comparable approach, while mine has a much more focused aim. So it blends perfectly into The Land's. It means that my mod is now in effect an add-on to The Land's fixes.

By adding my Dynamic Demographics, you will add a layer of strategic management and simulation, related to demographics. See more details and screenshots by following the link in my signature.

Don't miss Dynamic Demographics add-on to The Land's, for the first combined mode on Paradox's new engine and the best EU:Rome experience up to date! :p
 
I will start a game tomorrow night using your mod so I will give you some feedback.
 
TheLand said:
Thanks for the feedback, glad you're enjoying the mod!



The only change to religion is that overseas provinces can now convert to state religion. This should not affect the Seleucids at all!



This is true. I will probably put out 0.3 this evening which will have Carthage colonising the first two provinces right away in 474. This is a bit of a severe solution, but does mean the player will have a good chance of being on the Ebro by something like the historical date and even the AI might manage it.
someone in another thread has pointed out that there is a culture/religion bug in the vanilla and paradox has said they will look into it.
 
TheLand said:
The only change to religion is that overseas provinces can now convert to state religion. This should not affect the Seleucids at all!

Actually, it looks like you also massively reduced the penalty large empires have for converting province religions. This will significantly impact the Seleucids.

The original penalties:

Code:
		modifier = {
			factor = 1.0
			owner = { num_of_cities = 10 }
		}
		modifier = {
			factor = 1.0
			owner = { num_of_cities = 20 }
		}
		modifier = {
			factor = 2.0
			owner = { num_of_cities = 30 }
		}
		modifier = {
			factor = 3.5
			owner = { num_of_cities = 40 }
		}
		modifier = {
			factor = 2.0
			owner = { num_of_cities = 50 }
		}

Your penalties:

Code:
	modifier = {
			factor = 1.0
			owner = { num_of_cities = 10 }
		}
		modifier = {
			factor = 1.5
			owner = { num_of_cities = 20 }
		}
		modifier = {
			factor = 1.5
			owner = { num_of_cities = 30 }
		}
		modifier = {
			factor = 2.0
			owner = { num_of_cities = 40 }
		}
		modifier = {
			factor = 1.5
			owner = { num_of_cities = 50 }
		}
	}

Unless I am reading the event script wrong, of course...

-C
 
chris8b said:
Actually, it looks like you also massively reduced the penalty large empires have for converting province religions. This will significantly impact the Seleucids.

Unless I am reading the event script wrong, of course...

-C

No, you're right. I have reverted those changes and made the results v0.31
 
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Great work!

I am currently playing this combined with the "improved military mod" and the "real ideas mod" plus some tweaking of my own and the resulting experience feels very realistic. :)