• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
v1.2 sneakpeek time!

I know, I said that no major features would be introduced in 1.2, but I got a little carried away when I had a sudden brainwave :D

I'll let the pictures speak for themselves.

01-panormusbefore.jpg

02-cessationlaw.jpg

03-cessationbuilding.jpg

04-cessationbuilding2.jpg

05-cessationevent.jpg

06-panormusafter.jpg


Enjoy :)
 
I have a couple of suggestion to make ur mod even better.

-How about making an event that when u occupy a capitol province long enough an event will fire for the AI forcing it to move its capitol to another province so u can take it instead of taking occuping all the provinces it has.
-Also i'd like to see 3 provinces instead of 2 in sicily, just north of Syracuse.
-And what about adding Saguntum as single province nation that is allied to Rome and couple small Gallic state in northern Italy as there really was.

just my 2 cents...
 
I have been searching for a mod giving you the chance to give provinces to others (usually my vassals) ever since the game came out. It seems you have found an elegant way to implement it.

Will you also be able to create one province vassals and then give them provinces?
 
I have a couple of suggestion to make ur mod even better.

-How about making an event that when u occupy a capitol province long enough an event will fire for the AI forcing it to move its capitol to another province so u can take it instead of taking occuping all the provinces it has.
-Also i'd like to see 3 provinces instead of 2 in sicily, just north of Syracuse.
-And what about adding Saguntum as single province nation that is allied to Rome and couple small Gallic state in northern Italy as there really was.

just my 2 cents...
Not so sure about the first suggestion, I can't recall that ever happening in history. What you can do now in 1.2, though, is just annex the entire country and give away the provinces you don't want (which is basically why I included that ability in the first place).

The second two suggestions are a little out of this mod's scope, unfortunately, since adding Saguntum would mean adding other barbarian countries, too. I'm not entirely sure that Rome was allied with Saguntum until just before the Hannibalic War, anway.

I have been searching for a mod giving you the chance to give provinces to others (usually my vassals) ever since the game came out. It seems you have found an elegant way to implement it.

Will you also be able to create one province vassals and then give them provinces?
Unfortunately not for the moment, but that will be one of my goals for 1.3. With the Law/Building combination, it should be quite possible to implement.

Oh how I long for EUR to gain provincial decisions like in EU3.
 
Not so sure about the first suggestion, I can't recall that ever happening in history. What you can do now in 1.2, though, is just annex the entire country and give away the provinces you don't want (which is basically why I included that ability in the first place).

The second two suggestions are a little out of this mod's scope, unfortunately, since adding Saguntum would mean adding other barbarian countries, too. I'm not entirely sure that Rome was allied with Saguntum until just before the Hannibalic War, anway.

But wont the annexing the entire countrie kick that land out of the game for good?
Well the moving capitol would be much more easier instead of taking the entire contries when we talk about Carthage.
And adding Saguntum and a coupel Gallic state would be more challencing for the player to expand north for both of them and historical.
 
Not so sure about the first suggestion, I can't recall that ever happening in history. What you can do now in 1.2, though, is just annex the entire country and give away the provinces you don't want (which is basically why I included that ability in the first place).

The second two suggestions are a little out of this mod's scope, unfortunately, since adding Saguntum would mean adding other barbarian countries, too. I'm not entirely sure that Rome was allied with Saguntum until just before the Hannibalic War, anway.


Unfortunately not for the moment, but that will be one of my goals for 1.3. With the Law/Building combination, it should be quite possible to implement.

Oh how I long for EUR to gain provincial decisions like in EU3.


Cheex,

Could you use a similar Law/Construction combination to implement a shift of your capital from one province to another ?
 
Unfortunately not for the moment, but that will be one of my goals for 1.3. With the Law/Building combination, it should be quite possible to implement.

Ok, i will just wait for the barbarians to take over a province in a unwanted region, offer them the "create client state" option, and then use the mod to give them the rest of the neighbouring provinces i don't want.

You have really done a great job. You are not just a good modder, but also an inspired one. I would have never thought of combining buildings with decisions myself. Ok, time for downloading...
 
But wont the annexing the entire countrie kick that land out of the game for good?
Well the moving capitol would be much more easier instead of taking the entire contries when we talk about Carthage.
And adding Saguntum and a coupel Gallic state would be more challencing for the player to expand north for both of them and historical.
What do you mean by "kick that land out of the game for good"?

What I'm saying, is that you can annex the whole country if you need to, and just give away the land you don't want. I can't think of very many situations where a country's capital was moved at all--the Seleucids and Ptolemies being the only ones that come to mind (Antiocheia=>Seleucia (in a sense), Memphis=>Alexandria)--let alone moved during a war and then taken under complete control by the enemy while the original owner continued to thrive as an independent state.

I agree that adding Saguntum and some others would be great. However, this mod is more focused on events and decisions etc that can be tacked on to any other mod or even be used as a basis for other mods. Adding new factions isn't really what I intended when starting this mod.

That and I'm lazy :p

Cheex,

Could you use a similar Law/Construction combination to implement a shift of your capital from one province to another ?
Actually, that isn't a half bad idea. There's a lot of potential in that, I'll have to look into it.

Thank you to everyone who has commented on this project, most of it wouldn't have come about if it weren't for you all :)
 
Another quick update, I've uploaded a version that is compatible with the fantastic Rome Improved Map Project. See the first post for installation instructions. Enjoy!
 
you can't add new units, they seem to be hardcoded into the game. unfortunately.
I'm not entirely convinced; the coding seems almost exactly the same as for EU3, and yet the latter has squillions of different units. Unless you've already tested it and found it to not work?

In any case, I'm just intending on testing it out. What I had really hoped to mod (the number of men in each unit) isn't moddable anyway.

If you ever have time perhaps you could add in:
- Some more 'titles' for the Greek States. (or at least Macedonia/Sparta) ;)
- Perhaps a few more National Policies?
- A better bribing system because the current one is absurd.
1. I think new titles for all monarchies would be fantastic. In fact, new titles for tribes would be good, too. No need to let the Greeks have all the fun :)
2. National Ideas would be awesome, indeed. We'll have to see.
3. A new bribing system would work perfectly alongside my proposed ideas for imprisonment. Expect to see some advancements along those lines in the near future.


In general news, I've just been working on some significant modifications to the War Exhaustion system. Currently, all participants in a war gain WE at the same rate (0.41 per month) and have a maximum of 10. My ideas for change are:
  1. Change maximum WE to 20 (!!). This might seem excessive, but wait for it...
  2. Lower the rate of WE gain to 0.3 per month.
  3. Increase WE gain if your ruler is unpopular (up to 0.2 per month). Likewise, a popular ruler will lower WE.
  4. Increase WE gain for blockades, sieges and looting (0.2 per month per province) and another increase for occupied territory (0.3 per month).
  5. Ideally, there'd be a WE increase for lost battles and it would be dependent on how many men you've lost, but the only way to do this would be through an on_action (on_battle_lost) event, which I'm sure would get extremely annoying after a while.
  6. A rather severe penalty on manpower and tax income as war exhaustion increases (2% decrease in both per point of WE).
  7. Half the ruler popularity hit for WE, the other penalties are painful enough :p
If none of that makes sense to you, let me sum it up this way: war will be hard to maintain, and will be extremely devastating for all involved. I did some rough calculations, and a war that lasts 10 years in which you lose 5 provinces will get you pretty damned close to maximum war exhaustion.

That isn't taking into account your ruler's popularity bonuses or penalties, though. I imagine republics would gain an advantage in this (since their leaders are elected on the basis of popularity) so I need to find some way to balance it out for monarchies and tribes (probably through tech positions or somesuch).

Thoughts?
 
Ok, this is weird. I am sure that in the past I've seen war exhaustion increase at a constant rate for all war participants; evidently, I was wrong.

I just did a quick test in vanilla to double-check my calculations, and here are the results over a 12-month war with Magna Graecia starting 1.1.474:

Month 1: ROM 0.00, MAG 0.04 (??)
Month 2: ROM 0.08, MAG 0.72 (at this point I had just defeated their 6k strong army)
Month 3: ROM 0.08, MAG 1.29 (no idea what this jump was about)
Month 4: ROM 0.10, MAG 1.29 (no change?)
Month 5: ROM 0.11, MAG 1.44 (what? I destroyed a 1000 man army, was that the cause?)
Month 6: ROM 0.13, MAG 1.48 (by this point I had taken Tarentum and had started a long siege of Ager Bruttius, so the increases are a lot more steady)
Month 7: ROM 0.15, MAG 1.52
Month 8: ROM 0.16, MAG 1.56
Month 9: ROM 0.18, MAG 1.60
Month 10: ROM 0.19, MAG 1.64
Month 11: ROM 0.21, MAG 1.68
Month 12: ROM 0.23, MAG 1.72

Sigh, take back the second half of my last post, it's clear I don't yet understand how war exhaustion works :p
 
It's a great idea. What about giving less WE to nations that have casus belli on the nations they're at war with? Could be a static modifier.
I don't think we can test for CB I'm afraid. We can test for cores though.
 
Another quickie: I found and squished a little bug in 1.2, see attachment for the fix. The bug basically stopped one of the titles from auto-losing properly--which wasn't too much of an issue, since I noticed it during testing and just worked around it rather than fixing it. Now the problem has been fixed properly :)

To install, just unzip it to your EUR\mod\total_conquest_v1.2\common folder.
 
Last edited: