• 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.

Incompetent

Euroweenie in Exile
61 Badges
Sep 22, 2003
9.220
8.523
  • Surviving Mars
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Stellaris: Nemesis
  • For The Glory
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Hearts of Iron III
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
I'm working on a fantasy mod, with the intention of turning the usual single player EU2 experience on its head: instead of the player always being on the up, the player is desperately trying to hold onto what he already has.

Basically, at the start of the game you know, control and own the entire world, all of it is your culture and your religion, every province is a core, your DP sliders are well-placed, and you have all the techs - a kind of 'dream ending' that combines world conquest, colorisation, conversion and more.

However, your grip on the world gets increasingly shaky as the game goes on, by means of events:

- rebels, rebels and more rebels (obviously these are necessary, but I don't want them to be the only difficulty)
- the old cultures and reappear, and heresy spreads faster than you could hope to fight it
- when countries do break away from your rule, they get helper events, and if you don't crush them quickly enough you will suffer extra penalties when trying to hold onto their cores
- nasty inflation, BB and -relations events, weakening your economy and making the rebel nations hate your guts ('Very Hard' = 'psycho insane mode')

and also by other means:
- your religion is Pagan, which will get massive penalties on top of its usual weaknesses (don't cry: you have trade/infra tech 10 and rule the entire world, so your initial economic power will still be massive). The rebel countries will be able to convert to religions that don't have these penalties
- having all the techs means you will struggle to control inflation, and makes it impossible to beat the AI by teching/minting more shrewdly than it (the usual way players race far ahead of the AI)
- increasingly bad monarchs as time goes on (the lack of diplomats will be especially painful)
- revolt.txt will be set up to be as rebel-friendly as possible

The basic idea is that the nasty events get more severe with time, but also hit harder the more provinces you still own. So at some point you'll want to (or be forced to) retreat to some rich, easily-defended 'heartland' (it's up to you to choose where to try to hold onto). But you might not want to retreat too much or too soon, because you'll want to maintain some military strength in order to defend the imperial remnant against all those rebel countries. The aim wouldn't be reconquering the world so much as sheer survival.

So:

1. Does this sound like fun?

2. Is there an easy way for me to do the initial setup (particularly the part about owning every province)?

3. Any specific ideas of what should go into this?
 
SeedSnatcher said:
Well, one question I have after reading that is, where will you place the starting militaries? Will they be thinly scattered across the world or concentrated in one region?

You start with no military (maybe a fleet, but certainly no land forces). At the start you have masses of manpower, so train your own wherever you think is appropriate. I might give the player a few months' tranquility at the start so they can do this in time to fight the first wave of rebellions. Then again, I might not, maybe it's more fun that way :D

I'm not sure what to do on the mercenaries front, though. I'm thinking of making the whole world one 'continent', so I could ban mercenaries by labelling everything as 'Asia'. The only problem is that this limits what I can do with province RR, as it'd obviously be unfair if the player couldn't recruit any armies at all.
 
What country would the player be? France? Spain? China? OE? Could he choose?

If the country would be completely made up, then where would the capital be?
 
Incompetent said:
2. Is there an easy way for me to do the initial setup (particularly the part about owning every province)?
Sure. Just use the 'columbus' cheat to discover all provinces, then save the game and copy the knownprovinces list into ownedprovinces, controlledprovinces, and nationalprovinces. :)
 
MichaelM said:
Sure. Just use the 'columbus' cheat to discover all provinces, then save the game and copy the knownprovinces list into ownedprovinces, controlledprovinces, and nationalprovinces. :)

Will it work without the city definitions?
 
No. And I also forgot about sea provinces. :eek:o

EDIT: If you don't mind all cities being the same, I've got something here you might like. :)
 
Last edited:
3. Any specific ideas of what should go into this?

1. You can't create vassals. Don't know if this is possible though. Doesn't the revolt file also set this?

2. PermaProvinceRevoltRisk should be your best friend when writing events.

3. Events should always have an option to take a hit on something else other than revolts ie stab/provincetax/province religion/culture/treasury.

4. Capital province should be bermuda or tahiti...cuz it would be funny.

5. Sounds like a good idea, i look forward to seeing how this mod unfolds.