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Wiz posted:Little something I've been meaning to do in a EU3 mod: Holy poo poo, you genius. Please make sure to include that when you package this up as a mod.
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# ? Sep 13, 2011 17:14 |
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# ? Jun 7, 2024 00:26 |
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Wiz posted:Little something I've been meaning to do in a EU3 mod:
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# ? Sep 13, 2011 17:16 |
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Also, in case anyone wonders how cultural tradition works, it's like this: By default you get +1 culture trad/year in peacetime, -2/year in wartime, and bonuses from various things like being in the HRE, decisions you can take, etc. You can buy an advisor if your culture trad is above 10%, and all advisors have the same cost: All your culture trad. What this means is that you actually have to save up if you want a 6 star advisor, and can't just spend magistrates to constantly keep yourself stocked with ubermensch advisors. It also gives a nice benefit to long periods of peace.
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# ? Sep 13, 2011 17:24 |
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Are you saying Settlement Policy is not a no brainer?
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# ? Sep 13, 2011 17:25 |
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Frionnel posted:Are you saying Settlement Policy is not a no brainer? I've tweaked it quite a bit. For one, you can't settlement policy a province unless you have a province of your culture with a higher pop than it (so Ireland can't culturally resettle China). Also the amount of time it takes to resettle a province depends on the pop of the province, but the random element is gone. You also have to actually spend population from your own provinces.
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# ? Sep 13, 2011 17:29 |
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Every time I hear more about WizEu3, I want to play it more. Start the LP so you can release the mod already!
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# ? Sep 13, 2011 17:55 |
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Wiz posted:I've tweaked it quite a bit. For one, you can't settlement policy a province unless you have a province of your culture with a higher pop than it (so Ireland can't culturally resettle China). Also the amount of time it takes to resettle a province depends on the pop of the province, but the random element is gone. You also have to actually spend population from your own provinces. Does spent population get redistributed in whole or part to the targeted province, or do they get sacrificed to the Culture Gods?
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# ? Sep 13, 2011 18:15 |
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Conskill posted:Does spent population get redistributed in whole or part to the targeted province, or do they get sacrificed to the Culture Gods? The province gets a growth boost so yeah. Mind that the pop cost replaces the colonist cost though.
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# ? Sep 13, 2011 18:21 |
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Wiz posted:This will be great for my OCD, because those notifiers about decisions annoy the crap out of me and I always end up executing things I might not want to take just to get rid of them. e; I actually deleted the French Unification decision from the game when I played as Champagne just because of that even.
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# ? Sep 13, 2011 18:23 |
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Wiz posted:Also, in case anyone wonders how cultural tradition works, it's like this: By default you get +1 culture trad/year in peacetime, -2/year in wartime, and bonuses from various things like being in the HRE, decisions you can take, etc. You can buy an advisor if your culture trad is above 10%, and all advisors have the same cost: All your culture trad. Wouldn't it make more sense to have culture tradition in wartime be linked to war exhaustion? Sure, if someone comes along and pillages all your land and burns your cities and so on, that's a bad period for culture. But if your glorious armies are off conquering somewhere, I don't see why that's got to have a negative effect on culture.
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# ? Sep 13, 2011 19:04 |
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Orange Devil posted:Wouldn't it make more sense to have culture tradition in wartime be linked to war exhaustion? No matter how glorious the war, being at war is taxing and tends to divert resources away from things like sponsoring art. I also like it from a gameplay perspective since the player hardly needs more rewards for waging successful wars.
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# ? Sep 13, 2011 19:08 |
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That system will also prevent the ingame history accounts from filling up with rulers spamming paintings. But what will I do with my surplus magistrates when I can't afford buildings?
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# ? Sep 13, 2011 20:26 |
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SlothfulCobra posted:That system will also prevent the ingame history accounts from filling up with rulers spamming paintings. Ok I am formally proposing an event called "Do a real day's work for a change!" It's a provincial decision, and it costs one magistrate. It raises the province's manpower by 1.
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# ? Sep 13, 2011 20:36 |
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Dibujante posted:Ok I am formally proposing an event called "Do a real day's work for a change!" I second the proposal.
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# ? Sep 13, 2011 20:39 |
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SlothfulCobra posted:That system will also prevent the ingame history accounts from filling up with rulers spamming paintings. I added some decisions to spend magistrates on censuses, city growth and land reform much like in HTTT.
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# ? Sep 13, 2011 20:40 |
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Wiz posted:I added some decisions to spend magistrates on censuses, city growth and land reform much like in HTTT. Thank you. I really liked the province decisions from HttT as it gave you something you could do to improve your realm from an administrative standpoint and not just how much money you could throw at it. Plus with buildings now needing magistrates, it forces countries to choose.
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# ? Sep 13, 2011 21:05 |
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Wiz posted:Also, in case anyone wonders how cultural tradition works, it's like this: By default you get +1 culture trad/year in peacetime, -2/year in wartime, and bonuses from various things like being in the HRE, decisions you can take, etc. You can buy an advisor if your culture trad is above 10%, and all advisors have the same cost: All your culture trad.
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# ? Sep 13, 2011 21:25 |
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NihilCredo posted:Did you tweak anything related to what advisors pop up in the general market? I'd be all about making the cultural tradition minigame less of a joke, but not if he 'available' list remains a frustrating waste of time (it's always limited to the same 2-3 types, and often crap like Navigators). There's nothing really tweakable about that. Sometimes you'll just have to deal with crappy advisors. You can always opt to recruit advisors more often and have good 2-star ones instead of the occasional 6-star.
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# ? Sep 13, 2011 21:37 |
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This might even make the frequent "Build a manufactory in nowhere!" mission more worthwhile.
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# ? Sep 13, 2011 22:07 |
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YF-23 posted:This might even make the frequent "Build a manufactory in nowhere!" mission more worthwhile. I revised those, they have tighter requirements and give a base tax reward.
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# ? Sep 13, 2011 22:13 |
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Did you get rid of the stupid "Make X vote for us for Emperor!"
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# ? Sep 13, 2011 22:16 |
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theblastizard posted:Did you get rid of the stupid "Make X vote for us for Emperor!" Yep.
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# ? Sep 13, 2011 22:17 |
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theblastizard posted:Did you get rid of the stupid "Make X vote for us for Emperor!" I hate those so much. And you fail them if you DOW and force-vassalize the country!
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# ? Sep 13, 2011 22:26 |
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Did you do anything with the trade leader bonuses? Those always annoyed me for some reason- I kept trying to tweak them into Civilization-style resources by putting the bonus threshold at .1%.
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# ? Sep 13, 2011 22:30 |
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Thing I always hate is when I open the advisors page to recruit a new one and there's a billion stability advisors. You should replace them with something that the AI/Player would actually use. And oh man, you should really release the anti-decisions thing as a mini-mod right now, because that's one of the more useful mods for the game I've heard of.
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# ? Sep 13, 2011 22:47 |
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Patter Song posted:I hate those so much. And you fail them if you DOW and force-vassalize the country! This reminds me, I hope Wiz has something that stops you from keeping HRE electors as permanent votes forever, as annoying as a lot of the stuff in MM was the HRE anti-vote-cheesing mechanics worked really well.
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# ? Sep 13, 2011 22:58 |
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RabidWeasel posted:This reminds me, I hope Wiz has something that stops you from keeping HRE electors as permanent votes forever, as annoying as a lot of the stuff in MM was the HRE anti-vote-cheesing mechanics worked really well. Two things: The AI is much better at raising relations with Electors, and vassalizing Electors causes them to lose their Electorship. Zeron posted:Thing I always hate is when I open the advisors page to recruit a new one and there's a billion stability advisors. You should replace them with something that the AI/Player would actually use. I've revised the effects of all advisors.
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# ? Sep 13, 2011 23:10 |
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Wiz posted:Two things: The AI is much better at raising relations with Electors, and vassalizing Electors causes them to lose their Electorship. So I can no longer become a super-Austria where everyone is my vassal and nobody would even think about voting for everyone else?
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# ? Sep 13, 2011 23:50 |
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Have you changed the mechanics for provinces joining/leaving the HRE?
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# ? Sep 13, 2011 23:58 |
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Zeron posted:Thing I always hate is when I open the advisors page to recruit a new one and there's a billion stability advisors. You should replace them with something that the AI/Player would actually use. Wait, what's wrong with Stability advisors? I'm still pretty new to EUIII, but they seemed great for a quick stability fix when things just went wrong, or if I wanted a quicker recovering after a diplo-annex.
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# ? Sep 14, 2011 00:28 |
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It's more that the recruitable adviser list will be 3 pages of stability advisers.
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# ? Sep 14, 2011 00:51 |
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Kainser posted:Have you changed the mechanics for provinces joining/leaving the HRE? and in another note, have you gotten rid of the stab hit for keeping a imperial province? that pisses me off so much
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# ? Sep 14, 2011 01:04 |
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ChaosSamusX posted:So I can no longer become a super-Austria where everyone is my vassal and nobody would even think about voting for everyone else? Correct. Kainser posted:Have you changed the mechanics for provinces joining/leaving the HRE? Yes. Cityinthesea posted:and in another note, have you gotten rid of the stab hit for keeping a imperial province? that pisses me off so much The stab hit is gone, but the event is still there, it gives extra badboy instead.
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# ? Sep 14, 2011 01:16 |
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Does the unlawful province -ve modifier still stick around even when you later realise "Hey, I can pull HRE provinces out of the Empire to avoid that!"
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# ? Sep 14, 2011 01:51 |
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Veloxyll posted:Does the unlawful province -ve modifier still stick around even when you later realise "Hey, I can pull HRE provinces out of the Empire to avoid that!" You can't pull non-core provinces out of the HRE.
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# ? Sep 14, 2011 02:48 |
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Zeron posted:
If you do something like this, could you also release a mini mod for dynamic titles of rulers?
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# ? Sep 14, 2011 03:51 |
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What happens if the player-controlled HRE manually vassalizes every state in the empire? There would be no electors left...
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# ? Sep 14, 2011 05:13 |
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And how would you dissolve the HRE without vassalizing electors?
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# ? Sep 14, 2011 05:15 |
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swamp izzo posted:What happens if the player-controlled HRE manually vassalizes every state in the empire? There would be no electors left... Then you get an option to disband the HRE, if I remember correctly.
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# ? Sep 14, 2011 05:16 |
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# ? Jun 7, 2024 00:26 |
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theblastizard posted:And how would you dissolve the HRE without vassalizing electors? You can just occupy them and it sometimes fills the criteria.
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# ? Sep 14, 2011 05:29 |