Cassidy
Arcane
Based on Mare Apertum 1.51
In memory of copx and Furious Flaming Faggot
And from such great mod I created something else, something prosperous, something done without any regards to being an exact replica of RL history, but still not breaking the suspension of disbelief within its contained blend of alternate history, low fantasy and cosmic horror, something I believe to be truly unique. If you want to look at some Screenshots of this mod before downloading, there are tons of them here:
http://www.rpgcodex.net/forums/inde...a-universalis-3-magna-vinland-ragnarök.83767/
WARNING: This mod is utterly nonsensical and unbalanced outside of the bookmarked 1453: Twilight of the Old Gods starting date. I didn't change history files to support playing it in any other date because that would be too much effort to be worth doing.
Downloads
Europa Universalis III: Complete*
Europa Universalis III In Nomine 3.2 Final Patch
Magna Vinland Ragnarok 0.4
New Loading Screens for Magna Vinland**
Custom Soundtrack for Magna Vinland, Falalalan included:
Sountrack Part 1
Soundtrack Part 2
*DRM-free. I wash my hands if you decide to download it from the only other DRM-free source cheaper than that.
**Rename it to .7z if you don't like self-extracting files.
Please summon me if any of these files go missing by typing:
or by sending me a PM, and mentioning which of them is no longer available in the download link.
Likewise, report any bugs to me that aren't lazy map graphics editing or less than perfect transparency masking.
Instructions
- Install EU3:"Complete" or Europa Universalis 3, Napoleon's Ambition and In Nomine, then apply the 3.2 Patch, if you
don't have it installed already.
- Extract all files of MagnaVinland4.zip to the Europa Universalis III\mod folder
- Change the music volume setting in-game if you wish. Music was muted before the upload by mistake. This will no longer be the case in the next version.
- (Optional) Make a backup of .\gfx\loadingscreens
- (Optional) Extract MagnaVinlandLoadScreens.exe in the .\gfx\ folder.
- (Optional) Make a backup of .\music\ just in case you end preferring EU3 default soundtrack
- (Optional) Extract the two soundtrack files to the Europa Universalis 3\music folder. Overwrite everything
- (Optional) Delete mood_falalan and mood_KLE_falalan from the music folder if you dislike them.
Major Features
- Five new religions: Eldritch, Norse, Suomenusko, Romuva and Rodnover, fully integrated within the Dei Gratia submod
- New tech group and land unit tech tree: Cyclopean. The land units within are intentionally overpowered.
- New Western European types of infantry units to represent Vinland's unique developments in warfare .
- Dozens of new religious decisions for Norse, Romuva and Suomenusko faiths and two new decisions for pagans.
- Significantly changed Iberia, Central Europe, Eastern Europe, Scandinavia, North America, Balkans and Anatolia.
- Colonial route decisions now are far more widely available to different countries and colonization won't be as predictable regarding its winners as in Magna Mundi. Granada and Portugal will be in a fierce colonial race, for example.
- The maps of Brazil and Finland were redrawn with more provinces, specially in the former, which had much of Permanent Terra Incognita in Amazon Rainforest converted to new colonizable provinces and some of the existing large ones splitted off in to smaller ones.
- Inca Empire will almost certainly not be the "pushover" it was in our timeline for European conquerors and colonists, but instead a serious threat.
- Almost 100 new events.
- Rebalanced the previously weak "Cabinet" National Idea, change in advisor tech research bonuses to benefit all countries equally regardless of size, improvements to Magna Mundi's piracy system for the pirate raids to almost never happen in provinces with low value trade goods, FRAMED! event never happens for low infamy countries, its odds of happening are shaped as a bell curve for countries with high infamy and the means of preventing and delaying it are far more effective.
- Apocalyptic/ITZ event chains that can be disabled through a decision available to the player if he wishes to.
Known issues
- The extended provinces in the previous PTI of the Amazon Rainforest will
show up beyond terrain map mode as blank rather than forested. Editing this is too much
of a hassle to be worth bothering with.
- I edited all of them, but events intended only for colonies still might affect Vinland's mainland. Not throughly tested yet.
Tips:
- Disabling ITZ leads to a more boring endgame. However, if the idea of playing a late game to try surviving as long as possible against ITZ-rated odds rather than to map paint with impunity is not something you'd like you may wish to disable those events.
- Netherlands can be formed by the first pagan Dutch country that conquers Antwerpen and Brabant from Burgundy. If the other country is AI-controlled after that happens, it will be diplo-annexed by event, allowing for immediate formation of Netherlands under Wodan.
- Likewise, Cleves does not have to conquer the other German pagans through war. They will be diplo-annexed by event once the HRE is dissolved as long as Cleves owns at least 7 provinces.
- Don't play with African culture or Horde countries unless you are ready for ITZ or ITZ was disabled.
- You can play with Slavic pagan Pommerania by releasing it as Lithuania, but right now there is not much of a point for that, for there are no specific religious decisions for them.
- Don't stop investing in naval research as Portugal or the Granadans will reach India and Brazil first, and vice-versa.
CHANGELOG:
In memory of copx and Furious Flaming Faggot
Magna Mundi is dead, long live Magna Mundi!
I am a major Magna Mundi fanboy and now that all hope for Magna Mundi the Game
is lost, I went back to the best version of Magna Mundi thus far: Magna Mundi Platinum 2
Really, Magna Mundi Ultimate stinks, even the dev team said that, and I don't like what Paradox did in the later versions of EU3 either. In Nomine is my favorite version of EU3 i.e. I am not interested in porting MMP2 to a newer version.
I have applied my elite programming skills to fix bugs in MMP2 and to change things which have always annoyed me
And from such great mod I created something else, something prosperous, something done without any regards to being an exact replica of RL history, but still not breaking the suspension of disbelief within its contained blend of alternate history, low fantasy and cosmic horror, something I believe to be truly unique. If you want to look at some Screenshots of this mod before downloading, there are tons of them here:
http://www.rpgcodex.net/forums/inde...a-universalis-3-magna-vinland-ragnarök.83767/
WARNING: This mod is utterly nonsensical and unbalanced outside of the bookmarked 1453: Twilight of the Old Gods starting date. I didn't change history files to support playing it in any other date because that would be too much effort to be worth doing.
Downloads
Europa Universalis III: Complete*
Europa Universalis III In Nomine 3.2 Final Patch
Magna Vinland Ragnarok 0.4
New Loading Screens for Magna Vinland**
Custom Soundtrack for Magna Vinland, Falalalan included:
Sountrack Part 1
Soundtrack Part 2
*DRM-free. I wash my hands if you decide to download it from the only other DRM-free source cheaper than that.
**Rename it to .7z if you don't like self-extracting files.
Please summon me if any of these files go missing by typing:
Code:
@Cassidy
or by sending me a PM, and mentioning which of them is no longer available in the download link.
Likewise, report any bugs to me that aren't lazy map graphics editing or less than perfect transparency masking.
Instructions
- Install EU3:"Complete" or Europa Universalis 3, Napoleon's Ambition and In Nomine, then apply the 3.2 Patch, if you
don't have it installed already.
- Extract all files of MagnaVinland4.zip to the Europa Universalis III\mod folder
- Change the music volume setting in-game if you wish. Music was muted before the upload by mistake. This will no longer be the case in the next version.
- (Optional) Make a backup of .\gfx\loadingscreens
- (Optional) Extract MagnaVinlandLoadScreens.exe in the .\gfx\ folder.
- (Optional) Make a backup of .\music\ just in case you end preferring EU3 default soundtrack
- (Optional) Extract the two soundtrack files to the Europa Universalis 3\music folder. Overwrite everything
- (Optional) Delete mood_falalan and mood_KLE_falalan from the music folder if you dislike them.
Major Features
- Five new religions: Eldritch, Norse, Suomenusko, Romuva and Rodnover, fully integrated within the Dei Gratia submod
- New tech group and land unit tech tree: Cyclopean. The land units within are intentionally overpowered.
- New Western European types of infantry units to represent Vinland's unique developments in warfare .
- Dozens of new religious decisions for Norse, Romuva and Suomenusko faiths and two new decisions for pagans.
- Significantly changed Iberia, Central Europe, Eastern Europe, Scandinavia, North America, Balkans and Anatolia.
- Colonial route decisions now are far more widely available to different countries and colonization won't be as predictable regarding its winners as in Magna Mundi. Granada and Portugal will be in a fierce colonial race, for example.
- The maps of Brazil and Finland were redrawn with more provinces, specially in the former, which had much of Permanent Terra Incognita in Amazon Rainforest converted to new colonizable provinces and some of the existing large ones splitted off in to smaller ones.
- Inca Empire will almost certainly not be the "pushover" it was in our timeline for European conquerors and colonists, but instead a serious threat.
- Almost 100 new events.
- Rebalanced the previously weak "Cabinet" National Idea, change in advisor tech research bonuses to benefit all countries equally regardless of size, improvements to Magna Mundi's piracy system for the pirate raids to almost never happen in provinces with low value trade goods, FRAMED! event never happens for low infamy countries, its odds of happening are shaped as a bell curve for countries with high infamy and the means of preventing and delaying it are far more effective.
- Apocalyptic/ITZ event chains that can be disabled through a decision available to the player if he wishes to.
Known issues
- The extended provinces in the previous PTI of the Amazon Rainforest will
show up beyond terrain map mode as blank rather than forested. Editing this is too much
of a hassle to be worth bothering with.
- I edited all of them, but events intended only for colonies still might affect Vinland's mainland. Not throughly tested yet.
Tips:
- Disabling ITZ leads to a more boring endgame. However, if the idea of playing a late game to try surviving as long as possible against ITZ-rated odds rather than to map paint with impunity is not something you'd like you may wish to disable those events.
- Netherlands can be formed by the first pagan Dutch country that conquers Antwerpen and Brabant from Burgundy. If the other country is AI-controlled after that happens, it will be diplo-annexed by event, allowing for immediate formation of Netherlands under Wodan.
- Likewise, Cleves does not have to conquer the other German pagans through war. They will be diplo-annexed by event once the HRE is dissolved as long as Cleves owns at least 7 provinces.
- Don't play with African culture or Horde countries unless you are ready for ITZ or ITZ was disabled.
- You can play with Slavic pagan Pommerania by releasing it as Lithuania, but right now there is not much of a point for that, for there are no specific religious decisions for them.
- Don't stop investing in naval research as Portugal or the Granadans will reach India and Brazil first, and vice-versa.
CHANGELOG:
Code:
Magna Vinland Ragnarok 0.2 modmodmod for Mare Apertum and Magna Mundi Platinum 2
Magna Vinland Ragnarok is a modification built over a mix of alternate history, low fantasy
and cosmic horror that includes a 400-year old Norse colonization of North America that
westernized neighboring natives, a pagan revival in Northern Europe, much more dangerous
Turks and five new religions fully integrated in the Dei Gratia submod.
This changelist obviously may contain spoilers
SCENARIO CHANGES
Conflicts in 1453
* The Sixth Northern Crusade of Poland, Teutonic Order, Norse Order and Novgorod against pagan
Scandinavia, Finland and Lithuania.
* The Ottoman-Golden Horde war
Far East and Pacific
* A spoilerific event that happens in late game but can be disabled through a player-only decision
Africa
* A spoilerific event that happens in late game but can be disabled through a player-only decision
Western Europe
* The Reconquista was only partly successful. By 1453, Granada still controls the southern half
of Iberia and is a solid contender to either conquer the entire peninsula, the colonization of
the New World, or both, having access to all colonial exploration decisions Portugal has under
the same requirements, being fully westernized and having their National Ideas geared towards
naval might and exploration. Also, Galicia is a Portuguese province in this scenario,
the Basque culture is much stronger and Navarra and Aragon ended in a monarchical union.
* Britannia replaces Britanny. The Gaelic people have been successfully united by an once
insignificant dynasty of minor Welsh counts, who became Kings of Wales, Ireland, Scotland
and Brittany and formed a single title of Prydain from all of these. They start the game as
French allies in the 100-year war, and with the challenge of defying the much larger English
army. Cornwall also starts the game with the Breton culture and they have a claim over it,
while England has claims over Wales.
* France can now enact Exploration: Land of Vera Cruz and Exploration: Land of the Brave under
the same requirements of the other countries who may to compensate for the loss of Northwest
passage. Still, it will rarely happen with AI-controlled France.
* If Portugal loses the race for Brazil to Granada, they will gain cores over all Granandan
colonies there, and vice-versa.
* If Portugal loses the race for Brazil and does not choose the "Golden Empires" colonial route,
they can attempt, and considering their naval expertise, have significant chances, to colonize
North America first than England, Britannia or Great Britain.
Central and Eastern Europe
* The Papal States control the entirety of Italy south of Rome, Corfu in Greece, Sicily and
Sardinia and their power both direct in the enormous might and wealth the lands the Pope rules
directly provide, and in the power and influence of the Church over Catholic kingdoms by the
game start. They begin the game with a claim over Jerusalem.
* Hussite is now a majority religion in Bohemia(which is not as problematic as it seems thanks
to the Ecumenism starting NI), and Bohemia has a decision to convert to Hussite as the state
religion, which is at first very dangerous for obvious reasons, but may be interesting after
the reformation because it will put the country as part of the Protestant League in the HRE,
and potentially as the leader of the protestants, and the bonuses of the Hussite faith are
quite good.
* Bohemia controls Slovakia, which Poland has cores on, but owns no German culture provinces,
with Lausitz transferred to Thuringia.
* Poland and Lithuania are no longer in union, because Lithuania survived as a pagan country.
Poland starts controlling all of Silesia(still considered part of the HRE), but without most
of northern Poland, while Lithuania controls Daugava, Pommerania and Prussia.
* East Elbian no longer exists as a German culture. Instead, the Pommeranian Slavs still exist,
for they never became a minority because of mass migration of Germans and cultural assimilation.
They are split between catholics under Norse Order and Slavic pagans under the Kingdom of
Lithuania.
* Rather than to crush the Balts at request of Poland, the Teutonic Order moved to the north
in response to the sacking of Brandenburg by the Golden Horde. After centuries of war against
the hordes, the Teutonic knights drove them out of Brandenburg and Northern Poland,
after which they failed to conquer any more territory from the mongols, and shifted their
attention towards Lithuania. Their culture is "Teuton" rather than "Prussian" because the
Prussians here are Balts and part of Lithuania.
* The Confederation of Nordland. An "unbreakable" network of alliances between the Norse
Theocracy of Trier, the Duchies of Holland, Friesland, Brunswick and Hesse and the Free Cities
of Bremen and Oldenburg, who hail the allied Duke of Cleves as their nominal Emperor.
They were once part of the HRE, before the decline brought by the hordes and Ottomans and a
chain of legendary events caused the "Great Apostasy", a pagan revival and the abandonment
of the HRE in these countries, who stand united under Cleves, which dreams of dismantling
the HRE and uniting the German people under Woden.
* The Golden Horde had a resurgence where they conquered all of Belarus and Ukraine, and parts
of Russia. However, rivalry and war with the Ottomans combined with the inevitable chaos
once their current Khan dies may spell their doom, and almost certainly will if they are
AI-controlled.
* Khazan, another of the Khanates, starts in control of all Russian lands east of Moscow
and has Ryazan as a puppet. They have some odds of crushing Novgorod.
* Novgorod starts the game as the only independent Russian State. Having driven back the nomads
from Moscow, they are a powerful and wealthy Merchant Republic.
* AI Novgorod needs 14 instead of 10 provinces to become Russia. Otherwise, they will become
Russia as soon as their starting war is over unless a player-controlled Finland crushes them.
Balkans and Middle East
* The 4th Crusade and sacking of Constantinople never happened, but other events brought major
decline to the ERE and it still collapsed in 1453.
* New Countries in Anatolia: Seleukeia and the Oriental Orthodox Armenia. The Komnenos
Restoration of the Byzantine Empire was much more glorious and successful than in OTL,
driving the turks and muslims completely off Anatolia and the Caucasus, but ended in a
dramatic division of The ERE when the same dynasty was betrayed by Constantinople and
consolidated their power in the seceded Seleukeia, named after one of the Hellenistic kingdoms
left after the death of Alexander The Great of Macedonia. The turks eventually returned and
conquered ground from Eastern Europe, crushing and annihilating the European portion of the ERE
while Seleukeia thrived, until a short time of crisis and a great Armenian leader divided
Seleukeia. If either of them manage to unite Anatolia, they may stand a chance against the Turks.
* The Knights still exist, but start the game as a protectorate of Seleukeia. All Magna Mundi
events for them remain. Also, they start with a claim over Malta, controlled by Tripoli.
* The Bogomils became far more influential than they did in our history. Thanks to a superb
diplomat among them, most of the Southern Slavs have been more or less peacefully united
themselves under the Serbian banner to secure peace against the massive Turkish threat.
Serbia starts the only country of the world with a Gnostic State Religion.
* Hungary lost most of their land to the Ottomans, but starts as a full member of the
Holy Roman Empire
* The Ottoman Empire carved the core of their empire in Europe rather than Asia Minor,
conquering all of continental Greece, Romania, Bulgaria, parts of Ukraine and Hungary,
and is arguably even more powerful than in OTL, although they must tread carefully to
not draw the wrath of all around them simultaneously.
* The Ottomans however do not start in 1453 with a core in Constantinople and they will gain
a Sunni minority in the city by event, but no longer instantly shift religion and culture
in their favor. In the 17th century, if the Ottomans moved their capital to Constantinople,
their dynasty can become Hellenized, shifting their primary culture to Greek through an event.
America and Scandinavia
* New country: Vinland, representing the last pagan Norses in Scandinavia from Iceland, Norway,
Denmark and Svealand(Sweden) led by a brave explorer, who was part of Leif Ericson's crew,
to settle the New World around Manhattan as a means of securing their freedom of worship
to the old gods. Starts as an Administrative Republic due to the deeds of its quasi-mythical
founder and reviver of the Norse faith. Possess powerful colonial NIs(Colonial ventures,
Land of Opportunity and Naval provisioning) but starts with 50% tech penalties from the
limited contact modifier.
* New partially westernized native countries: Iroquois, Wyandot and Lenape(Delaware).
Influenced by contact with the pagan Norses since early 11th century, after enduring
and recovering from the plagues the Europeans brought, they achieved a degree of civilization
and technology much greater than that of the Mesoamerican and Andean civilizations, starting
in 1453 as Oligarchic Monarchies with access to both infantry and cavalry and significant
tech penalties, if much smaller than those of the mesoamerican civilizations. From these,
Wyandot stands out for following the Norse faith because of an early contact worthy of legends.
* New native countries in an earlier stage of civilization: Shawnee, Cherokee, Ojibwa and
Inoka(Illinois). Vinland was an epicenter of western influences, and these native peoples
stood at the periphery of such westernization
* New country: Dagonl'nu, an Eldritch country between the southern and northern halfs of Vinland
with an exclusive unit tech tree that is intentionally overpowered. Better left for the AI,
or for an attempt at world conquest in a mod that still is based on Magna Mundi.
* Aymaras start with the Eldritch religion instead of Animism, for they worship a form of
Nyarlathotep. Likewise, they start far more advanced and centralized, and most importantly,
with the immensely superior Cyclopean technology group and unit tree. They will be a real threat
to whoever tries to conquer the Incan region unless the other Incan countries get really lucky.
* "Form Scandinavia" decision, still existing because of the chance of Scandinavia devolving
into Sweden and to allow the Norse Order to become it and secularize their rule through conquest,
no longer requires Finland. Justification: Finns belong to an entirely different culture group
and start the game as an independent kingdom.
* Scandinavia is in 1453 divided between an united pagan north called Scandinavia, with claims
all over the Catholic Norse Order, a knightly order that reconquered and rules over Denmark,
once part of this Scandinavia, and also over former territories of Lithuania and of the German
pagans of Nordland.
* All Finnic peoples start the game united under the Suomenusko Kingdom of Finland, which also
is the lesser subject of a monarchical union with Scandinavia. These include
Bjarmia(former Arkhangelsk), Karelia, Ingria, northern parts of Novgorod, Pskov and Beloozero
splitted into new Finnish provinces, Estonia and parts of Livonia, because the Livonian Crusade
never happened.
* All provinces colonized by the Norses in this alternate history scenario(except for Greenland)
have been renamed. Due to their long history, they have also developed colonial identities
centuries ago and belong to the Norskamerikaner culture.
* All Norse provinces in North America have native startups through a new event with fixed
hostility/friendliness values.
* Brazil has been altered to have more expansion room due to the large number of competing
countries for its riches. Several large provinces were splitted into smaller ones and new ones
were created from former Permanent Terra Incognita in the Amazon Rainforest, based on its 18th
Century Portuguese colonization. Some of the names might be a little anachronistic.
General
* Names, capitals, population, manpower and base tax values for several provinces has been
altered to match the alternate historical reality. Of particular notice is the massively
populated Constantinople and the much larger Trebizon as it drew almost all Greek refugees.
* Several unique events for countries and new religions, including opening depictions for some
of the individual countries that explain the points of divergence from our timeline.
* New religions: Eldritch (Cthulhu Mythos), Norse, Suomenusko (Finnish paganism), Romuva (Baltic)
and Rodnover (Slavic) and dozens of unique decisions for each of them except the
latter(no independent country exists in the scenario with Rodnover as the State religion)
* Religious minorities and complete integration of the five new religions in the Dei Gratia
submod.
* Eldritch minorities, called cults, are special because they can be exterminated and expelled
regardless of tolerance and religious fervor, for they represent no longer entirely human beings
that have no scruples about ritual torture, murder and other heinous criminal acts, and are
universally reviled even in the most tolerant societies for other religions. However, their
expulsion, although less damaging and actually beneficial as a whole to the affected provinces,
takes much longer, and several unique unpleasant events may and almost certainly will happen
while they are being expelled.
* If any country that has not Eldritch as a State Religion but owns a province where Eldritch
is the majority religion, the Eldritch faith will spread through neighboring provinces very
quickly, and so on.
* Any country without Eldritch as State Religion can convert to it if there is enough Eldritch
religious presence in their territories. That "conversion" is intentionally leading to insanely
overpowered bonuses and an infamy modifier that will inevitably lead the affected country
into crossing the infamy limit. The AI will rarely, if ever do it.
* There is a way for those insanely overpowered bonuses to be lost if an enemy does something.
* Exploration: Land of the Brave will also reveal Louisiana and Florida to compensate for the
fact the northernmost provinces in North America will already be occupied.
* Exploration: Northwest Passage is no longer available for losing its relevance due to the
Vinland Alternate History point of divergence. Instead, Vinland can enact the new decision
Exploration: The west end of The New World given enough land technology, mapping exclusively
for the first to choose it all of Eastern Canada and the northern United States inland to the
Permanent Terra Incognita. This decision also will become available to any conqueror of the
Scandinavian colonies.
* Added Exploration: The west end of the New World decision (See above)
* Added new Triggered Modifier "Medieval Colonization", which increases stability cost in 40%
for the countries involved with Vinland and adds -0.45 to yearly colonists until the research
of Naval Tech 22 or the year 1600
* Likewise, before Naval Tech 22 or 1600 all Vinland provinces will have a higher
administrative burden, significantly mitigated by their starting Naval Provisioning
National Idea. These two measures are intended to restrict overt early expansion,
specially because Vinland needs just one more colonial NIs to be able to adopt
Mass Colonization and Exploration, which AI Vinland gains for free, and also to prevent an
European conqueror of Vinland, should one achieve that, from expanding too quickly.
* The events regarding Papal Bulls on colonization will ignore the Norse colonization, because
as heathens, they shouldn't matter.
Gameplay/Core related changes:
*Ruler's ADM, DIP and MIL or advisors no longer give benefits to research in the form of direct investment, but instead
in a reduction of research costs that can become very significant with the right combination of such, which means these
bonuses will be equally useful regardless of the size of the country.
* Manifest Destiny triggered modifiers for the AI-controlled Ottoman Empire are disabled.
They really don't need them to be a serious threat.
* New Western Europe Land units to represent the unique developments of Vinland in warfare.
* Entirely new tech group and unit tree: Cyclopean, for the Dagonl'nu and Aymaras. It is
intentionally overpowered.
* Dozens of new events. Something always happen in late game unless the player decides to
disable it through an always available decision, unlike the random revolutions that might
or not happen. And it is a much bigger threat to anyone nearby than Napoleon, not only big,
but cyclopean.
* Piracy has been considerably improved to be more realistic and less frustrating. It will
rarely if ever happen in provinces with low value trade goods such as millet, wheat, maize, etc
and be more common in provinces that produce precious metals, gems, spices or other high value
goods like tobacco, brazilwood, etc.
* Disabled the event that always gives a random colony to AI England in North America in
country_england.txt
* The infamous "FRAMED!" event now may only happen after a certain threshold of infamy, below
the explicit infamy limit, is reached, rather than at any time, and its odds of happening are
shaped like a bell curve rather than a line, exponentially more unforgiving the closer one gets
to the infamy limit. Countries with low or zero infamy will never suffer from it. If you really
want to be spoiled, open Reputation.txt in the events folder and use a search function to find
"500007", the number of the event.
* Likewise, having a spy advisor, Espionage, Internal Security and Cabinet National ideas,
specially together, will be far more useful to delay the "FRAMED!" event from happening than
they were before.
* The Cabinet National Idea now also gives a 5% AE bonus that increases to 10% when combined
with a policy of centralization, and like Humanist Tolerance and Bill of Rights, will also
give a boost to coring. Justification: Cabinet is possibly the weakest NI right now. Even its
role as a partial wildcard for getting access to some advanced NIs is pointless because the
alternative NIs for the same purpose are always better.
Planned changes(If mods don't fix Europa Universalis IV enough for this mod to jump to the
new game before they get done):
* Adapt the Protestant reformation, SRI's HRE and 30-year war events to the alternate history
setting, if necessary.
* Have narrative events that explain all major points of divergence for all countries which
history was changed.
* The Ming will start the game with two colonies in East Africa. Note: The Chinese Admiral
Zheng He actually reached East Africa, but historically the Ming never had any
colonial interests. In the case of America, however, Zheng He reaching it is as likely
as the existence of the lost city of Atlantis.
* Unique mercenary companies that will be possible by using extra country tags with an exclusive
land unit tech tree, updated by event to match the technology of their time, and a decision that
adds a core of such nonexistant "country" to the player's capital at the expense of greater land
maintenance costs to allow these unique units to be recruited. These unique mercenaries will
oftenly be superior units to their contemporary, but the way they increase land maintenance
and the fact they can only be recruited from the capital will limit their use. They can be
disabled by decision to return land maintenance costs to normal, but disabling them will disband
all their units.
* Exploration: Pacific Coast of the New World will be available as a colonial route project for
"mostly westernized"(only 10% or less tech penalty modifiers) unified Japan, Ming or Korea
provided they adopt at least one colonial NI, that reveals the west coast of North America.
* If Rome falls to heathens or heretics, remaining for decades in their control, and Jerusalem
isn't in Catholic hands, after the reformation already happened, the spread of other Christian
faiths(minus Orthodox, unless Constantinople was reconquered by an Orthodox country) will rise
dramatically and the Catholic religion will begin to suffer a sharp decline.
* Complete overhaul of the espionage system. It is currently worthless unless you resort to
excessive save/load scumming or have more gold to fabricate cores than infamy to spare and
want to conquer the HRE, because of over-nerfing.
* "Frame country" spy mission, to become arguably the most powerful of all spy missions.
It will replace the "FRAMED!" event, be available to both AI and player-controlled countries,
have steep requirements to work, including abyssal relationships with the target, not being
attempted before for at least 10 years and it having at least 5 infamy, with odds of success
ranging from 1 to 100% in a bell curve related to how close to the infamy limit the target is.
It will cause 5 rather than 10 infamy. If discovered, the provoker will gain 7.5 points of
infamy. Maybe it it is better to not do this.
* Setup for allowing MM Vinland to be played with "Lucky Nations" disabled while keeping the
larger AI-controlled countries challenging to fight against.
* Making religious fervor work more intuitively and be partly controllable through specific
decisions.
* Script the AI to prioritize doing the only thing that takes away from one of their enemies
insanely overpowered bonuses provided within certain circumstances involving the Eldritch
religion.