Norfleet
Moderator
- Joined
- Jun 3, 2005
- Messages
- 12,250
Are you suggesting that these are NOT war games?I didn't like them. IIRC he played MM like it was a war game and had little knowledge about how all the systems actually work.
Are you suggesting that these are NOT war games?I didn't like them. IIRC he played MM like it was a war game and had little knowledge about how all the systems actually work.
Are you suggesting that these are NOT war games?I didn't like them. IIRC he played MM like it was a war game and had little knowledge about how all the systems actually work.
How did you find all these bugs?
On piracy, is it possible to add a specific province's trade income, tax and/or production values as variables to determine odds of piracy becoming a problem there? Historically few pirates bothered going after potato rather than gold and silver. Not having to add extensive provincial anti-piracy measureson even the poorest potato-producing coastal province to prevent piracy would be much more balanced. Piracy events should be more common on spice, gold and alike producing provinces.
Also I'm not so sure there were serious piracy problems outside of Mediterranean and Europe before the Europeans found India etc.
Finally, I think I'll give you the honor of testing your improved MM in Codex Playground, once it gets finished.
When you get to pirates make sure they can't spawn in places that you can't possibly send ships to defend, because fuck that.
I once had two provinces on the east coast of Siberia, with pirates sitting on them inflicting crippling embargo penalties, shit was ridiculous and took decades to resolve.
* nomadic_politics.txt now passes the EU3 validator
* nomadic_policy.txt now passes the EU3 validator
* FIXED: Persian nation event was supposed to change country culture to
Persian. It didn't
* persiannation.txt now passes the EU3 validator
* Countries with the 'Religious Order' government form can no longer culture
change
* FIXED: Culture change effect of the Prussian kingdom decision did not work
* Renamed 'Middle Point' exploration route to 'Land of the Brave' and gave
it an actual description
* The exploration routes 'Land of the Brave', 'Golden Empires', and
'Land of Vera Cruz' now only become available after someone has finished
the Columbus route
* The player now always gets Columbus' offer first if he leads an
appropriate country: Castile/SPA, Aragon, Genoa, Venice, England/GB,
or Portugal.
Historic justification: Columbus' proposed the plan to all of them
starting in 1485 but they all rejected. Only in 1492 Castile finally
changed its mind. Thus the opportunity to accept Columbus' offer early
should be there.
Gameplay justification: Previously Columbus' was basically restricted
to Castile/SPA players, everyone else only had a 2% chance. I think
it's better to give the player more options as long as they are historically
plausible.
* FIXED: Razing Our Culture Heritage event display issue
* Started cleaning up the mod initialization code. The cleaned up parts
now execute in a predictable order and the following popups
have been removed: 'Mare Apertum', 'Advanced Naval System',
'Advanced Natives System', Faction Politics!',
'Pirates of the Barbary Coast', 'Center of Trade'
.. they were just annoying to regular players
* The requirements of the exploration routes were changed.
The tooltip is now actually readable!
The new requirements are slightly less restrictive and give the
player a few additional options e.g. pursuing the Spice Route
as Venice.
* AI exploration logic now allows for slightly more variety of outcome.
However, historic plausibility requirements were maintained and you will
still get the historic outcome ~90% of the time.
The new AI logic is based on.. logic. For example, if
Portugal gets Columbus (2% chance) they are considered 'distracted'
(losing their historical advantage) and thus other historically plausible
candidates may compete for the Spice Route e.g. Genoa.
In the same way France can be distracted by a surviving Britanny
and then the Scandinavians might end up colonizing Canada (Vinland).
Or Castile being distraced by a surviving Granada allowing Aragon
to compete for Golden Empires.
* Sea province knowledege now spreads quickly (25 years). It does makes
sense from a historic point of view. Land provinces knowledge still
takes 200 years to spread. That makes no sense from a historic point
of view but is important for gameplay reasons. The only way to effectively
control colonization is through land province knowledge.
Sea province knowledge now spreads faster so that I can code new
'Colonization: xxx' decisions which become available after someone
has discovered a sea route to new land, the knowledge has spread, and
a country meets the conditions of colonizing it.
As usual the conditions will enforce historic plausibility.
The new 'Colonization' decisions are meant to handle later / smaller
colonization projects e.g. the Netherlands colonizing South Africa.
* Land province auto-discovery through exploration routes is no longer
limited to the AI. Making the player do it himself with conquistators was
pointless micromanagement.
I also wanted to eliminate the often involuntary slaughter of natives which
resulted from this. The fact that the natives often attacked the Europeans
without provocations is already simulated by the advanced natives system,
and there the player can actually choose how to react to it.
In the worst cases the old way lead to the player involuntarily
exterminating all displayed natives in a province. This triggers a bad
event (Empty Lands) which is only supposed to fire if the player
deliberately attempts to slaughter all natives (it manages the reactions to
such a policy).
* AI countries which pick exploration routes get less free colonies
and which colonies they get is no longer random.
Land of the Brave: Powhatan, Conoy
Columbus: Havana, Moron
Spice Route: Cape Verde, Fernando Po
Northwest Passage: Kespek, Canada
Golden Empires: Rio de la Plata, Serranos
Land of Vera Cruz: Pernambuco, Itamaraca
Also these colonies are now correct culture and religion.
Another change is that they are now handed out when a country completes a
route as opposed to during the process. This ensures that we don't end
up in a situation where the route winner does not get these
anchor provinces because a route competitor took them first.
The route winner gets these free colonies as a workaround for the AI's
problems with colonial range. I gave the AI two free colonies to speed up
core gaining and to vastly reduce the risk of destruction through
bad colony events
* The exploration routes no longer give free colonists to the AI
* Exploration route winners now get a level 6 navigator.
This addresses the lack of early colonial range issue the player faced
* FIXED: The 'Imperial Chamber Court' event never fired, it was meant
to require ownership of Frankfurt (among other things) but instead
required ownership of the Western Baltic sea
== How to install Europa Universalis - In Nomine on Windows Vista or newer?
Like all pre-Vista Windows games:
- Do not install the game in 'Program Files', choose a non-protected folder
like 'C:\Games'
- Disable UAC
(Google how to do this)
- Disable Data Execution Prevention (DEP)
(Google how to do this)
(Here is how it works in Windows 7:
Control Panel -> System and Security -> System -> Advanced system settings
-> Advanced -> Performance settings -> Data Execution Prevention
-> Turn on DEP for essential Windows programs and services only)
- Make sure that all executables of the game have administrator privileges
(Google how to do this)
(Here is how it works in Windows 7:
Right-click on eu3.exe -> Properties -> Compatibility ->
Run this program as an administrator
Right-click on eu3game.exe -> Properties -> Compatibility ->
Run this program as an administrator)
- Do not activate Window XP compatibility mode
Sounds strange but this option does not tend to help games and may
actually cause problems.
Only use this if you have already done all of the above and the game
still doesn't work
* FIXED: Some war_score triggers were in the wrong format
* FIXED: The events which allow the emperor to send his advisors to
the Imperial Cabinet had invalid text references
* FIXED: Truckload of invalid text references
* FIXED: 'Printing Press gives Benefits' event never fired because of
broken trigger
* Removed ai_controlled / player_controlled flags
(was legacy code)
* FIXED: House of Trade decision had a broken trigger and thus
never appeared
* FIXED: Colonial Expansion decision had a broken trigger and thus
never appeared
* FIXED: Begin Neglect decision had a broken trigger and thus never appeared
* FIXED: Luxury production country modifier had a broken trigger and
thus never appeared for Western countries
* FIXED: Cities Demand Old Rights event was rarer than intended
So I am working on a new piracy system right now based on the alternative piracy system which shipped with MMP2. Basically you will no longer get popups for provincial piracy level changes but there will be a popup which warns you about provinces with rampart piracy.
* Provincial piracy level changes will now happen less often once
you have a large number of ports. This was done to keep the
provincial piracy popups at a bearable level for large empires.
* New colonial_knowledge.txt system:
After an exploration route is completed the knowledge of all discovered
sea provinces spreads to all countries in the same tech group.
Land province knowledge spreads as soon as the province is colonized or
conquered.
Historic justification: the other Western European powers were perfectly
aware of the Spanish Main and knew how to get there.. and plunder..
.. and conquer.
Gameplay justification: earlier colonial wars a now possible, as they
should be. They happened too late in the old system. Conquering instead
of settling colonies is now a much more viable strategy.
Non-colonized land province knowledge still takes 200 years to spread
to keep AI colonization under control and to give exploration route
winners their just reward.
However, later on I plan to expand the system to include events which
reveal entire regions once certain conditions are met e.g. at some
point India should become "common knowledge" in Western Europe.
Manifest_Destiny_Turk1 = {
trigger = {
tag = TUR
ai = yes
OR = {
has_country_flag = great_power
has_country_flag = major_power
}
NOT = { num_of_cities = 60 }
}
global_tax_modifier = +0.1
war_exhaustion = -0.05
cavalry_cost = -0.25
infantry_cost = -0.25
land_morale = +0.75
discipline = +0.20
stability_cost_modifier = -0.25
land_forcelimit_modifier = +0.25
global_manpower_modifier = +0.10
naval_forcelimit_modifier = +0.25
galley_cost = -0.25
government_rank_set(country, GR_GREATER)
# Government rank upgrade to greater
random_owned = { limit = { owner = { OR = { government = feudal_monarchy government = feudal_monarchy-lowest government = feudal_monarchy-lower government = feudal_monarchy-upper } } } government = feudal_monarchy-upper }
random_owned = { limit = { owner = { OR = { government = merchant_republic government = merchant_republic-lowest government = merchant_republic-lower government = merchant_republic-upper } } } government = merchant_republic-upper }
random_owned = { limit = { owner = { OR = { government = despotic_monarchy government = despotic_monarchy-lowest government = despotic_monarchy-lower government = despotic_monarchy-upper } } } government = despotic_monarchy-upper }
random_owned = { limit = { owner = { OR = { government = noble_republic government = noble_republic-lowest government = noble_republic-lower government = noble_republic-upper } } } government = noble_republic-upper }
random_owned = { limit = { owner = { OR = { government = administrative_monarchy government = administrative_monarchy-lowest government = administrative_monarchy-lower government = administrative_monarchy-upper } } } government = administrative_monarchy-upper }
random_owned = { limit = { owner = { OR = { government = administrative_republic government = administrative_republic-lowest government = administrative_republic-lower government = administrative_republic-upper } } } government = administrative_republic-upper }
random_owned = { limit = { owner = { OR = { government = absolute_monarchy government = absolute_monarchy-lowest government = absolute_monarchy-lower government = absolute_monarchy-upper } } } government = absolute_monarchy-upper }
random_owned = { limit = { owner = { OR = { government = republican_dictatorship government = republican_dictatorship-lowest government = republican_dictatorship-lower government = republican_dictatorship-upper } } } government = republican_dictatorship-upper }
random_owned = { limit = { owner = { OR = { government = constitutional_monarchy government = constitutional_monarchy-lowest government = constitutional_monarchy-lower government = constitutional_monarchy-upper } } } government = constitutional_monarchy-upper }
random_owned = { limit = { owner = { OR = { government = enlightened_despotism government = enlightened_despotism-lowest government = enlightened_despotism-lower government = enlightened_despotism-upper } } } government = enlightened_despotism-upper }
random_owned = { limit = { owner = { OR = { government = constitutional_republic government = constitutional_republic-lowest government = constitutional_republic-lower government = constitutional_republic-upper } } } government = constitutional_republic-upper }
random_owned = { limit = { owner = { OR = { government = bureaucratic_despotism government = bureaucratic_despotism-lowest government = bureaucratic_despotism-lower government = bureaucratic_despotism-upper } } } government = bureaucratic_despotism-upper }
random_owned = { limit = { owner = { OR = { government = theocratic_government government = theocratic_government-lowest government = theocratic_government-lower government = theocratic_government-upper } } } government = theocratic_government-upper }
random_owned = { limit = { owner = { OR = { government = religious_order government = religious_order-lowest government = religious_order-lower government = religious_order-upper } } } government = religious_order-upper }
random_owned = { limit = { owner = { OR = { government = tribal_despotism government = tribal_despotism-lowest government = tribal_despotism-lower government = tribal_despotism-upper } } } government = tribal_despotism-upper }
random_owned = { limit = { owner = { OR = { government = tribal_democracy government = tribal_democracy-lowest government = tribal_democracy-lower government = tribal_democracy-upper } } } government = tribal_democracy-upper }
random_owned = { limit = { owner = { OR = { government = tribal_federation government = tribal_federation-lowest government = tribal_federation-lower government = tribal_federation-upper } } } government = tribal_federation-upper }
random_owned = { limit = { owner = { OR = { government = early_feudal_monarchy government = early_feudal_monarchy-lowest government = early_feudal_monarchy-lower government = early_feudal_monarchy-upper } } } government = early_feudal_monarchy-upper }
random_owned = { limit = { owner = { OR = { government = transitional_monarchy government = transitional_monarchy-lowest government = transitional_monarchy-lower government = transitional_monarchy-upper } } } government = transitional_monarchy-upper }
random_owned = { limit = { owner = { OR = { government = revolutionary_republic government = revolutionary_republic-lowest government = revolutionary_republic-lower government = revolutionary_republic-upper } } } government = revolutionary_republic-upper }