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mercenary = no
OR = {
is_feudal = yes
is_tribal = yes
}
FROM = {
any_realm_province = {
any_neighbor_province = {
OR = {
AND = {
has_owner = yes
owner = {
OR = {
character = ROOT
is_liege_or_above = ROOT
}
}
}
AND = {
is_land = no
any_neighbor_province = {
AND = {
has_owner = yes
owner = {
OR = {
character = ROOT
is_liege_or_above = ROOT
}
}
}
}
}
}
}
}
}
OR = {
AND = {
FROM = { culture = ROOT }
FROM = { religion = ROOT }
}
FROM = { any_rival = { character = ROOT } }
FROM = {
NOT = {
religion_group = ROOT
}
}
FROM = {
NOT = {
religion = ROOT
}
religion_group = muslim
}
}
}
It works fine for me.
I have a sneaking suspicion I made direct edits to the cb types file for the game and not a mod a while back by accident.
With an edited file, the modded one should still override it though, I assumed?
I need to get a fresh install and run diffchecker.
Would that fix it, ya think?
Either way, maybe you could post a screenshot of what the Declare War decision looks like after your mod changes.
Just so I know exactly what is and isn't happening here.
Thanks for your help, and again, love the idea here!
1, Open revised_casus_belli.mod
2, Change the name="Revised Casus Belli" to "!Revised Casus Belli"
3, Change the archive="mod/revised_casus_belli" to "mod/!revised_casus_belli
4, Change the file name of both the archive and the .mod file to !revised_casus_belli
5, Open descriptor.mod (should be in the .zip archive)
6, Repeat steps 2-3
This should make the Revised Casus Belli mod appear first on your mods list. This will give the highest priority to this mod.
Tried everything I can think of, but it doesn't seem to actually get rid of any CBs and all the elements you describe here aren't active either.
First time encountering something like this with a mod, and I've used plenty!
I even tried editing your files but I'm not particularly sure what is and isn't supposed to be going on with them.
It seems like the "revised_cb_types" is the major feature right? Shouldn't that have been added to 00_cb_types instead?
However, if anyone do wish to create a fork of this mod that is compatible with HIP, that is alright.
Please make sure however to include me in the credits.
So conclusion: This mod is supposed to represent history better. For example, France declaring war on northern Africa in the 10th or 11th century is not historically accurate at all. They had absolutely no interest in it at all. They were occupied with their nobles, Brittany, England and the HRE. This mod is also sort of a proof-of-concept sort of deal. It isn't mean to be a full-fledged mod like HIP or CK2 Plus.
I hope you found my answers informative and illuminating
3) The restrictions are as follows:
- You can't be a mercenary
- You have to be either feudal or tribal
- You have to border the enemy or have 1 sea tile between you. (this is supposed to help you attack islands, such as Britain or Crete.
- ONE of the following must be true
1, You have to have the same culture AND religion as your enemy. (this is supposed to help
regions such as Ireland or Spain to unify.)
2, You are the rival of the enemy country
3, Your enemy is not in your religion group. (meant for crusader states or frontier regions
such as Spain or the Baltic)
4, Your enemy is Muslim but not of the same denomination. (normal holy war has the same
clause.)
4) Yes they are not, that was an afterthought that I changed after writing the description. Thanks for noticing it. I will take care of it imminently.
1) The money you pay to start the war is for several reasons,
I, It is historically accurate. An invasion of France by England, would cost close to 20 years
worth of income in the 12th-15th centuries
II, Balance, if you could declare war willy-nilly, then the AI would create some absolutely
hideous border gore. Also, it would enable you to snowball WAY to easily.
III, It allows for some time of peace, where you are forced to role-play and fully immerse
yourself in the game
IV, It makes the wars that you do fight more important. It is no longer a trivial thing to
declare war on someone
2) What? could you please clarify? Also the 1 CB thing is sort of meant to be there. Casus Belli is deleted so the one CB is supposed to be just war and the requirements for it are the CB's
1) Actually you need to pay your 4 yearly incomes only for CB that this mod adds(1 CB), while no other, remaining CB's (half deleted) dont have such requirement.
2) "Whether you win, lose or white peace out of the war, you will gain all occupied provinces."
this is still about 1 CB that this mod adds.
3) I still don't get what were you talking about when you listed some "restrictions".
4) There are still claims and dejure claims conquest CB's, these are not listed in description.
So this mod just deletes half of CB's and adds 1 CB, do not expect too much from this mod.
> All Plot-Related CBs
> All "Starting Wars", for example the Norman Invasion
> The Liberation Revolters
Yes. because there arent over 40 CB in the game. What do you mean with most? Could you be a bit more specific please?