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Were the trade winds tweaked? Right now from my few games till late 1500s south america seems to be appaling for both Por and Cas
I thought about something like that, but in the end I decided I wanted to keep the vanilla "feel" of the buildings. Plus that means no worrying about art (Most mod art seems like it doesn't belong to me, also the reason I can't play MEIOU & Taxes).
Trade winds haven't been tweaked, yet, no. What do you mean "appaling"? I did change some AI decision factors and colonial ranges. Is Spain and Portugal not colonising South America properly?
Ok apparently South America became less appaling since Por started finally colonizing Brazil in 1530. Ist fine :)
That seems potentially very possible, pending the approval of The Idea Variation dev flogi.
I didn't take too close a look, but I can't imagine the mods would be too difficult to intergrate.
Sth that just came to my mind, and that tbh I'm not sure of as to if it has been considered already or if it would be balanced to implement, would be how forts in a realistic scenario would interact with enemy fleets during a war:
The idea I had in mind would be that forts in coastal provinces, realistically speaking (talking about coastal batteries, the location of a fort, technology...), would cause damage or attrition to a fleet within firing range. Since one goal is to move towards realism (and since I've seen the underlying concept in other games, namely Shogun 2: Total War) that would be an idea I'd like to hear, or rather read, your opinion on.
A most interesting concept, though I would have no idea how to implement it.
I don't pretend to know every trigger, condition, and effect, but I don't recall ever coming across any code which would allow me to do that, so I think it is probably unlikely. I'll keep an eye out, though.
If it is possible, my only remaining concern would be finding a way to notify the player that the ships in their blockade are taking damage, as I imagine few things would be more frustrating than sending your main fleet to blockade an enemy province, only to forget about it while your attention is in another theatre, noticing your mistake only once your fleet has been decimated by attrition and/or a blockaded fleet taking advantage of the attrition. I'm also not sure if I could get the AI to handle it, either, as the AI typically takes no attrition, and I don't think it knows how to handle it?
I do know that there is a notifier for high naval attrition since maybe two or three patches ago though (I don't think it was part of a DLC I got and I can't recall any of the other mods I'm using to state this feature). To me a blockaded fleet taking advantage would be within the responsibility of the player to be aware of, since the same applies for armies / decimated armies already. The AI would be a concern I know no answer to.
http://steamcommunity.com/sharedfiles/filedetails/?id=913221031
This sounds interesting
Indeed interesting.
I don't think I would go quite so crazy as some of those changes (x3 is a lot!), but the idea is fantastic. I may have to take another look at trade ships and blockades.
*edit*
I decided to take some inspiration from it and include weaker versions of a couple of those changes in the next update.
Rather than x3 trade from ships, however, it will grow from vanilla to x2 (with the most upgraded trade ship) as ships advance. The blockade penalties are increased, as well, but not quite as massively as in Rule the Waves.
*end of edit*
I'd like to ask you to add estate names for Byzantium/Greek countries:
Nobles: Dynatoi (Byzantine name for landed aristocracy)
Burghers:Syntechnioi (Greek for Guilds, which is the way townspeople basically were organized in the Empire)
Clergy: Klerikoi (Greek for Clergymen)
Optionally: Cossacks: Kozakoi or Khazaroi/Tourkai, which is a more logical name as they claim descendence from the Khazar horde(s). A final option is if being Byzantium and having restored the Theme system (Having the country modifier), you could call them Hetairioi, as that particular army (Tagma) was made from these peoples.
This way I don't need to overwrite your estate files just to do cosmetic changes when making my mod. :)
As I fired up the game with the misc addon today I noticed how there's still no compatibility with the Idea Variation - is that still pending approval after perhaps 3 months?
Only my misc Addon should have any estate files, which was kind-of intentional. I was hoping to preserve compatibility (so far as possible) with any other estate altering mods, especially until I get to my planned estate interaction overhaul (to be included in Misc Addon, someday, probably).
My best suggestion would be to replace away. You'll have to decide if you want to use the Misc Addon estate files (and thus use my changed estate loyalty effects by default), or use vanilla as a base. Depending on the published mod name if it is an addon, or the scope of your changes if it is a stand-alone submod, my Misc Addon may or may not remain compatible anyhow, either way I'm not bothered.
As for including those changes in the Misc Addon... perhaps. I know the UI pictures will remain the same, but I generally try to keep the UI vanilla and recognisable-ish, and I'm not sure how I feel about full-on Greek localisations, yet. (By that, I genuinely mean I'm not sure how I feel about it, and I'll have to think about it. Not just trying to say no diplomatically.)
@Arga
Not pending approval, no, flogi was quite accomodating. Rather, it turned out to be a slightly bigger project than anticipated (nothing too massive, probably ~4-8 hours to do properly would be my guess). So it got placed on the list of things to do as soon as I get a chance, along with finishing up later start dates for the Middle East, revisiting the Russian region, discussing North Africa, starting another New World overhaul, etc. etc. etc. ;). Hopefully I can get caught up with my modding and get it together soon.
I also had the thought that I might, possibly, do my own optimised-for-BT take on flogi's idea variation and include it by default in the Misc Addon, probably something of a half-way point between flogi's huge variety and vanilla, possibly with some sort of historical spin. That may prove more effort than it is worth, though, so don't count on it.
Interesting. Generally, with the larger number of provinces (and in the case of the Ottamans, more neighbouring minors on whom they have cores), expansion in BT will be slightly slower, but I'll bear this in mind when attempting to improve/tweak balance in the future.