1) Crusades [by happyshopper] (Post #4)
Originally Posted by happyshopper
You could trigger crusader/jihad armies (not all powerful - there could be some hermit armies to represent the disorganised mobs who tried to go on crusade) as AI/player controlled reinforcements if there was a ridiculous overbalance of power. In the case of the crusaders they could return some settlements but try and keep others for themselves.
2) Transformation of Settlements [by ComnenusTheOne] (Post #33)
Originally Posted by ComnenusTheOne
It is possible, besides AoR, to have an independant system that will radically "convert" a settlement? What i mean is that, same way the Brittannia campaign has a cultural system that changes the units and buildings available, Tsardoms should have the same thing.
So if for example the Ottoman conquer a Bulgarian settlement, it will slowly start converting to the Turkish culture. So Bulgarian units will not be available for the Ottomans, but their own units. Maybe even a name change, from Slavic to Turkish, or something.
3) Historical Crusades [by 2Shy] (Post #162)
Originally Posted by 2Shy
From 1354 to 1530 there were 3 crusades:
Crusades in the Balkans
To counter the expanding Ottoman Empire, several crusades were launched in the 15th century. The most notable are:
Are they going to be presented ingame somehow (at least the crusade of Nicopolis which is the last large scale crusade) ?
4) Triggers of Crusades [by Romano-Dacis] (Post #173)
Originally Posted by Romano-Dacis
The big questions are:
1) What is the trigger?
a. Capture of key cities. In my opinion this would not add to the historical accuracy. The Long Crusade and the one at Varna for instance were not called against a specific annexation but rather to lift the siege of Constantinople. We might make a script for a crusader army to appear when Constantinople is besieged, but it sounds harder than it should be.
b. Make a script for when the Ottomans reach a certain size. If the Ottomans have 1/3 of their objectives, call a crusade. If the Ottomans have 1/2 of their objectives, call another crusade etc.
c. Let the player decide when to call crusades while playing as Catholic factions.
2) Who controls the crusader army?
a. It is an AI faction that will work like the Timurids or Mongols.
b. It will be controlled by Hungary, which makes sense historically.
5) Triggers of Crusades [by \Vazul's Ghost/] (Post #190)
Originally Posted by \Vazul's Ghost/
Yes but as far as I'm aware Orthodox factions can't control a crusade in the Medieval II engine... (can they?)
If its put in that Hungary has to control the crusade, it would be more historically accurate, but it would need to be counter balanced by some sort of tax on Hungary. But even if Hungary leads a crusade, how would other factions like serbia contribute their troops and resources as they did in history. Is this possible?
Could a non-player horde faction be made called Crusaders, that both orthodox and catholics can give their troops to?
6) Dowries [by 2Shy] (Post #273)
Originally Posted by 2Shy
At least the allies must stay alles-not to betray you.I think that the royal marriage must mean something - not to be just on paper.And if it can be code when there is royal mariage the father of the bride must pay - "zestra/зестра" ( I don't know how it is in english-the father of the bride must pay gold or province to to father of the groom ( when we look at the history books we can see that it's verry common)).
7) Historic Events [by CrazyAjvar] (Post #307)
Originally Posted by CrazyAjvar
Will there be some special events in some period of time? Or emerging factions? I didn't had time to read all info on this mod so I am just shooting wild guesses (sorry if that is off topic).
8) Ottomans in Europe [by \Vazul's Ghost/] (Post #314)
Originally Posted by \Vazul's Ghost/
Are there going to be any scripted in ways to encourage the Ottomans to invade Byzantium. I believe there should be, as the Ottoman wars are the most emblematic part of this period, and Tsardoms would be a bit strange if it involved the Ottomans happily sitting in Anatolia the whole time and never invading.
If you haven't already thought of a way, perhaps you could script in the earthquake in Gallipoli of 1354. If it is possible, you could script the earthquake to eliminate all the troops holding a PSF there, or the castle in that region (should you choose to put it on the map), and then spawn the Ottomans an army just outside the fort/castle, with a pop up for an Ottoman player saying something like "the recent earthquake in Gallipoli has provided you with an opportunity for conquest the local ghazis will not let you pass up. An invasion force has been rallied and is ready to strike Gallipoli at your command, giving us a foothold in Europe". This historically marked the beginning of the Ottoman conquests in Europe, and I think it would be a great way to put it into the mod.
What do you think/ Is it possible?
9) Diplomacy [by 4th Regiment] (Post #354)
Originally Posted by 4th Regiment
PS. In the same line - is it possible by ussing scripting to increase unrest level if faction/player attack with no casuss beli? (or faction with same religion). Who played EU he knows what I am talking about. For example breaking the truce + attacking faction with no casus beli + same religion + mutual royal marriage brings down stability all down from +3 to -3. (I think breaking the truce is -2, everything else is -1) That would be interesting feature, so diplomacy would be much more important, since you can not bliz the map and will bring much more realism. In our game -1 would be increase in 10% or maybe 20% unrest in provincies.
10) Diplomacy [by SerbianInfantry] (Post #381)
Originally Posted by SerbianInfantry
...Anyway, conserning alliances. We would like to have more complexed relations. Like if you are allies it doesn't mean they will forever be yours but not that they will turn on you the next turn ether. Like if you have married princesses and princes, supported them in some war, gave them help in money ect, they will not only help you in war (for real not just declareing a war) but they will also offer money, or attack your enemy. But on the other hand. If you are in horrible relations (fe. didn't help them in a battle and than took their settlament from their enemy and not return it to your allies) They can betray you and attack smart (when you are in a war or just in a wornuable state). Damn, how can I explain this. Ok have you played Civilization? You get relations bonus for trading, same religion, supported them in war, gave them gifts... And you have a score for seeing how much they like you (offcourse to make it realistc you should hide this score), and all these scores increase tru time, which is logical. I hope you understood my mess of a writing
Oh AND some more diplomatic options would be very much appriciated.
11) Methods to avoid the black death [by Nenadovcanin] (Post #394)
Originally Posted by Nenadovcanin
Good ideas, but also, consider the fact that nobles used to go to monasteries during the plague outbursts. Car Dušan even went to Mount Athos, with his empress Helen. So maybe you can hide your nobles in the monasteries or in some small castles which are less possible to catch the disease.
12) Religion Hierarchy System [by Nenadovcanin] (Post #382)
Originally Posted by Nenadovcanin
*Factions have religion leaders. Patriarchs, bishops, ,,mitropolits'', Archbishops... Every region has a religion rank.(patriarchy is named by the name of faction (serbian, bulgarian, hungarian, venetian... yes, they can change it if you convert 70% of factions population) Conversion in other faction's land is done by priests. If your priest survives for 10 turns he becomes a bishop of that region. If you have 4 bishops in that country one is turned in Mitropolit. If that faction changes religion(catholic to orthodox) than those bishops and mitropolit go to that faction and you lose contol over them. But than your patriarch gets a title Patriarch of Serbs and Hungarians, which brings a lot of money.
FOR ORTHODOX You create a priest in a region and when bishop dies, the best priest in faction becomes new bishop. from bishop to Archbishop(on every 6 bishopes comes 1 archbishop), patriarch is chosen among the best of Bishops and Archbishops. Patriarchs act as popes in original game, except being controlled by player, they can call upon other factions if the faction with different religion attacks and loots churches and execute the priests.
Catholics use their ties to the Pope to improve relations with any other catholic faction. Pope can call a Crusade only on muslims and heretics. If Rome is conquered Pope still exists. He can't be eliminated. Let's be honest, there was never a hungarian or croatian Pope. So He can't be elected among Cardinals that will appear in the game. Instead, there should be a limit of cardinals at one per faction. There should be more bishops,archbishops and abbots. Allow princesses who are not married by 30 years of age or their husband dies to join the monastery. They increase the conversion and piety. If there is more than one nun in a region, than one should become abyss or mother igumanija.
13) Patriarchical System [by Nenadovcanin] (Post #382)
Originally Posted by Nenadovcanin
*If factions share same religion, and have good relationship it's harder to declare war. You need to spoil relations to minimal level in order to attack it. If you choose to attack faction with good relations then all of your alliances, trade rights are broken. If you attack the faction which your patriarch controls, they proclaim their own.
*If one orthodox faction conquers another, the patriarch of conquered faction remains with all off the priest and bishops, but with time, as they die, and conquering priests are created and assume all titles of natives. In that case There would be two patriarchs. In case of Serbia - Bulgaria, if Serbia culturally assimilate the Bulgars, when the B. patriarch die they don't elect new one. Then S.P becomes P.of Serbs and Bulgars. But there is a bishop in one of Bulgarian regions with rank of mitropolit of Bulgaria. Same is with catholic cardinals. In case of Venice - Hungary. If H. conq. V. there are two cardinals as long as their is a venetian culture.
14) Unlock buildings [by Nenadovcanin] (Post #382)
Originally Posted by Nenadovcanin
I have just come across this on some site about M2TW-Kingdoms:
,,Also, when playing as New Spain, as you progress through the campaign, you will be presented with missions by the King of Spain, and when sufficient influence is gained, you may be granted a higher title of nobility, such as Baron, Count, etc. These titles unlock more advanced building levels for the player to use.''
Then I had an idea. Instead of king of Spain, we put Tzar's Sabor(in case of Serbia) which gives tasks of military but more of,economic,diplomatic,and logistic type. To the general, who fulfills it a trait is given. It than allows more advanced buildings and units. For example:
Task: Production of gold in Prizren must be above 2000 coins. Governor of Prizen, after raising the gold production by building mines gets a trait that allows him to build new stuff in Prizren. Traits like:
-Tzar signed ,,povelja'' on mines(allows extra mines, increases production, brings Ragusian traders(guild))
-Tzarsky neimar(allows building of big churches or monasteries, increases the speed of building, stronger walls)
For military tasks(like counques) a rank of Vojvoda is given(Only with it, a general can recruit mercenaries, after more tasks rank of Veliki Vojvoda allows recruitment od knights). For diplomatic tasks a title of ,,Tzar's own Cupbearer''(elite troops, better trained diplomats, because of influence more peace). Every trait with prefix Veliki allows building of ,,zadužbina'' which replaces huge cathedral from original game for monastery.
This can be implemented for muslim(hatišerifi, fermani) and catholic(lex, promissio, bull...)
15) When a F.L. dies [by SerbianInfantry] (Post #386)
Originally Posted by SerbianInfantry
Originally Posted by 2Shy
4.When the faction leader die there must be riots all aroind the country(espacially in the conquerd regions).
In the conquerd, ok but MUST in ALL. No, it should depend on the heir and the loyalty of the noble families. If the heir is good (this is why it's good to chose your own heir) than it's no use for anyone to rebel (if they are loyal). And also having high dread should instill obidiance or loyalty in nobels. So low level of chivalry or dread resoults in loss of loyalty. How ever politics and points of views should have impact too. If your heir is high chivalry than the dreaded general might rebel if his dread is higher than heirs chivalry, if not higher than he just loses loyalty and not nesesary start a riot, depending of chivalry/dread ratio. I think this would be best solution to this.
16) Homesick soldiers [by Nenadovcanin] (Post #387)
Originally Posted by Nenadovcanin
Soldiers from one end of the country are rarely eager to fight on the other end. You know, families, crops and that. So that is why, captains who lead men without a general have less morale. So if you don't have a general and you need troops in other place, it is better to get the mercenaries. This has to do with types of domestic armies of Serbian Empire. ,,Baštinska vojska'' It is recruited from the people of the inner regions, it was rarely used, only in defence. ,,Krajiška vojska'' are professional soldiers recruited in the border regions, good for defense and could be used for attack. Third type is mercenary army, which were far economical for conquest. The idea is to allow mercenary units to refill ranks(replace dead)
17) Ottoman "Script" [by alien_t] (Post #402)
Originally Posted by alien_t
Something that is realized in TATW and I like it very much. Lets call it Ottoman Invasion Scripting.
Anyone who played TATW with Gondor should know what I'm suggesting. AI controlled Mordor(in our case Ottomans) are constantly attacking player controlled Gondor(in Our Case could be every faction in Balkans). I think this is achieved via:
1) Kings Purse(descr_strat) -to be scripted if the Ottomans are controlled by AI they should receive 2 or 3 times bigger amount of money than all other factions(both ai and player controlled) in they king's purse.
2) scripted stack emerging - every 10 or 15 or 20 turns again if the Ottomans are AI controlled they could receive one(or more) free stack/s. It composition could depend on in game time period or to be predefined and constant.
3) Scripted jihad s - their targets could be:
- following the history - fist Galipoly, when it is conquered, next target Dimotica -> Adrianople -> etc
- some other predefined order.
- random order
or combination of the above 3 points.
I could guarantee based from my experience from playing the above mentioned mod that the fun is great!
Something other I personally like is and would like to see implemented is garrison script(campaign_script.txt). Basically it gives the AI controlled city put under player's siege, free units(basically lover quality units) depending on the siege length.
18) Crusading Knights [by 2Shy] (Post #578)
Originally Posted by 2Shy
A week ago when my history teacher and I were discusing the Ottoman invasion she told me some interesting stuff- when the ottomans first came on the Balkans the news reached the Iberian peninsula .When the news that muslim armies are invading Europe and the local christian rullers cant stop them some spanish and french nobles who were taking part in the Reconquista sailed to the Balkans to fight the turks.
Unfortunately I couldnt find anything in internet but my teacher assured me that its documented.So I was woundering If someone know anything about it.
If it can be presented ingame it will be great for the gameplay- like the crusading nobles from the Teutonic campain.The problem is that this nobles were individuals and it will be hard to find who they were.
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