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Thread: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

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    Icon1 Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

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    Death and Taxes - a mod by Lukew, Dafool and Starwarsfan541.

    With thanks to:

    Overview:
    Death and Taxes is a historical mod for Divine wind. It gives new unique decisions, events and missions to many countries, and increases the importance of sliders and ideas to allow you to choose a specific focus for your nation. We hope you enjoy it, please post in the forum if you have any suggestions, have found a bug or to let us know what you think.

    New features:
    • Ideas have more stringent requirements, but are significantly more powerful
    • Sliders have a much bigger impact
    • Sardinia-Piedmont is formable and has unique missions!
    • Byzantium can restore the Roman Empire, complete with decisions and missions!
    • More decisions for Poland and formable Jagiellonian Empire
    • Revamped Papal State - end the Great Schism, form the Kingdom of God and keep the Holy See!
    • Better missions for Castile and Aragon!
    • Overhaul of generic missions (in progress)
    • Conquer the world as Hosokawa- More realistic Japan!
    • New generic decisions - Industrialise!
    • New German formation- Own 25 German cities
    • DAO Map included, with fully working missions and decisions
    • More realistic Mexican and South American native tribes
    • Extended timeline from 1356-1861
    • And lots more...


    Enhanced AI
    • The AI now gives higher priority to conquering relevant areas. So England will spend more time concentrating on Ireland or Scotland than Norway or Russia. The AI now acts slightly different as well. It will be more cautious when declaring war, it will befriend certain states more often, and will antagonize others as well. There is also more direction for the AI when colonizing, so Portugal will more often head toward Brazil, while England will go towards North America most of the time. Lastly, some of the more troublesome areas of the world will unite under one AI nation at certain periods. These are most of the big aspects of the AI changes. Some will be more noticeable than others.


    Coming soon:
    • Improved system for changing governments
    • Extended timeline
    • Dynamic nationalism- events for formed cultural unions
    • Improved system of warfare
    • And loads more...


    AARs:


    Other links:



    Download Death and Taxes v5.14 (for the official 5.1 update, BJLT) Checksum
    Installation instructions


    Changelog: Version 5.0-5.14
    Code:
    • Typo in 'Colonial Govenor' advisor fixed - he now gives more tariff efficiency.
    • 'Recalculate administration' decision added in cultural decisions.
    • Error in the installation instructions corrected.
    • Bureaucracy gives half as much tax since it also increases global administrative efficiency.
    • Roman Republic gives the same small bonus to administrative efficiency (IE) that other advanced governments do.
    • If you are more than 2 innovative then Religious Turmoil won't fire for you (In preparation for a global missionary reduction).
    • Only level 1 and 2 buildings are no longer destroyed on cores since, with the new IE extension, this makes conquest too powerful and colonisation under-valued.
    • Production efficiency from mercantilism reduced to 10% in a general effort to make it harder to increase pe.
    • Syracusa-Malta is a strait.
    • Province decisions added to increase administrative efficiency slightly, but at the cost of 160d and a magistrate.
    • Pedro II of Brazil starts with better leader stats.
    • The -50% base manpower moved from static modifiers to defines (ie hidden).
    • Base manpower is very slightly lower to make up for all the ways there are to get high manpower in the mod.
    • Boost to overseas efficiency by naval sliders reduced.
    • Mongol units are back to being as good as they were in vanilla.
    • Hordes reintroduced and made much more lethal but they only tech at 20%. Golden Horde also gets slightly better quality and more offensive sliders. They also have slightly better rulers.
    • Base batboy limit reduced by -5.
    • Doubled the revolt risk for each year a province is occupied.
    • Nomads get much higher supply limit on home plains.
    • Nomads need to control a province for three years before it defects.
    • Moldavia starts as a vassal of Poland.
    • A few more horde provinces start with forts.
    • The Horde gains +50% fl before 1400.
    • The 'Settling' modifiers are now properly localised.
    • Tirol and Trent start as Austrian cores.
    • Cores are automatically removed from Austria-Hungary in the Austrian and Hungarian regions.
    • Apulia-Albania strait removed.
    • British/English cultural union conflict fixed.
    • Between 1375 and 1410 AI Burgundy gets a decision to inherit Flanders.
    • Daimyos aren't allowed to westernise. They have to wait for the Japanese modernisation decision later.
    • Forming China no longer requires a high core percentage but it does require you to be westernised. The decision can't be seen until Government tech 12.
    • Forming China gives nice population growth and increased production efficiency modifiers for a while.
    • Buildings re-worked in line with the new beta release.
    • East-India trade route requires your capital not to be in Asia.
    • In-Extenso integrated (see In-Extenso modifiers.doc in mod/death&taxes).
    • Revolt risk from IE halved.
    • IE Fires immediately from the Welcome event.
    • Grammar and missing localisation fixed from IE.
    • 40% tariffs from being naval reduced to 30%.
    • Being naval gives a slight increase to overseas, inland, administrative efficiency.
    • Lost capital still fires if you don't control your capital but are singeing it.
    • The Otranto Strait requires your capital to be in either Illyria, Greece or Italy.
    • East Indian Trade route liberalised slightly, but has a few more requirements for non-Asians to fulfil.
    • You can't take both the land and naval recruiting acts.
    • The Malacca strait requires your capital to be in Asia.
    • MAJ and LAU now have a starting ruler.
    • TEU two missing rulers and one leader added (1390-93, 1470-77).
    • KUT, AUG and THU ruler lists completed.
    • SPI becomes ITA in 17.3.1861, (changed borders between 1859-61).
    • TIR is now playable until 1490.
    • Several changes between 1807-14 in Germany (RFR owning).
    • Added a few missing countries (rulers for them) in 1814/15 in Germany.
    • KRA is now part of HAB after 1846.
    • Arlon now part of BEL after 1839.
    • Broken code in the Jagiellon decision fixed.
    • Transport hull sizes reduced.
    • Transport cost significantly increased to discourage AI nations from landing troops far overseas.
    • Both the cape and Malacca tolls/straits fixed so they work, however they were nerfed slightly in line with the Apulia-Albania strait.
    • The being crusaded modifier only fires if you are at war with a catholic country.
    • Land/Naval tweaked, they no longer give tradition increase but reduce the rate at which tradition decays.
    • Straits added in the Caribbean, Fuzhou-Taiwan, Gwendedd-Meath, Albania-Apulia,
    • Mercantilist own province compete chance reduced very slightly (by 10%).
    • Castille, Burgundy and Portugal start with the same dynasty.
    • Great wall of China and Forbidden City can be taken by China. The forbidden city no longer has the faction requirements.
    • Typo with Yuan's heir fixed.
    • Red Turban events are less good.
    • The starting Ming king is only shock 4.
    • Red Turban revolt events are 4 times less likely before 1375.
    • Yuan and the Mongol Khanate can't form the Mughal empire.
    • Yuan can't culture shift.
    • 'Maintain Yuan Dynasty' decision disappears after it's been taken.
    • Loads of descriptions added to decisions.
    • Golden Horde buffed significantly.
    • Tribal government gives -10 batboy limit, but -0.05 war exhaustion.
    • Russian foraging nerfed a tiny bit but gives less of a stab cost increase.
    • Burgundian Belgian provinces are owned by Flanders who is in a personal union with them until 1384.
    • On the 19th April 1839 Limburg is transferred to the Netherlands (London Treaty).
    • Smyrna, Balikesir, Bursa and Bithynia are Orthodox and Greek in the 1356 start, but they revert to Turkish and Sunni in 1453 for balance reasons.
    • Byzantium no longer gets cores on 3 of the Turkish provinces in Anatolia.
    • France starts with a few less cores, but does now start with a core on Berry.
    • All of Flanders' provinces are in the HRE until it is inherited by Burgundy.
    • Hull sizes of transport ships reduced significantly.
    • Economic prosperity doesn't give prestige, but is now available in 1356. It also is available for under 0.5 inflation.
    • Incorrect peace of code which was stopping the Thalassocracy decision from working now fixed.
    • China is a formable nation (to replace the old decision which was just there to remove the factions).
    • Jagiellon can only be formed by Poland, Mazovia, Lithuania, Bohemia and Hungary.
    • Celestial empire gets slightly less magistrates but forming China allows chinese nations to become Empires.
    • Red Turban event fires slightly less often.
    • Potential CTD issue resolved.
    • Forming Great Britain only gives half as much manpower and no longer gives naval slider moves.
    • Wear British redcoats moved back from land tech 22 to 34.
    • Bank of England moved back from government tech 24 to government tech 26.
    • British restrict the King decision can only be taken if Britain is a Constitutional monarchy (effectively moving it back 14 tech levels).
    • Merchant compete chance and GTIM removed from the Otranto strait, global COT gravity reduced from 15 to 10.
    • The British government type no longer reduces ship recruit speed by 10% but 10% recruit speed reduction added to the wooden wall.
    • 10% naval force limit increase removed from 'the wooden wall'.
    • The 15% cost reduction from Britannia rules the waves removed and 10% cost reduction added to the wooden wall.
    • British naval tradition bonus moved from wooden wall to Britannia rules the waves.
    • Church of England requires you to be Protestant or Protestantism not to exist.
    • Brazil nation decision fixed (and the buildings gained from colonial nations reduced slightly).
    • Japanese countries get Nationalism (temporary measure until they can be given their own unification CB).
    • Chinese decisions to influence factions removed since factions no longer exist.
    • Forming Austro-Hungary turns Hungarian provinces to a German version of Hungarian however the integrating core modifier doesn't last for so long. Austria also now gets decisions to integrate Czech and Slovene provinces into a German version of that culture, but it's extremely costly at 200 ducats and 4 magistrates, and it provides the nasty 'integrating core modifier' for a few decades.
    • Shinto and Confucianism are in their own religious group, called 'Far Eastern'.
    • Naval tradition decays 1% slower when at war.
    • Lotharingia and Belgium can't form the Netherlands.
    • Missions to monopolise centres of trade altered to work with the new tech requirements.
    • Restrict the king doesn't become available until Government tech 26.
    • Bank of England doesn't become available until government tech 28.
    • Numerous historical changes in India.
    • Culture groups tweaked in India.
    • Tweaked colonial nations.
    • Fall of Yuan decision fixed.
    • The AI has been tweaked to make it more aggressive (we need feedback to confirm this is working).
    • The AI's choice of guarantees has been tweaked (we need feedback to confirm this is working).
    • The Red Turban event has been fixed again.
    • Numerous changes to the Mongol states in Persia.
    • Fixed some Jurchen/Qing diplomatic oversights.
    • Tweaks to a number of province histories.
    • Fixed a few minor localisation issues.
    • Altered the Il-Khanate region to extend somewhat farther west.
    • Forming Austro-Hungary now changes the four wool provinces in Hungary to grain however it gives less prestige and you still can't form Germany, and it still sucks because you get integrating new core for 50 years!
    • Rouergue and Madrid are grain as opposed to a wool province.
    • Austro-Hungary now gets Austria's missions.
    • British decisions nerfed slightly to give less ship cost reduction.
    • Thalassocracy can be proclaimed by both Merchant Republics and the new Administrative Merchant Republics.
    • Spanish PU missions fixed to work with the new timeline.
    • Austro-Hungarian culture renamed A-Hungarian so it fits on the display panel.
    • Austro-Hungary can no longer culture shift.
    • Austro-Hungary renamed Austria-Hungary.
    • Lotharingia can't form Belgium.
    • Forming Jagiellon no longer makes Warsaw a COT to prevent crashes if a COT already exists, instead it now gives more base tax.
    • Quantity only gives -20% recruit speed as opposed to -50% to prevent 1 day build speeds.
    • Illyria region extended.
    • Illyria requires more provinces but no longer requires cores.
    • Forming Illyria gives a small manpower boost.
    • Serbia starts with a core on Janina.
    • Forming Britain gives manpower but less base tax. Base tax in some British provinces reduced.
    • Orthodox gains 5% more manpower.
    • Britain can gain a special version of constitutional republic which allows royal marriages.
    • Austro-Hungary now has access to Austrian decisions.
    • Japanese daimyos gain the nationalism CB at government tech 12.
    • England now starts more land based (yes, I have finally bowed to pressure!) but gets a decision to move towards Naval (Which the AI won't take) fairly easily.
    • Forming Great Britain gives less centralisation moves and less prestige, and it no longer gives a colonist.
    • Austro-Hungary is a German culture group union (to make it worth taking).
    • Dauphine now produces Grain instead of wool.
    • Discipline reduction for hordes removed (they're weak enough already).
    • Magistrate gain from stability reduced slightly.
    • Jalyrod sliders nerved a little to stop them expanding so much.
    • Aragonese sliders significantly improved.
    • England is slightly more defensive.
    • Lithuania is more defensive and slightly more centralised to help it survive better early game.
    • HRE tech bonus reduced slightly.
    • Discipline bonus from English Longbow halved, and it now only activates during the period when Longbow is the best available unit.
    • Xiang now starts with cores on the provinces it owns.
    • You no longer need QFTNW foe EITR to improve mercantilism a bit.
    • Sunni gets more missionaries to make it a bit less useless.
    • Free trade gives slightly more merchants.
    • Naval NI's are now more equal to their Land counterparts.
    • Base unit costs increased slightly.
    • You need more provinces to form Germany.
    • England starts at 1 land, however all its naval decisions as well as the decision to form Britain move it towards naval.
    • Production buildings made slightly less powerful.
    • Red Turbans event fixed.
    • Many new flags added.
    • Hungarian region enlarged slightly.
    • Qing renamed to Jurchen.
    • Unification decisions will no longer inherit other people's vassals/PU juniors.
    • CTD at 1450 fixed.
    • Maya, Inca and Aztec can only be formed by the correct culture groups.
    • More localisation problems fixed.
    • Scorched earth lasts for longer.
    • Bugs in history fixed (Including New Zealand and Sicily).
    • Forming Jagiellon no longer makes you a noble republic.
    • Red Turban Rebels fixed so that they work.
    • Other Red Turban modifiers fixed.
    • The new Merchant Republics get the trade war cb on one another.
    • People get tribal conquest on Hordes.
    • Sliders totally changed to make them more balanced, thanks to Pewt for his help.
    • Cavalry base cost is now a lot lower.
    • Positive tolerance now gives a small tax bonus.
    • Naval tradition decays slightly faster.
    • Base tolerance of Heretics and Heathens reduced.
    • Ottoman Tolerance Nerfed a little.
    • Warszawa Confederation tolerance reduced.
    • Edict de Nantes tolerance reduced a little.
    • SCP and NTP nerfed slightly.
    • Tolerance from Ecumenism dropped slightly.
    • Thalassocracy doesn't give such a big bonus to big ships and it doesn't give colonists, but it does give cheaper galleys and light ships.
    • Administrative Merchant Republic added, which gives more magistrates and higher administrative efficiency. It becomes available at Government 28.
    • National Conscripts now only gives -10% discipline.
    • Naval buildings nerved, and now give local rather than global increased tariffs.
    • Stock Exchange now gives Production Efficiency +1%
    • Vanilla advisors restored pending rebalancing.
    • Bureaucracy Magistrate bonus reduced.
    • Magistrates from Expanded Bureaucracy reduced.
    • Superior Seamanship nerfed.
    • Spy agency nerfed.
    • Reduction in compete chance from placed merchants raised back to the vanilla value.
    • Welcome message now says 'By Luke and Dafool'
    • Wear British Redcoats is double as expensive to enact.
    • Hansa's Polish Grain Trade mission will fire for both Jagiellon and Poland, and will only cancel if neither Jagiellon or Poland exist.
    • The USA, Mexico and Brazil are now formable.
    • Advisors tweaked.
    • Taiwan is no longer in the 'Ming China' region.
    • Requirements for the religious/cultural NI's relaxed.
    • Bohemia is no longer an elector twice.
    • Qing added as a formable nation.
    • Trinacria added as a playable nation.
    • Sicily is now formable.
    • Colonial regulation decision for naval nations which gives mercantilist moves but some other nice modifiers.
    • Yuan is now a playable nation.
    • Yuan is able to gain cores on China by conquering the Red Turban revolters.
    • Yuan is also capable of collapsing into the Mongol Khanate.
    • Chinese rebels will constantly annoy Yuan until they collapse or reconquer China.
    • A few of the larger AI hordes have been weakened.
    • More AE event tweaks.
    • The Lithuanian conversion event now becomes much more likely to fire over time.
    • Free trade merchant bonus nerfed.
    • Babylon removed.
    • Production level 5/6 buildings made slightly better.
    • Hindustan now requires a claim of 45.
    • Rome can't be formed if it already exists (bug).
    • The Austro-Hungarian empire is formable.
    • Requirements for some ideas relaxed, regimental system now has a tech requirement of land tech 22.
    • Discipline from Napoleonic Warfare reduced to a more realistic value of 20%.
    • Forming Prussia now changes your culture to Prussian, however it no longer makes you an absolute monarchy.
    • USA, Brazil and Mexico can't form any nations.
    • The more modern units are better than their older predecessors.
    • Belgium renamed back to Flanders and a separate Belgium added.
    • Russia is now westernised again late game, for balance issues.
    • The Polish missions to subjugate Bohemia and Hungary are far, far less likely to fire.
    • Overseas ship recruit speed decreased to +50%.
    • Russian foraging is much better but has slightly harsher requirements.
    • Japanese decisions nerfed slightly.
    • Quality/Quantity rebalanced some more.

    Changelog:
    Spoiler Alert, click show to read: 
    The first post got too long, so you can now see the full changelog here.



    Screenshots:


    Spoiler Alert, click show to read: 


    New culture groups


    More formable nations- The Jagiellonian empire


    More formable nations- The Roman empire


    Modestus' stunning re-textured map is included in the mod


    Reworked Japan (thanks to Chatnoir)


    Reworked America (thanks to Dafool)


    Enhanced sliders


    New government types for some countries- Including the Senatorial republic for the Roman empire


    New menu screen




  2. #2

    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    Reserved (PS why can't I edit my post?)

  3. #3
    nhytgbvfeco2's Avatar Praefectus
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    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    You need a certain amount of posts to do that IIRC

  4. #4

    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    Ok, after a long wait here it is, the Death and Taxes 6.0, entitled 'Death and Taxes: The Eastern Question'

    ~Download the Death and Taxes 6.0 Here~

    Rather than give you a long changelog I thought I'd give you a brief description of what has changed in the 6.0.

    1) Firstly and most importantly is a new map, India, China and America have been completely redrawn. Full credit for this goes to Dafool (China/America) and Trin Tragula (India). All in all I think we added something in the region of 100-150 provinces (I'm sure Dafool can clarify). Tonnes of new countries were added to fill these regions too! India also has completely revamped cultures.

    2) We added new graphics, more precisely the terrain textures and map overlay from the DaO mod. I still like the Modestus map however I thought it was time for a change, and I really liked the DaO map graphics.

    3) Everything (and I mean everything) has been rebalanced. Benefits from missions/decisions, ideas and sliders has been rethought. Claim on X now requires cores!!! and nationalism lasts for longer, and reduces manpower. There are many other changes, some of which are documented in the changelog, but many of which aren't. You should just notice a general difference as you play. Finally, cbs have been reworked slightly. Every nation gets religious liberation which gives 25% bb. Holy war is reserved for muslims, catholics and orthodox - it gives 50% bb.

    4) Religions in the east redone. Hinduism is in its own group. Buddhism is split into Theravda and Mahayana. They are in the same group as Shinbatsu Shugo and Shenism.

    5) I added loads of new events and decisions to add a bit more flavour to certain countries and generally make the game more interesting.

    Spoiler Alert, click show to read: 
    • Added 'Mamluk Cavalry' decision.
    • Added 'Recruit Highlanders' decision.
    • Added 'Use Ottoman Artillery' decision.
    • Added 'Use Egyptian Conscripts' decision.
    • Added 'Encourage Manufacturing' decision.
    • Added 'Request Papal Bull' decision.
    • Added 'Hire Genoese Mercenaries' decision.
    • Added 'Hire Swiss Mercenaries' decision.
    • Added 'Request Papal Banner' decision.
    • Added 'Establish General Post Office' decision.
    • Added 'Establish Royal Mail' decision.
    • Added 'Edict of Fontainebleau' decision.
    • Added 'Centralise the French Language' decision.
    • Added 'Compagnie Ordonnance' decision.
    • Added 'Alhambra Decree' decision.
    • Added 'Spanish Tercio' decision.
    • Added 'Portugese Tercio' decision.
    • Added 'Imperial Examinations' decision.
    • Added 'Adopt Mandate of Heaven' decision.
    • Added 'Sprouts of Capitalism' decision.
    • Added 'Sepoy Army' decision.
    • Added 'Recruit Janissaries' decision.
    • Added a rather complex chain of decisions and events for the 'Volga Don Canal' to connect the Caspian sea to the Black sea. By constructing the canal in Grozny, Kalmykia and Kouban at the cost of 4000d and 4 magistrates, a toll is activated giving 2 base tax and 1 manpower to all caspian provinces, as well as 4 base tax, 20% trade income modifier and 3% population growth to every province you control. The decision is only available to the Ottoman Empire - however once the canal has been constructed other nations can seize it and benefit from its effects. Over time it also converts to wool provinces of the caspian into richer trade goods.


    5)There's generally just loads of other stuff which I can't begin to start describing. If you noticed any new features you liked please flag them up for other people to know about.

    I hope you enjoy the 6.0. It's been an incredible amount of work to make so we'd greatly appreciate your opinions on it. If you really like it, you can also like us on Facebook. Thanks







    Changelog (non exhaustive)
    Code:
    • A decision added to disband the shogunate if you control all of Japan.
    • No provinces start with 0 manpower (was a coding error meaning 4 provinces in russia had 0 manpower).
    • Province efficiency has more of an effect on manpower.
    • Less revolt risk is gained from poor administrative efficiency.
    • Russian foraging gives +5% manpower to make up for the poor administrative efficiency which makes russian manpower underpowered in comparison to other nations.
    • Max war exhaustion from war taxes reduced from +10 to +5.
    • Cores gain a 5% manpower bonus.
    • Manpower resupplies less quickly.
    • Non-Accepted culture gives less harsh a decrease to tax, but a far bigger reduction to manpower.
    • Manpower and revolt risk from imperial integrity reduced.
    • Settlement policy no longer reduces colonists or magistrates by so much but it destroys local tax and manpower, and increases revolt risk even further.
    • Error fixed in cultural decisions allowing India to assimilate other Indian cultures faster.
    • DAO Terrain Graphics added.
    • Flanders and Burgundy are historical friends.
    • Some 5.2 events added in preparation for the mac release - most notably the sound toll.
    • Claim timers are no longer fired from the Papal States to speed the game up a little.
    • Western arms trade gives half as much prestige loss, gives -5% land tech cost and applies to anyone with muslim, eastern or asian land tech.
    • Westernisation has been completely redone, each individual technology can be westernised once at a time.
    • Turkey is in the Byzantine group, Byzantium is the cultural union and Turkey becomes a union when it moves its capital to Constantinople.
    • Turko-Semetic renamed to Arabic.
    • Arabia is the Arabic cultural union.
    • Max neighbour bonus reduced to 100.
    • The Ottomans and Byzantium no longer get a cultural absorption bonus on one another.
    • French cultural absorption bonus on the Dutch is half as slow as the German one.
    • Celestial empire gives 0.4 less magistrates.
    • Nomads are tribal again.
    • Nomad settling, Mughal Nation and Japanese Industrialisation updated in conjunction with the new westernisation decisions.
    • Forming the Mughals as a non-nomad doesn't westernise you.
    • Typo in merchant regulation fixed.
    • Forming Japan requires you to own the whole Japanese region.
    • Prussian military reforms give 2% more discipline.
    • Thalassocracy is available to non-Europeans.
    • Rebels are now more challenging. They are all intelligent (ie will assault forts and tactically retreat from battle) and all have generals.
    • Military drill no longer increases discipline.
    • Grand Army and Grand Navy give less forcelimit.
    • A formal request only fires for Christians.
    • Base tax of Sarai increased.
    • Base tax of London and Thrace reduced.
    • Only Steppe Hordes get the plundering event upon capturing a city, it gives 10 ducats.
    • Steppe Hordes get -10% pe, -10% te and -25% tax.
    • Hordes get a big reduction to attrition and cavalry cost.
    • Tolls completely reworked giving more local and less global bonuses.
    • OCO Event added to remove cores on your vassals.
    • Bosphorous toll requires more provinces.
    • Militia act gives very different bonuses
    • Militia act is removed by event from non-monarchies.
    • You need to control enough naval supplies/grain supplies to be able to go over force limit.
    • Defensiveness from defensive vs. offensive reduced.
    • Replaces 4 wool provinces in spain with grain, replaced all german provinces with wool with grain. Changed some British provinces to naval supplies.
    • Base tax of several English provinces reduced quite a bit.
    • Gotland produces fish.
    • Epirus provinces are fish rather than wool.
    • Denmark starts with cores on Slesvig and Flensburg.
    • Merchant republic 2 is available at the same tech as Administrative Monarchy and is slightly better.
    • Free trade gives more merchants, mercantilism gives more compete chance in owned provinces.
    • Barbary pirates defeated gives -8% big ship cost.
    • Blockade isn't available until around 1400.
    • QFTNW is available slightly earlier.
    • Formalize scales, weights and measures is available later.
    • Naval sliders reduce ship cost slightly less.
    • RR reduction nerved across the board.
    • Muslims start with better tech than Westerners.
    • No countries start with level 1 buildings except the Ottomans.
    • Buildings are available at tech levels 5, 12, 19, 27, 35 and 42 across the board.
    • Manufactories are available at level 20 in every tech (except fine arts academy).
    • Austria doesn't get the Italian ambition mission until after 1400.
    • Western influences only gives +10% stab cost.
    • Thallassocracy can only be taken by Venice, Hansa and Genoa again.
    • Brittania rules the waves no longer gives leader shock and leader fire.
    • Technology groups evened out a little.
    • Population growth can't continue indefinitely, populations should stop growing at a point based on tax income, manpower and other factors.
    • Rebalanced tonnes of stuff, just play it and you'll find out… there's too much to put in the changelog.
    • Becoming Protestant or Reformed removes a few nice Catholic decisions.
    • Mercenaries are slightly less expensive to make them worth taking.
    • Tonnes of stuff rebalanced.
    • Claim_on_x NOW REQUIRES CORES
    • Added a lot of new ships from Rex Maris - as well as new combat values.
    • Fixed a paradox bug where Chinese, Indian and American units become western late game because Paradox forgot to include sprites for them.
    • Jurchen provinces start out in the Altaic group but convert to the Chinese group when the Qing Dynasty is formed.
    • "Oriental" renamed to "Eastern" to avoid further confusion.
    • England gets event modifiers regulating the value of its naval supplies based on its strength.
    • Catholic decisions are removed by event from non-catholics.
    • The emperor is forced by event to join the empire.
    • Only European provinces can be added to the HRE.
    • Added 'Mamluk Cavalry' decision.
    • Added 'Recruit Highlanders' decision.
    • Added 'Use Ottoman Artillery' decision.
    • Added 'Use Egyptian Conscripts' decision.
    • Added 'Encourage Manufacturing' decision.
    • Added 'Request Papal Bull' decision.
    • Added 'Hire Genoese Mercenaries' decision.
    • Added 'Hire Swiss Mercenaries' decision.
    • Added 'Request Papal Banner' decision.
    • Added 'Establish General Post Office' decision.
    • Added 'Establish Royal Mail' decision.
    • Added 'Edict of Fontainebleau' decision.
    • Added 'Centralise the French Language' decision.
    • Added 'Compagnie Ordonnance' decision.
    • Added 'Alhambra Decree' decision.
    • Added 'Spanish Tercio' decision.
    • Added 'Portugese Tercio' decision.
    • Added 'Imperial Examinations' decision.
    • Added 'Adopt Mandate of Heaven' decision.
    • Added 'Sprouts of Capitalism' decision.
    • Added 'Sepoy Army' decision.
    • Added 'Recruit Janissaries' decision.
    • Added 'Encourage Knowledge, Science and Culture' decision.
    • War exhaustion reduces spy defence and increases minimum revolt risk slightly.
    • Several Manchu/Qing decisions are available to China.
    • China nerfed in several ways - celestial empire gets some big maluses which can only be removed by modernising the government. Celestial empire also decreases administrative efficiency for the IE event.
    • Cores are gained in 40 years and nationalism lasts 40 years. Nationalism increases revolt risk even more as well as reducing manpower.
    • Added 'Islamic Caliphate' triggered modifier for the strongest Islamic nation.
    • Catholic nations get maluses for being innovative.
    • Protestant and Reformed don't get holy war - just religious liberation.
    • Only reformed, protestant and catholic get cleansing of heresy on their neighbours after the protestant reformation - a mistake meant that it was previously the whole world.
    • Devsirme system only costs one magistrate and is available in the eastern and western balkans regardless of religion (it assumes christian minorities in the population) but nowhere else. It now only gives 25% manpower. The AI also won't take the decision so as not to cripple it.
    • Trade agreements only decrease trade efficiency by 1%.
    • Added a rather complex chain of decisions and events for the 'Volga Don Canal' to connect the Caspian sea to the Black sea. By constructing the canal in Grozny, Kalmykia and Kouban at the cost of 4000d and 4 magistrates, a toll is activated giving 2 base tax and 1 manpower to all caspian provinces, as well as 4 base tax, 20% trade income modifier and 3% population growth to every province you control. The decision is only available to the Ottoman Empire - however once the canal has been constructed other nations can seize it and benefit from its effects. Over time it also converts to wool provinces of the caspian into richer trade goods.
    • Decentralisation improved slightly.
    • Trade ranges significantly reduced but they can be increased by owning a certain sized navy (up to 50 ships). This is to encourage the land powers to own at least a small navy.
    • Danish sound toll will give more money later into the game (up to 100d).
    • Merchants are now much scarcer globally but are gains slightly by owning a small navy. This is, again, to encourage the land powers to own at least a small navy.
    • Ottomans renamed to Turkey.
    • The owner of the Volga Don canal gets a mission to reconquer provinces in the Caspian Basin.
    • Accepting the demands of peasant rebels to get free free-subject moves now has the added cost of a -1 stability hit.
    • Fish, wool and naval supplies should be slightly less useless throughout the game.
    • Manpower is affected slightly by tolerance.
    • Max province sell price raised to 8000.
    • Dynamic blockading added - the longer a province is blockaded the more severe the effects of that blockade.
    • Majaphits vassals start allied to it.
    • There are more AI tweaks. The AI should now be a little less blobby and a few more areas are set for unification.
    • Hindus can no longer form Hindustan. They can now form Bharat.
    • A westernised Hindustan or Bharat is able to form India.

  5. #5
    nhytgbvfeco2's Avatar Praefectus
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    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    Oh wow, was just scanning the thread on p-dox to find where you mentioned the release date and i saw this is out :o

    Question: Why can only the Ottomans build the Volga-don canal? sure, historically they started making it, but that was abandoned and then was worked on and abandoned by peter the great and again before the nazi invasion of russia, and finally only completed by the russians after ww2..

    EDIT: Bharat decision is broken, the new culture groups can't form it however they can see it. (the conditions for forming it are wrong but the ones for seeing it are correct)
    Uploaded the fix
    Last edited by nhytgbvfeco2; June 16, 2012 at 04:52 AM.

  6. #6

    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    Quote Originally Posted by nhytgbvfeco2 View Post
    Oh wow, was just scanning the thread on p-dox to find where you mentioned the release date and i saw this is out :o

    Question: Why can only the Ottomans build the Volga-don canal? sure, historically they started making it, but that was abandoned and then was worked on and abandoned by peter the great and again before the nazi invasion of russia, and finally only completed by the russians after ww2..

    EDIT: Bharat decision is broken, the new culture groups can't form it however they can see it. (the conditions for forming it are wrong but the ones for seeing it are correct)
    Uploaded the fix
    Thanks, I'll sort that out. The Volga-Don canal is an alt-history thing the Ottomans can do. Don't forget for it to be worth doing they have to be damn powerful and control most of the Caspian sea. I thought it added interest to the region and made it more strategically important than it is - whilst having some historical basis.

  7. #7
    nhytgbvfeco2's Avatar Praefectus
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    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    I know, but shouldn't the Russians be able to build the canal aswell?

  8. #8

    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    Quote Originally Posted by nhytgbvfeco2 View Post
    I know, but shouldn't the Russians be able to build the canal aswell?
    Only the ottomans really considered it in this time period. Also, Russia routinely gets the Crimea and the Caspian however it's a bit harder for the Ottomans to do that. I thought it would be OP if I gave it to Russia too. Only the Ottomans can build it, but once it's been build the Russians can seize it and gain the benefits.

  9. #9

    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    The new version looks awesome! Are the start/end dates the same as in the previous versions of the mod?


  10. #10

    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    This looks great, thanks for posting it here!

  11. #11
    nhytgbvfeco2's Avatar Praefectus
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    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    Quote Originally Posted by lukew View Post
    Only the ottomans really considered it in this time period. Also, Russia routinely gets the Crimea and the Caspian however it's a bit harder for the Ottomans to do that. I thought it would be OP if I gave it to Russia too. Only the Ottomans can build it, but once it's been build the Russians can seize it and gain the benefits.
    Not quite, Tzar Peter the great began construction on the canal in 1700, which is definitely inside EU3 time period. The only reason the canal was not completed then was the loss of Azov.
    You could make it a requirement for the Russians to own Azov to build it or something.. or just make it generally harder for Russia to do it / limit it to a much later year (1700+) while allowing the Ottomans to do it earlier

  12. #12
    Lord Romanus III's Avatar Primicerius
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    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    I'd agree with Nhy on this one. It certainly was considered by the Russians, just at a late date.

  13. #13

    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    Death and Taxes 6.1 released
    It basically fixes a whole load of bugs from the 6.0, although still to do is the river graphics which are causing weird sea borders and the incorrect positioning on some provinces names/cities in china/india/america.

    ~Download Death and Taxes 6.1~

    Changelog:
    Code:
    • Base tax of India and China reduced significantly.
    • England no longer starts with cores on Wales.
    • Tuareg is in the berber group.
    • North caucasian group added in the Turko-Byzantine group.
    • Vietnam is Mahayana buddhist.
    • Byzantium starts with a couple less cores.
    • Azerbadjani is now in the Turko-Byzantine group.
    • Indian flags.
    • Hainan has a strait to Tsankiang as opposed to Jiangmen.
    • Added Uighur culture.
    • Hindustan and Bharat decisions fixed.
    • Random blank idea fixed.
    • Added Tajik and Pashtun cultural groups to Persia and rebalanced the cultures there.
    • Updates the welcome message.
    • The Timurids start with Tajik and Pashtun accepted, Kartids start with Turkemeni accepted.
    • Loads of new loading tips added (thanks to Arakhor).
    • Muslims no longer start so far ahead in land tech.
    • Theologians give far less missionaries.
    • Fixed weird tech speeds for land tech 3.
    • Vietnamese provinces start with forts.
    • Westernising land tech is now slightly harder.
    • Road network gives +25% movements speed again.
    • Fixed issues that cause the game to freeze up (WE modifiers for size removed and blockading set back to normal - the claim timer event fires half as often too).
    • White rebel flags fixed.
    • Fixed broken rebel types.
    • Turkey renamed to Ottomans since, even though IT IS CORRECT, I can't be bothered to listen to everyone whining on the forums.

  14. #14
    Protector Domesticus
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    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    Did the tiny amount of Colonists Animist were getting get removed? Was trying out a Oyo game which is a without them

  15. #15

    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    Quote Originally Posted by SLN445 View Post
    Did the tiny amount of Colonists Animist were getting get removed? Was trying out a Oyo game which is a without them
    Yes, we globally reduced the amount of colonists significantly so that colonial nations can't grow quite so insanely quickly. This will benefit you in the long run as westerners won't be able to colonise africa so far. Currently, you can pick up colonists using the national idea.

  16. #16

    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    Quote Originally Posted by General Brittanicus View Post
    The new version looks awesome! Are the start/end dates the same as in the previous versions of the mod?
    Yes, 1356-1861.

  17. #17
    Protector Domesticus
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    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    Quote Originally Posted by lukew View Post
    Yes, we globally reduced the amount of colonists significantly so that colonial nations can't grow quite so insanely quickly. This will benefit you in the long run as westerners won't be able to colonise africa so far. Currently, you can pick up colonists using the national idea.

    Does the Idea still require a certain amount of Naval? as a Land based nation, Africa is kinda screwed in that department.

    And i dont think giving non-christian nations some small colonist growth is going to effect the growth rates of colonial nations.

  18. #18
    Laetus
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    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    If i change the mod's version.. i will lose my saves?

  19. #19

    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    Quote Originally Posted by viron1997 View Post
    If i change the mod's version.. i will lose my saves?
    If you go from 5.x > 6.x then yes, if you go from 6.x > 6.x then no.

  20. #20

    Default Re: Death and Taxes (Stronger Sliders + Ideas, Unique Missions + Decisions and More!)

    Death and Taxes 6.2 released
    Ok, this should fix almost all of the major bugs aside from the silhouetted islands in the sea problem. Enjoy!
    PS This should significantly improve performance as we sorted out two events that were causing lag. Please let us know if it's still much slower than the 5.14.

    ~Download Death and Taxes 6.2~

    Changelog:
    Code:
    • QFTNW requirements altered slightly.
    • Japan can't be formed if Japan exists and owns more than 1 city.
    • Forming Japan doesn't require uncolonised provinces.
    • Fixed the Disband Shogunate decision.
    • Tonkin and Annam are the correct form of Buddhism.
    • Durrani starts as Pashtun culture.
    • Aksai Chin starts as Uighur culture.
    • The pause icon is a lot more subtle.
    • Finnish cavalry requires land tech 8.
    • Vassalise cbs give slightly higher peace cost.
    • Government buildings give more stab cost reduction to make them more viable.
    • Portugese mp nerfed a bit.
    • Royal palace is available earlier.
    • Royal palace and glorious monument give a small amount of prestige.
    • Infantry prices lowered slightly.
    • Government 5/6 buildings buffed slightly.
    • Forming China requires you to be in the Eastern religion group.
    • Centres of trade give far less base tax and manpower.
    • British sepoy armies nerfed a bit.
    • Westernisation mechanics altered slightly.
    • Asian province localisations fixed.
    • Local and global trade income modifier renamed to local and global trade worth.
    • The Devshirme system can be enacted in provinces which neighbour a province with the Devshirme system.
    • Devshirme system nerfed slightly.
    • Merchant republic fixed so it gives -25% merchant cost again.
    • All new provinces placed in the correct continents.
    • Correct regions added in South America so that trade goods are gained correctly.
    • Hopefully fixed the event which is causing lag.
    • Claim timer fixed (hopefully).

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