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Thread: Sub-Factions and "civil war" mini-mod [for 0.97]

  1. #1
    Semisalis
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    Default Sub-Factions and "civil war" mini-mod [for 0.97]

    This mini mod or sub-mod adds sub-factions to factions belonging to the Greek or Latin cultures (romans, sabines, etruscans, hellenic cities, syracuse etc). It also offers some game play changes for other races

    Version 0.3

    FIVE TURNS PER YEAR
    There are now 5 turns per year Summer, Summer, Autumn, Winter, Spring.
    Autumn and Spring have partly reduced movement while winter has a marked movement penalty
    The aim was to give the player a warning with autumn that winter was coming and get armies back to settlement. Spring has been added to balance movement out
    All scripted events such as the Via scripts adjusted to 5 TPY. Greek philosophers not adjusted

    CHARACTER SPECIALIZATION
    High level generals are now excluded from acquiring high level administration skills
    High level governors are now excluded from acquiring high levels of command skills (except good seige defense)
    In order to acquire higher levels of governorship or administration skills characters will need to spend a number of turns in a settlement

    There is a new trait that will increase as your character spends time in a settlement
    -- Briefly settled (at least 1 turns in a settlement and with little movement)
    -- Temporarily settled (at least than 2 turns in a settlement and with little movement)
    -- Contentedly settled (at least than 3 turns in a settlement and with little movement)
    -- Happily settled (at least 4 turns in a settlement and with little movement)
    -- Permanently settled (at least 5 turns in a settlement and with little movement)

    Using more than 60% of movement points or ending a turn out of a settlement will drop the settled level by one
    Spoiler Alert, click show to read: 
    Because this mod continually changes movement points I was unable to use a no movement percentage. This seems a pretty good compromise
    Acquiring higher level admin skills require being at least "Happily settled". Once that threshold is reached the odds of acquiring traits has been increased to compensate (3-5x)
    Note that the mechanisms and odds for acquiring bad traits have not been adjusted so your characters' skills can decay giving an opportunity for re-training.

    To Play
    Decide which characters will be governors and make sure they spend at least 4 turns in a settlement and acquire "Happily settled" trait.

    ROMANS, GREEKS, ETRUSCANS - Sub Factions and Civil War
    The factions are based on the Roman civil wars of the 1st Century BC (a bit early but I am assuming the player may conquer quicker than the ancient Romans did). Each general will be assigned to one of two sub-factions : Optimates or Populares. Sub-factions are 85% inherited father to son.

    -- Once the player has conquered more than 15 settlements then when a General of 6 or more stars has a victory that general has a 33% chance of acquiring an ancillary("Hero to his men") that will give -9 Loyalty if the general is from the opposite sub-faction to the Faction Leader (this still works for Romans who have 2 consuls who may be of different factions!!).
    -- Once any general has that ancillary the Faction Leader has a 25% chance per turn of acquiring an Ancillary ("Rules in Difficult Times") that gives -9 Authority.
    -- General with no loyalty and faction leader with no authority = ...

    To Play
    Once you have conquered more than 15 regions you will need to temporarily "retire" high level generals to a safe city or your capital if your faction leaders aren't from the same faction.

    TRIBAL RACES
    For the player only, after you take 10 settlements your faction leader will get one of two ancillaries, "Sacker of cities" or "Tribal Raider".
    These have relevant combat bonuses vs certain factions
    If your leader has the trait "Tribal raider" your diplomats will have a influence penalty, they have an influence bonus if your leader is a Sacker of Cities

    To Play
    If your leader has the trait Sacker of Cities try to unite the tribes and attack the city states
    If your leader has the trait Tribal raider concentrate on taking settlements from your neighbours or turtle
    Your other generals are unaffected

    Installation
    No longer save game compatible (but is save game compatible bewteen version 0.2 and 0.3)
    You need to have PI2 version 0.97 and Morfeasnki patch installed
    Unzip then paste the included files in the data folder into your mod\data folder.
    Original files included to reverse the changes but your save game will no longer work

    Notes:
    I have checked that the code "works" but I have yet to see ensuing chaos as I was testing very early game and my cities were too orderly.
    I have asked SigniferOne and Kea for permission to release but have not received reply. I will take this down if the PI2 mod leaders ask
    Future plans - probably bug-fixing only

    Credits
    SigniferOne and KEA and the PI2 team for making this great mod which I have become a little addicted to.
    special thanks to Withwnar who talked me through the coding
    Attached Files Attached Files
    Last edited by Col.KanKrusha; September 16, 2014 at 09:50 PM.
    ~ Too soon old, too late smart ~

  2. #2
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: Sub-Factions and "civil war" mini-mod [for 0.97]

    nice - i will take a look at this. will make growing alot more difficult.
    regards and +rep

  3. #3

    Default Re: Sub-Factions and "civil war" mini-mod [for 0.97]

    What can i say ... amazing!!!! again. I cant rep you, for now at least. Bravo !!!!

  4. #4

    Default Re: Sub-Factions and "civil war" mini-mod [for 0.97]

    I like the two scripts the you have a lot can we merge them wit the incursio Pyrrhyi ?

  5. #5
    Semisalis
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    Default Re: Sub-Factions and "civil war" mini-mod [for 0.97]

    Yes, sounds great. I have some ideas for expanding them a bit. What is your timeline (when should i get the final version to you)?

    Also, how do you feel about a 5 or even 6 seasons per year version?
    ~ Too soon old, too late smart ~

  6. #6
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: Sub-Factions and "civil war" mini-mod [for 0.97]

    the timeline is vanilla PI2 a.t.m.
    edit:
    i think i missed the point - 5 seasons sounds good, maybe a random kinds of winter 1mild+2cold+1mild
    Last edited by _Tartaros_; September 01, 2014 at 02:07 AM.

  7. #7
    Semisalis
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    Default Re: Sub-Factions and "civil war" mini-mod [for 0.97]

    Hi

    I have added in ancillaries for tribal factions. At the moment it is fairly simple, and i think i should give it to you in this form. In the future i would like to simulate an annual tribal election - Withwnar very kindly wrote a tutorial on how to move ancillaries around using campaign script

    In the meantime would you prefer seasons like this at 5tpy (alternating mild and harsh winters):
    Year 1: Summer Summer Summer Winter (severe movement penalty) Spring (mild movement penalty)
    Year 2 Summer Summer Summer Winter (mild movement penalty) Spring (mild movement penalty)

    Or 6tpy (alternating long and short winters)
    Year 1: Summer Summer Summer Winter (severe movement penalty) Winter (severe movement penalty) Spring (mild movement penalty)
    Year 2: Summer Summer Summer Winter (severe movement penalty) Spring (mild movement penalty) Spring (mild movement penalty)

    EDIT: ugh, seeing it written down like that i think i will go with 5tpy
    Last edited by Col.KanKrusha; September 03, 2014 at 12:31 AM.
    ~ Too soon old, too late smart ~

  8. #8
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: Sub-Factions and "civil war" mini-mod [for 0.97]

    yeah, five turn seems best

  9. #9
    Semisalis
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    Default Re: Sub-Factions and "civil war" mini-mod [for 0.97]

    update in OP. version 0.2 which adds 5 turns per year and new traits for tribal races
    Last edited by Col.KanKrusha; September 15, 2014 at 07:26 PM.
    ~ Too soon old, too late smart ~

  10. #10

    Default Re: Sub-Factions and "civil war" mini-mod [for 0.97]

    Fantastic man...

  11. #11
    Semisalis
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    Default Re: Sub-Factions and "civil war" mini-mod [for 0.97]

    Update in OP. Version 0.3 now features character specialisation
    ~ Too soon old, too late smart ~

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