Agents Revived
This submod brings merchant, priest, heretic, and princess agent back to the game, but in changed roles. The main purpose of this submod is roleplaying and its effect on a game is minimal. It is not strictly historical submod, but I tried to maintain EBII atmosphere.
Princess
- have new models and portraits (from De Bello Mundi mod)
- have most of the original traits and ancillaries + few new ones
- will boost her husband's skills
- can marry outside faction, even with independent rulers
- can negotiate, but she gets only offensive traits from it
- can improve certain traits, but they are locked at second level so for example, if she has the ugly2 trait, she won't be able to improve it.
- can improve etiquette trait in capital
- can improve education trait in school
- can improve physique trait by moving
- can improve popularity traits outside a city (she must be in "Minor Settlement") or on a resource.
Merchants and priests are replaced by leaders of settlers and migrants, their ancillaries are replaced by different occupations of people in the group and their traits are replaced with statistics about the group.
They are very similar to each other, but one group has economical goals and another one cultural. Their main piety and finance attributes are replaced with influence and prosperity. Settlers and migrants have both attributes, the secondary attribute is converted into main at reduced ratio.They come from provinces with core factional government (no allied democracies, oligarchies, states or native administrations) so for example, Rome can have 7 migrants and 7 settlers. Doesn't matter if they have only Italy or whole map.
Their interaction ability was replaced with assimilation with other groups.Depending on what people are in the group, what are doing and how successful group is, they can adopt various ways of life. Ways of life are restricted by culture not a faction so when culture changes, available ways of life will change too. There are two types : Migration (movement bonus but lower prosperity and influence) and Settled (prosperity and influence bonus, but it is lost if group leaves province)
Migration - for leaving province (it is also starting and worst possible way of life).
Nomadic -migration, have nomads in the group and move at least once per year. (nomadic cultures)
Transhumance - migration, have herders and move at least once per year. (nomadic, pastoral cultures)
Settled - for remaining on a resource (both settlers and migrants) for two years.
Rural -Settled, 2 low-class ancillaries.
Colonial - settled, low + middle-class ancillaries and in a province with very low culture. ("civilized" and urbanized tribal cultures)
Trading post - (Settlers only) - Settled, have merchants and in a province at least 30 tiles away from the capital.
Metropolitan - (Migrants only) In a city (at least stone walls level) for 2 years.
Urban - Settled, low + middle class + high class + large population.("civilized" and urbanized tribal cultures)
Tribal (both migration/settled benefits) - low + middle class + warrior class + high class ancillaries. (nomadic, tribal cultures)
Settler (merchant) - - very low cost, little income - usually 50-100, but can earn around 250 at maxed prosperity on a gold resource. AI gets double, but from the way they use settlers, they will earn the same amount as the player. Assimilation chances with other groups are bit lower and they are even more penalized if there is trade agreement between factions so friendly lands should be relatively safe to settle in, except if there is a very large prosperity difference between groups.
Migrant (priest) - low cost, spread culture at the same ratio as governor. AI has less weight on the export of their culture so everyone will deploy them primarily in their own territories.
Independent Group (heretic) - same as migrants, they spread culture at the same ratio as governor, which is very low, but they will lower loyalty of nearby migrants. Independent groups are formed mostly in provinces with allied democracies and oligarchies after some time or from migrants with low loyalty.
Install
it is not compatible with saves without the submod and only with EBII 2.3 version
- backup ebii/data/text folder and *.txt and *.xml files in ebii/data/... folder and . Other files are new or they will not affect the game if the mod is uninstalled.
- copy data folder from archive to ebii folder
Credits
- EBII team for mod
- me for submod
- De Bello Mundi team for strategy models and portraits of princesses
- Cowrecked for proofreading of the first version
It is the first release of my first mod for m2tw so I apologize for errors.