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Thread: New Edicts Mod

  1. #1
    sgtkatharn's Avatar Foederatus
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    Default New Edicts Mod

    This mod adds some new edicts and changes the base edicts as well.

    It is save game compatable, works with Caesar in Gaul, Radious's and Hegemonia mods.

    New Edicts

    Cultural Development
    Adapt or Die
    +5% corruption
    +4 owning faction's cultural influence
    Spreads owning faction's culture to neighbouring provinces (+2 influence)
    -10% wealth from all sources
    +15% research points production (reduced from 25% as it stacks)
    +1 Imperium
    -5 growth per turn

    Forced Labour
    Built on the backs of the Slaves
    -25% construction cost
    -2 public order per turn (all provinces)
    +5 slave unrest (all provinces)
    -2 provincial capital and minor settlement main chain construction times

    Military Conscription
    Legionem, qui probabat tyrones: To serve ensures citizenship
    +5% construction costs (all regions)
    -5% to land recruitment cost
    +5% replenishment rate
    -5% upkeep for all land units
    +1 army recruitment slot

    Military Subjugation
    The power of the sword is Two Edged
    -5% tax rate
    +5% upkeep for all land units
    +15 public order from military presence
    -5% growth per turn

    Naval Security
    Who rules the Seas rules the World
    +5% construction costs (all regions)
    +15% weath from maritime commerce
    -5% to naval recruitment cost
    +10% replenishment rate for navies
    -5% upkeep for all navies
    +1 naval recruitment slot

    Thanks to crzyrndm from twcenter.net for the help on creating this mod

    Steam Link http://steamcommunity.com/sharedfile.../?id=214480216
    Attached Thumbnails Attached Thumbnails Cultural Development.jpg   Forced Labour.jpg   Military Conscription.jpg   Military Subjugation.jpg   Naval Security.jpg  

    Attached Files Attached Files
    Last edited by sgtkatharn; December 01, 2017 at 05:32 PM. Reason: update to information as well as files

  2. #2
    sgtkatharn's Avatar Foederatus
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    Default Re: New Edicts Mod

    I thought I would make a thread about my mod that I have been working on as I am interested in peoples opinion of what they think of the mod as well looking for a bit of help in getting some of the edicts working the way that I want them to work. What I am having the most problems with is the Military Subjugation edict, I only want the + to public order to apply when there is an army in the province or one garrisoned in a city but I am having issues getting this to work correctly.

  3. #3

    Default Re: New Edicts Mod

    The only way I can see that military subjugation happening per army, is if the effects where on a stance instead of an edict. The edict is a little OP at anyway(same as the +50% research rate, maybe a 10%?), how about giving negative consquences as well, such as les population growth, less tax rate, -1 recruitment slot, increased army upkeep(because they are not resting in the town, and some of them die during resistance, this extra money might be seen as the "re-recruit" fee)

  4. #4

    Default Re: New Edicts Mod

    Besides, a link to download the mod would be nice
    BTW: Anyone could kindly tell me where is the edit button please? Can't find it D:

  5. #5
    sgtkatharn's Avatar Foederatus
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    Default Re: New Edicts Mod

    Its on the Steam workshop http://steamcommunity.com/sharedfile.../?id=214480216 in relation the the edit button I think a Moderator has to enable it.
    The edicts aren't set in stone at the moment as I am still tweeking them, I like some of your sugestions H0CHM31573R.

  6. #6

    Default Re: New Edicts Mod

    please upload nonsteam version.

  7. #7
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: New Edicts Mod

    to make this mod compatible with other mods you need to add a prefix at the start of the files such as this: sgtkatharn_effects_bundles etc....otherwise it will cause ctd's with other mods that use your files such as Dresdens all seasons mod

  8. #8

    Default Re: New Edicts Mod

    I think there should be a nation wide edict and then regional ones, one edict per region controlled. dont u think so? kinda like laws.

  9. #9

    Default Re: New Edicts Mod

    Forced Labour is massively overpowered. Cut the research bonus and replenishment hit, double the debuffs and make all effects local only.
    ----------------------
    Shameless DarthMod Fanatic

  10. #10
    sgtkatharn's Avatar Foederatus
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    Default Re: New Edicts Mod

    Quote Originally Posted by rob-a-dogg View Post
    Forced Labour is massively overpowered. Cut the research bonus and replenishment hit, double the debuffs and make all effects local only.
    I'm still playing with the Forced Labour edict so its changing all the time I am looking at a research edict at the moment so the research buff would move to that when I make it

  11. #11
    Bad213Boy's Avatar Semisalis
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    Default Re: New Edicts Mod

    Mediafire link would be a nice addition.


  12. #12
    sgtkatharn's Avatar Foederatus
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    Default Re: New Edicts Mod

    found the construction time mod so forced labour will be changing soon and a new edict will be comming soon as well

  13. #13

    Default Re: New Edicts Mod

    I already posted this to you on steam, but just in case anyone here on this site, wants to add some more input to help make this mod even more fantastic, I suggest changing current Edicts to be more in line with yours, that is, with trade-offs. For example
    1. Tax harvesting could apply a negative effect on public order due to increased squalor and discontent and on population growth due to slowdowns in the economy.
    2. Bread and games could cost money each turn as the state pays for the extra food and games given to the people.
    3. Noble philanthropy could decrease population growth (long explanation short) - less investment from wealthy classes leads to economic stagnation, lowing population growth in the long term.
    4. Mercenary negotiation - not sure on the trade-off for this, possibly a one time cost or even


    Possible additions
    1. Cultral-isation e.g. Hellenisation, Romanisation, Punicisation ect, increases the culture rapidly towards equilibrium (+10 culture bonus in the province) with an increased cost due to the state sponsoring cultural events e.g. festivals, temple activities ect.

  14. #14
    sgtkatharn's Avatar Foederatus
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    Default Re: New Edicts Mod

    I have got some more edicts done as well as I have started playing with the original edicts

  15. #15
    sgtkatharn's Avatar Foederatus
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    Default Re: New Edicts Mod

    here is the Edicts as they stand
    Cultural Development
    Adapt or Die
    +5% corruption
    +4 owning faction's cultural influence
    Spreads owning faction's culture to neighbouring provinces (+2 influence)
    -10% wealth from all sources
    +25% research points production
    +1 Imperium
    -5 growth per turn

    Forced Labour
    Built on the backs of the Slaves
    -25% construction cost
    -2 public order per turn (all provinces)
    +5 slave unrest (all provinces)
    -2 provincial capital and minor settlement main chain construction times

    Military Conscription
    Legionem, qui probabat tyrones: To serve ensures citizenship
    +5% construction costs (all regions)
    -5% to land recruitment cost
    +5% replenishment rate
    -5% upkeep for all land units
    +1 army recruitment slot

    Military Subjugation
    The power of the sword is Two Edged
    -5% tax rate
    +5% upkeep for all land units
    +15 public order from military presence
    -5% growth per turn

    Naval Security
    Who rules the Seas rules the World
    +5% construction costs (all regions)
    +15% weath from maritime commerce
    -5% to naval recruitment cost
    +10% replenishment rate for navies
    -5% upkeep for all navies
    +1 naval recruitment slot

  16. #16

    Default Re: New Edicts Mod

    Can you give a link for download please?

  17. #17
    sgtkatharn's Avatar Foederatus
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    Default Re: New Edicts Mod

    Quote Originally Posted by ificrates View Post
    Can you give a link for download please?
    its on the Steam workshop with my other mod to increase the number of edicts http://steamcommunity.com/sharedfile.../?id=214480216
    when I can edit my posts I will put it in the first post

  18. #18

    Default Re: New Edicts Mod

    Hi sgtkatharn , could u please upload your New Edicts Mod file on a diffrent source than steam? ( like mediafire ). I got alot of problems with my steam

  19. #19
    Lord Baal's Avatar Praefectus
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    Default Re: New Edicts Mod

    Interesting.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  20. #20
    sgtkatharn's Avatar Foederatus
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    Default Re: New Edicts Mod

    when I can edit my post I am going to attach the pack file as its only 28k but I don't want that lost in the replies

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