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Thread: [SUBMOD] Conquest = Public Order Nightmare (Updated for 1.0, also no Garrisons Versions)

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  1. #1

    Default [SUBMOD] Conquest = Public Order Nightmare (Updated for 1.0, also no Garrisons Versions)

    If you'd like a slower campaign than this is the mod you'll want. I believe the reason for the overly aggressive A.I. in DEI is because of the A.I. never having to deal with public order. With this mod I aim to slow that expansion for the player and AI. Think twice before conquering two cities in the same province back to back because you'll be fighting rebels for a while. If you notice that the A.I. has a large empire, and that they maintain that empire, applaud them because they have earned it in my book. The only settlements you'll probably see with 100 public order are a faction's home city and territory they have had for a while. Be smart on taking a city and patrolling that region or your empire will crumble. Liberating will also give a slight public order boost for the revived faction and factions that become a Vassal through conquest will see a PO negative.


    Save-game compatible.

    To install just unzip, place in data folder and check in your mod manager

    Steam Links

    Conquest = PO Nightmare Lite

    Conquest = PO Nightmare Regular

    Conquest = PO Nightmare Extreme

    Conquest = PO Nightmare Lite (No Garrisons)

    Conquest = PO Nightmare Regular (No Garrisons)

    Conquest = PO Nightmare Extreme (No Garrisons)


    UPDATE:

    Instead of creating an entire new submod I felt that this small addition would fit in with this submod. All versions of this mod now come with increased local traditions for every region. The Lite version will come with +1 the local traditions that DEI has set, Regular gets +2 per region, and Extreme gets +3. For example, Italian province has a local tradition of 9: 3 from Roma's region, 2 from Neapolis's region, 2 from Arretium's region, and 2 from Ariminum's Region. So now with Lite, Italia's local tradition will be 13, Regular it will be 17, and extreme would be 21. This has been done for all regions including Hannibal and CIG regions. This should slow cultural conversion of newly conquered settlements.



    UPDATE 2:
    There are 3 new versions in addition to the updated versions that were for DEI 0.95. The new versions include no garrisons for any settlement to slow A.I. development as well as players to make them strategically place their armies. Never leave your borders unattended to friend or foe. Your army is the garrison so decide wisely which borders need protecting or rebellions will make your empire crumble.



    Spoiler Alert, click show to read: 

    This is just an old download count for records




    20mb image hosting
    Last edited by lnrd907; January 01, 2015 at 10:15 AM. Reason: update for 1.0

  2. #2

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    yes...yes....YES!! Thank you!!

  3. #3

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    Your welcome lol

    Also, I've added a V2 of the mod with increased negative public order levels

  4. #4
    Senator
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    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    loving this mod. substantially slows down steam rolling the ai. and its realistic too.


  5. #5
    MagicCuboid's Avatar Biarchus
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    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    Well this is an exciting submod . Can't wait to test it on a new campaign some time.
    "I've snapped and plotted all my life. There's no other way to be alive, king, and fifty all at once." - Henry II, The Lion in Winter

  6. #6

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    So which one i must take between this ???


    Need new campaign or it will be ok in my current game ??

  7. #7

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    Quote Originally Posted by Pyrrhuss View Post
    So which one i must take between this ???


    Need new campaign or it will be ok in my current game ??
    If you want the regular version you'll want V1 redone, if you want an extreme version you'll want V2 redone.

    Quote Originally Posted by Zumuk View Post
    Playing as Suebi I found the campaign really boring, since all you can do is end your turn and fight rebels for 20 turns. The concept of slowing down the campaign is good but I think you exagerated. Maybe you could create a middle ground between chaos and the fluidity of the campaign so it doesn't seem so boring.
    I made this mod with the main intention to completely slow down A.I. Even when I use the regular version, I notice the A.I. still creating a decent empire but the don't steam roll out of the gate. If you don't like how much it slows down the player. I can advise you exactly what to change with the submod. This wont be anything difficult as all you would have to change are numbers. But I wont create a "weaker" version than the regular because as I stated my intention is to slow down the A.I., the player handicap is just a very great byproduct.
    Last edited by lnrd907; August 09, 2014 at 09:19 AM.

  8. #8

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    Playing as Suebi I found the campaign really boring, since all you can do is end your turn and fight rebels for 20 turns. The concept of slowing down the campaign is good but I think you exagerated. Maybe you could create a middle ground between chaos and the fluidity of the campaign so it doesn't seem so boring.

  9. #9

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    I also like the fact that it slows down the AI, but every town I take I have a rebellion on my hands, which is not how I like to play.
    Can you advise me as well what to change? tnx

  10. #10

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    I'd like to know how to tone down the settings a bit too. I spend almost 30 turns killing rebels after taking a province.

  11. #11

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    In order to change the mod to your personal preference you need to get the pack file manager then open up the campaign variables of the mod. From there you can see all the different values for conquest. The variables label Conquest_public_order_reduction are the conquest penalty only applied for that one turn where as the variables that don't say conquest before public_order_reduction are Provincial instability values. For example as Rome if you take Genua by occupation you will see the 1 turn conquest penalty from row 4 and the provincial instability penalty from row 5.

  12. #12

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    Nice, thanks, will try this out

  13. #13

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    Could you please provide some specifics on how to tweak this to personal preferences?

    I'm trying to mod it to my liking, as I find your regular version a tad too extreme and I think I've succeeded somewhat. I've set the immediate conquest penalty lower than what you did, which works fine, but the per turn penalty screws up for some reason - no matter which option I choose for a captured settlement, the long term penalty is at to -66 ingame, which is far higher than what I've set it to in any of the table preferences. Could you provide some insight into why this might happen?

    Also there is a conflict with DEI, although I have no idea what. Also, when I look at the pack file, there is a lock icon on it - do you know what this means??

  14. #14

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    Take a screenshot of the campaign variables part for me. Also, I'm not sure at all what that lock icon is.

  15. #15

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    Thats a shame its a bit too easy when you have tons of dignitaries + the possibility to increase PO with armies! But I still think its better than the DeI "vanilla".

  16. #16

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    I tried your not-redone version 1 and 2, and they also remove the PO negative of military presence.

  17. #17

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    Yes, they both have a version of the official submod but Dresden changed something from the original he uploaded on the 31st and the version we have now. I remember it was something faulty going on with that original version and one of the main DEI updates that's why I did the redone versions. I simply keep the old versions up so I can keep somewhat of a dl count for all my mods.

  18. #18

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    Trust me lol, that military presence bonus won't make a difference at all. Like I put in the description your gonna need all the PO boost you can get. Try it out

    EDIT: If you feel V1 is still too easy, try V2
    Last edited by lnrd907; August 12, 2014 at 01:19 PM.

  19. #19

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    It doesnt at first, but after 10-20 turns its very noticeable when you have the possibility to garrison 1-2 20units stack

    I tested v2 and I think its great. I just hate when you re-conquer your lost settlements and its considered as a new property and have to start over. Losing a fief is a very hard hit if you intend to take them back.

  20. #20

    Default Re: [SUBMOD] Conquest = Public Order Nightmare

    Hi again, these are the values I tried to set the mod to, but as I wrote above, the public order over time translates these values to -66 public order, regardless of what option I choose when I capture a settlement, but the immediate penalty works.

    https://www.dropbox.com/s/8z6k6uo7oyvno8y/PON.jpg

    How do I set this right?

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