Moved to the correct section.
Some of the other changes:
-Slave/Conscript labor edicts now reduce the construction time/cost of all building chains with a newly created effect.
-Total War now provides +3 recruitment slots, and the food penalty was dropped some.
-All cash penalties have been converted to percentages.
-The increased tax edict will now provide the player with +3 food. Lower taxes -3 food. This is to fill a request from the old thread asking for a food edict of some kind.
-The Punic Trade edict now specifically enhances diplomatic relations with Carthage (and only Carthage).
For modders, I've also constructed these effects so that in the future they can tie into buildings and be modified very easily. Slave buildings, for instance, could bump up the slave labor edict, or the Sell Slaves edict.
Exciting stuff, ABH2! I loved your old edicts mod, and this one looks even better.
"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
Great stuff thanks!
this update has better optimization and options to use depending on the situation u need it for! well done
Two simple questions :
Is it save game compatible ?
And does the Edict limit of 57 is tied to the Imperium level or not ?
Because I just started a Roman campaign and even if not very far (42 turns) I quite like it.
I just got back in the game and in DeI and I was surprised that there weren't (or at least not in my early campaign) changes concerning the Edicts in DeI.
It may cause a crash with save games, but you can try it. Reason being old edicts are discarded unlike the last version.Is it save game compatible ?
It is not compatible with the new beta patch for those who downloaded it. Like most mods, the patch broke it. I need to redo it.
Let me know how this goes/went.Thanks for the answer, I'll cancel the only edict that I can afford, save the campaign, apply your submod and see what happens.
Also, is it/how is it working with the new DeI version?
Works like a charm.
I only have two provinces so I can only field two Edicts but they are working and I've been switching between them based on my current needs.
Haven't noticed any problems with the new DeI version but I haven't had that many play hours with it.
I like the fact that you put more Edicts from which to choose but you may take into account the old Edicts that are still upgradeable through buildings, characters, ancillaries,...
Example :
Some buildings (trading ports and other trading and commerce buildings) and characters traits give a bonus to the Commercial Stimulation Edict (not sure about the name) but the Edict doesn't exist any more so these traits and buildings are wasted.
I haven't checked if some other bonuses (like + X public order when using Bread and Games Edict from building/character trait) are applied or not.
I like the fact that there is a negative effect for certain Edicts but not all of them or maybe not that harsh because in an early game they are really harsh and you may even be better off not using any Edicts.
And it is particularly noticeable with the Public Order Nightmare submod that makes captured cities take forever to secure.
The reason they aren't tied to buildings at this point in time is because I am working on a complete (100%) building overhaul for the game. So, I suppose I just don't want to do the double work.
Thanks for the feedback. I have tried to incorporate suggestions into the mod in the past, so it's all taken into account.
You're welcome, glad to be helping you out.
Finally having more choice concerning Edicts and the fact that they come with some negative effects adds complexity to the game.
Edicts are no more "fire and forget" like they were before particularly Bread and Games, which was and still is in a way, the bread and butter of Edicts, the "default" one to launch.
Your submod should be taken into the main DeI to be honest because it really is a nice and important addition to the game.
Keep up the good work
Hm - only 8 should be displayed, and the game has no problem doing that. You are saying there are only 8 present, but they aren't displayed properly? Could you provide some more details?With the latest DeI version I have more than 8 edicts to choose, but they are not displayed properly (because of the UI limit I believe). Is there anything can be done atm?
There are more than 8 Edicts available but one (or more) of them is overlapping another one in the UI.
It happened when Dresden added new Edicts in one of the revisions of the main DeI mod.
They were overlapping but they didn't seem to make the game crash, at least for me. But I didn't check if they were completely functional (PO and food were (dis)counted).
I'll have to rework some things. I hadn't looked at DeI since they added their new sell food edict. It uses the same name as mine. I may just use theirs and include their buy food edict, but I'm not sure which other one I would want to drop for it. I'm also not sure if I like that concept - but if people want to see it added to this DeI version, I'll work things out.
Yes, the edicts should function/won't cause crashes. It's purely a UI issue from what I've seen.
Can you update it for new DEI?
Thanks