ECONOMY:
- increase region number possibilities inside owned region script
- S/M/L packs
2) trade route sea cap. I would like to limit the number of possible sea trade routes depending on owned regions number via script.
I've tried to link the effect "rom_building_trade_route_sea_cap" found into db > campaign_difficulty_handicap_effects > campaign_difficulty_handicap_effects to my owned regions number script but it doesn't trigger. The script surely works, proper tabs has been modified for the effect bundle.
Anyone knows why
?
Does a land trade route effect exist
?
BUILDING:
- increase cost for destroying slums
- (maybe) I'll do a complete new tier. I was thinking about a tier representing countryside villages and towns. The effects of this new building type won't be specific oriented but it will give slight bonuses to various effects. These new building tiers will be an option more for the player (when you don't know what to build) and will be set with low priority for AI, so they doesn't destabilize DeI balance.
- (maybe) I'll change some public forum (the yellow icons) medium/high tier to be faction specific. For example, in Rome, at some point you can upgrade the gladiator building directly to the new "Colosseum" building, a sort of city specific wonder. Main cities will have this option based on DeI public forum chains (the yellow icons).
3) TESTUDO buildings chains:
I've intention (maybe) to put a halfway tier between every building. To make an example this mean that when you'll upgrade a city from the first tier to the second, you'll first have to upgrade to tier, for example, one and a half (with values between the first and the second tier).
This would be perfect for a real 12 tpy submod, since you'll always be busy with buildings, and you'll have not to wait dozens of turns.
This would be easy to do, but it needs a lot of work and time.
This will double or so the buildings' number. Is there an hardcoded limit number for buildings or buildings tier? is the DeI team planning to overhaul or do serious changes to the building system
?
- related S/M/L packs
4) Anyone willing to help and spare some of his time, when and how you want
?
TECHNOLOGY:
5) would the same thing described in TESTUDO building be possible for technologies
? creating another tech beetwen every two existing techs? Is it hardcoded
?
- related S/M/L packs
POPULATION:
- less starting population in every region
- S/M/L packs
DIPLOMACY:
- S/M/L packs
6) Is it possible to delay turns for diplmacy effects
? You know, the bonus you get for stipulating a trade agreement should lower with time. Is it possible to modify this value
?
CIVIL WAR:
- S/M/L packs
7) Sometimes, while in diplomacy mission, characters obtain a lot of money (or better horse recruitment...) for succeeding it. Is this moddable
? Somewhere in some script
?
8) Regarding feast and administration missions, is there a % rate of succeeding (always succeeds for me)
? Is this moddable
? Somewhere in some script
? And where to change the cost for performing mission
?
POLICY:
9) I would like to do some recurrent events to add some micromanagement flavour.
What i have to do to create a new event
? Or better a dilemma
? It depends only on "cdr_events_dilemma..." and "historical_events.lua"
? Or there is something else
? Some tutorial somewhere, or any pack that do similar things
? Is it possible to have more than four choices per dilemma
?
- related S/M/L packs
STANCE:
10) Where are the army stances scripts
? I would like to change effects depending on your army unit number. To micromange a little.
11) I can't remember, and probably it has been discussed several times, is it possible for the fortify stance to have the fort battle map removed
? There is maybe an effect that call the fort battle map
? I would like to script this depending on your army unit number.
- related S/M/L packs
MOVEMENT:
- Do a strat map movement script where your % of movement (and AI's consequently) will raise depending on number regions owned. So if you own 1 region everyone can move little, then the more regions you own, the more everyone can move. This could be a more balanced option, so when you are ruling an empire you'll need less turns to move armies between far borders.
- related S/M/L packs
12) I would like to mod the effect that allow land armies in water (ship transports) to move a lot when they return to land through a city. You know, when Epirus is able to attack Beneventum from water even if an army in Taras can not. I've tried to write a script bui it didn't trigger. Anyone knows something about this issue
? Is there an effect (not "rom_force_campaign_mod_movement_range") that affects strat movement only on land
? I've tried to change values for "naval_movement" effect, found in db > effect_bundles_to_effects_junction > _Seasons_effect_bundles_to_effects_junctions, but there is no change for any value I put.