You can't do this, you can add effects to province, but you can't decide to which char they will go, or everyone deployed in that province or no one (through some particular effects and specific bundle target).
Or you can make a script, leading to the problem I reported.
I dont know if it falls in this thread's topic, but what do you think about making edits more of a temporary, situational tool to use? Similar to Attila, where they come with big downsides and usually arent that good except in some situations. Most of the time, you shouldnt be using any
Especially the taxes one, a public order malus is really a must imo. Others could use some tweaks too.
I no not remember maluses for most edicts in vanilla Attila. For example use Resettle edict and keep it almost forever. Also edict system in Attila completely different - you can use edict in not full province. Edicts tied to appointed governor with their cap, not global edicts cap. 2 edicts you get from culture group, 2 from religion.
As for editing edicts i have some suggestion - add karantine edict with helps stop and cure plaques, increase plaque chase and remove AI sanitation bonuses, sins it huge (from 10 to 30) and campaign skiping disease mechanic.
Last edited by Frosthammer; November 04, 2018 at 03:40 AM.
Please, upload or PM me some mid/advanced save games for various factions/situations, so i can check values better.
Thanks.
https://mega.nz/#!FwByVCzQ!4u_XJpxPB...hs4LeHPjmRT2ZE
159 saves across 3 different campaigns. Not much of a late game, though. I tend to get bored past 100th turn...
Just for the record, the Pergamese campaign was played with AE+DAIA+CT, the Carthaginian campaign with AE+DAIA+CT+Fides Populi, and the current, Seleucid campaign is with AE+CT+12TPY.
Hope it helps!![]()
No problem!![]()
Hi,
This might be an old hat but I'll give it ago... Civil wars, is there any solution to have them work with DeI (and some other mods) used. Theres several threads that give hints that anti-aliasing is the key, disable it and so, disable mods, OK, tried that. Use older save game etc...no luck
None of this works, it's still so random that civil wars work, and what makes it worse it seems that the success percentage is around 10% what ever I do![]()
Civil wars are affected by loyalty only (not considering the effect triggered by the provoke button).
Loyalty is a value coming from the interpolation of a lot of factors (intrigues, imperium level, campaign variables based on imperium level, party traits, various campaign situations ...)
When you have at least one party with more than -10 loyalty, then you'll have a dice roll every turn. If you're lucky, nothing happens, if you aren't, then, civil war. (This part is hardcoded)
This is a possibility/probability issue. Possibility (when you have at least 1% probability) is ALWAYS 50%/50%. Yes or no. Probability is the dice roll number.
Afaik, the only thing we can work on is erasing civil wars or doing a different interpolation of those values (with some new features too).
Or erase civil wars and let them trigger through an incident/dilemma in some specific situations.
this pack will give you +10 loyalty to any party (no matter what)
http://www.mediafire.com/file/4v5cmu..._-10.pack/file
this pack will give you +100 loyalty to any party (no matter what)
https://www.mediafire.com/file/rd23k...-100.pack/file
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Guys, I'll stop the political overhaul for a while and I'm going back to fides populi.
'Cause I'm quite tired of working on the first and eager to work on the second, which I want to port onto a 1.0 version at least.
About PIGS I can say I've almost done a first beta pack for Intrigues, Family and Civil war.
I've also "discovered" some new things, some about children, some about a lot of things more and all these ideas and references are making me quite crazy, I have to tell.
I really need to clear my mind, at least by working on other mods (really useful like fides populi) and enhance my scripting abilities, which are mostly crappy, I have to admit.
Please continue reporting anything is on your my mind about PIGS.
Not literally, please.
Hey, Jake, any ETA for the overhaul launch? I'm at the very end of my current campaign and would be a shame to start another just to have to restart soon after because of the political overhaul came out (and I suppose it wont be save compatible).
So should I hold my breath or keep hacking people out?
Ah, who knows. It is complex, even if it doesn't seem or actually it is not, it formed an algorithm in my brain and I have to reset it before re-writing it.
Surely not before december, hoping before 2019.
If you need something specific I can probaly do it.
But I've gone to far with ideas to release specific packs on my own choice (which was my starting idea) or to be satisfied by what i've modded until now.
No no. Nothing specific. I dont want bits of it, take your own time to finish it of as good as you want to. If you said "what a coincidence, I will release it next week" I would hold back, otherwise I will only be patient and maybe stretch my current playthrough or play something else for a couple of days until it launchs or I can't hold myself in starting another campaign anyway.
As a sugestion, other factions should be able to also send emissaries to your ruler. That of course could be implemented as an event, and would have little to nothing to do with the politics mechanics. But the game lacks this. We can send politicians as diplomats but we are never visited by other factions. That would add another layer to the diplomacy in the game.
That's a good suggestion.
In an improved phase of the overhaul, we'll surely work on new events and rework the existing ones.
Can you go deeper with the suggestion, explaining theorically how do you foresee it?
Thx.
I have a suggestion regarding traits of politicians from opposition. Now we have "good" and "bad" traits which is just a bad design IMO. Every trait should be yellow - politician gets "hates barbarians" which gives loyalty penalty for every treaty with barbs, but it doesnt offer anything in return. From my point of view, it should grant loyalty points if you i) are at war with a barb faction ii) have at least -100 diplo points with any barb faction. Other traits should follow the same route. As it works now you cam get parties with good traits and not have a secession even once in 300 turns (as in my arche bosphorus campaign) or have 2 of them in 150 turns ( as in my syracuse campaign).
I'll keep that in mind thanks.
I have still to see how political traits can be modded, besides changing existing values.