Age of Hellenism v. 1.2 has now been released!
Download link
I was kind of hoping for the site to be fixed so that I can update the opening post and release the latest version of the mod, but since this has been taking time I will just release the mod with the short description in this post and then, once the site maintenance update is finished, I will update the opening post with the more extensive description.
The current update includes;
SELEUCID REBELLION SCRIPT REDONE
For more info, please, check this thread.
NEW EDICTS
1. Local Autonomy edict replaces the local party loyalty edict;
This edict is supposed to reflect the policy of ceding authority in a given province to the local dynasts who govern the province semi-independently. Such a policy is known to be pursued by the Hellenistic kings in the areas that were deemed less significant where it would be impractical to impose more direct imperial administration.
This edict will boost the loyalty of the party ruling this province at the expense of the significant cut to your income from taxation. It will also be more difficult to spread the Hellenic culture in this province, though the cultural penalty to public order will be much reduced for as long as the edict remains active.
2. DeI Sell Slaves, Import Food and Sell Food Surplus (Export Food) edicts have been completely redone and rebalanced for all the factions in the game, not just Hellenic.
- Sell Slaves is the edict that I have always liked in particular, though I had to nerf it a bit to make it more balanced with my edicts. Overall, the bonuses to PO have been removed. This edict is thus mostly the 'money edict' now.
- Import and Export Food; I've never really been much convinced to how these two edicts were designed and most of the time I've failed to find them useful, especially in comparison with other edicts.
My concept here is quite simple;
Import Food will allow you to import food any time you need it. The price of food purchase plus all the administrative costs associated with shipping and distribution is reflected in the higher empire maintenance. Better developed infrastructure such as traders, food ports and farming settlements will allow you to reduce the maintenance costs.
Sell Food Surplus will allow you to convert the food surplus from the royal land in the province into money which is in this case reflected in the higher income from agriculture in the province. The edict is designed in a way that the larger the urban settlements grow in the province the bigger the market, the more food you can sell and thus generate more profit. The 'resource regions' are deliberately excluded here to give more importance to non-resource regions. Building the trade ports will in addition slightly boost your profit from selling food as well.
FURTHER REBALANCING OF THE EDICT ASSOCIATIONS WITH THE BUILDING CHAINS; I've looked a little bit more into this and further rebalanced how the edicts link up with the building chains, giving priority to those building chains that are normally underused and less profitable than the others.
OVERHAUL OF THE PROVINCE NAMES; in line with my work on the settlements names I have completely redone the province names from the Adriatic all the way east to Bactria.
* all the provinces have been given names of the historical regions that they overlap with
* each province bears an authentic Hellenic name written in Latin transliteration
* my method was to include up to two regions for each province which means that for some of the provinces there are historical regions that had to be left out like for example the province of 'Galatia et Cappadocia' would more or less overlap with such regions as Phrygia, Kappadokia, Lykaonia, Pisidia, Lykia, Pamphylia and Isauria. In that case, however, it would naturally be impractical to include them all and thus only the first two which can arguably be deemed the most important, have been included
The complete list of changes;
SOME FACTIONS NAMES REDONE; there is currently in DeI an inconsistency to how factions are named with some of them like Ptolemaioi, Antigonidai and Seleukidai bearing an authentic Greek dynastic name while Eperios is, for example, a name of the geographical region which formed the core of that kingdom, or Pergamon a city name of the kingdom of which the city was the capital. I've decided to take a more alternative, yet coherent approach and name all those kingdoms by their dynastic names. There are two main reasons for it;
1) it looks and feels better once your realm grows larger; one can hardly name 'Eperios' the kingdom that already includes e.g. southern Italy, Macedonia, all mainland Greece and Thrace
2) it is more historically accurate as the nature of the Hellenistic kingship was much more personal, centred around the king and his house rather than the region(s) which he had the authority over
On top of the dynastic faction names, I've changed a few additional ones for the better historical accuracy.
A complete list of changes;