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Thread: [SUBMOD: a Political Overhaul] PIGS Alpha_02 (DeI 1.2.5) [upd: jun.09/19]

  1. #1
    Jake Armitage's Avatar Primicerius
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    Default [SUBMOD: a Political Overhaul] PIGS Alpha_02 (DeI 1.2.5) [upd: jun.09/19]



    Political Overhaul
    P I G S

    Alpha_02
    Notes: post #286

    ! PIGS is for
    GRAND CAMPAIGN only !




    WHAT IS "PIGS"?
    Spoiler Alert, click show to read: 
    PIGS is a sort of acronym for...

    1) Power
    2) Intrigues
    3) Characters
    4) Family
    5) Party
    6) Civil War
    7) Events
    8) Edicts
    9) Governments

    ... Systems

    Briefly, PIGS is a trial for an overhaul regarding vanilla's politics and everything else could be related to strategical management from a "political view".

    This is the second and probably last beta release, so don't expect it to be fully balanced nor complete.
    It's the second skeleton to be tested and taken as a guideline.
    There are a lot of changes here and there and I do hope it is playable, at least.

    WHAT IS INSIDE "PIGS"?
    Spoiler Alert, click show to read: 
    besides sausages, we have:

    - an Intrigue overhaul
    - 182 custom random incidents (based on a % probability generator) after most of the Intrigues (so after you click the button)
    - rebalanced all existing Loyalty values (and added some new)
    - remade effects given by Other Parties Characters (now they are based on negative Loyalty too, not only positive as per vanilla's)
    - remade effects given by provinces owned by Other Parties (now they are based on negative Loyalty too, not only positive as per vanilla's)

    - a lot of others things (check posts down below and #286

    WHY "PIGS"?
    Spoiler Alert, click show to read: 
    - There are a lot of things which can be actually modded (I wish there were more...) and after tests, reports and ideas, we should probably build something better, even if not perfect, than vanilla's political system.
    - To have a deeper (and more fluctuant but controllabe, hope so) impact about Rome 2 strategical part.

    SO, WHAT NOW?
    Spoiler Alert, click show to read: 
    Please, read the other threads (divided into different systems) to briefly check all the changes inside first alpha.
    Please, test it and report extensively, it's utterly fundamental.

    - Notice that, being an alpha, I'm not 100% sure about what/how/why I've done. Surely, to come to this, I had to play chess between what and how is moddable and what is hardcoded.
    - Notice that, being an alpha, many in-game texts are really simple and without flavour.
    - Notice that, not being "english" and having done texts quickly, there could be typos.



    “Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth.”
    Marcus Aurelius (121 - 180 A.D.)



    COMPATIBILITY
    Spoiler Alert, click show to read: 
    PIGS is NOT compatible:
    - outside DeI
    (Rome 2 vanilla or any orher Rome 2 overhaul, it's for DeI only)
    - with any other mod having custom external scripts (like Testudo, Benjin movies mod, camera mods...)
    - with RPGu (use the patch found inside PIGS download spoiler)

    - PIGS is compatible:
    - with any DeI's Official submod (official, hardcore, softcore, combat related, Scipio's Realism)
    - with any DeI's mod overwriting existing scripts (like Age of Hellenism, reforms turns, population modifiers, historical missions)
    - with any DeI's mod adding/modding units and graphical things
    - with Alternative Economy (use the pack you'll find inside folder, load this pack BEFORE AE)
    - with Cultural Tensio and De Ai Arbitris (notice that DAIA is not actually fully compatible with DeI due to recent CAI)
    - with More Diplomatic Outcomes (I'll customize this for PIGS)
    - wih Benjin's AAA

    @ DOWNLOAD PIGS_Alpha_02 [jun.09/19]
    - Already included into TESTUDO

    - Main pack contains everything, inside the folder you'll find some packs to customize some features (if you want)
    - There are now 2 main packs (4tpy and 12 tpy)
    - PIGS_Alpha_02 should be save game compatible, but on first loaded turn Loyalty can have some problems, should return normal next turn
    - When you load a save game it's better not to use an intrigue, 'cause it will be triggered the next turn (have still to check if this is remediable)
    - PIGS is composed by many "background" features. If you don't want to bother yourself reading the descriptions, just use it and learn how it works in-game
    Spoiler Alert, click show to read: 
    PIGS_Alpha_02
    https://www.mediafire.com/file/z5yhc...ha_02.zip/file

    New pack regarding the General's Status feature for AI (I forgot some effects inside the script). Use this one (not the one inside PIGS folder) when you'll load a savegame
    https://www.mediafire.com/file/vda5n723awpqpyc/@@@@@@@_PIGS_Gene_Stat_AI_Loading_Game.pack/file

    Do you want the AI generals' age to be shown as an army effect? Use this pack (not compatible with RPGu)
    https://www.mediafire.com/file/c65p5..._Age.pack/file



    PATCH TO PLAY PIGS with RPGu (it needs to be loaded before both PIGS and RPGu), it's the same you'll find into RPGu thread:
    http://www.mediafire.com/file/7uda56...PIGS.pack/file


    don't ask for a Steam link
    TWC only






    Roman coin - sow piglets
    (77 A.D.)

    Last edited by Jake Armitage; August 07, 2019 at 07:36 PM.

  2. #2
    Jake Armitage's Avatar Primicerius
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    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul)



    - POWER -
    Most of the modded values are already inside the Intrigues tabs.
    Check Intrigues thread for further notices.

    You'll have a lot of ways to modify Power:
    - almost every Intrigue will now affect Power through custom random incidents
    - SPREAD POLITICAL POWER Intrigue will remove Power from Ruling Party and conseqently increase Others Parties'
    - GATHER POLITICAL POWER Intrigue will add Power to Ruling Party and conseqently decrease Others Parties'
    - INCREASE POLITICIAN GRAVITAS Intrigue will tweak power through Gravitas (pay attention, during starting turns it will affect Power a lot)
    - DECREASE POLITICAL POWER Intrigue will decrease target's Other Party Power and conseqently increase Ruling Party's and Others 2 Parties'

    Other features:
    - removed power% per turn from cursus honorum (otherwise others parties politician will concurr to ruling party power raise)
    - most of the intrigues incidents will modify power




    - INTRIGUES


    Intrigues have been largely redone. In terms of costs, loyalty and effects.
    Furthermore the ones linked to events have now a variety of custom random incidents triggered via script. Complessively there are 182 different incidents.
    They could trigger reactions from: Ruling Party, Others Parties, Population, Military or depending on others things.
    Have still to check if it possible to put dilemmas instead of incidents. Apparently, it seems not, maybe only through a fake mission triggering a dilemma. I'll check, dilemmas can be better than incidents in some situations.

    - Beware that gravitas cost has been increased for most of the intrigues.
    - I've tweaked money values too.
    - There are no more intrigues raising abilities, you can do that only temporarily (APPOINT FIELD OFFICER, APPOINT FIELD COMMANDER, FAMILY CLIENTELISM). The overhaul required their suppression.
    - Turns have been set for 4 or multiple, giving the player an easier way for calculation (you can decide a season for all your political actions and then go forward for the others 3 seasons)
    - Using most of the Intrigues more than once per turn will greatly increase their cost

    Here is a list of every intrigue described in order as you'll find them inside the intrigue panel.
    I'm not going to describe everything, just the more important things, hoping not to have written some mistakes.
    Check in-game Texts, I've done them to be more understandable.


    GAME IMAGES
    Spoiler Alert, click show to read: 


























    GREEN INTRIGUES
    Spoiler Alert, click show to read: 
    PROMOTE POLITICIAN
    Spoiler Alert, click show to read: 
    Vanilla's name: Secure Promotion
    Description: Mostly similar to vanilla's (promotion is hardcode linked to button)
    Target: Target “Same Politician” (NOT for faction leader)
    Effects: Promotion, decreased Loyalty when used from Ruling Party Characters
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Response from Population
    - Very Bad Response from Military
    - Very Bad Response from Ruling Party
    - Very Bad Response from Others Parties
    - Bad Response from Others Parties
    - Slightly Bad Response from Others Parties
    - Average Response
    - Slightly Good Response from Others Parties
    - Good Response from Others Parties
    - Very Good Response from Population
    - Very Good Response from Military
    - Very Good Response from Ruling Party
    - Very Good Response from Others Parties

    APPOINT FIELD OFFICER
    Spoiler Alert, click show to read: 
    Vanilla's name: Improve Relations
    Description: Overhauled. It will now give an army effect and +1 to abilities to target Character
    Target: Target “Others Party Politician” from “Ruling Party Politician”
    Effects: Buffs Character's army and abilities for 4 turns. Increase Target Party Loyalty
    Requirements: required difference between initiator zeal and target authority = 1 (Target Character will have +1 for all abilities for 4 turns)
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Response from Military
    - Very Bad Response from Ruling Party
    - Very Bad Response from Others Parties
    - Bad Response from Military
    - Slightly Bad Response from Military
    - Average Response
    - Slightly Good Response from Military
    - Good Response from Military
    - Very Good Response from Military
    - Very Good Response from Ruling Party
    - Very Good Response from Others Parties

    APPOINT FIELD COMMANDER
    Spoiler Alert, click show to read: 
    Vanilla's name: Leisure Time
    Description: Overhauled. It will now give an army effect and +1 to abilities to same Character
    Target: Target “Same Politician” from “Ruling Party” (NOT deployed)
    Effects: Buffs Character's army and abilities for 5 turns (first turn you'll be incapacitated)
    Requirements: initiator authority = 5 initiator zeal = 5
    Custom Incidents: NO, effects depending on the incident itself (hardcoded)

    CIVIL ADMINISTRATION
    Spoiler Alert, click show to read: 
    Vanilla's name: Send Emissary
    Description: Overhauled. It will now give civil effects to target Province (works mostly as a mirror for Military Administrtation)
    Target: Target Province, any Politician (NOT deployed)
    Effects: Buffs province for 4 turns, increase Target Party Loyalty, decrease Loyalty if from Ruling Party
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Response from Population
    - Very Bad Response from Military
    - Very Bad Response from Ruling Party
    - Very Bad Response from Others Parties
    - Bad Response from Population
    - Slightly Bad Response from Population
    - Average Response
    - Slightly Good Response from Population
    - Good Response from Population
    - Very Good Response from Population
    - Very Good Response from Military
    - Very Good Response from Ruling Party
    - Very Good Response from Others Parties

    MILITARY ADMINISTRATION
    Spoiler Alert, click show to read: 
    Vanilla's name: Organize Games
    Description: Overhauled. It will now give military effects to target Province (works mostly as a mirror for Civil Administrtation)
    Target: Target Province, any Politician (NOT deployed)
    Effects: Buffs province for 4 turns, increase Target Party Loyalty, decrease Loyalty if from Ruling Party
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Response from Population
    - Very Bad Response from Military
    - Very Bad Response from Ruling Party
    - Very Bad Response from Others Parties
    - Bad Response from Military
    - Slightly Bad Response from Military
    - Average Response
    - Slightly Good Response from Military
    - Good Response from Military
    - Very Good Response from Population
    - Very Good Response from Military
    - Very Good Response from Ruling Party
    - Very Good Response from Others Parties

    SEND DIPLOMAT
    Didn't do this yet, just tweaked Loyalty values. Will work as vanilla's for now.


    BLUE INTRIGUES
    Spoiler Alert, click show to read: 
    OSTRACIZE POLITICIAN
    Spoiler Alert, click show to read: 
    Vanilla's name: Assassinate
    Description: Mostly similar to vanilla's (assassination is hardcode linked to button)
    Target: Target “Any Politician” from “Ruling Party Politician”
    Effects: Erase target Character, decrease Loyalty, may seize target's ownings depending on incident's result
    Requirements: initiator-target cunning delta = 2
    Custom Incidents: YES, effects depending on the incident itself
    - Family Slaughter
    - Assassination
    - Ostracism opposed
    - Ostracism boycotted
    - Ostracism enacted
    - Ostracism permitted
    - Voluntary exile

    SPREAD POLITICAL POWER
    Spoiler Alert, click show to read: 
    Vanilla's name: Spread Rumours
    Description: Overhauled. It will now decrease Power and distribute it to Others Parties
    Target: You can target "Any Politician", there is no difference
    Effects: Increase Loyalty, decrease Ruling Party Power from 2 to 4 %
    Requirements: none
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Response from Ruling Party
    - Very Bad Response from Others Parties
    - Bad Response from Others Parties
    - Slightly Bad Response from Others Parties
    - Average Response
    - Slightly Good Response from Others Parties
    - Good Response from Others Parties
    - Very Good Response from Ruling Party
    - Very Good Response from Others Parties

    GATHER POLITICAL POWER
    Spoiler Alert, click show to read: 
    Vanilla's name: Gather Support
    Description: Mostly similar to vanilla's. It will increase Power taking it from Others Parties
    Target: Target "None"
    Effects: decrease Loyalty, increase Ruling Party Power from 2 to 4 %
    Requirements: initiator authority = 5 initiator zeal = 5
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Response from Ruling Party
    - Very Bad Response from Others Parties
    - Bad Response from Others Parties
    - Slightly Bad Response from Others Parties
    - Average Response
    - Slightly Good Response from Others Parties
    - Good Response from Others Parties
    - Very Good Response from Ruling Party
    - Very Good Response from Others Parties

    POLITICAL MARRIAGE
    Spoiler Alert, click show to read: 
    Vanilla's name: Political Marriage
    Description: Mostly similar to vanilla's (marriage is hardcode linked to button)
    Target: Target “Others Party Politician” from “Ruling Party Politician”
    Effects: Marriage, increase Loyalty
    Requirements: Loyalty higher than -11
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Relation
    - Bad Relation
    - Slightly Bad Relation
    - Average Relation
    - Slightly Good Relation
    - Good Relation
    - Very Good Relation

    ENTICE POLITICIAN
    Spoiler Alert, click show to read: 
    Vanilla's name: Entice
    Description: Mostly similar to vanilla's (enticing is hardcode linked to button). Every Character from any Party can now use this action
    Target: Target "Any Politician" (NOT party leaders) from "Any Politician" (NOT deployed)
    Effects: Entice, decrease Loyalty
    Requirements: initiator_cunning - target_authority = 1
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Relation
    - Bad Relation
    - Slightly Bad Relation
    - Average Relation
    - Slightly Good Relation
    - Good Relation
    - Very Good Relation

    EMBEZZLE FUNDS
    Spoiler Alert, click show to read: 
    Vanilla's name: Embezzle Funds
    Description: Mostly similar to vanilla's
    Target: Target “None” (NOT deployed)
    Effects: Get money, decrease Loyalty
    Requirements: zeal, cunning authority at least = 4
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Response from Population
    - Very Bad Response from Military
    - Very Bad Response from Others Parties
    - Bad Response from Others Parties
    - Slightly Bad Response from Others Parties
    - Average Response
    - Slightly Good Response from Others Parties
    - Good Response from Others Parties
    - Very Good Response from Population
    - Very Good Response from Military
    - Very Good Response from Others Parties


    YELLOW INTRIGUES
    Spoiler Alert, click show to read: 
    PARTY MEETING
    Spoiler Alert, click show to read: 
    Vanilla's name: Send Gift
    Description: Overhauled. It will now increase Target Party Loyalty
    Target: Target "Others Party Leader", there is no difference (positive loyalty required)
    Effects: Increase Loyalty
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Meeting
    - Bad Meeting
    - Slightly Bad Meeting
    - Average Meeting
    - Slightly Good Meeting
    - Good Meeting
    - Very Good Meeting

    INCREASE POLITICIAN GRAVITAS
    Spoiler Alert, click show to read: 
    Vanilla's name: Do a Favour
    Description: Overhauled. It will now increase Target Gravitas (you can use this to interfere with Power or to have more Gravitas for using an action)
    Target: Target “Any Politician” from “Ruling Party Politician” (positive loyalty required)
    Effects: Decrease Initiator Gravitas, Increase Target Gravitas
    Requirements: initiator_authority - target_authority = 1
    Custom Incidents: NO, not possible (hardcoded)

    FAMILY CLIENTELISM
    Spoiler Alert, click show to read: 
    Vanilla's name: Flirt
    Description: Overhauled. It will now raise Initiator and Initiator's spouse abilities and decrease Target's spouse. It will also give a campaign effect to recruit more slaves.
    Target: Target “Any Politician” from “Ruling Party Politician” (NOT deployed)
    Effects: Decrease Loyalty
    Requirements: initiator_cunning - target_authority = 1
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Response from Ruling Party
    - Very Bad Response from Others Parties
    - Bad Response from Others Parties
    - Slightly Bad Response from Others Parties
    - Average Response
    - Slightly Good Response from Others Parties
    - Good Response from Others Parties
    - Very Good Response from Ruling Party
    - Very Good Response from Others Parties

    POLITICAL ORATION
    Spoiler Alert, click show to read: 
    Vanilla's name: Praise
    Description: Overhauled. It will now decrease political action costs, since most of the incidents raise it for some turns.
    Target: You can target "Any Politician", there is no difference (NOT deployed) (positive loyalty required)
    Effects: decrease political action costs
    Requirements: none
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Oration
    - Bad Oration
    - Slightly Bad Oration
    - Average Oration
    - Slightly Good Oration
    - Good Oration
    - Very Good Oration

    CONSULT ARUSPEX
    Spoiler Alert, click show to read: 
    Vanilla's name: Insult
    Description: Overhauled. It will now give custom effects to Military
    Target: You can target "Any Politician", there is no difference (NOT deployed).
    Effects: custom effects to Military
    Requirements: none
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Divination
    - Bad Divination
    - Slightly Bad Divination
    - Average Divination
    - Slightly Good Divination
    - Good Divination
    - Very Good Divination

    POLITICAL SURVEILLANCE
    Spoiler Alert, click show to read: 
    Vanilla's name: Provoke
    Description: Overhauled. It will now decrease corruption and weaken your agents
    Target: You can target "Any Politician", there is no difference (NOT deployed).
    Effects: Decrease Loyalty
    Requirements: None
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Surveillance
    - Bad Surveillance
    - Slightly Bad Surveillance
    - Average Surveillance
    - Slightly Good Surveillance
    - Good Surveillance
    - Very Good Surveillance


    RED INTRIGUES
    Spoiler Alert, click show to read: 
    MARRIAGE
    Spoiler Alert, click show to read: 
    Vanilla's name: Seek Spouse
    Description: Mostly similar to vanilla's (marriage is hardcode linked to button)
    Target: Target “New Random Politician” from “Any Politician”.
    Effects: Will give a Just Married effect (no movement for 2 turns and a little increase to PO)
    Custom Incidents: NO, not possible (hardcoded)

    DIVORCE
    Spoiler Alert, click show to read: 
    Vanilla's name: Divorce
    Description: Mostly similar to vanilla's (divorce is hardcode linked to button)
    Target: Target “Spouse” from “Any married Politician”.
    Effects: Will give a Just Divorced effect (no movement for 2 turns and a little decrease to PO), decrease Loyalty
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Relation
    - Bad Relation
    - Slightly Bad Relation
    - Average Relation
    - Slightly Good Relation
    - Good Relation
    - Very Good Relation

    USURP LEGACY
    Spoiler Alert, click show to read: 
    Vanilla's name: Usurp Legacy
    Description: Mostly similar to vanilla's (usurp is hardcode linked to button)
    Target: Target “None” from “Family Politician”.
    Effects: Usurp legacy as vanilla's
    Requirements: none
    Custom Incidents: NO, not possible (hardcoded)

    EDUCATE CHILD
    Spoiler Alert, click show to read: 
    Vanilla's name: Educate
    Description: Mostly similar to vanilla's (educate is hardcode linked to button)
    Target: Target “Child” from “Family Leader”.
    Effects: Educate as vanilla's
    Custom Incidents: NO, not possible (hardcoded)

    DECLARE HEIR
    Spoiler Alert, click show to read: 
    Vanilla's name: Declare Heir
    Description: Mostly similar to vanilla's (heir is hardcode linked to button)
    Target: Target “Family Politician” from “Family Leader”.
    Effects: Declare heir as vanilla's
    Requirements: None
    Custom Incidents: NO, not possible (hardcoded)

    ADOPT INTO FAMILY
    Spoiler Alert, click show to read: 
    Vanilla's name: Adopt
    Description: Mostly similar to vanilla's (adopt is hardcode linked to button)
    Target: Target “Ruling Party Politician” from “Family Politician”.
    Effects: Adopt as vanilla's, decrease Loyalty
    Requirements: required diference between initiator authority and target zeal = 1
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Relation
    - Bad Relation
    - Slightly Bad Relation
    - Average Relation
    - Slightly Good Relation
    - Good Relation
    - Very Good Relation


    OTHER INTRIGUES
    Spoiler Alert, click show to read: 
    POLITICAL RETIREMENT
    Spoiler Alert, click show to read: 
    Vanilla's name: Suicide
    Description: Mostly similar to vanilla's (suicide is hardcode linked to button). Every Character from any Party can now use this action
    Target: Target “Same Politician”
    Effects: erase Politician, it will cost money from 4500 to 6000 depending on incident's result
    Custom Incidents: YES, effects depending on the incident itself
    - Response from Population
    - Response from Military
    - Response from Ruling Party
    - Response from Others Parties

    SECURE PARTY LOYALTY
    Spoiler Alert, click show to read: 
    Vanilla's name: Secure loyalty
    Description: Mostly similar to vanilla's
    Target: Target “Others Party Leader”
    Effects: increase Loyalty
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Response from Others Parties
    - Bad Response from Others Parties
    - Slightly Bad Response from Others Parties
    - Average Response
    - Slightly Good Response from Others Parties
    - Good Response from Others Parties
    - Very Good Response from Others Parties

    PROVOKE CIVIL WAR
    Spoiler Alert, click show to read: 
    Vanilla's name: Provoke
    Description: Mostly similar to vanilla's
    Target: Target “Others Party Leader”
    Effects: may trigger a civil war
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Response from Population
    - Very Bad Response from Military
    - Bad Response from Population
    - Bad Response from Military
    - Slightly Bad Response from Population
    - Slightly Bad Response from Military
    - Average Response
    - Slightly Good Response from Population
    - Slightly Good Response from Military
    - Good Response from Population
    - Good Response from Military
    - Very Good Response from Population
    - Very Good Response from Military

    DECREASE POLITICAL POWER
    Spoiler Alert, click show to read: 
    Vanilla's name: Purge
    Description: Mostly similar to vanilla's. It has been given to any governments now and it can be more easily used to decrase a Target Party Power
    Target: Target “Others Party Leader”
    Effects: decrease Power, decrease Loyalty
    Custom Incidents: YES, effects depending on the incident itself
    - Very Bad Response from Others Parties
    - Bad Response from Others Parties
    - Slightly Bad Response from Others Parties
    - Average Response
    - Slightly Good Response from Others Parties
    - Good Response from Others Parties
    - Very Good Response from Others Parties





    - CHARACTERS -


    I've done some external packs about charachter's starting age.
    Your choices to use them or not, they are useful for 12tpy campaigns, btw.
    Some other campaign variables for AI have been changed too.

    - very low: similar to DeI (creation:16/18, adulthood: 15/16)
    - low: (creation:18/20, adulthood: 15/16) - included into PIGS_Alpha_01_4tpy
    - average: (creation:20/22, adulthood: 16/17)
    - high: (creation:22/24, adulthood: 17/18) - included into PIGS_Alpha_01_12tpy
    - very high: (creation:24/26, adulthood: 17/18)

    PIGS_Char_Gene_Stat
    Spoiler Alert, click show to read: 
    1) I'm talking about an army effect, so for deployed generals only (I don't really want to mod DeI' s trait)

    2) So, every deployed general will have some effects depending on his age (with 5 years pace). You know, teens aren't good for administration nor war actually, while old people could be good for administration but not for war (best age pace should be between 30 and 40 imo, not young nor old for ancient times too).

    3) Apart from age there will be other 3 features (a sort of various conditions for every turn). These features will be triggered through a dice roll, to symbolize things you cannot control:
    - "Moral" condition (linked to authority): representing character's mood, so if he's eager or depressed
    - "Mental" condition (linked to cunning): representing character's lucidity of thoughts , so if he's brillant or confused
    - "Physical" condition (linked to zeal): representing character's physical conditions, so if he's healthy or ill

    There will be 3 levels for every condition. Effects' values will be low, I don't want them to be incisive, they are just for having some more flavour:

    - Less than Average
    - Average
    - More than Average


    4) So, every turn, the script will give you age (10 year paced, with some basic effects depending on range) and different levels for every condition (notice that Bad and Good can't appear together, even for different conditions).
    To make an example, a character could have this parameters:

    - age (30-39)
    - "Moral": Less than Average
    - "Mental": Average
    - "Physical" More than Average


    5) Final effect (all these things will be contained into 1 effect only, so we won't spam UIs) is an interpolation between all 4 parameters.
    Dice rolls will be based on a 1000 dice and will have a high chances to be average and some possibilitles to be LA/MA.
    Also, every age pace will have custom ranges for Dice rolls (so, old people will have higher chances for being into Bad conditions for "Physical" and "Mental", while teens or (20-29) can have better possibilities to have good "Physical" condition. Just some examples here).

    < 19 = Adolescent
    20 - 24 = Young
    25 - 29 = Young
    30 - 34 = Adult
    35 - 39 = Adult
    40 - 44 = Mature
    45 - 49 = Mature
    50 - 54 = Aged
    55 - 59 = Aged
    60 - 69 = Old
    > 70 = Elder

    MORAL (AUT):
    - Province PO
    - Province Culture
    - Army Replenishment
    - Unit Upkeep Cost
    - Unit Morale

    MENTAL (CUN):
    - Province Gdp
    - Province Growth
    - Province Building Cost
    - Army Defense
    - General's Gravitas


    PHYSICAL (ZEA):
    - Province Banditry
    - Army Attack
    - Army Strat Movement
    - Unit Recruitment Cost
    - Unit Exp
    Spoiler Alert, click show to read: 
    Different icons depending on outcomes:













    PIGS_Char_Deat
    Spoiler Alert, click show to read: 
    ...here is a script to kill a character (deployed or not) depending on age range and dice roll (1-1000).
    Did it to limit characters' old ages, there are 5 packs with different ranges.

    - VALUES

    x - x => x = age
    x - x = y => y = required dice roll (1/1000)

    -- *** VERY LOW

    35 - 39 = 1
    40 - 44 = 3
    45 - 49 = 5
    50 - 54 = 10
    55 - 59 = 30
    60 - 64 = 100
    > 64 = 300

    -- *** LOW (already inside 12tpy)

    40 - 44 = 1
    45 - 49 = 3
    50 - 54 = 5
    55 - 59 = 10
    60 - 64 = 30
    65 - 69 = 100
    > 69 = 300

    -- *** AVERAGE

    45 - 49 = 1
    50 - 54 = 3
    55 - 59 = 5
    60 - 64 = 10
    65 - 69 = 30
    70 - 74 = 100
    > 74 = 300

    -- *** HIGH (already inside 4tpy)

    50 - 54 = 1
    55 - 59 = 3
    60 - 64 = 5
    65 - 69 = 10
    70 - 74 = 30
    75 - 79 = 100
    > 79 = 300

    -- *** VERY HIGH

    55 - 59 = 1
    60 - 64 = 3
    65 - 69 = 5
    70 - 74 = 10
    75 - 79 = 30
    80 - 84 = 100
    > 84 = 300

    - It works both for deployed and undeployed characters
    - It doesn't affect vanilla's age death event (which is hardcoded), so you'll still have that random possibility
    - It won't kill the bodyguards, just the character, so you'll army will keep them (without any general's ability). That's hardcoded, well, house-rule to kill them
    - If you put true insted of false ( into "scripting.game_interface:kill_character(target, false, true)") it will erase the entire army, if any. The second true must be kept, it's a sort of callback for the function.
    Spoiler Alert, click show to read: 







    - FAMILY -


    I've done some external packs to limit children spawn.
    I'm not 100% sure they'll work as per the description, but they shouldn't be much distant.
    Bastards have a 1% of spawning (mostly as first child).

    - Notce that having a lot of characters will greatly increase end turn waitings
    - Children mortality has been set to 0, but I've encountered some deaths nonetheless. Dunno why. I'll try with negative values, not sure what will happen here.

    - 1/2 children max (different packs if you play 4tpy or 12 tpy)
    - 2/3 children max (different packs if you play 4tpy or 12 tpy) - included into PIGS_Alpha_01
    - 3/4 children max (different packs if you play 4tpy or 12 tpy)
    - 4/5 children max (different packs if you play 4tpy or 12 tpy)




    - PARTIES -


    PIGS_Part_Char_Effe
    Spoiler Alert, click show to read: 
    This is similar to vanilla's mechanics but I've tweaked the effects given by loyalty (for Other Party Characters and Other Party Owned Regions).
    Effects are loaded once per turn, so don't expect them to follow loyalty changes during the same turn

    Why you get negative values for positive loyalty and vice-versa?
    It sound counterintuitive but there is a mathematical reason behind this.
    With this method Loyalty's "gaussian curve" will tend to stay narrow and not wide, so Loyalty is actually more controllable and tends to average values (so it won't go too high nor too low).
    It's a sort of "spreading limitation" math function.

    Now they aren't positive only and are divided into these ranges:

    - Absymal Loyalty (< -40): +2,5 to Loy from every Other Party character (deployed or not) - there are other effects too
    - Very Bad Loyalty (-21/-40): +2 to Loy from every Other Party character (deployed or not) - there are other effects too
    - Bad Loyalty (-11/-20): +1,5 to Loy from every Other Party character (deployed or not) - there are other effects too
    - Slightly Bad Loyalty (-6/-10): +1 to Loy from every Other Party character (deployed or not) - there are other effects too
    - Less than Average Loyalty (0/-5): +0,5 to Loy from every Other Party character (deployed or not) - there are other effects too
    - Average Loyalty (0/5): +0 to Loy - there are other effects too
    - More than Average Loyalty (6/10): -5 to Loy from every Other Party character (deployed or not) - there are other effects too
    - Slightly Good Loyalty Loyalty (11/20): -1 to Loy from every Other Party character (deployed or not) - there are other effects too
    - Good Loyalty Loyalty (21/30): -1,5 to Loy from every Other Party character (deployed or not) - there are other effects too
    - Very Good Loyalty (31/50): -2 to Loy from every Other Party character (deployed or not) - there are other effects too
    - Excellent Loyalty (>51): -2,2 to Loy from every Other Party character (deployed or not) - there are other effects too
    Spoiler Alert, click show to read: 







    Last edited by Jake Armitage; June 16, 2019 at 08:47 AM.

  3. #3
    Jake Armitage's Avatar Primicerius
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    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul) - TESTERS NEEDED



    - CIVIL WAR -


    I've tweaked a lot of values regarding Loyalty inside the others systems.
    Others changes concern:

    - changed Loyalty for difficulty levels
    - changed Loyalty for Imperium levels
    - changed Loyalty for Cursus Honorum
    - added Loyalty for Support levels (effects depending on % of senators)
    - changed political trait effects
    - other minor tweaks (like for faction leader Loyalty effects)




    - EVENTS -


    - I've tweaked values for the vanilla political incidents regarding loyalty (they will be less impactant)
    - I've tweaked values for the vanilla political incidents regarding power (they will be more impactant)

    PIGS_POLICY_OUTCOMES

    Spoiler Alert, click show to read: 
    While "General's Status" has given a randomness/variability to characters' performance, now it's time to do the "same" with the political cycle, which will be called "Policy Outcomes" .
    I've done some custom incidents (25 in total) triggering themselves (one per time) every 8 turns (starting at first spring - 2nd turn - and then repeating every alternate spring, one not, one yes) to resemble the results of policies adopted.
    It's a sort of random outcome about the political choices taken the last 8 turns, where one of the protagonists may have taken the centre stage.
    You'll find different packs inside PIGS_Alpha_01, so you can customize for 4/12 tpy (incidents every 4/8 turns or 6/12)

    Incidents are affected by the same main actors of intrigues' results:

    - Population
    - Military
    - Ruling Party
    - Others Parties


    Actors will affect 2 types of policies:

    - DOMESTIC POLICY
    - FOREIGN POLICY


    So, depending on a weighted dice roll, you can have various results, from a double Balanced outcome (no change) to both policies affected by one of those protagonists.
    Don't check the values, it's quite difficult to explain why they have been chosen this way.
    As usual there are some math functions behind these choices.
    As usual values are low, so the game won't be largely touched.
    Effects are faction wide.

    - No actor for current outcome
    - 1 actor for current outcome
    - 2 actors for current outcome
    Spoiler Alert, click show to read: 




















    - EDICTS -


    - Haven't done anything yet



    - GOVERNMENTS -



    - changed Loyalty values for different Governments (they will be less impactant)
    Last edited by Jake Armitage; June 16, 2019 at 08:49 AM.

  4. #4
    Jake Armitage's Avatar Primicerius
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    Default Re: [Submod] PIGS (trial for a political overhaul) BETA_01 for DeI 1.2.4a



    - EXTRAS -


    NOTES:
    - All PIGS effects UIs are square shaped
    - Using most of the Intrigues more than once per turn will greatly increase their cost
    - When you load a save game it's better not to use an intrigue, 'cause it will be triggered the next turn (have still to check if this is remediable)

    PIG'S TEAM:
    -
    ivanpera (for helping me with the script part)
    -
    nikossaiz (did the Intrigues' Incidents images)
    - Seleukos.I.Nikator (helped me with some db tables)

    CREDITS:
    - Thanks to DeI Team, obviously
    - Thanks to all the people who chatted into this thread
    http://www.twcenter.net/forums/showthread.php?790617-Chatting-Thread-political-overhaul-coming-soon-use-this-thread-(only)-for-any-political-report-idea-PIGS_Fami_beta_00-for-downloading
    - Thanks to all the people who are testing and reporting
    > Auchan
    > Chris_92
    > Falco
    > Kròmbopulous
    > leonardusius
    > Nordling
    > RoninSan
    > Tenerife_Boy
    > Throwerofstones
    > valerius karamanus
    > Goffredo85
    - Thanks to Frodo45127 for his RPFM
    http://www.twcenter.net/forums/showt...or-PackedFiles!






    Spoiler Alert, click show to read: 


    Last edited by Jake Armitage; July 02, 2019 at 12:37 PM.

  5. #5

    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul)

    Will this mod make changes to Government Types?
    Last edited by ♔Greek Strategos♔; February 26, 2019 at 02:49 PM.

  6. #6
    Jake Armitage's Avatar Primicerius
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    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul)

    Dunno yet, we'll see, let's concentrate on intrigues and civil war for now.

  7. #7

    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul)

    Looks interesting. I'll have to check it out.

    Game of the Fates
    Mod of the week on hold -- I've played nearly every RTW mod out there.
    BOYCOTT THE USE OF SMILEYS! (Okay, just once)
    Antiochos VII...last true scion of the Seleucid dynasty...rest in peace, son of Hellas.
    I've returned--please forgive my long absence.

  8. #8
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul)

    Wow, I'm speechless...

    I can only imagine how much work you must have put into this, Jake. Truly inspiring!

    I will test this pack for sure.

    Now, I guess it would be best to start a new campaign with it and, as you said above, no 12 TPY as yet, right?

    Regarding the compatibility with other submods, CT is not an issue, but AE might be, I reckon, due to the scale of intrigue costs, etc. The prices you have set will simply be a way too cheap for AE, right?

    The loyalty and civil war, how does your beta compare to the standard DeI in this respect? Is it overall more difficult to manage the party loyalty and avoid the civil war?

  9. #9

    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul)

    Looking badass bro !!! I will try this except the age submod (cause I use Benjin Generals so it may conflict) and the childs one wich I use another submod for that. Thanks for this will report back to you.

    Edit: Will you merge all the factions files into the main mod in a future patch ?

    Suggestion: Add a promo picture for steam launcher. It gives you certain touch of profesionality/high quality
    Last edited by Tenerife_Boy; January 24, 2019 at 05:45 AM.

  10. #10
    Jake Armitage's Avatar Primicerius
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    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul)

    Quote Originally Posted by ~Seleukos.I.Nikator~ View Post
    1) Now, I guess it would be best to start a new campaign with it and, as you said above, no 12 TPY as yet, right?
    2) Regarding the compatibility with other submods, CT is not an issue, but AE might be, I reckon, due to the scale of intrigue costs, etc. The prices you have set will simply be a way too cheap for AE, right?
    3) The loyalty and civil war, how does your beta compare to the standard DeI in this respect? Is it overall more difficult to manage the party loyalty and avoid the civil war?
    1) yes best to start a new one, there are some compatibility issues regarding PARTIES system. You can play it with 12 tpy. 12 tpy will be tweaked for the pace.
    2) AE is, yeah, costs should be similar to vanilla's but paced differently. Has AE tweaked this for the vanilla' system?
    3) to tell the truth I have no idea how PIGS loyalty system will work, I have just a sensation: if you care about you should be ok until middle/late imperium levels, if you don't you're probably doomed. Tests will tell the truth
    Quote Originally Posted by Tenerife_Boy View Post
    1) I will try this except the age submod (cause I use Benjin Generals so it may conflict) and the childs one wich I use another submod for that.
    2) Will you merge all the factions files into the main mod in a future patch ?
    1) don't think it will conflict with Benjin's. What child submod?
    2) have to see how to do it via script, probably through list tables, dunno yet

  11. #11

    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul)

    AE increases the costs by a % campaign effect, I was going to change that, but as it is now this would in theory also affect any new modifications by you I'd think.

  12. #12
    Jake Armitage's Avatar Primicerius
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    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul)

    "rom_tech_civil_philosophy_political_action_cost_mod"?

  13. #13
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul)

    Quote Originally Posted by Jake Armitage View Post
    1) yes best to start a new one, there are some compatibility issues regarding PARTIES system. You can play it with 12 tpy. 12 tpy will be tweaked for the pace.
    2) AE is, yeah, costs should be similar to vanilla's but paced differently. Has AE tweaked this for the vanilla' system?
    3) to tell the truth I have no idea how PIGS loyalty system will work, I have just a sensation: if you care about you should be ok until middle/late imperium levels, if you don't you're probably doomed. Tests will tell the truth
    1) sure, no problem, I will try start a new campaign with 4 TPY over the weekend just to test this pack
    2) I'll give it a try with AE making sure that I load AE before this pack and will see if both mods work ok together
    3) yeah, let's test it and find out!

  14. #14

    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul)

    That is the one I think yes, @jake.

  15. #15

    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul) - TESTERS NEEDED

    Damn, this looks promising Jake! I'm eager to test it!

    But I really wanted to play with a faction that is not listed in the "pick_faction" folder. (Taxila)
    It can work? Or better off just picking a faction listed in the folder?!

  16. #16
    Jake Armitage's Avatar Primicerius
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    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul) - TESTERS NEEDED

    You HAVE to play with the correct "pick faction" pack, otherwise incidents won't trigger. I'll do more to cover more factions, that's easy to do.
    I can do the pack, but, who is Taxila, do they have another name? 'Cause there is no Taxila into faction tabs.
    Artaxiad, maybe?
    Mauryans, maybe?
    Last edited by Jake Armitage; January 24, 2019 at 02:00 PM.

  17. #17

    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul) - TESTERS NEEDED

    Hey, This one bro.
    https://steamcommunity.com/sharedfil...?id=1485394191

    So the character part is compatible with Benjin egenerals? wow. Will try then as well as children one.

    Can I merge them 2 into the main PIGS mod? with PFM

  18. #18

    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul) - TESTERS NEEDED

    Oops, I was using the english faction names mod. Taxila is actually "Samraatya Maurya" (where do you guys get these names? )

    But don't worry, I restarted my Rhodos campaign.

    Btw, how low can the parties loyalty get before I get any Civil War % risk?! I notice some actions cost a lot of loyalty so I need to know how much I can explore to better test different actions!

    Here comes something small (I guess) to report:
    Playing as Rhodos, the Spread Political Power action has the tooltip with some "[Removed]" description.

    Screenshot: https://imgur.com/a/cyuf7gR

    EDIT: Same goes for the Marriage button...
    Last edited by ♔Greek Strategos♔; January 28, 2019 at 04:16 AM. Reason: Merged posts.

  19. #19
    Agrez's Avatar Civis
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    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul) - TESTERS NEEDED

    I would really love if every turn you have to deal with incidents/dilemmas and that stuff would have many outcomes and possibilities of benefits
    Last edited by ♔Greek Strategos♔; January 28, 2019 at 04:19 AM. Reason: Merged posts.

  20. #20
    Jake Armitage's Avatar Primicerius
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    Default Re: [Submod] PIGS BETA_01 for DeI 1.2.4a (trial for a political overhaul) - TESTERS NEEDED

    Quote Originally Posted by Tenerife_Boy View Post
    Hey, This one bro.
    https://steamcommunity.com/sharedfil...?id=1485394191
    So the character part is compatible with Benjin egenerals? wow. Will try then as well as children one.
    Can I merge them 2 into the main PIGS mod? with PFM
    That mod just changes a variable for bastards, it's already included into PIGS but I've lowered it. Dei also have bastards, so that mod is 100% useless.
    I've never seen Benjin's files but it should, I'm working with campaign variables only, the worst they can do is overwritng something without changing his graphical system
    Sure, you can merge them
    Quote Originally Posted by RoninSan View Post
    Btw, how low can the parties loyalty get before I get any Civil War % risk?! I notice some actions cost a lot of loyalty so I need to know how much I can explore to better test different actions!
    as soon as a party has at least -11 loyalty you'll begin having % of civil war (this is hardcoded). With vanilla, intrigues cost (or give) loyalty too, but I've rebalanced the values
    Quote Originally Posted by RoninSan View Post
    Here comes something small (I guess) to report:
    Playing as Rhodos, the Spread Political Power action has the tooltip with some "[Removed]" description.
    yeah, I removed the no more active parts like abilities points, it's correct even if not elegant, for now. These are just texts, I preffered to have something like "removed" instead of i.e. "zeal +0"

    I've added more than 182 incidents after intrigues (through a % random generator), you can't add dilemmas with scripts due to the lua mechanics CA gave us (maybe through a workaround only, I've still to test it).

    If you want, I can teach you how to write non scripted new inc/dil or how to modify non scripted existing ones.
    One of the PIGS system might have something about that in the future but, as everything else, it needs time and people working on it.

    Reuploaded main file to contain DeI's 44 playable faction (no others factions for now, if you want any of them, just ask).

    Remember to load the correct "pick a faction" pack or intigue incidents won't trigger.
    If you're playing Rome you don't need any
    "pick a faction" pack.
    Last edited by ♔Greek Strategos♔; January 28, 2019 at 04:22 AM. Reason: Merged posts.

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