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What are the counters and (un)favorable terrain ?
I see; I will look over the files for exact detail on how it worked in vanilla. Anyhow, it can be easily fixed by replacing max development with some tweaked variant of mean(average) development, I already have a script in my other mods that can help with this.
As for converting tribal to feudal, I suspect that is done to make them on par with other realms; tribal is much weaker the further tech(culture) progress. Besides, it isn't all that wrong, the Yuan dynasty of China is literally Mongols that conquered and then converted to Chinese bureaucracy because there's no other way to rule over that many people in a culture rooted in Confucian ideas. This is a greater transition than going from tribal to feudal; the mongols are generally good at adopting systems of governance.
Because they always switch faiths, it also means that after the mongol breakup the entirety of central asia switches from Tribal to Feudal/Clan and nomads are essentially wiped out in their entirety, when the dominance of Ghengis Khan should result in the complete opposite.
I understand what you're saying, but from what I can tell with how the game works is that it is based off the most developed county, which means that if they have 100 49 development Tengri counties and 01 50 development Zoroastrian county they will be Zoroastrian, which is a bit silly. This is usually what happens to the Golden Horde, they will annex Kiev then suddenly Siberia and Kazakhstan are Orthodox.
It would be more reasonable to have their faith simply be whichever faith is most prominent in their realm holdings, rather than it having anything to do with development. This would make it less unrealistic while also having leeway for the alt history should faiths spread out before the mongols.
The breakup script(i.e. how they actually get divided, culture and faith changes, etc.) is not touched by this mod. And I do entertain that idea, but how do you suggest it be changed?
For one, I'm not sure how to do it any better than vanilla; converting to the most populous faith in their domain as a ruler sounds pretty reasonable to me. It also has historical basis, many converted to Islam, which I imagine they did so to gain legitimacy. Going Orthodox may not follow our history's path, but it is not outside the realm of possibility, that's a selling point of this game.
Thank you for the reply!!
I look forward to your amazing mod providing an even more wonderful experience.
That can definitely happen if the female heirs outperforms the males, and I simply wanted the best candidate on the line. It is quite unhistorical now I think about it, and you wouldn't call her a Khan either. Not my intention, but its not really a bug in script either, it's a mistake on my part. I'll be fixing it as soon as possible.
Not sure how HI does it, but this mod primarily increase breakup chance if a Great Khan fail to conquer more land than the previous in proportion to what they inherited. The later down the line a Great Khan is, the greater chance of breakup upon failure of conquest. The breakup chance also increases if a great number of the empire had converted to a different culture or/and faith.
i have a question.
Often a woman is chosen to succeed a great khan .
This may be because on_great_khan_selection does not have a gender-distinguishing modifier such as is_male or is_female.
Is this intentional or is this a bug?
Follow @Politely's comment on this, it depends on how you want the Mongol Empire's breakup be determined; whichever you prefer, place it under the other.
HI allows you to run the vanilla Mongol code if you set the vanilla game rule to "random" for the Mongol Invasion. Historic Invasions will still force it to take place between 1170 and 1270 but otherwise it seems to only change the Mongol Invasion CB so it can't target Historic Invaders. Personally, I'm going to place HI under BMI in load order and set the vanilla rule to random so BMI drives the Mongol stuff. I'll comment here if I come across issues with this setup.
Totally valid question, actually. Well, to start, I believe there's a game rule in the base game that allows mongol invasion to happen at anytime; which is to say, it can start both sooner or later. I don't think the game specifically had an option to make it happen earlier. You can always use command if you don't mind achievements(there is way to keep achievement even with commands, you can search it up online).
I can make a simple "button" for this if that's what you want.
Short answer: probably no.
This will always be a question that I myself begs an answer. It should be fine most of the time, unless Paradox changes their script(that is, not just the implementation but the interface), which they do sometimes. In these cases, previous mod scripts may not work as intended.
If you do encounter an issue caused by this mod, let me know and I'll do my best to fix it soon as I can.
A new game rule has been added to adjust nomad speed on steppe. You will want to start a new game to set them, or you can edit your existing save file to change it; there is guide online about how to do this.
I hope this helps, have fun.
Um. Okay. I'll probably make a game rule for the speeds so you can choose how fast they go.
Should work just fine if your save file haven't already had Genghis Khan
I can probably do something about it, but to make it so its "generally" compatible with all map expansions(I'm not sure if they'd have the same defines for landed titles), it will be random. That is to say, there's no guarantee that Mongolians will invade China, Korea, or Japan if they exists because that require precise title_keys and I don't have the time to hard code and maintain hard compatibility for all the expansion mods out there.
It won't be the best, but it'll probably do a very fine job. Good suggestion, thanks.
Mongols will not gladly be your never ending nightmare, enjoy!
That is not an enemy you want to go against... but if you so insist on destroying yourself, I shall grant it. Look forward to it, it'll probably be a new difficulty level under already existing gamerule, which I'll name "Impossible"
May you elaborate on that? Do you mean a gamerule that prevents mongol empire from collapsing no matter what happens?
It is in progress, the 1.9 update changed quite a bit of things in the base game. I will push it out as soon as possible, but I'm dealing with number of finals here, thanks for understanding.
While I don't guarantee everything would work as intended, it should be fine. The modifications don't touch existing event files, so your game shouldn't break; however, just in case, I'd make a copy of the save before trying, have fun.
Hey, thanks for the feedback. The mod design in my mind was mostly warfare against the big bad nomads so I thought it fits to put it in here, but you've got a point; it does change some core game play that might not be necessarily wanted alongside mongol buffs. I'll see what I can do.