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Have not tested all races yet.
Also, if it is, is it compatible with SFO and cyranos faction unlocker?
But this allow us to vassalize or confedere (with some actions) the elector counts, but i truly love the way you have done this to !
I'll drop the project if boliviantreemonkey objects, of course.
-the how they play messege is clan angrunds instead of the empire's
-legitimacy is referred to as amber by the game
-unable to gift regions back taken by vampires and agressive elector counts.
would love to see this mod updated
That aside, this mod is really fun to play. Feels a lot more Bretonnian in a sense, although actually I'm feeling like Austria with a Prussian army.
I use SFO and Crynsos maybe those case the problem..
Would appreciate some input from those who played till late game with this mod after the Norsca patch. Don't mind minor (not game-breaking) bugs here and there.
Seems to mostly work with the latest patch, but I did just come across one issue. I took Norden (coastal empire town) from the Norscans and reinstated Ostland, bringing them back into the game. But Ostland retained the Norscan buildings. Their primary settlement building is a manmade fjord that provdes chaos corruption, and they're using the Norscan port.
Also maybe the politcs of the elfes refit for Empire?
Just one feedback, all the buffs make the campaign a bit too easy (I play at very hard). My diplomatic relations with the other Empire Provinces is always good (in vanilla I'm often close to war with north provinces) and the +20% income at the last stage is too much. You begin to steamroll too early.
Whatever thx for your work.
Really good mod, here my two cents: we should be able to confederate from the first round (i.e. not possible because empire faction @ start aren't that trustful of you). Since we already got the "artificial 5 rounds confed rules for only empire" bull.
You could penalize it severly, by tying it to relations? So the better the relation, the better the outcome of the confederation? high relations = more legitimacy, positive buffs and the other way around.
Just my two cent, really like the mod, cheers and thx, dude
- I think the buff are really, really too strong. +20% income at the last stage is completely insane, as well as the huge buff you receive from confederation. Maybe reducing it just a bit could be good ?
- When I tried two times to give a province back to it's original owner, it didn't work. First it was for Hochland : the event popped, I had the buff for one round, then the buff disappeared but I still kept the province. Same thing for the moot when I captured it back from the VC and tried to give it to Averland. Then, randomly, the buff from Hochland reappared like 20 turns later and stayed active this time, but I still kept the city !
In the lore that is pretty much the way the Empire handled them.
But yeah its a cool mechanic. Confederation feels broken. Do it once and the game becomes ezmode lol.
Get into a war and sack a town? +legit, restore city to elector? +legit Confederate? + a ton of legit.
I have recently taken control of Kemperbad from the VC but I was not presented with an option to return the province to Talabecland (they still exist in Talabheim). Is this an error?
I'm a little confused as you show a "Regional Claims" screenshot. This clearly shows the retaking of 'The Moot' region and suggests that we can restore land to the rightful Elector Count and not just the province capitals.
Other than that, this is an excellent mod! Although I think it is a little too easy to gain legitimacy.