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1. The restore Carthage decision should make the two duchies that approximate modern-day Tunisia into De-Jure.
2. Possibly some new cultures and religions and a unique idea group for the converter.
3. Make the religion a pagan reformable one that has a warrior lodge and the commander trait you gain from it would either; give elephant combat bonus, river/ocean attack bonus, (desert) attrition or a mix of some of them.
2. I don't know how to mod the converter, and this mod is just for ck2 so it will not receive support outside of that im afraid.
3. What do you mean 'make it a pagan reformable one'? It already is... you can reform it and add the Moloch's Flame doctrine to reinstate child sacrifice. As for a warrior lodge... maybe but im kinda worn out after making the merchant society, as they are quite a large task if you wanna make them fresh and unique. I might just add some generic ones for the time being though.
a guy who doesn't have The Republic DLC.
For example the adventure to the Phonecian Homelands is very weird. There is an event that can just kill you off with 80% chance, what? I think you could change this to an 80% chance to develop some kind of illness instead, that way it doesn't feel so out of no where and you actually have better chances of surviving. Further on in the journey an event gives us the five quality artifact which is waay too OP just out of no where. Like no progression to find it, no hurdles to overcome in order to find it. The game just gives it to you and I frankly don't feel like I've earned that artifact.
The same problem is present in the Hannibal Event Chain. You get to pick one piece of equipment to search and it has 51% chance to keep on going...? That's pretty vague but alright. After that your people just find the artifact somewhere and you go reclaim it without spending any real resources. I think something similar to the event chain to found Alexander's Bloodline could work nicely here: You have several stages and hurdles you must overcome to find the artifact and on each stage you have the option to spend a tremendous amount of resources, a medium amount of resources or just give up. Once you overcome all the hurdles you get the artifact but if you don't spend a significant amount of resources your chances of finding it are very low. As it is, I just felt like I pressed a button and got myself an OP as ♥♥♥♥ artifact. Another thing about Hannibal's Equipment: I just got the sword and it was a quality five artifact with, once again really OP bonuses. If all the other artifacts are on the same quality level you will be basically invincible by the time you find them all. (Can you find them all? I don't know.)
The new Society and the Temple Events were quite cool but I think the same problem with events plagues the mod when it comes to the Society. There was a mission to help with the paper work and the event chain for it requires no input from the player. You just read some flavour text and at the end you earn money and points for doing nothing at all. You can probably adopt something similar to the Watch the Stars event chain from the Hermetics Society for this. You will have several events happen to you over the course of dealing with the paper work and you will have to make choices. You either sacrifice progress in the mission or sacrifice something else in order to progress. This way the player can actually feel like they had a hand in finishing the paper work and the reward would feel like you earned it. The other mission I played was the smuggling mission and I thought that one was actually quite fun.
Another problem is with studying statecraft to better yourself. The event chain has pretty high chances of giving you a lifestyle trait (and a pretty powerful one at that) in exchange for nothing. I'm fine with this giving me a lifestyle, in fact I think it's a really cool idea. However it must feel like a long and arduous process if I am to get that life trait. You could maybe go for a similar event chain that is used when Composing Books. Some events pop up few and in between that require you to make choices which will affect how well you improve yourself. If you want to get that lifestyle trait you're gonna have to take some risks. If you take all the risks your chances of getting a lifetsyle trait will be very high however if you take all the safe options you'll only get a few extra attribute points at the end of the chain. Just like composing a book this study gives you a cooldown time before you can choose to do it again, say something like twenty years. Another option is to give smaller bonuses (just attribute bonuses or some small modifiers) but minimize the choice and risk factors.
Finally I noticed that several events can give you lifestyle traits even if your character already has a lifestyle. This is quite OP an will probably throw the game out of balance.
I really like the idea behind this mod and all the flavor texts are well written and the features are interesting. I'll check it out again in the future and give it a try again.