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1. The Serbian situation, Thessalia seems to win frequently having a event that happens half way through the first real year explaining the war and what historically happened would be nice. To alt-history it a little on the event you could give the option to help in the war, ie give up 2 force limit plus 2 manpower, but give horrible negatives legitimacy , prestige , war exhaustion. when they win the war you get 2x those values back plus you have the option to make them an Ara kingdom fully annexing the Serbian land but giving you all the land in Greece. this is the least likely to happen>(if the war fails a third odyssey event chain would be cool).
2.Check out the Imperial circle mod, tldr HRE mod that allows you to declare on all countries in an area of the hre to consolidate all the tags in an area into 1 large tag that give a modifier that is more powerful than 12 opms. this would be cool to rp reestablishing the imperial themes.
3. a centralized and decentralized mission tree. The Brandenburg mission submod on pdxforum is a good template for a meiou mission tree. that interweaves meiou mechanics with meiou rewards
4. take a snapshot of The Traveler sub mod then design the mod around that version of The Traveler. I wouldn't do this, if this mod get popular enough people will fan make a compatch that they probably will keep updated themselves.
Thank you for the suggestions, I'll look into these.
1. So on a win an option to make Serbia an ARA kingdom?
2. are you suggesting one big tag or a goal to re-establish the themes or maybe even both reestablish Themes and upon completion the option to unify them under one larger tag or unify areas into consolidated Themes? could maybe even take it a step further and allow deceleration to form ARA kingdom's within the Balkans.
3. their has been a desire to do something with missions
4. Currently I do try to keep compatibility between Base and Traveller
2.the third one, theoretically as you conquer you can release marcher states then when you take all of Anatolian you can make a unified Anatolian subject which you can then either keep as vassal or make an ara kingdom.
1. You should lower the reform progress modifier whenever you reach a new enactment, as my playthrough went through them quickly(mid 1500s). instead of having exponential growth for every enactnment (+25%, +50%, +75%, +90% etc.) change it to a high percentage with a flat percentage (+90%, +15%, +15%, +15%, etc.). that way the progress feels slower, but consistent. the last enactment for some reason would show up between enacted d or e (somewhere around there) for some reason instead of lining up with the rest.
2. Reform modifiers such as legitimacy and prestige should be lowered/lessened and add some more modifiers to the reforms (land_morale = 0.05 and land_force_limit = 0.05 on enactment d, add aggressive_expansion_impact = -0.1 admin_efficiency = 0.10 on enactment e, etc.)
3. Add more reforms. I feel like as the reviver of the roman empire there should be more reforms, each enactment having a theme. core_creation = 0.1, colonial_growth = 0.01, colonial_liberty_desire = -0.1, galley_power = 0.10, naval_attrition = -0.02, land_combat_ability = 0.02, artillery_power = 0.04, military_discipline = 0.1, land_maintenance_modifier = -0.05, naval_maintenance_modifier = -0.2, etc. etc. I feel like most of these buffs should be small, except diplomatic_relations_limit should get a large buff like +4 or something, because the large roman empire should still make use of having many strategos/pronoia
4. i dont know much behind these subjects, but I suggest turning pronoias into dynastic buffer states. the pronoias should have a mcuh lowered land force limit, a lowered fort maintainance, and a slightly lower monthly autonomy/stability cost but pay their overlord like vassal, but pay half the amount of money instead. these subjects are dependent and will join your wars, they will defend your land from rebels/enemies but they wont be so much help as cannon fodder. there should also be a chance of your dynasty inheriting the throne (higher than other subjects) and potentially convert the region they rule towards hellenism.
5. I didnt really use the tagmata/merc companies after the first 100 or so years so it felt a bit useless. not much else to say unfortunately.
6. For gameplay in Constantinople, the AI got curbstomped by the ottomans, then they were beaten around by the serbs, who were then destroyed and both were eaten up by the karamids/bulgaria until the byz only had constantinople and philadelphia lol. around 1385 I inherited the byzantines and was able to clean up anatolia and the lower balkans after timurs fall. holding onto the constatinople holy city help me get an edge on taking back the balkans, while getting the other holy cities were a great bonus, some of the other bonuses felt the same.
7. The custom military tiers are pretty cool, wish there were more tier amounts and variety such as infantry and artillery. unfortunately i didnt get to see the custom idea sets (most likely from using the M&T idea slots+ mod . other than that the tech worked well along with the mod.
Other than some blank/missing descriptions, game felt and played good in regards to reclaiming. syncretic faith feels wonky (played w/o it, subjects were 50/50 on protestant/sunni) but it always had in this game so nothing new. it was too easy to gain legitimacy and prestige, luckily for prestige i was able to use it quite a lot to lower liberty desires and change religion in order to change subject. stability modifiers felt good despite the amount of buffs there were. the traveler and base M&T was recently updated to a new and unstable version but im playing on the traveler released on early may. i also played with M&T 3.0 cheat tools, Theatrum Orbis Terrarum for MEIOU & Taxes 3.0, the M&T idea slots+ stated above and this mod.