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Rapportera problem med översättningen
- Be Terran Imperialist
- Take over the Terran Confederation
- Dissolve the Confederate Senate and start ruling by decree.
0.10, however, will feature a new Imperial Cult ideology, which allows you to be an ACTUAL god-emperor!
How do I resolve a constituonal crisis?
- The ruler backs down (a decision for the ruler). This is a victory for the anti-ruler faction, and they'll get whatever it is they wanted.
- A grace period has elapsed since the start of the crisis, and nobody is in the anti-ruler faction. This is a victory for the pro-ruler faction, and the ruler will get whatever it is they wanted.
- A new ruler is installed. Sometimes the ruler will have a choice to continue the crisis, other times the mere fact of a new ruler renders the crisis moot.
So as the ruler, you can end the crisis by either backing down from your position, or by removing vassals from the anti-ruler faction, be it by persuasion, intimidation, or by imprisoning them all. If the game says you don't have a valid reason to imprison them all, it's possible to use the diplomacy menu to declare any member of the anti-ruler faction "subversive," although this comes with some opinion maluses.
As a member of the pro-ruler faction, you're mostly just trying to help the ruler do one of the two things above.
As a member of the anti-ruler faction, you need to either intimidate the ruler into backing down, or replace them. This is where coups become useful.
How do I become a Hiver and begin assimilating humanity into a hivemind?
Why are there less traits than in the base game? A thousand years from now people will still be kind/cruel, charitable/greedy or lustful/chaste. Likewise, recreation like hunting, hedonism, and gardening have been around for as long as humans have and would reasonably still be around in the future.
Don't get me wrong, I still think this is a fantastic game.
This mod has weapons of mass destruction AND lobotomies, so clearly the ability to be cruel is still a thing. Likewise the pirates have concubines and everyone else can sleep around, which indicates that lust is still a thing as well. One event has a choice between rescuing people on a damaged ship or letting them die so as to sell the ship for scrap metel, meaning there is a choice between being greedy or being charitable. And given that the world today has both health dieting and fast food, gluttony and temperence seem like they would fit in the future.
Just a suggestion.
Vanilla CK2 is set in the Middle Ages, and as such, the personality traits reflect a very medieval worldview: specifically, most of them are comprised of either the Seven Deadly Sins or the Seven Heavenly Virtues. A few others (Cynical versus Zealous, Just versus Arbitrary, etc.) are included because they have important gameplay effects. But the overall presentation is rooted in medieval thinking.
COTC is supposed to be set in a futuristic world, so that kind of medieval view of personality doesn't really hold. I decided to replace the sins/virtues-based personality traits with ones based on the five-factor/OCEAN model, which according to my five minutes of research on Wikipedia is the current favored personality trait model in professional psychology. Since it's not the seven-factor model, this means that we have ten base personality traits rather than fourteen, but that's mainly because we're not making as many fine distinctions. The five-factor personality traits are set up like this:
These replace the sin/virtue traits as the basis of the personality traits - but they also make a number of non-sin/virtue personality traits redundant! "Extraverted" and "Introverted" obviously replace "Gregarious" and "Shy", while "Cold" effectively replaces "Cruel" (and Greedy, and Envious - in real life, these particular things are often highly correlated)
Finally, because religions have been changed to ideologies, I collapsed the gameplay effects of Cynical/Zealous and Arbitrary/Just into Pragmatic/Radical. Some of the flavor assoiciated with Cynical/Zealous then got moved to the new Skeptical/Spiritual trait pair.
The short version of all this is that while we have less personality traits than vanilla, that's mostly because vanilla made a lot of very fine distinctions that don't make sense outside of a medieval context. COTC has less traits overall, but individual traits tell you more about the characters.
However, I do wish that this mod kept the lifestyle traits. Traits like "administrator", "architect", and 'scholar' actually make MORE sense in a futeristic setting than in a medieval one. The "hunter' and "falconer' traits could have been combined into a trait called 'outdoor enthusiast", and the "seducer/seductress" traits could have been renamed something less puritanical sounding.
We haven't really gotten around to properly integrating Way of Life yet, unfortunately. Still lots of more basic stuff to work out first.
As for the version, the page will list a four-letter checksum for the mod, and on entering the game you'll see a checksum and you're up to date if the checksums match. Right now it's FLAR.
Any tips on how to stop the Bor- I mean Hive?