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1) Pope governing provinces
2) number oftax collector's offices or number of towns as one of trade factors
there was some more but I can't remember right now :bash: (some of them were tried long ago)
Yeah, adding trade factors is impossible.
But why does Pope governing fail with you? It works fine in my mod, as far as I know. Popes can just not be upgraded..
the pope can govern a province, but he can't do any cleric activities like conversions or adoptions so I rather abandoned them...
Mortimer
14-03-2006, 17:31
Elvain, I have a few changes I would like you to consider for 1.7 or maybe another build if it is too late and they are not already addressed.
-one thing I noticed is when I started a game one of my towns had both an armory and a plate armour which took up 2 slots, if I sold 1 I had to sale both not sure why that would be, I could see it thinking I can't sale the armory and keep the plate but I ended up saling the plate which killed the armory. then I built up a new armory to scale mail. it was not as bad for me but i have doubts the AI would sale them for more space and the raise in income, imagine if the latins which always start with a lot of buildings in thrace had 2 or 3 buildings that should not be seperated anymore.
-I would also like to see a little trade abilitywith out any trade goods, this is mainly for 1 province nations, you start off losing money so you can't aford to build buildings to raise taxes and raise much of an army, nor can you afford to raise taxes because any rebels formed would be unopposed since you can't make an army. usually I first get rid of the marshal and put in a king to get a positive income, but playing brandenburg my king ended up not having childern so I had to get a new one or rebuild my army when he died, I also had no trade goods in the provence which further complicated things. I get +8 income with a merchant governing my city and the marshal. also I noticed without being able to trade for anything after a while your friends trade agreements start breaking relations becuse you have nothing to give, which means here you are a lone little nation with no money, no army and no friends.
both of these seem easy to work around and I can live with them, though I think if they were fixed it would help the AI, seeing as they would not have usless buildings to stop them from getting something better and make the little nations a bit stonger. I am unsure how hard it would be to fix these but if you can work them in or even change them a bit to be better it would be great.
Yes, Mortimer. I already considered those things and it is one of improvements of HR1.6
the first problem, however, can't be solved without moving advanced buildings to further levels of buildings what would mean that AI builds them later or even never. The problem is that the buildings emerge there at the beggining when placing of buildings is based on old system when armouries are separate buildings. If there is only one or no armoury, AI builds only one.
I rather sacrifise 1 slot for the AI (still 3 are saved!) than making the AI build them later or never..
the second is solved in HR1.7. As I transformed exotics to valuables, 2 are produced in buildings that can be built in every town (toolsmith and bakery).
I personaly like the system when small kingdoms are easier targets for bigger ones (in the vanilla it was exactly teh oposite: kingdoms like Germany/HRE or Byzantia were mostly easily being overrun by 1province counties)
So small AI kingdoms mostly have problems (but not always, in my recent game 1realm Carinthia had (after several hours, not minutes) overrun Germany in the early period. It's just matter of luck.
For the player I have these 2 advices:
1) build toolsmith as first building in your town to get the trade income higher and then sign TA with some smaller kingdom that doesn't have it yet.
2) whenseeking a good trading partner, open buildings filter in political view and seek kingdoms that have 1 or more markets built. Three provinces are set to have the market since the beggining: Venice, Genoa and Flanders, mostly also Alexandria and some other city. Each market provides you 2-4 gold coins per turn (depending on relations)
AI can't di this, but your small kingdom is saved and AI small kingdoms are incorporated into larger kingdoms that are more stable and stronger. I am satisfied, I hope you will be too :go:
btw, thanks for the feedback :go:
PS: Doux, have you tried to make the pope adopt your population or convert a province? when I tried it nothing happened :sad?
Mortimer
15-03-2006, 00:33
That should be work :) Does that mean admaritas no longer give any exotics or just not as many choices? and will the tool smith good cost 5000? or will it just come with the building say like how wine comes with the winery?
also I have noticed lately all my marrages seem to cause my allies and best friends to claim my land, I thought they were not supposed to? yet two just did, I had even been helping them fight and was asked twice to fight enemies and accepted both times. it seems like either something went wrong or I am just really unlucky :p
Admirality provides silk as Winery provides wine. I made exotics to be equal with normal trade goods such as wine, horses etc. you only need to build certain building and if it is built, you have the good with no other expenses.
Admirality provides only one trade good, exotics no longer exist.
With mariages you seem to be unlucky. But generaly if your relations are friendly and better and you have NA pact or trade agreement it is probability that they will claim your land, You can always refuse, they will suffer some KP and relation loss but if the relations with you were very good before, they'd be still neutral or in worse case uneasy. And it is quite easy to sign peace with them soon and become allies again
Holy Rome 1.7 (http://forum.sunflowers.de/showthread.php?p=135340&posted=1#post135340) version is done
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