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Mortician tools are located somewhere else and i forgor they do kind of the same thing. But euh, it's only 1 per 100 anyway
all exceptional successes:
1500 km artifact 33 gold
1500 km escort 11 gold (for baron?)
370km artifact 41 gold (for count)
400km escort 25 gold (for count)
Apparently escort pays less?
The variety is better, amounts not very nerfed though. I think the contractor rank shouldn't matter at all or very little. (contract tier yes, contractor rank no) Since the higher ranks would even be inclined to pay you less because they would bring their own guards and supplies, and hire you only as a guide rather than full travel package. But that's RP interpretation and it's usally their courtiers who are travelling, not themselves.
I will report further when I get a T3 travel contract.
2000 strong army stackwipe - 20gold mortician's tools + 40gold excellent master of spoils
2200 peasant army stackwipe - 23gold mortician's tools + 11gold excellent master of spoils
I'm fine with these amounts.
Maybe it can be adapted. It factors distance calculation into scheme success by comparing squared_distance to some predetrimned variables.
...
add = -30
}
else_if = {
limit = {
scope:ttd_owner_residence = {
squared_distance = {
target = scope:ttd_target_residence
value < ttd_squared_distance_huge
}
}
}
add = -35
}
I wouldn't mind a mission to escort another Marco Polo from Venice to Yuan court, if it was insanely lucrative.
Also would be nice to have events like, if traveler is your guest or in travel entourage, then it has a chance to fire some related events. Like requiring you to duel or take maa casulties, basically increasing the difficulty of the contract, and the gold value would inform you how dangerous it's going to be before you accept it. Either short and dangerous or far away and mellow. Or any combination of those, each with its gold tiers
yea and that change is ported over from unofficial patch, sure i could at least partially roll that back
you changed:
set_variable = {
name = 1031_has_reveled_recently
days = visit_settlement_small_cooldown_days #Unop: Was using months = (so the CD was 180/12=15 years)
This lets you gain 1 skill point every 180 days. And you can choose a specific skill too like diplomacy, simply by going to another tavern.
The way this event works, it first gives you hastiluder Wit xp on short cooldown (~15xp for 30 gold or so) until you max out. After you max out you get the option "I know this one!" which gives you a straight skill point and you see in tooltip which one you'll get. So that's why they put 15 year cooldown on it.
Or maybe make it conditional like { NOT = { has_government = landless_adventurer_government } }
But I do agree that getting landed is the caveat for the gallowsbait opinion bonus.
As for mortician's tools and master of spoils and levy/MAA giving different gold for those - i dont think i can implement that at all, as im pretty sure we just cant access who are the casualities in the battle, the most i could do is lower it overall (i bet it's at least a bit too high) and maybe try to jank it so it gives less in peasant wars specifically, but it's also more overwrites....
And for gallowsbait - so are you saying i should swap same trait opinion with courtier opinion? You keep it when you get landed and at that point that change would feel weird. On the other hand if i were to just add courtier opinion then courtiers WITH gallowsbait trait would have bazillion opinion of you by default which also feels wrong.
for siege engineers - that was just a cheeky little comment, there're 2(+1) military purposes and 2 non-military purposes, i think siege engineers fit better with mercs (and scholars are pretty strong already)
I didnt check contract modding at all but it looks scary, so i doubt i'll ever implement scaling for distance, i dont even know if the destination is predetermined per contract or gets rolled after you accept it or smth. But that is a good idea, maybe i'll look into it at some point. For now i would rather keep transport contracts underpowered as they're way too free most of the time.
The bigger general opinion penalty is nice, but it shouldn't apply to your own courtiers. Ie. if it gives -50 general opinion, it should give +50 follower opinion. To exactly cancel it out.
That's the PDX's way of avoiding giving every courtier the same trait to have a positive opinion of each other. Instead they give gallowsbait only to the leader, while allowing the followers to potentially move on with their lives, without everyone forever knowing they used to be a bandit.
They are all voluntarily part of the bandit camp and can leave any time they want, unlike in feudal courts where people were bound to serve. So, it doesn't make sense for them to hate their leader more just because he's a notorious bandit - they're all complicit in his actions. They are all kicking old people down the stairs and robbing orphans. Figuratively. It's not a gameplay issue, it's just about the modifier making sense.
I also like the better prestige management (like castle reinforcements)
But the Escort emissary and travel contracts overall are very cheap.
They should scale with distance needed to travel.
I just had a contract to travel to a point 4800 kilometers away (~7400km on foot) for 17 gold.
In real life that's like a 6-7 month journey, more in game. In terms of realism that's probably a correct amount, but in game terms it isn't very attractive.
The biggest money gain I have playing your mod is joining wars against pesant revolts and stomping their armies with huge mortician's tools and master of spoils gold rewards.
Levy armies should give like 1 gold per 100 casulties max. And about 10 times more for men-at-arms casulties, since they have good armaments, possessions they take on campaigns and ransoms for characters not represented in game.
Perhaps the adventurers should give the commander a permanent buff after the first successful siege, as they transmitted some of the practical knowledge to him. Perhaps with separate tracks for circum-/contravallations, organizing engineering corps with standardized equipment production, and training in systematic approaches to undermining, ramp construction/moat filling, and use of artillery.
It would even make sense for Chinese scholars, since the aristocrats were often appointed to command, but wouldn't be proficient at every possible topic taught at the military academy.
The sophisticated aspects of siege engineering required education levels above typical martial training.
The martial commander was a scrapper with some charsima and foresight, respected for his cleverness, but he wouldn't be caught reading Vegetius's De Re Militari or Frontinus's Strategemata. Not only because of literacy levels being inconsistent, but also because the texts were simply not widely available.
Siege operations have complexity beyond intuitive understanding. That is, if they require anything beyond blockade/treachery/assault. There is no wonder the castles were power bases. The adventurers should primarily be itinerant specialists (instead of a horde of MAAs). That's why the mechanic for accelerating the sieges makes sense for scholars.
https://steamproxy.net/sharedfiles/filedetails/?id=3343006469
No wonder I leave realms poor with how many jobs I'm cycling...
about the inverse thing would probably be interesting, but i would imagine not all of your troops would follow you. And also im not sure if the effect for getting landless title and camp is fired before or after u lose all the titles, because if it is after (and i assume it is) that means you already have no MAA and you have to save them beforehand somehow and that means you have to go through all possible ways of becoming landless and mess with them which sounds very annoying.
also you added a system to make landless maas into special troops, but would the inverse be interesting: landed maas becoming special troops when leaving for adventure or losing your titles?
Also, meant to say "I *don't* think I saw anything about it", if that wasn't clear
Otherwise, love this.
For landless prestige is even weirder coz in my (admittedly, few) test runs i didnt get much prestige at all, except if i had a trait like arrogant, which made me have too much prestige all the time. Maybe the new lifestyle perks changed it or smth, but i felt more or less fine with how prestige was before 1.14
I notice that the option to steal the donation money from Churches as an adventurer is pretty unbalanced with just a bit of save-scumming (yea I know, I know), it has no cooldown (other than locking you out that visit but you can exit and come right back) and can be as much as 60 gold with a 50/50 win lose rate at times. Might be worth looking into.
Keep up the great work!
Контракты:
Золото за выполнение контракта было уменьшено как минимум в 2 раза
Золото за выполнение контракта сопровождения и прочих ему подобных уменьшено раз в 5
Контракты, требующие выполнения схемы, должны в среднем давать больше золота за выполнение.
А все остальное останется дефолтным.
A possible bug: the intrigue challenge to steal supplies at a castle/city gives very low chances. If my character has 2X the intrigue of the target, the challenge winning probability is less than 50%.