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[mod] [EU4] The Scourge - A TF mod


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Posted

I'm hoping this mod isn't dead but you said that updates might take awhile so I'm not going to assume anything.

 

Anyway, I came up with some ideas for events, though they aren't necessarily tied to any specific transformation, and mostly have to do with initial conversion.

 

Event One: The Conversion of (Country) (requires male ruler)

- After the decision of the monarch and estates to embrace, rather than shun, this strange new faith, a question remains. Countless subjects have already converted, voluntarily or otherwise, as well as several members of the court. But what shall (Ruler) do in this situation?

 

--A good ruler does not order his subjects to something he wouldn't. (stab cost -10%, -2.00 unrest, +10 opinion for Scourge nations until death of ruler)

--(Ruler) will be the sole patriarch, and (Nation) will be his harem! (+100% chance of heir)

 

Event Two: Questions of (Country)'s Old Faith

- A delegation of clergymen, robes stretched over enhanced bosoms, has approached (Ruler), requesting that our nation's religious roots not be cast aside. It takes some time for them to get the attention of (Ruler) and their court, who are currently engaged in various acts of debauchery. Still, they believe our current path will surely lead to eternal damnation, and that the people of (Country) must continue to pay heed to religious custom.

 

--Perhaps they are right. ((Country) gets "Syncretism" until the end of the game (or until it is removed via decision), giving global missionary strength -1%, tolerance of heathens +3.00)

--Begone, prudes! (-10 Clergy estate loyalty)

 

I have some more ideas floating around, but this is what I have so far.

Posted
On 8/26/2020 at 6:05 PM, unicron9999 said:

Super looking forward to the initial conversion events, CoR, and other fun event chains- Thoughts on having an event that spawns a new Culture in your capital, either matching your current deity- or just "Scourged"? It'd make changing the advisors easier and make the twinning focus more flavorful.

Also I never got any of the current flavor events? Are there triggers other than just having Twinning or Hucow as your god of choice?

Cultures... I'll probably hit them at some point but changing advisor portraits will be very time consuming. It's on the docket, but low-priority. I do like the idea of the culture matching your selected deity though, so I'll probably make that happen once I get to it.

 

For twinning you just need to not be in a regency, and for the hucow event you need a colony and a province producing livestock.

On 9/3/2020 at 1:37 AM, TheHalfwayXBray said:

hey just downloaded this mod and I like it, but i couldn't get it to work with extended timelines. Is there any way you could make a compatibility patch for it.

I don't play with that mod, and would rather work on fleshing it out before making compatibility patches

 

Posted
On 9/6/2020 at 9:06 PM, Kaleidoscope57 said:

I'm hoping this mod isn't dead but you said that updates might take awhile so I'm not going to assume anything.

 

Anyway, I came up with some ideas for events, though they aren't necessarily tied to any specific transformation, and mostly have to do with initial conversion.

 

Event One: The Conversion of (Country) (requires male ruler)

- After the decision of the monarch and estates to embrace, rather than shun, this strange new faith, a question remains. Countless subjects have already converted, voluntarily or otherwise, as well as several members of the court. But what shall (Ruler) do in this situation?

 

--A good ruler does not order his subjects to something he wouldn't. (stab cost -10%, -2.00 unrest, +10 opinion for Scourge nations until death of ruler)

--(Ruler) will be the sole patriarch, and (Nation) will be his harem! (+100% chance of heir)

 

Event Two: Questions of (Country)'s Old Faith

- A delegation of clergymen, robes stretched over enhanced bosoms, has approached (Ruler), requesting that our nation's religious roots not be cast aside. It takes some time for them to get the attention of (Ruler) and their court, who are currently engaged in various acts of debauchery. Still, they believe our current path will surely lead to eternal damnation, and that the people of (Country) must continue to pay heed to religious custom.

 

--Perhaps they are right. ((Country) gets "Syncretism" until the end of the game (or until it is removed via decision), giving global missionary strength -1%, tolerance of heathens +3.00)

--Begone, prudes! (-10 Clergy estate loyalty)

 

I have some more ideas floating around, but this is what I have so far.

Thanks for the event ideas, I'll try to incorporate them into the event list. Sorry about the long silence, I just get burned out playing the same game for too long and it takes me a bit of time to come back to it.

Posted
8 hours ago, Ouroboros007 said:

Thanks for the event ideas, I'll try to incorporate them into the event list. Sorry about the long silence, I just get burned out playing the same game for too long and it takes me a bit of time to come back to it.

Ah, no problem. I certainly can't play EU4 all the time either. Feel free to do what you want with the events, so that they're more consistent with what you have/what your "vision" for the mod is. I have no idea if they are in any way balanced.

 

I have some more ideas for various things that could greater diversify playstyles, i.e. slimes get naval debuffs do to the fact they dissolve in saltwater (or something like that) but shape shifting may lend itself well to diplomacy and espionage. The other idea I had was sharks periodically move from inland to coastal provinces (represented by shifts in development), and you may alternatively get national unrest if you for some reason choose the shark transformation while landlocked.

 

Also, do you plan on limiting scourged rulers/advisors/generals to having feminine names? I don't know if that's easily doable, however, and changing those sorts of things is probably more in the realm of CK2 anyway. It's probably easier to keep it implied (for example, the Waifu Universalis mod changes male, but not female, advisor portraits, amusingly enough).

Posted
1 hour ago, Kaleidoscope57 said:

Ah, no problem. I certainly can't play EU4 all the time either. Feel free to do what you want with the events, so that they're more consistent with what you have/what your "vision" for the mod is. I have no idea if they are in any way balanced.

 

I have some more ideas for various things that could greater diversify playstyles, i.e. slimes get naval debuffs do to the fact they dissolve in saltwater (or something like that) but shape shifting may lend itself well to diplomacy and espionage. The other idea I had was sharks periodically move from inland to coastal provinces (represented by shifts in development), and you may alternatively get national unrest if you for some reason choose the shark transformation while landlocked.

 

Also, do you plan on limiting scourged rulers/advisors/generals to having feminine names? I don't know if that's easily doable, however, and changing those sorts of things is probably more in the realm of CK2 anyway. It's probably easier to keep it implied (for example, the Waifu Universalis mod changes male, but not female, advisor portraits, amusingly enough).

Debuffs will probably just get turned into bad events if you're not playing into your tf, as that's more in keeping with how eu4 handles ideas and such. Since each name is pulled from the culture listing, once I change the cultures I'll be changing the names to match. So your saxon leaders will still use saxon names, but tf'd leaders will use names pulled from the culture of their tf

Posted
1 hour ago, Ouroboros007 said:

Debuffs will probably just get turned into bad events if you're not playing into your tf, as that's more in keeping with how eu4 handles ideas and such. Since each name is pulled from the culture listing, once I change the cultures I'll be changing the names to match. So your saxon leaders will still use saxon names, but tf'd leaders will use names pulled from the culture of their tf

I guess bad events is what I meant, stuff like losing sailors because your subjects are afraid of the vast expanse of death liquid. I look forward to the culture changes, though I imagine that's pretty far down the line. Should make for some new and interesting ways of enlightening the sava-I mean my neighbors.

Posted
2 hours ago, Kaleidoscope57 said:

I'm getting another invalid path error. Looking forward to testing the update, though.

I've uploaded a version that should work now, the zip should have a normal folder and .mod that just need to be dropped in the mod folder and added through the launcher.

Posted
9 hours ago, Ouroboros007 said:

I've uploaded a version that should work now, the zip should have a normal folder and .mod that just need to be dropped in the mod folder and added through the launcher.

Cool, thanks. I've noticed a somewhat amusing bug where capital bonuses seem to stack - i.e. I had bimbo ruler and succubus ruler active in my capital. It doesn't seem to trigger every time/for every tf, but the development bonuses could potentially become pretty op.

Posted
6 hours ago, Kaleidoscope57 said:

Cool, thanks. I've noticed a somewhat amusing bug where capital bonuses seem to stack - i.e. I had bimbo ruler and succubus ruler active in my capital. It doesn't seem to trigger every time/for every tf, but the development bonuses could potentially become pretty op.

The event that cleans modifiers fires much more frequently than the ones that add them, and it only fires when you have no deity selected. So it is possible to game the system a bit by immediately selecting a new deity. Might as well just open the console at that point, but maybe some people will like playing Pokemon with their capital modifiers

Posted
11 hours ago, thesnooper47 said:

What year is the scourge supposed to appear?

It'll spawn in random provinces in Europe and Asia, but if you don't enable the vanguards, unless it happens to spawn in Ireland or Germany it'll be awhile before enough provinces convert for the country to flip

Posted
2 hours ago, thesnooper47 said:

It seems my version is bugged, it says it's enabled in the launcher but there are no in game settings it seems

The easiest way to see if the mod is working to see if you have new decisions at the start of the game, if they're not there, it's probably an install path issue. In the mod folder, you should have one .mod and one folder both named thescourge v93. Inside thescourge v93 folder, you should have a bunch of folders labeled common, events, gfx etc and a descriptor .mod file. If this all matches what you have, I would create a new mod through the launcher and transplant all the guts from thescourge v93 into the new mod folder, minus the descriptor file and see if it loads from the new mod. 

  • 1 month later...
Posted
15 hours ago, jrasky said:

how to get the religion with console commands?

Easiest way would be to enable debug mode, check the province IDs of a few of your provinces (or your country tag) and use "change_religion XX scourge."

XX = Either the province ID, or the country tag. 

  • 1 month later...
  • 2 months later...
Posted
15 hours ago, unicron9999 said:

Any news on an update? This is a diamond in the rough!

Haven't been playing much eu4 recently, but I had some bug fixing being worked on last I played and started hunting down images. Nothing is imminent, but I still work on it when I play.

Posted
On 1/27/2021 at 6:02 PM, Ouroboros007 said:

Haven't been playing much eu4 recently, but I had some bug fixing being worked on last I played and started hunting down images. Nothing is imminent, but I still work on it when I play.

Lovely to hear! Are you accepting submissions for events? 

Posted
13 hours ago, unicron9999 said:

Lovely to hear! Are you accepting submissions for events? 

I won't guarantee on anything making it in partly due to trying to maintain some thematic cohesion and partly due to my limited skill as a coder but if you have ideas, I'd be happy to listen

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