mylen.ploa Posted December 1, 2025 Author Posted December 1, 2025 (edited) Some results for now after testing. 1367 0% of Napes is Magistrian ->1382 42% of Naples is Magistrian and AI converts to Magistrian. Reactionary Forces = much stronger rebellions (vanilla rebellions suck) Edited December 1, 2025 by mylen.ploa 1
mylen.ploa Posted December 4, 2025 Author Posted December 4, 2025 (edited) I recommend holding off on 1.0.10 because vassals don't work properly right now. The game engine caches the state of the tech tree in the save file. It will refuse to load in new advances introduced as part of the 1.0.10 beta patch if you happen to be using a mod and the game thinks no advances are added in the mod. If you are on 1.0.9 please use version 0.6.1 and after upgrading use version 0.6.2 if you want the newly added advances to show up in game Edited December 5, 2025 by mylen.ploa
TarDust Posted December 10, 2025 Posted December 10, 2025 Quote hidden_effect = { ruler ?= { remove_character_modifier = enacted_placitum_regium } # Not sure what this is but from vanilla rm_make_country_sacredos_order_effect = yes Noticed this in the rm_corrupt_order file. Placitum Regium is a static character modifier that gives Crown Power in exchange for pissing off the Pope and losing 0.2 religious influence.
ayy_mao Posted December 24, 2025 Posted December 24, 2025 @mylen.ploa do you plan on continuing to work on this mod?
mylen.ploa Posted January 9 Author Posted January 9 (edited) On 12/24/2025 at 2:10 AM, ayy_mao said: @mylen.ploa do you plan on continuing to work on this mod? Was on holiday, there shouldn't be anything that needs to be updated for latest 1.10 patch afaik. I'm reading the dev diaries for 1.11, probably will need an update when it comes out. Seeing the large balance changes pending out I'm a bit wary of the number of changes that would be needed longer term due to how long a campaign is already. Might aim for specific patch versions only in the future and not try and update for every official patch. Edited January 10 by mylen.ploa 1
Captain Boat Fucker Posted March 13 Posted March 13 Not sure if it is still functional seems like it works(?) Im going to keep playing and see if im crashing because of the update.
Mee&Mee Posted March 16 Posted March 16 is there any file that I can changed to make all women naked on the game? I trait modifying some portrait files but with no success
Captain Boat Fucker Posted March 17 Posted March 17 (edited) Some things I noted down after playing for a bit. The marriage union is real funky sometimes it will create one and disbands it right away and im not sure why and god forbid your leader dies and now you get the left union x times the amount of vassals you have. Having a hard time using the fascinare character interaction as it would often say "no characters possible to fascinare" even when i can look in the court and see woman. and when i did convert the ruler I am unsure if the ai is even trying to convert before they get kicked out. Lastly im not sure how you start a sponsorship on another nation maybe im not far enough but as of now there is no way for me to get that going sadly. So at the moment the only thing I can do is put some coloniae downs in foreign nations but it takes so long to do that the ai gets rid of them by mass urbanizing the shit out of their country which i found to be really funny. Edit anyone else knows how to make the coloniae make more money especially in AI market because they dont make money they just dont hire so they end up just being built and sitting there. Edited April 5 by Captain Boat Fucker 1
Felx4321 Posted March 17 Posted March 17 I also have that marriage Union problem which is relay anoing. as for the Facinare interface I recently fond out that it will say that no characters possebel to fascinare untillyou have enough spy natwork to fascinare one witch is anoingly misleding ui desing.
whateverdontcare Posted March 18 Posted March 18 On 3/16/2026 at 10:10 AM, Mee&Mee said: is there any file that I can changed to make all women naked on the game? I trait modifying some portrait files but with no success I made a mod for that a while ago but it was on release I haven't checked if it's still working. Would at least guide you in how to modify the files yourself 1
Mee&Mee Posted March 20 Posted March 20 (edited) On 3/18/2026 at 11:41 AM, whateverdontcare said: I made a mod for that a while ago but it was on release I haven't checked if it's still working. Would at least guide you in how to modify the files yourself Thanks for the answer and this mod, but, I put it on the mod folder and after running the game there is nothing called like that, I am using only 8 mods, so, it would not be that hard to find it..., there is great change I am doing something wrong too... P.S. Okay so to make it work I had to add a *.png on both the hidden folder and main folder, and once inside if you play with castilla the queen will still have clothes, the other women will keep wearing cloaks... Edited March 20 by Mee&Mee
Felx4321 Posted May 10 Posted May 10 It seems like the 1.2 update broke the parliament estate acions a bit. The only options appear to be tax relief and granting privileges 1
mylen.ploa Posted June 4 Author Posted June 4 (edited) I'm working on an update for 1.3. There's a branch up on the gitlab repo if anyone wants early access but it's not finished yet. Quote I also have that marriage Union problem which is relay anoing. a Marriage Union is hardcoded by the engine, can't fix it via modding. Just disable the notification in game. Edited June 4 by mylen.ploa
mylen.ploa Posted June 5 Author Posted June 5 On 5/10/2026 at 5:07 AM, Felx4321 said: It seems like the 1.2 update broke the parliament estate acions a bit. The only options appear to be tax relief and granting privileges Seems to work fine in the version I am testing with 1.3. Might have been a base game issue. It is randomly chosen based on RNG.
mylen.ploa Posted June 5 Author Posted June 5 (edited) On 3/18/2026 at 1:41 PM, whateverdontcare said: I made a mod for that a while ago but it was on release I haven't checked if it's still working. Would at least guide you in how to modify the files yourself I've managed to get it working in a way that can be controlled by scripts, so if someone wants to create an interaction framework that can be done now. Since there's no character flags have to use character traits. For now the control is done via a game rule under the Flavor tab at game start. Unfortunately the event window would need to be modded to show character full portraits. Unsure if there already is a modded one somewhere. Either way the initial release for 1.3.0 is out. Let me know if there are any bugs. New game recommended. Edited June 5 by mylen.ploa
Tebix Posted June 6 Posted June 6 Hi I am currently trying the mod and the changes to food are totally unbalanced, the majority of areas have a very large food deficit which also results in a lack of armies because they can't sustain themselves and starve which results in a very static map. the game is simply currently not balance around such scarce food. I guess it isn't as obvious when you are playing in Western Europe or East Asia where you have plenty of food RGOs, but Ukraine and eastern Hungary are absolute food deserts and Theodoros province starts out with a food deficit of -70 for bearly any pop.
mylen.ploa Posted June 6 Author Posted June 6 (edited) 4 hours ago, Tebix said: Hi I am currently trying the mod and the changes to food are totally unbalanced, the majority of areas have a very large food deficit which also results in a lack of armies because they can't sustain themselves and starve which results in a very static map. the game is simply currently not balance around such scarce food. I guess it isn't as obvious when you are playing in Western Europe or East Asia where you have plenty of food RGOs, but Ukraine and eastern Hungary are absolute food deserts and Theodoros province starts out with a food deficit of -70 for bearly any pop. Hello. Thanks for the report. I noticed this issue myself as well and investigated further. The increase in food demand isn't the main factor for the lack of food. It's due to an issue with underlying game engine bug with food stockpiles. Specifically, the game treats negative food stockpile growth, which is different from net food production, as provinces lacking food even though the food stockpile itself has plenty of food. I have included a fix for the issue in the latest version I just uploaded by cutting max food stockpile effects from buildings across the board until Paradox ever addresses the base game engine issue. New Food situation at start of game with latest patch it's mostly green now. There are some areas with a small food deficit but I saw plenty of food RGOs and/or farm buildings that could be expanded. The increase in demand should mean that production and selling food is viable and food matters much more. FYI you do not need a food RGO to expand food production. Fishing, Farming, and Forest Village will all increase food production (forest is best in non food RGO, Farming is best in Food RGO). Coloniae also produces fruit. In addition unemployed peasants (per 1,000) all produce 0.8 food and consume 0.5 food which is a net 0.3 food, and this can be adjusted with modifiers. Food supply problem for military is a base 1.3 problem that has been reported elsewhere on the forums. I personally have not seen the issue in my game so far (make sure to have purchase food slider set to max) but YMMV. For Constantinople it's not the number of pop that drives food demand but the composition of pops. As you can see the peasants do produce quite a bit of food (even with the penalty from Megapolis, I reduced the penalty from vanilla) but the increased noble/burgher/cleric demand now means there is a net negative food. This is a good thing as it means that there is demand for rural food products. You have a Wheat RGO location in the province that also has Farming Villages available. Nearby Nikomedia has pops and Irrigation, or Hellespotos has tons of provinces with irrigation available too to build into a breadbasket. Specifically if you want advice for Byzantine: make a few large vassals to reduce court costs should allow you to build up 1-2 provinces with plenty of income as court/stability costs will be minimized. Don't invest into court until after earthquake. No need to print money (inflation can be at -0.05). You can create custom vassal from the Bulgarian locations and then cede them your core territory. The gold mine isn't that great to hold onto early game due to lack of control. For Ottomans either wait for their levies to die from a coalition war or if you RNG'd Heavy Cavalry as your starting army you should be able to crush them. Make sure to fabricate a CB though as no-CB will kill you due to high war exhaustion. If you RNG'd archers or infantry just disband them, they suck. I'm starting a new game and will observe and adjust as needed. Thanks for your feedback and please continue sending feedback. Edited June 6 by mylen.ploa
mylen.ploa Posted June 6 Author Posted June 6 (edited) If you do not like the food rework, I have added a new game rule that reverts it more or less (can't 100% revert it but it'll add global modifiers that basically revert it) in 0.7.3 Edit: 0.7.3 is now live. Ironically Byzantium is actually more negative in food since peasants are once again net negative in food production Edited June 6 by mylen.ploa
mylen.ploa Posted June 9 Author Posted June 9 Patch for 1.3.2 is up, I didn't get time to really test it though so let me know if there are any issues. Some rebalancing, Fascinare made easier, new building. Workaround for civil war problem. 1
mylen.ploa Posted June 10 Author Posted June 10 Fixed issue with civil war script I hope, sorry for the bug. Long day at work.
mylen.ploa Posted Tuesday at 05:30 AM Author Posted Tuesday at 05:30 AM (edited) Little preview of new units. I don't have a savegame past Age 3 however to test later units if they work properly or not. Also no custom art for the initial release. They are intended as special forces units, there will be a unit limit (currently set to 10% of required pop but might be adjusted) Other upcoming changes: Sacrificium redesigned to be a completely different playstyle (also in future it will have unique ability to drain religious influence from characters) Protestas Non Trasnfunde moved to Age 3, swapped with Sacredos, mostly because of how long it takes to even get to Age 4. Note due to how the game works where it caches the tech tree at game start, this requires a new game to work properly. Existing saves you would technically need to wait to Age 4 to get either reform. Initial attempt to fix court member pruning of bad characters script. Still not fully working but I'm not sure why. The base game now generates a significant more number of characters. Various other small fixes. Changes for some modifiers to more relevant modifiers in 1.3. Changed some modifier scales in 1.3 to better reflect 1.3 game balance (eg lowered Compeditae Maintenance effect due to base game now being much harder to convert). Edited Tuesday at 05:38 AM by mylen.ploa 2
haewyr Posted Wednesday at 07:33 PM Posted Wednesday at 07:33 PM (edited) Love this mod, thanks a lot for the work ! New units could bring good flavor, definitly up for this Couples of quick remarks regarding balance and the paelex status, i'm not sure the push toward centralization is needed or it's too strong. Feels like lots of subjects + decentralization could be an appropriate strategy and/or meta depending on the game patch. On the current 0.7.4.3 mod patch, a few paelex and you already have no choice but to be centralized. Maybe a solution could be a new tenet that let you choose between the two Looks like the "Become Keeper of Souls" interaction doesnt work for country in union at the beginning of the game (sweden, naples, novgorod, moscow, denmark, brandeburg for example) Just an observation, do as you feel. I'll keep using your mod anyway Edited Wednesday at 08:22 PM by haewyr 1
mylen.ploa Posted Wednesday at 08:43 PM Author Posted Wednesday at 08:43 PM (edited) 2 hours ago, haewyr said: Love this mod, thanks a lot for the work ! New units could bring good flavor, definitly up for this Couples of quick remarks regarding balance and the paelex status, i'm not sure the push toward centralization is needed or it's too strong. Feels like lots of subjects + decentralization could be an appropriate strategy and/or meta depending on the game patch. On the current 0.7.4.3 mod patch, a few paelex and you already have no choice but to be centralized. Maybe a solution could be a new tenet that let you choose between the two Looks like the "Become Keeper of Souls" interaction doesnt work for country in union at the beginning of the game (sweden, naples, novgorod, moscow, denmark, brandeburg for example) Just an observation, do as you feel. I'll keep using your mod anyway For point 1: That's weird because for me the Paelex bonus per Paelex is lower than the push to decentralization from vassals... What vassal type are you using? I know Paradox added some new types that push to decentralization less. I'm at full decentralized right now in my game. The main design for the mod is in fact to allow decentralized play. The intention of the Pealex buff is to still allow those trying to go centralized to do so since the mod kind is balanced around you having many vassals for religious influence. Each vassal provides you religious influence which you use on rite of renewal, coloniae, baliscica, and other interactions. Otherwise players trying to go centralized will find it impossible to. At least that is the intention. It's coded to be slightly lower than the default vassal decentralization rate. For point 2: Countries in unions cause problems because I currently don't have something that prevents the AI from having your player character unconvert from the many many different random events that can trigger it, or the parliament issue, or many other ways, without introducing lots of potential conflicts to the mod with other mods folks might want to use (or even just vanilla updates). This causes many systems from breaking. It's a known issue with no good fix. Although I could possibly force the player to lose the union... You could always just annex your union partner before converting, just a slightly later start. Or in debug mode do ~ -> annex [TAG] (no achievements for debug mode) Edited Wednesday at 10:22 PM by mylen.ploa 1
mylen.ploa Posted Wednesday at 08:46 PM Author Posted Wednesday at 08:46 PM (edited) Edit: alright after like 50 renders and some photoshop the infiltrator does work correctly in game. Don't think it was as playful as the old one but I can't reproduce it in local AI so... Edited Wednesday at 10:14 PM by mylen.ploa
ayy_mao Posted yesterday at 05:24 AM Posted yesterday at 05:24 AM @mylen.ploa I'm liking the update, fantastic work. One thing I'm missing though is the Fascinare interaction. Did this get removed, or is there a new requirement that I don't know of?
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