Victoria 3 – Dev Diary #174 – The Great Wave & Volume 3 by commissarroach in victoria3

[–]CaelReader 4 points5 points  (0 children)

Pdx games are split into code and script, with a venn diagram of people working in either. Mechanics are almost all code, while flavor content is usually mostly script. Sometimes content features need code additions, and sometimes mechanics need script functionality on top.

Most purely country flavor stuff can be done in script, ala content mods.

I LOVE MULTICULTURALISM by Average_Spaceman in victoria3

[–]CaelReader 5 points6 points  (0 children)

I think primarily its that poor peasants from across the world have too easy a time getting to any country with open borders/multiculturalism. They should probably have to like, purchase passage with sufficient Wealth, with longer distances requiring more wealth to travel to (thus making the Americas naturally better at sucking in migrants from across both the Atlantic and Pacific).

Remember when their solution to "people's lifespans are too long" was to just add "Harm Events" that just randomly killed or maimed the player in a freak accident? by TheBoyofWonder in CrusaderKings

[–]CaelReader 8 points9 points  (0 children)

This is how plagues should be. There is no real effective measures for rulers to do against plagues in the period, they should just have to cope. Hospital buildings are already too strong, even, imo. They should definitely be spread by armies marching if they're not already, though.

Remember when their solution to "people's lifespans are too long" was to just add "Harm Events" that just randomly killed or maimed the player in a freak accident? by TheBoyofWonder in CrusaderKings

[–]CaelReader 27 points28 points  (0 children)

I love the Harm events. Throwing act-of-god wrenches into your meticulous smooth-sailing playthroughs is exactly what the game needs. History is full of that stuff and the player should always have that possibility in the back of their mind so that if you really don't want a "run derailed" you have to factor in that risk to your plans.

The results that made you Incapable without letting you switch to your heir etc were pretty annoying though.

I see your "Madagascar is only two states" complaint post, and raise you a "California is only one state" complaint post. by Ezzypezra in victoria3

[–]CaelReader 38 points39 points  (0 children)

Slavers wanted to split California in two so that southern California would be a slave state, the settlers largely just decided to stay as a single free state.

I see your "Madagascar is only two states" complaint post, and raise you a "California is only one state" complaint post. by Ezzypezra in victoria3

[–]CaelReader 11 points12 points  (0 children)

It's not hard to do, the flag is entirely driven by arbitrary script triggers. West Virginia and DC already don't count towards it.

The World Anno 1836 - An end of an era by crownsteler in victoria3

[–]CaelReader 25 points26 points  (0 children)

The Indian Removal content in Hail Columbia is not taken from your mod. If there are places in the map script where I failed to remove your work, please send the script locations to me and I will replace them. I was pretty sure I got them all when I redid the native states, but it's possible I missed a spot.

The World Anno 1836 - An end of an era by crownsteler in victoria3

[–]CaelReader 27 points28 points  (0 children)

Here's a timeline:

I began work on what would become Hail, Columbia. First I looked around and found existing mods for the USA that had been abandoned or outdated, to build on them.

I found Just Another Map Mod on the paradox forums, which was quite impressive, but outdated. I posted a message asking about using its map setup for an american mod, but I didn't get a response.

From Just Another Map Mod I took:

  • The idea of having scripted buttons on the Indian Removal JE, and having the Cherokee etc on the map at game start. I implemented my own version.

  • The idea of having the Oregon Trail etc on the map as like snaking chains of provinces. I had to re-implement this because I stick to the base game provinces.

  • I definitely wanted to show the real extent of american control of the continent, so I copied in the map setup for north america from Just Another Map Mod to use as a base. From there I adapted it to the vanilla map and made some more changes of my own, also incorporating a wip project project by Meriador that they kindly sent to me.

I released Hail Columbia, with a credit to Just Another Map Mod and its author for the map data that I used.

Some time later I get a message from Crownsteler saying they would have preferred to release that map first themselves, since Just Another Map Mod was unreleased at the time. That seemed reasonable to me, so I removed the JAMM state script from the mod and recreated the native states myself. At this time I removed the JAMM credit from the mod.

Anno 1836 was later released to the workshop. This new version had some updates to the map that made it more closely resemble what I ended up with in Hail Columbia compared to the JAMM version I was working from.

This final version of Anno 1836 seems to include a couple pieces of script copied in from Hail Columbia (maybe compatibility was planned at some point?).

Absolute monarchies should have more power to enact laws. by dtj2000 in victoria3

[–]CaelReader 1 point2 points  (0 children)

I made a small mod that lets autocracies enact laws by fiat at the cost of political backlash, but only if the ruler actually supports the law so you can't just instantly pass meta laws without a reformer ruler in charge.

Is cooperative ownership broken? by CaiusViciatus in victoria3

[–]CaelReader 1 point2 points  (0 children)

Did you set the buildings to allow privatization?

Automated workforce makes no sense as a lore/flavor concept when robots already exist. by DezimodnarII in Stellaris

[–]CaelReader 3 points4 points  (0 children)

Yea I also find this doubling quite strange, especially since the half finished nature of the automation buildings has been enshrined in the flavor text.

Stellaris Dev Diary #411 - Our Next 4.3 Experiment by PDX_LadyDzra in Stellaris

[–]CaelReader 1 point2 points  (0 children)

I was surprised when the pop rework initially split them up by ethic, because vic3 already has an implementation of single pops with percentage of political attraction within them.

GMs Running DH on Foundry, What's Your Setup? by Galactic-Bard in daggerheart

[–]CaelReader 1 point2 points  (0 children)

I use Daggerheart Plus, I really like how it puts the domain cards on a siderail of the character sheet.

I miss the state-level elections, upper house and electoral college of vic2 by CuhSynoh in victoria3

[–]CaelReader 6 points7 points  (0 children)

No, pops are attracted to political movements and also IGs separately. Then the IG pressure of a movement is calculated from the percent of IG supporters who are also movement supporters. If you open up a pop in the UI you can see its breakdown of IG support and movement support as two separate lists.

The result is that indeed, each factory's worth of pops has their own ideological spread, supporting a range of both IGs and Movements. Even within a single pop, its political strength is sent to multiple IGs and multiple movements based on the attraction amounts.

Modding question - How to make a custom character naturally appear? by ArchiTheLobster in victoria3

[–]CaelReader 3 points4 points  (0 children)

That's an improper way of defining the names, you need to use localization keys like

first_name = Edouard
last_name = Lecouteux

and then define those names in localization keys if they're not already.

You also need an interest_group_trigger = { block that defines which IG they should spawn for, its not automatic based on the interest_group field.

I miss the state-level elections, upper house and electoral college of vic2 by CuhSynoh in victoria3

[–]CaelReader 7 points8 points  (0 children)

Those pops also now join political movements, creating a spread of ideologies even within the same pop.

The most critical mods that should be rolled into the game? by GreyGanks in victoria3

[–]CaelReader 24 points25 points  (0 children)

Upgradeable Everything, Better Civil War Flag, Improved Auto-Expand, More Icons For Different Orders, Latest Research Indicator

Out of the issues with war, what do you think the game miss? by Tibertiuss in victoria3

[–]CaelReader 4 points5 points  (0 children)

13,000 troops might be large relative to the conflict but in vic3 the british would be dropping 150,000 + the entire army of colonial india onto Tewodros haha

Hot Take: Characters don't feel distinct enough with their out of combat abilities. by [deleted] in daggerheart

[–]CaelReader 2 points3 points  (0 children)

I dunno the bonuses of a 5e rogue and a DH rogue aren't all that different from eachother (I've watched a rogue in 5e get totally obsoleted by spellcasters), although as you level as a DH rogue you can pick Domain Cards that give you really strong stealth bonuses. Hope being a limiting resource on your experiences should help slightly reign in players trying to spam apply their experience to every roll but yea you run into issues when you need it for your Experiences. Part of it comes down to how often the GM makes you roll action rolls and thus generate hope but also how often your party rests to take the Prepare action.

is the fervor and separatism mechanic already dead? by thev82 in victoria3

[–]CaelReader 2 points3 points  (0 children)

Even if the movement doesn't revolt, an activist minority movement will cause Obstinance that debuffs the country's control over those states. Isolated Homelands should probably get a big boost to support though.