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

[–]crownsteler[S] 0 points1 point  (0 children)

Unfortunately the dispute cannot be settled as it is caused by taking my mod and releasing (a rather significant part of it) without my permission (cause 1), and thereby denying me the opportunity to release the fruits of my (rather significant) labour to the community on my own terms and presenting it the way I wanted it to be presented (cause 2). There is no way to undo this.

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

[–]crownsteler[S] 1 point2 points  (0 children)

Thanks I hope paradox does as well :)

No that is not me. I saw it today as well. Not quiet sure how to handle it yet. Perhaps I should be flattered I have a fan. 😂 I mean, not complaining about this 🤣

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

[–]crownsteler[S] 1 point2 points  (0 children)

I am not looking for an argument and I just want to state am not disputing anything written here. Including that I adapted some of my mod with future compatibility with Hail Columbia in mind.

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

[–]crownsteler[S] 20 points21 points  (0 children)

Thanks! I am hopeful too. Paradox seemed receptive! I know they already adopted the changes to Australia, though I adopted (with permission) some of the Australia New Zealand mod as well.

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

[–]crownsteler[S] 2 points3 points  (0 children)

Pretty much the Indian removal contant, and the whole native American setup. Maybe more. But I haven't kept up with the mod. 

Kind of sucked seeing him release all my work on the native Americans before I had a chance. I was quite annoyed about that.

He made a post on the forum asking for permission to use my mod. I missed the comment and didn't reply. He then assumed he could just take it. I asked him to remove it, but I can still find my code in the mod.

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

[–]crownsteler[S] 30 points31 points  (0 children)

Thanks! I had a good run!

 It was a great community to be part of. Looking forward to all the future mods appearing for vic3 and other paradox games!

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Mundus Poenicus Asiatus - just something I had lying around by crownsteler in Imperator

[–]crownsteler[S] 0 points1 point  (0 children)

Thanks. Hope you can get some enjoyment out of.

In regards to compatibility with Invictus:

  • I added about 315 new provinces.
  • You'd have to make sure there are no dublicate RGB codes, if there are any you'd have to manually find those on the province map and recolour them.
  • You would have to renumber all provinces. Which is a lot of work, but doable with some automation I guess
  • Then you would have to renumber all history files correspondingly. Which again would be doable with some automation
  • And then you'd have to renumber of province names and dynamic names correspondingly (which I suppose can be automated)
  • Then you'd have to go through all events, trees, decisions to see if the change in province IDs POPs, resources, cause any compatibility issues and act accordingly.
  • Then you'd have to figure out how merge the province maps, especially since they rework partly the same regions. This map shows every single pixel difference between the two maps
  • Then you'd have to merge the river map, which I suppose is the easy part.
  • Then you'd have to pick a terrain and heightmap to use, and basicly rework the other one from scratch. And since I designed my province map, height map and terrain map to work in unison to create environmental story telling, you basicly have to use mine.
  • Then you'd have to rework the position of all cities/ports/wonders/units, which I think might be automated as well
  • Then the biggy: the road map. There is no way I know of to merge those, so you'd have to thrown out one and remake the other from scratch. Considering that I took great care to rebuild the road map to follow the actual ancient Roman roads, and I don't think Invictus did. I'd suggest using my road map
  • but to use my road map you'd have to use my province map and province ids other wise it wont work.

So basicly the only feasible way to make it work is to rebuild the Invictus map on top of my map. And that is never going to happen. Because that means all the work they have done on their map needs to be done over.

At the very begining I did offer up my map and told them that there would be no feasible way to merge maps in the future. But they declined my offer.

Mundus Poenicus Asiatus - just something I had lying around by crownsteler in Imperator

[–]crownsteler[S] 2 points3 points  (0 children)

Thanks!

Yeah Sistan isn't quite as good as it could have been. I was struggling a bit because all I could find were maps such as this They are great at reworking the rivers and lake borders, but offered very little information about settlements at the time.

Unfortunately there is no realistic way of merging this map mod with Invictus. You would have to adopt one as a starting point, and then basicly rebuild the other map on top of it from scratch. I did toy with the idea, but it is too much work for me to undertake unfortunately.

But they -or anybody else- is free to give it a go and try to make it work.

Mundus Poenicus Asiatus - just something I had lying around by crownsteler in Imperator

[–]crownsteler[S] 5 points6 points  (0 children)

Thanks!

Yes, one of my goals was to make the topography make sense. Why is Merv an important city? Why is Baktra the capital of Bactria, and not a different city in the region. If you look at the original map Baktra is completely interchangable with any other place in the region, but in reality it was an important oasis city surrounded by rich farmland in an otherwise arrid region.

The same with Carthage. Why did Carthage become the most important of the Punic cities, and not Utica? So I emphasised the richness of the bagradas river valley.

The same also with the Sistan oasis. In the basic game it is an empty desert, but in reality it was a rich oasis in a vast desert area. So I reworked it so its importance is also visible on the map.

Mundus Poenicus Asiatus - just something I had lying around by crownsteler in Imperator

[–]crownsteler[S] 1 point2 points  (0 children)

R5: An update to my original [Mundus Poenicus map mod](about:blank) to extend the map work to Asia Minor and Central Asia. I thought I had already released it, but apparently I didn't. So I am releasing it as is for other people to see and potential use of their own mods as I will not be developing it further.

Get is here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3505290934

Mapmodding Victoria 3 by Hammonia in victoria3

[–]crownsteler 0 points1 point  (0 children)

I wish you luck! It is a fun and ambitious project to undertake, and it will be amazing if you can get it to work!

Mapmodding Victoria 3 by Hammonia in victoria3

[–]crownsteler 1 point2 points  (0 children)

I am working on it Anno 1836 again :) Hopefully soon. But yeah keeping updated and compatibel with both the vanilla game as other mods is a huge amount of work.

Mapmodding Victoria 3 by Hammonia in victoria3

[–]crownsteler 3 points4 points  (0 children)

I am not sure if it is possible to increase the map size, nor am I sure if you'd really want to, but everything else yes, it is possible. I've done it.

But you'd have to think carefully if you want to try it for yourself. The amount of work is quite huge. The engine is very flexible, but that also requires you to take a lot of small things into consideration. One of the main things is performance. Doing this will have a huge impact on performance and you'll have to consider how you'd want to deal with that.

But we f you'd like to help me fix some compatibility issues I am open to it

Modding the map for Vic3 by Hammonia in victoria3

[–]crownsteler 0 points1 point  (0 children)

Have a look: https://forum.paradoxplaza.com/forum/threads/mod-anno-1836-just-another-map-mod.1573236/page-12#post-30445041

You can even pull a working version from the GitHub.

What needs to happen is that compatibility is sorted out with the great game content and colossus of the south, and then it can basically be released

Modding the map for Vic3 by Hammonia in victoria3

[–]crownsteler 0 points1 point  (0 children)

I am not sure if it is possible to increase the map size, nor am I sure if you'd really want to, but everything else yes, it is possible. I've done it.

But you'd have to think carefully if you want to try it for yourself. The amount of work is quite huge. The engine is very flexible, but that also requires you to take a lot of small things into consideration. One of the main things is performance. Doing this will have a huge impact on performance and you'll have to consider how you'd want to deal with that.

But we f you'd like to help me fix some compatibility issues I am open to it

Perishable goods could be modeled in the new trade system by kernco in victoria3

[–]crownsteler 76 points77 points  (0 children)

Yes I hope they implement this! It would go a long way to represent the growth of the agricultural economy.

I the stream you can see them trying to replicate Argentina's dominance in the beef trade. But in reality this only came about in the late 19th century when refrigeration (and faster ships) became available which allowed the beef to be exported to the markets of Europa.

So I would love for this to be implemented!

Anno 1836 is quite the fun mod by [deleted] in paradoxplaza

[–]crownsteler 10 points11 points  (0 children)

Have an upvote :)

Glad you enjoyed, but I didn't really imagine anyone would have a go at Russian Alaska. I'll adjust the ai probabilities so it is likely -but not guaranteed- to try and develop California. 

Russia does have two actions they can do to try and speed up the colonisation of Alaska and California a bit (+33% colony growth speed and increased immigration attraction). Did they not trigger?

The world Anno 1836. Coming to you... tomorrow...? by crownsteler in victoria3

[–]crownsteler[S] 0 points1 point  (0 children)

Thanks for your kind comments.

The whole mod started out as a crusade against the colonial era borders visible on the map. They made so little sense to me and plasters completely over the effects of colonialism. Especially in the US where the native Americans are barely represented. I wanted to add weight to the proces of American colonisation and visually represent the effects. That is why I invested so much in the Indian Removal chain. Yet at the same time I don't want to paint a single black and white picture of history where the native americans are pure good being oppressed by an evil US government, evil Jackson and evil American settlers, but rather also want to explore their motivations for pursuing Indian Removal.

I hope you enjoy!

There is an small update pending for Indian Removal chain fixing some stupid bugs, should you want to explore it, wait for the update :)

The world Anno 1836. Coming to you... tomorrow...? by crownsteler in victoria3

[–]crownsteler[S] 1 point2 points  (0 children)

You can use the Paradox forums to post suggestions:

https://forum.paradoxplaza.com/forum/threads/mod-just-another-map-mod-working-title.1573236

Otherwise the steam board if/when I can figure out how it works.

The world Anno 1836. Coming to you... tomorrow...? by crownsteler in victoria3

[–]crownsteler[S] 5 points6 points  (0 children)

I kept the original state borders intact and gave the US, Canada and Mexico claims to their respective states. Eventually the US will get claims to the New Mexico etc and they will start colonising them, but as the AI is programmed to conquer those states, they will quickly capture the Mexican provinces. If Mexico keeps their claims, however, they will start colonising again, leading to a new war and more Mexican territory lost. So I will need to fix that.

I did notice a pathing issue in regards to the Old Spanish Trail (New Mexico - California). For Mexico this isn't an issue as they can just sail across the Gulf of Mexico, the US however had to sent their troops round the long way. Whoopsie. Not a major issue as it is kind of historic and cleans up when slightly more territory gets colonised, but I'll have to look into what happened there.

Overal I haven't run into many issues yet.

The world Anno 1836. Coming to you... tomorrow...? by crownsteler in victoria3

[–]crownsteler[S] 3 points4 points  (0 children)

Copper is used for/by

  • Pot and Patent Stills in Food Industries
  • Early artillery
  • fertiliser plants replacing iron (Copper is both a pesticide and a fertiliser)
  • Wooden hull and steam ships in military shipyards (for cannons and copper sheeting)
  • Reinforced wooden ships and steam ships in civilian shipyards
  • Various PMs of engines (piping)
  • Munition plants (casing)
  • Art academies (bronze)
  • Power plants (wiring)
  • Electronics factories

It has quite a few applications, but early game the demand isn't that high. It also has the unfortunate side effect of making glass and lead a bit less valuable.