Europa Universalis V

Europa Universalis V

Extended Authority - Forts & Bailiffs
23 条留言
Excel.exe 1 小时以前 
Feels like it should be basegame, forts already propagate a zone of "control" not sure why they didn't have them actually give control. It makes sense too because forts were often the way rulers did propagate control in far off regions
Mistah_X  [作者] 10 小时以前 
Yes it works fine loading up to saves, but removing it could cause problems
Ngale 10 小时以前 
is it save game compatible?
Mistah_X  [作者] 16 小时以前 
ai doesnt do anything specially different but since especially later eras ai build lots of castles anyway, they also benefit from it quite a lot
Fruchtkompot 16 小时以前 
Does the ai and your own auto construction also take the changes also into consideration?
Raven Frostborn 11 月 13 日 下午 1:25 
Thanks for the update! I was playing with the mod last night and it seems to work perfectly, much appreciated man.
Mistah_X  [作者] 11 月 13 日 上午 11:58 
changes are out! i have implemented the mutual exclusuvity and cheaper and more broad bailiffs that now provide lighter modifiers (plus revolt reduction) and can be constructed overseas aswell
Mistah_X  [作者] 11 月 13 日 上午 3:25 
Perfect, ill look into then all after i am free 👍
Urek 11 月 13 日 上午 2:59 
Yes there is. For example the korean gunnery defense in unique_buildings.txt has a land and a coastal version, it uses NOT = { has_building = building_type:korean_gunnery_land_defense } to stop you from building the coastal type if the location already has the land type.

I think making them cheaper and weaker could be good too, but letting them stack is probably going to make it hard to balance. Having the player choose one or the other is also more fun than just letting you minmax by building everything imo.
Mistah_X  [作者] 11 月 13 日 上午 2:45 
bailiffs could also provide unrest reduction as makes sense they are like rural sheriff for that rural province
Mistah_X  [作者] 11 月 13 日 上午 2:42 
Is there a way for game to check so if there s X building you cannot build Y building because for capitals it was easy since there is that capital specific buildings there is that special check

Also for bailiffs instead of making them incomptabile with castles we could turn them into something light and cheap that provides small modifiers for rural regions you dont want to spam castles on? since now castles are new bailiffs and at rural both combined is actually quite powerfull
Urek 11 月 13 日 上午 1:34 
Exactly, the current sea control mechanic only works very locally. The solution with this mod is to just build a castle there of course, but it would be cooler if there was a port type option. To make it balanced have it not stack with bailiffs/castles like you did with the capital, so it's more of choosing which one fits your country best. I'm thinking Coastal Fort for late game cities like you mentioned, and an option for early game rural locations similar to the bailiffs that gives power to burghers instead of nobles like the Cinque Port here https://eu5.paradoxwikis.com/Common_buildings .
Mistah_X  [作者] 11 月 13 日 上午 1:04 
you mean like ports and similar buildings providing local proximity source and control aswell? i could look into that, but i feel like if we add small bonuses to every one of them, things will add up and make control too easy, so we need to find a middle ground, i am thinking maybe late game port upgrades could local proximity to represent the global spanning colonial empires? so you can own small holdings far away with like %50 etc controll, though with late game forts and other two buildings you can easily go beyond that, so it really needs some good suggestion from you guys to keep things balanced
Urek 11 月 13 日 上午 12:50 
Very nice addition, could you perhaps look into making similar changes for sea control focused buildings?
Mistah_X  [作者] 11 月 13 日 上午 12:27 
do leave a credientials for it though
Mistah_X  [作者] 11 月 13 日 上午 12:14 
@Ogima yes you may use it
Mistah_X  [作者] 11 月 13 日 上午 12:12 
I added cathedrals as they now also provide local control, moreover i also fixed the capital proximity source problem, using scripts that you guys suggested would effect game performance so i decided to use

capital_modifier = {
local_proximity_source = - numbers

to basically reverse the bonuses provided by castles on capitals
Ogima 11 月 12 日 下午 10:48 
@Mistah_x - I am the author of Sovereign Realm and I would love to use your mod with your permission of course. I await your reply sir! ;)
Mr Crimes 11 月 12 日 下午 8:34 
I like this idea. Right now it feels like you have no choice but to wait around for better roads before you can expand, this way you can still actually expand and make use of the land but it's limited by the fort cost
Gunteraz 11 月 12 日 下午 3:35 
I like the idea of the mod a lot. The balance has 1 big problem however. The local proximity source modifier stacks with the capital one. So if you have a fort in your capital it increases the capital bonus as well. That will then propagate downstream making a rather substantial alteration to overall balance. I would suggest making sure that capital does not get this bonus from the fort buildings. One way to do it would be some sort of a trigger that checks if there is a fort in the capital and then applies a debuff to local proximity source equal to that of the bonus from the fort.
Thadom570 11 月 12 日 下午 1:28 
\/ oh yeah do cathedrals that makes sense
Nicholas "Nick" Neko Johnston 11 月 11 日 下午 7:35 
Great mod. As a suggestion, you could also add that counting houses or minting offices add +35 local proximity, as they are in cities, and cities have an inherent disadvantage due to bailiffs being available only in the countryside. Also, something of note that could be added is a plain +5.00 control from cathedrals, as they can be built everywhere, and it makes sense — historically, clergy also acted as local administrators for the country, performing the census, as they could read and write.
Maku 11 月 11 日 下午 7:29 
Beautiful mod, thank you!