Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Mos Maiorum v1.5
183 Comments
Canute VII  [author] 14 Sep @ 12:59pm 
Hey, thanks, glad you like it so far. The current system wouldn't make sense for the faction leaders for several reasons, the main ones being that besides "reputation" there's also "loyalty", which doesn't fit a leader (loyalty to himself?), and some actions also don't fit (e.g. send the leader to the family estate?). So something special for the leader is needed, which I had some ideas about, but left them out due to fear of complexity when I introduced the reputation/loyalty system. I'm still weighting options though if and what to do with leaders. Maybe in some future update, we'll see.
Mourdeeb 13 Sep @ 8:26pm 
Hello! Love the mod!
Is it possible to allow the Faction Leaders to have/gain Reputation?
Currently you can send Generals to their family estate to hopefully gain a positive attribute, however, it requires Reputation, which the Faction Leader does not have.

You have recreated the game, better than it ever was. Congratulations!
Canute VII  [author] 10 Sep @ 12:09pm 
v1.5 has been released - please see patchnotes for details
Canute VII  [author] 6 Aug @ 1:39pm 
@markdeakin14: alright, found the issue. For vanilla faction groups I had been loading the society skill tree twice whena version of the classical world mod was active. Fixed in v1.4.24. Thx!
Canute VII  [author] 4 Aug @ 5:53am 
Yes, that's how you should do it. I was just wondering if that could be a possible cause of the dublication.
markdeakin14 4 Aug @ 5:12am 
No, I guessed that having both active might trigger conflicts so I deactivated it.
Canute VII  [author] 3 Aug @ 10:07pm 
Could it be that you have CW9 still activated in the mod menu?
markdeakin14 3 Aug @ 4:23pm 
I'm playing CW10, I've got your mod and KWs buildings mod and that's it?
Canute VII  [author] 3 Aug @ 1:24pm 
Do you play in some modded scenario, maybe?
markdeakin14 3 Aug @ 12:59pm 
It's both. The society skill tree is duplicated and I get the morale penalty whenever I log in. Cheers, I'll try that.
Canute VII  [author] 3 Aug @ 7:44am 
@markdeakin14: do you mean the "society skill tree" or maybe rather the circular bubble on top of the screen that pops up when you do a "reform" (i.e. adopt a skill from the society skill tree)?

If it's the bubble try to open the console with F2 and enter:

for i=0, 70 do
getplayerfaction():cleareffect("ReformEffect" .. i);
end;
markdeakin14 3 Aug @ 3:22am 
Discovered a slight error. For some reason, after some time in game the society tab duplicates and then if I quit, I get the morale penalty twice.
Canute VII  [author] 16 Jul @ 11:00am 
I have now already added compatibility with CW10 in v1.4.23 !
Canute VII  [author] 14 Jul @ 2:29am 
Yes, I'll add compatibility for CW10 ! I'm a bit busy at the moment, but I'll have some free time for that next week.
ellie 13 Jul @ 11:57pm 
Will this be made compatible with CW10? Thank you for the work you do keeping this franchise alive! You're a legend :)
Canute VII  [author] 23 Jun @ 8:18am 
Thanks for the feedback - I'll review skill cost for the next update in v1.5
Alpha4321 23 Jun @ 1:35am 
Very good mod
The only thing (for me) to change is the skill point tree because you start whit a lot point in the social tree making the first point at the start very hard to obtain
Canute VII  [author] 22 Apr @ 2:28pm 
Update: the issue with the "invalid faction" error when starting in a vanilla scenario has been fixed in v.1.4.15
Canute VII  [author] 21 Apr @ 10:29pm 
Note: there's a "invalid faction" bug when starting in the vanilla unification scenario. I'm still investigating, bear with me. Starting a game in ASD mod works fine, though.
Canute VII  [author] 18 Apr @ 2:11am 
Note: in patches 1.4.10-1.4.12 I have made an effort to improve the "politics" mechanic, i.e. it's readability in the gui and especially it's balancing. Also fixed a couple of silly bugs :steamfacepalm: Please let me know if something still needs my attention and improvement! :steamthumbsup:
Canute VII  [author] 9 Apr @ 1:38pm 
First you could increase the population of your city to 12 to have a meaningful base value of skill research (select the city, then in the console do getselected():incpop() a few times). Mix into this a library upgrade (select the city again and in the console do getselected():giveupgrade("library") or getselected():giveupgrade("library2")). You can then also adopt a society skill to get reform effect. Take notes of the effects on your skill point rate in the skill tree window. You can play around with this until you have a good impressions how things work and stack. i hope this helps!
Canute VII  [author] 9 Apr @ 1:38pm 
@Octavius: the Philosophical Schools skills gives a 100% increase on the "normal" reform skill research increase. This gives (10 / number of native cities) skill research, which means if there's 1 city 1000% on the base value. With the Phil.Schools this becomes 2*(10 / number of native cities), so with 1 city this would be 2000%. You can test this, simply start with a one city faction, then give yourself a few skillpoints via console [F2] (getplayerfaction():giveskillpoints(5)).
Octavius 7 Apr @ 11:52am 
Some questions about the stacking of bonuses. We have research bonuses in the Library chain per city, a bonus when Reforming, and a bonus on the bonus of Reforming in the Skill tree, "Philosophical Schools".

How do these stack? For example, if I have 1 city with a base 5 research and a 100% bonus from Library 2, and I am doing a Reform with the Philosophical Schools skill enabled. Do I have 10 research from my city, with 500% bonus from reforms (50 research), and then another 100% of that (100 research)? Or is it 600% research bonus (500% + 100%) so 60 research? Or is even the Library percentage bonus additive, so 700% research of the base 5 (35 research)?
Canute VII  [author] 30 Mar @ 2:49pm 
v1.4 "Upgrades & Officers" uploaded :steamhappy:
Canute VII  [author] 28 Mar @ 12:28am 
Ha ha thanks! I'm glad you're enjoying it :-)
Mourdeeb 27 Mar @ 7:41pm 
How does this only have 4 stars??
Mourdeeb 27 Mar @ 12:42pm 
I saved a bug report to my clipboard, but I cannot find it...lol Nothing apparent happened to the game play that I could see, but it triggered when I captured a city. I'll try to post it when I figure where it went.
Canute VII  [author] 26 Mar @ 12:10am 
@All: Please note that v1.3 is only partially functional in ongoing games and full functionality requires a fresh game start (sorry). If you want to salvage your savegame, I can give instructions how to.

The good news is that now I understand the issue and will be able to avoid it for the new features coming in the next patch.
Mourdeeb 24 Mar @ 9:55pm 
The Modding community is never given enough credit. The developers should be paying you for your services.
Looking forward to any upgrades. You guys rock!
Canute VII  [author] 24 Mar @ 12:07pm 
Hm, I see... I have a couple of mostly civilian units, yes, but military units have not been a focus so far. The reason for this is that MoMa is intended to work with other mods like CW or ASD, which bring their own unit rosters. Unfortunately Heg500 introduces some mechanics and upgrades that make compatibility difficult. But now that you say it I'll review Heg500's units and maybe I'll have an idea how to make it work - not in the near future though. Still thx for bringing this up!
Mourdeeb 24 Mar @ 8:30am 
Hello! Love what you have done here. Yes, the Hegemony 500 mod. brigades. Unless you have a group of units of your own.
Canute VII  [author] 23 Mar @ 11:24pm 
Cheers, Mourdeep! Which units (brigades?) from which mod do you have in mind, specifically? Hegemony 500?
Mourdeeb 23 Mar @ 7:26pm 
Fantastic! If I could just figure out how to get CA_Putt's units in there it would be amazing.
Canute VII  [author] 6 Mar @ 11:53am 
Yotis: alright, you shouldn't see this error again, since I've just uploaded a bug fix :steamthumbsup:
Iakovosian 5 Mar @ 11:37pm 
Hi Yotis! Keep the bug reports coming whenever your notice anything. Canute's been really good at fixing them for us. 😁

Although if you could, there's a 'bugfixes' discussion HERE that's a better place to post these. It's easier to edit and reply to messages than in this comment section. 👍
Yotis 5 Mar @ 8:39pm 
Thanks for the super-fast fix! One more thing—I keep getting spammed with:

"Stack trace:
[string "Resources/Scripts/MoreResilientAI/CreateAIS..."]:182: attempt to index field '?' (a nil value)
Stack trace:
[string "Resources/Scripts/MoreResilientAI/CreateAIS..."]:182
[string "Resources/Scripts/MoreResilientAI/CreateAIS..."]:270
Help us debug this script! Type 'clipboard(history())' to copy everything above into your clipboard so you can send it to a dev!"

But it's not a big deal, and I can just disable ResilientAI on my next run.

Again, thanks a lot for the fast fixes, and apologies for pestering you.
Canute VII  [author] 5 Mar @ 5:29am 
Oh well, in v1.3 I had included the "Carthage" faction group for CW9 because I had the impression it was missing. Now it turns out that - although there are a lot of references in the CW9 files to a Carthage faction group - this actually doesn't exist. I have reverted the change now and the error should be fixed. Thanks for reporting!
Canute VII  [author] 5 Mar @ 4:55am 
Hi, it should be compatible - I'll have to check if I get the same error on my side.
Yotis 5 Mar @ 3:48am 
Hey, is this mod still compatible with CW9? The game is crashing on startup. No worries if it's not—I just didn't know if it's on my end or not. The error is "Memory could not be read." I can provide the error code or any other details if needed. Thanks!
Iakovosian 24 Feb @ 3:44pm 
Ahh - it's here!! So much more digging and experimenting to do now... :steamhappy:
Canute VII  [author] 24 Feb @ 2:11pm 
v1.3 "Politics" uploaded :steamhappy:
Canute VII  [author] 12 Jan @ 11:14am 
(1) Since this is a repeat request I have just implemented this for v1.3
(2) This stacks in your own city. There are three levels: (a) 25%, (b) 25%+15%, (c) 25%+15%+10%

(I believe there might be a bug for your capital city, since skill research from this and the skill research modifier from the "empire ascending" thingy might owverwrite each other, I'll have to check)
Iakovosian 12 Jan @ 5:08am 
1) For the 'bilateral skill exchange', please could you show more how it numerically impacts research in that city?
2) If bilateral skill exchanges are agreed from multiple foreign cities all to my same city, do their bonuses stack or overwrite each other?
Canute VII  [author] 10 Jan @ 1:21am 
Slave revolts happen if your Slave-Worker-Ratio is >50%, this is a value that also flows into the authority/corruption statistic and I think you can check it by asking the "council of elders" (I'd have to check if the value is clearly shown there). Once that happens you'll get an alert bubble with a timer (1 week, 2 weeks, not sure right now). You can still turn this around by posting an army in the indicated region (in the talkinghead message it should give you a hint where the revolt is likely to happen). If the army is strong enough in relation to the potential revolters, then they will not revolt. In any case, if they do, an army to fight them comes in handy anyway. Of course you can also try to reduce the slaves, like disbanding them, using the slavery policy, moving them away from the region in risk. (I think it needs some entry to the in-game encyclopedia, I'll check that for next update)
Iakovosian 9 Jan @ 4:06pm 
I've fallen foul of a few nasty slave uprisings recently. Can you give some player advice for me and others without spoiling too much? I'm guessing my decadence has something to do with it also...

I don't think there's an easy way to prevent them (besides maybe just not being decadent), and I don't seem to be alleviating the problem in time either. Granted, this playthrough has been very aggressive so I really do have a lot of slaves...
Canute VII  [author] 14 Dec, 2024 @ 7:01am 
@ALL: I'm currently preparing v1.3 and it should take some time to finish. If there's anything you guys/girls want to have added or changed, be it a feature, be it balance-related, this would be a good time to tell me. Just drop me a line or two. No final guarantees, of course, but at least I can guarantee to think about it!
Canute VII  [author] 7 Dec, 2024 @ 10:05am 
(3) good question, I'm not sure why I did this that way... actually, when looking through the wiki the <buildfactiongroup> is only used for brigades, not for building upgrades. I fear, I just confused this in the necropolis.xnt and might have copied it from somewhere else for mod compatibility- so it's a bug, not a feature.
Canute VII  [author] 7 Dec, 2024 @ 10:05am 
(2) the <requiredattribute> checks for some attribute (e.g. form skills or a local city attribute), the <prereq> imo explicitely checks for another upgrade (ususally of lower level, e.g. sanitation3 checks for sanitation2). So if you want to combine both checks you need both <tags>. You could in principle also set a custom attribute when e.g. sanitation2 is built (via a sleepuntil("built")), e,g "prereq_sanitation2", and then make this the <requiredattribute> vor sanitation3.
Canute VII  [author] 7 Dec, 2024 @ 10:05am 
(1) in the Scripts/ResourceNodes folder there's the SetNoRiverAccessPostLoadInit script, which sets the attribute. There's one loop through all forst, yes. But there's also a sleepuntil("built") repeat loop, seems there either was an issue with forts that had not been built yet when the first loop ran or I just was anxious there mibht be an issue (I don't really remember...)
Iakovosian 6 Dec, 2024 @ 6:56pm 
Another question - I've seen you use <buildfactiongroup> in a building upgrade (e.g. necropolis) - how is that different from <factiongroup> ?