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-The coalition event never worked as I wanted it to so I will most probably either remove it or change it a little bit in the future.
-When you get the event to protect the Byzantines you have the choice not to do so and simply lose a bit of prestige. However, Splitting the byzantines with the ottomans is something I didn't think of and I will definitely consider how it can be done.
-The ideas, and the mission modifiers you mentioned have been toned down a little bit.
-Development has been reduced a little bit.
-Unfortunately, to change the mission tree I have to basically write it all over again from the start due to how the code works, so I don't really think I'll change it significantly any time soon, I did my best to make it comprehensive enough while also keeping it compact.
Again, thanks a lot for the time you put into trying my humble mod and to write this amazing review. If you have any other suggestions or feedback feel free to comment or even text me.
The level of detail, and effort is incredible for such a small mod.
The story elements get you involved in the nation, without it being a scripted nightmare. The random unique events add good flavour.
I love the government type, the limited terms to balance out the strong rulers make for a fun time, and avoids the classic 6/6/6 eternal rulers of republics, that usually happens.
- The coalition event against venice felt odd to me, or maybe didnt work. As it was only me and genoa that joined, making it a moot point?
- The event to protect the byzantines still happened while i was invading them myself, kinda odd to suddenly end my invasion with near full occupation, just to get a shitty vassal and a war im not ready for. Maybe a path for dividing it with the ottomans? Or make it more clear that invading the byzantines is a no no.
The ideas: Land fire damage and force limit 25% is crazy strong, along with incredible trade buffs and idea+tech cost. There isnt a weakness in these ideas. I dont think you have to really remove anything, just tone down the buffs you get.
Then there are the buffs from missions. I fucking love how many permanent buffs you get, it makes it actually rewarding to do the missions. But some of them need some fine-tuning.
- ''Artistic capital of the east'' giving 7% power cost on top of 2 prestige is crazy strong.
- ''Permanent embassies'' giving diplomats and relations for doing basically nothing is also well past the balanced, and just straight into the stronk.
(Other people have mentioned the development issue)
I would love to see the mission tree be sorted diffrently, there is a lot of scrolling up and down to figure out what i can do, and what i can't do right now. A diffrent layout would be much appreciated so i get a sense of what i can, and cant do.
I could keep going for a while, there is also plenty i havent seen yet.
These comments, nitpicks and stupid remarks are in no way to say this mod is bad. It's fresh off the stove and needs a bit of love and care. But when it gets that, i think you could end up with one of the best single nation mods out there.
Thank you for the incredible effort you have put in, i cant wait to see where this is going. Feel free to call out anything dumb ive said, or hit me up if you want suggestions for balancing out some of the stuff i bitched about.
Basically, The Elysian event triggers when you have 10 colonies in North America of any Byzantine culture.
Now about the disaster, you have 3 options on how to end it: 1. Diplomatic end, by which you re-integrate the rebels through the uncovered missions. 2. You get 100% warscore in a war against the rebels. 3. You wait 15 years and the disaster ends alone. So you didn't do anything wrong, but yeah, my intention was to make the first war so difficult that it would force you to run for the white peace and then follow the diplomatic route.
This is still one of my biggest concerns about the mod, the fact that if you don't end the disaster via diplomacy, you can't complete the missions. I'm still trying to think of a way to remedy this.
Again, thank you a lot for the positive comment and the feedback, it means a lot to me.
My only problem was that disaster, good lord was that a punch in the gut. I was not expecting the heart of my empire to be torn out, and had to keep save scumming to keep the event that drags in all my rivals from joining the war from firing. I would suggest adding something to tell the player "get to a white peace as fast as possible!", because if you go for the 100% war score the disaster ends and you get no way to reintegrate the rebels. Since the missions to do so require you to still be in the disaster. Felt like I made the wrong choice fighting on to completion.