Crusader Kings II

Crusader Kings II

Dr Gonzo's AI Republics Mod
37 kommentarer
zorro 19. feb. 2023 kl. 10:50 
Funciona?
Dr Gonzo  [ophavsmand] 8. mar. 2019 kl. 16:28 
Hi, the mod still works with the current version.
TechPower$ 6. mar. 2019 kl. 6:36 
@Dr Gonzo
Is it Compatible with latest patch 3.0?
zlatky 20. nov. 2018 kl. 8:53 
Is this mod active or is it abandoned?
zlatky 15. dec. 2017 kl. 3:36 
Hello! is this mod updated to the latest version of the game / latest DLC?
Kaiser Waffle 18. juli 2017 kl. 6:11 
When your meantioning the historical republics you say Pisa Venice and Genoa What about the Hansa if its destroyed or Amalfi , Ragusa , Ancona , Gotland , Noli, Gaeta , Iceland, Muslim Cordoba, Florence, Siena, Switzerland, and Pskov i did some research all of these republics fall in line with the timeline of CK2 keep in mind some arent merchent republics because they are landlocked but they are still Republic governments which you NEVER see in a regular game i hope you take my suggestion and add a good amount of the ones that I added PM me if you need help with history and locations im a big time history buff.
Dr Gonzo  [ophavsmand] 20. mar. 2017 kl. 15:31 
Yes. Seems to be working fine from my tests. Let me know what you think!
TechPower$ 20. mar. 2017 kl. 8:43 
Is this mod compatible with Monks DLC?
Erbkaiser 14. okt. 2016 kl. 9:10 
This is a really great mod. I love how AI now actually creates republics!
Initial testing seems to indicate the rate is good. In 200 years I saw four republics being created, two of which survived past 50 years.
Dr Gonzo  [ophavsmand] 12. okt. 2016 kl. 13:17 
@SnakePower - No I don't think it will be as that uses a different map.
SnakePower 11. okt. 2016 kl. 16:54 
is this compatible with the Game of Thrones mod?
Dr Gonzo  [ophavsmand] 31. aug. 2016 kl. 17:16 
@Zuberon Actually scratch that I think I can add it into this one too. I'll probably update it tomorrow.
Dr Gonzo  [ophavsmand] 31. aug. 2016 kl. 16:42 
@Zuberon I went and did it anyway. The link for the mod is in the description above.
Dr Gonzo  [ophavsmand] 31. aug. 2016 kl. 15:04 
@Zuberon Yeah I've got the code to do that but it would mean altering realm_decisions.txt which would make the mod need more updates and be incompatible with a lot of other mods. I could put it out as separate mod if you want?
Zuberon 31. aug. 2016 kl. 0:43 
You should also make so that some tribal countries try to become merchant republics depending on their focus. Basically tribal AI rulers with business focus would build markets in their tribes and would choose "Form Merchant Republic" once that option opens.
Dr Gonzo  [ophavsmand] 22. aug. 2016 kl. 13:58 
@wsioux10 I can't say 100% as I don't know the CK+ mod all that well, but I think it should be. The mod doesn't edit any vanilla files so unless CK+ is doing something really crazy behind the scenes (e.g. d_venice not existing at all) then it should work fine.
toyevoye 21. aug. 2016 kl. 22:20 
@Dr Gonzo is this ck2+ compatible?
Dr Gonzo  [ophavsmand] 17. juli 2016 kl. 13:08 
@zlatky - so long as you're not going for achievements you should be good. The mod should definitely be save game compatible.
zlatky 17. juli 2016 kl. 13:04 
@ Dr Gonzo: Will do so mate, but not any time soon I'm afraid, due to the fact that I'm in the middle of my current *long* campaign!...Oh, well!... :-/
Dr Gonzo  [ophavsmand] 17. juli 2016 kl. 12:27 
@zlatky I'd say yes, in theory, but I've never tested. If it works for you please let me know!
zlatky 17. juli 2016 kl. 12:18 
Is this mod HIP-compatible?
tic 9. juli 2016 kl. 19:44 
@Dr Gonzo You can check this pretty easily, in many cases. Click on HaelWulf's name to see his profile, click Games on the right-hand side, and you'll see that he has CK2 with a respectable thousand hours into it. Two seconds, confirmed. It's a nice, easy way to not help pirates, while also not penalising people with legitimate Workshop issues.
Dr Gonzo  [ophavsmand] 9. juli 2016 kl. 8:29 
Ah well I would rather more people be able to play than worry about people torrenting the base game. I'll leave that to Paradox.
Zach205 8. juli 2016 kl. 16:55 
I understand wanting a direct download, as someone who had steam workshop not installing ck2 mods for months.
Venser's Prodigy 8. juli 2016 kl. 13:33 
@Dr Gonzo Ari suspects that Hael torrented CK2 and is trying to get mods for it, since you need to own the game to get mods from the paradox forums or steam workshop.
Dr Gonzo  [ophavsmand] 8. juli 2016 kl. 11:35 
I'm not sure what you mean Ari.
Arishok 8. juli 2016 kl. 9:13 
Don't put outside steam. They just want to torrent it.
Dr Gonzo  [ophavsmand] 5. juli 2016 kl. 13:08 
NotColeslaw 4. juli 2016 kl. 7:54 
@Dr Gonzo Thanks, mod looks great!
Dr Gonzo  [ophavsmand] 4. juli 2016 kl. 4:46 
@HaelWulf Not right but now but I'll see what I cam sort out.
NotColeslaw 3. juli 2016 kl. 22:34 
I hate to be this guy, but do you have a direct download? like a dropbox?
Chris1996 3. juli 2016 kl. 17:44 
I am gonna check this mod out ;o
Kettle 3. juli 2016 kl. 12:47 
lol. I never have this issue in my games. But ive downloaded it just incase this starts to occure xD
SloganLogan 2. juli 2016 kl. 20:01 
Okay, thank you for responding. :)
Dr Gonzo  [ophavsmand] 2. juli 2016 kl. 16:38 
@logan.monk There's a value in the file defines.lua file TRADE_POST_COST_INC_DIST = 0.003 which is the multiplier that is applied to the cost of building trade posts further away. Increasing that would probably do what you wanted to an extent. I'm not sure whether it would = more player fun though as it could hurt the balance a bit. Either way, I don't really want to do it as part of this mod for now as editing defines.lua would make it much less widely compatible with other mods. If you download Notepad++ you could make the change yourself without much trouble - just don't do it in normal notepad or it will crash the game.
ProphetSteve 2. juli 2016 kl. 13:00 
Fantastic. I really enjoy mods that keep the game fresh and constantly renewing.
SloganLogan 2. juli 2016 kl. 10:45 
Thanks for this, merchant republic would almost always go extinct in my games. I know this is not what your mod is for, but do you thinks theres any way to make republics stay more around their area? I often face the annoyance that when I'm trying to make a glorious merchant republic in the adriatic sea, the other merchant lords will put trade posts in tunis, constantinople, or somewhere else random in the meddertrainian.