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It also seems a bit weird that the Anthropofagoi have the same culture as the rest of Atlantis, but are still different enough to be considered a pariah state. Maybe they should have their own Scythian-inspired culture, and perhaps some other Atlantean nations could have that culture as well, to break up the monoethnic continent and give them some allies.
Events for ships getting lost around some of thse islands with bad reputations, such as antillia or bermuda, would be interesting, but probably diffilcut to make. Also on the topic of very difficult but interesting would be unique institutions for the new lands, like monastic academia in lemuria or beauracracy in mu.
Forming atlantis forces you to take the new national ideas, which I don't like. I think it should be like any other formable nation, where you get an event to choose whether to take the new or keep your old.
Also, if you're looking for someone to write out the unique national ideas for your countries, I'd be willing to do that, but I'd also need a lot of help, since I wouldn't really know why you picked the ones you did.
The Africa with a giant lake in the center and that lone christian nation would be cool too.
In the very unlikely situation, that you don't know that mod, it is worth a look for some inspiration, especially regarding the Cult of Cthulu, that is really well made in that mod (in my opinion)
The Empire of Cthulhu has very powerful ideas, which are meant to be an reward for conquering a few notable capitals across the world. The initial ideas are meant to be a 'weakened' set so the player has a clear goal.
However, I can prevent the cult from using diplomatic actions and increase their AE along with a automatic CB.
I might re-add the Northwest Passage and island California.
I just don't really want parts of the map taken away, only added.
As for the rest of the Atlantis. As was suggested add more Atlantean cultures so the island doesn't feel so monoteous, and maybe sproosing up the religion. It's a polytheistic religion after all so maybe giving it mechanics simular to hinduism or african tribals.
Also, do you plan on adding more discworld nations some time in the future?
1. Why desert provinces so green? Especially in Lemuria?
2. Talking about Lemuria - it really lacks forests. And if we assume, that it has this dry, hot climat, but not the desert one - then why just not to use savanna and stepess terrains?
3. Talking about terrains - in advansed and higly developed provinces it will be beter to use farmlands sometimes.
4. Talking about development - it is just me, or all this new continents just lacking development in general? Also it distributed too equaly, in my taste - Im talking about India, which has this Gang river effect: highly developed areas on river, poor outside. Its just a lot more realistic and creates more strategic depth.
whoops, saw that you included some terrain variation in a recent patch - I still think the super-even development distribution, combined with the extensive proliferation of trade boost provinces, is a bit strange.
Tested about with the cults: The 100% more aggressive expansion makes conquest almost impossible (tried to take a single Atlanten province for the Bonus only to get the entire island to coalition on me). Later tried to take London and the AE would have resulted in pretty much the entire continent of Europe forming a coalition on me. Extra AE is fine, but that is too much. Might be better to reduce the extra AE but increase AE over casus belli.
Another idea might be to make it possible to undercut enemies in style of the muslim trade conversion, but for both culture and religion. Once a province is your culture and religion you get something similiar to a reconquest casus belli that gives reduced AE and coring cost for these special provinces. This would not only make the cults more underhanded and "culty" but in combination with extremely high normal AE make for quite interessting gameplay, I think (through it would be one hell of a workload). You can either over a long time undermine your enemys to get provinces with low AE or take a single one or two for extremely high AE.
The negative dip rep might also be replaced with something else: While it makes sense that any nation enslaved by a cult would hate it, for your own colonies to hate you is just annoying. Forbidding diplomatic actions makes more sence in my opinion or maybe make it impossible to have colonial nations as a cult.
Also when transitioning from under 10 to over income the spam is seriously annoying. Maybe give a more basic boost in general instead of +60 tax income? Maybe give them a boost until a certain size or development, that decreases in steps.
Lastly: Why the heck has Dagon, the fishy one that's supposed to be on a weird island in middle of nowhere in the Pacific, a cult in the middle of Tibet? Give that guy an island for himself. The Mi-go in the Himalaya pray to Nyarlathotep and Shub-Niggurath so maybe move one of them there?
Edit1: Maybe add an extra unit for the cults like the Banners/Janissaries, that costs devotion? Also if you don't move Dagon, buff it. It can only see it's own province+1 thus not become a ming tributary which won't accept it anyway so it can't conquest anything which even if it could, it can only reaaaaaly slowly.