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Incline Magna Vinland Ragnarök

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
Based on Mare Apertum 1.51

In memory of copx and Furious Flaming Faggot

:salute:

Magna Mundi is dead, long live Magna Mundi!

I am a major Magna Mundi fanboy and now that all hope for Magna Mundi the Game
is lost, I went back to the best version of Magna Mundi thus far: Magna Mundi Platinum 2

Really, Magna Mundi Ultimate stinks, even the dev team said that, and I don't like what Paradox did in the later versions of EU3 either. In Nomine is my favorite version of EU3 i.e. I am not interested in porting MMP2 to a newer version.

I have applied my elite programming skills to fix bugs in MMP2 and to change things which have always annoyed me

And from such great mod I created something else, something prosperous, something done without any regards to being an exact replica of RL history, but still not breaking the suspension of disbelief within its contained blend of alternate history, low fantasy and cosmic horror, something I believe to be truly unique. If you want to look at some Screenshots of this mod before downloading, there are tons of them here:

http://www.rpgcodex.net/forums/inde...a-universalis-3-magna-vinland-ragnarök.83767/

WARNING: This mod is utterly nonsensical and unbalanced outside of the bookmarked 1453: Twilight of the Old Gods starting date. I didn't change history files to support playing it in any other date because that would be too much effort to be worth doing.

Downloads

Europa Universalis III: Complete*
Europa Universalis III In Nomine 3.2 Final Patch
Magna Vinland Ragnarok 0.4
New Loading Screens for Magna Vinland**
Custom Soundtrack for Magna Vinland, Falalalan included:
Sountrack Part 1
Soundtrack Part 2


*DRM-free. I wash my hands if you decide to download it from the only other DRM-free source cheaper than that.

**Rename it to .7z if you don't like self-extracting files.

Please summon me if any of these files go missing by typing:

Code:
@Cassidy

or by sending me a PM, and mentioning which of them is no longer available in the download link.

Likewise, report any bugs to me that aren't lazy map graphics editing or less than perfect transparency masking.


Instructions

- Install EU3:"Complete" or Europa Universalis 3, Napoleon's Ambition and In Nomine, then apply the 3.2 Patch, if you
don't have it installed already.
- Extract all files of MagnaVinland4.zip to the Europa Universalis III\mod folder
- Change the music volume setting in-game if you wish. Music was muted before the upload by mistake. This will no longer be the case in the next version.
- (Optional) Make a backup of .\gfx\loadingscreens
- (Optional) Extract MagnaVinlandLoadScreens.exe in the .\gfx\ folder.
- (Optional) Make a backup of .\music\ just in case you end preferring EU3 default soundtrack
- (Optional) Extract the two soundtrack files to the Europa Universalis 3\music folder. Overwrite everything
- (Optional) Delete mood_falalan and mood_KLE_falalan from the music folder if you dislike them.



Major Features

- Five new religions: Eldritch, Norse, Suomenusko, Romuva and Rodnover, fully integrated within the Dei Gratia submod
- New tech group and land unit tech tree: Cyclopean. The land units within are intentionally overpowered.
- New Western European types of infantry units to represent Vinland's unique developments in warfare .
- Dozens of new religious decisions for Norse, Romuva and Suomenusko faiths and two new decisions for pagans.
- Significantly changed Iberia, Central Europe, Eastern Europe, Scandinavia, North America, Balkans and Anatolia.
- Colonial route decisions now are far more widely available to different countries and colonization won't be as predictable regarding its winners as in Magna Mundi. Granada and Portugal will be in a fierce colonial race, for example.
- The maps of Brazil and Finland were redrawn with more provinces, specially in the former, which had much of Permanent Terra Incognita in Amazon Rainforest converted to new colonizable provinces and some of the existing large ones splitted off in to smaller ones.
- Inca Empire will almost certainly not be the "pushover" it was in our timeline for European conquerors and colonists, but instead a serious threat.
- Almost 100 new events.
- Rebalanced the previously weak "Cabinet" National Idea, change in advisor tech research bonuses to benefit all countries equally regardless of size, improvements to Magna Mundi's piracy system for the pirate raids to almost never happen in provinces with low value trade goods, FRAMED! event never happens for low infamy countries, its odds of happening are shaped as a bell curve for countries with high infamy and the means of preventing and delaying it are far more effective.
- Apocalyptic/ITZ event chains that can be disabled through a decision available to the player if he wishes to.


Known issues

- The extended provinces in the previous PTI of the Amazon Rainforest will
show up beyond terrain map mode as blank rather than forested. Editing this is too much
of a hassle to be worth bothering with.

- I edited all of them, but events intended only for colonies still might affect Vinland's mainland. Not throughly tested yet.

Tips:

- Disabling ITZ leads to a more boring endgame. However, if the idea of playing a late game to try surviving as long as possible against ITZ-rated odds rather than to map paint with impunity is not something you'd like you may wish to disable those events.

- Netherlands can be formed by the first pagan Dutch country that conquers Antwerpen and Brabant from Burgundy. If the other country is AI-controlled after that happens, it will be diplo-annexed by event, allowing for immediate formation of Netherlands under Wodan.

- Likewise, Cleves does not have to conquer the other German pagans through war. They will be diplo-annexed by event once the HRE is dissolved as long as Cleves owns at least 7 provinces.

- Don't play with African culture or Horde countries unless you are ready for ITZ or ITZ was disabled.

- You can play with Slavic pagan Pommerania by releasing it as Lithuania, but right now there is not much of a point for that, for there are no specific religious decisions for them.

- Don't stop investing in naval research as Portugal or the Granadans will reach India and Brazil first, and vice-versa.

CHANGELOG:


Code:
Magna Vinland Ragnarok 0.2 modmodmod for Mare Apertum and Magna Mundi Platinum 2

Magna Vinland Ragnarok is a modification built over a mix of alternate history, low fantasy
 and cosmic horror that includes a 400-year old Norse colonization of North America that 
westernized neighboring natives, a pagan revival in Northern Europe, much more dangerous 
Turks and five new religions fully integrated in the Dei Gratia submod.

This changelist obviously may contain spoilers

SCENARIO CHANGES

Conflicts in 1453

* The Sixth Northern Crusade of Poland, Teutonic Order, Norse Order and Novgorod against pagan 
Scandinavia, Finland and Lithuania.

* The Ottoman-Golden Horde war

Far East and Pacific

* A spoilerific event that happens in late game but can be disabled through a player-only decision

Africa 

* A spoilerific event that happens in late game but can be disabled through a player-only decision

Western Europe

* The Reconquista was only partly successful. By 1453, Granada still controls the southern half 
of Iberia and is a solid contender to either conquer the entire peninsula, the colonization of 
the New World, or both, having access to all colonial exploration decisions Portugal has under 
the same requirements, being fully westernized and having their National Ideas geared towards 
naval might and exploration. Also, Galicia is a Portuguese province in this scenario, 
the Basque culture is much stronger and Navarra and Aragon ended in a monarchical union.

* Britannia replaces Britanny. The Gaelic people have been successfully united by an once 
insignificant dynasty of minor Welsh counts, who became Kings of Wales, Ireland, Scotland 
and Brittany and formed a single title of Prydain from all of these. They start the game as 
French allies in the 100-year war, and with the challenge of defying the much larger English 
army. Cornwall also starts the game with the Breton culture and they have a claim over it, 
while England has claims over Wales.

* France can now enact Exploration: Land of Vera Cruz and Exploration: Land of the Brave under 
the same requirements of the other countries who may to compensate for the loss of Northwest 
passage. Still, it will rarely happen with AI-controlled France.

* If Portugal loses the race for Brazil to Granada, they will gain cores over all Granandan 
colonies there, and vice-versa.

* If Portugal loses the race for Brazil and does not choose the "Golden Empires" colonial route, 
they can attempt, and considering their naval expertise, have significant chances, to colonize 
North America first than England, Britannia or Great Britain.

Central and Eastern Europe

* The Papal States control the entirety of Italy south of Rome, Corfu in Greece, Sicily and 
Sardinia and their power both direct in the enormous might and wealth the lands the Pope rules 
directly provide, and in the power and influence of the Church over Catholic kingdoms by the 
game start. They begin the game with a claim over Jerusalem.

* Hussite is now a majority religion in Bohemia(which is not as problematic as it seems thanks
to the Ecumenism starting NI), and Bohemia has a decision to convert to Hussite as the state
religion, which is at first very dangerous for obvious reasons, but may be interesting after
the reformation because it will put the country as part of the Protestant League in the HRE,
and potentially as the leader of the protestants, and the bonuses of the Hussite faith are 
quite good.

* Bohemia controls Slovakia, which Poland has cores on, but owns no German culture provinces,
with Lausitz transferred to Thuringia.

* Poland and Lithuania are no longer in union, because Lithuania survived as a pagan country. 
Poland starts controlling all of Silesia(still considered part of the HRE), but without most
of northern Poland, while Lithuania controls Daugava, Pommerania and Prussia.

* East Elbian no longer exists as a German culture. Instead, the Pommeranian Slavs still exist,
for they never became a minority because of mass migration of Germans and cultural assimilation. 
They are split between catholics under Norse Order and Slavic pagans under the Kingdom of 
Lithuania.

* Rather than to crush the Balts at request of Poland, the Teutonic Order moved to the north 
in response to the sacking of Brandenburg by the Golden Horde. After centuries of war against 
the hordes, the Teutonic knights drove them out of Brandenburg and Northern Poland, 
after which they failed to conquer any more territory from the mongols, and shifted their 
attention towards Lithuania. Their culture is "Teuton" rather than "Prussian" because the 
Prussians here are Balts and part of Lithuania.

* The Confederation of Nordland. An "unbreakable" network of alliances between the Norse 
Theocracy of Trier, the Duchies of Holland, Friesland, Brunswick and Hesse and the Free Cities 
of Bremen and Oldenburg, who hail the allied Duke of Cleves as their nominal Emperor. 
They were once part of the HRE, before the decline brought by the hordes and Ottomans and a 
chain of legendary events caused the "Great Apostasy", a pagan revival and the abandonment 
of the HRE in these countries, who stand united under Cleves, which dreams of dismantling 
the HRE and uniting the German people under Woden. 

* The Golden Horde had a resurgence where they conquered all of Belarus and Ukraine, and parts 
of Russia. However, rivalry and war with the Ottomans combined with the inevitable chaos 
once their current Khan dies may spell their doom, and almost certainly will if they are 
AI-controlled.

* Khazan, another of the Khanates, starts in control of all Russian lands east of Moscow 
and has Ryazan as a puppet. They have some odds of crushing Novgorod.

* Novgorod starts the game as the only independent Russian State. Having driven back the nomads
from Moscow, they are a powerful and wealthy Merchant Republic.

* AI Novgorod needs 14 instead of 10 provinces to become Russia. Otherwise, they will become
Russia as soon as their starting war is over unless a player-controlled Finland crushes them.

Balkans and Middle East

* The 4th Crusade and sacking of Constantinople never happened, but other events brought major
decline to the ERE and it still collapsed in 1453.

* New Countries in Anatolia: Seleukeia and the Oriental Orthodox Armenia. The Komnenos 
Restoration of the Byzantine Empire was much more glorious and successful than in OTL, 
driving the turks and muslims completely off Anatolia and the Caucasus, but ended in a 
dramatic division of The ERE when the same dynasty was betrayed by Constantinople and 
consolidated their power in the seceded Seleukeia, named after one of the Hellenistic kingdoms 
left after the death of Alexander The Great of Macedonia. The turks eventually returned and 
conquered ground from Eastern Europe, crushing and annihilating the European portion of the ERE 
while Seleukeia thrived, until a short time of crisis and a great Armenian leader divided 
Seleukeia. If either of them manage to unite Anatolia, they may stand a chance against the Turks.

* The Knights still exist, but start the game as a protectorate of Seleukeia. All Magna Mundi 
events for them remain. Also, they start with a claim over Malta, controlled by Tripoli.

* The Bogomils became far more influential than they did in our history. Thanks to a superb 
diplomat among them, most of the Southern Slavs have been more or less peacefully united 
themselves under the Serbian banner to secure peace against the massive Turkish threat. 
Serbia starts the only country of the world with a Gnostic State Religion.

* Hungary lost most of their land to the Ottomans, but starts as a full member of the 
Holy Roman Empire

* The Ottoman Empire carved the core of their empire in Europe rather than Asia Minor, 
conquering all of continental Greece, Romania, Bulgaria, parts of Ukraine and Hungary, 
and is arguably even more powerful than in OTL, although they must tread carefully to 
not draw the wrath of all around them simultaneously.

* The Ottomans however do not start in 1453 with a core in Constantinople and they will gain 
a Sunni minority in the city by event, but no longer instantly shift religion and culture
in their favor. In the 17th century, if the Ottomans moved their capital to Constantinople,
their dynasty can become Hellenized, shifting their primary culture to Greek through an event.

America and Scandinavia

* New country: Vinland, representing the last pagan Norses in Scandinavia from Iceland, Norway, 
Denmark and Svealand(Sweden) led by a brave explorer, who was part of Leif Ericson's crew, 
to settle the New World around Manhattan as a means of securing their freedom of worship 
to the old gods. Starts as an Administrative Republic due to the deeds of its quasi-mythical
founder and reviver of the Norse faith. Possess powerful colonial  NIs(Colonial ventures, 
Land of Opportunity and Naval provisioning) but starts with 50% tech penalties from the 
limited contact modifier.

* New partially westernized native countries: Iroquois, Wyandot and Lenape(Delaware). 
Influenced by contact with the pagan Norses since early 11th century, after enduring 
and recovering from the plagues the Europeans brought, they achieved a degree of civilization 
and technology much greater than that of the Mesoamerican and Andean civilizations, starting 
in 1453 as Oligarchic Monarchies with access to both infantry and cavalry and significant 
tech penalties, if much smaller than those of the mesoamerican civilizations. From these, 
Wyandot stands out for following the Norse faith because of an early contact worthy of legends.
 
* New native countries in an earlier stage of civilization: Shawnee, Cherokee, Ojibwa and 
Inoka(Illinois). Vinland was an epicenter of western influences, and these native peoples 
stood at the periphery of such westernization

* New country: Dagonl'nu, an Eldritch country between the southern and northern halfs of Vinland 
with an exclusive unit tech tree that is intentionally overpowered. Better left for the AI, 
or for an attempt at world conquest in a mod that still is based on Magna Mundi.

* Aymaras start with the Eldritch religion instead of Animism, for they worship a form of 
Nyarlathotep. Likewise, they start  far more advanced and centralized, and most importantly, 
with the immensely superior Cyclopean technology group and unit tree. They will be a real threat 
to whoever tries to conquer the Incan region unless the other Incan countries get really lucky.

* "Form Scandinavia" decision, still existing because of the chance of Scandinavia devolving 
into Sweden and to allow the Norse Order to become it and secularize their rule through conquest,
no longer requires Finland. Justification: Finns belong to an entirely different culture group
and start the game as an independent kingdom.

* Scandinavia is in 1453 divided between an united pagan north called Scandinavia, with claims 
all over the Catholic Norse Order, a knightly order that reconquered and rules over Denmark, 
once part of this Scandinavia, and also over former territories of Lithuania and of the German 
pagans of Nordland.

* All Finnic peoples start the game united under the Suomenusko Kingdom of Finland, which also 
is the lesser subject of a monarchical union with Scandinavia. These include 
Bjarmia(former Arkhangelsk), Karelia, Ingria, northern parts of Novgorod, Pskov and Beloozero 
splitted into new Finnish provinces, Estonia and parts of Livonia, because the Livonian Crusade 
never happened.

* All provinces colonized by the Norses in this alternate history scenario(except for Greenland) 
have been renamed. Due to their long history, they have also developed colonial identities 
centuries ago and belong to the Norskamerikaner culture.

* All Norse provinces in North America have native startups through a new event with fixed 
hostility/friendliness values.

* Brazil has been altered to have more expansion room due to the large number of competing 
countries for its riches. Several large provinces were splitted into smaller ones and new ones 
were created from former Permanent Terra Incognita in the Amazon Rainforest, based on its 18th 
Century Portuguese colonization. Some of the names might be a little anachronistic.

General

* Names, capitals, population, manpower and base tax values for several provinces has been 
altered to match the alternate historical reality. Of particular notice is the massively 
populated Constantinople and the much larger Trebizon as it drew almost all Greek refugees.

* Several unique events for countries and new religions, including opening depictions for some 
of the individual countries that explain the points of divergence from our timeline.

* New religions: Eldritch (Cthulhu Mythos), Norse, Suomenusko (Finnish paganism), Romuva (Baltic)
and Rodnover (Slavic) and dozens of unique decisions for each of them except the 
latter(no independent country exists in the scenario with Rodnover as the State religion)

* Religious minorities and complete integration of the five new religions in the Dei Gratia 
submod. 

* Eldritch minorities, called cults, are special because they can be exterminated and expelled 
regardless of tolerance and religious fervor, for they represent no longer entirely human beings 
that have no scruples about ritual torture, murder and other heinous criminal acts, and are 
universally reviled even in the most tolerant societies for other religions. However, their 
expulsion, although less damaging and actually beneficial as a whole to the affected provinces,
takes much longer, and several unique unpleasant events may and almost certainly will happen 
while they are being expelled.

* If any country that has not Eldritch as a State Religion but owns a province where Eldritch 
is the majority religion, the Eldritch faith will spread through neighboring provinces very 
quickly, and so on.

* Any country without Eldritch as State Religion can convert to it if there is enough Eldritch 
religious presence in their territories. That "conversion" is intentionally leading to insanely 
overpowered bonuses and an infamy modifier that will inevitably lead the affected country 
into crossing the infamy limit. The AI will rarely, if ever do it.

* There is a way for those insanely overpowered bonuses to be lost if an enemy does something.

* Exploration: Land of the Brave will also reveal Louisiana and Florida to compensate for the 
fact the northernmost provinces in North America will already be occupied.

* Exploration: Northwest Passage is no longer available for losing its relevance due to the 
Vinland Alternate History point of divergence. Instead, Vinland can enact the new decision 
Exploration: The west end of The New World given enough land technology, mapping exclusively 
for the first to choose it all of Eastern Canada and the northern United States inland to the 
Permanent Terra Incognita. This decision also will become available to any conqueror of the 
Scandinavian colonies.

* Added Exploration: The west end of the New World decision (See above)

* Added new Triggered Modifier "Medieval Colonization", which increases stability cost in 40% 
for the countries involved with Vinland and adds -0.45 to yearly colonists until the research 
of Naval Tech 22 or the year 1600

* Likewise, before  Naval Tech 22 or 1600 all Vinland provinces will have a higher 
administrative burden, significantly mitigated by their starting Naval Provisioning 
National Idea. These two measures are intended to restrict overt early expansion, 
specially because Vinland needs just one more colonial NIs to be able to adopt 
Mass Colonization and Exploration, which AI Vinland gains for free, and also to prevent an 
European conqueror of Vinland, should one achieve that, from expanding too quickly.

* The events regarding Papal Bulls on colonization will ignore the Norse colonization, because 
as heathens, they shouldn't matter.

Gameplay/Core related changes:

*Ruler's ADM, DIP and MIL or advisors no longer give benefits to research in the form of direct investment, but instead
in a reduction of research costs that can become very significant with the right combination of such, which means these
bonuses will be equally useful regardless of the size of the country.

* Manifest Destiny triggered modifiers for the AI-controlled Ottoman Empire are disabled. 
They really don't need them to be a serious threat.

* New Western Europe Land units to represent the unique developments of Vinland in warfare.

* Entirely new tech group and unit tree: Cyclopean, for the Dagonl'nu and Aymaras. It is 
intentionally overpowered.

* Dozens of new events. Something always happen in late game unless the player decides to 
disable it through an always available decision, unlike the random revolutions that might 
or not happen. And it is a much bigger threat to anyone nearby than Napoleon, not only big, 
but cyclopean.

* Piracy has been considerably improved to be more realistic and less frustrating. It will 
rarely if ever happen in provinces with low value trade goods such as millet, wheat, maize, etc 
and be more common in provinces that produce precious metals, gems, spices or other high value 
goods like tobacco, brazilwood, etc.

* Disabled the event that always gives a random colony to AI England in North America in 
country_england.txt

* The infamous "FRAMED!" event now may only happen after a certain threshold of infamy, below 
the explicit infamy limit, is reached, rather than at any time, and its odds of happening are 
shaped like a bell curve rather than a line, exponentially more unforgiving the closer one gets 
to the infamy limit. Countries with low or zero infamy will never suffer from it. If you really 
want to be spoiled, open Reputation.txt in the events folder and use a search function to find 
"500007", the number of the event.

* Likewise, having a spy advisor, Espionage, Internal Security and Cabinet National ideas, 
specially together, will be far more useful to delay the "FRAMED!" event from happening than 
they were before.

* The Cabinet National Idea now also gives a 5% AE bonus that increases to 10% when combined 
with a policy of centralization, and like Humanist Tolerance and Bill of Rights, will also 
give a boost to coring. Justification: Cabinet is possibly the weakest NI right now. Even its 
role as a partial wildcard for getting access to some advanced NIs is pointless because the 
alternative NIs for the same purpose are always better.

Planned changes(If mods don't fix Europa Universalis IV enough for this mod to jump to the 
new game before they get done):

* Adapt the Protestant reformation, SRI's HRE and 30-year war events to the alternate history 
setting, if necessary.

* Have narrative events that explain all major points of divergence for all countries which 
history was changed.

* The Ming will start the game with two colonies in East Africa. Note: The Chinese Admiral 
Zheng He actually reached East Africa, but historically the Ming never had any 
colonial interests. In the case of America, however, Zheng He reaching it is as likely 
as the existence of the lost city of Atlantis.

* Unique mercenary companies that will be possible by using extra country tags with an exclusive
land unit tech tree, updated by event to match the technology of their time, and a decision that 
adds a core of such nonexistant "country" to the player's capital at the expense of greater land 
maintenance costs to allow these unique units to be recruited. These unique mercenaries will 
oftenly be superior units to their contemporary, but the way they increase land maintenance 
and the fact they can only be recruited from the capital will limit their use. They can be 
disabled by decision to return land maintenance costs to normal, but disabling them will disband
all their units.

* Exploration: Pacific Coast of the New World will be available as a colonial route project for 
"mostly westernized"(only 10% or less tech penalty modifiers) unified Japan, Ming or Korea 
provided they adopt at least one colonial NI, that reveals the west coast of North America.

* If Rome falls to heathens or heretics, remaining for decades in their control, and Jerusalem 
isn't in Catholic hands, after the reformation already happened, the spread of other Christian 
faiths(minus Orthodox, unless Constantinople was reconquered by an Orthodox country) will rise 
dramatically and the Catholic religion will begin to suffer a sharp decline.

* Complete overhaul of the espionage system. It is currently worthless unless you resort to 
excessive save/load scumming or have more gold to fabricate cores than infamy to spare and 
want to conquer the HRE, because of over-nerfing.

* "Frame country" spy mission, to become arguably the most powerful of all spy missions. 
It will replace the "FRAMED!" event, be available to both AI and player-controlled countries, 
have steep requirements to work, including abyssal relationships with the target, not being 
attempted before for at least 10 years and it having at least 5 infamy, with odds of success 
ranging from 1 to 100% in a bell curve related to how close to the infamy limit the target is. 
It will cause 5 rather than 10 infamy. If discovered, the provoker will gain 7.5 points of 
infamy. Maybe it it is better to not do this.

* Setup for allowing MM Vinland to be played with "Lucky Nations" disabled while keeping the 
larger AI-controlled countries challenging to fight against.

* Making religious fervor work more intuitively and be partly controllable through specific 
decisions.

* Script the AI to prioritize doing the only thing that takes away from one of their enemies 
insanely overpowered bonuses provided within certain circumstances involving the Eldritch 
religion.
 
Joined
May 11, 2007
Messages
1,853,639
Location
Belém do Pará, Império do Brasil
Awesome, bro! Finally ITZ released! Wish I could play it, but this computer I am currently using is shitty. Once I get my real machine working again it will be time to fight eldritch horrours and pagans! Have my brave portuguese bandeirantes and navegadores navigate through seas never before sailed, spread the faith, steal and trade to obtain greater jewgoldz, stick it to Muslims (random bombardment of towns just because they happen to be inhabited by muslims included, of course) fight heathens and horrors and rescue beatiful female natives and bone them while being alpha as fuck! (at least until those killjoy priests give the whole HRR's "You must enter the bonds of marriage bro and stop this sinful life" talk on us)

(too bad the Paradox crew is too pc to enjoy the Codex's unique sense of humour, so you can't feature multi-headed dicks, machete rape gangs and scots-descended profets doomsaying the end of days except in background)

Bro, I still have to get back to you on those provinces, but did you only unlock part of the amazonic provinces or all of them? You could unlock all of Amazon, but make it so that only the parts near the major rivers (Amazonas, Tocantins, Araguaia, Xingu, Solimões and Rio Negro) and the coast are normal, and the hinterland away from rivers is either inhabited by 10-10 ferocious agressives tribes full of people (remember those provinces in inland East Africa in EU2, all with mega-violent 30.000 machete rape niggers that you pretty much had to wipe out in order to colonize? Like that) or it is Mega-Attrition Tropical Disease Hell (say, 0 supply 30 atrittion) terrain inhabited by primtive AI tribes that are immune to the ridiculous level of atrittion and live in essentially worthless jungle-hell that is better left alone... that is, until ITZ comes and they become Eldritch.

Like I told you earlier, in the Amazon, he who controls the mouth controls the the river. The Portuguese (after they wiped out the French Huguenots in today's São Luis in Maranhão) estabilished Belém (AKA Brazilian Slaughteropolis) as a their first fortified settlement. Their strategy to control the Amazon was simple: Put forts around the entire amazon river, from mouth to border's end. Anyone who goes through the river unauthorized gets cannonshot in the face. Thus came Belém, then Macapá, Santarem, Óbidos, Manáus and other cities. But how to properly despict that in a EU game?

One possibility for Amazon basin (and perhaps the Plata) is to make the amazon river actually a very thin "sea" of sorts that you can pass with ships and around the "sea" you have provinces you can colonize on the margins, and these provinces have land contact with hinterland provinces that are malaria country and later Eldritch Horror jungle but not with neighbooring provinces on the river (to simulate the fact your armies navigate not walk through the amazon). The question is that it (theorically, I may be wrong) makes it possible for another nation to colonize provinces further upriver even if someone controls the rivermouth, which is totally irrealistic. Too ambitious I think.

A query: Is there any way to stop colonies-turned into cities from instantly gaining the culture and religion of the colonizer? As I've said in other topics, this is ridiculous. Just because some guys settle a city in a area doesn't mean all the natives magically join it and convert. Rather, it should remain with its original religion and culture, the former would eventually go out according to MMU rules and the later would probably go away and change to colonizer's culture once majority conversion happens in the province. This would make missionaries useful again for colonial powers uninterested in fighting muslims and pagans for land.

Like I said earlier, what about using those extra brazilian provinces for those wacky Mali explorers (still thinking a name - Tupimali?) under Abu Bakr II? Think of a smaller, less advanced and muslim Vinland surrounded by a few malinized tribes. Best location might be a few provinces, somewhere in Pernambuco around the São Francisco river, perhaps one or two coast provinces and a few ones (and other tribes) in the interior of the brazilian northeast. My conception is that they would usually get conquered by Portugal/Castille, eventually ally and get diploannexed/personnally united with Granada or get eaten by Aymaras, but it would leave the uman player the possibility of turning this band of Tupi-Mali hybrids into a real power and throwing out these newfags (Your joindate is 1500, ours in 1300, fuck off newfags).

Some wacky suggestions:

Granada-Berber Pirate events: Remember how in default Magna Mundi, Mamluks and Ottomans pulled the strings of the Berber Pirates to attack the Christian powers? Well, the Granadans are strong and would want in on the game IMHO. Having a friendly Granada would give them excellent prospects on raiding places like Portugal, both sides of France, Western Italy and possibility England in more quantity and quality. Then the Granadans go overseas.

Viking-Berber Pirate Events: As Granada expands to the New World, no doubt the Berber Pirates would try and ally with them to hit Granada's rivals. This is where the vikings come in: They want to hit on the new colonizers too and take their jewgold. So do the Berbers. There's room for conflict AND alliance here: Team up together to hit the mutual hate on Christians or start a shadow war to see which pirates will dominate the atlantic? And which side the Christians take?

Any Vinland-related changes affecting Mesoamerica? 400 years of technological spread and diseases would no doubt spread as far as Mesoamerica, methinks.
 

Hellraiser

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The Ming will start the game with two colonies in East Africa. Note: The Chinese Admiral
Zheng He actually reached East Africa, but historically the Ming never had any
colonial interests. In the case of America, however, Zheng He reaching it is as likely
as the existence of the lost city of Atlantis.

I like this idea along with making it possible for ming/korea/japan to actually try to sail to kwanzania. Have you thought of allowing them to discover australia via a decision as well? With steeper requirements since going for kwanzania would be justified by tales of vinland I assume where as australia is terra incognita "why you want to sail over the edge of the world" territory.
 

Cassidy

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i cant start it because there is no faction.txt :(

This is not compatible with Divine Wind or Europa Universalis III: Chronicles. It is based on Magna Mundi Platinum 2 and Mare Apertum , which is for In Nomine 3.2

Reinventing the wheel for making it work in DW is too much effort for anyone but a prosper or a drog.

Bro, I still have to get back to you on those provinces, but did you only unlock part of the amazonic provinces or all of them? You could unlock all of Amazon, but make it so that only the parts near the major rivers (Amazonas, Tocantins, Araguaia, Xingu, Solimões and Rio Negro) and the coast are normal, and the hinterland away from rivers is either inhabited by 10-10 ferocious agressives tribes full of people (remember those provinces in inland East Africa in EU2, all with mega-violent 30.000 machete rape niggers that you pretty much had to wipe out in order to colonize? Like that) or it is Mega-Attrition Tropical Disease Hell (say, 0 supply 30 atrittion) terrain inhabited by primtive AI tribes that are immune to the ridiculous level of atrittion and live in essentially worthless jungle-hell that is better left alone... that is, until ITZ comes and they become Eldritch.

Like I told you earlier, in the Amazon, he who controls the mouth controls the the river. The Portuguese (after they wiped out the French Huguenots in today's São Luis in Maranhão) estabilished Belém (AKA Brazilian Slaughteropolis) as a their first fortified settlement. Their strategy to control the Amazon was simple: Put forts around the entire amazon river, from mouth to border's end. Anyone who goes through the river unauthorized gets cannonshot in the face. Thus came Belém, then Macapá, Santarem, Óbidos, Manáus and other cities. But how to properly despict that in a EU game?

One possibility for Amazon basin (and perhaps the Plata) is to make the amazon river actually a very thin "sea" of sorts that you can pass with ships and around the "sea" you have provinces you can colonize on the margins, and these provinces have land contact with hinterland provinces that are malaria country and later Eldritch Horror jungle but not with neighbooring provinces on the river (to simulate the fact your armies navigate not walk through the amazon). The question is that it (theorically, I may be wrong) makes it possible for another nation to colonize provinces further upriver even if someone controls the rivermouth, which is totally irrealistic. Too ambitious I think.

That will be more trouble than worth. I researched some sources to find out the farthest settlements to the west of the Amazon Rainforest founded in the late timeline of EU3 and opened up those once inaccessible lands around their rough locations. I believe you'll not find the results completely convincing as I didn't bother giving precise borders to provinces and some may seem out of place. Too much hassle to do so in that distorted map to make Scandinavia look much bigger than it really is and doesn't match Wikipedia maps or any sane map projection around.

A query: Is there any way to stop colonies-turned into cities from instantly gaining the culture and religion of the colonizer? As I've said in other topics, this is ridiculous. Just because some guys settle a city in a area doesn't mean all the natives magically join it and convert. Rather, it should remain with its original religion and culture, the former would eventually go out according to MMU rules and the later would probably go away and change to colonizer's culture once majority conversion happens in the province. This would make missionaries useful again for colonial powers uninterested in fighting muslims and pagans for land.

Natives are simulated as in Magna Mundi, and they will either be friendly, giving trade bonuses but higher stability costs due, or hostile, giving trade income penalties but reduced stability, and sometimes they will raid the colony, while others the colonists will be pissed off and ask help to wipe them out, and so on. No need to reinvent the wheel.

Like I said earlier, what about using those extra brazilian provinces for those wacky Mali explorers (still thinking a name - Tupimali?) under Abu Bakr II? Think of a smaller, less advanced and muslim Vinland surrounded by a few malinized tribes. Best location might be a few provinces, somewhere in Pernambuco around the São Francisco river, perhaps one or two coast provinces and a few ones (and other tribes) in the interior of the brazilian northeast. My conception is that they would usually get conquered by Portugal/Castille, eventually ally and get diploannexed/personnally united with Granada or get eaten by Aymaras, but it would leave the uman player the possibility of turning this band of Tupi-Mali hybrids into a real power and throwing out these newfags (Your joindate is 1500, ours in 1300, fuck off newfags).

This is called Magna Vinland, not Magna Niger. Too much effort for a pointless country that will be easily conquered if simulated in a believable way. I'm calling it quits regarding scenario changes other than making the uncolonized provinces in the horn of Africa as Ming colonies. I'm already burned out with this, sorry.

Some wacky suggestions:

Granada-Berber Pirate events: Remember how in default Magna Mundi, Mamluks and Ottomans pulled the strings of the Berber Pirates to attack the Christian powers? Well, the Granadans are strong and would want in on the game IMHO. Having a friendly Granada would give them excellent prospects on raiding places like Portugal, both sides of France, Western Italy and possibility England in more quantity and quality. Then the Granadans go overseas.

Viking-Berber Pirate Events: As Granada expands to the New World, no doubt the Berber Pirates would try and ally with them to hit Granada's rivals. This is where the vikings come in: They want to hit on the new colonizers too and take their jewgold. So do the Berbers. There's room for conflict AND alliance here: Team up together to hit the mutual hate on Christians or start a shadow war to see which pirates will dominate the atlantic? And which side the Christians take?

Any Vinland-related changes affecting Mesoamerica? 400 years of technological spread and diseases would no doubt spread as far as Mesoamerica, methinks.

Like I said, I'm seriously burned out on continuing to develop this. Let the generic piracy events handle that, and on Mesoamerica, it is too far away to have undergone any relevant changes.
 

Kaldurenik

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Divinity: Original Sin
Well the thing is that i have the "complete" edition on steam (i guess that is the problem then?)
 

Cassidy

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Well the thing is that i have the "complete" edition on steam (i guess that is the problem then?)

Are you sure it is not Europa Univeralis III: Chronicles instead?

Because there is no faction.txt in any version of the game before Divine Wind.
 

oscar

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I get a 'can not open file as archive' error when I run the extractor (pointing it to the main EU3 folder) for the music.

Cassidy
 

Cassidy

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I get a 'can not open file as archive' error when I run the extractor (pointing it to the main EU3 folder).

I created it with 7zip, but I don't think that would interfere...

Probably corrupted download, because I just checked it now, and they ditched all those files except for the music pack. So they probably deleted the file while you were downloading it.

I registered in MediaFire. Here are the new links for the main mod file and for the 2 new loading screens, also changed in the OP

Mod:

http://www.mediafire.com/download/e0h1c1ro957ymf4/MagnaVinland2.zip

Loading Screens:

http://www.mediafire.com/download/4afgh37qam68dyt/MagnaVinlandLoadScreens.exe
 

oscar

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I fired up a game as Britannia and all seemed to be working. I'm just unable to use the music mod. It might also have simply been luck but no new loading screens appeared.

I tried downloading the music extractor a second time but still no luck.
 

Cassidy

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oscar:

Check the music volume. I left it at zero before creating the .zip by mistake.

:oops:

Again, the music should be extracted right into the main Europa Universalis III folder, while the loading screens should be extracted at Europa Universalis III\gfx\
 

oscar

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I mean I point the 7z self-extractor to extract at 'C:\Program Files\Paradox Interactive\Europa Universalis III' and 7z tells me it can't open the file as an archive.
 

Cassidy

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oscar

Rename it to .7z and try doing it manually. Or extract it anywhere and move the folder to the right location using Windows Explorer.

I'll replace those files with .zip ones later.
 

marooned

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Probably a corrupt download. Happened to me the first time with the mod itself.

You'd probably want to check your anti-virus/malware/webbrower isn't interfering the download of exe's files.
 

oscar

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No luck on my third download. No warnings from my anti-virus either. While the full 85mb are there neither winrar nor 7zip can access it.
 

Kaldurenik

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Divinity: Original Sin
Magna Vinland is 24MB
LoadingScreens is 6,11MB
Soundtrack is 396MB

I notice that the website love to crash. It crash ALL the time it took me like 8 tries to download the packages.

Edit: Also yeah im stupid i have EU 3 Chronicles... (checked where i got the game), even if steam say "complete"... oh well :p
 

oscar

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Ah that explains it. My soundtrack definitely wasn't that large so the download must have crashed mid-way through.
 

oscar

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Thanks.

Is it WAD for Serbia to be a member of the Holy Roman Empire? Was sort of odd ascending to the HRE throne a few years in (then losing 100 prestige because my ruler did a bad job or something). The game also seems to treat you as a Catholic with you being invited to send missionaries to become Papal Sponser etc when Serbs are primarily Bogomilist heretics. I guess could be justified as Catholicism (and Christianity in general) being less strong than our timeline so the Church is simply content that you're some form of Christian at all.
 

oscar

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Is the only advantage to designating a haven the prestige bonus?
 

Cassidy

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Is the only advantage to designating a haven the prestige bonus?

You might receive refugees from the religious minority being persecuted, but they will always prioritize another country with the same religion as theirs, and barring that, the most stable and tolerant that already has a religious minority of theirs tolerated within.

When that happens, the haven will gain thousands of new inhabitants, a temporary 10% boost to population growth and some revolt risk.

Thanks.

Is it WAD for Serbia to be a member of the Holy Roman Empire? Was sort of odd ascending to the HRE throne a few years in (then losing 100 prestige because my ruler did a bad job or something).

The Holy Roman Empire is set up in a way any Christian country that is widely supported by most of its electors can join. That is to allow Protestants the chance of taking the leadership of the HRE.

Also, I started a game with Serbia for a short while... got an event explaining the Pope declared a crusade against Serbia right away, and they start at Bad Relations with the HRE.

The game also seems to treat you as a Catholic with you being invited to send missionaries to become Papal Sponser etc when Serbs are primarily Bogomilist heretics.

That event also happens to Orthodox countries, but gives only a very small relations boost with the Papal States for non Catholic Christians if you send a missionary to the Papal succession, it is pretty irrelevant. As for the Renaissance, it sorts of make sense for them to be influenced by it. And no, you cannot become a Papal Sponsor at all if you're not Catholi, I think you misread that event if it is the one I'm thinking it is. It is merely to send a missionary to greet the new Pope for the sake of diplomacy.

I guess could be justified as Catholicism (and Christianity in general) being less strong than our timeline so the Church is simply content that you're some form of Christian at all.

Or HRE having some pragmatism considering the enormous kebab that almost ate Hungary before. The Papal States having a direct border with the Ottoman Empire at Corfu also has a lot to do with it.
 

oscar

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Yeah Papal States even formed an unholy alliance with the Ottomans :lol:

Good work though, having a lot of fun bringing incline from the Balkans as Serbia. Though it is also somewhat weird that the northern half of Greece is Turkish while Constantinople is not. Did the Turks make a heavy colonisation effort there or some such (but Romania and the rest of the Otts are roughly their historic nationalities)?
 

oscar

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How essential is Lucky Nations to be turned on? I can't stand blatantly cheating AI so I've left it off.
 

Cassidy

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How essential is Lucky Nations to be turned on? I can't stand blatantly cheating AI so I've left it off.

Several events use Lucky Nations to apply them on a global level. As in only triggering for them, but for the sake of affecting other countries. Otherwise they'd be far more CPU-intensive. Those events will stop working, and they include ITZ.

Wish "Lucky Nations" wasn't hardcoded, so I could do the convenient workaround of assigning it to irrelevant One-province minors.

*Edit: AI Vinland can colonize the entire east coast of Kwanzania way before England or Britannia or Great Britain can. Should I keep it that way to make things more challenging for a human player controlling one of those three or should I do something to restrict their expansion?
 

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