Ck2 Crisis Of The Confederation
There have always been nutjobs trying to force their beliefs upon others through violence, but a philosophy/religion seeing war in itself as holy would be interesting. Something about existential threats provoking innovation and spiritual growth, testing the mettle of the species and so forth. Not about being commanded by some vegetable god to go and kill evil vegetarians, but about the very conflict in itself being holy and a chance to reach nirvana for all participants.' Hey, hey, hey you, want to meditate with us? ' 'Uh, sure.?' Here's an AK, see you tomorrow! The base structure of Paradox games have been steadily improving, like I think EU4 is vastly superior to EU2.
What was lost though were the historical events etc and other content. Instead Paradox now increasingly make just skeletons and frameworks, expecting modders to provide the real content. It is the same with CK2, although the base game is great it gets boring quickly; it is the fluff, flavor and events provided by modders in the Big Mods that make the game awesome.It will be interesting to see if Stellaris will be the same kind of empty framework. So, Empires are defined by species (in the six major classes we know already: Mammalian, Arthropoid, Avian, Reptilian, Molluscoid or Fungoid), but also by their Ethos (which are designated at game start, but can also be manipulated in-game). Species have genetic traits which are also bought separately, which are much more fixed when compared to ethos but are still not completely inviolate (quote from Sheng-ji Yang here). Pops also have their own ethos which may or may not match their government, like Victoria 2 issues and parties, but it looks like they're a bit more unruly than they were in V2.
It sounds.promising, depending on how much control we actually have to influence population and government ethos directly or indirectly. We don't know much about races, so I can't say that for certain. Depends on the traits and portraits available, but if nothing catches my eye I'll just go human.
As for nation, I want to go spiritual collectivist to make an ideal society, and either xenophobic or pacifist, depending on how the mechanics work out; preserving my own race (and thus a predominance of my own ethics) seems overall beneficial but I suspect Paradox is making it the 'bad guy' option rather than simply making it a tribal 'us first' ideology. Might do it even if they do. Pacifism comes with a food (and thus population) bonus, which is nice and I like to build more than conquer, but it depends on how restrictive the mechanics are. Still gonna want to go on cheerful colonialist adventures in other people's nations, after all. Every slavery is inherently hierarchical; for someone to be owned, another must own. That would generally imply belief about who should fit which role, and the odd case where the ruling designated caste isn't necessarily the rulers of your slave nation seems to me an odd enough exception that it's reasonable to be omitted in the base game.
Though 'force them to adopt this policy we like' seems like a reasonable CB for the game to include. Even 'force them to adopt this policy we don't like' if you want to play the USA disarm Japan, radicalize foreign religions, and etc. There have always been nutjobs trying to force their beliefs upon others through violence, but a philosophy/religion seeing war in itself as holy would be interesting. Something about existential threats provoking innovation and spiritual growth, testing the mettle of the species and so forth.
Not about being commanded by some vegetable god to go and kill evil vegetarians, but about the very conflict in itself being holy and a chance to reach nirvana for all participants.' Hey, hey, hey you, want to meditate with us? ' 'Uh, sure.?'
Here's an AK, see you tomorrow! I'm genuinely confused here, because I'm not certain how you yourself define a 'major' mod. I mean, for EU4, you have MEIOU and VeF, both of which massively overhaul significant portions of the game. For CK2, you have some massive mods: Crisis of the Confederation moves it to space (in the process both requiring and receiving some specialized bug fixes from the devs that could never have affected vanilla due to the lack of female republican succession there); Warhammer, ASOIAF, and Elder Scrolls all transplant it to separate fictional realms with their own special rules and functions (some of which gets pretty complex, such as multiple species in Elder Scrolls); and CK2+ rather rivals such mods as DVIP, MEIOU (in either incarnation), or Magna Mundi. I mean, something like After The End might not be quite as thorough in its overhaul of mechanics, but a complete transfer of the game from medieval Europe to a post-apocalyptic America is hardly minor, either, and easily matches up with mods like IES or Fantasia Plus. If these are not major mods, what is?
I'm genuinely confused here, because I'm not certain how you yourself define a 'major' mod. I mean, for EU4, you have MEIOU and VeF, both of which massively overhaul significant portions of the game.

For CK2, you have some massive mods: Crisis of the Confederation moves it to space (in the process both requiring and receiving some specialized bug fixes from the devs that could never have affected vanilla due to the lack of female republican succession there); Warhammer, ASOIAF, and Elder Scrolls all transplant it to separate fictional realms with their own special rules and functions (some of which gets pretty complex, such as multiple species in Elder Scrolls); and CK2+ rather rivals such mods as DVIP, MEIOU (in either incarnation), or Magna Mundi. I mean, something like After The End might not be quite as thorough in its overhaul of mechanics, but a complete transfer of the game from medieval Europe to a post-apocalyptic America is hardly minor, either, and easily matches up with mods like IES or Fantasia Plus. If these are not major mods, what is? I'm genuinely confused here, because I'm not certain how you yourself define a 'major' mod. I mean, for EU4, you have MEIOU and VeF, both of which massively overhaul significant portions of the game. For CK2, you have some massive mods: Crisis of the Confederation moves it to space (in the process both requiring and receiving some specialized bug fixes from the devs that could never have affected vanilla due to the lack of female republican succession there); Warhammer, ASOIAF, and Elder Scrolls all transplant it to separate fictional realms with their own special rules and functions (some of which gets pretty complex, such as multiple species in Elder Scrolls); and CK2+ rather rivals such mods as DVIP, MEIOU (in either incarnation), or Magna Mundi. I mean, something like After The End might not be quite as thorough in its overhaul of mechanics, but a complete transfer of the game from medieval Europe to a post-apocalyptic America is hardly minor, either, and easily matches up with mods like IES or Fantasia Plus.
If these are not major mods, what is? Sorry for neglecting HIP; I thought that if CK2+ didn't qualify as major, HIP certainly wouldn't.
That said, in addition to Leyic's comments, Crisis of the Confederation is also hosted on Moddb, and at least two major Vicky 2 mods (/gsg/ and HPM) has very little presence on the Paradox forums at all. The most Paradox has really done with Steam Workshop is enable it, and while I'm not necessarily fond of Steam workshop, I don't see more options as a bad thing.
Most of their mod-based 'DRM' stems from their own forums, not Steam, which is why I was so confused with the assertion that they 'actually disallow major mods.which means mods that fit on the Steam workshop.'
ALRIGHT MAGGOTS: HERE IS THE SIUTATION:You are a bunch of ethereal beings with some ability to influence a ethereal being called the Player. He controls said options for you to take.to some degree.Setting: Basically Mankind is in 2998 when part of it decides fuck Earth, we want Indpedence and Earth goes fuck that. So Civil War Breaks out.There is several pieces throught this that explain better.So we have several interesting guys to choose as.First things first. What we will not play as in any playthrough:Pirates. I just don't like them.Mrs.
President of the Confederation. You basically are playing a game of in a few years lose a election, and if you keep control of the Presidency or get relected, well.turns out mister Tao there? He is very smart, easy to like.and in charge of the Military. And well, turns out a lot of the people are demanding that the government dispense with Democracy as of late. And He and his fleets are happy to olbige.President of a Confederate Republic. Terran Imperialism is supposed to start spreading in these regions first.
What then happens is their armed forces decide to coup the republic government after becoming this. These dictatorships end up being popular, which helps Terran Imperialism become popular.resulting in why we are not playing as the President of the Confederation. So we actually are at just as great a risk at a coup here.Glenn. Yes, that is a near -5000 prestige score of his. His crime was being the previous president when this civil war lore wise started. He was president very recently.So Who this time around:Counter Admiral Tao.
We would start however as Grand Admiral Wei, his father. Tao is actually more competent then his dad. We will try to overthrow this corrupt democracy for it's failures. These traitors will know our wrath. Terra will not be denied.Fleet Admiral Vivian of the Tarken Armed Forces: We would most definately have to be active here in the Intial War. We actually have a decent chance of convincing the others to elect us in a few years as the Director. And we can easily make the army the basis of our power.
We would be the single strongest of the 3rd Ring, and we have a easy target to the south with plenty of Cyberneticist to allow for entire duchies to be conquered. And later on, why just duchies. There will be plenty who do not know the haromious chorus of the Hive. All shall join the Hive. It is futile to resist.Militia Gate: A weak ass admiral in the middle of nowhere with no real connection to the wider galaxy.
Every day of the week however is Praise the Machine Spirits Day. The Omnissiah is of course the 01 true diety. We might have to find a way to get this weak adminsitrator off our backs. A nice Coup could work.5 decades from now. But a decent obsversation game for those 5 decades while I get the money to buy enouh retinue and buildings to have a actual military.Shiro Hasegawa: Brilliant Pilot. ALSO IS COMPLETELY LOYAL. HE HOLDS NO ISSUE WITH HIS LEADERS FOR HAVING KILLED HIS FATHER AND GRAND FATHER AND OVERTHROWING THEM IN A COUP AS THEY WANTED TO PEACEFULLY WORK WITH THE CONFEDERATION TO IMPROVE THEIR CONDITIONS DUE TO CONSTANTLY BEING TREATED LIKE SHIT.
NO SIR HE IS COMPLETELY LOYAL. MOST CERTAINLY NOT PLANNING TO GET MY WAY INTO POWER USING MY STRONG INHEIRTABLE CLAIM ON THE STATE ITSELF, I AM COMPLETELY LOYAL. SIEG ZEON.i mean JION. ANYONE WHO SUGGESTS I AM IS DELUDED. I AM PERFECTLY LOYAL IN MY SUPPORT OF JION. Would Pilot a Red Zaku if it existed which moves 3 times faster than the rest.
COMPLETELY UTTER LOYAL SIEG JION. Fleet Admiral Vivian of the Tarken Armed Forces: We would most definately have to be active here in the Intial War.
We actually have a decent chance of convincing the others to elect us in a few years as the Director. And we can easily make the army the basis of our power. We would be the single strongest of the 3rd Ring, and we have a easy target to the south with plenty of Cyberneticist to allow for entire duchies to be conquered. And later on, why just duchies. There will be plenty who do not know the haromious chorus of the Hive. All shall join the Hive. It is futile to resist.
So.Our Situation. We are basically in no-man's land. But hey, we a pilot.Our Government since this is not standard for Usual CK2. We are a Military Dictatorship. Basically, this means that the power in the nation is concentrated in the military's hand, while our legitimacy comes from simply being the government.Government needs explaining here.There is a spectrum for power here.We Have Military, Pirate, Corporate, and Administrative.
This respectively means which holding you use. Basically, Castle, City, and Temples.Corporate States run things from Cities.
Money is no shortage to these guys. Military have Castles. Nearly all military is controlled by them. Administrative use Temples and have a massive boost to research. You need all 3 to have a viable future.
Pirates are Pirates and depend on their government method.Now.There is Republics, Monarchies, Kingdom, and Dictatorships.In Republics, elections are the norm. Legislatives are not actually needed for Republics. Novvy Edem is a Military Republic with no Legislative. Basically, it means then people are involved in deciding the leader. Who might be dictatorial in his power or might not. The Majority of States on the Map are Corporate Republics.
However, there is 2 kinds. One is a outright Merchant Republic, the other not. The second one exists because of the fact that there is several Corporate Republics that happen to be under the Confederation which would be unplayable otherwise. However, Pirate Republics need mentioning. These are basically Merchant Republics which can raid but are highly unstable.Kingdoms are purely Pirate.

Basically, Castle-centered, and even less stable than Pirate RepublicsMonarchy is where Hereditary inheritance is the norm. CK2 basically.Dictatorships are the more interesting one.
You see, These can have elections and a Legislative. However, the only electing officials would be those of either a Dynasty or that of a Federal Council of those in Charge.
That or the leader just appoints a successor.Now.There is 2 Government Types not mentioned. One is Colony. There are for future content in the mod. So non exist. The other is different.THE HIVE: The Single Most powerful government in the Game. These guys can have Castle, City, AND Temple Holdings. You think that isn't bad enough?
Code: hiverresistance = icon = 36localrevoltrisk = 0.5localtaxmodifier = -10localbuildtimemodifier = 10localbuildcostmodifier = 10No money, build costs and time that make it pointless, and 50% revolt risk. It's gonna rebel.This is the true late game threat right now. That said, a state which as gone Hiver has 1 flaw: The process of turning a system Hiver causes a debuff of the same magnitude as Hiver Resistance.
Ck2 Crisis Of The Confederation History
Tarka tends to be at it's absolute weakest during the switch. And I do mean Tarka. This is because Cybetneticists are the only ones allowed to Invent the Hiver Implant.And So, we begin to act. By beginning the process of removing Traitors from Power. Not Justified my Ass.
Ck2 Paradox Forums
Her father was the one who launched a coup of my Father.I also plan to marry and focus Intrigue.I could just press this.but I would have some issues doing it. It requires her to comply with it.
She makes a choice. She likely won't comply unless I heavily outgun her.So this is why the best course of action is to simply just wait for the right moment to strike. If you wait when you have a coup planned, you get a event that allows you to just ambush the target and capture him or her, without a civil war.Moving on UP! Naturally, the greatest traitor to us all denounces my bringing her to justice.Well, we have a long road ahead of us it seems.Also, The attentive will notice That in a matter of 11 days, I managed to pull off my upgrade to rank.