[MOD] Remote Regions (v1.3.7)
Moderator: Pocus
Re: [MOD] Remote Regions
Your mods look great; I haven't bought FOGE yet, to a large extent because it lacked features like in your mods, especially for the units. Now I think I'll buy it, looks like a great game to me now.
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Re: [MOD] Remote Regions
Glad to hear that! Then it could maybe make sense for you to download my combined Ghosts on the Thrones mod.
kronenblatt wrote: ↑Mon Nov 02, 2020 3:17 pm Here's my combined mod with all the three features into one; is now called Ghosts on the Thrones.(Named after a book that I really liked, about "The Death of Alexander the Great and the Bloody Fight for His Empire".)
x310BCGhostsOnThrones_20201102_1613.7z
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Re: [MOD] Remote Regions
Yup, already did so, thanks.
Re: [MOD] Remote Regions
Greetings!
I like the idea you implement in the mod to limit the profitability of expansion. I was wondering though if it would possible to account for the terrain that separates regions and not just distance.
The reason for this is that historically it was a huge factor. Egypt and Asia (Anatolia) were historically the most profitable provinces for the early imperial rome. Egypt even had a unique, much more direct, kind of administration due to the outrgeous high share of the net revenue it represented for the empire. On the other hand, Gaul been much closer was always a net drain, Germania much more so. Yet according to the current implementation the prior are both hit with huge penalties while the latter have lesser ones.
Truth be told, this can to some extent represented by population numbers, infra and resource presence and such. But given those tend to equalize as the game progresses it would be good to keep some differentiation. There is a reason why most powers that expanded in the era gravitated around the mediterranean. Not only the best land and soil was often around it but sending envoys through the sea is much faster than inland. Let alone any bulk transport (troops, materiales, trade goods...). A ship sailing from Ostia to Alexandria was accounted to take 6 to 8 days depending on the winds just requiring the ships necccesary for what you are transporting. Compare that to travelling to the "much closer" Germania. A full land travel, crossing the Alps and once back in plain terrain facing heavily forested areas. You need a lot of infrastructure with roads, carts, beasts of burden and resting outposts to make that even reasonably possible in a decent scale and it would still take notably longer. There is also the escort/security factor but that we could handwaved as it would be covered somewhat by other mechanics.
Even when there was inland expansions this tended to follow major rivers. So we have a similar scenario to a cettain extent, thoguh would probably be even harder to simulate.
I dont know if tis possible, but it would be cool if the distance could be factored by these terrain types. Gauging the share of different terrains that separate provinces and given a factor that multiply that length, with sea having a <1 one, plains maybe been 1 and the rest going from there. Ideally road networks could reduce that factor, more so the worse the terrain is (as roads would give a larger benefit).
Just food for thought, I dont know much about the technical limitations of this game.
I like the idea you implement in the mod to limit the profitability of expansion. I was wondering though if it would possible to account for the terrain that separates regions and not just distance.
The reason for this is that historically it was a huge factor. Egypt and Asia (Anatolia) were historically the most profitable provinces for the early imperial rome. Egypt even had a unique, much more direct, kind of administration due to the outrgeous high share of the net revenue it represented for the empire. On the other hand, Gaul been much closer was always a net drain, Germania much more so. Yet according to the current implementation the prior are both hit with huge penalties while the latter have lesser ones.
Truth be told, this can to some extent represented by population numbers, infra and resource presence and such. But given those tend to equalize as the game progresses it would be good to keep some differentiation. There is a reason why most powers that expanded in the era gravitated around the mediterranean. Not only the best land and soil was often around it but sending envoys through the sea is much faster than inland. Let alone any bulk transport (troops, materiales, trade goods...). A ship sailing from Ostia to Alexandria was accounted to take 6 to 8 days depending on the winds just requiring the ships necccesary for what you are transporting. Compare that to travelling to the "much closer" Germania. A full land travel, crossing the Alps and once back in plain terrain facing heavily forested areas. You need a lot of infrastructure with roads, carts, beasts of burden and resting outposts to make that even reasonably possible in a decent scale and it would still take notably longer. There is also the escort/security factor but that we could handwaved as it would be covered somewhat by other mechanics.
Even when there was inland expansions this tended to follow major rivers. So we have a similar scenario to a cettain extent, thoguh would probably be even harder to simulate.
I dont know if tis possible, but it would be cool if the distance could be factored by these terrain types. Gauging the share of different terrains that separate provinces and given a factor that multiply that length, with sea having a <1 one, plains maybe been 1 and the rest going from there. Ideally road networks could reduce that factor, more so the worse the terrain is (as roads would give a larger benefit).
Just food for thought, I dont know much about the technical limitations of this game.
Re: [MOD] Remote Regions
Any experiences how good the AI deals with this modification? Is ai still capable of building up/sustaining big empires?
Re: [MOD] Remote Regions
from my playtime ai actually builds its regions quite good.
though maybe the creator of the mod got carried away a bit by giving regions penalties that are really close to your capital.
ie as rome tarant gets remote I despite being 3 provinces away.
though maybe the creator of the mod got carried away a bit by giving regions penalties that are really close to your capital.
ie as rome tarant gets remote I despite being 3 provinces away.
Re: [MOD] Remote Regions
Thank you!
Which difficulty level were you playing/ would you suggest for playing with remote regions mod? Actually playing experienced and i usually win, got it with sparta and dacia. But its a tough way to go.
But if remote region mod some sort of cripples AI-expansion maybe i should go for hard, so AI gets some bonus.
I‘m also thinking of lowering the penalties a bit.
Which difficulty level were you playing/ would you suggest for playing with remote regions mod? Actually playing experienced and i usually win, got it with sparta and dacia. But its a tough way to go.
But if remote region mod some sort of cripples AI-expansion maybe i should go for hard, so AI gets some bonus.
I‘m also thinking of lowering the penalties a bit.
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Re: [MOD] Remote Regions
It's not based on number of provinces away, but the (pixel) distance between the province and the capital(s).
The different distances and penalties for each of the Remoteness levels is highly subjective and it's all a matter of preferences whether you like them or not, but I personally prefer the penalties to start modestly even at a relatively short distance.
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Re: [MOD] Remote Regions
hey Krone, i'm having the following error with the x550bc start
(image attached).
What do you think it's causing?
(image attached).
What do you think it's causing?
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Re: [MOD] Remote Regions
It's only the 550 BC start? Not the 310 BC?Henriquelike wrote: ↑Fri Apr 02, 2021 12:54 pm hey Krone, i'm having the following error with the x550bc start
(image attached).
What do you think it's causing?
x550bc error.png
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Re: [MOD] Remote Regions (v1.3.7)
Remote Regions mods for 310 BCE and 550 BCE are now updated for FoGE v1.3.7 and available for download at the end of the first post in this thread.
kronenblatt's campaign and tournament thread hub:
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Re: [MOD] Remote Regions (v1.3.7)
New versions for 310 BCE and 550 BCE (for FoGE v1.3.7) also taking terrain, coasts, and rivers into account are now updated and available for download at the end of the first post in this thread.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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Re: [MOD] Remote Regions (v1.3.7)
The latest versions for 310 BCE and 550 BCE (for FoGE v1.3.7) only apply remote regions and administrative burden to human players. They are available in one combined zipped file with download link at the end of the first post in this thread.
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Re: [MOD] Remote Regions (v1.3.7)
Good news, but I will stick to EU Barbarorum (1.3.4) for now. I especially like that part about AI exclusion. Is it easy to implement? I guess it done through script files and therefore you can inject it for 1.3.4 by adding a few lines of code, right?
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Re: [MOD] Remote Regions (v1.3.7)
Yes, search for bIsHuman in the Events_Plugin.bsf and Faction.bsf files of the 1.3.7 version.SuitedQueens wrote: ↑Tue May 04, 2021 7:45 pm Good news, but I will stick to EU Barbarorum (1.3.4) for now. I especially like that part about AI exclusion. Is it easy to implement? I guess it done through script files and therefore you can inject it for 1.3.4 by adding a few lines of code, right?
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Re: [MOD] Remote Regions (v1.3.7)
i've done the surch ( 0n ghost of thrones files ) and didnt find it.Yes, search for bIsHuman in the Events_Plugin.bsf and Faction.bsf files of the 1.3.7 version.
is it a way to disable the script "remote regions" all together? i cranck up the difficulty in order to balance things with AI but the penalties on me are not on my liking.
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Re: [MOD] Remote Regions (v1.3.7)
Do you have the latest v1.3.7 for GoTT, the one as of May 4, 2021?
Events_Plugin.BSF
Line 79: int bIsHuman;
Line 86: bIsHuman = IsHumanFaction(factionID);
Line 88: if ( bIsHuman == TRUE )
Faction.bsf
Line 3578: int bIsHuman;
Line 3591: bIsHuman = IsHumanFaction(factionID);
Line 3632: if ( gResult < 0 || bIsHuman == FALSE )
Line 3636: if ( capitalID == 0 && bIsHuman == TRUE )
Sure, open Scenario.BSF and then comment out (through adding //) EventCustom_RemoteRegionModifiers under FUNCTION StartTurn(), like this:
FUNCTION StartTurn()
{
// EventCustom_RemoteRegionModifiers() // ADDED FOR THE REMOTE REGIONS MOD, MOVED HERE FROM BELOW Decisions_AddAtStart ON 2021-05-03
}
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Re: [MOD] Remote Regions (v1.3.7)
oh sorry, i have theDo you have the latest v1.3.7 for GoTT, the one as of May 4, 2021?
"x310BCGhostsOnThrones_v137_v2"
but is prior 4rth may. i missed the update it seems!
so, to disable the remote regions for the AI i make changes as per this code?
Events_Plugin.BSF
Line 79: int bIsHuman;
Line 86: bIsHuman = IsHumanFaction(factionID);
Line 88: if ( bIsHuman == TRUE )
Faction.bsf
Line 3578: int bIsHuman;
Line 3591: bIsHuman = IsHumanFaction(factionID);
Line 3632: if ( gResult < 0 || bIsHuman == FALSE )
Line 3636: if ( capitalID == 0 && bIsHuman == TRUE )
thanks, i always like to have flexible optionsSure, open Scenario.BSF and then comment out (through adding //)

keep it up!
Re: [MOD] Remote Regions (v1.3.7)
sorry for bothering again,
// Initial Events, various changes, decisions
Events_TriggerAtStart(gTurnInfos.scenarioID);
Decisions_AddAtStart(gTurnInfos.scenarioID);
// EventCustom_RemoteRegionModifiers() // ADDED FOR THE REMOTE REGIONS MOD
i use the ode to barbarorum and exclude the line but the penalties and remote region icons are still present. is it the rong line? only this has a refering to "remoteregions" mod.
// Initial Events, various changes, decisions
Events_TriggerAtStart(gTurnInfos.scenarioID);
Decisions_AddAtStart(gTurnInfos.scenarioID);
// EventCustom_RemoteRegionModifiers() // ADDED FOR THE REMOTE REGIONS MOD
i use the ode to barbarorum and exclude the line but the penalties and remote region icons are still present. is it the rong line? only this has a refering to "remoteregions" mod.
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Re: [MOD] Remote Regions (v1.3.7)
No probs at all. You may need to comment it out in Events_Plugin.BSF as well, under Event_EntryPoint:nikossaiz wrote: ↑Thu May 06, 2021 8:26 pm sorry for bothering again,
// Initial Events, various changes, decisions
Events_TriggerAtStart(gTurnInfos.scenarioID);
Decisions_AddAtStart(gTurnInfos.scenarioID);
// EventCustom_RemoteRegionModifiers() // ADDED FOR THE REMOTE REGIONS MOD
i use the ode to barbarorum and exclude the line but the penalties and remote region icons are still present. is it the rong line? only this has a refering to "remoteregions" mod.
FUNCTION Event_EntryPoint()
{
// EventCustom_RemoteRegionModifiers()
}
kronenblatt's campaign and tournament thread hub:
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