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Crusader Kings 2; Charlemagne vs Carloman, Fratricide 2.0

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Posts

  • chrisnlchrisnl Registered User regular
    The new tribal mechanics sound interesting, but it also sounds like a pretty significant hurdle to actually convert to feudalism. It sounds like, unlike reforming the religion, you need to wait and not do the conversion as soon as you can.

    It's also possible that it is not quite working as intended, I'll definitely be waiting a while to start a tribal game. I still have to finish my Norse Viking World Conquest game, anyway. Those Aztecs aren't going to just defeat themselves.

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  • YogoYogo Registered User regular
    It is a hurdle in some regards.

    For example, if you upgrade your Tribal Holding and then convert, you only convert holdings which have met the requirement. The rest stay as a Tribal Holding resulting in you having a realm where everyone with a Tribal Holding hates you because they are holder of a wrong type.

    Antinumeric
  • chrisnlchrisnl Registered User regular
    edited October 2014
    Hrm does this mean that your vassals that meet the requirements will upgrade to feudal with you? Or do they get a choice, or just not bother? I was hoping that if you waited for them to finish upgrading their hill forts (and whatever else is necessary) they would come along for the ride automatically. That's what I meant by waiting to convert, gotta let your vassals be ready (hopefully).

    I've also heard of some bugs with converting to a merchant republic, so I imagine not everything is working perfectly just yet.

    -edit- This also makes me wonder how conquering tribal holdings will work. Is this another layer of defense the tribal regions get, that it just isn't worth conquering them because of the different government type? I've also heard reports (unconfirmed) that military organization removes the defensive attrition at rank 2, which seems absurdly early. I'll have to investigate more.

    chrisnl on
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  • DomhnallDomhnall Minty D. Vision! ScotlandRegistered User regular
    Yogo wrote: »
    Domhnall wrote: »
    So, I had nigh on all of Scandanavia save for a couple Finnish provinces and the Atlantic islands with only the Kingdom of Sweden formed so that when gavelkind happened the realm wouldn't be split but once the old man died (75 and raiding all over the shop, poor Ragnar Lodbrok couldn't get a word in) it was split anyway into Finland and Denmark (with Norway splitting from Denmark after the Danish King died not much after). Just wondering if this is a new addition or if when you owned a de jure Kingdom before it would split when gavelkind happened?

    Certainly slowed down the creation of the Norse Empire since I've lost the subjugation casus belli after reforming the norse empire.

    Elective Gavelkind is different from normal Gavelkind.

    Under Elective Gavelkind, Junior heirs (not your main heir) has a chance of becoming independent upon receiving a crown title without starting a war.

    And before you ask, yes, it is meant to be this way as a method of curbing Tribal expansionism and forcing you to convert to feudalism or republicism. Potentially you could just stay Tribal, but at some point vassal limit would prevent you from maintaining the kingdom/empire.

    Look at Tribal as a quick way of establishing a dominion, then converting to feudalism or republicism.

    Aye, I conquered 7/13 of Ireland and was well within my limits and saw that a son was going to inherit it when Ragnar Lodbrok (squee!) died. It's a pretty cool feature and I do like it. Still got a while to go before I can feudalise but Ragnar at 67 inhertied the Kingdom of Norway and that has lead to a full tilt race to try and get the provinces I need to form the empire. I need 9 more provinces with 4 being relatively easy suomonesko holy wars, 2 being trickier Pictland holy wars, 1 being a Finnish province I have a claim on and the other two being much trickier involving hoping Ragnar can live to 75 and rewarring with Denmark and breaking a truce with Finland to take a second province.

    That or pray my assassination plot works on the Finnish King because Ragnar is set to inherit there.

    I love the viking age.

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  • YogoYogo Registered User regular
    chrisnl wrote: »
    Hrm does this mean that your vassals that meet the requirements will upgrade to feudal with you? Or do they get a choice, or just not bother? I was hoping that if you waited for them to finish upgrading their hill forts (and whatever else is necessary) they would come along for the ride automatically. That's what I meant by waiting to convert, gotta let your vassals be ready (hopefully).

    I've also heard of some bugs with converting to a merchant republic, so I imagine not everything is working perfectly just yet.

    -edit- This also makes me wonder how conquering tribal holdings will work. Is this another layer of defense the tribal regions get, that it just isn't worth conquering them because of the different government type? I've also heard reports (unconfirmed) that military organization removes the defensive attrition at rank 2, which seems absurdly early. I'll have to investigate more.

    According to what I have read, Tribal Vassals, which meet the requirement, get upgraded alongside with you.

    I saw the AI do this as the Khazaria. They were doing pretty well expanding and all that. King met the requirement for feudalism, converted and boom, lost everything within 2 years because the rest of his vassals didn't upgrade with him. Instead they rebelled and the outside forces invaded due to his weakened state.

    Geth
  • ShadowhopeShadowhope Baa. Registered User regular
    I think that the best event of the expansion comes from playing as Karl himself.
    Your mother is like "You and your brother are fighting? Oh dear, let me go have a talk with him."
    "Okey-dokey, mum!"

    And then Karloman falls over dead.

    Civics is not a consumer product that you can ignore because you don’t like the options presented.
  • PlatyPlaty Registered User regular
    edited October 2014
    chrisnl wrote: »
    -edit- This also makes me wonder how conquering tribal holdings will work. Is this another layer of defense the tribal regions get, that it just isn't worth conquering them because of the different government type? I've also heard reports (unconfirmed) that military organization removes the defensive attrition at rank 2, which seems absurdly early. I'll have to investigate more.

    It does indeed remove attrition at rank 2, but tribals can raise huge armies which is also a reason why they have the potential to blob so fast (tribal vassals who accept the call to war will raise their entire levy to fight at your side and you can use your councillors to raise additional troops).

    The biggest bug at the moment is that republican succession will result in a gameover for the player if their family loses the election. Thought I'd put that out.

    Platy on
  • EndaroEndaro Registered User regular
    Comradebot wrote: »
    Endaro wrote: »
    Man, I wish I had paid better attention to the patch notes prior to the update, because it completely fucked my Byzantium Ironman game. When I last signed off I had just reformed the Roman Empire. When I got back on, I was at ~80 vassals with a limit of 33. I tried to make some Kingdom titles to reduce it, but I only had enough gold to make five, which did not make a significant impact. The huge vassal limit penalty crippled my economy and military. Where I previously has a combined strength of around 80K, far surpassing any rival empires including the Holy Roman Empire and the Golden Horde, the penalty gave me a -100% on vassal levies. Because of the retinue nerf, I was at twice the limit for them as well, meaning I had a sizable monthly cost at even the non-replenish setting. With the crippled economy, that meant my retinues just existing put me more in the red every month. The various Islamic entities took the opportunity to start a massive Jihad, and without any levies to fight it off, all I had to bring to the fight was a retinue I couldn't afford to keep. To top it all off, my Emperor kicked the bucket and the hugely overblown vassal limit caused everyone to just gain instant independence, losing all that I had achieved.

    In just a couple months of game time I lost dozens of real hours of progress, progress which can't be gotten back thanks to Ironman Mode. Frustrating to say the least. I think I'm going to retire this game for a bit.

    Aye, when a new (major) patch hits you need to do one of two things:

    1. Revert to the previous patch
    2. Start a new game

    Sometimes you can get lucky, but most experiences I've had are similar to yours when attempting to continue an older save.

    I appreciate the input. The Crusader Kings learning curve never ends! At least I've learned a few more things. For those interested, I've discovered you can rather easily revert to an earlier patch via the beta, but keep in mind you must do this before trying the new patch. Newer patches can open old saves but old patches cannot open new saves, so any files that saved after the patch i.e. any game of Ironman that is loaded up in the new patch, is stuck.

    When Rome was conquered by the Gallic tribe of Brennus in 387 B.C., and a resulting fire burned much of it (including all pre-existing records) to the ground, the people of Rome considered abandoning the city altogether. Known historically for their stubborn perseverance, they followed what good omens they could get and stuck around, rebuilding Rome until it reached a greater height than it had ever achieved prior. In Crusader Kings, you've never really lost until you get a Game Over, so in that regard I'm sticking around and trying to rebuild. It's going slowly, and it was a huge set back, but it is a lesson only Ironman modes can teach: Some consequences are beyond your control, but must be overcome anyways.

    GethJusticeforPluto
  • chrisnlchrisnl Registered User regular
    chrisnl wrote: »
    -edit- This also makes me wonder how conquering tribal holdings will work. Is this another layer of defense the tribal regions get, that it just isn't worth conquering them because of the different government type? I've also heard reports (unconfirmed) that military organization removes the defensive attrition at rank 2, which seems absurdly early. I'll have to investigate more.

    It does indeed remove attrition at rank 2, but tribals can raise huge armies which is also a reason why they have the potential to blob so fast.

    The biggest bug at the moment is that republican succession will result in a gameover for the player if their family loses the election. Thought I'd put that out.

    Interesting, very interesting. I guess since unreformed pagans cannot become feudal (though I think there are unreformed pagans that start feudal) they don't need the protection of the defensive attrition as much. I am still curious as to what happens if you, say, holy war some tribal area with a feudal realm. Will you be able to give away the tribal holding to a vassal? They would be the wrong type of character, since they would be a noble, burgher or priest. So are you stuck with the holding (and the wrong holding penalty) until you can convert it to a castle?

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  • PlatyPlaty Registered User regular
    edited October 2014
    If you give them to someone who has until then been unlanded, they will become a tribal landholder. If you give the land to another feudal landholder such as yourself, they will get the penalties you also get when holding tribal land under feudal government, which in this case means significantly reduced levies. I think a good strategy would probably be to create tribal landholders, but place them under a powerful feudal lord (a Marcher Lord or margrave, if you will).

    Platy on
  • chrisnlchrisnl Registered User regular
    If you give them to someone who has until then been unlanded, they will become a tribal landholder. If you give the land to another feudal landholder such as yourself, they will get the penalties you also get when holding tribal land under feudal government, which in this case means significantly reduced levies. I think a good strategy would probably be to create tribal landholders, but place them under a powerful feudal lord (a Marcher Lord or margrave, if you will).

    Well feudal lords can't call tribal dudes to war so they would just get the crappy levies from the tribal holding? I dunno, seems like it makes taking tribal areas kind of a pain in the ass unless they are pretty far along the upgrade path. Which is probably intentional, I suppose.

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  • PlatyPlaty Registered User regular
    edited October 2014
    Huh, you're right, the button is there and not greyed out, but it didn't do anything for me when I tested it. I don't know, I guess then you could also hang onto those counties and simply upgrade them yourself? They don't seem to count towards your demesne.

    [edit] If you have a high enough opinion, you can raise levies from your tribal vassal, but they seem reduced (?).

    Platy on
  • Regina FongRegina Fong Allons-y, Alonso Registered User regular
    So I'm taking an upper division evolution course and the instructor decided to put up the full list of topics for the rest of the semester and invited students to present them for extra credit.

    I signed up for the topic "inbreeding" (it has significant evolutionary implications) and I asked him if I could show Phillip II of Spain's family tree as part of the presentation. He said that was a great idea and that his power point already has a couple paintings of the poor guy.

    I will be thinking of CKII while I'm giving this.

    ElvenshaeJusticeforPlutoKonphujunVegemyteCrimson Kingjakobagger
  • SLyMSLyM Registered User regular
    Yeah you can get levies from a tribal vassal but they're pretty pathetic.

    Like, 60 men from a 100% opinion tribal duke in a 7 holding province.

    My friend is working on a roguelike game you can play if you want to. (It has free demo)
  • ElvenshaeElvenshae Registered User regular
    So I'm taking an upper division evolution course and the instructor decided to put up the full list of topics for the rest of the semester and invited students to present them for extra credit.

    I signed up for the topic "inbreeding" (it has significant evolutionary implications) and I asked him if I could show Phillip II of Spain's family tree as part of the presentation. He said that was a great idea and that his power point already has a couple paintings of the poor guy.

    I will be thinking of CKII while I'm giving this.

    "Look, guys, it was really important that the next in line have this bright red blood drop, because otherwise it was game over for the Spaniards, and they were trying for the Persistent Survivor achievement - and of course its Ironman mode ..."

    Geth38thDoe
  • Regina FongRegina Fong Allons-y, Alonso Registered User regular
    edited October 2014
    Quite true though, the Habsburgs really were arranging marriages that were based on the same mechanics of this game, with the exact same implications if your heir was terrible, and game over if you don't have any heirs at all.

    Regina Fong on
    Elvenshae
  • dasnoobdasnoob ArkansasRegistered User regular
    Playing through the main campaign I now control all of Francia and Lombard/Italy. Right now though I can't raise vassal troops or do much else because I'm about 20 over the vassal limit. At the same time due to constant rebellions and wars I can't save enough money to create some duke titles to drop my vassal limit down. IIRC isn't there an option to transfer a vassal? I guess I could transfer counts to some of my existing dukes. Would probably need to be careful to make sure I didn't make a single Duke too powerful though.

  • SLyMSLyM Registered User regular
    hey guys if you are a feudal ruler and you own a single-slot tribal holding there's a button to just pay 500 gold to turn it into a normal holding do not press this button. In my campaign it was basically a -1 demesne permanent modifier because the phantom tribal holding is still taking up a slot even though it doesn't exist anymore.

    My friend is working on a roguelike game you can play if you want to. (It has free demo)
  • chrisnlchrisnl Registered User regular
    Hopefully they get the bugs sorted out before I finish my previous version playthrough, they'd better hurry they've only got like 300 years of in-game time to go!

    I may be crazy, but I'm seriously considering a Zunist playthrough for my next campaign. Apparently you can get traits like Strong from their festival event, which sounds amazingly useful. The downside being, of course, that you have to deal with that giant Sunni blob immediately, and you can't raid to raise your moral authority so reforming the church is really difficult.

    steam_sig.png
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Well I just reformed the Norse religion while still tribal. That was a mistake.

    Since I do not have crown laws, I can not assign generals anymore...

    Forced the crusading period to start in 893 also. Fortunately they attacked (and failed to conquer) Hungary.

    Also Norse can't move boats down rivers anymore yay!

    I got to say though, if your holding onto 2000 prestige to keep the opinion of vassals up it is really convenient to be able to pull a 10,000 man army out of your ass if you REALLY need to defend yourself.

    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • DelmainDelmain Registered User regular
    Well I just reformed the Norse religion while still tribal. That was a mistake.

    Since I do not have crown laws, I can not assign generals anymore...

    Forced the crusading period to start in 893 also. Fortunately they attacked (and failed to conquer) Hungary.

    Also Norse can't move boats down rivers anymore yay!

    I got to say though, if your holding onto 2000 prestige to keep the opinion of vassals up it is really convenient to be able to pull a 10,000 man army out of your ass if you REALLY need to defend yourself.

    Wait, what? That happened? Or are you saying it's messed up for you because tribal/reformed.

    Endaro
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited October 2014
    Delmain wrote: »
    Well I just reformed the Norse religion while still tribal. That was a mistake.

    Since I do not have crown laws, I can not assign generals anymore...

    Forced the crusading period to start in 893 also. Fortunately they attacked (and failed to conquer) Hungary.

    Also Norse can't move boats down rivers anymore yay!

    I got to say though, if your holding onto 2000 prestige to keep the opinion of vassals up it is really convenient to be able to pull a 10,000 man army out of your ass if you REALLY need to defend yourself.

    Wait, what? That happened? Or are you saying it's messed up for you because tribal/reformed.

    I could not do it before I reformed or after. At all, small boat groups big boat groups, with or without troops. It just shows a red x when I hover over the river water areas.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • SLyMSLyM Registered User regular
    It's currently a known bug

    My friend is working on a roguelike game you can play if you want to. (It has free demo)
    Delmain
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    I just assumed they wanted me to stop pillaging the holy land and Egypt.

    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • chrisnlchrisnl Registered User regular
    Yeah it's a known bug that Norse cannot use rivers currently. As far as reforming Norse goes, you have to do it if you want to go feudal. Unreformed pagans cannot switch to feudal through decision. Also you should have crown laws (starting at autonomous vassals of course, but you should be able to raise it immediately I think) unless you are duke level or lower, in which case you should be able to assign generals as you please regardless. If it isn't working this way, then I would imagine it is yet another bug with the tribal conversions, and it might be fixable with a save and reload after reformation.

    Hopefully they put out a patch soon, it sounds like there are a good number of things that don't quite work right just yet.

    steam_sig.png
  • PlatyPlaty Registered User regular
    edited October 2014
    dasnoob wrote: »
    Playing through the main campaign I now control all of Francia and Lombard/Italy. Right now though I can't raise vassal troops or do much else because I'm about 20 over the vassal limit. At the same time due to constant rebellions and wars I can't save enough money to create some duke titles to drop my vassal limit down. IIRC isn't there an option to transfer a vassal? I guess I could transfer counts to some of my existing dukes. Would probably need to be careful to make sure I didn't make a single Duke too powerful though.

    Yes, you can transfer vassals. The vassal limit is a bit of a pain if you start as Charlemagne because you have so many counts and the events push you quickly into adding many more vassals. You can also raise your vassal limit by becoming emperor.

    Crown laws: if you reform to Feudalism, it can happen that you aren't assigned any crown laws. I have no idea if this is always the case or just happens under specific circumstances, but it's also reported as a bug.

    Platy on
  • Steel AngelSteel Angel Registered User regular
    So the new tribal mechanics mean that an Old Gods start as a Viking in England pretty much guarantee you'll get wrong holding types from holding castles while you're still feudal and probably have that for quite a bit.

    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

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  • PlatyPlaty Registered User regular
    The levy size penalties seem less steep though than when holding tribal land as a feudal ruler. So you get 500 from a holding which would normally supply with you 800. It seems like you can also raise levies from feudal vassals normally. You might have a money problem if you don't go raiding, though.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Silliest development playing as the Duke of Castille under the new rules but without the expansion: My initial character took both his sons' wives as mistresses.

    His heir, for whatever reason, took his second wife as one in revenge.

    I don't think anyone knows who's whose Dad at this point.

    kshu0oba7xnr.png

    ElvenshaeRhan9Spoit
  • chrisnlchrisnl Registered User regular
    edited October 2014
    I had an interesting development in my continuing, old-patch Norse Britannia game. So I had let a plot to kill my eldest proceed, in the hope that they would kill him and my genius second son would inherit. Well no dice, he survived to adulthood and had a kid really early. Oh well, no biggie. My ruler died and I took over as the son that looked like Jason Momoa (which was kind of awesome), and everybody liked him pretty well and no problems happened. I expanded the empire along the Mediterranean cost of Africa, stomping Muslims left and right. My heir is kind of a doofus, but nothing crippling. He has a son fairly early, so I find myself kind of hoping to play as the grandson.

    Then I get a popup saying how I am enjoying the fresh air at the top of a tower in my castle. This is not something I have seen before, but I'm kind of worried. Well, the railing "just happens" to give way and I fall to my death, thinking on the way down that I will haunt the guy who made the railing. That assassination plot that started literally 35 years ago? It finally fired. Whoops.

    Oh well, the doofus son inherits, and for the first time in a long time I get the dangerous factions notification. Looks like there is a faction with over 70% of my manpower, which is really impressive considering how many troops I can call up (like 250k or so). The year is 1144, so thankfully I can get one last runestone out, and it's nearly time for my first Great Blot, so things calm down after that a good bit. I continue educating my heir, and he turns out pretty well. Three star diplomacy education, solid all around stats, it's looking good.

    Then he tells me that he wants to join the Varangian Guard, and I'm kind of hesitant. I have only the one son, and three daughters. I also have a newborn grandson from the son's marriage, who inherited strong from his mother. I reluctantly decide to let him go, figuring he'll probably come back Orthodox and gay and just ruin everything, but I'll deal with it when the time comes.

    Some time passes, and I now have the ambition to improve my learning. I somehow get the bright idea that I should try and build a flying machine. While I'm doing my research, my son comes back from the Varangian guard, depressed and stressed. So I'm fully expecting to die while trying to fly while my heir dies of depression or something equally lame, leaving a 3 year old emperor to suffer through a long, long regency. Shortly before my test flight, my son loses the stressed trait, but remains depressed. I choose to use a dog as my test pilot, except right before the launch I apparently change my mind and take his place, launching off a cliff and, of course, failing to fly completely.

    So now I'm wounded, my son is depressed and now ill as well, and my grandson is a strong 3 year old. Dark times upon the House of Jute, I tell you. Thankfully, I recover from my wounds and am now scarred, and like 42 years old, when the son dies of his illness. I have a 3 year old strong grandson as my heir, with backups in the form of an 11 year old daughter (who is brave), and 8 year old daughter and a 6 year old daughter. If my current ruler dies before his grandson is at least a teenager, I could be in some serious trouble. Should be interesting to see how it plays out.

    That flying machine event was pretty cool, though.

    chrisnl on
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    ElvenshaeFleur de Alys
  • BYToadyBYToady Registered User regular
    Auralynx wrote: »
    Silliest development playing as the Duke of Castille under the new rules but without the expansion: My initial character took both his sons' wives as mistresses.

    His heir, for whatever reason, took his second wife as one in revenge.

    I don't think anyone knows who's whose Dad at this point.

    Are you playing CK2 or General Hospital the game?

    Battletag BYToady#1454
    Elvenshae
  • Commander ZoomCommander Zoom Registered User regular
    BYToady wrote: »
    Auralynx wrote: »
    Silliest development playing as the Duke of Castille under the new rules but without the expansion: My initial character took both his sons' wives as mistresses.

    His heir, for whatever reason, took his second wife as one in revenge.

    I don't think anyone knows who's whose Dad at this point.

    Are you playing CK2 or General Hospital the game?

    It is sometimes difficult to tell the difference.

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    Steam, Warframe: Megajoule
    Fleur de Alys
  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    edited October 2014
    BYToady wrote: »
    Auralynx wrote: »
    Silliest development playing as the Duke of Castille under the new rules but without the expansion: My initial character took both his sons' wives as mistresses.

    His heir, for whatever reason, took his second wife as one in revenge.

    I don't think anyone knows who's whose Dad at this point.

    Are you playing CK2 or General Hospital the game?

    It is sometimes difficult to tell the difference.

    Pretty much all of Spain is just crawling with children. I had a genius potential heir coming down the pipe and was excited and one of his older brothers randomly turned up as an expert spymaster with pretty high diplomacy as well, probably because I left him in the care of his Venetian sister-in-law for years. If I could adopt Tanistry as a Visigoth this would get really interesting pretty fast. As it stands, that's just a disaster waiting to happen unless I can finally expand my domain a bit. Between really ill-timed invasions, some weird marriage alliances by my rivals, and kingdom laws, it's been tough so far.

    Auralynx on
    kshu0oba7xnr.png

  • Regina FongRegina Fong Allons-y, Alonso Registered User regular
    Auralynx wrote: »
    BYToady wrote: »
    Auralynx wrote: »
    Silliest development playing as the Duke of Castille under the new rules but without the expansion: My initial character took both his sons' wives as mistresses.

    His heir, for whatever reason, took his second wife as one in revenge.

    I don't think anyone knows who's whose Dad at this point.

    Are you playing CK2 or General Hospital the game?

    It is sometimes difficult to tell the difference.

    Pretty much all of Spain is just crawling with children. I had a genius potential heir coming down the pipe and was excited and one of his older brothers randomly turned up as an expert spymaster with pretty high diplomacy as well, probably because I left him in the care of his Venetian sister-in-law for years. If I could adopt Tanistry as a Visigoth this would get really interesting pretty fast. As it stands, that's just a disaster waiting to happen unless I can finally expand my domain a bit. Between really ill-timed invasions, some weird marriage alliances by my rivals, and kingdom laws, it's been tough so far.

    It's usually easier to expand south, try waiting for the Umayyd's to have a major revolt (should happen often enough) then just holy war something from them.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Auralynx wrote: »
    BYToady wrote: »
    Auralynx wrote: »
    Silliest development playing as the Duke of Castille under the new rules but without the expansion: My initial character took both his sons' wives as mistresses.

    His heir, for whatever reason, took his second wife as one in revenge.

    I don't think anyone knows who's whose Dad at this point.

    Are you playing CK2 or General Hospital the game?

    It is sometimes difficult to tell the difference.

    Pretty much all of Spain is just crawling with children. I had a genius potential heir coming down the pipe and was excited and one of his older brothers randomly turned up as an expert spymaster with pretty high diplomacy as well, probably because I left him in the care of his Venetian sister-in-law for years. If I could adopt Tanistry as a Visigoth this would get really interesting pretty fast. As it stands, that's just a disaster waiting to happen unless I can finally expand my domain a bit. Between really ill-timed invasions, some weird marriage alliances by my rivals, and kingdom laws, it's been tough so far.

    It's usually easier to expand south, try waiting for the Umayyd's to have a major revolt (should happen often enough) then just holy war something from them.

    Yep. I've been at this a while, now. First time in Spain but I've already ground through a bunch of games as a duke. The game's been seriously messing with my efforts to consolidate Castille so far but I'll get it when I can.

    kshu0oba7xnr.png

  • Regina FongRegina Fong Allons-y, Alonso Registered User regular
    Auralynx wrote: »
    Auralynx wrote: »
    BYToady wrote: »
    Auralynx wrote: »
    Silliest development playing as the Duke of Castille under the new rules but without the expansion: My initial character took both his sons' wives as mistresses.

    His heir, for whatever reason, took his second wife as one in revenge.

    I don't think anyone knows who's whose Dad at this point.

    Are you playing CK2 or General Hospital the game?

    It is sometimes difficult to tell the difference.

    Pretty much all of Spain is just crawling with children. I had a genius potential heir coming down the pipe and was excited and one of his older brothers randomly turned up as an expert spymaster with pretty high diplomacy as well, probably because I left him in the care of his Venetian sister-in-law for years. If I could adopt Tanistry as a Visigoth this would get really interesting pretty fast. As it stands, that's just a disaster waiting to happen unless I can finally expand my domain a bit. Between really ill-timed invasions, some weird marriage alliances by my rivals, and kingdom laws, it's been tough so far.

    It's usually easier to expand south, try waiting for the Umayyd's to have a major revolt (should happen often enough) then just holy war something from them.

    Yep. I've been at this a while, now. First time in Spain but I've already ground through a bunch of games as a duke. The game's been seriously messing with my efforts to consolidate Castille so far but I'll get it when I can.

    Asturias starts off pretty strong, in my game as the Duke of Castille it took me a pretty long time to depose him, and then when I did the game inflicted shenanigans on me which I ended up having to console my way out of.

  • PlatyPlaty Registered User regular
    edited October 2014
    I really like that you can now designate regents. It allows more control over regencies and gives an additional function to wives or mothers with good stats.

    Platy on
    Zibblsnrt
  • YogoYogo Registered User regular
    I really like that you can now designate regents. It allows more control over regencies and gives an additional function to wives or mothers with good stats.

    On the other hand, regents now get a say in who you are allowed to marry.

    It hasn't been an issue, but I noticed when I went on a pilgrimage and wasn't allowed to marry X girl since my regent disapproved of it.

  • chrisnlchrisnl Registered User regular
    There is a beta patch up on Steam now, and it seems to fix a lot of things.
    MAJOR:

    Fixed OOS in multiplayer if all players did not have Charlemagne enabled.

    Muslims are now more likely to become decadent, especially dynasty members of larger realms.

    Fixed bug where the Straighten Up decision could be taken again after 7 days.

    Fixed bug where it was not possible to hand out viceroyalties after reloading the game.

    Resolved crash when opening war overview window in a revolt war.

    Fixed crash in law view when republics did not have all patrician slots filled.

    Fixed bug where the realm capital did not properly use the patrician elective law.

    Norse fleets can now travel through major rivers as intended.

    The Adopt Feudalism and Form Merchant Republic decisions are now divided into two part - one that is taken to adopt the new government form and upgrade the capital, and a second one that is taken to upgrade the remaining holdings.

    Fixed crash while hovering the call all allies button in observer.

    Tribals now properly get access to crown authority laws when they convert.

    Solved the CTD on Linux, no more need for -threads=1 workaround

    MINOR:

    Elective Gavelkind: Fixed a bug where claims were not awarded correctly on kingdom split inheritance

    Optimized message logging in Release builds.

    Fixed a bug where looter armies just standing around would prevent peace Prestige loss for aggressive pagans

    AI: Rebalanced raid propensity. Rulers with Prestige loss on peace are now more aggressive

    AI: Tweaked Prepared Invasion propensity slightly

    AI: Less likely to answer calls to arms if busy raiding

    Fixed an issue with exiled characters' destination

    Added a revenge event for the sons of Lodbrok against Aella

    It is now possible to see all the laws of your lieges titles in the law view.

    Fixed exploit where the recently conquered modifier was not properly applied until the day after a holding was conquered.

    The opinion modifier for vassals for handing out viceroyalties are now only applied to feudal non viceroyals on duke-tier or higher.

    Fixed bug where the opinion modifier for handing out viceroyalties did not apply for viceroyals in the history files.

    The empty holdings modifier for garrison and levies are now calculated after the other modifier.

    Tribal holdings now get less taxes and levies if the province is of the wrong culture or religion.

    The opinion modifiers for being of the wrong religion is now increased for tribals against their liege.

    Right click now works on mac when using borderless.

    Family prestige no longer gives a bonus to vassal limit.

    The chronicle now closes when pressing escape.

    Fixed bug where the caliphate title could be given to vassals of the wrong religion, females and characters without the Sayyid or Mirza traits.

    Fixed bug where the 99% warscore cap was not properly applied in certain wars.

    Fixed bug where the AI did not end wars when at 100% warscore due to the recipient having previously declined a peace offer.

    Fixed bug where characters were not properly selected after loading a save if a character was selected before the save was loaded.

    Children created in ruler designer now properly counts as heirs to your titles.

    The decision to donate money to the knights templar now have its intended decision icon.

    Chronicle should now properly show birth of first son even if he has older sisters.

    Rare event that makes a vassal switch side between Charlemagne and Carloman should now work properly.

    Saxon Blood Court event no longer gives you the Crusader trait.

    Prepared Invasions are now enabled for Germanic Pagans with the start of the Viking Age.

    Added some more Celtic realm names to Britain.

    Several minor text fixes.

    Viking Age event is now fully compatible with old save games.

    Reworked system for Ramadan events. They will no longer pop in a bunch at the same time.

    Fixed DND-flag and pulled adventurers out of hiding while preparing for a war.

    Fixed Incorrect alpha for female muslim headgear fixed for the Early Eastern Clothing Pack DLC.

    Now allowed some more leeway with granting "contested titles" while involved in wars and civil wars

    Adventurers will no longer accept being invited to your court.

    It is no longer possible to use the succession changing factions against muslim lieges.

    Fixed bug where the characters in the era picker were unclickable after going back from custom game setup.

    Fixed bug where the pagan versions of Coat of Arms were not properly applied to custom created kingdoms and empires.

    Fixed inconsistencies in credits.

    Fixed bug where the same plot entry was shown twice in the plot view.

    Event spawned troops through the councillor jobs are now named Zealots, Raiders and Warriors.

    Various text fixes.

    Scottish culture event now properly converts province culture to Scottish.

    Added missing Romuva holy sites in early start dates.

    Cleaned up old tech system defines from defines.lua

    Adopt feudalism decision now require at least one in the Noble Customs technology.

    Found Merchant Republic decision now require at least one in the Trade Practices technology.

    It is no longer possible to form custom kingdoms when not being independent.

    The tribal councillor jobs no longer dissapear when having a regent.

    Tweaked triggers for Russian and Scottish culture emergence events.

    Tweaked AI logic for liege converting to capital province culture in some cases.

    Moved/added new dynasties to several cultures.

    Changed some early characters in history files from Dutch to Frisian culture.

    Revised name lists for early East Slavs.

    Corrected a history database issue where some Saffarid and Kabul Shahi subjects stayed Zunist after being subjugated.

    Ireland is now tribal in 867.

    Reduced severity of effects of unused and angry tribal event troops disbanding.

    Hiding character going celibate now gives spouse and lovers intended opinion modifiers.

    Adapted some Charlemagne story event triggers to protect against weirdnesses caused by using the ruler designer on major story characters.

    Changed trigger for Irminsul event to make it more likely to happen.

    Khazar rulers can now receive Jewish exiles regardless of ruler religion.

    Christian rivals will no longer reconsider their rivalry against other Christians unless they recently switched religion to Christianity.

    Pagan feast events reworked and should no longer pop in bunches at the same date.

    Tweaked triggers for Russian and Scottish culture emergence events.

    Tweaked AI logic for liege converting to capital province culture in some cases.

    Moved/added new dynasties to several cultures.

    Changed some early characters in history files from Dutch to Frisian culture.

    Revised name lists for early East Slavs.

    Corrected a history database issue where some Saffarid and Kabul Shahi subjects stayed Zunist after being subjugated.

    Ireland is now tribal in 867.

    Reduced severity of effects of unused and angry tribal event troops disbanding.

    Hiding character going celibate now gives spouse and lovers intended opinion modifiers.

    Adapted some Charlemagne story event triggers to protect against weirdnesses caused by using the ruler designer on major story characters.

    Changed trigger for Irminsul event to make it more likely to happen.

    Fixed issues in CB logic that could result in viewing wrong tooltip

    Now custom kingdoms instantly dejure drift on formation, however only if the dejure kingdom/empire is not created and if you completly control the titles.

    Custom kingdoms now cost 300 wealth instead of scaled wealth

    Custom empires now cost 1000 wealth instead of scaled wealth

    MODDING:

    Event spawned troops with an earmark can now be custom-named by using the earmark key and "_ARMY" or "_ARMY_OF" in the localization.

    Added define for first year to execute tech, used for optimization, needed for mods.

    CONVERTER:

    Now norse_pagan does not convert to norse_pagan_reformed in converter

    Additionally, a dev stated that he missed putting a note in saying that the vassal king penalty has been removed, which is a nice counter to the lack of family prestige increasing your vassal limit. There are like 80 de jure kingdom titles in the game, though, so if you were to conquer the entire world you'd have to give multiple kingdoms to many of your vassal kings to avoid being over the vassal limit.

    I think the changes are pretty good, and cover most of the bugs that I am aware of. Hopefully this fixes a lot of the wackiness of the initial patch.

    steam_sig.png
    Geth
  • AcharenusAcharenus Registered User regular
    Some of the mods are absolutely fantastic now a game of thrones and the tamriel ones are so much fun.

    Just a really stellar game that keeps on earning it's money...I don't think I've even played the last two dlc's much but am still compelled to buy the latest.

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