Oh no, people have requested this all over the forums, but playing as a Catholic tribal is really dull since your ability to raid is so limited (you can't raid your Catholic neighbors and you don't get free shipbuilders, you have to research the technology and purchase them first - but you for example don't generate any technology points when you're a count). The 867 start also accurately modeled the power dynamics of the region (with a northern and southern branch of the Uí Néill under Tanistry succession).
[edit] Just tested it, it's not so bad in 867 since some (but not all) provinces start with shipbuilders. And while you can't switch to Tanistry while being tribal, the titles which had Tanistry still use it. Will feel a bit silly to reverse-raid Scandinavia and Muslim Spain though.
Platy on
+1
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
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.
Yeah, my plan has been to straight-up break loose and form Castille (the kingdom), but somehow the Duke of Portugal has a vice grip on Soria and there's a very loyal Muslim in my other de jury county. I'll get there!
Where exactly in the message settings is "turn betrothal into marriage" located? Because never, never ever have I made a betrothal that I got a message saying "hey you can totally marry these people now". I've just given up on doing betrothals at all because it's so frustrating, but I hate it because then there's marriage prospects that get sniped before they turn 16.
Where exactly in the message settings is "turn betrothal into marriage" located? Because never, never ever have I made a betrothal that I got a message saying "hey you can totally marry these people now". I've just given up on doing betrothals at all because it's so frustrating, but I hate it because then there's marriage prospects that get sniped before they turn 16.
Where exactly in the message settings is "turn betrothal into marriage" located? Because never, never ever have I made a betrothal that I got a message saying "hey you can totally marry these people now". I've just given up on doing betrothals at all because it's so frustrating, but I hate it because then there's marriage prospects that get sniped before they turn 16.
That's pretty strange, I have always, without fail, gotten the prompt indicating "Betrothed can marry". Excluding the cases where, as you said, one of the two has gotten sniped before reaching eligible age. I can't say I've ever seen it not offer me the notification. Do you perhaps disable them, even temporarily? I do that with the Mecca and "You can get 2.5k free troops for 500 piety" ones and always miss them when they actually matter.
That is odd, like every time I had a betrothal the other ruler would demand the marriage go forward, even if it was his only son in a matrilineal marriage or he was my greatest enemy or wrong religion. Outright war will prevent it though.
You probably disabled it. I know I did that with the enforce weak claim button and I was so lost until I fixed it.
I always wanted an enforce betrothal CB, but AIs never break them so no real point.
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!
Where exactly in the message settings is "turn betrothal into marriage" located? Because never, never ever have I made a betrothal that I got a message saying "hey you can totally marry these people now". I've just given up on doing betrothals at all because it's so frustrating, but I hate it because then there's marriage prospects that get sniped before they turn 16.
That's pretty strange, I have always, without fail, gotten the prompt indicating "Betrothed can marry". Excluding the cases where, as you said, one of the two has gotten sniped before reaching eligible age. I can't say I've ever seen it not offer me the notification. Do you perhaps disable them, even temporarily? I do that with the Mecca and "You can get 2.5k free troops for 500 piety" ones and always miss them when they actually matter.
I've never seen it, in all my hours of play. That's why I'm asking where, specifically, it is located in the message settings, so I can make sure the damn thing is turned on.
Where exactly in the message settings is "turn betrothal into marriage" located? Because never, never ever have I made a betrothal that I got a message saying "hey you can totally marry these people now". I've just given up on doing betrothals at all because it's so frustrating, but I hate it because then there's marriage prospects that get sniped before they turn 16.
That's pretty strange, I have always, without fail, gotten the prompt indicating "Betrothed can marry". Excluding the cases where, as you said, one of the two has gotten sniped before reaching eligible age. I can't say I've ever seen it not offer me the notification. Do you perhaps disable them, even temporarily? I do that with the Mecca and "You can get 2.5k free troops for 500 piety" ones and always miss them when they actually matter.
I've never seen it, in all my hours of play. That's why I'm asking where, specifically, it is located in the message settings, so I can make sure the damn thing is turned on.
You don't get a message on the side of the screen; it's on the top, right where you'd normally see "Pick an amibtion" or "Get married" or whatever.
If you aren't seeing it there, then you need to go to the outliner - your armies, on-going sieges, holdings, etc. - and pull out the options there. Scroll through there and you should see the disabled notifcations section; uncheck (or check, I can't recall) the betrothal one.
Why does it sound like Paradox is trying to make the same mistakes with CK2 that they made with EU4? I was coming to terms with the fact that every single expansion and patch for EU4 made it much less fun to play, but that was because it was limited to EU4 and for some reason a lot of people thought balancing a mostly singleplayer game for multiplayer is a great idea. As long as they left CK2 alone.....
I guess I'm sticking with a beta patch until (if?) they realize how many mechanics they break by taking out a feature like the assassinate button. And then making it impossible to invite adventurers to your court, so there is no decent way to stop little mini mongol hordes from spawning constantly throughout the game and wrecking shop. Because that's what everyone wanted more of. Wanna kill your kids? Nope, can't plot against them or assassinate them. I've always thought the most interesting part of Medieval times is that succession always went exactly as the law wrote and no one ever tried to cheat. Sounds historically accurate to me!
Where exactly in the message settings is "turn betrothal into marriage" located? Because never, never ever have I made a betrothal that I got a message saying "hey you can totally marry these people now". I've just given up on doing betrothals at all because it's so frustrating, but I hate it because then there's marriage prospects that get sniped before they turn 16.
That's pretty strange, I have always, without fail, gotten the prompt indicating "Betrothed can marry". Excluding the cases where, as you said, one of the two has gotten sniped before reaching eligible age. I can't say I've ever seen it not offer me the notification. Do you perhaps disable them, even temporarily? I do that with the Mecca and "You can get 2.5k free troops for 500 piety" ones and always miss them when they actually matter.
I've never seen it, in all my hours of play. That's why I'm asking where, specifically, it is located in the message settings, so I can make sure the damn thing is turned on.
You don't get a message on the side of the screen; it's on the top, right where you'd normally see "Pick an amibtion" or "Get married" or whatever.
If you aren't seeing it there, then you need to go to the outliner - your armies, on-going sieges, holdings, etc. - and pull out the options there. Scroll through there and you should see the disabled notifcations section; uncheck (or check, I can't recall) the betrothal one.
...
I am asking
where
in the message options
are the betrothal notifications located
It's not helpful for me to ask that and then be told "look in the notifications settings" because there are like ten tabs with a hundred different notifications each and I've already tried looking for betrothal and none of the betrothal options I saw were disabled.
EDIT: My previous posts had clearly stated I was asking about where in the message settings to look for the option.
Just to be clear - you've gone to the outliner, opened up the message category box, and checked the "Disabled Notifications" button?
If so, and if you have accidentally disabled the "Betrothed can marry," you should see it in red at the bottom of the outliner, and then can click it to re-enable it.
If you don't see it there, then ... No idea, man.
You'll only get the message if the person who's betrothed is part of your court, too; that might be a cause?
EDIT:
For purposes of example, I kinda just randomly chose a 15-year-old to betroth my heir to. She randomly turned out to be a badass!
Why does it sound like Paradox is trying to make the same mistakes with CK2 that they made with EU4? I was coming to terms with the fact that every single expansion and patch for EU4 made it much less fun to play, but that was because it was limited to EU4 and for some reason a lot of people thought balancing a mostly singleplayer game for multiplayer is a great idea. As long as they left CK2 alone.....
I guess I'm sticking with a beta patch until (if?) they realize how many mechanics they break by taking out a feature like the assassinate button. And then making it impossible to invite adventurers to your court, so there is no decent way to stop little mini mongol hordes from spawning constantly throughout the game and wrecking shop. Because that's what everyone wanted more of. Wanna kill your kids? Nope, can't plot against them or assassinate them. I've always thought the most interesting part of Medieval times is that succession always went exactly as the law wrote and no one ever tried to cheat. Sounds historically accurate to me!
This is a genuine question, have adventurers been that much of a problem for you? I'm only on my second playthrough and I have been attacked by an adventurer exactly once, and it turned out to not be an issue as I stomped him flat pretty easily. I'm not really sure what triggers one to spawn, or what determines their target. I've seen plenty of times where an adventurer spawns in the court of one of my vassals, and it turns out the guy is going against a single province and has like 1500 dudes to help him, and then he loses. Then other times I see like 30k guys spawn, and walk halfway across the map (losing a good chunk of their army) to attack an unreformed pagan where they lose to attrition. I've seen exactly two successful adventurers (though presumably there have been more I haven't seen), one of which was only successful because he was a relative of mine and he asked me to help him, while he left his doomstack sitting in England instead of getting into his boats to go attack Normandy.
I'm not super experienced with the game, though, so it's very possible I've just been lucky. I'm curious to hear what experiences others have had with adventurers so I can get a better idea of what I'm in for if one shows up.
0
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Why does it sound like Paradox is trying to make the same mistakes with CK2 that they made with EU4? I was coming to terms with the fact that every single expansion and patch for EU4 made it much less fun to play, but that was because it was limited to EU4 and for some reason a lot of people thought balancing a mostly singleplayer game for multiplayer is a great idea. As long as they left CK2 alone.....
I guess I'm sticking with a beta patch until (if?) they realize how many mechanics they break by taking out a feature like the assassinate button. And then making it impossible to invite adventurers to your court, so there is no decent way to stop little mini mongol hordes from spawning constantly throughout the game and wrecking shop. Because that's what everyone wanted more of. Wanna kill your kids? Nope, can't plot against them or assassinate them. I've always thought the most interesting part of Medieval times is that succession always went exactly as the law wrote and no one ever tried to cheat. Sounds historically accurate to me!
This is a genuine question, have adventurers been that much of a problem for you? I'm only on my second playthrough and I have been attacked by an adventurer exactly once, and it turned out to not be an issue as I stomped him flat pretty easily. I'm not really sure what triggers one to spawn, or what determines their target. I've seen plenty of times where an adventurer spawns in the court of one of my vassals, and it turns out the guy is going against a single province and has like 1500 dudes to help him, and then he loses. Then other times I see like 30k guys spawn, and walk halfway across the map (losing a good chunk of their army) to attack an unreformed pagan where they lose to attrition. I've seen exactly two successful adventurers (though presumably there have been more I haven't seen), one of which was only successful because he was a relative of mine and he asked me to help him, while he left his doomstack sitting in England instead of getting into his boats to go attack Normandy.
I'm not super experienced with the game, though, so it's very possible I've just been lucky. I'm curious to hear what experiences others have had with adventurers so I can get a better idea of what I'm in for if one shows up.
So that Andalusia game? I had the 30k spawn on top of my duke's army to overthrow the king - which is to say already inside the realm in a doom stack. By far the worst "hello, adventurer!" thing I've ever seen.
Guys, the simple answer to the notification button problem is thus: Go in to the message manager and hit reset to default. Whatever you did to make betrothals hidden will be undone.
Edit: Oh weird, I didn't even know there was that separate notification options window.
Where exactly in the message settings is "turn betrothal into marriage" located? Because never, never ever have I made a betrothal that I got a message saying "hey you can totally marry these people now". I've just given up on doing betrothals at all because it's so frustrating, but I hate it because then there's marriage prospects that get sniped before they turn 16.
That's pretty strange, I have always, without fail, gotten the prompt indicating "Betrothed can marry". Excluding the cases where, as you said, one of the two has gotten sniped before reaching eligible age. I can't say I've ever seen it not offer me the notification. Do you perhaps disable them, even temporarily? I do that with the Mecca and "You can get 2.5k free troops for 500 piety" ones and always miss them when they actually matter.
I've never seen it, in all my hours of play. That's why I'm asking where, specifically, it is located in the message settings, so I can make sure the damn thing is turned on.
You don't get a message on the side of the screen; it's on the top, right where you'd normally see "Pick an amibtion" or "Get married" or whatever.
If you aren't seeing it there, then you need to go to the outliner - your armies, on-going sieges, holdings, etc. - and pull out the options there. Scroll through there and you should see the disabled notifcations section; uncheck (or check, I can't recall) the betrothal one.
...
I am asking
where
in the message options
are the betrothal notifications located
It's not helpful for me to ask that and then be told "look in the notifications settings" because there are like ten tabs with a hundred different notifications each and I've already tried looking for betrothal and none of the betrothal options I saw were disabled.
EDIT: My previous posts had clearly stated I was asking about where in the message settings to look for the option.
To be super duper mega clear - it is not in message settings. Open your Outliner, the sliding UI that by default lists your armies and desmesne, and click the button at the top of it called "Open outliner category configuration". Check the "Disabled Alerts" option so that it lists all of the top of the screen alerts you have disabled. If the alert is actually disabled, you should see it in red saying "Betrothed can marry". Simply click it to reenable the alert.
I just tested this by getting betrothed, disabling the alert and reenabling, so I know this works.
Edit: I see I was beaten, and with a helpful picture to boot! Ah well.
Guys, the simple answer to the notification button problem is thus: Go in to the message manager and hit reset to default. Whatever you did to make betrothals hidden will be undone.
This actually doesn't work, because it is an alert, and not a message.
Edit the second: So I haven't played much more than a few dozen hours of CK2 since EU4 came out (which might sound like a lot, but my total game time is just shy of 1000 hours for CK2). Coming back into it and trying to test out the tribal stuff with Ragnarr's dad, and the game just hates me. First try, first battle resulted in me getting incapacitated, less than a year into the game.
Restart, because seriously, that's fucked up; Ragnarr's dad dies 8 years into the game with Ragnar still underage. Stick that one out to see how it goes, but then just months before I come of age, my stupid regent pushes me out a tower and I get maimed.
So I'm going to restart again, not because I need a perfect start or anything, but come on, I'm obviously picking this start so I can have fun viking times with Ragnarr. So, here's hoping my CK2 luck swings a bit in the other direction. Particularly since this start is a pain and a half as far as getting money goes.
Other option - go to your Documents\Paradox Interactive\Crusader Kings II\ directory, and open up the settings.txt file. (Back it up, first.)
Scroll down to where you see the section labeled "disabled_alerts" and delete everything between the curly brackets. Make sure to leave the curly brackets, though!
Why does it sound like Paradox is trying to make the same mistakes with CK2 that they made with EU4? I was coming to terms with the fact that every single expansion and patch for EU4 made it much less fun to play, but that was because it was limited to EU4 and for some reason a lot of people thought balancing a mostly singleplayer game for multiplayer is a great idea. As long as they left CK2 alone.....
I guess I'm sticking with a beta patch until (if?) they realize how many mechanics they break by taking out a feature like the assassinate button. And then making it impossible to invite adventurers to your court, so there is no decent way to stop little mini mongol hordes from spawning constantly throughout the game and wrecking shop. Because that's what everyone wanted more of. Wanna kill your kids? Nope, can't plot against them or assassinate them. I've always thought the most interesting part of Medieval times is that succession always went exactly as the law wrote and no one ever tried to cheat. Sounds historically accurate to me!
This is a genuine question, have adventurers been that much of a problem for you? I'm only on my second playthrough and I have been attacked by an adventurer exactly once, and it turned out to not be an issue as I stomped him flat pretty easily. I'm not really sure what triggers one to spawn, or what determines their target. I've seen plenty of times where an adventurer spawns in the court of one of my vassals, and it turns out the guy is going against a single province and has like 1500 dudes to help him, and then he loses. Then other times I see like 30k guys spawn, and walk halfway across the map (losing a good chunk of their army) to attack an unreformed pagan where they lose to attrition. I've seen exactly two successful adventurers (though presumably there have been more I haven't seen), one of which was only successful because he was a relative of mine and he asked me to help him, while he left his doomstack sitting in England instead of getting into his boats to go attack Normandy.
I'm not super experienced with the game, though, so it's very possible I've just been lucky. I'm curious to hear what experiences others have had with adventurers so I can get a better idea of what I'm in for if one shows up.
In my current game I would say I see an adventurer every 3 or so decades, usually at a strength of about 25-30k.
Removing the assassination button certainly makes dealing with them a lot harder, but there are options. Find where the individual is located and send your spymaster there to scheme, it adds 5-10% to your plot power. Turn on auto-invite, and then look through your list of options. Since they all are members of a foreign court, they will often prefer him to you, but not always. Anyone with a yellow hand can be bribed to join a plot (I've never succeeded with any red hands), and generally all female characters need only the minimum 20 gold as a gift. You'd be surprised how high you can get the plot power, most of my adventurers are dealt with through snakes and highway accidents. That said, it's far less reliable than the simple button, so if your intrigue stinks be prepared to fight it out. On the bright side if you win you can banish them for 500 gold.
Right now they're more than an annoyance than anything, as my Roman Empire file can generally beat them with retinues. They can fuck right off in smaller campaigns though. I still think adventurers are one of the worst implemented mechanics in this game. Does swearing fealty to a larger power protect you?
Rrrf. Kinda contemplating a ME mod for CK2, but kinda hard to do that without asari being modeled properly, i.e. same-sex marriages and one woman being impregnated by another, and I can't find where in the code it dictates things like who shows up after you've picked one member of an arranged marriage.
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.
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.
Yeah, I don't think it'd be possible to do Asari right. I mean, first off you'd have to do like, an event to murder a child if it's male and asari, because there's no way to be like "all asari are female"
I'm 90% sure you can't do that. You can only do sex checks on characters and the character doesn't exist before it's born. I reaaaaaaaally don't think it's possible to change it's gender after it's born.
Just to be clear - you've gone to the outliner, opened up the message category box, and checked the "Disabled Notifications" button?
If so, and if you have accidentally disabled the "Betrothed can marry," you should see it in red at the bottom of the outliner, and then can click it to re-enable it.
If you don't see it there, then ... No idea, man.
You'll only get the message if the person who's betrothed is part of your court, too; that might be a cause?
EDIT:
For purposes of example, I kinda just randomly chose a 15-year-old to betroth my heir to. She randomly turned out to be a badass!
Yes, this worked, and is one of those things that I would have never figured out on my own because the interface is so damn esoteric.
The main problem with adventurers is that they keep the stack of units and can then go about altering the dynamics of the realm or area they are near.
So a campaign to take a single county can end up with an army large enough to take on and destabilize an empire.
I understand they tweaked the adventurer numbers a little recently, but they still seem to spawn almost twice what any king or grand duke of the same time frame can reasonably raise.
The obvious solution of course is to plot to murder anyone with a claim on any titles in your realm.
I really dislike the fact that women can never rule tribal lands.
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!
The main problem with adventurers is that they keep the stack of units and can then go about altering the dynamics of the realm or area they are near.
So a campaign to take a single county can end up with an army large enough to take on and destabilize an empire.
I understand they tweaked the adventurer numbers a little recently, but they still seem to spawn almost twice what any king or grand duke of the same time frame can reasonably raise.
The obvious solution of course is to plot to murder anyone with a claim on any titles in your realm.
Essentially this. It's not "Oh noes they removed the assassinate button", it's frustration because they didn't do anything to replace it in specific circumstances. When adventurers spawn the tooltip says something to the effect of "I hope they're not prone to 'accidents'.....", which makes it especially bizarre to take any method of assassinating them out of the game! You can beat them in combat, I just think they're extremely silly. Last night I had an adventurer army spawn out of a tiny neighboring duchy that was larger than my entire healthy Byzantine empire could field. If you're a smaller ruler it can be particularly frustrating. And the assassinate button is such an "I win" button that I didn't use it last night because my state intrigue was average; I had a much higher chance of being discovered and having assassins sent against me than I had of succeeding.
And just give us a plot to murder our kids again. There should be a better way than imprisoning and publicly executing your kids. It shouldn't be easy, but there should be a way to kill your kids without a -50 rep penalty. Good on you guys for telling everyone using the button that it's the "wrong way to play" when it's been in the game for over two years, and hasn't been replaced by the plot system in all significant circumstances.
Fiatil on
+2
ComradebotLord of DinosaursHouston, TXRegistered Userregular
I do think killing your kids should either be incredibly difficult or incredibly risky. With the assassinate button, it was far too easy to "trim the family tree" and further avoid ever actually having to deal with succession issues. I think maybe a solution could be to allow characters with certain traits to plot to kill their kids (cruel, arbitrary, insane). So then the option can exist, but with the trade-off that you need a ruler with less than normally desirable traits. Opening it up to all rulers, however, would be way too open to abuse.
I do think killing your kids should either be incredibly difficult or incredibly risky. With the assassinate button, it was far too easy to "trim the family tree" and further avoid ever actually having to deal with succession issues. I think maybe a solution could be to allow characters with certain traits to plot to kill their kids (cruel, arbitrary, insane). So then the option can exist, but with the trade-off that you need a ruler with less than normally desirable traits. Opening it up to all rulers, however, would be way too open to abuse.
Agreed! I've seen that suggestion thrown around a few times, and it seems much more sensible than removing it completely. Killing your kids was too easy, but I don't agree with ripping out a two year old feature in a patch and replacing it with nothing. Hopefully they'll get something figured out in the coming patches, but until then I'm sticking with Rajas of India and the old patch.
Plot assassinations now seem to fire at lot sooner. Which is why you actually have to consider sending anyone who is a target of a plot into hiding. I like the new system better because it levels the playing field with the AI, the AI almost never attempted direct assassinations because of the horrible effect it would have had on human players' gameplay.
Plot assassinations now seem to fire at lot sooner. Which is why you actually have to consider sending anyone who is a target of a plot into hiding.
Only if the plot is actually popular. I had two dude try to plot against me for decades, one of them was literally too far away for me to plot against (I guess he started the plot before he moved?) but only the same one or two people kept joining the plots and I just kept telling them to stop backing the plots. I only had like a 80% chance to kill the one guy I could plot against and I ended up killing him after like 25 years or so.
Huh, guess I got very lucky then in all the assassination plots I attempted. There's one count in Armenia whose family is in line of succession for two duchies and other titles in those duchies.
I always play on Ironman; I don't feel like I've lost much by losing the assassinate button. It cost too much and was too unlucky to be worthwhile.
IMO, the problem with adventurers is when they're coming from within your nation. You should be able to imprison them without any penalty. Nothing's worse than having 30k tropps just show up directly on your capital and start assaulting it. Other than that, it's usually something that can be dealt with.
Civics is not a consumer product that you can ignore because you don’t like the options presented.
Posts
Oh no, people have requested this all over the forums, but playing as a Catholic tribal is really dull since your ability to raid is so limited (you can't raid your Catholic neighbors and you don't get free shipbuilders, you have to research the technology and purchase them first - but you for example don't generate any technology points when you're a count). The 867 start also accurately modeled the power dynamics of the region (with a northern and southern branch of the Uí Néill under Tanistry succession).
[edit] Just tested it, it's not so bad in 867 since some (but not all) provinces start with shipbuilders. And while you can't switch to Tanistry while being tribal, the titles which had Tanistry still use it. Will feel a bit silly to reverse-raid Scandinavia and Muslim Spain though.
Yeah, my plan has been to straight-up break loose and form Castille (the kingdom), but somehow the Duke of Portugal has a vice grip on Soria and there's a very loyal Muslim in my other de jury county. I'll get there!
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
It's usually an icon at the top of the screen.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
That's pretty strange, I have always, without fail, gotten the prompt indicating "Betrothed can marry". Excluding the cases where, as you said, one of the two has gotten sniped before reaching eligible age. I can't say I've ever seen it not offer me the notification. Do you perhaps disable them, even temporarily? I do that with the Mecca and "You can get 2.5k free troops for 500 piety" ones and always miss them when they actually matter.
You probably disabled it. I know I did that with the enforce weak claim button and I was so lost until I fixed it.
I always wanted an enforce betrothal CB, but AIs never break them so no real point.
I've never seen it, in all my hours of play. That's why I'm asking where, specifically, it is located in the message settings, so I can make sure the damn thing is turned on.
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
You don't get a message on the side of the screen; it's on the top, right where you'd normally see "Pick an amibtion" or "Get married" or whatever.
If you aren't seeing it there, then you need to go to the outliner - your armies, on-going sieges, holdings, etc. - and pull out the options there. Scroll through there and you should see the disabled notifcations section; uncheck (or check, I can't recall) the betrothal one.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I guess I'm sticking with a beta patch until (if?) they realize how many mechanics they break by taking out a feature like the assassinate button. And then making it impossible to invite adventurers to your court, so there is no decent way to stop little mini mongol hordes from spawning constantly throughout the game and wrecking shop. Because that's what everyone wanted more of. Wanna kill your kids? Nope, can't plot against them or assassinate them. I've always thought the most interesting part of Medieval times is that succession always went exactly as the law wrote and no one ever tried to cheat. Sounds historically accurate to me!
...
I am asking
where
in the message options
are the betrothal notifications located
It's not helpful for me to ask that and then be told "look in the notifications settings" because there are like ten tabs with a hundred different notifications each and I've already tried looking for betrothal and none of the betrothal options I saw were disabled.
EDIT: My previous posts had clearly stated I was asking about where in the message settings to look for the option.
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Don't.
Fucking.
Know.
Exactly.
I
Am.
Trying.
To.
Help.
You were not super clear on what you had or had not already done to troubleshoot your own issue.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Weak claims can be pressed against women and regencies.
You get a regency if you go into hiding. So even a bunch of failed assassination attempts can lead to the ability to press weak claims.
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
No problem.
Just to be clear - you've gone to the outliner, opened up the message category box, and checked the "Disabled Notifications" button?
If so, and if you have accidentally disabled the "Betrothed can marry," you should see it in red at the bottom of the outliner, and then can click it to re-enable it.
If you don't see it there, then ... No idea, man.
You'll only get the message if the person who's betrothed is part of your court, too; that might be a cause?
EDIT:
For purposes of example, I kinda just randomly chose a 15-year-old to betroth my heir to. She randomly turned out to be a badass!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
This is a genuine question, have adventurers been that much of a problem for you? I'm only on my second playthrough and I have been attacked by an adventurer exactly once, and it turned out to not be an issue as I stomped him flat pretty easily. I'm not really sure what triggers one to spawn, or what determines their target. I've seen plenty of times where an adventurer spawns in the court of one of my vassals, and it turns out the guy is going against a single province and has like 1500 dudes to help him, and then he loses. Then other times I see like 30k guys spawn, and walk halfway across the map (losing a good chunk of their army) to attack an unreformed pagan where they lose to attrition. I've seen exactly two successful adventurers (though presumably there have been more I haven't seen), one of which was only successful because he was a relative of mine and he asked me to help him, while he left his doomstack sitting in England instead of getting into his boats to go attack Normandy.
I'm not super experienced with the game, though, so it's very possible I've just been lucky. I'm curious to hear what experiences others have had with adventurers so I can get a better idea of what I'm in for if one shows up.
So that Andalusia game? I had the 30k spawn on top of my duke's army to overthrow the king - which is to say already inside the realm in a doom stack. By far the worst "hello, adventurer!" thing I've ever seen.
Edit: Oh weird, I didn't even know there was that separate notification options window.
To be super duper mega clear - it is not in message settings. Open your Outliner, the sliding UI that by default lists your armies and desmesne, and click the button at the top of it called "Open outliner category configuration". Check the "Disabled Alerts" option so that it lists all of the top of the screen alerts you have disabled. If the alert is actually disabled, you should see it in red saying "Betrothed can marry". Simply click it to reenable the alert.
I just tested this by getting betrothed, disabling the alert and reenabling, so I know this works.
Edit: I see I was beaten, and with a helpful picture to boot! Ah well.
This actually doesn't work, because it is an alert, and not a message.
Edit the second: So I haven't played much more than a few dozen hours of CK2 since EU4 came out (which might sound like a lot, but my total game time is just shy of 1000 hours for CK2). Coming back into it and trying to test out the tribal stuff with Ragnarr's dad, and the game just hates me. First try, first battle resulted in me getting incapacitated, less than a year into the game.
Restart, because seriously, that's fucked up; Ragnarr's dad dies 8 years into the game with Ragnar still underage. Stick that one out to see how it goes, but then just months before I come of age, my stupid regent pushes me out a tower and I get maimed.
So I'm going to restart again, not because I need a perfect start or anything, but come on, I'm obviously picking this start so I can have fun viking times with Ragnarr. So, here's hoping my CK2 luck swings a bit in the other direction. Particularly since this start is a pain and a half as far as getting money goes.
3DS: 0963-0539-4405
Other option - go to your Documents\Paradox Interactive\Crusader Kings II\ directory, and open up the settings.txt file. (Back it up, first.)
Scroll down to where you see the section labeled "disabled_alerts" and delete everything between the curly brackets. Make sure to leave the curly brackets, though!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Yeah, me, too! And, like I edited above, randomly found a total badass!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
In my current game I would say I see an adventurer every 3 or so decades, usually at a strength of about 25-30k.
Removing the assassination button certainly makes dealing with them a lot harder, but there are options. Find where the individual is located and send your spymaster there to scheme, it adds 5-10% to your plot power. Turn on auto-invite, and then look through your list of options. Since they all are members of a foreign court, they will often prefer him to you, but not always. Anyone with a yellow hand can be bribed to join a plot (I've never succeeded with any red hands), and generally all female characters need only the minimum 20 gold as a gift. You'd be surprised how high you can get the plot power, most of my adventurers are dealt with through snakes and highway accidents. That said, it's far less reliable than the simple button, so if your intrigue stinks be prepared to fight it out. On the bright side if you win you can banish them for 500 gold.
Right now they're more than an annoyance than anything, as my Roman Empire file can generally beat them with retinues. They can fuck right off in smaller campaigns though. I still think adventurers are one of the worst implemented mechanics in this game. Does swearing fealty to a larger power protect you?
As with all things CK, the solution is murder.
Or just leave the Assari out.
Cause no one likes them!
Yes, this worked, and is one of those things that I would have never figured out on my own because the interface is so damn esoteric.
I wish I could awesome your post more than once.
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I hardly ever used it.
So a campaign to take a single county can end up with an army large enough to take on and destabilize an empire.
I understand they tweaked the adventurer numbers a little recently, but they still seem to spawn almost twice what any king or grand duke of the same time frame can reasonably raise.
The obvious solution of course is to plot to murder anyone with a claim on any titles in your realm.
I really dislike the fact that women can never rule tribal lands.
Or, more relevantly, the bug that let women impregnate their homosexual lovers.
Maybe set it up so the event only triggers when the character has a lover or is in love with their spouse.
Essentially this. It's not "Oh noes they removed the assassinate button", it's frustration because they didn't do anything to replace it in specific circumstances. When adventurers spawn the tooltip says something to the effect of "I hope they're not prone to 'accidents'.....", which makes it especially bizarre to take any method of assassinating them out of the game! You can beat them in combat, I just think they're extremely silly. Last night I had an adventurer army spawn out of a tiny neighboring duchy that was larger than my entire healthy Byzantine empire could field. If you're a smaller ruler it can be particularly frustrating. And the assassinate button is such an "I win" button that I didn't use it last night because my state intrigue was average; I had a much higher chance of being discovered and having assassins sent against me than I had of succeeding.
And just give us a plot to murder our kids again. There should be a better way than imprisoning and publicly executing your kids. It shouldn't be easy, but there should be a way to kill your kids without a -50 rep penalty. Good on you guys for telling everyone using the button that it's the "wrong way to play" when it's been in the game for over two years, and hasn't been replaced by the plot system in all significant circumstances.
Agreed! I've seen that suggestion thrown around a few times, and it seems much more sensible than removing it completely. Killing your kids was too easy, but I don't agree with ripping out a two year old feature in a patch and replacing it with nothing. Hopefully they'll get something figured out in the coming patches, but until then I'm sticking with Rajas of India and the old patch.
Only if the plot is actually popular. I had two dude try to plot against me for decades, one of them was literally too far away for me to plot against (I guess he started the plot before he moved?) but only the same one or two people kept joining the plots and I just kept telling them to stop backing the plots. I only had like a 80% chance to kill the one guy I could plot against and I ended up killing him after like 25 years or so.
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
IMO, the problem with adventurers is when they're coming from within your nation. You should be able to imprison them without any penalty. Nothing's worse than having 30k tropps just show up directly on your capital and start assaulting it. Other than that, it's usually something that can be dealt with.