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Anniversary Maintenance Patch - 2.0.4 (Open Beta)

ImperatorSocial.png

Avē!

First, I’d like to introduce myself, I am not one of the previous Game Directors, Johan or Peter, but I am Niels Uiterwijk, the original tech lead on the project. Today my role at paradox has changed as I am the Technical Director in studio green (studio working Stellaris). But still, from outer space I look back at earth and think of Imperator sometimes and decided to make a small maintenance patch, fixing some of the issues that modders & other people ran into.

Without further ado, the patch notes:

#######################
# Bugfixes
######################

# Notes
- This patch should be save compatible, however not all fixes might be applied to your current save.

# Stablity & Performance
- Improved overall memory consumption & performance
- Improved monthly tick performance by performing some more calculations in parallel (state modifiers)
- Portrait editor no longer crashes on open
- Updated SDL to 2.0.20 from 2.0.10
- Updated Nakama to 2.4.1 from 2.2.4

# Game Mechanic
- Upped the maximum number of tags (countries) from 2048 to 8192
- Fixed levy calculations being inversed
- Fixed a bug where when annexing a country, their abroad prisoners, that were in your prison, would also be counted as an abroad prisoners for you, even though they are local prisoners.
- default pop right is now correctly working & added proper logging of pop rights
- Fixed bug where unused modifiers were still being rewarded for specific missions (local & global cohort recruitment speed)
- Fixed bug where integrated cultures were still treated differently when they were converting to your primary religion
- Raised levies will select the best tactic for it's composition.
- Civil Wars will no longer just pick 1 character, but instead take far more disloyal characters.
- Fixed bug where released nations during a peace deal would have no proper pantheon.
- Fixed bug where you would never see battle results from battles against pirates, barbarians or rebels.
- Diplomatic range is now calculated between border territories. This should make it easier to hire mercenaries as a large empire. Default diplo range has been tweaked based on this change.
- Fixed bug where pops could be promoted above what they were allowed to.

# Other
- Updated default message settings
- Enabled script profiling (available with -debug_mode startup command, 'print_event_timings` is the console command)
- Added option to run multiple commands at the same time (ExecuteConsoleCommands & ExecuteConsoleCommandsForced)
- Achievements now only require that the game is in ironman mode and you achieve them within the timelimit (ingame years)
Note: This means that mods that are affecting the checksums, no longer will prohibit you from getting the achievements, neither does multiplayer.
- Added four new defines to balance the game (2 related to combat overruns, 2 related to civil war & dissenters)



Integrated fixes from the "Unofficial Patch" mod.
(Thanks Umgssda!)

# Fixes

## Missions

- Fixed mission trigger to ignore city territories in generic mission "Growth of ..." or "Pearl of .." step "Fruits of ..."
- Fix check for mission goal in Seleucid mission "Syrian Ambition" step "A Mediterranean capital" to really check for the building number as shown in the tooltip
- Fix mission availability for Cartage mission "Iberian Investments" to be selectable after finishing "The Iberian Struggle" with "Hispanic Overlord"

## Events

- Fix "There are other options..." option to actually show other territories for "Babarian Bartering" event for greek Missions in western Mediterranean and Pontus areas
- Fix party approval target in event for pop integration agenda for roman boni party
- Fix "No confidence" random event to target three distinct characters
- Fix "Demodamas the Explorer" event to select a sea harbor with enough population according to the existing check
- Fix "Fall of the [Family]" event to select the family to remove with lowest instead of highest prestige

## Gameplay

- Fix Governors selecting religious conversion policy when it is pointless (thanks to Lewa263)

## Texts

- Fixed reference from Argos to Korinthos in tooltip for spartan mission "The Second Peloponnesian League" step "Eastern Capitals"
- Corrected event text for the time passed since Alexanders death in initial Alexander the Great event. (english only)
- Fix territory names in event Options for Roman Mission "The pillars of Hercules"


- New Update 11/4/2024


#######################
# Bugfixes
######################

# Game Mechanic
- Fixed bug where temp modifiers were removed when provinces are annexed as part of a civil war
- Fix a bug when using add_to_war effect, adding a defender would always make it the war leader

# Effects
- Added set_player_country effect to allow modders to swtich the player's country
- Added add_deity_to_pantheon effect to allow deities outside of the allowed pool to a country's pantheon
- Added set_automated_trading effect to enable/disable state automated trading
- Added set_governor_policy effect to change governor policy
- Added unlock_invention effect to directly unlock a invention for free (without checking preconditions)
- Added add_trade_route and remove_trade_route effects to add and remove trade routes, respectively

# Triggers
- Added is_automated_trading trigger to check if a state has automated trading set
- Added distance_from trigger to check the distance between a province and another province, state (capital) or country (capital)
- Added can_unlock_invention to check if an invention can be unlocked by country (optionally ignoring cost, dependencies and potential trigger)
- Added can_add_trade_route to check if a trade route can be added.

# Other
- Added a modifier cultural_assimilation_speed_modifier, which changes the assimilation speed. Assimilation speed less than 0 prevents assimilation.
- Added a property for subject types to allow them to bypass usual subject diplomatic limitations for declaring war (allowed_to_declare_war_against_others). This is not enabled by default for the base game. To fully enable this to work you'll also need to change the allow triggers for wargoals


Integrated fixes provided by the Invictus team:
Thank you Imperator: Invictus Mod Development team with highlight to Robbe Vander Kerken (aka Snowlet) & Nathaniel Van Drei (aka Dementive)


# Achievements:
- Fixed the Great Destroyer achievement being impossible to obtain
- Fixed Cincinattus achievement being impossible to obtain

# Governor policy:
- Switched to more efficient iterator: any_integrated_culture
- AI will no longer attempt the religious conversion governor policy when they have major syncretism

# Inventions:
- Switched to more efficient iterator: any_integrated_culture

# Missions:
- Fixed broken tooltip in Strategic Fastness Antigonid task
- Fixed broken AI triggers in Carthaginian missions
- Fixed Hannid character not being put into the Hannid family
- Fixed AI carthage not paying for the city in Cypriot Opportunities task
- Fixed Experienced Shipwrights being impossible to complete as it requires impassable territories
- Added missing ai_mission_back_out_trigger and start_mission_ai_effect in missions
- Macedonian missions now account for Imperial Cult government type
- Fixed province investment checks not account for Spartan investments
- Addex extra sanity checks to Macedonian missions
- Fixed several Macedonian task triggers not working
- Fixed Roman AI not getting claims upon Aquitania
- Fixed Protector of the Aegean Sea not highligting subjects correctly

# Character interactions:
- Fixed still being able to bribe mercenaries from countries with the Mercenary Benefits invention

# Unit Abilities:
- Optimized check for Barca Legion from Forced march

# Events:
- Fixed released countries not having a primary culture
- Fixed missing 'equals' characters in the scripts
- Fixed wrongly set global variable for the parthian invasion
- Fixed Antigonid capital being incorrectly set upon collapsing
- Fixed Mithradaic events not properly unlocking Pontus content
- Fixed Arsaces being able to spawn twice
- Fixed ruler not appearing in Carthaginian Iberian events
- Deleted extra dot from opinion modifier in Roman Greece missions
- Fixed Eastern Empire mission not triggering if you only have land in Macedonia
- Fixed duplicated ai_chance blocks in Western Greek missions
- Added sanity checks to ports being built through effect
- Fixed league of Korinthos not properly annexing subjects
- Fixed Serapis sanctuary taking 36 and not 360 days to be built
- Added failsafe in Egyptian character creation for events
- Fixed wrong tooltip for opinion modifier in Cities of Greece task
- Fixed Epirus subjugating themselves in the Magna Graecian missions
- Fixed Pax Epirum potentially spamming the error log
- Fixed characters befriending themselves
- Fixed desecration event opinion tooltip showing the wrong country
- Fixed broken modifier duration in Armenian events
- Fixed politics events using incorrect syntax to check countries in diplomatic range
- Fixed Republic event incorrectly checking for party scopes
- Fixed Cretan event occasionally annexing the world
- Fixed Co-Consuls being deposed by going to the olympics
- Fixed most prestigious family fading into obscurity
- Fixed startup events not pointing to your country
- Fixed error log spam from a dead character losing health

# GUI:
- Removed unused GUI types from GUI files making the GUI editor more stable
- select_import_destination.gui changed the y size of a scrollarea to remain within the window
- Replaced 4 buttons in console.gui that crash the game with useful buttons for modding
- portrait_editor_window made it possible to move the window and made all features usable

# Shaders:
- Changed gfx/FX/coat_of_arms/coat_of_arms_textured_emblem.shader so textured emblems actually work, re-added their red channel which was accidentally removed.

# Localization:
- Fixed loads of spelling errors
- Fixed various grammatical errors
- Fixed Agriana being called Agrianaa
- Fixed Ati Muwer being referred to as a male
- Fixed missing apostrophe in 'Attar
- Fixed capitalization issues
- Fixed loyalty icon not appearing
- Removed extra spaces after names

# Various fixes:
- Commented out lines triggering non-existent events
- Fixed AI Rome not getting claims on Central Gaul
- Fixed Anoint heir checking for a commented out law
- Fixed Forced March checking for a non-existent terrain type
- Added many missing equal signs
- Replaced errorous 7 character with "{"
- Fixed missions checking for "mountains" instead of "mountain"
- Fixed "[" being used instead of "{" in effect syntax
- Fixed Elephantina being unobtainable due to checking for "warelephants" instead of "warelephant" unit
- Fixed Ferrata being unobtainable due to checking for "heavy_infrantry" instead of "heavy_infantry" unit
- Fixed Antigonid events in rare cases triggering a non-existent event
- Fixed League of Korinthos forming while the player is a subject of Macedon in Greece triggering the wrong event
- Fixed non-existent Rhodes sacking event being triggered
- Fixed Carthaginian naval dominance missions checking for non-existent region
- Fixed Thracian and Roman events improperly checking for Galatia region
- Fixed Oinoandia coat of arms having a wrongly defined colour
- Fixed cancelling the Death to Tyrants mission potentially finding a wrong character to put as ruler
- Fixed edge-case where recruiting a character could raise an error
- Fixed using the omen effect on Daniel having wrong syntax
- Fixed Apotheosis manpower and money effects not having a minimum setup properly
- Fixed several wrongly defined minimum and maximums
- Fixed Daring trait not increasing likelihood of injuries
- Fixed "Forced Smiles" event where Commander demands an office for a friend not triggering and not being updated to account for Governors
- Fixed wrong areas being selected in for loyalty hit in event where Governor demands they adapt to local mannerisms
- Fixed "Learning from experience" event potentially selecting a party leader and being impossible for non-republics to trigger
- Fixed several minor edge-case and syntax issues in generic infrastructure mission events
- Fixed Carthaginian trade mission events showing the wrong character
- Fixed unneeded if's in monarchy events
- Fixed "Crisis in X" event attempting to show too many characters
- Fixed Rapax and Improba distinctions never triggering
- Fixed broken edge-case tooltip in Install Philokles decision
- Fixed Egyptian marriage event potentialyl failing to find a Thracian bride
- Ensured else_if was properly used instead of using else, if
- In common\loyalty\00_events.txt line 2876 was `ymonths`, it has been changed to `months`
- In events\storms.txt there were 2 checks for `is_in_region = areas`, the areas region does not exist so these lines were removed
- In common\modifiers\00_from_events_province.txt there were a few modifiers with like `local_population_happiness = -0.1.0` that I removed the extra decimal point from.
- The monthly_tarentum_war_pulse on_action incorrectly used is_in_region = carthage_area which is an area not a region, I changed it to africa_region.
- Fix great_work_template_06 being used in gw_ai_build even though it was removed
- Fix italia_region being used instead of central_italy_region in greek missions 4
- Fix missing = in make_subject effect in 01_seleukid_missions_03_anatolia.txt and in events/me_seleukid_03_anatolia.txt
- Fix missing closing bracket in script_values/00_army_values.txt
- Fix missing = on line 578 of script_values/00_mission_egypt.txt
- Fix is_in_region = tripolitania_occidentalis_area in script_values/00_missions.txt, changed to is_in_area.
- Fix bugged is_in_area = carthage_area check in dhe_dde_pyrhus.txt events file
- Fix block of code incorrectly placed inside of a random_list effect in events/governor_policies.txt line 657
- Fix incorrectly spelled colors in coat_of_arms/00_pre_scripted_countries.txt
- Remove change_country_color = "median_color" line from form_media decisions because median_color does not exist
- Remove duplicate modifier = {} blocks from military traditions in 00_latin, 00_persian, and 00_persian_2
- Fix ai_build_city_pay_price_effect being used in area scope instead of country scope in 01_spartan_missions_02_peloponnesus.txt
- Fix incorrect use of is_culture trigger in modifiers/00_triggered_character_modifiers.txt
- Remove duplicate script values in 00_mission_antigonid, 00_mission_carthage, and 00_mission_epirus
- Fix incorrect scope for fam:40 used in scripted_effects/00_dde_pyrrhus_effects
- Fix incorrect scope for has_same_family trigger in scripted_effects/00_on_action_effects
- Fix incorrect usage of unit_owner scope in scripted_guis/desecrate_holy_site.txt
- Remove duplicate map = yes field in civilian_road_building.txt
- Change floor = 1 to proper use with floor = yes in unit_abilities/pillage.txt
- Fix incorrect scope for owns_or_subject_owns on line 624 of dhe_macedon.txt
- Fix usage of has_culture_group instead of country_culture_group in dhe_judea.txt
- Fix incorrect use of country scope in right_portrait fields of events in country_diplomacy.txt
- Fix left_portrait = yes in me_roman_2_provincia.txt
- Fix use of [ instead of { in me_greek_2_greece.txt
- Fix use of has_province_modifier instead of has_character_modifier on line 547 of rel_flavor_buddhist
- Fix incorrect scoping to head_of_family in royal_marriage.txt
- Fix missing = on line 279 of characterwindow.gui
- Fix missing = on line 246 of messages.gui
- Fix missing = on line 189 of multi_unit_window.gui
- Fix missing bracket in culture_view.gui and government_view.gui for the top level base_window block
- Fix too many decimals in debug_menus.gui line 649
- Fix too many decimals in multiplayer_lobby.gui
- Fix broken block of brackets at the bottom of game_configuration.gui
- Remove extra } at the end of overview_view.gui
- Fix missing bracket in select_fabricate_claim.gui line 77
- Remove extra bracket from the end of select_target_character.gui and create_social_profile_window.gui
- Fix missing bracket errors in gw_tower_03_bottom.asset and female_clothes_iberian_3.asset asset files
- Fix missing = in frontend_mainview, frontend_singleplayer, loadscreen, and progressbar_idler
- Fix incorrect spelling of GetNameWithNoTooltip function in shared/cooltip.gui



- New Update 12/4/2024

# Effects
- Added play_sound_effect which allows you to play a sound effect, targeting a country (ported from ck3)
- Added set_antagonist = yes/no effect.

# Triggers
- Added has_capital_surplus to check for the existance of any capital bonuses from the state's owner
- Added has_capital_bonus_for_trade_good to check for the existance of any captial bonuses for the specific trade good

# Other
- Added a property for subject types to allow them to bypass usual subject diplomatic limitations for declaring war (allowed_to_declare_war_against_others). This is not enabled by default for the base game. To fully enable this to work you'll also need to change the allow triggers for wargoals
- Added modifiers for local_happiness_for_wrong_religion_modifier and happiness_for_wrong_religion_modifier which is applied on top of regular happiness for the same religion modifiers. Also fixed a typo with define for WRONG_RELIGION_HAPPINESS which applies always regardless of modifiers (currently set to )
- Made all hardcoded values related to civil wars moddable through define & added documentation on what they mean


- New Update 16/4/2024

# Bugfixes
- Fix release as client state crash in the UI



As you can see, this is a minor patch, and for now it will be released as an open beta on steam & windows only. The plan is to release this on all platforms at some point in the undetermined future. Please leave feedback (or links to bug reports that you want to see fixed) in the comments section, I am quite bad at replying, but I will read them.

Thanks to all the people that helped me with this!


Available now on the steam beta branch: 2.0.4 - open beta

I also have to stress that this is not a revival of Imperator: Rome! Do not expect new content or patches going forward.
 
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Maybe my mind is playing tricks on me...but has the name of IR's Steam entry changed in the last couple of days? I'm pretty sure it said "beta" behind the 2.04 - and that now is gone...? :confused:

CurrentIRSteamEntryForMe.jpg


That could indeed hint towards a silent go-live. OTOH, opting out of the Beta still pushes you back to 2.03 - however, it would not be the first time in PC games history that such a final (semi?)-official patch remains in a state that requires actively opting-in to get it... Anyway, some official clarification is welcome (but not pressing, vacation should take precedence) :)
 
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At least my Mac can't load the beta; 2.0.3 has no issues however. Pic is with beta enabled.
Bildschirmfoto 2023-08-09 um 23.07.38.png
 
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Thanks for the great work!
If i may request one feature that players really wanted for ages: Let your leaders (Kings/Emperors/Consuls/Co-Kings/etc) lead legions. It's one of the things modders can't fix and would make so many people that keep returning to this game happy.
 
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It´s kinda hard to find any news on the current process of the 2.0.4 update. The beta branch itself had some iterations afaik but what is new and what is the newest and what has been fixed since the 2.0.4 beta was introduced isnt mentioned anywhere. I want to jump into the 2.0.4 branch but I dont know if the beforementioned problems (site 1-5 ff) are still unfixed in its current state or not. Anyone got a guidance for me?
 
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It´s kinda hard to find any news on the current process of the 2.0.4 update. The beta branch itself had some iterations afaik but what is new and what is the newest and what has been fixed since the 2.0.4 beta was introduced isnt mentioned anywhere. I want to jump into the 2.0.4 branch but I dont know if the beforementioned problems (site 1-5 ff) are still unfixed in its current state or not. Anyone got a guidance for me?
If you use a windows, I recommend using the beta. If you do not, you cannot use the beta (unless you do some shenanigans...)
 
Imo, this game should be revived, i've seen so many people talk about this game recently and 2.0 is a really good product only things it really needs imo is more historical flavor(roman expansion start of Christianity, etc) maybe even extend the end date to a later date idk what that'd be maybe like to the division of the roman empire. Add dlcs for more flavor and mechanics for important nations and eras. Many mods add historical ideas and historical events all the way to the division of the roman empire so you could use those ideas and expand them! These are just ideas though.
 
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Something is wrong with the way Central Delta calculates trade routes in the beta. No matter how many improvements I make nothing changes. Playing the live version I can boost trade easily.
 
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Thank you for doing this! There's an annoying bug I kept running into that I don't see in the patch release notes. It doesn't seem like it would require a major intervention so I hope it gets fixed.

Bug: when one is improving opinion with another nation, saving and reloading will cancel the process if one has improved relations more than the base cap (50 or 100), even when one's Improve Opinion Maximum is boosted by tech, national ideas etc.

Please see the screenshot for details. (I can't post the whole message because it's "spam-like or contains inappropriate elements" ?!)
 

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Hey, I was wondering if there was anything you could do to change these things, they're small, but having them improved would purely be a good thing. I have numbered them from most to least important in my eyes. But what you do is entirely up to you.

  1. OVERHAUL ESPIONAGE: I was informed recently that Espionage is an abandoned system, and I think that's unfair! However, I believe that much good can be done were the "commit Espionage" act updated up a bit, and even with new traits that reduce the bad side effects of performing commiting espionage, that could be called "Spy!" or something. Would it be a good idea to make commiting Espionage something you could do in the beginning of the game and make the technology merely nerf its negative health effects? And if this isn't done already, then I think the "Perform Espionage" action's success should be based on Finesse, and given a positive percentage modifier based on the character's Charisma level.
  2. SOW SENSE INTO THE CIVIL WARS AND LAND GRABS: I just aided my ally in their own civil war, and thought it was going well, until the territories that Dardania should've been occupying were going to me. Then Dardania peaced out...now I own Dardania. What. The. Hell? There is so much wrong with this, for starters, the civil war itself? Why could I not pick a side? I was unable to choose one Dardania over the other, but that is not the worst thing, I wouldn't particularly care if you didn't fix this issue so long as the rest of what I'm going to speak of here is addressed. Namely, this is the biggest problem, if you're the leader of a war, any territories taken by your allies automatically goes to you, this isn't really a problem until you combine it with another flaw: Any land taken cannot be given to your allies and subjects. What this means is that after Dardania won the war, I owned the land and could not do a thing to resist recieving the ungodly amount of aggressive expansion that resulted from me being unable to return it to my ally, if I was able to do this for the defending side of a civil war, and have it reduce my aggressive expansion, that would be awesome but you cannot return your allies land in peace treaties, nor make them stronger by giving them your conquests. PLEASE DO SOMETHING TO FIX THIS!
  3. MEND THE TERRITORY MARKET: For the love of God, I beg you, please consider repairing and overhauling the "sell territory" and "sell province" function, I am just utterly lose on how to sell a province, and actually get money for it! Like, it always starts at zero, I accepted that much, and there are buttons on either side to add and subtract 100 money, cool, but the buttons don't function! No matter what I do, how many provinces I add to the list, the price always remains at zero and it cannot go any higher or lower! It doesn't make sense! It's supposed to be the "SELL PROVINCE/TERRITORY" function, not donate province! This system is utterly broken, and it needs an upgrade, more-over, it also needs expansion, for I see no option to BUY provinces/territories either! And to that matter: why are nations utterly unwilling to buy back their own homeland from you? I mean come on! that is literally their capital city! Their home! The fact that they apparently have zero attachment to it is so stupid, why are the AI nations completely unwilling to buy back their own territories for any amount more than zero?!
  4. POLISH THE PRISONER SYSTEM: One of the more annoying things I encounter is that when I win a war, and take the land of the enemy nation that say, took my admiral prisoner, despite him no longer being a prisoner because his captors no longer exist, the notification keeps coming on that I have a prisoner abroad. This is annoying, but I think there should be another option for prisoners: "Post Ransom." In simplest terms, if the prisoner's home nation still exists, this would be the ability to demand a ransom from said nation either during or after you're at war with them. Next up, a peace demand should be for them to release your prisoners, or send them one of your people as a hostage to sweeten that peace deal with Rome you so desperately need, so I think important prisoners should count towards war score. And lastly, this final action would tie in with the proposed espionage overhaul in that one of the things you can get a spy to do is to rescue your imprisoned character abroad which has a chance to spawn a unique spy trait that has positive effects.
  5. SMOOTH THE SIEGES: Sieges are great in game, however, besieged fortresses are a little too weak, you can't lose them! I think the scale should be tipped a tiny bit in the defender's favor. If the besieged faction owns lands adjacent to their fortress, then those lands would increase the defender's odds, but if the besiegers have land adjacent to them, and it gets occupied, then their attrition rate should increase due to their supply lines being cut off, and the besieged fortress having ships sailing in the ocean beyond it would straight up give positive dice rolls due to the ships being able to supply the defenders: "Reinforcements." "Resupply" "civilians evacuated." Of course none of these bonuses should be too strong, I don't want fortresses to be impenetrable without needing to build 6 of them in the same location, so do what you want with these ideas, lol!
  6. REDUCE CERTAIN SCHEME'S MONEY COSTS TO REASONABLE LEVELS: Like, realistically, it should absolutely not cost two hundred money to "seek treatment," that price is merciless and this action is the worst offender, I think "Seek Treatment" should cost 30, 60 at most. There are other examples but that one comes to mind the most.
 
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Hey, I was wondering if there was anything you could do to change these things, they're small, but having them improved would purely be a good thing. I have numbered them from most to least important in my eyes. But what you do is entirely up to you.

  1. OVERHAUL ESPIONAGE: I was informed recently that Espionage is an abandoned system, and I think that's unfair! However, I believe that much good can be done were the "commit Espionage" act updated up a bit, and even with new traits that reduce the bad side effects of performing commiting espionage, that could be called "Spy!" or something. Would it be a good idea to make commiting Espionage something you could do in the beginning of the game and make the technology merely nerf its negative health effects? And if this isn't done already, then I think the "Perform Espionage" action's success should be based on Finesse, and given a positive percentage modifier based on the character's Charisma level.
  2. SOW SENSE INTO THE CIVIL WARS AND LAND GRABS: I just aided my ally in their own civil war, and thought it was going well, until the territories that Dardania should've been occupying were going to me. Then Dardania peaced out...now I own Dardania. What. The. Hell? There is so much wrong with this, for starters, the civil war itself? Why could I not pick a side? I was unable to choose one Dardania over the other, but that is not the worst thing, I wouldn't particularly care if you didn't fix this issue so long as the rest of what I'm going to speak of here is addressed. Namely, this is the biggest problem, if you're the leader of a war, any territories taken by your allies automatically goes to you, this isn't really a problem until you combine it with another flaw: Any land taken cannot be given to your allies and subjects. What this means is that after Dardania won the war, I owned the land and could not do a thing to resist recieving the ungodly amount of aggressive expansion that resulted from me being unable to return it to my ally, if I was able to do this for the defending side of a civil war, and have it reduce my aggressive expansion, that would be awesome but you cannot return your allies land in peace treaties, nor make them stronger by giving them your conquests. PLEASE DO SOMETHING TO FIX THIS!
  3. MEND THE TERRITORY MARKET: For the love of God, I beg you, please consider repairing and overhauling the "sell territory" and "sell province" function, I am just utterly lose on how to sell a province, and actually get money for it! Like, it always starts at zero, I accepted that much, and there are buttons on either side to add and subtract 100 money, cool, but the buttons don't function! No matter what I do, how many provinces I add to the list, the price always remains at zero and it cannot go any higher or lower! It doesn't make sense! It's supposed to be the "SELL PROVINCE/TERRITORY" function, not donate province! This system is utterly broken, and it needs an upgrade, more-over, it also needs expansion, for I see no option to BUY provinces/territories either! And to that matter: why are nations utterly unwilling to buy back their own homeland from you? I mean come on! that is literally their capital city! Their home! The fact that they apparently have zero attachment to it is so stupid, why are the AI nations completely unwilling to buy back their own territories for any amount more than zero?!
  4. POLISH THE PRISONER SYSTEM: One of the more annoying things I encounter is that when I win a war, and take the land of the enemy nation that say, took my admiral prisoner, despite him no longer being a prisoner because his captors no longer exist, the notification keeps coming on that I have a prisoner abroad. This is annoying, but I think there should be another option for prisoners: "Post Ransom." In simplest terms, if the prisoner's home nation still exists, this would be the ability to demand a ransom from said nation either during or after you're at war with them. Next up, a peace demand should be for them to release your prisoners, or send them one of your people as a hostage to sweeten that peace deal with Rome you so desperately need, so I think important prisoners should count towards war score. And lastly, this final action would tie in with the proposed espionage overhaul in that one of the things you can get a spy to do is to rescue your imprisoned character abroad which has a chance to spawn a unique spy trait that has positive effects.
  5. SMOOTH THE SIEGES: Sieges are great in game, however, besieged fortresses are a little too weak, you can't lose them! I think the scale should be tipped a tiny bit in the defender's favor. If the besieged faction owns lands adjacent to their fortress, then those lands would increase the defender's odds, but if the besiegers have land adjacent to them, and it gets occupied, then their attrition rate should increase due to their supply lines being cut off, and the besieged fortress having ships sailing in the ocean beyond it would straight up give positive dice rolls due to the ships being able to supply the defenders: "Reinforcements." "Resupply" "civilians evacuated." Of course none of these bonuses should be too strong, I don't want fortresses to be impenetrable without needing to build 6 of them in the same location, so do what you want with these ideas, lol!
  6. REDUCE CERTAIN SCHEME'S MONEY COSTS TO REASONABLE LEVELS: Like, realistically, it should absolutely not cost two hundred money to "seek treatment," that price is merciless and this action is the worst offender, I think "Seek Treatment" should cost 30, 60 at most. There are other examples but that one comes to mind the most.
You have several points for sure, but aside from this being very surely way outside the scope for 2.04 (and further development isn't going to happen) - are you playing vanilla or with mods? AFAIK, selling entire provinces isn't something the main game has, but a mod-added functionality.
 
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You have several points for sure, but aside from this being very surely way outside the scope for 2.04 (and further development isn't going to happen) - are you playing vanilla or with mods? AFAIK, selling entire provinces isn't something the main game has, but a mod-added functionality.
Mods, I sort of figured it was a necessity with a game like this. Though one can hope that at least some of this gets implemented.
 
One thing I want to get implemented no matter what is that whenever a man marries into the royal family, there is automatically an event where you can choose to bring the man into your family fully, earning loyalty with him, or marry your girl off to the groom, giving her to his family and earning a smaller amount of loyalty with all of them. And if the man refuses to join your family, an option will then trigger that will allow you to accept the marriage or call it off.
 
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