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Can we please please please please look into getting a full financial view page. See income from taxes from various sources, trade, trade routes, etc. Funds going out to various sources.Possibly have an overview then split between each title (allows a very detailed breakdown) Possibly looking into the setting up of banks.. Allow the purchasing of provinces.

More expanded supplies and productions. Possibly.

I also like too see a more complex alliance system that doesn’t require a marriage, but can. Like alliances that agree for solely military protection (Only joining defensive wars), total military alliance ( Joining both offensive and defensive wars), planned attacks, payments made in monies(or supplies) either one times or regular payments at certain intervals. Possibly looking into arrangements for succession etc.

I would also like to allow laws for each title, ie succession, title revocations, crown authority etc all lands falling under the different titles would be subject to the laws of that title as this would more accurately represent the diverse legal codes that came from conquering lands, like France that up until the revolution had different legal codes for almost every Provence.

I know this gets more into the game range of Europa but I would love for this game to get into these areas and would make Ck2 to the ultimate game.
 
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This dev team have a great problem.

Never stops to announce great things.

Now i will not play ck2 until this its released :p
A peculiar instance of a game being "unplayable", and it's not a bad thing.
 
i was being ironic, i'm not playing ck2 anyways as im playing Imperator for the next weeks.
Well, I know the feeling of not wanting to play something because you're waiting for a cool new feature, so it still works.
 
I am a bit confused. If light infantry are neither melee nor skirmishes...what kind of unit are they? Is not a melee unit a unit that attacks the enemy with, I don't know, melee weapons, like axes, spears and so?
 
So you decided to patch this system instead of replacing it with something actually interesting.
 
Some questions and concerns about technology:

I agree with others who have said that joining city and temple infrastructure doesn't make much sense and seems to have been done just to clear space in the economy section. City infrastructure + trade practices maybe makes more sense. Joining city and temple infrastructure also breaks the symmetry between the first three rows of economy and culture advances: castle = noble, city = popular, temple = religious.

If the in-game function of ships is only to transport troops, does it make sense for them to be economic rather than military?

I would like to know more about technology's effect on the use of tactics and how technology level compares to commander martial and traits.


Some questions and strong feelings about combat tactics:
Light Infantry and Elephants, being neither skirmish nor melee troops

In what way are Elephants not a melee troop? As others have pointed out, Light Infantry are already one of the most economical units, but I'd like to point out that War Elephants are probably already the least economical unit (at least as far as retinues are concerned), so I'm not sure that freezing their damage output is fair.

I hope combat tactics gets a look at as well. Some of the specialized retinues (looking at you Cataphracts) in particular are absolutely shafted by the tactics system because they are a mix of incompatible troop types in addition to being expensive.

The real problem with Cataphracts is not that they are a mix of Heavy Cavalry and Horse Archers. That mix would be fine if Horse Archers didn't fire Harass tactics. This is an issue dating back to the introduction of Camel Cavalry, War Elephants, and the "Special Troops" category that was needed to accommodate them and which replaced and encompassed Horse Archers. Serenity84 and Crimson Grog refer to the problem:

Will you ever give combat tactics another look to iron out some of the quirks? Especially the weird interactions with how special units like horse archers, camels or elephants are counted towards the limits of light cavalry and such for tactics selection. This causes those units to actually be penalized with the most likely tactics.

special units need to have their tactics fixed. As it is right now, cultural retinues that include horse archers or elephants have garbage tactics.

In the skirmish phase, Horse Archers firing the Swarm tactic are like Paper, Archers firing the Volley tactic are like Rock, and Light Cavalry firing the Harass tactic are like Scissors. But then "Special Troops" came along and gave Horse Archers "base_type = light_cavalry", which is like saying that Paper is a type of Scissor. Here's how I fixed it in my combat tactics mod (please let me know if it causes problems that I haven't discovered):

Change all "naked" troop checks to bracketed checks against total troops in order to prevent Horse Archers from triggering Light Cavalry tactics and War Elephants from triggering Heavy Cavalry tactics (and for consistency)

i.e. a "naked" check of the form:
Code:
light_cavalry = 0.01

becomes a bracketed check of the form:
Code:
troops = {
     who = light_cavalry
     value = 0.01
}

In vanilla, the "naked" check is used in triggers, and the bracketed check is used only in weight-multipliers. The "naked" check seems to look at a "base_type" such that "light_cavalry" refers to Light Cavalry, Camel Cavalry, and Horse Archers, while the bracketed check is precisely focused on a unit type such that "light_cavalry" refers only to Light Cavalry. Horse Archers satisfy the "naked" check shown above but fail to satisfy the bracketed check. I don't know why the distinction exists in vanilla, but using bracketed checks in triggers seems to work fine.

But strangely, War Elephants do not actually fire Heavy Cavalry tactics despite having "base_type = heavy_cavalry". I believe that's because that line in the special troops file is an error and should read "base_type = knights". Convince me otherwise. To be clear, of course nobody wants War Elephants to fire Heavy Cavalry tactics, but the error (if it is one) is still bad in that it seems to mess up calculations of a flank's composition.

if you roll a skirmish tactic that makes your archers the attackers, and horse archers and light cavalry non-attackers, then your heavy troops (ignored by the tactic) do more damage in the skirmish phase than your light cavalry. This is a completely nonsensical result. But on the other hand, if the tactic disables your heavy troops then why bother giving them skirmish attack values? Having a tactic disable half your army is also bad design because it encourages stacking a single unit type and trying to game the tactic availability so you always roll something that lets all your units fight.

My take on this is that the exclusive tactics (Swarm, Volley, Harass, Advance, Stand Fast, Powerful Charge) penalize a potential cooperating unit too harshly. A unit that gets a boost from a cooperative tactic (Harass Swarm, Swarm Volley, Volley Harass, Awesome Advance, Slow Advance, Overwhelming Charge) should get a reduced penalty from the exclusive tactic in the same tactics group.


Since we're here:

Allow us to lock army regiments together, as I describe here.

How is the daily decrease in the "average morale" of a flank calculated?
 
Historical Setup of Tech Levels


We also changed the initial values of technologies a little, to be more historically asymmetrical. In the picture above you can see the Constantinople values at game start. As an advanced society, Constantinople can build more advanced buildings, and has increased Military Organization and Legalism. But the Frankish lands will have some superiority in Melee and Cavalry. The Frank/Norman Knights were a fearsome sight on the Battlefield.
I hope the German Knights too. :)

We hope that these changes will give you players more control over the battle conditions and thus increase the influence your decisions have over the battle outcome. Together with the tech rebalance, we hope these changes will improve the CK2 experience for both new and experienced players.


Finally, as stated before, these numbers are not final, and if you feel strongly about something, let us know.
Well, perhaps you can, sooner or later, add in the missing Warrior Lodge society for the Aztec faith? :rolleyes: I mean, you gave them Pyramids, which was nice but not necessary.
 
Let me just throw in that I also wish for a total tech overhaul. It's so incredibly outdated at this point that there's no thought process going into it, (unless you're new and don't know any better), and with EU IV, and Imperator:Rome having good ways of doing tech that CK2 could skim off of...

Many people have put forward good idea's, but I'd like to see a tech layout that allows you to build up the type of nation you want to be.

A cultural/trade focused with tech's that go into it that help even as a Fuedal, or tribal.

Military focused techs that aren't just straight <insert generic buff>, but open up new Unit types etc.

Hell I'd like to see a complete Tech/building overhaul. There were 2 awesome mods that tied buildings more directly into tech. Like Stables you needing both Cavalry, and the Castle techs upgraded to a specific point, which made sense.

Barracks needing Heavy Infantry + Castle tech to a certain point, and each upgraded one after that as well. etc. It made choosing technology far more important, and really made you choose techs based off of how you wanted your nation to be known for.
 
A few important things to take care of while you're working on technology:
  • Tech spread rate: Most technologies will not spread above 0.1 to 0.2 points below their neighbors. While perfectly fine for granular technologies like most military and cultural ones, it doesn't work well for break point technologies like the building ones and legalism, where there's a huge difference between tech level 0.9 and 1.0. So those technologies have to effectively be a full point ahead or get a bonus from studying technology to meaningfully spread.
    • Suggested change: Make buildings require mid-points on the technologies, such as 0.5 if the tech unlocks one building, or 0.4 and 0.6 if it unlocks two.
    • Alternatively: Base tech spread rate based on full level differences, rather than 0.1 point differences. Being below tech by 0.1 gives the same tech rate as being below by 0.8, this increases if below by more than 1.0.
  • Island tech spread: Isolated islands part of one duchy can't get tech at all. In particular duchies which make up island chains like Orkney. Unless the islands are all held by the same ruler, technology will never spread to the islands owned by counts. As dukes are the only ones capable of generating tech points, only the duke's island will gain any technology.
    • Suggested change: Allow tech to spread to and from a liege and their De Jure vassals.
    • Alternatively: Add special adjacency rules for tech spreading that link up certain parts of the world so that no provinces are ever isolated from neighbor tech spread.
  • Give rulers some way to deliberately spread tech to vassal counties. This is important for things like getting tribes to reform government, since you need a minimum of level 1 castle tech in the province. It is also useful for making lower tech level counties more valuable for your realm, since techs like level 2 keeps is a significant breakpoint for upgrading all non-tribal holdings (level 2 walls).
    • Suggestion: Allow rulers to make a tech sharing deal with a vassal of the same religion/culture to give them tech spread. This costs the lord money and allows tech to spread from their capital to the provinces of the vassal for x years, likely at least 30.
    • Alternatively: Allow tech to spread if a ruler posts their councillor to the vassal province to 'research x tech', with a positive event which immediately causes a full level of a tech to advance.
  • Make tribal buildings who's upgraded forms require certain technologies or buildings have the same requirements as their upgraded forms, with the exception of the hillfort and marketplace. This would significantly reduce the power frontloading of tribes and reduce the ahead of time power they can get when upgraded to castles. For example, the level 2 and 4 weaponsmith upgrades into a level 1 or 2 training ground, however the level 1 training grounds requires level 2 walls building and the level 2 training ground requires level 3 castle infrastructure. Even though tribes can upgrade into either castles or cities, I'd generally recommend sticking with castle infrastructure tech for tribal building requirements. Suggested tech/building requirements:
    • Hillfort, marketplace, and shipyard: no changes.
    • Defensive fortifications: change to be based on improved keeps tech, make level 3 and 4 defensive fortifications require level 1 improved keeps tech. This is the piety buildings for defensive pagans.
    • Training grounds and warcamp: Level 3 requires level 1 hillfort, level 4 requires level 2 hillfort.
    • Practise Range: Level 3 requires level 1 hillfort, level 4 requires level 2 hillfort and castle tech level 1.
    • Weaponsmith: Level 1 requires level 2 hillfort, level 2 requires level 4 hillfort, level 3 requires castle tech level 2, and level 4 requires castle tech level 3.
    • Steppe and desert buildings: Same as training grounds and warcamp.
 
finally ship building are going back to economy
no more weird situation there are no ship in most of the world on early start
why merge temple with city
why not trade and city
or change to something like heavy infantry building tech light infantry building tech or stable building tech or archer building tech and no more castle temple city infrastructure

Why merge at all. I don't really see the point in having less techs; it provides the player with less choice, and decreases gameplay depth.
 
Please consider changing tactics of Iranian culture group generals to match their retinue. Or better yet, for a more historically accurate retinue type for it to be caraphracts for Persians, heavy infantry for Kurds and Horse archers for Sogdian. Lastly, the Holy Order for Zoroastrians would be more accurate if it was primarily heavy cavalry/cataphract, the Immortals during Sassanian and even late Achaemenid times were cataphracts.