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CK3 Dev Diary #98: the Castle's foundation

Hello there,

The release is approaching and before sharing the release notes with you next week we have a few topics to cover! Today we will be focusing on what is going to be added in the free update "Castle" released along Fate of Iberia. For the modders, you will also find the updated documentation attached to this post, in case you want to have an early look at the new functionality!

Clan Contract​

Since Iberia in 867 has several clan realms that play big parts in the region, we wanted to add some new options to clan contracts:
  • Marriage Favor: the goal is to get benefits in exchange for a promise. Not fulfilling it will have consequences though..
  • Ghazi: encourage your vassals to wage holy wars, but get less levies from them
  • Iqta: less tax and levies but better synergy for Men-At-Arns for both parties
  • Jizya: unlocked by the Tenet of the same name, this is a specific contract for people of a different faith, increasing their tax but lowering the levies their liege receives

The image shows the new special contract for Clan Government
There are now cool options to get the most of out your vassals as Clan Liege now.

We are looking forward to working more on clan governments in future updates as this was a first step to making them as complex and interesting as they were historically.

Dissolution Faction​

To model some of the big historical shake-ups in Iberia, we’ve introduced a new faction type. The Dissolution Faction will aim to destroy the primary title of the top liege of the realm, as well as any other same tier title. This makes all vassals independent, shattering a kingdom or empire. In FP2, this means that the Umayyads can collapse as they did in history, but it also means that any large realms in decline will face this challenge.

Anything detracting from a realm’s unity will increase the risk of a Dissolution Faction forming. That means short reigns, low cultural acceptance, war losses, and unallied vassals will all be dangerous to King and Empire tier rulers.

Realms where the vassals either like the heir or can elect their own are less likely to face a Dissolution Faction. And if a vassal can make a claim for the title themselves, they’ll do that instead.

The image shows the Enforce Demands of the new Dissolution faction: the primary title will be destroyed, granting independence to all the vassals of the target
There is a high chance of the Umayyad falling when starting in 867

Map update​

To go along the theme of the flavor pack, we’ve updated the map for Iberia. The map changes are fairly small in scope this time around though, and the focus was to update northern Iberia, more specifically the kingdom of Aragon.

In order to improve the overall accuracy we added new counties such as Rossello and Pallars. For a better depiction of the area, existing baronies were moved around and new ones added in order to increase the granularity of the area.

The image is a close up to the area that changed the most, showing the new county set up
In addition to the county set up, the terrain type of some provinces also changed.

In addition to the changes in Aragon, we added cultural naming variations for many Berber and Arabic cultures to many titles across Iberia.

Shared Head of Faith​


Heads of faith can now be set as characters of a different faith. This is done through script, rather than manually in-game. This means for insular Christians, Conversos, and Mozarabs, the Pope will be their Head of Faith, even though they are of a different faith.

The image shows that the Insular faith now have the Pope as their Head of Faith


Historical faiths can be emulated by using the Rite tenet. Provided you don’t meet certain red lines for your old Head of Faith, at the cost of a tenet slot, you can keep your old faith’s Head of Faith while converting.
Ecumenical Christians taking this decision keep ecumenism, making them “astray” from the Catholic perspective.

The image shows the tooltip of the new Rite tenet


Islam now has a bespoke system for choosing the correct caliph: though Shias are still fairly split between several caliphates and imamates, the mainline Sunnis (Ashari, Muwalladi, and Maturidi) now share the Sunni caliph as a Head of Faith. Muslims who share a Head of Faith view each other as ”righteous”.
Influential members of an Islamic faith whose Head of Faith doesn’t share their faith can attempt to Appoint a Righteous Caliph, claiming (and creating) the caliphate for themselves and splintering the Ummah.

The new decision allowing to appoint a new Caliph


Once splintered, a faith cannot be brought back into the fold. Islam is stronger together, but its differences often become irreconcilable.

New temporal Sunni and Shia faiths cannot appoint themselves as caliphs immediately if there’s a caliph available (either the orthodox version or their prior faith’s caliph). Instead, they must show submission to an existing caliph from whom they derive their authority, even in rebellion, and then follow the path to Appoint a Righteous Caliph themselves. Characters intending to do this all along can get a little boost on the path.

History Changes (and friends!)​

Visigothic is Visigone​

As I’m sure some of you have noticed in the streams and such, we’ve removed Visigothic from the map 867, starting Iberia off pre-split between the 1066 cultures (save for Aragonese, which now emerges as part of the creation of the Kingdom of Aragon).

There’s a few reasons for this - Visigothic was always a bit of a wonky culture, a holdover from CK2’s Charlemagne DLC that made mapping 9th century Iberia very inexact but which added some fun flavour to the region. Since cultures before 1.5 were mostly cosmetic, it didn’t really affect actual gameplay much, even if it fudged history somewhat (not least by making the Visigoths hang around long after they’d diverged or hybridised).

The release of Royal Court changed that situation, making playing in Iberia a very weird flow. You start, you have one set of traditions, then within a few decades an event shifts your culture and you almost certainly end up with a radically different set of traditions with no feasible way to do much about it.

This, plus just being bad history, clinched it for Visigothic, and we had it taken out to the block and given the ol’ Royal Anti-Pardon. As with Suebi and co before it, Visigothic will continue to exist in the files, along with its associated namelist, where it remains useable for history and in mods and such.

The image shows the new culture set up in Iberia. Andalusian in the south, and the north is split between Galician, Astruleonese, Castilian, Basque, and Catalan


Fresh Faces & Further Foes​

Further on from this, we’ve updated, added, and occasionally removed hundreds and hundreds of characters all across Iberia (as well as a smattering in Occitania - if we never read about another character named Bernard, we’ll be happy), adjusting relations, lifespans, traits, and dynasties.

This’ll add a bit of life in both major bookmark dates, but most importantly, it’ll be a bit of colour for those of us who enjoy spelunking the history databases and checking to see if titles in-game have their Migration Period rulers properly associated. Title-nerds need love too. On that note, the Visigothic Kings now have a titular historical title to give them their correct royal dignity & regnal numbers.

For folks who like actual gameplay more than interactive reading, we’ve added the Mozarabic strand of Christianity - Arabicised Catholics who carry on the strongly independent liturgical and ecclesiastic traditions of pre-Islamic Iberia but view the Pope as their Head of Faith (with the aid of the Rite tenet).

Squeezed between the Catholic North and the Islamic South, the Mozarabs struggle to preserve their way of life, and since you can see a lot more of them in 867 than 1066, you can probably guess how it’s going for them.

Previously, we’ve portrayed the sparsely-regulated Leonese portion of Iberia’s Inner Plateau as being, variously, either under nominal Andalusian control (since they notionally held it) or nominal Asturian control (since they grabbed it soon after the Andalusians stopped caring about it).

Neither of these were quite perfect solutions, and relied on fictitious local characters either way, so we’ve now given this rural area over to a collection of minor Mozarabic characters. Abandoned by their Islamic overlords, eyed greedily by their orthodox brethren, these minor landholders soldier on as they have for centuries. At least, they try to, but it’s a difficult life being a one-county minor wedged between larger realms…

It’s not all doom’n’gloom for Iberia’s new minors though, because, on the subject of those larger realms, we’ve also split them up a tad! Asturias has lost Portucale, which they’re actually only in the process of trying to snatch, whilst Andalusia has been given a reality check. Both Portucale and Toledo, whilst paying nominal homage to Cordoba, were functionally independent, with Toledo in particular resisting repeated military expeditions and attempts at taxation.

The image shows the new Realm set up for Iberia. There are now more independent Kingdom between Al-Andalus and Asturia


Andalusia is in the process of making a play to subjugate Toledo more firmly in 867, with Portucale also being on the books, so we represent this as a brace of wars on start. Andalusia is trying to quell its powerful border districts of Toledo and Portucale, keeping them in the realm, whilst Asturias tries to snatch Portucale mid-rebellion.

Finally, Asturias has been tweaked, losing its starting title law of feudal elective. The current king’s father decisively abolished the notion of the nobility electing their kings in the short term, and his son carried that on, so they start sans-title law now. In addition to this, Castile also starts with de jure territory in 867, making it creatable in the earlier bookmark - if Castile actually is created for any reason, Asturias is reduced to Leon. If Asturias is able to de jure drift Castile into itself before Castile can be created, then the union is preserved and Asturias earns its right to perpetually exist for 867 starts.

Achievements​

And last but not least, they are not part of the free update, but the community poll spoke:

The result of the community poll on twitter. Having achievements today won with 38.4% against 34.9%


The result being tight, they will be hidden in a spoiler field, so you can keep the surprise for next week if you prefer :)

(Please be mindful of people’s choice and don’t spam the comments with the achievements or such)

Easy​

The list of the easy achievements

Medium​

The medium difficulty achievements


Hard​

The list of the hard achievements

Very Hard​

The very hard achievements


And that concludes today’s Dev Diary!
See you next week for the release note! Until then, you can follow Hugo and Ola’s adventure in Iberia in tomorrow’s stream, 2:30pm CEST :)

Cheers,

image (21).png
 

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This isn't really related to this DD in particular, but I was just thinking, is there a way for a new faith to become involved in a struggle? A culture can, but there wasn't any mention in how or if a faith can become involved.
i bet that's a 'you'll find out in the game' answer. but i'm just guessing
 
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Hello there,

The release is approaching and before sharing the release notes with you next week we have a few topics to cover! Today we will be focusing on what is going to be added in the free update "Castle" released along Fate of Iberia. For the modders, you will also find the updated documentation attached to this post, in case you want to have an early look at the new functionality!

Clan Contract​

Since Iberia in 867 has several clan realms that play big parts in the region, we wanted to add some new options to clan contracts:
  • Marriage Favor: the goal is to get benefits in exchange for a promise. Not fulfilling it will have consequences though..
  • Ghazi: encourage your vassals to wage holy wars, but get less levies from them
  • Iqta: less tax and levies but better synergy for Men-At-Arns for both parties
  • Jizya: unlocked by the Tenet of the same name, this is a specific contract for people of a different faith, increasing their tax but lowering the levies their liege receives

View attachment 842874There are now cool options to get the most of out your vassals as Clan Liege now.

We are looking forward to working more on clan governments in future updates as this was a first step to making them as complex and interesting as they were historically.

Dissolution Faction​

To model some of the big historical shake-ups in Iberia, we’ve introduced a new faction type. The Dissolution Faction will aim to destroy the primary title of the top liege of the realm, as well as any other same tier title. This makes all vassals independent, shattering a kingdom or empire. In FP2, this means that the Umayyads can collapse as they did in history, but it also means that any large realms in decline will face this challenge.

Anything detracting from a realm’s unity will increase the risk of a Dissolution Faction forming. That means short reigns, low cultural acceptance, war losses, and unallied vassals will all be dangerous to King and Empire tier rulers.

Realms where the vassals either like the heir or can elect their own are less likely to face a Dissolution Faction. And if a vassal can make a claim for the title themselves, they’ll do that instead.

View attachment 842876There is a high chance of the Umayyad falling when starting in 867

Map update​

To go along the theme of the flavor pack, we’ve updated the map for Iberia. The map changes are fairly small in scope this time around though, and the focus was to update northern Iberia, more specifically the kingdom of Aragon.

In order to improve the overall accuracy we added new counties such as Rossello and Pallars. For a better depiction of the area, existing baronies were moved around and new ones added in order to increase the granularity of the area.

View attachment 842877In addition to the county set up, the terrain type of some provinces also changed.

In addition to the changes in Aragon, we added cultural naming variations for many Berber and Arabic cultures to many titles across Iberia.

Shared Head of Faith​


Heads of faith can now be set as characters of a different faith. This is done through script, rather than manually in-game. This means for insular Christians, Conversos, and Mozarabs, the Pope will be their Head of Faith, even though they are of a different faith.

View attachment 842879

Historical faiths can be emulated by using the Rite tenet. Provided you don’t meet certain red lines for your old Head of Faith, at the cost of a tenet slot, you can keep your old faith’s Head of Faith while converting.
Ecumenical Christians taking this decision keep ecumenism, making them “astray” from the Catholic perspective.

View attachment 842880

Islam now has a bespoke system for choosing the correct caliph: though Shias are still fairly split between several caliphates and imamates, the mainline Sunnis (Ashari, Muwalladi, and Maturidi) now share the Sunni caliph as a Head of Faith. Muslims who share a Head of Faith view each other as ”righteous”.
Influential members of an Islamic faith whose Head of Faith doesn’t share their faith can attempt to Appoint a Righteous Caliph, claiming (and creating) the caliphate for themselves and splintering the Ummah.

View attachment 842912

Once splintered, a faith cannot be brought back into the fold. Islam is stronger together, but its differences often become irreconcilable.

New temporal Sunni and Shia faiths cannot appoint themselves as caliphs immediately if there’s a caliph available (either the orthodox version or their prior faith’s caliph). Instead, they must show submission to an existing caliph from whom they derive their authority, even in rebellion, and then follow the path to Appoint a Righteous Caliph themselves. Characters intending to do this all along can get a little boost on the path.

History Changes (and friends!)​

Visigothic is Visigone​

As I’m sure some of you have noticed in the streams and such, we’ve removed Visigothic from the map 867, starting Iberia off pre-split between the 1066 cultures (save for Aragonese, which now emerges as part of the creation of the Kingdom of Aragon).

There’s a few reasons for this - Visigothic was always a bit of a wonky culture, a holdover from CK2’s Charlemagne DLC that made mapping 9th century Iberia very inexact but which added some fun flavour to the region. Since cultures before 1.5 were mostly cosmetic, it didn’t really affect actual gameplay much, even if it fudged history somewhat (not least by making the Visigoths hang around long after they’d diverged or hybridised).

The release of Royal Court changed that situation, making playing in Iberia a very weird flow. You start, you have one set of traditions, then within a few decades an event shifts your culture and you almost certainly end up with a radically different set of traditions with no feasible way to do much about it.

This, plus just being bad history, clinched it for Visigothic, and we had it taken out to the block and given the ol’ Royal Anti-Pardon. As with Suebi and co before it, Visigothic will continue to exist in the files, along with its associated namelist, where it remains useable for history and in mods and such.

View attachment 842881

Fresh Faces & Further Foes​

Further on from this, we’ve updated, added, and occasionally removed hundreds and hundreds of characters all across Iberia (as well as a smattering in Occitania - if we never read about another character named Bernard, we’ll be happy), adjusting relations, lifespans, traits, and dynasties.

This’ll add a bit of life in both major bookmark dates, but most importantly, it’ll be a bit of colour for those of us who enjoy spelunking the history databases and checking to see if titles in-game have their Migration Period rulers properly associated. Title-nerds need love too. On that note, the Visigothic Kings now have a titular historical title to give them their correct royal dignity & regnal numbers.

For folks who like actual gameplay more than interactive reading, we’ve added the Mozarabic strand of Christianity - Arabicised Catholics who carry on the strongly independent liturgical and ecclesiastic traditions of pre-Islamic Iberia but view the Pope as their Head of Faith (with the aid of the Rite tenet).

Squeezed between the Catholic North and the Islamic South, the Mozarabs struggle to preserve their way of life, and since you can see a lot more of them in 867 than 1066, you can probably guess how it’s going for them.

Previously, we’ve portrayed the sparsely-regulated Leonese portion of Iberia’s Inner Plateau as being, variously, either under nominal Andalusian control (since they notionally held it) or nominal Asturian control (since they grabbed it soon after the Andalusians stopped caring about it).

Neither of these were quite perfect solutions, and relied on fictitious local characters either way, so we’ve now given this rural area over to a collection of minor Mozarabic characters. Abandoned by their Islamic overlords, eyed greedily by their orthodox brethren, these minor landholders soldier on as they have for centuries. At least, they try to, but it’s a difficult life being a one-county minor wedged between larger realms…

It’s not all doom’n’gloom for Iberia’s new minors though, because, on the subject of those larger realms, we’ve also split them up a tad! Asturias has lost Portucale, which they’re actually only in the process of trying to snatch, whilst Andalusia has been given a reality check. Both Portucale and Toledo, whilst paying nominal homage to Cordoba, were functionally independent, with Toledo in particular resisting repeated military expeditions and attempts at taxation.

View attachment 842882

Andalusia is in the process of making a play to subjugate Toledo more firmly in 867, with Portucale also being on the books, so we represent this as a brace of wars on start. Andalusia is trying to quell its powerful border districts of Toledo and Portucale, keeping them in the realm, whilst Asturias tries to snatch Portucale mid-rebellion.

Finally, Asturias has been tweaked, losing its starting title law of feudal elective. The current king’s father decisively abolished the notion of the nobility electing their kings in the short term, and his son carried that on, so they start sans-title law now. In addition to this, Castile also starts with de jure territory in 867, making it creatable in the earlier bookmark - if Castile actually is created for any reason, Asturias is reduced to Leon. If Asturias is able to de jure drift Castile into itself before Castile can be created, then the union is preserved and Asturias earns its right to perpetually exist for 867 starts.

Achievements​

And last but not least, they are not part of the free update, but the community poll spoke:

View attachment 842901

The result being tight, they will be hidden in a spoiler field, so you can keep the surprise for next week if you prefer :)

(Please be mindful of people’s choice and don’t spam the comments with the achievements or such)



And that concludes today’s Dev Diary!
See you next week for the release note! Until then, you can follow Hugo and Ola’s adventure in Iberia in tomorrow’s stream, 2:30pm CEST :)

Cheers,

View attachment 842897
Once again I read a dev diary that sounds great, then I remember that everything Paradox talks about their mechanics coming with a dlc I get hyped about it's influence on the game.
Once I get the dlc however the mechanics are so soft on the touch that I hardly notice them, becoming a little underwhelmed.

I hope, that all you are talking about does come with a bang and not as a whistle.
A soft little wisthle.
 
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Any chance we could get a look at the new traditions?

The achievements mention "Ritualized Friendship" and Castilian showed some trait instead of Hit-and-Run Tacticians that had a different icon.
 
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I've been watching the new streams and screenshots. From what I've seen, very few arabic knights wear the new shiny golden helmet. I only ever see them wearing the old cone helmets. Why does it seem to be so rare? I do see them wearing the new gambeson but almost never the helmet.
 
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Adding that to our backlog; the difficulty and realm stability affect it already. Not sure if we need a dedicated rule, but it's worth thinking about!
I would like if Game Rules would come in tabbed categories. Especially if you have a few mods this very quickly becomes too much to get a proper overview and you easily miss something or have to search for a while.

EDIT:
Just checked and there is an old suggestion about that. [here]
But it is probably a duplicate, because it's hard to avoid those. It's just the first one i found.
Everyone else who'd like categories for Game Rules please upvote the suggestion. :)
 
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I would like if Game Rules would come in tabbed categories. Especially if you have a few mods this very quickly becomes too much to get a proper overview and you easily miss something or have to search for a while.

EDIT:
Just checked and there is an old suggestion about that. [here]
But it is probably a duplicate, because it's hard to avoid those. It's just the first one i found.
Everyone else who'd like categories for Game Rules please upvote the suggestion. :)
Yeah. Not only would it make it easier for players to find Game Rules; it would also quite possibly make it easier for the Devs to sort game Rules by Category, which makes it possible to create a truly robust set of Game Rules to make Gameplay fun for everyone...
 
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Shared Head of Faith​


Heads of faith can now be set as characters of a different faith. This is done through script, rather than manually in-game. This means for insular Christians, Conversos, and Mozarabs, the Pope will be their Head of Faith, even though they are of a different faith.

View attachment 842879

Historical faiths can be emulated by using the Rite tenet. Provided you don’t meet certain red lines for your old Head of Faith, at the cost of a tenet slot, you can keep your old faith’s Head of Faith while converting.
Ecumenical Christians taking this decision keep ecumenism, making them “astray” from the Catholic perspective.

View attachment 842880

Islam now has a bespoke system for choosing the correct caliph: though Shias are still fairly split between several caliphates and imamates, the mainline Sunnis (Ashari, Muwalladi, and Maturidi) now share the Sunni caliph as a Head of Faith. Muslims who share a Head of Faith view each other as ”righteous”.
Influential members of an Islamic faith whose Head of Faith doesn’t share their faith can attempt to Appoint a Righteous Caliph, claiming (and creating) the caliphate for themselves and splintering the Ummah.

View attachment 842912

Once splintered, a faith cannot be brought back into the fold. Islam is stronger together, but its differences often become irreconcilable.

New temporal Sunni and Shia faiths cannot appoint themselves as caliphs immediately if there’s a caliph available (either the orthodox version or their prior faith’s caliph). Instead, they must show submission to an existing caliph from whom they derive their authority, even in rebellion, and then follow the path to Appoint a Righteous Caliph themselves. Characters intending to do this all along can get a little boost on the path.

Will faiths which share a head of faith receive the holy site bonuses of sites controlled by other faith with the same head?
It seems weird that insular Christians want to take Rome off the Pope, their Head of Faith, in order to get the bonuses, for example.
 
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I think one of the main points of indigenous faiths like Insular or Mozarabic is that they don't expand much beyond their cultural borders
If it's such a pressing matter that a 'regional' religion might expand out of its cultural territory why not just completely remove the concept of a "regional version" of a faith and just make it all cultural traits? The way it's currently constructed is bizarre and makes Insular basically meaningless other than an instrument to ask for money from the pope. (also means that the Pope in Rome approves of polygamy)

Not really going to address the rest because it all stems from this idea that faiths like this shouldn't expand. Which makes them just a terrible aesthetic roleplay choice at best. Don't get me wrong; I like aesthetic roleplay fluff, but not when it comes at the expense of certain groups not being 'real' representatives of their faith or being able to do anything that they would do in that capacity. Speaking of, "Rite" as a mechanism to make the head of faith mechanic work is essentially a dead space that makes these faiths have less uniqueness and value. I just don't see the point.

Edit: I bet Insular's holy order is still the "Order of St. Patrick" too, picked for the name and not by people who are conscious of how wild that choice is.
 
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September said:
Is there any way to usurp the primacy of head of faith title? Such as making the papacy insular or keeping other sunni faiths under your new caliphate?

No, but that's a funny idea!
I'd actually be really interested in something like this. There's a few things that I think would be interested to

  • Random election
    • I know it was said that it currently does not swap, but I think it would be neat)
    • Could be weighted base on some criterion
  • Criterion based election
    • Whichever faith has the best score gets the title
  • Usurpation war
    • If one faith is powerful enough based on some criterion, they might be able to attempt to fight the Pope or the Ecumenical Patriarch to depose them as a heretic; could even use Crusade mechanics
  • Possible Criterion
    • Number of counties for a faith
    • Total development of counties for a faith
    • Number of lords for a faith
      • Possibly have a multiplier based on rank so that emperors like the HRE matter more while barons matter very little (or none)
    • Total strength of lords following a particular faith
  • Threshold/Modifiers
    • Random elections might have a threshold for having a chance to win (e.g. you might need a certain percentage of counties that follow the Pope to be able to have a Pope of your faith be elected; this would make it so Mozarab and Insular would be out of the running for Pope initially, but could potentially start having Popes of their faith if they expand enough or if Catholic loses enough counties to pagans or Muslims
    • Weighted elections may use some sort of exponential calculation to make sure that even if Insular or Mozarab reach the threshold for election, they still have a much small chance of winning
On the topic of the Rite tenet and shared Heads of Faith, I think it would be neat if the game tracked parentage for faiths like it now does for cultures, and added a decision for rulers of faiths with no HoF (like historical Catholic and Orthodox heresies) to be able to reconcile the faith and swap out one tenet for Rite (probably required to be a tenet the HoF's faith does not have, unless they share all tenets). I assume it would have to be a very powerful and pious lord who does this and has a certain amount of the heretical faith in their realm, but it could be neat. An achievement could even be made for it, if released with the next DLC, where you reconcile every historical heresy with its parent (either for Catholic, Orthodox, or both).

I did have one question:
The Bosnian Church, to my understanding, was at least nominally supposed to be under the Pope/the Bishop of Rome (though I could be wrong). Is there any sort of possibility that the "Rite" tenet could be involved with the Bosnian Christian faith?
(Sorry to Meedoc if you actually read this whole long thread :p)
 
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I saw some people on steam complaining that the dissolution wars would mean the end of all ai empires. While this probably won't happen it does seem like the number of empires would decrease over time when it should increase historically as the ai is very bad at forming new ones. The dissolution wars still sound great but it would be better if the ai could also form empires more easily. Possibly you could see the odd hyper aggressive ambitious rulers like Alexander the Great who would be almost constantly expanding out during their lifetime. This could give the ai a chance to form larger realms and possibly give the player more of a challenge against what are normally fairly easy ai.
 
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I saw some people on steam complaining that the dissolution wars would mean the end of all ai empires. While this probably won't happen it does seem like the number of empires would decrease over time when it should increase historically as the ai is very bad at forming new ones. The dissolution wars still sound great but it would be better if the ai could also form empires more easily. Possibly you could see the odd hyper aggressive ambitious rulers like Alexander the Great who would be almost constantly expanding out during their lifetime. This could give the ai a chance to form larger realms and possibly give the player more of a challenge against what are normally fairly easy ai.
If they just beef up ai aggression to expand it wouldn't be such an issue, I've seen ai offer vassalisation more often post royal century, so now a balkanised Aquitaine doesn't always stay so
 
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Question, why not have the idea around rite be one of the other elements of a religion and not a tenant? It feels since you only have a limit of 3 tenants it would be preferred for those to be flavorful and gameplay defining while the other traits are more common, generic traits.

like how righteous/pluralist religious trait works in helping define how the religion interacts with others. Why not add this rite element there instead so it can be available broadly.

I could also see this element useful for defining the interactions of hindu/dharmic faiths which appear to have much more overlap and should be more fluid given they are following traditions within an overall pantheon and cultural framework rather than discrete religious movements like in the Mediterranean, semetic, and european spheres ala christianity, islam, and judaism.

It seems strange to have the same distinction between worship of individual gods compared to the completely discrete traditions that may have local splinters ala Catholicism.
 
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Will there also be a grace period to reforming a Title Destroyed by a Dissolution Faction? I suggest something like 20-30 years

Currently if you succeed in an Independence Revolt, there is nothing stopping the Top Liege from granting you back to the person you just had a revolt against. I fear the same issue will be present with Dissolution factions against a Vassal Duke/King where you can immediately reform the Title and compel the disgruntled vassals to go back under the yoke of the person they just rebelled against
 
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What good is a marriage with the daughter of your Muslim liege if Islamic rulers don't allow daughters to inherit claims? They have male-only inheritance rules. So. Great, you're allied to your liege. You can't call him to war as an ally against enemies.

Only seems to serve as a "you can't attack me" button.
 
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Will there also be a grace period to reforming a Title Destroyed by a Dissolution Faction? I suggest something like 20-30 years

Currently if you succeed in an Independence Revolt, there is nothing stopping the Top Liege from granting you back to the person you just had a revolt against. I fear the same issue will be present with Dissolution factions against a Vassal Duke/King where you can immediately reform the Title and compel the disgruntled vassals to go back under the yoke of the person they just rebelled against
They'll be low vassal obligations and likely have opinion maluses towards you
 
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