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Dev Diary #129 – Post Release Update Extra Content

This Dev Diary will talk about some of the extra content coming with our next post-release update, 1.9.1! The update will of course also include a ton of fixes and tweaks, as we’ve been monitoring all the ways you’ve been playing with the big 1.9.0 update and the Tours and Tournaments DLC.

Points of Interest​

Hi everyone! I am Daan, also known as Joror, and I am a programmer on the CK3 team.

It is I, le Joror​

First off a little background info about me so we’re no longer strangers: I have worked at Paradox for over five years, and in a couple of different roles. First in our online department (DevOps) as a software engineer and Developer Relations specialist, then as a Clausewitz Engine programmer and tech lead, and finally I have been working in the CK3 team as a programmer!
Before joining Paradox I also dabbled in making mods and modding tools for Paradox games - which has helped me a lot in understanding how the games work from the outside, before moving to the inside.
I am Dutch, like cats, fancy beers, the occasional Goth party, game-jamming, and in general games of all varieties!

Resurrecting Darlings​

Making games is hard - it is a space where ideas are easy, but time is short, and success is measured by a graspable but fickle thing called ‘fun’.
So when developing, we design, build, evaluate, and cut. Many ideas fall by the wayside during each of those steps, including some personal darlings. Often not because the ideas are bad, but because there is not enough time, or they would be too risky, or… one of many other reasons.

Luckily, we also bake various ways into our process that give us space for personal agency and creativity! And one such way is PDT - Personal Development Time.
This is dedicated time in our busy schedule where every developer can work on improving their skills in an area of their choice. And (after checking with leads) we can also work towards adding ‘darling’ features or ‘pet peeve’ fixes that can make it into the game.

The “Points of Interest” travel system is such a feature! It’s also the reason why it is in a post-release update. Of course, it is not just a one person effort. Lovely icons and GUI elements were added by a crafty Artist, code was reviewed by discerning Programmers, the user experience checked for consistency and purpose by a UX Designer, its rewards evaluated for balance by a Game Designer, the end product tested by perceptive QA, while being supported by a whole range of other disciplines that make the work environment organized and smooth.

A Travel Carrot: Points of Interest​

While working on Tours and Tournaments, one of the main systems I was involved in was the Travel system. For a little dev-insight, this is what route planning looked like early on in the process:

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A screenshot of an early state of development of travel route planning, with different colors and icons.

We added Danger as one of the main ‘friction’ mechanics of travel, where players get to make planning decisions and have reasons to change their route. But Danger is mostly a ‘Stick’ - a punishment if you will - and it would be nice to have a ‘Carrot’ as well - a positive reason to change your route!

Enter: Points of Interest - a small system that rewards you for visiting interesting places.
These points of interest will give a reward the first time you visit them during your lifetime. The same also applies to your entourage, so bringing people along will also help them improve.
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An adjusted travel plan which travels through Pisa, a province that contains a Point of Interest.

Types and Rewards​


These Points of Interest are not static locations - but grabbed from the living world of CK3.

All Special Buildings (if they are built) give a Point of Interest based on their type, and give different rewards depending on the Special Building type:

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Visiting the Pyramids is something to boast about.

Special building type rewards:

  • Walls and Forts: +100 Martial Lifestyle Experience
  • A part of a multi-province defensive structure (Hadrian’s Wall, etc): +25 Martial Lifestyle Experience
  • Universities & Places of Learning: +100 Lifestyle Experience in your currently selected Lifestyle
  • Religious Sites & Buildings: +100 Learning Lifestyle Experience, and +100 Piety if they are of your Faith
  • Palaces and Political Buildings: +100 Diplomacy Lifestyle Experience
  • Ancient Wonders & Natural Wonders: +100 Stewardship Lifestyle Experience, and +150 Prestige
  • Economic Buildings (mines, ports): +100 Stewardship Lifestyle Experience

Visiting Capitals of independent Kingdoms and Empires also gives Lifestyle experience, based on their Court Type (if you have the Royal Court DLC) or Diplomacy Lifestyle experience when they do not have a Court Type. Empire Capitals are more rare, and give +300 lifestyle experience points, where Kingdom rank Capitals give +100 points. The capital Points of Interest are updated monthly, so sometimes your information might be slightly out of date.

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The Byzantine Empire has an Intrigue Court - and will give Intrigue Lifestyle Experience when visited

Giving out these Lifestyle rewards is very narratively fitting for expanding the horizons of your character, but also substitutes nicely for the normal Lifestyle events you are not getting while traveling.

Some locations can also trigger a “Great City” sight-seeing event chain, which is actually hooking in a PDT project of another CK3 developer, TrinTragula!

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When you visit, you get a message and the Point of Interest is marked as visited. To seek similar rewards, you will have to visit different places in the future!

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A point of interest has been visited, and the rewards given.

Once you have picked up the Traveler Trait, you also start getting a bit of experience towards the different tracks within that Trait. (Martial and Economic building Points of Interest give Seasoned track experience, where the rest give Wanderer track experience.)

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Getting ‘Seasoned’ travel track experience.

To conclude, here is a snapshot of the Points of Interest that exist in 1066:
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A zoomed out map showing Points of Interest in 1066

To note, this system is part of the Free Update - so no specific DLC required.
Happy sight-seeing in Update 1.9.1.0~!





What’s the Harm?​

Welcome comrades, to the Wokeg section of the DD! I’m afraid I don’t have anything quite as meaty for you as Joror. Instead of lovely new player carrots, we’ll be talking about the oldest and wackiest of all sticks with which to whack the player: death.

Something we’ve generally been a bit reluctant to do in CK3 is to just kill you. Luck plays a decent roll in the events you get and guiding your own luck is an element of many core mechanics, but we’ve been really reticent to have you just… die unexpectedly.

This was a stylistic design choice. It doesn’t really feel great when a random event pops and just kills you mid-run with no set-up or warning — it can be impactful every now and then, especially if it happens at a narratively dramatic time, but it’s just such a quit moment for so many people, and in wanting to provide an experience that felt fair, we over-corrected somewhat and scrubbed a vital element of friction from much of the title.

Whether you’re building your realm, planning marriage alliances, or carefully organizing your succession, these little shake-ups are needed to keep you course-correcting. They’re the firm, unexpected kick to the back of the knee that keeps you guessing and makes you react on the fly.

Not just that, of course, because random death and dismemberment were absolutely staple features of the medieval world too: you might be struck down by a virulent camp disease whilst marching, you might fall from the window of a tall tower, you might die in a house fire, you might be thrown from your horse whilst riding, you might be playing too roughly with another child, you might be old and just fall down the stairs, the list goes on. Paupers, kings, and clergy alike all have to walk the danse macabre eventually, and not everyone gets to go from the traditional big three of honorable combat, succumbing to wasting disease, or expiring from the ravages of age. Sometimes you just die.

The challenge we set ourselves, then, was adding in more ways for death to happen unpredictably without making for an irritatingly frustrating experience. Enter, the harm event.

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Harm events are out to do one of two things: if you’re unlucky, they want to kill you, and if you’re lucky, they want to render you incapable. There generally isn’t a direct gameplay benefit to surviving them, and there’s always a stress cost. Their odds are generally pretty harshly against you, though depending on the event, high skill levels might give you a much better chance of success, and some traits will let you trade stress for negating a specific harm event entirely.

With these, there’s a whole variety of new ways to unexpectedly expire or be reduced to a bed-ridden shell! Fun stuff, y’love to see it. I did also say, though, that we were trying to avoid frustrating rocks-fall-PC-dies situations, and that’s still true. To avoid that, almost all harm events are partnered with a foreboding event — something that fires first and alerts you that hey, you are now eligible to… [spins tombola] … unexpectedly choke to death!

Rather than spring immediate death/incapability on you out of the blue, we alert you that you are now at risk of it. It can now just happen, at any time. In fact, just getting a foreboding event gives you a 50% chance of getting the follow-up harm event within the next 4-8 years, though you’re also eligible to fire it forever after.

For example, here’s a foreboding event:

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And its follow-up harm event:

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The goal is to warn you that a new type of random harm is on the table, so that the notion is playing around at the back of your mind. Maybe it’ll come to nothing, maybe you’ll forget about it, maybe you’ve got just a few short years left to live. Do you want to make rapid preparations for succession? What if it never happens at all? What if you just pushed to do things a little bit faster so the realm’ll be ready for your heir? What if it happens sooner than expected? Lots of little questions to ask yourself. Or, if you’re one of the coworkers testing or playing on internal builds since we added these, lots of questions to menacingly direct to me when I’m making tea, demanding to know when they can stop being worried about impending doom. WAD, I whisper back to them, WAD.

There’s sixteen new harm-foreboding pairs for becoming incapable (well, fifteen pairs and one triplet: becoming incapable due to the march of time vs. your declining health sees your mind weaken, your body start to fade a little, then you risk becoming incapable), twelve new harm-foreboding pairs for dying unexpectedly, and six new events for dying/becoming incapable whilst on campaign.

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Those last six aren’t paired with a foreboding event. Like I said, almost all harm events are, and the exceptions to this are the ones that fire for army commanders. Warfare could kill you quickly and unexpectedly without you ever donning your armor, and history is replete with examples of even fairly hale and hearty warriors succumbing to sudden unexpected disease, poor luck, or taxing environmental conditions, from John Lackland to Richard the Lionheart to Frederick Barbarossa.

Instead, opting to put yourself in charge of an army is your warning that you’re in a dangerous, taxing position, where poor luck might cost you dearly at any moment. High health will protect you from many of the potential ravages of campaigning (with the amount needed going up more the more you age), but the best way to stave off the risk of death outside of battle is to campaign in terrain you have the correct commander trait for.

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Maybe you’re not too big a fan of this change - perhaps you prefer a more predictable world, or you want to have the occasional sudden death but mostly skate on by just fine. For you, we have the Safe & Illusion of Safety settings for the new Random Harm game rule, so you don’t have to deal with this stuff if you don’t want to.

Maybe, though, you’ve been waiting for something like this. Maybe you want more uncertainty in the world, or for life to be just that little bit more mean-spirited than most. For you, we’ve got the Tragic setting, making harm events much more likely generally. If you’d prefer that the tallest blade of grass be the first under the scythe, then we’ve also got the Spiteful setting, which specifically weights up the likelihood for harm events to target proportionally better or more interesting characters. And if you want both, welp, Tragically Spiteful, the single edgiest game rule we’ve added to date, has got you covered.

As long as you’ve got harm events set to anything but Safe, they do run on a cooldown. Players can’t be subject to a harm event more than once every fifty years, and the AI not more than once every thirty per house. These cooldowns help to reduce frustration whilst keeping the threat present, and mean that even playing on Tragically Spiteful, you can still thrive and survive. Just, with the occasional setback.

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… and that’s it from me! Hope you like the harm events, I tried to cover a variety of types from historic references and common causes of death or severe injury either still present in the modern day or mitigated only in the last few centuries, and I’m very happy to be able to resurrect this particular darling for 1.9.1. Have fun with the update!
 
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Real life has a way of being anticlimactic, but this game is about creating narratives, and it's very unsatisfying when your 30 year old genius dies and not as a result of hybris or because of some deserved comeuppance. Let's hope the harm system is not too wild.

The point of interest stuff, marvelous.



I'd say the game gives you less children than you would historically (10 children were not that hard, especially for nobles who very often remairred, and usually remairred with much younger brides), to offset the fact that you don't lose that many children as the aprox. 50% you'd see survive (a little more for the nobles).

The death rates among the nobility and the general populace (not royalty) are often skewed because we usually know a lord or count had children because of mentions in monastery donations or last wills and testaments, especially early on.

These documetns tell you that Ugo Comes, filius Bernardi, and his brothers Raymond and Roger, and his sister Maria, left That Much Land to a monastery. But all the dead children are unmentioned.

So it could be that the death rate for nobles was higher, but we know the 50% rate from later Medieval documents, when there is much better documentation and archives are better preserved.
i love it when the genius heir dies. Seriously. I prefer to roll with the punches than make grand plans.

The fertility rate is too high. More Dynasties fell off thrones due to monarchs not producing children and outliving their siblings, than being overthrown. And the AI always marries. Like King Aethelstan, ruled England for 12 years, never married, never had kids, died childless at 45. His Brother Eadred, never married and died at 32 after 9 years of rule. Edward the Confessor, thought he was the last his family. He reigned for 13 years before finding out that his nephew Edward the Exile was still alive. He never had children in that time.
Charles the Fat died at the age of 48 or 49, and had only a single, illegitimate child. King Odo/Eudes of France very possibly had no children, King Rudolph/Ralph/ Raoul also had no children despite dying at 45 or 46.
 
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15/16 monarchs for England in the period 1066 to the end of the game.

I listed 4 of those that died of "random" causes - not counting the hunting accident of William II, with several deaths by illness on campaign or assorted illnesses, some of which were sudden and unexpected. I only mentioned the ones that come to mind when thinking about it, and not ones like Richard I getting gangrene after being shot in the shoulder with a crossbow bolt.

So it's upwards of a quarter (possibly up to half??) could be considered "random" depending how you want to define it. That's not "almost no" cases of it happening.
An example to my ” random ” deaths as i wrote earlier accidently stabbed by the cook or random child and a brand new example, cutted throat during shaving i mean spammed ridicilous bizzarities.
 
""Players can’t be subject to a harm event more than once every fifty years, and the AI not more than once every thirty per house.""

Players = player house?

It turns out that the characters of the player's house have 1 harm event per life, and the AI houses have 2 harm events per life. That is, characters not from my house will die twice as often.
Looks like a simplification of the game. Especially if you put Tragically Spiteful!
I don't like it, I want to dieing, but I don't want my enemies to die twice as often.
Equal events - normal, or vice versa for a player 30 for AI 50.

I really like these deadly innovations. I fully support @Wokeg vision and want to see these mechanics evolve further.
I hope that I misunderstood or in the future it will be balanced/improved.

 
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"carefully organizing your succession". It feels like more could be done here. In many cases, your options here really are very limited. I feel like more tools could be added to this particular toolbox.
 
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An example to my ” random ” deaths as i wrote earlier accidently stabbed by the cook or random child and a brand new example, cutted throat during shaving i mean spammed ridicilous bizzarities.
I dont think any of us want them spammed, but they should have a chance of occurring.
Lets just look Frankish kings of France. Loius III died after hitting his head on a low doorway while riding a horse. Carloman III was accidentally stabbed by a servant. Then you toss in people who died in hunting accidents, captivity, anything not natural casues... That makes 5/9 Carolingian kings (starting with Charles II the bald) who died "randomly" and non naturally.
And if we look at England, it gets worse. It isnt until its 16th ruler, Edward the Confessor, that you can really say one of them experiences a non random death. If you really want to count Henry I which is debatable, of the 33 "kings" of England (Technically Alfred and Edward werent kings but Im counting them), only 2 of the 33 could be said to have died non-random, natural deaths.
Of course, these two are extremes, which England being known for its instability over the period, and France being known for its stability (After the direct capetian period starts).
 
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i love it when the genius heir dies. Seriously. I prefer to roll with the punches than make grand plans.

The fertility rate is too high. More Dynasties fell off thrones due to monarchs not producing children and outliving their siblings, than being overthrown. And the AI always marries. Like King Aethelstan, ruled England for 12 years, never married, never had kids, died childless at 45. His Brother Eadred, never married and died at 32 after 9 years of rule. Edward the Confessor, thought he was the last his family. He reigned for 13 years before finding out that his nephew Edward the Exile was still alive. He never had children in that time.
Charles the Fat died at the age of 48 or 49, and had only a single, illegitimate child. King Odo/Eudes of France very possibly had no children, King Rudolph/Ralph/ Raoul also had no children despite dying at 45 or 46.
But you're only citing a handful of examples, out of hundreds of European Medieval kings and tens of thousands of landed lords. More dynasties lived on for generations than died off. For the line of Athelstan to get to where it was, you had to have generation after generation of, usually, 4 to 6 kids, probably more, half of which would die before their fifth birthday.

I haven't done the legwork of putting all the European monarchs, independent dukes and princes and great peers of the realms from Portugal to Poland into a spreasheet and get their number of children, survival rates, etcetera... and yes, dynasties died off due to people not having children (or, more often than not, kids dying young and there being none left, the example of the kings of England you cite is quite the anomaly, kings who do not marry are definitely the exception in Medieval Europe).
 
""Players can’t be subject to a harm event more than once every fifty years, and the AI not more than once every thirty per house.""

Players = player house?

It turns out that the characters of the player's house have 1 harm event per life, and the AI houses have 2 harm events per life. That is, characters not from my house will die twice as often.
Looks like a simplification of the game. Especially if you put Tragically Spiteful!
I don't like it, I want to dieing, but I don't want my enemies to die twice as often.
Equal events - normal, or vice versa for a player 30 for AI 50.

I really like these deadly innovations. I fully support @Wokeg vision and want to see these mechanics evolve further.
I hope that I misunderstood or in the future it will be balanced/improved.
The cooldowns are separate, as clarified by Wokeg earlier in this thread. Your house can be hit by a harm event while you are on cooldown, and you can be hit by a harm event while your house is on cooldown.
 
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Ah yes, that time Barbarossa marched an army of 10,000 knights into the Third Crusade... and drowned on the way.
 
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I believe Tuo is referring to the devs’ comments after the DD, which people may have missed. Here are a couple relevant ones. (You can also hit the ‘show dev replies only’ button at the top of the page to quickly filter for their comments.). Emphasis added:

I tweaked 'em as best I could and the AI seemed to do alright - the biggest stumbling block is when they die whilst leading an army sometimes now, and honestly it's kinda rad. Blobby empires collapsing into succession crises at inopportune times without doing it constantly just feels very medieval to me.

50 years might be something we can tweak in future. As this is, by default, an opt-out feature, I tried to balance for something that's harsh when it happens but doesn't too often. Getting death in, but cutting back on the frustration for most people. Of course, I may uhh... slightly have underestimated the masochistic streak in some of you fine folks, so if that holds up, it's changeable.

FWIW, there is a bit of uncertainty there. The cooldown is actually set on the foreboding event, not the harm event. If two characters get a foreboding event and one pops a directly spawned harm event before the other, then the other is still eligible to get their follow-up harm event. Basically this means there's a bit of overlap so that unlucky families can still have multiple relatives succumb to the whims of fate. Reactive harm events (age, battle) also aren't on a cooldown, and neither are the martial ones. So, you can still get yourself harmed from circumstances.

The cooldowns are separate - the AI can be hit when you're on cooldown and you can be hit when the AI is on cooldown.
My apologies if these don’t help; I’m short of sleep and over-tired, and my cognitive function is decidedly sub-par, so it’s easy for me to misunderstand. :)

edit: arrrgh, I thought this would quote you, kosteyy, but it didn’t—maybe because your comment is embedded within a quote, using the ’reply’ button didn’t work as usual. And only now do I see that you said you read the thread, so you’ve already seen these dev comments. Sorry! Maybe they’ll help someone who hasn’t.
 
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"When you visit, you get a message and the Point of Interest is marked as visited."
I love this idea. Well, truly, well done.

Can I congratulate you guys on your thoughtfulness? Because this is good "we have the Safe & Illusion of Safety settings for the new Random Harm game rule" but this is BETTER "we’ve got the Tragic setting, making harm events much more likely generally". Double down on Game Rule settings, YES! -Correction. Quadrupling down... I'm speechless-

A great DD on top of a very good DLC (release bugs aside). Congrats devs, you did it.
EDIT:
More short-term player death is something I'm very passionate about and which I'd love to do more of in future
Aiming for the actual players rather than our characters? Wow. Ambitious. Taking immersion rather seriously here, I like it.
 
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I don't know what you consider a random death, but if I just look at the kings of France, exclude the staggering number of kings who suddenly died of a disease just before, during or after a military campaign and focus on the period (so no Henry II and his famous death in tournament):

-882: Louis III died at 18 years old by smashing his skull against the lintel of a door too low and fell off his horse while chasing the daughter of a certain Germond, who was running to take refuge in her father's house;

-884: Carloman II was wounded in the leg by a blow of boutoir given by one of his vassals during a hunting party and died;

-987: Louis V died of a fall from a horse during a hunting party;

-1116: Philip of France, co-king and heir of Louis VI died when a panicked pig passed in front of his horse, which reared up and crushed the prince;

-1314: Philip IV fell from his horse during a hunting party;

-1316: Louis X drank iced wine while warming up during a game of paume in Vincennes, and soon after was taken ill, he died of pneumonia shortly after...

And these are only the kings, plenty of French lords died... randomly.

I think the take-away from this is that horses were the medieval equivalent of our automobiles. If a young adult died, it was probably because of an accident with one of them.

EDIT: I wonder if that means Wokeg has switched from wolf-based romance to horse-based harm events? :D
 
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Looks interesting but I'm also happy to see that there will be a rule for it, now I'm hopefull you guys will also add a rule for all the cheating events and all the bastard kids events
 
@kosteyy Quite opposite - the player house can be hit more often than AI houses, as you can get a harm event targeting an AI character of your house with a 30 year cooldown just like any other house, and separately from that, a harm event that targets the player character specifically with a 50 year cooldown - these cooldowns are separate and won't block each other - as explained in the comment I directly linked to.

Aside from that, please do not write your comment within a quotation box, as it makes it impossible to directly reply to your post.
 
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Apart from ancient Roman buildings, which survived throughout the Middle Age there is much more, which would qualify for a point of interest, like the Aachen Cathedral built in 805 AD, which is one of the oldest cathedrals in Europe. Charlemagne was burried there in 814. The Aachen cathedral served as coronation place for most German kings and emperors during the Middle Age. In the eastern part of modern day Germany Magdeburg used to be the center of Ottonic rule and also center of the German east colonization, making the city very much a point of interest. Nürnberg (Nuremberg) also needs to be mentioned as a trade hot spot and production place of the best armors in the HRE in the high and late Middle Age (Nuremberg plate armors were famous).
It's just a tiny ad-hoc selection, though, there are much much more notable medieval places in Germany.
If you would like to visit Aachen, the excellent RICE mod has a whole Flavour Pack centred around visiting the city. It's currently restricted to 1.8.x, but @cybrxkhan is currently hard at work converting the mod to use the new 1.9 features, which might well include Activities in Aachen. Give it a try when the next update comes out (he's aiming for the end of this month so it shouldn't be long now).
ADP-6oE3FG_hKnwobYE8vJ6EpvwmwjwNNRelNZMaNhqSnxo8uQx1Ek-eFFsJU6YyYXFBNdBSKuFbcpKxpSWeDqMDY7HALOkAlaKgk1BvL8slXq7BwV3s7IXl1fGaJKFnXbxMSEPjhd36_EUofOQu7Gel9g9cG7UAAT0KN8P05Ok50KpNNf1SDTsAZnkNLWcx7R66c81TiBD5bnz8ZTGCVCC0i3Ckejk7PBz5iHgie2G_Q58MtlRoIK0buoDQm91TK0WVxbugi4X6pH8adV0FFVoxBuDMOC1_D2Uh9CL2_NyJoehBLeNbwwgUD5kCZvALJh5M8c8lHGqL2Q4VAtId2wMDUHLx02OD5MGAMlNk9qhJibusQ0Pk3ub8SOqKNAE9h6If7nuzPjaXcqObju4aOmxLy9cCQxDUA3hqEdPkUrCJtlOacXitirk9xzdOMxEiWRgBuVFnXmhFqKmszA4at2mo7ayVf8hrjo3UM-1o6IAkKSPkfSjUqO-6BedFjbZMmS-rGB7BLw1X00n-9RRdF6cf46c2vHnT_0SW5Yg8UgktJPqigwg_L5qrIMd1Ws8DsHESXByKeoccBW6S5raKe0m1iVFF_V8zwsdGGTr6mFetHnInsWt7xHLSDoxM-QN7UzK01MRWt454YKdXcIB-49pn-ow-fCWruHbVSbFGqKvL75BKvp5tOSA0a1_XsazbrkQeh94UTf3ixfozchitUONL3v1nB-FLiz91VJ6_1JgANU6dl3URxPnIQApgkRBJYGyRqYN-HClgUdXs-uU1H1S3-kro9JiGV0IRueILTom0mJowJxMvxKHwIlrQaFV3G_5VYxWZeo4slD6EgtFamrGh5UPLCMnw60OS4bcnszOx5sKg8oZfaGrQup2L1bTuE-CbMrcPfhlsG3wMtflJTChtRBntc6bpqHc60fM1f1KN8XLJaboE-UZ05tjaCUyb
 
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@SeekTruthFromFx
Thanks for the info, but I like to play with enabled achievements and mods unfortunately disable them. This is why I never keep mods for long. I might try it out for some time, but when I want to start a new ironman campaign, I've got to delete them again, since simply disabling them doesn't always work and still might mess up your game checksum. In general I'm not a big fan of mods, for they might add some content I approve of, but also might mess up other things. Sometimes the in my view undesireable content even outweights the desireable one.
But the RICE mod looks interesting enough to give it a try...
 
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@SeekTruthFromFx
Thanks for the info, but I like to play with enabled achievements and mods unfortunately disable them. This is why I never keep mods for long. I might try it out for some time, but when I want to start a new ironman campaign, I've got to delete them again, since simply disabling them doesn't always work and still might mess up your game checksum. In general I'm not a big fan of mods, for they might add some content I approve of, but also might mess up other things. Sometimes the in my view undesireable content even overweights the desireable one.
But the RICE mod looks interesting enough to give it a try...
Have you not heard? Mods no longer disable achievements.
 
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Have you not heard? Mods no longer disable achievements.

No, I didn't. Really? I don't follow the Paradox forums closely or the steam discussions. I mostly just return from time to time for new updates and to quickly check the changelog. That's interesting, if true, I've got to try it.
 
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