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DDRJake

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Feb 4, 2011
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Good day everyone. With Cradle of Civilization releasing on Thursday next week I want to round off on a last goodie bag of features, covering the few additions we haven't covered yet and the Achievements for 1.23.

Firstly, let's look at these Achievements and their awesome artwork by our talented artist @The Real Timor

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Great Moravia - Restore the Great Moravian borders as Nitra or Moravia

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Parisian Pasha - Assign Pasha to Paris

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Narcissism: Name a general after yourself and lead your army to victory.

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Protect the Secret - As Yemen, prevent any European Nation from owning a Coffee-producing province in the Old World until 1700.

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Sworn Fealty - Starting as an Arabian Tribal Federation, unite Arabia and have Maximum tribal Allegiance

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Saladins Legacy - Playing as Hisn Kayfa, reforge the Ayyubid Empire (conquer Egypt, Mashriq, Hejaz and Yemen).

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Multiculturalism - Have 4 different Cultures and 4 different religions represented in your court.

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The Prince of Egypt - Starting as Florence, form Egypt.

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A Hero’s Welcome - As Karaman, form the Sultanate of Rum

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Around The World In 80 Years - Starting as a Custom Nation of up to 400 points in the British Region, own New York, San Francisco, Suez, Bombay, Calcutta, Hong Kong and Yokohama by 1524.11.11

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Voltaire's Nightmare
- Have at least 75 countries in the HRE.

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Avar Khaganate - Achieve Empire rank and conquer Hungary as Avaria

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Cowardly Tactics: have a fort and a supply depot in a mountainous province producing livestock.

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David The Builder
- As Imereti, form Georgia and have no free building slots.

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Early-Modern Warfare
- Have 100 regiments at 100% Army Drill.

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Good King Renee - Starting as Provence, form the Kingdom of Jerusalem

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Bunte Kuh - As Hamburg, trade in both Gems and Livestock.

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Hard Bargaining - As Defender of a Muslim Faith, propagate your religion in The Moluccas through trade to convert 5 provinces.

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The Levant Turnabout - As the Mamluks, have 100 Army Professionalism and annex the Ottomans

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Pandya Empire : Starting as Madurai, conquer the Pandya Territories.

20 in total, we'll be excited to see how people go about getting some of these. It was already good fun seeing people speculating over what these could be when they were teased in the Feature Breakdown video. I just know I can't look at Moravia the same way ever again.


Next up I feel like I've been working my Advisors to the bone lately. As of Cradle of Civilization, you are able to give your Advisors a hard earned raise with Promote Advisor, a new interaction in the court tab allowing you to increase an Advisor's skill level by 1 in exchange for 5 years' of their salary. This is also a way to bring their level above the long-standing limit of 3 all the way up to 5, so if you have more money than you can possibly know what to do with, you can enjoy vastly increased benefits from a full court. The caveat is that only Advisors of your culture group or your promoted cultures are eligible for promotion. Nobody within or outwith the Court will approve of an unaccepted one rising through the ranks.

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A small addition that was teased last week is the addition of 2 new buildings, the Farm Estate and the Mill. These are both manufactories to coincide with the addition of new trade goods and come free with the 1.23 Persia Patch

Farm Estate unlocks at tech 6 and is an early-game Manufactory which works for the less glorious goods of Grain, Livestock and Wine.

Mill is a mid-game Manufactory available for the more lucrative goods of Paper, Gems, Tropical Wood, Glass and Chinaware.

Incense, as the 5th new trade good, is exploited with the Trade Station Manufactory which, as is indicated above, has shed some of its previous goods.

mill and farm estate because where the dutch conquer there must be mills.jpg



Finally we have added the ability to Exploit Development in your provinces in Cradle of Civilization. When times are tight, you have to ask yourself if your denizens really need their homes, farmlands or their young. when exploiting the development in a province, you will permanently reduce its development by 1, and gain a lump-sum benefit from doing so.

Exploit Base Tax to gain 60 months' worth of that province's tax income
Exploit Production to gain 60 months' worth of that province's sailors
Exploit Base Manpower to gain 60 months' worth of that province's manpower

Of course, development must be at least 2 in a category for it to be exploitable, and this action requires at least a Territorial Core in that province. A province cannot be exploited in the 20 years following its last exploitation.

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And that about wraps things up. Also be sure to tune into our Twitch Channel as we launch into our latest Dev Clash campaign at 1500CET. To whet your appetite, meet the competitors.

 
I must say I have enjoyed reading the speculations this time around. I hope the real achievements don't disappoint ;)
 
By Forming the Kingdom of Jerusalem, you mean reestablishing it ? Or forming him like The knight or Cyprus ? If that's so, does that mean we'll be able to form jerusalem with any Catholic country ?

Provence can now form it.
 
I'm from Moravia myself and would never guessed it.

edit: @DDRJake Do you consider writing DD wrapping up your future plans like Wiz or Podcat did?

It's a consideration, but more around the post new-year period

Can you break the rule 'max dev in one category shall be smaller than the addition of the two others' by doing this ?
How does this interact with institution spread ? Is it lowered the same way it is increased when you develop ?

Yes, although event-driven changes can already do this, and even if you get a 2-2-8 province, you won't be able to increase manpower until balancing out the others.

Is this pre- or post-modifiers (e.g. autonomy)?

Post modifiers. Autonomy, buildings, culture, the works.

Cowardly Tactics: have a fort and a supply depot in a mountainous province producing livestock.

What is a supply Depot?

From the 29th August Dev Diary

So what abilities are gained for each 20 Professionalism?

  • 20 - Supply Depot Ability unlocked for army
...

Supply Depot
is an ability accessible in the revisited Unit view which, for a small MIL cost, established a depot in a province. Friendly supply in that entire area is increased by 50%. If the province is then occupied by a hostile force, the Depot will be destroyed, otherwise it lasts for 2 years.

By Forming the Kingdom of Jerusalem, you mean reestablishing it ? Or forming him like The knight or Cyprus ? If that's so, does that mean we'll be able to form jerusalem with any Catholic country ?

This courtesy has been extended to glorious Provence.

I expected patchnote like CK2 but I should wait one more week..

Patchnotes shall be next week.
 
Have you guys found the ai to be better at building manufactories and such now instead of forts and courthouses everywhere?
I'd like my vassals to not be bankrupt at least some of the time

Last time I had the manufactories institution spawning I scrolled over to china, only to see it grow there in all provinces except those producing gold...
 
So will we able to use our Steam name in the game now ? Like for events and stuff ? (Don't know why anyone would, but we never know)

Not really, I just added support so that specific achievement can test if the name of the general is the same as your steam name.
 
This is a very hard achievement. Even if things happen like Burgundy getting cut down and deciding to join the HRE [But not fireing the inheritance while doing so] or TO joining.

Just grow, add your provinces to the HRE. Then release lots of nations, and client states if needed.
 
@Trin Tragula (guessing this one is on you); please say this means we now have non-generic NIs for Madurai! One of my favourite OPMs for a lot of reasons (I think of them as 'Byzantium of India') but they always had the very generic South Indian Ideas previously..

I would love to add that but that is not the case in this patch sadly. Focus has been on adding NIs for all the new and old tags in the Middle East. :)