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Hello again folks! Stay a while, and listen. The highlights of today's third and last Sword of Islam developer diary are Muslim Casus Bellis, revised combat mechanics and cultural buildings. You know the drill by now; I'll talk about both some unique Sword of Islam features and some free stuff that comes with patch 1.06.

THE SWORD OF ISLAM

Our direction with the Sword of Islam expansion is that Muslims should have an easier time expanding, but have an additional layer of internal strife in the form of the Open Succession Law and the Decadence system.

Muslim Casus Bellis

Muslim rulers have three new options for conquest:
  • They can declare Holy Wars on anyone not of their own exact brand of Islam
  • They can use a form of the Invasion CB for the cost of 500 Piety
  • They can conquer any province bordering one of their own for 50 Piety (vassalizing the current count if possible)

Pious Muslim rulers can thus easily expand, although they lose 2 Piety per month while attacking a brother of the faith (same exact religion.) The councillor job to fabricate a claim is thus less useful for Muslims, but can still be handy versus islands or juicy coastal counties.

SoI_InvasionCB.jpg

Revokation of Duchies

Duchies (emirates) are not considered to be intrinsically hereditary, so Muslims are allowed to revoke duchy titles at no opinion penalty from other vassals. This is also a good way of properly landing your sons to avoid gaining Decadence. (Incidentally, the Byzantine Empire is now allowed to do the same thing, though it does not have the Decadence mechanics.)

Dynastic Imprisonment and Execution

Another Muslim exception to the normal rules is that they are allowed to freely imprison and execute men of their own dynasty, except for their own sons. Brothers and uncles are the usual targets for these Decadence reducing purges...

Temple Holdings

In the Muslim world, there is no proper equivalent to Bishoprics, so Temple Holdings are treated exactly like Castles, except for their different set of buildings. You gain Piety for having a Temple Holding in your demesne, but they are slightly poorer and provide smaller levies than their Catholic equivalents (in order to balance them against the investiture mechanics.)

Passing Laws

Muslims do not need to bother with a voting process when passing laws; they just spend an amount of Piety. However, there is still a cooldown and Crown Laws can only be changed once per ruler. The vassals will also still get upset in the same way as Christians.

Jizya Tax

To represent the Jizya tax (a special tax that should, according to Sharia law, be levied on infidels), Muslims gain a 25% tax bonus from infidel counties and a 10% tax penalty in Muslim counties. This creates an interesting dynamic where it's not always obvious that you would want to convert an infidel province to Islam. However, there is a special event where this happens anyway, even if you don't send in your Court Imam to convert the populace.

SoI_Jizya.jpg

That's pretty much it for the Sword of Islam expansion, although I'm sure to have forgotten about many minor little changes and tweaks.

THE 1.06 PATCH

Alright, so here are a few more freebies coming your way soon with the 1.06 patch...

Expanded Combat Tactics

We have added a bunch of more (and more decisive) combat tactics, to make combat less predictable and to tie in with the new Commander traits...

Commander Traits

We have added a special type of trait called Commander traits. These are only available to characters with a Martial education, and give more specific bonuses to the character's ability to lead various troop types, and the choice of combat tactics. Characters gain one or two Commander traits when they finish their education. The effects of the Commander traits directly scale with the Martial skill of the character.

SoI_Commander.jpg

More Culture Specific Buildings

One thing that many people have requested is a broader range of culture specific buildings, and who are we to argue? We have added loads of these to give more variety and flavor.

Destruction of Titles

You are now allowed to destroy ducal tier titles and above, at a hefty Prestige cost. This will greatly upset (-50 opinion) all vassals who are de jure part of the destroyed title. You cannot destroy your current primary title.

SoI_TitleDestruction.jpg

AI Improvements

Apart from some minor improvements, the AI is now better at jumping on rulers who are already embroiled in dangerous wars (though it's still not excessively aggressive about this.) I've also spent a bit of time on attrition avoidance for AI armies, and the AI will now assault besieged holdings when appropriate.

That's it for dev diaries for now. Next week, we'll post a short AAR by a member of the dev team!
 
you can buy t anywhere but GG and activate on steam

Well, that's a relief. Hopefully it will work then! Thanks.

Also, a question... are the Seljuk Turks going to be fixed!? I am very interested in their history along with the history of the region so ever since Crusader Kings came I wanted to play as them.
However, every time I am in a game I see the same thing happen to them! They fight Byzantines, everything goes well for a little bit.. they occupy 1-2 of their counties bordering their Kingdom and then the independence wars begin! All these different places want independence, the Seljuks are forced to call off the war, and they never recover because they lose about half their land.
Then Il-khanate comes around and GG. What causes all these rebellions to happen and will Seljuks be playable in the expansion? If anyone knows.
 
I am holding off on playing my Leon game, because this patch just seems perfect for it.. or I might just start a new one, for that matter.
I'd start a new one, they did say some where that there was a possibility some of the new regions wouldn't work properly with old saves.
 
Have they mentioned anything about making the martial skill more effective in combat? I saw the changes about the training and special combat events, but how important will those actually be?
 
Have they mentioned anything about making the martial skill more effective in combat? I saw the changes about the training and special combat events, but how important will those actually be?

Well the OP says that the bonus you get for the Commander trait will be based off your martial score. The guy in the screen shot has a Martial score of 7 and gives +10% to morale defense and to leading from the center. I'd assume if he had a martial score of 10 he might get a +15% bonus. At least that's how it seems to me.
 
Well the OP says that the bonus you get for the Commander trait will be based off your martial score. The guy in the screen shot has a Martial score of 7 and gives +10% to morale defense and to leading from the center. I'd assume if he had a martial score of 10 he might get a +15% bonus. At least that's how it seems to me.
I understand it that they are just traits and not dependant on actual martial skill? Like all other traits too which are always the same regardless of the skill. I guess the chance to get good ones is higher when you have a high martial skill, though.

By the way, why would you want to destroy a title? Are there any benefits?
 
Will there be ways to recruit Eunuchs? Eunuchs were widely used as bureaucrats and grand viziers by both the Byzantine and Mamluk empires, so it'd be cool if you could simulate them
 
Apart from the "desires the duchy of X" penalty malus, you can find yourself in a situation where you have too many ducal titles but no sensible candidates to hold them.



Just using the opportunity to note my dislike of the fantasy empires. Perhaps if enough people complain about this, some kind of solution will be found, like having two separate scenarios or a menu option to exclude fantasy states, whatever.

A fantasy state option could work. It would be more like creating history rather than playing it out. It'd also settle 3/4ths of the forum arguments.
 
I'm very pissed that my Basque Muslim game (and it's incipient associated AAR) will be relegated to annals of history which never happened. Goddammit I started this after being assured that 1.06 would be largely compatible with 1.05g... and I'm not going to be able to continue that game at all (even load it up it seems) unless I don't update. Grrr... :angry: (Looks like the basque muslims never get their Iberian empire after all.) I'm sad that those of us playing the base game are having bits deleted so that more money can be made from dlc. Guess it confirms why I'll not be buying. Sometimes support and community just goes by the wayside...

Other than that the patch looks pretty good. Although I had hoped for a properly revised combat system but it seems that they chose to ignore all the bugs with the present one and just put some trait-icing on top. I'm hoping the trait-icing is pretty good, now just to scrape it off the combat system...

I believe this was mentioned in the dev diary 1, before it was buried in the Imperial War (or complaints, whatever). Basically, as far as I understand, you can just open a specific txt. file and find/replace "muslim" with "muslim2". Then you can play shia, but without the new interface, decadence mechanics and so forth.
 
I know this was on another dev diary, but with the Arabic, Persian, and Turkish cultures naming their sultanates and above after their dynasties, What happens if your sultan's culture changes? For example if you play as volgar bulgaria, who is Turkish and take Rus, but become Russian culture, will your sultanate be renamed into Rus or stay your dynasty name?
 
I believe this was mentioned in the dev diary 1, before it was buried in the Imperial War (or complaints, whatever). Basically, as far as I understand, you can just open a specific txt. file and find/replace "muslim" with "muslim2". Then you can play shia, but without the new interface, decadence mechanics and so forth.

Ah, thanks. I missed that. It took me a couple of hours of digging but I did find it. That allays my worries. Totally fine with not getting the dlc content which I don't pay for; just didn't want to lose what I already had (going on). Wonder why the dev's didn't make that clear above in this thread?
 
Ah, thanks. I missed that. It took me a couple of hours of digging but I did find it. That allays my worries. Totally fine with not getting the dlc content which I don't pay for; just didn't want to lose what I already had (going on). Wonder why the dev's didn't make that clear above in this thread?
The AI gets the DLC content AFAIK
 
Ah, thanks. I missed that. It took me a couple of hours of digging but I did find it. That allays my worries. Totally fine with not getting the dlc content which I don't pay for; just didn't want to lose what I already had (going on). Wonder why the dev's didn't make that clear above in this thread?

Yeah you can mod the game to cut out the content that will be added in the 1.6 patch and allow you to play as Muslims as they are atm if you rename them to a fantasy religion, like Sunni2 and Shiite2. The only thing the DLC does is allow you to play as Muslims, the content is already in the base game. However it is worth noting that playable = yes was added in a previous patch as a stop gap, it was not in the base game.

Don't be a cheapskate, if you want to play Muslims buy the DLC!