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Hi folks!

It's been a while, and I bet you're all wondering what we've been up to... Now, I can't reveal anything about the upcoming expansion quite yet, but, to tide you over, I thought I'd talk a bit about our other efforts. As you know, with every expansion comes a slew of free improvements and fixes. This time the focus has been on the latter; clearing up old bugs and issues (the change log is currently 620 lines long). Sometimes, that has required us to do some fairly major code rewrites. For example, we got rid of the rule that your 'government type' was determined by the type of your Capital Holding. (You know how it was game over when you got a Temple Holding as a capital, even for a tiny period? Well, now that kind of thing cannot happen anymore.) The government form is now something more persistent, and can have various rules that override those of your religion (whether you can raid, take concubines, etc.) To go along with this change, we also reworked the portrait frames to clearly distinguish between the various government forms.

Crusader Kings II - Governments.jpg


In a similar vein, almost since release we've been plagued by bugs with characters leading multiple regiments and/or flanks, which could even cause crashes. Part of the problem was that the whole system was rather strange, so we decided to consolidate it in the following way: only the ruler, the Marshal and characters you have appointed Commander (a new title) can lead flanks or your own demesne and retinue regiments. Vassal levy regiments can still be led by your loyal vassals, but a character can never both lead a flank and a regiment. Mercenaries become more useful because they come with their own, good, leaders. Flank leaders apply their martial bonus to all regiments in the flank. Oh, and the combat system has been updated under the hood to correct various quirks that few people ever noticed, but which could sometimes cause never-ending battles and such.

Crusader Kings II - Combat View.jpg


In the process of implementing the new Commander title, we decided we might as well throw in a more convenient Honorary Title view. This is a perfect example of how what starts as a simple bug fix can turn into a whole new little quality-of-life feature. In this whole house cleaning process, we've also made some serious optimizations to the speed and memory usage of the game.

Crusader Kings II - Honorary Title Assignment.jpg


To finish off, here are some random snippets from the change log:

- Revised the pagan Subjugation CB so that it completely subjugates the target but no Holdings ever change hands
- Added "Stop Seduction" and "Stop Spying" decisions
- Failing to imprison vassals of vassals now correctly forces them to abdicate and flee the realm
- AI will not join wars against spouse
- When your heir has an equal tier title to yours, _your_ laws are now copied to his primary title on succession
- Character Finder: The 'Married' filter now excludes concubines too
- Character Finder: Councillors now correctly show up too!
- Fixed a problem with allies of vassals staying in the war when the vassals's liege joins the other side
- Fixed some cases of ANY_ALL in location tooltips
- Duels now potentially give the Kinslayer trait
- The Yazidi Sheikh and Hurufi Caliph now have access to the Muslim subjugation CB and the Jihad CB
- The Paulician faith can now properly mend the schism
- The Hashshashins can now resurface after being scattered
- Fixed some issues with 'excommunication' for Yazidis
- Sons with traits blocking them from inheritance no longer count as "unlanded sons", causing prestige loss
- AI: Toned down seduction by characters with many children
- AI: Toned down impregnation chances for seduction affairs with characters with many children
- Handsome and lustful men now also populate the cabins in the wild for the pleasures of people who find them attractive

That's all for now, but from now on, we plan to post a dev diary every Tuesday, even if it's a short one!
 
- When your heir has an equal tier title to yours, _your_ laws are now copied to his primary title on succession
So, let me get things straight... if you have strong absolutist kingdom with finely-tuned laws and you inherit lawless shithole you need to spend another 60-100 years to finely tune laws again? And lose 3/4 of territory because your law is now gavelkind... Uuuuuhm... Not sure that I want this patch...
 
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So, let me get things straight... if you have strong absolutist kingdom with finely-tuned laws and you inherit lawless shithole you need to spend another 60-100 years to finely tune laws again? And lose 3/4 of territory because your law is now gavelkind... Uuuuuhm... Not sure that I want this patch...

Actually that's the exact opposite, of what will happen.
 
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Actually that's the exact opposite, of what will happen.
It says that Inherited title overwrites Held title. So, yes, good when you give your finely-tuned title to successor with awful one, but horribly bad when opposite happens and you inherit awful title that overwrites your awesome one.
 
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Can we get Holy Orders as a separate (playable?) government type, if they are landed?

I would really like to play as the Teutonic Knights.
 
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Nooooo that's how I made all my money as king/emperor! Now how will I pay for all my retinues that I use to assault all enemy holdings?!?

OK, I'm not getting it. How's that supposed to get you money?

I just recently had a vassal of a vassal who was plotting against me and I tried to imprison him, causing him to just flee to "somewhere" (I do not know where). All I could see that I could do was to keep trying until RNG allowed me to imprison him, but I can't get any money from him even though he's finally in my prison since I can't banish him (him being a vassal of a vassal). I can't even revoke his title for the same reason.

So what am I missing out on?
 
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This all looks fantastic. My only question is one of those bugfixes a fix for the Coat of Arms when changing religions with a custom dynasty? That's been my big hangup since I started playing. :) I know you guys have been aware of this since or before January (see this thread) https://forum.paradoxplaza.com/foru...of-arms-always-changing.828087/#post-18662382

So I wanted to hear back about that if possible. Thank you.

Yes, this is one of the many bugfixes. The CoA will still be randomly generated for the religion you change to IF you have NOT customized your dynasty. If you have customized your dynasty, it will not happen anymore. :D

Wait. Are government forms about to become moddable?

I really hope that government types will be moddable so we will be able to make for example playable theocracies in mods where they are dynastic (Elder Kings...). And PLEASE give white ribbon to feudal religious head (Fylkirs, Caliphs...) :)

(and many other similar posts)

Yes. Governments will be moddable. And when moddable I do mean that it is possible to add new ones, script historical governments and change the behavior of them. I may have missed some effects but most of them should now be visible in the government script, such as free_retract_vassalage for Muslims, and the allows_matrilineal_marriage for republics. In this script it is also possible to mod the holding types which are allowed for the specific government, the color for the Government Mapmode and potential/allow triggers.

And yes, theocracies have white ribbons. ;)

Can you game this by assigning yourself to your army when you're leading your liege army?

Being a commander, which is an honor you can decline and resign from, means that you are not allowed to lead your own armies.

If the type of government held is no longer determined by the capital holding now, how can Republics turn into Kingdoms, now?

They won't. However it is much easier to mod decisions to change government now, with a set_government_type effect.
 
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Yes. Governments will be moddable. And when moddable I do mean that it is possible to add new ones, script historical governments and change the behavior of them. I may have missed some effects but most of them should now be visible in the government script, such as free_retract_vassalage for Muslims, and the allows_matrilineal_marriage for republics. In this script it is also possible to mod the holding types which are allowed for the specific government, the color for the Government Mapmode and potential/allow triggers.
This seems very interesting.
So, for example, it could be set new type of hybrid feudal-patrician government, with the five houses, but no trading post or coastal requirement?
Also, it is just a vanity thing, but I'd have to ask, would that mean finally moddable clothing for republics too?
 
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Yes, this is one of the many bugfixes. The CoA will still be randomly generated for the religion you change to IF you have NOT customized your dynasty. If you have customized your dynasty, it will not happen anymore. :D





(and many other similar posts)

Yes. Governments will be moddable. And when moddable I do mean that it is possible to add new ones, script historical governments and change the behavior of them. I may have missed some effects but most of them should now be visible in the government script, such as free_retract_vassalage for Muslims, and the allows_matrilineal_marriage for republics. In this script it is also possible to mod the holding types which are allowed for the specific government, the color for the Government Mapmode and potential/allow triggers.

And yes, theocracies have white ribbons. ;)



Being a commander, which is an honor you can decline and resign from, means that you are not allowed to lead your own armies.



They won't. However it is much easier to mod decisions to change government now, with a set_government_type effect.
They won't? Damn, that sucks. I always enjoyed suddenly transforming my Republic into a large Kingdom :p
 
Yes. Governments will be moddable. And when moddable I do mean that it is possible to add new ones, script historical governments and change the behavior of them. I may have missed some effects but most of them should now be visible in the government script, such as free_retract_vassalage for Muslims, and the allows_matrilineal_marriage for republics. In this script it is also possible to mod the holding types which are allowed for the specific government, the color for the Government Mapmode and potential/allow triggers.

Is it possible to have, say, a government type that allows incest? Or any other religions' features besides the aforementioned raiding and concubinage such as pacifist, female temple holders, and so on?

Additionally how will the triggers work for new government types?
 
Yes. Governments will be moddable. And when moddable I do mean that it is possible to add new ones, script historical governments and change the behavior of them. I may have missed some effects but most of them should now be visible in the government script, such as free_retract_vassalage for Muslims, and the allows_matrilineal_marriage for republics. In this script it is also possible to mod the holding types which are allowed for the specific government, the color for the Government Mapmode and potential/allow triggers.

They won't. However it is much easier to mod decisions to change government now, with a set_government_type effect.
Why do I have all these feels? :oops:
 
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This seems very interesting.
So, for example, it could be set new type of hybrid feudal-patrician government, with the five houses, but no trading post or coastal requirement?
Also, it is just a vanity thing, but I'd have to ask, would that mean finally moddable clothing for republics too?

The houses and trade posts are still tied together (they do share the same interface after all). However it is possible to change the coastal requirement.
When it comes to moddable clothing for specific governments, it is not something we have added, although I agree that it would be a nice thing to have.

You can still flip from Republic to Kingdom by the decision, if you have enough land, I presume.

I might have gotten your question wrong earlier, sorry about that. Republics can still create kingdom titles, both de-jure kingdoms and by using the decision you mention.

Is it possible to have, say, a government type that allows incest? Or any other religions' features besides the aforementioned raiding and concubinage such as pacifist, female temple holders, and so on?

Additionally how will the triggers work for new government types?

Some of the religion triggers is supported in governments as well. Unfortunately divine_blood is not one of them as of now.

Regarding triggers: Potential triggers and allow triggers will have to be valid when evaluating what government a character should have (for instance when starting a new game). After a government has been set, the allow trigger does not have to be valid for the character to keep that government. The potential trigger must however always be valid, otherwise a new government will be set for the character.
 
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The houses and trade posts are still tied together (they do share the same interface after all. However it is possible to change the coastal requirement.
When it comes to moddable clothing for specific governments, it is not something we have added, although I agree that it would be a nice thing to have.
Alright, I'm glad it is still something that's been considered. Thanks for the quick answer.
Personally, even just the option of disabling the special clothing and default to the cultural sets would be enough, but still, this new patch looks very promising.
 
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