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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!
 
There are two ways of doing this. Either you could use has_government_type = iqta_government to check against a specific government, or you could use the old triggers (is_feudal, is_republic, is_theocracy and is_tribal), which checks against government groups. Iqta is under the feudal government group, so is_feudal is actually the same as:

OR = {
has_government_type = iqta_government
has_government_type = feudal_government
}

The reason we decided to go this way with the government groupings is that it would take a lot of time and effort to go through all events and decisions to make sure we check all the valid governments, and without groupings we would have to do this every time we decide to add a new government.

Can I create a new government? And if so... How is it defined in which group it is? Somethink like:
feudal_group = {
iqta_government = { ... }
feudal_government = { ... }
lollard_feudal_government = { ... }
}

like in the culture files?
 
Nice update... but I didn't realise how long it had been since I looked at that horrible vanilla font. I installed Better Readable Font Mod as soon as it existed and haven't had to squint at the vanilla text since... I really do which PDS would consider those of use with crappy eyes when they design their games.
 
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So we can create new Republic type of government? I understood well? I can create a Republican Dictatorship / Signoria? I can mod inland Republic? Can I make some particular types of theocracies playable (as the Caliphate is?)? Can I mod what a government type could have as capital (A Republic can now have a castle as capital, some "feudal" government could have cities as capital)?.
And more important can I mod not coastal Republics? Can I do the Italian Communes finally?

If could find a way to change Republican Portrait via culture it will be perfect!
 
So if it was so will be fantastic! It seems a little strange to me that they have finally take the courage to de-hardcoding "The Republic"!

Regarding playable theocracies if they, at least, would give the possibility to make easily mixed government for some mods could have sense that temples are hold for semi-feudal priests!

Now the Elephant in the closet! What about the so called "Papal Succession"? That will be the correct way to represent the Elective System of a Senatorial Republic (Roman Republic but not only) and of the Holy Roman Empire after the Golden Bull. Is this succession law yet hardcoded only to work with the Papacy?
 
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I like the Commander thing a lot :) but I have a question; if a character with the Commander title who's been assigned to lead a bunch of retinue troops joins a rebellion, do the retinues join the rebellion along with him/her?

I really hope the answer is "yes;" I've always thought that some mechanic that would allow retinue troops to join rebellions would be a great way of balancing retinues :)
 
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I like the Commander thing a lot :) but I have a question; if a character with the Commander title who's been assigned to lead a bunch of retinue troops joins a rebellion, do the retinues join the rebellion along with him/her?

I really hope the answer is "yes;" I've always thought that some mechanic that would allow retinue troops to join rebellions would be a great way of balancing retinues :)
Why would your retinues be loyal to the commander and not to you? Sure, maybe it he was commanding them for 5 years, but what if I assigned him there a day before ?
If you want retinues to rebel with the commander, you also have to bring "loyalty" feature from EU:Rome.
 
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Do I understand correctly that, as a whole, trade post+patricians+patrician elective can be assigned to custom governments?

So can we mod theocracies to be playable with a custom government? Or is their unplayability still based on primary holding type?

Anyway, VERY NICE moddability there!

The "Theocracy government group" is unplayable. However you can mod a new government in, let's say the feudal government group and allow that government to only have temple holdings. The Iqta government is in the "Feudal government group" and allows Castles and Temples.

So we can create new Republic type of government? I understood well? I can create a Republican Dictatorship / Signoria? I can mod inland Republic? Can I make some particular types of theocracies playable (as the Caliphate is?)? Can I mod what a government type could have as capital (A Republic can now have a castle as capital, some "feudal" government could have cities as capital)?.
And more important can I mod not coastal Republics? Can I do the Italian Communes finally?

If could find a way to change Republican Portrait via culture it will be perfect!

The only playable government in the "Republic government group" is Merchant Republic. However as I mentioned above you can mod a, let's say Feudal government that only allows City holdings. The Caliphate is scripted in the feudal government group, and allows Temples and Castles. You could do the same to represent Italian Communes as a separate government.

So female republic leaders now possible?

Sadly, no. It can be changed in the triggers for the government, but I am unsure how it will work with the succession laws..

Can I create a new government? And if so... How is it defined in which group it is? Somethink like:
feudal_group = {
iqta_government = { ... }
feudal_government = { ... }
lollard_feudal_government = { ... }
}

like in the culture files?

Yes, that's exactly how you do it. :)
 
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Sounds very promising. Even if I have to make inland republics formal feudals. Maybe you could find a way to make it someway that we can create new playable governments oin the right groups? But it's better than nothing currently :) Thank you for this awesome changes!
 
Fantastic! I am really excited to see that a thing I have projected for my mod will become possible... the first thing I'll do will be to create a special government for the Roman Republic it will be barebone at fist and will exists only to get rid of the Republican hats that for the Roman Republic does not makes sense but after I'll do a true Senatorial Republic!
This triggers another question what about the tile localization? I want my custom Republic to be called Republic and the ruler to have special titles (Consul for the Roman Republic), I can expect to have "senatorial_republic_county_of", "senatorial_republic_duchy_of" and the corresponding "senatorial_republic_county_title", "senatorial_republic_duchy_title" and so on?
 
Fantastic! I am really excited to see that a thing I have projected for my mod will become possible... the first thing I'll do will be to create a special government for the Roman Republic it will be barebone at fist and will exists only to get rid of the Republican hats that for the Roman Republic does not makes sense but after I'll do a true Senatorial Republic!
This triggers another question what about the tile localization? I want my custom Republic to be called Republic and the ruler to have special titles (Consul for the Roman Republic), I can expect to have "senatorial_republic_county_of", "senatorial_republic_duchy_of" and the corresponding "senatorial_republic_county_title", "senatorial_republic_duchy_title" and so on?

You are right in expecting so. :)
 
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Why would your retinues be loyal to the commander and not to you? Sure, maybe it he was commanding them for 5 years, but what if I assigned him there a day before ?
If you want retinues to rebel with the commander, you also have to bring "loyalty" feature from EU:Rome.

You're right, that is a good point. Personally, though, I would prefer to see that happen than never having retinues join rebellions at all. Quite a few emperors and sultans were deposed by their own armies throughout the time period, so having retinues as fanatically loyal as they are in the game never sat right with me.

As for porting over loyalty, I'm not opposed to that.
 
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Why not make the Theocracy government and Non-Merchant Republics playable but locked in the vanilla game?
That way modders could utilize them without needing fishy tactics.
 
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Why not make the Theocracy government and Non-Merchant Republics playable but locked in the vanilla game?
That way modders could utilize them without needing fishy tactics.

Yes. Before Sword of Islam this was possible with Muslims too. There was a small 'playable=yes' string in the religious files. Maybe everything in the republic_group should be forced to need The Republic DLC?
 
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we've also made some serious optimizations to the speed and memory usage of the game.

I am very pleased with that. At the moment, I am desperately trying to finish an ironman game from 769, and every save takes about 20 seconds? It's around 1413. I have a solid state hard drive, 6 core CPU overclocked to 4.0ghz per core, 8gb of RAM. It's a bit annoying, but, I'm hanging in there. Glad to see it is being addressed somehow! Also love the additional minor title interface.
 
The commander title creates more micro. So how about a quick way to enable command for characters? Like a small checkbox next to their names or something like that.