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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!
 
The base of Yazidi is in the Yazdan faith, which was more Zoroastrian than Islamic. The rayed sun the Yazidis worship is one of the symbols of Mithras.

No. Yazdan was jnust one influence. Yazidi are Islamic in the root. Monotheism, Adam and Eve most of the cores are from Islam. But it's hard to tell, because all religions had a large influence. It's a syncretic religion. But as I said... The founder was a Sunni Arab (not Kurdish!) who was related to the Umayyads... ;)
 
No. Yazdan was jnust one influence. Yazidi are Islamic in the root. Monotheism, Adam and Eve most of the cores are from Islam. But it's hard to tell, because all religions had a large influence. It's a syncretic religion. But as I said... The founder was a Sunni Arab (not Kurdish!) who was related to the Umayyads... ;)

I have to strongly disagree, Yazidi is in its roots way more closer to the ancient Yâzdanism religion, which was the local Kurdish religion, with the whole part about god (yes, one, Yazdanism was monotheist too) creating the earth and leaving it in the care of 7 angels being an exact copy-paste of it, even the names are the same.

Yazidi really is a melting pot between Yazdanism and Islam, the whole "devil-worshipper" thing being just a misassociation between one of the angels and "Satan".

In game it could probably be made a distinct religion in Islam, same as Ibadi, but i think the fact it is an heresy represent well the fact they were viewed as devil-worshiper, and i think it's what the devs were and still are after.

Anyway, it'd probably be better if we didn't derail the thread, so i won't keep going endlessly about it ! :)
 
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I have to strongly disagree, Yazidi is in its roots way more closer to the ancient Yâzdanism religion, which was the local Kurdish religion, with the whole part about god (yes, one, Yazdanism was monotheist too) creating the earth and leaving it in the care of 7 angels being an exact copy-paste of it, even the names are the same.

Yazidi really is a melting pot between Yazdanism and Islam, the whole "devil-worshipper" thing being just a misassociation between one of the angels and "Satan".

In game it could probably be made a distinct religion in Islam, same as Ibadi, but i think the fact it is an heresy represent well the fact they were viewed as devil-worshiper, and i think it's what the devs were and still are after.

Anyway, it'd probably be better if we didn't derail the thread, so i won't keep going endlessly about it ! :)

Of course. At the end we both accept it as heresy ;)

There are other heresies which have a better reason to be distinct from Islam than Yazidi. And they should have priority.
 
House cleaning... this time is proposing massive changes to how mods work, how governments work.... These changes stand to make it possible to truly use CKII as a viable modding platform. Where WoL introduced massive changes to character interaction, the changes to how governments work with respect to religions is equally as ground breaking. I fully expect the DLC to be a government focused DLC, looking to increase options to reform and alter our governments to better reflect the characters that we are.
 
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It's probably something small, like way of life small, seeing how house cleaning is the biggest focus this time around.
I'm guessing the complete opposite given just how long it's been since WoL was released, and how soon WoL happened after CM. I think this is going to be one big mother trucker of a DLC. ;)
 
I'm guessing the complete opposite given just how long it's been since WoL was released, and how soon WoL happened after CM. I think this is going to be one big mother trucker of a DLC. ;)
I don't suppose you have a theory of what it might be then to back it up? Doomdark did say that the changelog in itself is over 600 entries and it does take a lot of time to fix bugs.
 
Fantastic news! Fun times ahead (especially for modding)!

Maybe we're going to find out in a future update coming soon, but what I'd really like to know is if laws (in particular) succession laws will also be getting an overhaul? I feel it is much deserved and this would be the perfect opportunity for it. I would like to see succession laws be more historically relatable to the cultures they belong to or to have more diversity with them and to be able to mod them. You could have succession law groups (similar to the new government groups) and mod new succession laws accordingly. It would be nice if we could set certain cultures to somehow prefer one succession law over another and in circumstances where a default succession law is required then the preferred law of that culture could be its default succession law.
 
Fantastic news! Fun times ahead (especially for modding)!

Maybe we're going to find out in a future update coming soon, but what I'd really like to know is if laws (in particular) succession laws will also be getting an overhaul? I feel it is much deserved and this would be the perfect opportunity for it. I would like to see succession laws be more historically relatable to the cultures they belong to or to have more diversity with them and to be able to mod them. You could have succession law groups (similar to the new government groups) and mod new succession laws accordingly. It would be nice if we could set certain cultures to somehow prefer one succession law over another and in circumstances where a default succession law is required then the preferred law of that culture could be its default succession law.


Succession Laws were expressly ruled out by the Captain in the new modding features thread :)
 
I don't suppose you have a theory of what it might be then to back it up? Doomdark did say that the changelog in itself is over 600 entries and it does take a lot of time to fix bugs.

If I had to guess it would be steppe mechanics, but I can't be sure. Yes, it takes time to fix bugs, but if that's all they were working on there'd be no need to be so quiet about it.
 
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House cleaning... this time is proposing massive changes to how mods work, how governments work.... These changes stand to make it possible to truly use CKII as a viable modding platform. Where WoL introduced massive changes to character interaction, the changes to how governments work with respect to religions is equally as ground breaking. I fully expect the DLC to be a government focused DLC, looking to increase options to reform and alter our governments to better reflect the characters that we are.
"WoL introduced massive changes to character interaction"? I'm sorry but what all it did was fold old event and decisions into those ridicolous life paths. And perhaps add a few new ones.
 
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"WoL introduced massive changes to character interaction"? I'm sorry but what all it did was fold old event and decisions into those ridicolous life paths. And perhaps add a few new ones.
The way targeted decisions actually function is a massive expansion to character interaction. Before the introduction of targeted decisions you needed to use far more complex methods to ascertain who would be selected for an event chain.


On the topic of succession laws, I expressly asked if there was any chance of opening up new succession laws, using the example of papal succession for an imperial system. Was flatly told that it would far to hard to do.
 
I do have to admit while I am happy it was stated the "wife angry about lover" event where your lover is your wife is being fixed but I think if the wife is insane that that event can still happen. You would then have such responses like: "But...but I only love you!" (based on RNG wife can get trusting and relationship bonus with you or have a large malus against you) or *sarcasm and blowing off you loony wife's concerns* "Yes, I am totally cheating on you." (this gives a negative malus towards you as well as a random female in your court plus chance for paranoid)
 
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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.



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.



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.

You have made me immeasureably happy with just that news alone! Thank you all for your hard work!
 
I'm guessing the complete opposite given just how long it's been since WoL was released, and how soon WoL happened after CM. I think this is going to be one big mother trucker of a DLC. ;)

Well if it wasn't for WoL and diplomatic changes, people would have gone back to pre Charlemagne 2.3 (think still the most stable after ROI mess release) and plenty of mods to choose from.

WoL and diplomatic interface changes, made modders go forward.
Same as the amount of work with the new DLC/Expansion is staggering to mod, but the candy and reward is there.
With the government changes.
 
If I had to guess it would be steppe mechanics, but I can't be sure. Yes, it takes time to fix bugs, but if that's all they were working on there'd be no need to be so quiet about it.
I have no basis for this, but I doubt paradox is going to do anything with the steppes until they add china. Because one of the primary features the region was the interaction of the nomadic people with the "civilized" populations on their eastern and western edges.
 
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