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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!
 
Governments flagged as merchant republics can be modded in the republic group. :)
And I suppose there won't be such playability flag for theocracy group...
 
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Governments flagged as merchant republics can be modded in the republic group. :)

But how much can be done? Can I change the succession law to open elective for example? Can I permit not coastal Republics? Can I have female holders? Can I change headgears of at least the top level ruler (as some Republic had "crowns" historically) or the hard coded patrician hats will continue to prevail? Can inhibit trade post creation?

@DevilSauron
In some sense yes as you could create a special government form that permits to held temple to feudal (and maybe patricians too?) characters.
 
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I hope in time you add new/unique goverment forms for those countries which handled feudalism diffrently. Like england (who went with parliament instead),the HRE (who had it more than anyone else) and the byzantines (who wasn't feudal).

Partly because england needs something else to focus on besides eating scotland and ireland five hundred years early (and culture converting them).
 
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Why is a feudal duke silver with gems but a theocratic duke silver without gems?

Edit: never mind, I just realized that's a count bishop.
 
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But how much can be done? Can I change the succession law to open elective for example? Can I permit not coastal Republics? Can I have female holders? Can I change headgears of at least the top level ruler (as some Republic had "crowns" historically) or the hard coded patrician hats will continue to prevail? Can inhibit trade post creation?

@DevilSauron
In some sense yes as you could create a special government form that permits to held temple to feudal (and maybe patricians too?) characters.

All aside from none coastel republic playable, is already modable.
Just frequent bugs happen cause of higher crown tier law conflicting with the palaces (especially on cognatic senority successions)
Or lag what to assign and remove first on succession.

But have been modding those republics in AGOT for a while for personal use, and so far everything you ask is modable.
Just a lot of things goes wrong on succession, so them removing the hardcoded feature and tying stuff to capitols.
Should alleviate a lot of modding problems.

While for the purist (iron man users and nitpickers) this new system allows them to avoid gameover by accidents. Without modding the rules.
 
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Will it be possible to mod in a governement that is otherwise feudal, but with patrician palaces, trading posts and/or designated heirs like in patrician houses, but with no patrician clothes, republican elections and campaign funds, or republican interface?
Such hybrid from government might work well for inevitable future byzantine-specific government.
 
The first title a character gets will affect his government. The first government that is potential and allowed and allows that holding type will be chosen, and if no government is found, it will take the first potential and allowed government, without looking at holding types. In the cases where you have an heir of an unplayable government, the government will still change to your government on succession if you are of higher tier than your heir.

Thank you for answering! It sounds like things will work mostly the same when you land courtiers, but allows a lot more flexibility in what landed characters can do.
 
I would like a CB or faction that would dissolve empires.

I think any realm at autonomous vassals should be destroyed if they lose certain wars against rebelling vassals.
 
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