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Last week I talked about some of the free features we're putting into the upcoming patch 2.1 (i.e. the free parts of the Rajas of India expansion.) This time, I thought I'd round that off, and next week we will finish this cycle of dev diaries with a Q&A thread!

Why not start off by talking about the promised revised decadence system that people have been clamoring for since, well, the release of Sword of Islam? Admittedly, there were many issues with Decadence; for example, the fact that all unlanded men of your dynasty generated decadence regardless of their virtue, which is strange and unrealistic. Gameplay where you automatically tend to imprison your relatives if you cannot give them land is also repetitive and, again, not very realistic. So the system needed revision, and now was the time to do it. With the new system, only characters with the new Decadent trait actually give decadence to your dynasty. Landed characters are less likely to pick up the trait, as are Zealous, Diligent and Just characters, etc. The net effect is that decadent characters are rarer but have a greater effect than before. To make it more interesting, we've removed the free imprisoning of dynasty members for Muslims. Instead, you get a chance to convince Decadent characters to straighten up. The outcome depends on your own attributes and those of the target character. If you're diplomatic, for example, he might be easier to convince. If you're learned, you might get him to go on the Hajj, which will automatically remove the Decadent trait, and so on. If you fail, you do get a reason (i.e. no opinion penalty with vassals) to imprison the character, as a last resort.

ck2_RoI_dd_06_Revised_Decadence.png

Another issue with the decadence system was that it did not really serve to encourage you to land your relatives; you just imprisoned them instead. Thus, in the event where a close relative asks you for a title, there is now a risk that he might start an adventure against you if you refuse, and this is likelier in Muslim realms. Lastly, we've increased the fracturing effects of losing a decadence revolt a bit more.

Ok, so that's the new Decadence system, which is fairly unrelated to the general theme of the expansion (although it should now be more interesting to play as a Muslim, with India to your east...) A change that was absolutely necessary with the bigger map, however, was a form of diplomatic range. We did not want Irish counts marrying Indian princesses, etc. Thus, we added a distance threshold for most diplomatic interactions, as well as for councillor jobs. It's a simple enough change, and the range also happens to be precisely right to stop Norse pagans from marrying West Africans (a pet peeve of many people, since the religions are both in the pagan group.)

ck2_RoI_dd_06_Diplo_Range.png

What else have I got for you? Oh yes, the Steam integration stuff. We've added support for Steam Workshop and multi-player matchmaking, just like we have in Europa Universalis IV. (I predict the big mods will have some issues to sort out, however, since there seems to be a file size limit in Steam Workshop.) In a similar vein, we've also added Borderless Windowed mode. For those who don't know what that is, it's basically that the game is actually running in windowed mode, but it appears as fullscreen, so you don't have to tab out of the game; other windows can be open in front of it.

ck2_RoI_dd_06_Steam_MP.png

Since the save game converter to EU4 is a long-time commitment, we are of course going to support converting your very own India to EU4 as well. Jainism is thus a new religion in EU4, etc.

ck2_RoI_dd_06_867_EU4_Jain.png

That's about it! There are tons and tons of other improvements, of course, but you can ask about them when we post the full change log for the Q&A thread next week.

ck2_RoI_dd_06_867_EU4.png
 
i DO hope that diplomatic range will scale, and also matter for inheriting. so an irish count wont be marrying an indian princess, nor somehow through shenanigans inherit something there, unless its an irish count whose realm he's part off reaches towards the middle east, or the indans conquered an area equal to the roman empire in europe.
 
I like the diplomatic range but hope it's only a 1st phase of implementing a more realistic way of handling distances in the high middle ages where traveling between Ireland and India took something in the range of 6 months IF you made it at all. I like the game will focus more on local affairs: it makes the player more involved in the fewer characters on the play instead of the forest and the trees that is now the case. So much improvements possible here, like coupling a building to the range, range bonuses with rivers and sea, trade routes, missionaries, diplomatic convoys, and maybe even the option to build roads. Every time I check some opponents army 1000 km away it feels strange I can see the exact troop count up to date every time I please. The uncertainty of the actual strength of rulers far away would create a more interesting gameplay.
 
Are you sure about that? I've read some events for the game that directly deal with the dynasty head when there are arguments between two dynasty members.
Would you be willing to point me towards those events? I had looked fairly hard, and couldn't find anything, and my questions in the Modding Quick Questions thread (starting at around post #9289) seemed to indicate that such a scope did not exist, at least in the permutations we could think of.
 
As someone whose Arabian Empire attempt collapsed from decadence with just one (1!) province left to conquer to satisfy the requirements, this is great news.
I liked that the Muslims mechanics were so different from Christians etc and now it seems it has become workable as well. Very happy about this !
 
Now that I think about it, perhaps the reason christian and islam branches do not get their own religion in eu4 because of the unique mechanism these two religion group has in eu4...
Thus Jainism would be available because all they need to do is simply gives some stats bonus but Ibadi wouldn't be able to be formed because they need to do extra stuffs to make it work with Islam mechanic...
 
Now that I think about it, perhaps the reason christian and islam branches do not get their own religion in eu4 because of the unique mechanism these two religion group has in eu4...
Thus Jainism would be available because all they need to do is simply gives some stats bonus but Ibadi wouldn't be able to be formed because they need to do extra stuffs to make it work with Islam mechanic...

like what?
 
like what?
Like those described here?
http://www.eu4wiki.com/Religions_and_denominations

Catholic has Papacy Mechanic
Orthodox has Patriarchal Mechanic
Islam has Piety Mechanic
While other religion only has bonuses to stats

Just an assumption of mine, but the fact that Miaphysite change to orthodox when converted perhaps tied to the fact that unlike other religions currently available to be transferred but don't exist yet in eu4 religion list, they are the only one from christian branch and all christian branches has unique mechanics (beside protestant event later on, from 3rd highlight video of Dev WoN MP stream in youtube, Protestant and Reformed seems to be going to have new mechanics)...
Thus while the Dev could simply create Judaism and Zoroastrianism file, they can't simply create Miaphysite and thus change them to Orthodox...
 
Like those described here?
http://www.eu4wiki.com/Religions_and_denominations

Catholic has Papacy Mechanic
Orthodox has Patriarchal Mechanic
Islam has Piety Mechanic
While other religion only has bonuses to stats

Just an assumption of mine, but the fact that Miaphysite change to orthodox when converted perhaps tied to the fact that unlike other religions currently available to be transferred but don't exist yet in eu4 religion list, they are the only one from christian branch and all christian branches has unique mechanics (beside protestant event later on, from 3rd highlight video of Dev WoN MP stream in youtube, Protestant and Reformed seems to be going to have new mechanics)...
Thus while the Dev could simply create Judaism and Zoroastrianism file, they can't simply create Miaphysite and thus change them to Orthodox...

What altering does Ibadi need to fit in EU4? Piety doesn't demand anything new but an icon and a color on the map
 
Changelog when?
 
What altering does Ibadi need to fit in EU4? Piety doesn't demand anything new but an icon and a color on the map
So would Miaphysite, especially when one consider it has same game mechanic with orthodox in CK2...
What would be so hard for them to get their own icon and color with the same Patriarchal mechanic like Orthodox?
Yet they don't get it...

Perhaps the mod that produced by the converter isn't advanced enough to create it, perhaps the eu4 system right now prevent them from implementing it, and these possibilities - that the game can't create new religion branch of religion with unique mechanic - that I assume as the obstacle (thus would answer any question regarding whether religion X,Y would become a new religion in eu4 or not)...
The fact is, so far Miaphysite doesn't become its own religion and the screenshot from page one only show Jain, Hindu, and Buddha as new religion while Oman is Sunni...
Then again, as it is still WIP now, maybe they could implement it by the time RoI comes out...
 
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Lasting only 20 minutes from its unannounced start until its unannounced finish, this Q&A covered a whopping SIX questions before disappearing without another word said.

Can't say I've ever been more disappointed in a Q&A session.
 
Lasting only 20 minutes from its unannounced start until its unannounced finish, this Q&A covered a whopping SIX questions before disappearing without another word said.

Can't say I've ever been more disappointed in a Q&A session.

From Dev Diary 6:

That's about it! There are tons and tons of other improvements, of course, but you can ask about them when we post the full change log for the Q&A thread next week.

There was not even supposed to be a Q&A this week....
 
From Dev Diary 6:

That's about it! There are tons and tons of other improvements, of course, but you can ask about them when we post the full change log for the Q&A thread next week.

There was not even supposed to be a Q&A this week....

And:

This time, I thought I'd round that off, and next week we will finish this cycle of dev diaries with a Q&A thread!
 
The problem is that the game engine creates a whole host of other a-historical problems if you follow history completely to the letter on this issue.

Some a-historical leaps have to be taken to improve the overall outcome imo.
I suggested an example, not a rigid rule to implement. Translating it into game mechanics (without making use of EUIV-style trade routes) would mean something like using extensive areas of homogeneity (cultural, like the Nordic one, political, like the ERE, linguistic or religious, like the Catholic Church) as 'diplomacy conduits'.