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Hi all! Tuesday has crept up on us again and it's time for another Horse Lords dev diary. The topics of the week are the map extension, new modding features and probably some other tidbits that I think of as I go along... First off, we did not increase the size of the base map again as we did for Rajas of India, since the most interesting regions were already on the map due to our funky twisted map projection. In fact, even the Orkhon valley and the old khaganate capitals of Karabalgasun and Karakorum are on the existing map. So we simply added some more counties where there was previously only wasteland; 27 to be exact, spread over 8 de jure duchies and two new kingdoms. The addition of these areas required some new cultures as well: Uyghur, Khitan, Sogdian and Tocharian (and of course a lot of new characters in the database to cover the historical periods.)

Crusader Kings II - Mongolia.jpg


It is a dynamic region where the hegemony of one nomadic tribe was soon overthrown by another, but it is actually possible to play as proper Mongols (Khalkha) even in 769, in the region of Ötüken (though they start out paying tribute to their Uyghur overlords.) In the 769 start, we represent the region as predominantly Manichean and Buddhist (though the reality was more complex.) The Tarim Basin is perhaps of special interest since the Silk Road passes through it. That's it for the map; on to modding!
Crusader Kings II - Orkhon Valley.jpg


Here are some items of particular interest:
  • All scripts under the common folder now use a proper folder structure for easier modding (i.e. more than one file can contain data)
  • You can now script your own triggers and effects (using existing ones) for easy reuse
  • Consistent handling of modded classes; changes are now always added to the modded entity (e.g. a culture or an on_action field), rather than replacing it.
  • The new government system allows you to override or add to the special gameplay rules of religions and cultures

The complete modding change log is a bit... obtuse, but I'm including it here anyway. :)

- Added geographical regions that can be checked in triggers if a title or province is contained in a region defined in map/geographical_region.txt. These regions are static throughout the game and are more reliable than using de-jure triggers for events that you want to affect specific places.
- Bookmarks now uses folder structure
- Combat tactics now uses folder structure
- Disease now uses folder structure
- Job actions now uses folder structure
- Job titles now uses folder structure
- Triggered modifiers now uses folder structure
- Added scripted triggers
- Added scripted effects
- Added create_tradepost effect
- Added folder structure to defines
- Added folder structure to modifier_definitions
- Added MAX_WARDS_PER_GUARDIAN to defines
- Added missing commandline argument "debug" to show debug logs
- Possible to append to cultures from several files
- Possible to append to on_actions from several files
- Added trigger technology_can_spread, checking whether technology can spread in the province.
- Added effects set_special_character_title, remove_special_character_title.
- Can now specify a CB to not be displayed in the diplomatic mapmode
- Culture can now decide if you are allowed to raid or not
- Added external province type in map definitions, will not generate a border or text and can be 1 pixel big
- Added global movement speed modifier
- Now can force contract on specific governments which will bypass the opinion limitations using new government system
- Now possible to disable courtiers from receiving MTTH events in defines
- Added effect set_government_type.
- Governments can be modded in the decisions folder.
- Geographical regions can be modded in the map folder.
- County-, duchy- and sub-region tags can now be used to define island- and geographical regions.
- Added region trigger.
- Added flags reinforcing [yes/no] and reinforce_rate_multiplier to the spawn unit effect.
- Added flag maintenance [yes/no] to the spawn unit effect.
- Added flag looting [yes/no] and can_toggle_looting [yes/no] to the spawn unit effect.
- Added trigger is_allowed_to_loot.
- Added on_action on_became_imprisoned_any_reason, that triggers whenever a character becomes imprisoned for any reason.
- Added flag adventurer [yes/no]. Adventure titles work just as temporary titles but do not get destroyed automatically when the holder is in peace. Instead, they are destroyed whenever the holder gains another title or when the holder dies.
- Added effect set_looting and set_can_toggle_looting for units.
- Added character text GetHusbandWifeOpp.
- Added triggers realm_levy_diff, reverse_realm_levy_diff, max_realm_levy_diff and reverse_max_realm_levy_diff.
- Renamed the realm_manpower trigger to realm_levies.
- The break effect now also properly affect tooltips.
- Added effects any_unit, any_army, any_fleet, random_unit, random_army and random_fleet.
- Added trigger any_unit, any_army and any_fleet.
- Added flag seafarer in culture and religion files, helping the AI to determine if coastal provinces is preferred when raiding.
- Added trigger is_seafarer, checking if either the culture or religion have the seafarer flag set.
- Added trigger is_island, checking if the province exists in island_region.txt.
- Added event target most_participating_crusader, used to get the most participating non-theocracy attacker in a war.
- Added on_action on_divorce, which fires whenever a character gets divorced regardless of the reason.
- Quick triggers are now properly checked when you fire an event from another event.
- Added triggers is_[law/government/decision/targetted_decision/title_decision/settlement_decision]_[valid/potential] with parameters key, character, title and settlement.
- Added effects and triggers any_dejure_liege and any_defacto_liege.
- Added event target defacto_liege_title.
- Added effect destroy_settlement.
- Added effect make_primary_settlement.
- Added match_settlement to the spawn unit effect.
- Added event trigger 'log'.
- Earmarked units can now also use the $CULTURE$ parameter.
- Added trigger completely_controls_region.
- Added any_title effect.
- Added effects make_capital_holding and revoke_capital_holding.
- Added trigger is_nomadic.
- Added government trigger.
- The Spawn Unit effect can now take saved event targets as parameters.
- Added nomad flag to the create_title effect.
- Added effect convert_to_nomad and convert_to_fort.
- Added flags ai_fabricate_claims to religion groups.
- Added flags attacking_same_religion_piety_loss and uses_decadence to religions. Decadence will be used if the religion AND government of a character is scripted to use decadece.
- Added flags hire_cost and maintenance_multiplier to retinue subunits.
- Added event scopes [strongest/weakest]_clan_vassal, [strongest/weakest]_clan, [strongest/weakest]_clan_vassal_except_me and [strongest/weakest]_clan_except_me, determined by the number of empty holdings they hold.
- Added event scopes [most/least]_prestigious_clan_vassal, [most/least]_prestigious_clan, [most/least]_prestigious_clan_vassal_except_me and [most/least]_prestigious_clan_except_me.
- Added event scopes [most/least]_populous_clan_vassal, [most/least]_populous_clan, [most/least]_populous_clan_vassal_except_me and [most/least]_populous_clan_except_me.
- Added triggers clan_satisfaction, total_manpower, unused_manpower, raised_manpower, max_manpower, manpower_growth, population, max_population, population_growth, population_and_manpower, max_population_and_manpower and population_and_manpower_growth.
- Added effects manpower and population.
- Added trigger uses_decadence.
- Added nand-trigger.
- Not-triggers will now do a script assert if it contains more than one trigger (where the use of nand- and nor-triggers are recommended to be used instead), but will work as previously.
- Added trade_post_has_building and trade_post_has_any_building triggers.
- Added trigger is_settlement_type_allowed.
- Added effects create_fort, destroy_fort, seize_fort, random_fort and any_fort.
- Added triggers any_fort, num_of_forts, num_of_forts_diff, has_fort, fort_has_building and fort_has_any_building.
- Added event scope trade_post_owner.
- Added trigger has_castle, has_temple, has_city and has_tribal.
- Added trigger has_settlement_construction.
- Added triggers is_[law/government/decision/targetted_decision/title_decision/settlement_decision/trade_post_decision/fort_decision]_[allowed/potential].
- Added triggers num_of_[subrealm/demesne]_[castles/cities/temples/tribes/empty_provinces].
- Added trigger holding_diff.
- Added effects set_title_landless, set_title_adventurer and set_title_nomad.
- Added forbidden_raid_target opinion modifier, which disallows looting against that character.
- Job action script can now properly use the various job title event scopes.
- Added triggers has_feud_with and any_feud_rival_clan.
- Added triggers clan_opinion, reverse_clan_opinion, their_clan_opinion, clan_opinion_diff and reverse_clan_opinion_diff.
- Added is_high_prio flag to minor titles, determining whether an alert should be shown or not if that title is available to grant.
- Added triggers num_of_king_titles_in_realm, num_of_duke_titles_in_realm, num_of_count_titles_in_realm, num_of_baron_titles_in_realm, num_of_titles_in_realm.
- Added effect unsafe_give_minor_title.
- Added modifiers clan_sentiment, max_manpower, max_manpower_mult, max_population, max_population_mult, manpower_growth and population_growth, currently applicable on characters and the capital.
- Added modifiers retinue_maintenence_cost and horde_maintenence_cost, currently applicable on characters, family palaces and the capital.
- Added is_active_trigger to buildings. Any modifier from buildings that are not considered active will not apply until the is_active_trigger is properly validated.
- Added modifier global_winter_supply, currently applicable on the capital.
- commander_limit can now be scripted in buildings for capital settlements, increasing the number of commanders a ruler can have.
- moved_capital_months_mult can now be scripted for capital buildings and modifies the delay for how often one can change capital, if their government allows for more frequent switching than once per lifetime.
- The set_defacto_liege effect now works on titles as well.
- Added on_actions on_battle_won_owner and on_battle_lost_owner.
- Added modifiers global_trade_route_wealth, global_trade_route_value, global_tradevalue and global_tradevalue_mult, applicable on the capital of holders of a trade post.
- Trade post buildings will now also have an effect in the capital settlement, not only the family palace.
- Fixed bug where the targetted decision filters realm and sub_realm did not properly check the court of the top liege or the current character.
- Added trigger religion_allows_female_temple_holders.
- The spawn_unit effect will now spawn units on any other unit if there is no other valid location (instead of not spawning the units at all).

So, modders delight! What else have I got for you? Well, here's a selection off the top of my head...
  • You can now, at any time, move prisoners between the Oubliette, House Arrest and the Dungeon.
  • Banishment of landed characters has been changed so that they are only forced to abdicate to their current heir. You no longer get to seize all of their titles.
  • Tribal counties are now more viable targets for raiding (there is more loot there)
  • The names of opinion modifiers are shown in effect tooltips (instead of just "Opinion Changes by -10", etc)

That is it for now... More to come next week!
 
So, China confirmed, then? *sigh* Still think including China is a bad decision and the devs are making a huge mistake that will leave a lot of the people swooning for China disappointed with the end result. Perhaps the devs will manage to surprise me, but I doubt it.

Did....did I miss something? Where was this plague confirmed?
 
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About 3-4pages back - Groogy made a post that basically said that "if" a China DLC was being contemplated then it would be their decision to make and no one else's.
 
Did....did I miss something? Where was this plague confirmed?

Well I wouldn't call them stupid but I would call them futile. If I or Doomdark want to do it, it will happen no matter what the argument is. We've already expressed our will to do it and in regards to optimizations, I got a lot of them in but I have a ton more I can improve yet even after 2.4

Groogy also said a bunch of things on reddit that basically confirmed China but I don't want to link it cuz I might get banned again.
 
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The Developers behind CK2 continue to impress and amaze me with the amount of respect they show their fan base with these amazing and utterly wonderful new DLC's. I would love to replay my Avar game with this DLC! ( My profile icon probably shows that I am a bit of a fan of playing the Steppe Hordes in these games :3 )

This is probably going to be the first DLC that I have bought on release!
 
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They stated that it's their decision, and it is but they have said nothing as to their verdict in the matter now take the china discussion elsewhere.
 
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The Developers behind CK2 continue to impress and amaze me with the amount of respect they show their fan base with these amazing and utterly wonderful new DLC's. I would love to replay my Avar game with this DLC! ( My profile icon probably shows that I am a bit of a fan of playing the Steppe Hordes in these games :3 )

This is probably going to be the first DLC that I have bought on release!
Doesn't the Avars remain tribal in this DLC though? Granted if you have the custom ruler designer, you can just hijack some other horde(I know I plan to do that at one point).
 
Doesn't the Avars remain tribal in this DLC though? Granted if you have the custom ruler designer, you can just hijack some other horde(I know I plan to do that at one point).
No I'm pretty sure they're nomads in one of the screenshots. Also that may differ between start dates.
 
Hi all! Tuesday has crept up on us again and it's time for another Horse Lords dev diary. The topics of the week are the map extension, new modding features and probably some other tidbits that I think of as I go along... First off, we did not increase the size of the base map again as we did for Rajas of India, since the most interesting regions were already on the map due to our funky twisted map projection. In fact, even the Orkhon valley and the old khaganate capitals of Karabalgasun and Karakorum are on the existing map. So we simply added some more counties where there was previously only wasteland; 27 to be exact, spread over 8 de jure duchies and two new kingdoms. The addition of these areas required some new cultures as well: Uyghur, Khitan, Sogdian and Tocharian (and of course a lot of new characters in the database to cover the historical periods.)
So, we finally know why there were problems with optimisations since Rajas of India. There were hidden materials for next dlcs. That could mean that all talks pro/against China are stupid as it is already there waiting for release like kraken.:)
 
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No, I remain steadfast in my view that I don't care, I'm sick of seeing the same arguments over and over again, and I just wish that it shouldn't take over unrelated threads. Sadly I'm doomed to be frustrated at this point.

With Groogy basically outright confirming that a China dlc expansion is going to happen, the argument should desist.
 
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Well I wouldn't call them stupid but I would call them futile. If I or Doomdark want to do it, it will happen no matter what the argument is. We've already expressed our will to do it and in regards to optimizations, I got a lot of them in but I have a ton more I can improve yet even after 2.4

Do all you can. Milk that cow dry. We need to be able to start from 6000 BC and play any 5-km province in the whole world (both hemispheres).
 
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They stated that it's their decision, and it is but they have said nothing as to their verdict in the matter now take the china discussion elsewhere.

They did not state that it was their decision, but that they will add it if they want it and if the optimization allows it, after which Groogy said that they are interested and that improvements on the optimization are still on-going. It wasn't anything abstract, he literally said that they will add China once it is possible.
Though this was already said multiple times...

Do all you can. Milk that cow dry. We need to be able to start from 6000 BC and play any 5-km province in the whole world (both hemispheres).

It is fascinating how anti-China people think that the forum is split amongst those who don't want any extensions and those who want everything.

Fair enough, but aren't there only landed avars in the charlemagne startdate?

They can change that easily if they want to.
 
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I will be checking it for sure but i think Khazars are also landed in 769.
They should be yeah. Its pre-judaism khazars IIRC.

They can change that easily if they want to.
If I understood others correctly then the avars aren't nomadic at that point anymore though. That is why I said they were tribal. Granted I'm no expert and I'm just assuming the people talking about it were correct.
 
So its clear Manichaeism is not to be added as a religion. What a shame.
 
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They did not state that it was their decision, but that they will add it if they want it and if the optimization allows it, after which Groogy said that they are interested and that improvements on the optimization are still on-going. It wasn't anything abstract, he literally said that they will add China once it is possible.
Though this was already said multiple times...



It is fascinating how anti-China people think that the forum is split amongst those who don't want any extensions and those who want everything.



They can change that easily if they want to.
No he did not, him saying "they're intrested", that means they are intrested no more no less and again china is not the subject of this thread.

I'm neither pro nor anti china, I just think both sides of this conflict should stop spamming down every freaking thread about it.
 
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Fair enough, but aren't there only landed avars in the charlemagne startdate?
Oh wait you said avar, I was thinking alans. Yes they are only around in the 769 start. And they are tribal in that.
 
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So its clear Manichaeism is not to be added as a religion. What a shame.
Unfortunatly yes. Perhaps they think that there is not reason enough to make it separate. No unique mechanics and giving them holy sites might make them to hard to convert for the eventual islamisation of the steppes.
 
They'll probably be tribal. They had stopped really migrating by that point and mostly just left to go on large raids. They always returned to the same general area IIRC.
The Alans are nomadic, too, despite not actually moving from Alania.