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CK2 Dev Diary #45: The Adjustment Bureau

Hi folks, I hope you all had a nice weekend!

Monks and Mystics has now been out for almost a week and we’ve been busy checking out your feedback and bug reports. As usual, some adjustments and additions will be made to the game in the upcoming patch 2.7.1, which should be ready in a few weeks (sorry, can’t be more specific than that.) It’s going to be a fairly substantial update… I can’t share the full patch log yet, but I can tell you about some of the bigger things we’re doing.

First off, there will be more risks and drawbacks to being a Devil Worshipper. As has been pointed out, they are a powerful type of Society and the rewards are great while the risks for members are rather low. Among other things, there will be more viciousness between members, a greater risk of discovery, and you’ll run the risk of giving your neighbors a reason to declare Holy War on you.

The Hunt Apostates is also being juiced up. The Court Chaplain will now be able to find more than just extremely suspicious characters and the penalties for being branded have been increased. For example, you now also gain a revocation reason on the target. When an apostate is dragged into your throne room, you now get to choose one of three options; let them go free, imprison them or burn them at the stake (something that the AI favors). It’s also possible, albeit rare, for your Court Chaplain to catch characters who are only a bit suspicious, secret members of another religion or - if the Court Chaplain isn’t the most talented - innocent.

Next up, the Hermetics will be given a proper use for all those strange Ingredients they can pick up. You will be presented with opportunities to spend various resources in order to improve the outcomes (or negate the negative effects) of a multitude of - mainly - Hermetic events.

Another issue related to Societies is that the subversive religious cults are too invisible. The AI will now handle both creating and running the Secret Religious Cults more effectively. Right now, it can feel as if you are the lone actor in the society, but with the patch your fellow AI members will make an effort to contribute. Also, the general costs of certain actions (like evoking sympathy) have been drastically reduced in order to make running the Society more manageable. We also aim to make the secret religious cult system more dynamic.

Then there’s the ability to give artifacts to other characters; it might not be something you folks have clamored for, but it was originally planned to be included in the expansion. It is a fairly simple action that gives you an opinion bonus from the more or less grateful recipient (similar to “Send Gift”.) You can only give away artifacts that are considered valuable by the recipient, so no Christian relics to pagans, etc (this is scripted in a new trigger in the artifacts).

CK2 - Give Artifact.png


Lastly, I think you will appreciate the Faction balancing and fixing that Alexander Oltner has been working on for a while on the side. No longer should you see everyone turn into Elective Monarchies and keep that succession law forever. AI characters will now also actually join Claimant factions as members. On a related note, the AI is now better at appointing powerful vassals to the Council.

- Massive update to Faction balance!
- The AI will now no longer join the Increase Council Power faction if they like their Liege 50 or more (down from 80 or more).
- Voter AI's will now be more likely to join Increase Council Power factions the more faction laws are set to 'Ruler', the steps are 2, 4 and 6.
- Non-Voter AI's will be less likely to join Increase Council Power factions the more faction laws are set to 'Council', the steps are 2, 4 and 6.
- The Increase Council Power faction has had its effect doubled (it now enacts two laws).
- The Increase Council Power faction now also revokes one level of 'Vassal Wars' laws.
- The AI is more inclined to join the Increase Council Power faction if their liege has enacted a 'Vassal War' law.

- The AI no longer wants to institute Elective Monarchy unless all council powers are enacted (except for Council Authority).
- The AI is less likely to join the Elective faction if their liege has Gavelkind succession.
- The AI is less likely to join the Elective faction unless their liege is a tyrant.

- The independence faction is more attractive to the AI if their liege is a Tyrant.

- The AI in now more inclined to start and join the Gavelkind faction.
- Discontent Councilors are very inclined to join the Gavelkind faction if the liege does not have all council powers enacted, if all powers are enacted they will prefer the Elective faction.

- The AI is now much more likely to stay by their backed Claimants.
- The AI is slightly more inclined to start factions backing women.
- Having bad opinion of your liege now makes the AI more likely to back a claimant.
- The AI is way more likely to back claimants that are part of their Society.
- The AI is way more likely to back a claimant if their liege is a tyrant.
- The AI is way more likely to back a claimant if they hate their liege.
- Culture is now less of a factor for the AI when backing claimants.
- The AI might join claimant factions even if they themselves have a claim on the same title, but it is still rare.
- The AI will now not back claimants if they like their liege by 40 or more (used to be 50 or more).
- Being a Sayyid/Mirza now only matters if the claimant is also Muslim.
- Having better opinion of the proposed Claimant now matters much more for the AI.
- More traits now affect the AI chances of joining the Claimant faction.
- The AI is now less likely to start another Claimant faction war if their liege is already fighting in another Claimant faction war.

- The Overthrow Liege faction is now unattractive to the AI if it is backing a claimant already.
- The AI will no longer form the Overthrow Liege faction if their liege is not a tyrant.
- The AI will now only use the Overthrow Liege faction if they hate their liege (-40 or lower for most AI's).
- The Overthrow Liege faction will now also enact two Council Power laws upon success.
- The Overthrow Liege faction will now only institute Elective monarchy if all Council Power laws are set to 'Council'.

- The Overthrow Liege faction now revokes any active vassal war laws.

That’s all for now. Next week, there will either be a dev diary on the feature survey results or another one on the subject of patch 2.7.1. Oh, and don’t miss today’s CK2 livestreams, starting at 16:00 CET!
 
We are looking at the Dominicans too.
When a player first looks at the Benedictines and the Dominicans, the game doesn't communicate any mechanical difference to the player.
One thing that could help would be including the stat bonuses for each rank in their tooltips.
A bigger help would be giving them a different power.
A possibility that could fit would be to replace the Dominican's rank 3 ability with being able to request Excommunication of apostates and wicked priests without paying piety, and possibly with a bonus to the Pope accepting the request.
 
That’s all for now. Next week, there will either be a dev diary on the feature survey results or another one on the subject of patch 2.7.1. Oh, and don’t miss today’s CK2 livestreams, starting at 16:00 CET!

Some nice adjustments there. A few quick and minor questions for you though:

Is the addition of the history of treasury items possible? Might be a useful addition for certain mods based on popular fantasy novels and tv shows, just sayin'!

Could items be deemed lootable/non-lootable? Like if you had a very fancy throne for example but for gameplay purposes you didn't want it to be pillaged? Also handy for modders.

Are Gnostic societies definitively taken out of the game or might we see them back in at some point?
 
Since the secret religion societies are available in the base game, how are players and AIs going to be able to hunt them down if they don't have the court chaplain action for hunting them?
 
I disagree that the satanists need a nerf. Actually you need to differentiate the two christian good societies better, and the Satanists arent' that hot really.

You risk some horrible traits: weak, frail, cannibal. What you get:

familiar giving you a minor bonus that is the equivalent of a single event wtihin a lifestyle choice.

Dark Healing - awesome but nothing a good physician and some +health bonuses won't fix. Considering that most diseases are curable it really isn't that bad. You get depressed/stressed a lot more frequently. Especially the latter, which can be infliceted by lifestyle choices, educating your wards and just having too many good traits. Anyway Dark Healing is still the main lure of this society.

Tainted Touch - only good if for some reason you have a superspy vassal that goes into hiding so your own 25 intrigue ruler can't end him reliably. Still not guarnteed to work that well unless they are also depressed or stressed.

Corrupt Priest - a reliable and good opinion bonus, but being a paragon of virtue with some actual good traits works just as well. Remember, you are also an arbitrary and cruel leader when being in thsi order, so you work with a -20 malus most of the time. If you also got cannibal, well good luck then.

Abduct - the only ones you can abduct don't matter that much anyway, but it is handy.

Posession - it makes them posessed, although the opinion bonus is good, i don't see the benefits that much. i do tend to assassinate problematic vassals, rather than trying to please them though.

Dark Divorce - a reliable assasination of someone you could assasinate anyway. Plus a regular divorce isn't that hard with anyone who uses his CC to improve religious relations with Rome.

Absorb Lifeforce - a +health bonus, it doesn't add guarnteed years of life. You also can't guarntee you will become the high priest because if the current high priest is out of diplo range or you simply can't get him assassinated, you are stuck at priest.

Unholy impregnation - this can occur on its own, albeit not at your beck and call. I still have to explore its usefulness. If there is already one spawn of Satan in the world this can't be used.
 
While I don't have the expansion yet, I look forward to seeing how the faction changes turn out!
 
What about Alchemy? I thought that's what the ingredients were going to be used for? I was hoping to create potions and transmute things...

I actually hope they link the philosphers stone event to this society. If you have an obscene amount of learning and ingredients you should get a choice to get this quest chain. I don't know what the Magnum Opus does though.
 
or - if the Court Chaplain isn’t the most talented - innocent
Wouldn't this incentivize the player to put low learning characters as their Court Chaplain, in order to gain revoke reasons on people who did nothing but own land the player wants? Not saying false accusations, intentional or not, shouldn't be possible, but there should be some way for the game to distinguish that, and maybe incur the wrath of their religious head for abusing the authority of their religion, and give tyranny.
Lastly, I think you will appreciate the Faction balancing and fixing that Alexander Oltner has been working on for a while on the side. No longer should you see everyone turn into Elective Monarchies and keep that succession law forever. AI characters will now also actually join Claimant factions as members. On a related note, the AI is now better at appointing powerful vassals to the Council.
I'm still hoping for the decisions and factions parts of the UI to be swapped. When you get down to it, decisions are far more used by the player than factions, and factions would make far more sense as part of the Intrigue panel/page than decisions. That would free up space on the top bar for a V2-esque decisions page, and give modders far more room for decision names as they could then roll over to additional lines without being cut off.
 
"Next up, the Hermetics will be given a proper use for all those strange Ingredients they can pick up. You will be presented with opportunities to spend various resources in order to improve the outcomes (or negate the negative effects) of a multitude of - mainly - Hermetic events."
thanks xD it is anoying to have those things fill up the inventory :)
 
I haven't noticed any acknowledgement for the posts on it in the bug report forum -- but it looks like Patricians are unable to join the Hermetics. All of the requirements are 'green', but the join button stays greyed out.

Someone noted that an unlisted requirement is that you have to be 'landed' to join Hermetics, but that this then rules out Patrician family heads as well.

It only rules out Patricians who don't own land (at least a county), AFAIK. It should still be fixed, but if you grab a county it looks like it should work for you.

Hopefully you will fix the bug that causes tribes to turn into feudal/iqta realms upon succession. Tribes are litterally unplayable atm thanks to this bug, and you are screwed unless you manage to go feudal/republic with your first ruler. Also leaves Scandinavia and Eastern Europe extremely vulnerable in any early game start. You can simply wait for the original ruler to die, then wait for his son to inherit before declaring war. Even relatively powerful tribal kingdoms are left with only a few hundred troops when this happens and you can easily steamroll everyone into submission.

What bug is this? My current game is about 350 years into a CM start as Curonia and I haven't have this problem happen to me, or any of the realms near me. The only Feudal ex-tribes I've seen have been ones that have either turned Catholic first or the rare Norse OPM in Feudal Ireland that inherited while only holding a castle.
 
The faction rebalance looks pretty good. I hope that the tool tip for giving in to faction demands will be updated to reflect the increased cost of giving into their demands. It might get confusing otherwise.
 
Very nice changes, but still no words on secret religon cults for heretics, so I'm waiting for 2.7.2.

What about societies for pagans? Are they planned?
 
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Wouldn't this incentivize the player to put low learning characters as their Court Chaplain, in order to gain revoke reasons on people who did nothing but own land the player wants? Not saying false accusations, intentional or not, shouldn't be possible, but there should be some way for the game to distinguish that, and maybe incur the wrath of their religious head for abusing the authority of their religion, and give tyranny.
One way to balance this might be to have the truth come to light a couple years later and if you believed the chaplain and gain tyranny. So it would have been as if you'd unlawfully taken the land instead.
 
Any plans to add sufi orders?

I would argue that for both the Shia and Sunni groups, these sorts of orders had been far more influential than underground organizations in the west.
Tariqa had been linked everywhere from among craftsman guilds to palaces of sultans to peasantry. They have led huge rebellions in fact.
 
I suspect the answer to be affirmative, but I'd rather know for sure : Will this new patch be save comptabile with any game started in the current patch, at M&M launch ?

Thanks in advance.
 
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I would rather see a hotfix for title creation issue ASAP and rest of balance changes could come with 2.7.1 big patch later on, since this title bug render the game unplayable~