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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!
 
Is there a way to insult someone with a gift?
- give a really poor sword to an emperor
- give a "tongue of an unbeliever" to an "unbeliever"
 
I would throw my 2 cents in, if I may:
First, thank you for the risk for Satanists and the Alchemy. These were 2 of my 3 main complains in my first Paradoxian salt-thread.

But I would like to add something, maybe for 2.7.2:
1) I would look into the stat increase, they boost you easily in the 20s and 30s, that dips the balance quite a bit for society members (considering how much your stats increase pre-M&M). Non- society members, like your typical medieval ruler, falls greatly behind through that. But for RPG reasons, I (and I think others as well), refrain from joining if I am not the scholary type in my current incarnation.
2) For the same reason, I propose to make societies more gated. I think it would benefit the DLC if it´s really hard to join them, at least until others are sold or added. That would be great fun of it´s own to actually archieve getting into them and would not make you feel left-out. Also, it makes them very special, and as long there are basically 5, they are special.
3) A business proposition: Sell us more societies, in bundles depending on types (Knights&Knaves, Lords&Ladies... oh, don´t feel restricted by aliterations: Heretics&Infidels and so on). That would make the Satanists one of many, and that´s how they would work best, I presume.

Thanks for the adjustement. I promised in my thread that I will notify the forum if I can finally love M&M, and I would like to keep it.

Keep on gaming,

Dennis
 
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Any chance that there will be a function to induct our children into our societies? With Lucifer's Own you can imprison and then force induct them, but that doesn't look to good in the eyes of the public.
 
Great stuff, Doomdark!

Can we get the secret religion mechanics enabled for heresies? For those of us that prefer historical-inspired play, it'd be a lot of fun to play as secret Cathars spreading our vile faith around Europe (or at least France ;)), trying to get enough secret converts before we go public.

Also, a recommendation: can we get events for when our friends & relatives are members of a society? (But we are not.) For example, in my last game, my wife joined the Hermetics, but other than noticing her headgarb and a few modifiers, nothing "happened." It'd be nice to get some acknowledgement that she's spending a lot of time in her lab and doesn't have much time for love anymore, or something like that. Maybe this could turn into an invite, and have the societies grow a bit more organically.

Combine the two ideas ... and Catharism can finally get the local strength it needs to break away from France! :cool:
 
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~

Yeah, I really hope paradox knows that this needs a hotfix asap! -> https://forum.paradoxplaza.com/foru...e-even-after-fulfilling-requirements.1003887/

I know that its not a problem for non-ironman games because you can just use console, but ironman games are literally UNPLAYABLE. Especially if you use the "title gets destroyed if you don't own de-jure land" game rule!
 
I can’t share the full patch log yet, but I can tell you about some of the bigger things we’re doing.
I don't suppose you could tell if the dark impregnation has been fixed so leaders of the devil cults can use it as males?

Also the fact that it can trigger sunset invasion even if sunset invasion 10 years into the game even when the settings are set to historical/delayed is a bit silly, but that's kind of less of an issue in my opinion.
 
I don't suppose you could tell if the dark impregnation has been fixed so leaders of the devil cults can use it as males?

Also the fact that it can trigger sunset invasion even if sunset invasion 10 years into the game even when the settings are set to historical/delayed is a bit silly, but that's kind of less of an issue in my opinion.

Dark impregnation worked for me as male?

What you need is a satanic cult member who is a female. Most member will usually be male so you need to convince a female to join then use it on her.

Make sure she isn't pregnant already and is of child bearing age as well.

I know there are bugs with that ability out there but want to make sure you know the requirements.
 
A hotfix is really needed. I knew there would be some bugs but I can't create some titles among other things. I was just going to wait a few days to play for a patch to fix it but a few weeks is far too long. I know faction balance is also needed but wouldn't it be better if you fixed the old stuff the patch broke and not the new until after?
 
Monks and Mystics was probably the only release I picked up on release (although Reaper's due was pretty close). I really like what it brings to the table, especially the devil worshippers. I'll be playing as part of Lucifer's own for the foreseeable future.

I'm fully on board with higher risk of detection and the consequences. I am however a little bit nervous about the nerf bat getting swung a little too hard. I'd personally like to see the other societies come up in the world a bit more, rather than watch Lucifer's own get dragged down too hard. To say there are currently no disadvantages to it would be doing a disservice, is all I'm saying.

If there was anything that might need addressing, its how the society members interact. I'm a little nervous about them backstabbing each other more. Once you get the possessed trait it's like every few months you're prompted to bump off another member. I'd like to see it so a Court member won't out his own comrades (unless they are a rival or something). In the same vein, the number of times I've killed a priest who's also been a member just because I've had to desecrate his church is getting a bit silly. Down the line I'd like to think it was possible. For now, I'm scared to get my court chaplain to do his new job in case he exposes my society members, my character, or even himself!

A distant wishlist feature would be to include heresies into the secret religious section.

All in all though, Monks and Mystics literally brought me back to playing. Amidst all the criticism and tweak suggestions I'd like to say at least once: You guys did a good job and I've thoroughly enjoyed it so far! Looking forward to it getting even better.
 
A hotfix is really needed. I knew there would be some bugs but I can't create some titles among other things.
For some weird reason you can't recreate titles that became destroyed. It's exactly stuff like that. Old features, but very standard ones, that somehow stopped working.

Shouldn't that be possible to fix without interfering with the actual M&M code? Many earlier DLCs had their first minor patch a lot earlier than a few weeks later. Sometimes it took just a few days, so I had hoped that this would be something of a tradition.
 
I'm really looking forward this patch. Monks & Mystics is a DLC with great ideas, but right now it feels kinda empty, what-with the unusable ingredients, the useless monks and, more importantly, the completly OP satanics.
I wonder why Paradox decided to launch it so early, they could have avoided a violent backlash if they had fixed it before.
 
Sounds good! The only thing I'd add is that, with the monastic orders, there isn't a whole lot to spend Devotion on once you become a Conversus. Which is kind of funny because you get a pretty large bonus to Devotion production at that point. Unless anyone out there is thrilled at the prospect of filling up their court with Ascetics, it might as well not even bother. Also, as a catholic at least there isn't much you can do with female ascetics, they help to increase the society influence but that's about it. And I haven't noticed any real benefit to being head of the order.

Aside from this I actually like the monks quite a bit. They're a bit boring, sure, but you get some pretty good traits and stat bonuses out of it, and it gives you a reason to build temples.

Q: Will it be possible to falsely convert to attackers religion if targeted by a Holy War? Or is the lack of such a possibility part of the design philosophy for false conversions?

No, that's a neat idea!

I was thinking vassals should get a similar option when being demanded to convert by their liege.
 
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Societies are a really great idea, but you need many more of them, and then most of them need to have adversarial relationships with one another. This kind of behind the scenes warfare and competition would make for a great "peacetime" activity in CK2.