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A bug report. Court Roger of Sicily is broke in CK2+ Beta. If you select from the age of Mongol bookmark he is independence. Then if you go to bookmark after 1332 and go back to the age of Mongol bookmark he is a vassal of HRE. No submods and DLCs. Have tried Redownloading and reinstalling CK2+ Beta.
Please use the bug reports thread. We do not log any reports posted here
 
Having things one dimensional is a great thing when it comes to balance: it makes for an even playing field

But it also leads to things being more likely to feel simple and boring. (As a general game design philosophy I mean).
 
I posted this question: So could someone tell the interested party what modifiers the CK2+ Roman Religion gets? And does delving into the classics lead to the Vanilla Hellenism or to CK2+ version of Hellenism or Roman Religion? Basically the question is: if there is a proper Roman Religion burried in this mod how can we convert to it? in this thread: https://forum.paradoxplaza.com/foru...delve-into-classics-hellenic-revival.1173149/

It would be really cool and helpful if we could get a feedback on it by some of the devs.


 
Just downloaded the 4.5beta and realised all buildings were change with tons of weird stuff. I can't build anything in cities and temples while there's tons of expensive possible buildings in castles but all remove some tax income. Is there some kind of manual for that because it seems a bit weird...
 
Just downloaded the 4.5beta and realised all buildings were change with tons of weird stuff. I can't build anything in cities and temples while there's tons of expensive possible buildings in castles but all remove some tax income. Is there some kind of manual for that because it seems a bit weird...

Yes sir! It is located in the "progress" channel on discord. Next update will bring more transparency about when and when you cannot build stuff
 
Just had a game where the AI racked up a -800 war debt. Where as I managed with just vassals and mostly avoided fighting due to distance. It was a rebellion with myself breaking away as a small dutchy and the AI ran itself into the ground over that, when it had at least three other dutchies. There may need to be a warscore/surrender adjustment to make the AI realize it shouldn't bankrupt itself in a protracted war, unless it is vital to do so.
 
The questions thread is locked so I'll ask here.

In the features list it mentions the coronation. Since HF already added that in, what changes does it do?
I saw that africa had some map changes, mainly the central route to the coast was removed. What is the reason for this? I'd imagine this makes it harder for catholics to invade africa which seems to happen a lot in my recent games.
 
In the features list it mentions the coronation. Since HF already added that in, what changes does it do?.

I haven't played unmodded HF but CK2+'s crowning has, to my knowledge, remained roughly the same it's been for years now: King and Emperor level rulers (at least Feudal and Iqta, not sure about the others) get an Uncrowned trait that gives negative relations modifier with vassals and allows Weak claims to be pressed against you. To remove this trait, you can perform the Royal Coronation decision that triggers an associated event chain.

The event chain allows you to choose a priest to perform the crowning for a relations boost, and allows events like fights breaking out, someone embarrassing you, etc. Flavorful stuff. At the end, you gain the Crowned trait that gives a small relations boost with vassals and IIRC monthly prestige.

The Byzantine Empire has a special crowning thing where their rulers are, upon crowning, classified as either "Strong" or "Weak" (although the trait can change over time). I'm not sure how it's determined but it seems to me that popular, skilled rulers tend to get Strong Basileus trait more often.

Finally, the HRE has a "Crowned by the Pope" trait but I'm not sure how it works since I've never played HRE in CK2+.

I saw that africa had some map changes, mainly the central route to the coast was removed. What is the reason for this? I'd imagine this makes it harder for catholics to invade africa which seems to happen a lot in my recent games.

Which central route do you mean? You mean like a path of provinces to Ghana? They have been cut back, yes, but they've been replaced by desert paths (essentially "land straits") that allow you to reach through Africa with similar ease as before and make Africa in general more connected.
 
I haven't played unmodded HF but CK2+'s crowning has, to my knowledge, remained roughly the same it's been for years now: King and Emperor level rulers (at least Feudal and Iqta, not sure about the others) get an Uncrowned trait that gives negative relations modifier with vassals and allows Weak claims to be pressed against you. To remove this trait, you can perform the Royal Coronation decision that triggers an associated event chain.

The event chain allows you to choose a priest to perform the crowning for a relations boost, and allows events like fights breaking out, someone embarrassing you, etc. Flavorful stuff. At the end, you gain the Crowned trait that gives a small relations boost with vassals and IIRC monthly prestige.

The Byzantine Empire has a special crowning thing where their rulers are, upon crowning, classified as either "Strong" or "Weak" (although the trait can change over time). I'm not sure how it's determined but it seems to me that popular, skilled rulers tend to get Strong Basileus trait more often.

Finally, the HRE has a "Crowned by the Pope" trait but I'm not sure how it works since I've never played HRE in CK2+.


Thanks for the answer. The ck2+ coronation sounds very similar to the one in HF. You also get an uncrowned trait that gives opinion maluses and you need to organize a coronation to get rid of it. Will ck2+ coronation mechanics override with HF?

Which central route do you mean? You mean like a path of provinces to Ghana? They have been cut back, yes, but they've been replaced by desert paths (essentially "land straits") that allow you to reach through Africa with similar ease as before and make Africa in general more connected.

Regarding Africa, in vanilla there's a land route pretty much south of sicily that connects the coast to the edge of map, as can be seen in this screenshot.

https://i.gyazo.com/700862ab0c2b113a161c7806eb4d1e28.png

The ck2+ map in comparison looks more bottlenecked.

https://i.gyazo.com/649c9fd5bc3afc1ddf935b3b1c6d1b17.png

Did I understand you correctly that you can use the small patches of land to move around?
 
Thanks for the answer. The ck2+ coronation sounds very similar to the one in HF. You also get an uncrowned trait that gives opinion maluses and you need to organize a coronation to get rid of it. Will ck2+ coronation mechanics override with HF?

I think they will, but not 100% sure. I haven't noticed any change in how the coronation works in CK2+ before and after Holy Fury.


Regarding Africa, in vanilla there's a land route pretty much south of sicily that connects the coast to the edge of map, as can be seen in this screenshot.

https://i.gyazo.com/700862ab0c2b113a161c7806eb4d1e28.png

The ck2+ map in comparison looks more bottlenecked.

https://i.gyazo.com/649c9fd5bc3afc1ddf935b3b1c6d1b17.png

Did I understand you correctly that you can use the small patches of land to move around?

Yep. The small patches are connected to each other by strait-like "lines" that troops can cross the desert over. I personally like it very much because it helps the desert feel like a wasteland without preventing passage completely, and makes Africa feel less linear. (As you probably noticed, there's more provinces in sub-Saharan Africa West of Ethiopia too).
 
The questions thread is locked so I'll ask here.

In the features list it mentions the coronation. Since HF already added that in, what changes does it do?
I saw that africa had some map changes, mainly the central route to the coast was removed. What is the reason for this? I'd imagine this makes it harder for catholics to invade africa which seems to happen a lot in my recent games.

CK2+ had the coronation and the Africa map changes waaaaaay before Vanilla introduced them. CK2+ now merges both coronation systems and uses the Vanilla coronation for Catholics, while ours is used with the others. Africa changes were made before in order to just expand Africa, and never got changed since then.
 
Just had a game where the AI racked up a -800 war debt. Where as I managed with just vassals and mostly avoided fighting due to distance. It was a rebellion with myself breaking away as a small dutchy and the AI ran itself into the ground over that, when it had at least three other dutchies. There may need to be a warscore/surrender adjustment to make the AI realize it shouldn't bankrupt itself in a protracted war, unless it is vital to do so.

Yeah the AI is still bouncing back and forth between the old "Austerity" management of cash, and the new one. I need to revisit every modified files in order to purge it out
 
We are still in BETA and things are still being tweaked. We are going to make sure that there is more transparency for the player in order for them to understand what gives building slots and why buildings are not being able to be built. Having things one dimensional is a great thing when it comes to balance: it makes for an even playing field

The fact of this game not having an even playing field, not being balanced is one of my primary drives for enjoying this game more than other strategy games. I play PDX games in general (barring Stellaris) for this reason. I value historical realism (when practicable, it's not always possible to be realistic within the bounds of a video game, programming and AI) over arbitrary balancing, something I've criticized Paradox themselves for ignoring on multiple occasions. You're the modders, the creative decisions are yours, if I don't like something, I'll just work around it or move on, but I hope you won't fall into the trap of emphasizing game balance over the main draw of a game.

Out of curiosity, which old building system? Can you tell me what you liked about it exactly?

It used to be that you would build villages and need to upgrade them to castles or cities if you wanted to have those, you couldn't build them outright. Buildings within those often had prerequisites and weren't shown until the first level of the prerequisite building was built. IIRC some were even labeled as fully upgraded until a building was built, but that may have just been a thing for tribal holdings.
 
It used to be that you would build villages and need to upgrade them to castles or cities if you wanted to have those, you couldn't build them outright. Buildings within those often had prerequisites and weren't shown until the first level of the prerequisite building was built. IIRC some were even labeled as fully upgraded until a building was built, but that may have just been a thing for tribal holdings.
I'm planning on bringing that aspect back. One of the major things I keep hearing over and over again from people is that they liked that the holding had to start out "tribal". I'll see what I can do to make that happen.
 
The fact of this game not having an even playing field, not being balanced is one of my primary drives for enjoying this game more than other strategy games. I play PDX games in general (barring Stellaris) for this reason. I value historical realism (when practicable, it's not always possible to be realistic within the bounds of a video game, programming and AI) over arbitrary balancing, something I've criticized Paradox themselves for ignoring on multiple occasions. You're the modders, the creative decisions are yours, if I don't like something, I'll just work around it or move on, but I hope you won't fall into the trap of emphasizing game balance over the main draw of a game.

I totally understand but you see...

The purpose of this mod is not historical accuracy (although we try to preserve it whenever it’s not detrimental to gameplay), but rather to enrich the medieval sandbox that CK2 offers.

...balance will ALWAYS be more important to historical realism in this mod: it always has been. I find that to be the biggest point when people make the CK2+ vs HIP argument on the internet.
 
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...balance will ALWAYS be more important to historical realism in this mod: it always has been. I find that to be the biggest point when people make the CK2+ vs HIP argument on the internet.

It really depends on the specifics of implementation. Once could certainly argue that chess was a very well balanced medieval-themed strategy game, but I doubt many people would feel turning the game into chess would be enriching to the medieval sandbox offered by CK2/+ (of course this is an extreme used illustrate a point rather than something likely to happen). On the other hand, the better factions systems offered by the mod made it far more balanced than CK2 vanilla, while also making the game both feel more realistic and play out in more realistic ways than every faction being a coup or an independence revolt.

To get to the real point of the issue; if the new building system, however it turns out, isn't fun to use, that's going to matter more than whether it's balanced. Of course what one person considers fun is different from what another does, and balance can factor into that quite strongly in the case of some people, while others can prefer things to be less balanced.

For me personally, I like it when the game offers me the opportunity to make a realm which is in every way richer (financially, technologically, culturally, etc.) and more prosperous than my rivals. That means I want an economic system which lets me make some places considerably better than others; Building New Romes, Alexandrias and Constantinoples, turning the Irish sea into the next Mediterranean or building a better Venice in Crimea. And importantly, an economic system which doesn't let me build them up like that over-night but rather through sustained economic consolidation and investments over many decades and centuries of play.

So when I hear that you only get 12 buildings of 20 max per holding, with slots unlocked through techs, the main thing I worry is that it's going to be something you just do every time you tech up; > tech up. > build two more buildings > wait for next tech up. Now to be clear I haven't had a chance to try out the new building system yet (I'm working on a submod and I'd rather get all the systems working on one version, then port it to then release version than update to each beta version and split my time between finishing the stuff in the mod and making sure nothing gets borken in the transition between betas), so I haven't had a chance to play with the current building system.
Based on what I've heard though (and a cursory read of the code from the current beta), I'd probably prefer it if the total number of buildings allowed in holdings in a province was based on several aspects, not just tech. Possibly prosperity? So if you have 6 buildings from tech+base, and Lvl 3 prosperity, you could build up to 9 buildings. If prosperity went down to -3 because of the black death, you wouldn't lose buildings, but holdings with 3 or more buildings wouldn't be able to build new ones until the place recovered.

Also from glancing through the code, a lot of the castle buildings look fairly flat? (not sure if that's the best way to phrase it, but I can't think of a better way). Like, mechanically there's no difference between an escape tunnel and a judgement hall, for example (in the building file at least). All the costs and effects of all the buildings I've seen seem pretty similar.. I dunno. Are you planning on doing a load more stuff with it? Because at the moment I'm not sure I'm sold on the idea of updating from the older beta version I'm currently running? But that kinda brings this whole ramble back full circle. If the new system is balanced, but it's not fun, people aren't going to want to use it.
 
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