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Are duchy building locations hard codes? Realized the Syracuse flavor text said that it was going to be the capital of Sicily but it doesn’t have the duchy building moved to it.

Not sure how it works but thanks for bringing it to my attention. I'll see if there is an issue or if it's weird WAD behavior.
 
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Thanks for your continuing work. Update just arrived in time for me being sick; And while i´d rather be healthy, there is no denying the fact that there are worse things to tide me through it than some playthroughs including your flavor packs!
 
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Thanks. Another question: How does one go about creating or eliminating strongholds in Sicily?
you can create them by inviting migrants
and destroy them through raid wars
 
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how do you level up that sicilian signore trait? I did a run starting as the Fox in Sicily and i don't understand what to do with it. I just conquered all of Italy and thats it, the trait stayed at 0 for greeks/latins/arabs ... the struggle just sits there and doesn't do anything apart from spam when i finish a building or go do a hunt. I did however notice that apparently i was doing raids on a nearby county ... while i wasn't doing anything at all ... my armies weren't raised but i got a message saying i did attack some stuff.
 
I think the Nabatean trait xp gain might need a few tweaks. At the moment I feel like it's almost impossibly slow to generate even if I just constantly go around in circles around Mesopotamia.
 
how do you level up that sicilian signore trait? I did a run starting as the Fox in Sicily and i don't understand what to do with it. I just conquered all of Italy and thats it, the trait stayed at 0 for greeks/latins/arabs ... the struggle just sits there and doesn't do anything apart from spam when i finish a building or go do a hunt. I did however notice that apparently i was doing raids on a nearby county ... while i wasn't doing anything at all ... my armies weren't raised but i got a message saying i did attack some stuff.

The main way to level up the Signore trait is through the decision to Administer the Sicilian Frontier. There are other miscellaneous ways to level it up, such as the Salerno medical decision, but the Administer decision is the main way.

I think the Nabatean trait xp gain might need a few tweaks. At the moment I feel like it's almost impossibly slow to generate even if I just constantly go around in circles around Mesopotamia.

I can increase the chances of gaining the xp gain in the upcoming hotfix and see how that works out.
 
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Version 1.13.0.a Hotfix for "Anna Komnene" (Released 10/12/24)

Thanks all for your patience and understanding while I was busy and unable to work on the hotfix. Anyhow, the hotfix is out now, including a lot of fixes and tweaks, many made possible by your feedback.

The hotfix should be savegame compatible if the game was started with RICE 1.13.0.

A more standard small update might come in approximately a week or two with further fixes and tweaks I didn't catch with this hotfix, even more new historical playable landless characters, new gloss tooltips, and other miscellany that did not make it to the initial release.

Lastly, please note that the 2024 VIET/RICE survey and Celtic flavor pack poll will be closing soon on October 14, 2024 (evening US time). If you have time and haven't yet, now's your chance to provide some feedback on these mods!

Changelog:

  • Added game concepts for Mediterranean Pirates and RICE’s Pirates in general
  • Revised Wo Daochong’s family tree and lifespans to be more accurate by integrating changes from Eastern Etiquette (thanks also to the user 白茶 for assisting with this effort)
  • Revised RICE’s cultural heritage triggers to account for more heritages as needed (thanks to Cruci for the code)
  • Added more missing Spanish and French translation, courtesy of their respective translators
  • Decision to Establish European Ivory Carving Center can now be taken in Asia Minor and the western steppes (in Europe) as well
  • Flagged Lesbos flavor pack music that’s vocal as vocal music so it will now be disabled if you have the game rule for no vocal music
  • Tweaked chances of which cultures an AI Sawdan might pick as his original culture
  • Replaced all instances of Virgilianae with Vergilianae in loc for consistency
  • Swahili culture now starts with more innovations at game start
  • Ibn Nabhan now starts in the county of Harran if he is a landless adventurer
  • Increased amount of xp gained for the Nabataean trait when doing Ibn Wahshiyya’s unique travel options
  • Slightly increased chances of gaining bonuses when doing Ibn Wahshiyya’s unique travel options
  • Adventurers can now do the interaction to request land in Normandy, not just landed rulers
  • Robert Guiscard automatically loses his truce with the ERE after the war over Bari, to prevent his scripted invasion of Epirus from vanilla unintentionally breaking this truce
  • Buffed Kara-Khitan in 1178 with castle and city holdings and more gold
  • Some Kara-Khitan counties are now Mahayana instead of Vajrayana
  • Fixed loc for the introductory event chains for Thabit ibn Qurra and Ibn Nabhan to reflect if they are landless adventurers
  • Fixed Abu Aaron’s portrait (i.e. Sawdan’s Jewish friend) in the 867 bookmark screen, which had been causing CTDs before the hot-hotfix released right after release
  • Fixed some of Ibn Nabhan’s family remaining pagan
  • Fixed several geographically restricted travel options not being available to landless adventurers, even if you’re in a correct location
  • Fixed Nabati and Khalaj cultures having no innovations at game start
  • Fixed fictitious Dunhuang rulers in 867 being unplayable if you select to play as them in game menu due to a hidden effect killing them off at game start – now, they won’t be removed if you pick them
  • Fixed broken loc in the decision to Employ African Mud Masons when playing as a tribal
  • Fixed some Mediterranean Pirate localization referring to Indian Ocean pirates
  • Fixed Japeth ibn Bundar not having his adventurer title at game start
  • Fixed decision to Commission a Work from Nasir Khusraw missing if you’re playing as Ali ibn Asad since Nasir Khusraw is a landless adventurer now
  • Fixed the Sortes Vergilianae decision not actually costing any gold
  • Miscellaneous bugfixes and tweaks
 
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RICE 1.13.1 Preview #1

Though 1.13.1 will be a small patch, it'll include some new content, such as further enhancements to the landless adventurers RICE added recently.

Some, like the bookmarked character Michael Scot in 1178, will get unique modifiers, and/or introductory events that will explain their current situation and provide some historical context tooltips.

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RICE 1.13.1 Preview #2

The 1.13.1 update will feature even more new historical landless adventurers across all start dates, some with quite fascinating stories. Take Margaret of Beverley for the 1178 start date, for example: a pilgrim and rare case of a historically attested woman who partook in battles during the Crusades. Our main source for her life's story is her younger brother, a monk named Thomas, who also appears in-game as her friend and a courtier in France.

Though her family was originally from Yorkshire in England, Margaret was born in the Holy Land when her parents went on pilgrimage. Later, as an adult, she returned to Jerusalem, and was involved in the events surrounding the 3rd Crusade, partaking in for instance the fighting during Saladin's siege of Jerusalem. After some further travels and adventures, she retired to a nunnery in France many years later.


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RICE 1.13.1 Preview #3


The last preview showed an interesting Christian female historical character, but it won't just be Christian gals hogging all the flavor. In the 1.13.1 update, a couple adventurers will get more flavor beyond some simple modifiers or intro events, like what Ibn Wahshiyya currently. The character who'll get arguably the most content for any adventurer in RICE outside of Thabit ibn Qurra and Ibn Wahshiyya is Hafsa al-Rukuniyya in the 1178 start date.

A landless adventurer already introduced in RICE, Hafsa was one of the greatest female poets of al-Andalus. Her minor modifier has been replaced with more extensive flavor: she now gets her own simple aspiration, a unique trait called Heartbroken Grief, and a decision to go with it, Process Grief. Her flavor focuses on choosing how to handle her grief over her dead lover, Abu Ja'far, with the end "reward" of her aspiration to upgrade her trait to either the Grieving Rage or Recovered from Grief traits.

Will you focus on teaching others and taking a break from professional poetry, as she did in real life, or will you double down on remembering your dead lover and cursing Uthman, the Almohad prince and governor who ordered his execution? (Yes, RICE now has a decision that lets you annoy literally one specific character, Uthman in this case, for the lulz.)


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As always, thanks for your updates.

I am currently playing as Hrolfr (as landless adventurer with RtP), and noticed that when I settled in Neustria with the decision, I didn't gain the Veteran Adventurer trait, nor did my followers gain the Camp Follower trait. This is a recurring issue I've noticed in RtP (doesn't happen when winning a Crusade, for instance), but I wanted to mention it in case it also needs adding manually to this settling decision.
 
As always, thanks for your updates.

I am currently playing as Hrolfr (as landless adventurer with RtP), and noticed that when I settled in Neustria with the decision, I didn't gain the Veteran Adventurer trait, nor did my followers gain the Camp Follower trait. This is a recurring issue I've noticed in RtP (doesn't happen when winning a Crusade, for instance), but I wanted to mention it in case it also needs adding manually to this settling decision.

Thanks for the heads up! I'm going to guess as you suggest that it's not automatic and there's some code that needs to be inserted manually into an event or something of that sort to get those effects working. For clarification, did you use the methods to settle in Normandy added by RICE (i.e. the character interactions to ask the French king or whoever for the land), or did you use the vanilla decision to create Norman culture? If it's the latter then that's more a vanilla bug, but if it's the former I can look into that to see what I can do.
 
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RICE 1.13.1 PREVIEW #4

We previously looked at new content for Christian and Muslim adventurers in the 1.13.1 previews, so why not something for the Jews? The 1066 start date has a new adventurer, a certain Andreas who was possibly the highest ranked Christian who converted to Judaism in medieval Europe, as he was the Archbishop of Bari before his conversion around 1066.

We know little about him but what we do know is mostly based on the writings of a certain Obadiah the Proselyte, a 12th century Christian convert to Judaism and former Italo-Norman monk, who admired Andreas greatly.

Andreas, anyhow, has a mini-aspiration with two simple goals: to remain Jewish, and to move his camp permanently to one of the major urban centers of Middle Eastern Jewry, where he will be (somewhat more) safe. According to Obadiah, Andreas fled to Constantinople where he was circumsized, before eventually settling in Cairo.


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RICE 1.13.1 PREVIEW #4

We previously looked at new content for Christian and Muslim adventurers in the 1.13.1 previews, so why not something for the Jews? The 1066 start date has a new adventurer, a certain Andreas who was possibly the highest ranked Christian who converted to Judaism in medieval Europe, as he was the Archbishop of Bari before his conversion around 1066.

We know little about him but what we do know is mostly based on the writings of a certain Obadiah the Proselyte, a 12th century Christian convert to Judaism and former Italo-Norman monk, who admired Andreas greatly.

Andreas, anyhow, has a mini-aspiration with two simple goals: to remain Jewish, and to move his camp permanently to one of the major urban centers of Middle Eastern Jewry, where he will be (somewhat more) safe. According to Obadiah, Andreas fled to Constantinople where he was circumsized, before eventually settling in Cairo.


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Was he so stressed out to become a Karaite?
 
For clarification, did you use the methods to settle in Normandy added by RICE (i.e. the character interactions to ask the French king or whoever for the land), or did you use the vanilla decision to create Norman culture? If it's the latter then that's more a vanilla bug, but if it's the former I can look into that to see what I can do.
Yes, I asked the Emperor of Francia via the RICE-added direct interface request. I don't recall if I received my gold back for my camp, either, for that matter.

Thanks for looking into it!
 
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Was he so stressed out to become a Karaite?

Lol might as well the way CK3 works

Yes, I asked the Emperor of Francia via the RICE-added direct interface request. I don't recall if I received my gold back for my camp, either, for that matter.

Thanks for looking into it!

A couple other people have mentioned this to me as well so I'll see what I can do! Hopefully it will be an easy tweak
 
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NEAR FUTURE PLANS FOR RICE

As some of you know, a release date of November 4 was recently announced for the Wandering Nobles Event Pack DLC. This was much sooner than I thought! While I anticipate this will be much simpler to update to compared to Roads to Power, I am busy in the next few weeks, especially around early November, so there's a good chance my mods will not be able to be updated quickly after. If that is the case, then it is possible that VIET might take ~1.5-2 weeks to update, and RICE 2-3 weeks.

I am now also considering my options on what to do with my WIP RICE update. I'll let you all know soon (maybe within a few days) whether I will release it within the next week or so, but with less stuff than originally planned, or whether it will be more convenient for me to release it after Wandering Nobles comes out in mid to late November. Regardless of what I do, I'll continue to post teasers here too.

Thanks all for your understanding and continued support!
 
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RICE 1.13.1 PREVIEW #5

The introduction of gloss tooltips is a real boon for mods like RICE to provide additional context for some of the mod's content. While the next update will only include a few gloss tooltips, due to time limitations, I hope it'll be the start of a larger effort to add more and more to the mod over time. (Same with the VIET mod, for those who play that.)

For instance, one place where I'll be using gloss tooltips is to provide some context for a few cultures such as the Kinh, corresponding to the ancestors of the modern-day Vietnamese. Their gloss tooltip explains why they are called that instead of Vietnamese. If you don't recall or know, the Kinh were added a while back with RICE's initial implementation of the Silk Road content, as courtiers who appear very rarely on the Silk Road.

I am still experimenting with the gloss tooltips, and where I can and can't make use of them, but they'll provide a powerful tool for explaining things in-game where RICE's historical context tooltips might not be feasible or convenient.

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I thought y’all might enjoy this!:

One of the cities - Tugunbulak, a metropolis spanning at least 120 hectares - sat more than 2,000m (6,600 ft) above sea level, an altitude thought to be inhospitable even today.

"The history of Central Asia is now changing with this finding," said archaeologist Farhod Maksudov, who was part of the research team.
The team believes Tugunbulak and the smaller city, Tashbulak, were bustling settlements between the 8th and 11th centuries, during the Middle Ages, when the area was controlled by a powerful Turkic dynasty.

Only 3% of the world's population live above this altitude today. Lhasa in Tibet and Cusco in Peru are among the rare examples.
 
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