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Avē!

My name is Erik Jakobsson, though most of you know me as Katten, and I work as a Community Programs Specialist for Grand Strategy Games here at Paradox. Together with several amazing team members, who I will list in the patch credits below, we have been working hard to get Patch 2.0.5 "Augustus" finalized and released in time for this year's anniversary.

I am happy to announce that it is now available for everyone!


A Few Quick Notes Before We Dive Into the Patch Notes​


While preparing for the launch this week, we discovered a few issues that we are actively investigating. We are planning to release a hotfix in the near future to address them. As always, we truly appreciate it when you report any bugs you find, so please continue doing so here on the forums.

- founder trait.It is showing too many pop outputs.


Special Steam Sale​


One more thing before I let you go. Starting right now and running until May 1st at 19:00 CEST, we are holding a custom sale on Steam. Which includes the highest discount ever for the base game and the Centurion Bundle!

If you have a friend who might be interested in joining your conquest adventures, now is a great time to get them onboard.


Patch Notes​


Credits

Imperator: Augustus (2.0.5)

  • Thomas Johansson - Studio Manager
  • Niels Uiterwijk - Technical Director
  • Benjamin Larsson - Build Engineer
  • Vjola Velikaj - Build Engineer
  • Erik Jakobsson - Community Manager
  • Peter Nicholson - Game Director
  • Erik Nikko - Tech Lead
  • Milica Maricic - Producer
  • Roger Webber - Programming Consultant

Modders who supported the release
  • Joshua Lilly “Zorgoball”
  • Robbe Vander Kerken “Snowlet”
  • Izn Hasan Naqvi “LinkLuver”
  • Carlos Austin-Gonzalez
  • Paul O'Brien "Pureon"

Below you will find the list of changes….

New Defines​

BATTLE_COMMANDER_ESCAPE_CAPTURE
  • If the loser army was not overrun, a random integer will do a module check against this value
  • If the rolled value is less than the charisma of the army leader, they will charm their way out of the situation and avoid capture

BATTLE_COMMANDER_CAPTURE_MARTIAL_CHECK
  • This check is done if no charming out of the situation has happened before, and is only done if the winning army has a valid leader. If there are no leaders on the winning side this check is not done
  • Mercenaries cannot be captured this way and are excluded from this check
  • If the loser army was overrun OR if a random rolled integer with a modulo against this define is smaller than half the martial value of the highest martial winning commander, the loser commander gets captured

BATTLE_MIN_CASUALTIES_IMPACT
  • Casualties impact is always the difference of tactics between the armies of the countries involved
  • This defines a minimum amount of casualties that will always happen regardless of the difference

BATTLE_NO_POPULARITY_LOSS_IF_RATIO_AS_ATTACKER
  • If the attacker has this many times more units than the defender and loses, there is no popularity loss

BATTLE_NO_POPULARITY_LOSS_IF_RATIO_AS_DEFENDER
  • If the defender has this many times more units than the attacker and loses, there is no popularity loss

END_OF_COMBAT_STRENGTH_RATIO_MODIFIER
  • This amplifies the strength ratio by the given define, so it increases or decreases the impact that the ratio has for end of combat morale boost

END_OF_COMBAT_MORALE_BOOST_MAX
  • This defines up to how much of the total morale a unit can regain at the end of combat

MINIMUM_LOSS_RATIO_THRESHOLD_FOR_BATTLE_RESULT
  • The battle result is only stored if this number is surpassed for losses in combat

OVERRUN_FACTOR_FOR_INITIAL_CHECK
  • This is checked once at the start of combat, if the difference is equal to or bigger than this the enemy army is instantly overrun
TAG_LIMIT
  • This controls how many countries can be created at maximum during a session. It allows each mod to customize the amount based on their needs. This does impact performance
These defines were previously hardcoded and inaccessible to be changed. They have now been exposed for you to play around with. The explanations for this are also present as comments in 00_defines.txt

New Effects​

Scope: Character

set_can_inherit = bool

- The game plays as usual when this is set to true for a character. However when set to false the character cannot inherit anything anymore unless it is set to true again. This includes worldly possessions as well as leadership of a country. When this is set to false successors for the country are instantly recalculated.

set_can_marry = bool

- The game plays as usual when this is set to true for a character. However this allows modders to play around with marriage, as setting this to false means the character can never marry, unless it is set to true again.

Scope: Country

allow_trade_goods = goods
disallow_trade_goods = goods


- These two allow/disallow the AI from trading away the goods specified. This allows modders to add more interesting gameplay elements around trade.

Trade goods can be found in common/trade_goods. A valid example is grain

call_omen = deity_category

- This instantly calls an omen for the given deity category. The same way a player would do it from the UI, but there is no cost associated with it.
Deity categories can be found in common/deity_categories. A valid example is economy

end_truce = country

- This instantly ends the truce that the scope country has with the target country. Truces are unilateral in nature, so both countries may have a truce with one another or it is possible for only one if the countries involved to have a truce with the other.

start_character_interaction = { type = character_interaction, character = character }

- This allows you to start an interaction with the target character, as a player usually would via the UI. This allows mods to further customize the experience without necessarily having to touch the UI, or by making actions available that were previously only available through UI or with cumbersome scripts.

Character interactions can be found in common/character_interactions. A valid example is adopt_to_family

Scope: CountryCulture

set_levy_template = template
- This allows you to change the levy template for a culture in a specific country without touching the same culture in other countries, allowing you to reward players for specific behavior. It is important to note here that there are various tooltips in the game that show a culture´s composition that will not properly reflect changes from this, as they have no context for which country the composition is being displayed. The Raise Levy tooltip will always reflect the proper value.

Levy templates can be found in common/levy_templates. A valid example is levy_anatolian

Scope: Province

start_building_construction = building
cancel_building_construction = building


- These two start/cancel the construction of a building in the given province.

Buildings can be found in common\buildings. A valid example is fortress_building

change_climate = climate

- You can change the climate of the province to one of the following: mild_winter, normal_winter, severe_winter, arid and none

Scope: War

war_score_value = { target = country, local_var = name }

- This will save the war score of the target country that is a participant in the war scope that you are in to the local variable with the name provided. The variable does not have to exist yet. So if you are ROM, fighting against TRE, and you fetch the war score value of TRE, it will save their war score against the enemy war leader (ROM in this case if you are the war leader). So it will be the inverse of what you see as a player of ROM.

New Triggers​

Scope: Character

can_inherit = bool

- Simple trigger that returns the value previously set by can_inherit. It returns true by default.

can_marry = bool

- This checks against the value that has previously been set by set_can_marry, but it also checks the default marriage conditions. This has allowed us to improve some of the script for the game, to simplify the marriage checks and unify them. To make it easier for modders to adopt the changes, here is a document that has all of the relevant script changes from the base game:
https://docs.google.com/document/d/1Ft_BPHm-dWB-IuJ9o8UG4cAutb79tP7jzsVffxvsCXA


Scope: Country

has_claim = province

- Checks if the country has a claim on the given province.

is_trade_goods_allowed = goods

- Checks if the given trade goods are allowed to be traded away by the scope country. This can be modified with the effects listed above.

Trade goods can be found in common/trade_goods. A valid example is grain


Scope: Province

is_holy_site_of_deity = deity

-Checks if the given province is a holy site for the given deity.

Deities can be found in common/deities. A valid example is deity_alilat

is_holy_site_of_religion = religion

- Checks if the given province is a holy site for the given religion.

Religions can be found in common/religions. A valid example is roman_pantheon

General Modding​

  • Added modifier script access, on the scopes that have modifiers: country, character & province. Accessible via modifier:modifier_name
  • Added MakeScopeBool, MakeScopeFlag, MakeScopeValue
  • Added SetVariableIf, SetOrToggle, ClearVariableIf, ClearMultipleVariables to the VariableSystem
  • Added support for optional exists equality operator ?=
  • Added support for save_scope_value_as and save_temporary_scope_value_as
  • Added script list region_governorship
  • The automatic legacy character setup conversion has been moved to a console command: legacy_character_setup_conversion
  • The setup editor no longer automatically saves every time a province is selected. It now uses the console command only.
  • Made religion_category customizable, so mods can add new categories. Also made it localizable: religion_category_X and religion_pantheon_X where X is the category name
  • Religions can now also be customized with is_monotheistic
  • Added error logs to the set_party_leader effect
  • Fixed every_province, random_province and any_province: they now work properly
  • Updated script_docs to report the proper modifier categories, and this also supports showing multiple categories now that they are used for
  • Omen and construction costs have been removed when called from script, so that custom costs may be assigned
  • Added GetLevyTemplate to CountryCulture promote

GUI​

  • SetHighlightGovernorship = governorship and SetHighlightState = state have been added
  • PdxGuiWidget.CountVisibleChildren and PdxGuiWidget.GetChildrenCount have been added
  • GetGlobalVariable and GetGlobalList have been added
  • AddList has been added
  • Added GetLevyTemplate to CountryCulture, as unlike the one from a country, this takes into account the one set via set_levy_template

Other​

  • has_culture_group and set_country_religion now support more than just hardcoded values, they now have scope support
  • Added Log.ClearAll & Log.ClearErrorLog console commands
  • Overlords can now construct buildings in certain subject types, set with can_build in the subject type


The Rest:

AI​

  • The AI now disbands units created via create_unit effect and will no longer keep them around forever and unnecessarily hurt its own economy

Multiplayer​

  • Moving pops too quickly, like mass moving slaves would previously cause you to pay for the move but not actually move any pops. This has been fixed, it will now always move the pop if it can, and if it cannot, like if the player clicked more often than pops are available to move, then no cost will be deducted

Combat Simulator​

Fixed up combat simulator crashes. Also enhanced functionality:
  • location = province has moved to being defined once per simulation instead of per unit.
  • is_player_attacker = bool has been added so choosing a battle side is now possible that way.
  • enemy = country has been added. This means you can simulate combat against other nations. If those are non-barbarian nations and no war exists, a war will be declared automatically.

GUI​

  • The Find dialog will now also return governorships and states in addition to the previous result types
  • Added climate map mode

Other​

  • Overlords can now construct buildings in certain subject types
  • Holdings are now removed properly when characters move countries or the province changes owners. This fixes an issue where third party country provinces are dragged into an unrelated war. Also only owner-controlled provinces join civil wars now.
  • Fixed location of Sparta so that it does not visually disappear when a road is built through the province
  • Various script fixes related to marriage checks, and adjusted to the new can_marry trigger
  • Arrange marriage now available in countries with custom ruler setups, it is now allowed for the ruler family instead of just close relatives
  • Mercenaries can no longer be marriage targets
  • Fixed a crash that would occur for players using mods that do not have certain gfx assets available, for example from the free DLC
  • Revolt countries now instantly recalculate their cached data, this fixes various issues like integrated cultures and levies now being correct instead of only being at the right value at the next monthly tick
  • Fixed tooltip that stated achievements would only work with no mods enabled. The tooltips now represent the correct state, which was changed with 2.0.4, as they can be gained with mods
  • Fixed 3D map objects like forts and ports not being removed when a province is decolonized. Also now instantly recalculates province dominant culture, religion and modifiers when pops are removed
  • Fixed governor policies script bug with country cultures
  • Fixed befriending script bug not being removed properly on ruler change
  • Fixed DECLWAROTHER_MAP being displayed unlocalized on the map, this only worked correctly in the French language before
  • When switching from a government with a co-ruler to a government without one. The existing co-ruler is now removed properly, and will no longer stick around forever causing issues
  • Fixed crash on peace offer, when the country to receive a state was not the same as the one making the offer, and the offering country had no province in the area
  • Secondary war participants now also see peace deals as popups
  • Prevented the game from crashing when exceeding tag limit
  • Fixed most issues with the formable Crete tag because the tag started with an invalid character
The 'Fortify Province' provincial investment is not increasing fort capacity by +1 as expected. Additionally, a founder trait causing excessive pop output
 
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Never thought I would see the day where a game that is not in active development, gets a patch of any type, and people are upset.

I am grateful a lot of the defines were taken out of hardcode lock.

That being said I am also disappointed in the bug fix pace of HOI IV and V3.

That's really disingenuous.

People are rightly still and forever unhappy that the game they paid money for was abandoned. That much should not confuse you at all.

And this patch, while good and appreciated, can't undo that paradox failed to deliver on the hype they sold the game on.
 
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That's really disingenuous.

People are rightly still and forever unhappy that the game they paid money for was abandoned. That much should not confuse you at all.

And this patch, while good and appreciated, can't undo that paradox failed to deliver on the hype they sold the game on.
With regards to this game is disagree. But that's fine, we can see differently.
 
What would get you excited again about the game? I wonder it.
I already made a long post about everything I would like to be moddable in the game.
- allow to work on successions (put all types of agnatic to enatic).
- It would be cool to be able to create invasions like on CK3 with countries without provinces.
- It would be cool to correct the problem of women who never have children if they have positions or are queen or leader (I created in my mod a way to have only women in positions and as leaders and they never have children I had to get around it but I don't like it).
- Allow like gender equality to have a possibility of having societies dominated by women (we have it on CK3 so it would be good to put it on imperator).
- Put happiness and conversion modifiers according to a specific religion (for example increase or decrease the happiness of the Hellenic, increase or decrease the conversion rate of Jews).
- Make cultures able to have cultural modifiers.
-Also make more possibilities for religions in terms of diversity like ck2 or ck3.
-Allow the creation of a pillaging army for tribes.
-Allow the creation of nations without countries like the papacy or countries outside the map.
-Give the possibility of changing the culture and/or religion of a non-colonizable province during the game, especially on the edge.
-In the deities, make it so that it can give happiness to several religions, especially for those who want to create the arrival of Christianity and its many heresies.
-Offer the possibility of creating units based on variables. For example, a unit specific to a culture or religion or a specific variable.
-For the republic, offer the possibility that characters join a group based on a variable.
-Allow a variable to be set to a character based on a characteristic of the character (hair color, ethnicity, or other).
-Being able to deify a non-leader character for everyone as is the case for Alexander. This would be useful for the creation of a monotheistic religion whose prophet only appears later in the game (example Jesus and his disciples, Mani etc...).
-It would be interesting to be able to create adventurers like for the Vikings on CK3.
-Make the traits can give effects depending on the situations (for example a trait would only apply certain aspects if we have a certain situation like what is done for CK3)
-Do the same thing for character modifiers
-I don't know if this is the case with the new update and if it works currently it's cool but I haven't tried it yet, but being able to put can_marry or can_inerit in the traits or modifiers like for positions or commands.
-Fix the problem in the laws. If I add a law the scrolling eats part of the text and adding several laws poses problems.
-Also make the windows for dynamic cultural actions so that if I want to add some it adjusts automatically and not after without the window expanding.
-Make it as for CK3 in the menu we can change nation easily. This will allow a person not to take a nation that appeared during games.
-For GFX allow to put characters in 2D without too much difficulty if we want to make characters not adapted to what we have in 3D.
-Put a possibility of scrolling on the buildings if we want to add some for certain cultures so that they are not hidden by the interface.
-If it is not yet supported allow to create cultural buildings (potential is culture or religion).
-For successions in addition to agnatic to enatic to be able to make different forms of succession as in CK2 or CK3 or even create some with personalized successions.
-For pillaging armies to be able to do as on ck2 or Ck3.
-Have as for Ck3, CK2 or stellaris a tab to have game rules (game_rules). Invictus has created some but having this created in the game and easily created would be good.
-Have an on_action for when a woman gets pregnant like in Ck2 or ck3.
-Have flags already built (like in ck3) that could be used easily to avoid the conversion of a character, not that he is adopted, that he does not change culture, etc ....
This could allow easy compatibility between mods.
-Have the possibility that certain titles (office) are only held by a specific character, especially for religious titles. For example when we want to do the Christian religion that the recipient of the title is always a member of the clergy and not a layman.
-Make the triggered character modifiers work. When you want to create some it doesn't work even though it would be very useful but they seem to be hard coded.
-I don't know if it's possible but do as in ck3 add sexuality to the characters.
-Be able to produce a resource using a building (for example, we create a resource and it would only be usable if we build the building that produces it.
-Allow the governorship to be defined as hereditary allowing the junction to the Middle Ages and Ck2 or ck3 in the conversions.
-Allow the slave revolts that have been removed, but also the cultural, religious or peasant revolts which would bring more dynamics.
-Make it so that migrating peoples can plunder the provinces they cross (even for the AI) without this triggering a war between two countries but just a hostility like for the plunderers of Ck2 or Ck3.
-Make it so that during an annexation by another country certain characters who are not from the great families can be transferred to the new country. This could be guaranteed by a flag or have a list directly in the event where we would add the conditions.
-Make it so that the policy governors can have conditions. For example, add a governor_policy that would only exist if I have a culture, a religion or other variables.
-I don't know if it's possible but being able to put opinions between countries according to their religion, their doctrine, etc.... I haven't tried it yet and it may be possible but as an example I would give a penalty to a country that does not have at least equality for women in a country with a matriarchal culture for example. Doing it dynamically and automatically would be cool.
-It would be nice to have the possibility to appoint a new head of family as we do for a leader (like set_ruler a set_family_head would be cool)
-We should also as for the successions be able to determine who becomes head of family. for example is it the oldest or the most competent, the youngest also why not. That all this is moddable even according to cultures.
-It would be cool to be able to choose the sex of a child to be born like in CK3

That's all the ideas I suggested to allow for a wider range of mods for the game. You'll notice that many things were in CK2 and are in CK3, so the basics should have already been in the game.

But I no longer have any hope of seeing this game receive anything other than minor fixes here and there, with little point anymore.
 
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Can you please create bug reports on the forums for those two bugs and send me links to them?
Different bug than what you asked for, but this one is really annoying me. If there’s going to be a hot fix, it would be a nice addition. :)

 
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Credits

Imperator: Augustus (2.0.5)

  • Thomas Johansson - Studio Manager
  • Niels Uiterwijk - Technical Director
  • Benjamin Larsson - Build Engineer
  • Vjola Velikaj - Build Engineer
  • Erik Jakobsson - Community Manager
  • Peter Nicholson - Game Director
  • Erik Nikko - Tech Lead
  • Milica Maricic - Producer
  • Roger Webber - Programming Consultant

Modders who supported the release
  • Joshua Lilly “Zorgoball”
  • Robbe Vander Kerken “Snowlet”
  • Izn Hasan Naqvi “LinkLuver”
  • Carlos Austin-Gonzalez
  • Paul O'Brien "Pureon"
Thank you to everyone who contributed to the Imperator patch. It is appreciated. :)
 
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The founder trait now show production output 7 times.A bug?
It is a display bug. If you check the output it is only calculated once, at least with the Invictus mod.