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presGomacho

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Jan 9, 2019
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Short summary of your issue
After update 1.4.0 - Existing savesgame - garrison size not increasing

Game Version
1.4.0

What OS are you playing on?
Windows

What platform are you using?
Steam

Do you have mods enabled?
Yes

Have you tried verifying your game files (Steam only)?
Yes

How much "pain" is this causing you?
9

Please explain the issue you experienced in the most condensed way possible
After update 1.4.0 all garrisons in existing savegames have the size 0 and the size is not increasing

Please explain how to reproduce the issue


Is there anything else you think could help us identify/replicate the issue?


I have attached a save game

Yes

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Thank you for the report. The issue has been added to our database.

Meanwhile, if you wish to continue your pre-Azure game with manned garrisons, you can revert to a previous version (1.3.1) using Steam beta branch.
 
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It's an easily overlooked thing, you may think you've gotten away with jumping versions but this does make a serious difference to conquest speeds. Some people are saying that if a holding does get occupied this fixes itself, but that's not practical.
 
Thank you for the report. The issue has been added to our database.

Meanwhile, if you wish to continue your pre-Azure game with manned garrisons, you can revert to a previous version (1.3.1) using Steam beta branch.
Could we get the old Multiplayer Beta branch for now? It might screw over an ongoing campaign.
 
@svick, an app would be much appreciated!
Edit: I just tried compiling your code through LINQPad (with my safe obviously) and it seemed to have worked. Garrisons are working properly in the fixed safe it created. Thank you very much for that. I got an error concerning the "CultureInfo" line though. Could this lead to problems? Thanks again for the code.
 
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@Narrog, LINQPad is indeed the easiest way to run that code.

The CultureInfo line is there just to make sure the code works the same everywhere, but I think it's not actually necessary, so I have removed it.
 
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@Narrog, LINQPad is indeed the easiest way to run that code.

The CultureInfo line is there just to make sure the code works the same everywhere, but I think it's not actually necessary, so I have removed it.
Glad to know that the CultureInfo line isn't important. I had to omit it as well, as it wouldn't compile otherwise.
I can't thank you enough for this fix, have been playing for the last 3 hours and the garrisons work like a charm again. I was already sure that I would have to revert to 1.3.

On a sidenote: I had to search around an hour just to find LINQPad. My last programming course was a few years back and most of the compilers I found were a bit too complex or bloated (10GB downloads and max 1 Mbyte Download speed aren't a good match) to simply compile thirty lines of C# code...
 
@Narrog, LINQPad is indeed the easiest way to run that code.

The CultureInfo line is there just to make sure the code works the same everywhere, but I think it's not actually necessary, so I have removed it.
I've attempted to run this and I'm getting a tuple must contain at least 2 elements error at the below line:

garrisons = new(garrisons.OrderBy(id => id));

Any advice on this matter would be appreciated, or compiling it into an EXE would also be divine. Thank you for this code!
 
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Please make this a priority, Paradox. I don't have a lot of time to play CK3 and its discouraging to come back and have my save corrupted and to be told just to start a new game even though I have dozens of hours into my dynasty. I can't even use the tool here to edit my save without disabling achievements (although appreciate @svick putting that together)
 
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Since I'm not Generous (I got the game through Xbox pass for 1€ instead of paying the full price on Steam and so I can't revert to the previous version) or Patient, I wrote a quick & dirty C# script to fix the save game. If anyone here is in a similar situation, I could turn it into a very simple application that you could download.
I fear that using your code, all the garrisons just have one person and aren't generating any more. How exactly would one use this? I think I did it right, but I'm not sure.
 
Just ran into this as well coming back to an old save. Only realized because I was defending against a crusade and noticed that one of my provinces was being sieged by a single unit. This is a very big issue and I hope that it gets fixed soon. I like the improvements made in this update, but this issue kinda ruins it for now.
 
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Just ran into this as well coming back to an old save. Only realized because I was defending against a crusade and noticed that one of my provinces was being sieged by a single unit. This is a very big issue and I hope that it gets fixed soon. I like the improvements made in this update, but this issue kinda ruins it for now.
I tried 1.4.2 on the Betas and it seems to fix it. It's just gone live as main so you might be good to go now.
 
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Maybe this bug fixed in 1.4.2. patch, but problems with the garrison remain. If you start the game for the created character, and the character settled in this domain originally did not have enough stewardship (domain limit has been exceeded), then you will start the game with several empty garrisons, even if your created character has enough stewardship for this domain size. (This is my version of this problem).
 

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