• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.
I had this happen to me as well a while ago.
However, it (magically) disappeared some time after - I was using the (unreleased) dev version at that point, and it was present there and then gone.
So whatever it is, try verifying your files and re-downloading the mod, I don't think this is a "real" bug, provided just a few people are affected. In any case it hopefully should be gone with the next version.
But the strange thing is that your checksum is correct... hmm...

And btw I don't even think the mod does touch this decision, does it? Isn't it hardcoded?

Just found out that it fixes itself if the game is saved and then loaded again.
 
For plots, landed characters can be bribed with gold, but courtiers apparently have no reasons and cannot be bribed to join. As well, since I started playing the mod, I have not once had a plot succeed. I know it's random, but seems a little fishy to me.

I've tried reinstalling to no avail
 
Another thing. Event Plus.4750 is blocking first option( i will do it) if coronation target is same as religious head because religious heas is busy with coronation of himself. And this situation break more things, like i invite myself, ask myself for coronation and so on.
 
Hello. Traits crowned_by_relhead and crowned_by_vip are broken when i am religious head itself. After coronation i become uncrowned again.

I can't repro this. Traits seem to work just fine. Tested on a Caliph.

Another thing. Event Plus.4750 is blocking first option( i will do it) if coronation target is same as religious head because religious heas is busy with coronation of himself. And this situation break more things, like i invite myself, ask myself for coronation and so on.

Initial event will now give the option of "self-coronation".
 
Hello!

I have been having a very strange issue with an epidemic of Leprosy. Within about a year of the game starting, searching "Leper" will get me 15-20 sufferers and it will slowly increase as time goes on. Left alone, it is not uncommon to see families with several members dead from terminal Leprosy.

It gets annoying when within my own court, the same people will often develop Leprosy; It got so bad I had to install a cheat menu to stop my court becoming a Leper colony.

Checksum: MVCI
Checksum with Sketchy Cheat Menu: RUBA
Without Reaper's Due: JLUW
Start: Faroe Island 796

Mods:
CK2 Plus
CK2Plus Cultural Bonus
Lost Content
More Navigable Rivers CK2Plus
Rich Childhood
Sketchy Cheat Menu (used to keep the epidemic under control)

I have tried to turn off the Non-Epidemic diseases but that does virtually nothing, I have the same results with just CK2plus installed and no other mods enabled. I don't mind more prevalent diseases, but it was getting a bit ridiculous..

Edit: Okay! After several restarts, I managed to get the event happen to the character I was playing, I've attached a screenshot which includes the DEBUG stuff as well:

https://i.imgur.com/eIOj4SB.jpg

Follow up: https://i.imgur.com/Ru2B5hP.jpg

Sketchy Cheat Menu also has a "heal" function which removes the Leper trait, I "healed" all the sufferers listed just to see if it was a one off bug that wouldn't repeat itself, but the list filled back up in less than 1 game month, making it seem the game wants a set number of sufferers..
 
Last edited:
I've encountered a bug at the 1066 start date. Me and a few friends want to play a merchant republic game where we are all patricians in Amalfi and Geata. Thing is, Amalfi doesn't have any patricians in the 1066 bookmark.

In single player when I start up as the mayor of Amalfi I'll be switched over to feudal and in a few days with the wrong demesne popup. I'll only have control of the city, so I expected a game over instead.
 
I've encountered a bug at the 1066 start date. Me and a few friends want to play a merchant republic game where we are all patricians in Amalfi and Geata. Thing is, Amalfi doesn't have any patricians in the 1066 bookmark.

In single player when I start up as the mayor of Amalfi I'll be switched over to feudal and in a few days with the wrong demesne popup. I'll only have control of the city, so I expected a game over instead.

Not a bug on our side, it's a regular republic, not a merchant republic. Why the game lets you play ordinary republic is beyond me...

EDIT: I'll make the MR continously playable.
 
Last edited:
Not sure if intended but the earn nickname ambition always gives 1 diplomacy even if the character have completed it before. Easy to abuse by using the remove nickname ambition.
 
Byzantine in 1066 starts with 3 advisors for some reason, resulting in this abomination

XKQTpw9.png
 
After starting a new save in the 4.08 beta, I can't seem to upgrade non-capital holdings to cities after reforming to a Merchant Republic in tribal Ireland. Looked through the code, but can't find the issue. No notification appears on the top of the screen and I can't manually do it either - the menu item is not there in the context menu.
 
After starting a new save in the 4.08 beta, I can't seem to upgrade non-capital holdings to cities after reforming to a Merchant Republic in tribal Ireland. Looked through the code, but can't find the issue. No notification appears on the top of the screen and I can't manually do it either - the menu item is not there in the context menu.
Ok so potentially stupid follow up questions. What is the capital holding? If it's a city, have you already built a castle and a temple as well? If so, have you built the prerequisite pre-City buildings in the village? If so, what happens when you right click the holding? Does the "upgrade to City" button show up at all? If it's grayed out, what does it say is missing?
 
Last edited:
I think there is a bug with liege levies, at least without the Conclave DLC.

Increases in (Noble/Burgher/Clergy) Max Levy % don't work for net positive percentages when adjusting crown authority, obligations, or focus laws.

Example 1:
Autonomous Vassals Crown Authority (+0% Feudal Max Levy)
Highly Levy Oriented Feudal Focus (+10% Feudal Max Levy)
Medium Feudal Obligations (+5% Feudal Max Levy)

Count John could provide at most 267 Troops
Of this you are able to raise 17.6% (47) due to: opinion 17.6%. Opinion is -3.
The formula used is the higher of [Min Levy %, (Opinion + 25) / 125] * 267 = 47.

The above calculation is incorrect because we should have had +15% Max Levy from laws.

Example 2:
Limited Crown Authority (+5% Burgher Max Levy)
Highly Tax Oriented Burgher Focus (-10% Burgher Max Levy)
Minimal Burgher Obligations (-10% Burgher Max Levy)

Mayor Bob could provide at most 147 Troops.
Of this you are able to raise 29.2% (43) due to: opinion 34.4%, laws: -15%. Opinion is 18.
The formula used is the higher of [Min Levy %, (Opinion + 25) / 125] * 147 * (100%-15%) = 42.98

We see in the second example that when there is negative percentages to Max Levy, they will take effect. Positive Max Levy laws are able to offset Negative Max Levy laws. The calculation is correct.

Conclusion:
In addition to being a possible Conclave bug, or needing Conclave DLC to work, I wonder if Max Levy functions like this by design? But then there would be misleading tooltips, and I don't see why the positive Max Levy laws could only offset negative Max Levy laws.
 
Ok so potentially stupid follow up questions. What is the capital holding? If it's a city, have you already built a castle and a temple as well? If so, have you built the prerequisite pre-City buildings in the village? If so, what happens when you right click the holding? Does the "upgrade to City" button show up at all? If it's grayed out, what does it say is missing?

I was a bit unclear. I should have said they were county capital holdings, but not my realm capital. I opted to become a merchant republic as soon as I could, thus only making a city of my capital county's village.

I could eventually upgrade a secondary holding in my capital county, just as I am used to, after upgrading a villa to a castle (there already was a temple holding).

I could only work around it, and convert my other county capital villages to cities, by commenting out this entire clause:

Code:
            OR = {
                holder_scope = { ai = yes }
                is_capital = no
                AND = {
                    has_dlc = "The Republic"
                    port = yes
                }
            }
 
Last edited:
I was a bit unclear. I should have said they were county capital holdings, but not my realm capital. I opted to become a merchant republic as soon as I could, thus only making a city of my capital county's village.

I could eventually upgrade a secondary holding in my capital county, just as I am used to, after upgrading a villa to a castle (there already was a temple holding).

I could only work around it, and convert my other county capital villages to cities, by commenting out this entire clause:

Code:
            OR = {
                holder_scope = { ai = yes }
                is_capital = no
                AND = {
                    has_dlc = "The Republic"
                    port = yes
                }
            }
Ah. I think I see the problem. Working on a fix. Give me a bit to try to break it and I'll post it up.
 
EDIT: Never mind. That broke it MORE
 
Last edited:
I was a bit unclear. I should have said they were county capital holdings, but not my realm capital. I opted to become a merchant republic as soon as I could, thus only making a city of my capital county's village.

I could eventually upgrade a secondary holding in my capital county, just as I am used to, after upgrading a villa to a castle (there already was a temple holding).

I could only work around it, and convert my other county capital villages to cities, by commenting out this entire clause:

Code:
            OR = {
                holder_scope = { ai = yes }
                is_capital = no
                AND = {
                    has_dlc = "The Republic"
                    port = yes
                }
            }
Ah. I think I see the problem. Working on a fix. Give me a bit to try to break it and I'll post it up.
EDIT: Never mind. That broke it MORE

Alright. After an embarassingly long amount of time scratching my head...it's actually annoyingly simple. Band-aid for the block you provided is below and there will be a proper in-depth fix in the next release of the beta.

Code:
            OR = {
                holder_scope = { ai = yes }
                is_capital = no
                AND = {
                    has_dlc = "The Republic"
                    location = { port = yes }
                }
            }
 
I think there is a bug with liege levies, at least without the Conclave DLC.

Increases in (Noble/Burgher/Clergy) Max Levy % don't work for net positive percentages when adjusting crown authority, obligations, or focus laws.

Example 1:
Autonomous Vassals Crown Authority (+0% Feudal Max Levy)
Highly Levy Oriented Feudal Focus (+10% Feudal Max Levy)
Medium Feudal Obligations (+5% Feudal Max Levy)

Count John could provide at most 267 Troops
Of this you are able to raise 17.6% (47) due to: opinion 17.6%. Opinion is -3.
The formula used is the higher of [Min Levy %, (Opinion + 25) / 125] * 267 = 47.

The above calculation is incorrect because we should have had +15% Max Levy from laws.

Example 2:
Limited Crown Authority (+5% Burgher Max Levy)
Highly Tax Oriented Burgher Focus (-10% Burgher Max Levy)
Minimal Burgher Obligations (-10% Burgher Max Levy)

Mayor Bob could provide at most 147 Troops.
Of this you are able to raise 29.2% (43) due to: opinion 34.4%, laws: -15%. Opinion is 18.
The formula used is the higher of [Min Levy %, (Opinion + 25) / 125] * 147 * (100%-15%) = 42.98

We see in the second example that when there is negative percentages to Max Levy, they will take effect. Positive Max Levy laws are able to offset Negative Max Levy laws. The calculation is correct.

Conclusion:
In addition to being a possible Conclave bug, or needing Conclave DLC to work, I wonder if Max Levy functions like this by design? But then there would be misleading tooltips, and I don't see why the positive Max Levy laws could only offset negative Max Levy laws.

Isn't max levy the one they let you have if they really really like you. Not the one they give you.
Also, levie calculation isn't updated instantly. Not sure if it's a game pulse (20 days) or a whole month.
Last, but not least, if it's broken, then it's broken in vanilla or the formula has changed.
 
Status
Not open for further replies.