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The mod released in November on the workshop is the same one that's now on ModDB, and is linked in the OP - although the ModDB release is technically a version behind Steam, which in turn is behind the version on Github. So there's still some logistical stuff to sort out, but there's only the one project aimed at reviving CotC right now.
Ahh...
That's good and nice to know that there is no split of the team and mod.
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So I did a test game in the current Steam version, and I wanted to brag about my cool empire somewhere; this seems like the best (and only) place I can realistically do that. While I'm at it, I suppose I'll go ahead and report some bugs.


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All hail the Shadow Empress Kaoru of Witchhead, conqueror of a hundred worlds!

The Great Pirate Queen reigns, unchallenged and supreme, throughout the Witchhead Nebula, Strugatsky, Jion, and New Frontier! None other in the modern age has made a greater mark on history, such that even the vaunted crisis of the Confederation has been eclipsed!

Yep, that's right. Starting as Pirate Queen Kaoru from the Crisis start date, I made the Witchhead Empire and conquered all of my neighbors. In the lifetime of my starting ruler. I must say, I adore the pirates' Invasion and Prepared Invasion CBs, they're fun :D

Other notable deeds include raiding everyone all the time with my OP death retinue (CotC retinues are hopelessly overpowered, and have been since 2015, news at 11 :p), and sitting at ~100% threat constantly after discovering the Invasion CB. I would say that the Sol system will never be the same, but raid targets always recover back to normal after a couple years.

(and then you raid them again lol)

I wasn't a fan of how expensive the deep space fleet is to operate at first, but you still make money by raiding with it. It forces you to be a bit more tactical and efficient with your raiding, which on balance I think I actually like.



There are some bugs too, of course:

- The logic for the Clone Yourself decision appears to be broken. It doesn't matter how many admin planets you or your vassals own, or how many biogenetics labs you build, it never actually lets you clone yourself. Yes, I checked, and I satisfied all of the other conditions (at the time). Also, the biogenetics check is the only part of the logic tree that looks janky in the mouseover popup.

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It's that bit at the bottom of the screenshot. Do you see what I mean?


- Ethnic Orions don't have faces.

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- Everyone can build Hospitals, but no one can actually hold them without penalty. If this is your way of soft-removing Hospitals in favor of the building you can build on administrative planets, you should probably stop people from building Hospitals, or use the Hospital holding system for something else.


- Commercial planets sometimes show up as Cities instead of Planets - "City of Earth", etc.


- The graphics in the save game menu are fucked.

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- You can only make your military vassals into Captains. What am I supposed to do with all of these high martial courtiers I just invited? Possibly not a bug, I guess, but the game could do a better job of explaining why I couldn't have army commanders in the early game.


- From an earlier run: Corporate Republics are janky as hell and you're liable to randomly get your government changed and lose your headquarters and trade posts (and thus most of your income). After this happens, ragequitting is inevitable.

I say "randomly", but I should elaborate: I was playing a game as Adams in New Frontier. The President (an NPC) was briefly overthrown and New Frontier briefly switched to Liberal Republic. This caused all of the former patrician vassals to become separate vassal Corporate Republics (spawning four new patrician houses each, etc.) Then, the previous President regained power and New Frontier switched back to Corporate Republic - which turned all of the Corporate Republic vassals into Corporate Monarchies for some reason. I assume this issue is caused by that thing from vanilla where Merchant Republics can't have vassal Merchant Republics.

With the game in its current form, the only viable way to play a Corporate Republic is as the President. The other corporate houses live in constant fear of the game fucking them over, unlike in vanilla where losing a single MR election isn't the end of the world.

If I remember correctly, this bug was actually a thing in the 2015 version too. I'm pretty sure I reported it back then too, and then the mod died or something. But now it's back! Please fix this. Somehow. Custom governments are more of a thing now if I read one of the recent dev diaries right, you might be able to build a functional Corporate Republic government without using papered-over Merchant Republic mechanics now.

(That was actually my first thought when I read that dev diary, funnily enough)




- The Centralization Authority issue

Your centralization authority law glitches out if you have the wrong kind of inheritance law active.

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In my test game, when I created the Empire-level title with the decision, it automatically switched my succession law from Federal Elective to Open. This apparently broke the centralization authority law, as seen above. Previously, during the time of the Republic of Witchhead Nebula (the Kingdom tier), the law was on Unitary State. Now, I've lost the levy and demesne size bonuses, but my vassals still have the -30 Unitary State opinion modifier and I can still freely revoke their titles. I can't change any of the laws that require a certain level of cent auth law, since the game thinks I don't have any level of cent auth law (apparently the game never told my vassals).

I assume the bug has to do with the succession law change, anyway. I'd previously noticed that it was greyed out like this and I couldn't interact with it during the duke-level Core Witchhead era, when I previously had Open succession. It's possible that it instead has something to do with title rank. More testing might be needed.

Console switching to Imperial Elective did not resolve the issue. The Centralization and DeCentralization decree decisions do nothing while the law is glitched, but are still present and can still be selected if you like throwing 100 prestige into the Onion's money hole every few years.

EDIT: ... So reloading the game fixed this, about five minutes after I posted the report. I'm leaving this here because it's still a serious issue, but... yeah. If someone runs into this issue, tell them to reload the game.

By "fixed", I mean the game set me at Coalition (up from a quantum superposition of everything and nothing), got rid of the old opinion malus, and I can no longer freely revoke... but the decrees work now, and I can get the actual bonuses, etc.



Bugs aside, as you can see I've had a lot of fun with this mod over the past couple days. Back a few years ago when this mod was in its initial active development phase, I'd say I had the best time I've had with CK2, hands down... and I play a lot of CK2.

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Seeing this mod updated to the current version again, and playing better than ever, gave me a rush of childish excitement that I haven't felt in years.

Even if you don't fix a single bug, you'll still have at least one person cheering you on. ;)
 
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Thank you for the excellent AAR and bug report!
Regarding cloning, I think the issue is your character needs to physically be in a province with the biotech building.
Regarding the missing faces for Orion, are you using the portrait submod by chance? If you don’t own every DLC that adds portraits you may have blank portraits for the missing DLC.
The info about centralization going missing due to succession type is invaluable, we have fixed some of the centralization bugs but did not know about that specific one yet.
You should join us on our Discord, link is on the Steam page
 
Regarding cloning, I think the issue is your character needs to physically be in a province with the biotech building.

Yeah, you're right, and I've managed to clone people since I reported the bug. I couldn't clone Kaoru in my test game above because, as it turns out, Fukuoka Prime doesn't start with a biogenetics lab in the new version of the game.

I could have sworn I checked that. :oops:

...But there is still an actual glitch here, if a pretty low-priority one. It's some kind of UI bug involving the decision requirements popup. Instead of telling you whether or not the province you're sitting in has a biotech lab, it always gives you a red "X" and says "[last demense holding in your list] does not have a Biogenetics lab" - but then it lets you take the decision as normal and via the correct logic anyway.

Regarding the missing faces for Orion, are you using the portrait submod by chance? If you don’t own every DLC that adds portraits you may have blank portraits for the missing DLC.

Yeah, I don't think I have absolutely all of those DLC. This is probably the reason.

The info about centralization going missing due to succession type is invaluable, we have fixed some of the centralization bugs but did not know about that specific one yet.

I've found another one of these, actually. My centralization was cleared by converting to a different religion ("ideology", whatever). In case it matters, the religion in question was Neo-Feudalist.

(I get that they support decentralization, but this is ridiculous. ;) )



After some testing, the issue with Hospital holdings that I noted doesn't appear to be a big deal. As far as I can tell, Hospitals being the wrong Holding Type for your government doesn't appear to have any gameplay effect. It's just a little weird, and would probably take five minutes of editing the right file to fix.
 
A new release is now out!

Crisis of the Confederation Beta 0.60

Compatible With: Crusader Kings II 3.3.2
Steam Mirror
Dev Build

This new update brings around a new iteration of the Duel Engine and new lifestyle traits for real this time, as well as new genetic engineering options for Bio-Directionists and new events exploring the breakdown of the Confederation in the aftermath of the Crisis. For full details or to get in touch with the team, see our Discord.
 
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It's getting better, still some minor issues but its less glitchy than it was earlier this year.

Notes:

1) The Salazar bloodline is duplicated
2) Some of those new gene coding traits that were added require you to have a Biogenetic Lab of the 3rd tier as well as be either a lunatic or part of certain religions. This works fine up until you realize that if you're not a Bio Directionist you literally aren't allowed to build the lab you need for it. For example the Cat Splice option can't be done by an Imperial Cultist, even though the decision itself specifically allows them too, because they can't build the level 3 lab.
3) Why are Imperial Cultist allowed special access to some of those gene-mods anyway? They get negative moral authority for "defilement of the human form" if they actually try to use it. (Not saying you should block them, I'd personally prefer if they could do tranhumanist stuff without the moral authority hit, since they don't actually have a reason to hate gene or cyber modifications unlike the other religions do)
4) According to the changelog your portrait gets cat ears if you have the cat-splice trait, but it didn't seem to do anything when added manually. I'm using the portait sub-mod but it hasn't been updated since febuary on steam which might be why.
5) Solar Cultist only has 3 holy sites, and not the usual amount of 5.

I'm sure I missed something or other after my quick glance. Keep up the great work, this is still one of my favorite mods in CK2!
 
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Hi i just started to play this amazing mod. Thank you for creaitng this masterpiece.

I cant appiont Honorary titles and normal titles it simply i click and nothing happens.

Otherwise everything else seems to work just fine.
 
There's no superlative in any language that I speak to describe my pleasant surprise at seeing COTC rising from the grave. Godspeed to all working on the revival, old and new.

Are there any plans in place to improve the Pilgrim religion? I've always thought the Dharmic religions' sect traits from vanilla (Vaishnavist, Mahayana, Svetambara, etc.) would make for a good base to reflect the religious differences among the Pilgrims - Christians, Muslims, Hindus, Buddhists etc. (and those could be further broken down into their major divisions such as Catholics, Protestants, Sunnis, Shiites...)
 
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There's no superlative in any language that I speak to describe my pleasant surprise at seeing COTC rising from the grave. Godspeed to all working on the revival, old and new.

Are there any plans in place to improve the Pilgrim religion? I've always thought the Dharmic religions' sect traits from vanilla (Vaishnavist, Mahayana, Svetambara, etc.) would make for a good base to reflect the religious differences among the Pilgrims - Christians, Muslims, Hindus, Buddhists etc. (and those could be further broken down into their major divisions such as Catholics, Protestants, Sunnis, Shiites...)

The current plan is that we're going to break the Pilgrimage up into its various "member religions", and then model the Pilgrimage organization as a society.
 
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Hi, I downloaded the version from github and I'm finding that I don't have the portraits submod. Where would I get that from? Just having some trouble finding it.
 
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Hi, I downloaded the version from github and I'm finding that I don't have the portraits submod. Where would I get that from? Just having some trouble finding it.

I think in the steamworkshop.
 
Will you port this mod to CK3 as well?

In the very long term, I would absolutely LOVE to someday fire up CK3 and have a character standing in a Confederate Space Command uniform on the main menu.

In the near future, though, no, we will not be porting the mod. CK3 has a number of obstacles that make a straight port difficult to implement. The biggest issues are:

  1. CK3's graphics are all 3D. We have a hard enough time finding 2D graphics artists, let alone 3D ones.
  2. The way technology is currently implemented in CK3 doesn't mesh well with COTC's science-fiction setting. Technology being tied to culture makes some sense for a medieval setting, but COTC is the kind of mod that really wants technology to be on as close to a per-country basis as possible.
  3. Putting baronies directly on the map creates some awkardness for COTC, which uses the paradigm of provinces being star systems and baronies being planets. There are ways to work around this, but it would require a major reworking of the map.
  4. Since every province in COTC is necessarily coastal, the new naval mechanics in CK3 would wreak havoc on the AI.
  5. Religions are too hard-coded at the moment for us to do anything interesting with.
  6. There are no playable republics or interesting republic mechanics.

Furthermore, we want to take advantage of the fact that CK2 is no longer a moving target. Without the constant pressure of compatibility patches, we can take the opportunity to actually get the mod into a stable working state on CK2 for once.
 
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Just in case there's anyone still watching this thread, the team (for a number of reasons) is in need of fresh developers to work in the code mines. If you're interested, follow the link below. Please, I would really appreciate the help.
 
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