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Hey, thanks for the help. Just loaded in, looking through the societies and it seems cult of Asmodeus is no longer an option?

Can I no longer be an infernal cultist? Or is it under a new name now?

It has been rebranded as the Star Pact, centered around elemental evil. It should work very much the same way, but we took away its connections to also being a secret religion society for infernal faith.
 
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We released Experimental Version 70 last night.

It's a smaller incremental step after the last two big releases, but even so, it's a good one. Changes include:
  • Portrait improvements
  • Flag gfx improvements
  • Better distribution of province terrain
  • The Organise Raid job has been adapted to suit to new raiding system
  • Minor history overhaul for the North.
  • Various fixes.
nd
 
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Love the update!

Been a pretty smooth playthrough of snake-worshipping Snow Elves bent on eradicating (or converting) the Horde around Yal Tengri, but as well one day be able to get a half-elf to marry a Yuan-Ti.
The theology kind of is since elves are from that totally foreign not-Toril realm, they are still 'strangers' in it. Of course, unless one gains the blood of the original inhabitants...

(also lore spoiler, I am just sad its such a secret that it was the snow elves who gave the drow the Sun Bane, that they don't have ANY representation, so thank you for the Snow Elves!)
 
Experimental Release 71 came out last night. Our team has been taking things slightly easier after our recent sprint, but we still have some improvements for you:
  • More history tweaks, including new playable characters in the Moonsea North and a new mercenary company.
  • Improved heraldry for several titles.
  • Province of Cold Run renamed to Cold Vale. (Cold Run is a duchy in the kingdom of Icewind Dale.)
  • Orcs can now have offspring with tanarukks and ogrillons, which they should always have been able to.
  • Lots of new and improved character name lists for various cultures.
  • Changes to marriage law: all religions now get cousin marriage, and the handful that have other forms of close-kin marriage are standardised.
  • Further code optimisations.
  • Error fixing.
There are no new traits or map changes, so this shouldn't break saves, but (particularly with the private name of a province changing) we don't guarantee it - user caution is advised.

nd
 
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Hello everyone... we wanted to wish a happy Thanksgiving to our American players, and let you all know we are postponing the next experimental release to next Friday due to lighter content week and some real world stuff for us devs this past week.
 
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We're back with another bumper update. Experimental Release 72 is out! Due to the addition of several new provinces, this version almost certainly breaks saves.

Featuring:
  • A subtle but important map rework:
    • Dessarin Vale/Silver Marches/Mirabar:
      • added 4 provinces to the area: Shining White, Sumber Hills, Flint Rock, The Ruins (Dungeon of the Ruins/Andalbruin).
      • added a non-contiguous de jure kingdom representing traditional Uthgardt lands in the North, The Moonlands.
      • Extended the Dessarin river into the Surbrin and Rauvin Rivers, reaching Silverymoon and Everlund.
      • Reorganised de jure setup of the area and province layout.
    • Amn:
      • Reorganised de jure setup and province layout of southern Amn to match Lands of Intrigue.
      • Moved Arnise to Hamlar Hills.
    • Turmish:
      • Reorganised de jure setup and province layout to match sourcebooks, moving 2 provinces to neighbouring de jure kingdom.
    • Sword Coast North:
      • Mere of Dead Men no longer blocks the High Road.
      • De jure reorganisation.
    • Sea of Fallen Stars:
      • De jure empire of Easting Reach removed and divided among its neighbours.
  • History rework:
    • Laerakond's pre-Spellplague history is starting to appear. This is a work in progress, and playing right next to the Dawn Titans may have unexpected results.
    • The Sumber Hills area has been reworked, and many new characters added there, including a new avatar if you pick the right start date.
    • The frost giant clan previously called Skyshear now have their canon name of Yargray, and are playable in all start dates.
    • A new red dragon dynasty has appeared, and has a playable character in Myth Drannor in the late 1360s.
  • We have updated Wiki links, and an appropriate icon!
  • AI rulers who might fare badly on raids are less likely to try going on them. Immortals will also try to prolong their long lives by not raiding personally as much.
  • Better name-lists for giants and fishfolk.
  • Better cultural titles for ogres and their kin.
  • Better flags.
  • Better portraits for Laerakondan humans.
  • Better barony names, with closer attention to canon.
  • Paying obeisance to the emperor of Shou Lung can now be done reliably.
  • Most sahaugin have felt the turning of the tide, and now worship Sekolah.
  • The Interloper faith is more widespread, especially among the Mari.
  • Optimisations
  • Bugfixes
Enjoy!

nd
 
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Finally had time to play again, so here's the customary bug report/suggestions post:

- Interlopers need localization.

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- Possible bug: Ansi is a Commonwealth despite Shou Lung rulers presumably being eligible for "Chinese Imperial" regardless of tier. Might make sense to have a "NOT = { is_government_potential = <better_govs> }" clause for Commonwealths.

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- The character select screen shows Queen Raedra with three tributaries, but she only has two when you start.

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- It feels a bit odd that the law setup in 1490 is the same as the law setup in 1357.

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- I feel it'd be flavourfully appropriate to give Inventive some inherent Learning or monthly tech points.

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- Untheric faithful are not Mazdans.

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- cleric_elective needs localization.

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- I don't think Falkenlied exists in the Realms.

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- While consistent with vanilla, settled raiding adventurers converting to your religion feels weird with religious diversity being a thing. Also, it gets weird with demons, beholders, and presumably angels possibly picking up silly religions that way.

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- I got one of the "My fellow society member was arrested!" events... for a member of the Purple Dragons. I suppose he could have been framed, but in vanilla non-secret society members don't tend to be targeted, so it's possibly buggy.

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- joyful_improve_appearance needs localization.

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- Not strange, but this was a funny timing.

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- I'm unsure if the "Become Celibate" decision should cost a lot of piety, considering gender expectations are different and "I don't want to have children due to the risks" potentially would go over better in at least some contexts.

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- Possible vanilla bug: Can you get Intrigue from this multiple times? That'd be potentially unwanted.

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- Small "s" in "she".

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- "Jain".

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- Randomly noticed that the cultural title game rule mentions a non-Realm title.

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- I'm not sure if the piety name and/or icon could be more flavourfully appropriate for Martial rulers.

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- My original character's daughter randomly went Furious... and is apparently not a suitable ruler. I guess the Ambitious trait could explain it, but it still feels like a weird choice under the circumstances.

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- reveal_as_lycan_desc needs localization.

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- "Year of the COward Rewarded".

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- The name of the exposed character is missing.

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- I'm not quite sure why my character has an "Air Genasi" modifier. Her father was one, and she's Planetouched, but she doesn't appear to be a Genasi.

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- No effect, or no effect? I assume it's not meant to never do anything.

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- The Furious power to conquer coastal counties is not explained well; it's neighbouring coastal counties only, while the description makes it sound like any coastal county.

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- I assume this decision comes from either the Night Masks or being a Rogue, but I don't see it in the description of either.

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- While this character is Craven, it feels like she should have other options than surrendering here; she's Gregarious and might be able to leverage that, she's got decent PCS, she's got high enough Intrigue to plausibly hide if she makes a run for it, she's a Lustful near-Seductress. I get that this event chain potentially should backfire, but creative solutions would be nice, and a PC would conceivably derail the GM's oh-so-clever little trap with some good rolls here...

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- Temple holdings look like castles in at least a couple of cases.

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- This event feels a bit weird with polyamory (we're all Furious, and I've gotten "I'm pregnant, and my husband isn't the father, but nobody cares!" events a few times).

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- Imprisoned characters can catch lycanthropes in the act.

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- After converting from Furious to Inventive I've still got religious title revocation. I'm unsure if it'll be cleared on succession, but even if that's the case it feels exploity to be able to keep it.

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- Found an exploit: Converting with the self-targeted decision to convert to a local faith gives you 300 piety for 1000 prestige. Said 300 piety is more than sufficient to take the "Contemplate Religious Conversion" decision, meaning you can get around not being able to afford that decision initially (and with a capital move you can probably find yourself a province to convert off of).

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- Personally discovering a lycanthrope doesn't seem to give you an imprisonment reason.

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- I'm unsure if letting the AI wage Barbarian Rampage wars against targets it isn't bordering and can't naval path to is a good idea, seeing as it'll likely take a bunch of attrition from that.

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- The portrait makes it look as if Graz'zt is the author of the letter. A hidden ping event would probably fix it.

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- I'm getting spammed with this event after joining up.

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- I got the "Some heathen/heretic priest showed up and I imprisoned them!" event... and my Furious Court Scribe is praising my Zealous Inventive ruler for this act. Likely a vanilla bug.

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- This event doesn't make sense with polyamory. I and my lover are Inventive, her husband is Primal.

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- The greatest anticlimax of this playthrough so far (and that includes dying right towards the end of forging a bloodline on both of my first rulers...): Right as we finally were about to win against Graz'zt after a rather tough war -- we were at about -70 WS at one point because the AI wasn't exactly great at bringing in additional armies against reinforcing special troop-heavy event stacks -- the war invalidates... because Amn has an election not caused by the ruler's death. The MR (and presumably Commonwealth) non-death election should probably be postponed if you're being attacked in a major war, to prevent this sort of thing, particularly as it might be able to break other wars (prepared invasions and adventures also feel like they could break because the target suddenly becomes unlanded in an unusual fashion).

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- I'm not sure if I just got (un)lucky or not, but the timing of the Great Conflict felt like it happened shortly after a 50 year grace period expired. If that's the case, a game rule to adjust it (I didn't see one) would be nice.
 

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Continued a bit further in the same game.

- barbarian_xp is visible here.

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- I don't think Atheist "holy" wars should be called that.

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- This fired as a result of a feast-related tumbling event. The husband *is* Wroth, but it still feels odd with polyamory.

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- Just discovered that I can't change my vassal war laws despite once again being Inventive. After checking the code, it seems like being an Oghmanyte means you're not "Following a good religion" (I suppose I'm despicably Neutral), which explains this and the religious revocation law. I think the description needs to be updated, as it's not about religion but rather about patron + religion.

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- On further investigation of the code, there's no check for "Following a good religion" or the opposite in a bunch of law potentials, so you can either get a not-Good realm that completely blocks vassal wars or a Good realm that has religious revocation and Imperial Administration with some creative religion/patron swaps (which isn't too difficult; see the exploit with converting from your capital)... and the "You've got a law you shouldn't have!" event is generally not impactful enough to care about.

- This event doesn't seem to mesh very well with religious diversity.

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- I feel the Wartime Mediation power's cost might be a bit too low; I get the idea of the relevant societies being friendly, but 150 society currency is generally trivial to get. Maybe the cost should be increased and a cheaper "Negotiate NAP" power could be added... or the societies could get a passive "Members cannot declare war on one another" power so that you don't waste CBs and resources on fellow members in the first place.

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- Likely vanilla bug: It seems you can negotiate to land raiding adventurers that have gone past the raiding stage to the invasion stage. Feels like it could lead to weird things.

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- Vanilla bug: I swapped from a plot targeting a child to a plot targeting my vassals right before I got an assassination attempt, and that resulted in a weird murder succeeding.

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- I don't really feel that non-Patrician barons should have retinues, and it potentially leads to weird things due to armies "hiding" behind a retinue and warscore and war contributions thus getting weird.

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- I don't think this event normally fires when attempting to murder children, even if it still makes sense.

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- Barbarous Warmonger has a bunch of missing localization.

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- I'm not sure the adulterer modifier makes sense with polyamory.

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- Not sure this makes sense with polyamory, though I suppose he's Envious and I'm Cruel...

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- This event doesn't make sense with polyamory (as the implication is "How dare they sleep with someone else!").

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- This doesn't make sense with religious diversity, and it's also not a heresy.

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- This vanilla event isn't really much of a choice; lose any sins and 20 piety/sin, or lose 2 health and 10 piety (and likely die sooner). The latter is probably always a much worse choice.

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- Vanilla event, but it feels rather strange for someone that only has me as a rival to ask my permission to duel his rival...

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- This event still calls the character that appears a man regardless of gender. Also, there appears to be a missing word between "learned" and "man" (the space is larger than elsewhere).

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- I'm not quite sure why I'm getting missions from the Lords' Alliance when I'm in the Dales Council.

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- I've just realized I've *never* seen a female commander of the Purple Dragons, or any other (non-dynamic) merc company as far as I can recall. Having an on_death event creating a successor so that there's some diversity feels like it would be nice.

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- It seems you can combine Barbarian and Fighter using the Shieldbearer minor title. Probably not intended.

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- Perhaps a boost to Scholar opinion would be called for here.

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- Unsure why "Wife" is capitalized here.

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- It seems adventurers still end up vassalized if they win, which is silly. Setting a character flag on_success if the adventurer doesn't have any non-titular titles and then making them independent on_success_title if they have the flag should solve it.

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- I'm not sure Black Dragons are Heralds of Faerûn material in general.

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- This revelation shouldn't really come as a surprise to anyone in the later starts...

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Experimental 73 has dropped! There's a new province, so this may break saves.

Changes include:
  • New province of Svardborg in the northern Trackless Sea
  • Progress adding the earlier history of Laerakond continues.
  • Various small history tweaks in Silver Marches, Dalelands, and Dunwood
  • More characters have Interloper faith
  • New icons for homosexual, bisexual, asexual and androgynous traits
  • New loading text
  • New static portraits for constructs
  • Better hats for dragonborn
  • Flag improvements - better flags for many titles, and smaller files across the board
  • Internal changes to layout of culture files
  • Performance and behaviour fixes:
    • Settled adventurers don't convert to an opposite-aligned religion
    • Demand reconversion event won't trigger for tolerant groups
    • Unplayable barons no longer receive retinues
    • Sundry fixes and optimisations
 
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It's that time: Here is Experimental 74, our final release of 2022!

Featuring:
  • A new three-county duchy of Dareth, in Sossal, with holders
  • A new secret society, the Kraken Society
  • A new mission for all spy societies
  • History improvements:
    • Title history for Svardborg, including several canon white dragons
    • More playable characters in Zakhara, especially in later starts
    • Tweaks and improvements to earlier history
    • Further progress with Laerakond for earlier start dates
    • Minor canon characters added in several places
  • De jure adjustments in the North
  • Fabada culture is now called Numtanajd; Fabada is the name of two new titles they can form
  • Quality improvements:
    • Better demonyms for many titles
    • More canon barony names in places such as Luthcheq
    • More cultural localisations for many titles
    • More Wiki links for various characters
    • Better flags in the Illefarn area
    • Osaw of Chult is more likely to stay good
    • Triadic saints' symbols are less obviously Christian
    • New flags in places such as the Evermoors and Sunset Vale
    • Vanilla learning education traits changed to be less religious
  • Many optimisations, including:
    • Flag files compressed
  • Many fixes, including:
    • No more dwarf-drow babies
Enjoy, and may 2023 be a wonderful year for all of you!

nd
 
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Happy New Year!

Experimental Release 75 dropped last night. Features include:
  • History revision and expansion in Zakhara continues; theLeague and the Pearl Cities are now almost complete down to 1496.
  • Many more random dynasty names for dragons and giants.
  • The Othlor and Hathran titles in Rashemen may now be given to anyone of any part-human species who otherwise qualifies.
  • The Draconic culture group has been split, with the dragonborn and kobold cultures now in a Dragonkin group.
  • To alleviate arachnophobia, there is now a new default loading screen.
  • The Vilhonian infantry retinue has been rebalanced.
  • Overhaul of war names
    • Every dummy war launched by the raiding system has 'Raid' in its name, and no other war does.
  • More optimisations
  • Lots of fixes, including:
    • Exposed vampires now get correctly named in the event window
    • Imix no longer vanishes as soon as play begins.
    • The tragic history of the Mad Padishah of Afyal now makes more sense.
    • The right sort of people should now be able to join the Knights of the Silver Chalice.
Enjoy!

nd
 
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It's been a while, but we're back with a big new update!

First, some news from the team: Teneb/Dwarfnator, a dedicated and talented coder and my long-standing co-project-manager, has retired from the project. We're very grateful to Teneb for everything they've done for the project over many years. We literally wouldn't be here today without them.

Secondly, a new experimental release is out today - Experimental Release 76!

Changes include:
  • History improvements:
    - Full playable era history for all of Zakhara except parts of the Crowded Sea
    - More progress on playable Laerakond 1357-85
    - Tethyr rework
    - Ama Basin rework
    - Three new mamluk societies
    - Other tweaks - Kormul, Dragonspear, some new courtiers
  • Culture improvements:
    - New Ogrima culture for ogres around Zakhara
    - New dragon cultures - Steel, Song and Brown dragons
    - New names for Abeiran characters
  • Decision improvements:
    - New decision for hidden dragons to reveal themselves
    - Notification when a hidden dragon or vampire appears
  • Religion improvements:
    - Major feature overhaul, focussed on giving features to previously bare-bones faiths. (Process is WIP, but many changes in this release.)
    - The arcane religious reform feature now also enables great universities and libraries
    - More society memberships are now taken into account when deciding on personal conversion
  • CB improvements:
    - The Kraken Society can now launch a major invasion
    - Bahamutans can now go after Brown and Shadow dragons as well as conventional Chromatic ones
  • Map improvements:
    - Ama Basin recoloured for better contrast
    - 'Tabaxiland' continent now has its apparent canon name of Arandron
    - Even unfinished islands in the Crowded Sea now have proper cultures
  • Ritual improvements:
    - Greater Restoration now cures possession
  • Portrait improvements:
    - Oni now have better outfits
    - Zakharan women will only wear the veil if they are Moralist or Pantheist
  • Optimisation:
    - Elective succession further optimised
    - Real-world references in trait localisation have been changed
  • Bug fixing:
    - Lycanthropes get correctly name-checked when exposed
    - Unsuitable Furious rulers no longer get given huge armies by event spam
    - Decisions to grant commander traits now work correctly
    - Halfling and gnome mixed-race children now occur in the correct proportions
    - The Arch-Geomancer is correctly able to seize the crown
    - An annoying interaction between dummy wars for raiding and the Jade Throne of Shou Lung has been suppressed
    - Cultural bars to adoption are now much clearer
As usual, enjoy - and if you have any comments, queries, suggestions, or bug reports, please let us know!

nd
 
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Today we're back on schedule with Experimental Release 77. It's a smaller update than last time, but we've still got some neat stuff, including a physical map change (so this may produce odd results with older saves). Here's the rundown:
  • Cormyr map and history rework, including new province of High Horn
  • More of Laerakond is playable in early starts
  • Tech boost for the Inventive faith
  • No more rumours of homosexuality (no-one cares)
  • Small history updates in Waterdeep and Najara
  • Many minor event tweaks, including more diverse great invasions
  • Rebalance for Tanarukks
  • Some cultural place-names changed to historical ones
  • New flags
Have fun with it, and let us know what you think!

nd

PS: We haven't been able to update the Steam Workshop version recently. We're going to try a different approach, and we'll post here with any news, but for the time being, the GitHub version linked above is the unique latest version of the mod.
 
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It's time for Experimental Release 78. Like the new footage of Themberchaud in the Honor Among Thieves teasers, it's a chonky dragon update!

Here's the details:
Dragon special!
  • Lots of new dragons, some playable, some secret
  • Draconic faith now has patrons again (and some of them will be joining other faiths soon, too) - this adds traits, so this will break saves
  • Dragon hoard wonder
  • Two new dragon-focused bookmarks
  • Mercury dragon culture
  • Tiamatans can call dragons
  • Improvements to Bahamutan ritual
  • Cult of the Dragon history revamp
Religion overhaul continues:
  • Dark Estelar faiths overhauled
  • Unique doctrine for Reformed Jaziri religion
  • Mulhorandi and Untheric faiths count as dogmatic
  • Jizya tax localisation corrected
Also:
  • Laerakond early history: Skelkor now playable in all dates
  • New dynasty names for Abeiran cultures
  • Brotherhood of the Griffon mercenaries
  • Rulers of Belhancol
  • Fall of Emmech moved to reflect the latest tweets from Ed
  • Nindrol renamed
  • Barony fixes in Sembia
  • Outsider offspring bug fixed
  • Psion XP fixed
  • Joyful religion special decisions fixed
  • Bloodline forging fixed
Enjoy!
 
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This is just a dumb little thought I had, but might it be possible at some point to have decisions to restore lost kingdoms if you get enough relevant territory/are the relevant thing? Like Phalorm in the North generally or Eaerlann if you're an elf (since there was even in the actual canon a bunch of elves at one point trying to restore it), or even Netheril if you're doing the 1490 start and you're a shade going "this time for sure!" after its second fall, that kind of thing.

Also if this sort of thing already exists and I missed it, whoops!