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Pleonast

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Mar 13, 2003
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Introducing the Independent Counties Of Crusader Kings scenario! Yes, the I.C.O.C.K. Scenario has come.

Setup

Here is the setup of the scenario. I'm open to any suggestions to improve gameplay. Multiplayer feedback is especially useful, since I don't multiplay.

Every county is free and independent. Three generations of a randomly created dynasty inhabit each county. Dynasty name is based on the name of the province. Dynasties are connected by randomly-arranged marriages. Laws are Semi-salic Consanguinity, Traditional Customs, and Ecclesiastical Balance.

All characters have the appropriate religion and culture for their province. Each starts with 100 gold, prestige, and piety. Attributes are all value 5. No one has traits, or an education. Beginning counts are about 17 years old, and already married, but without children.

No duchies or kingdoms have been claimed. Duchies and kingdoms as defined in vanilla CK can be claimed, provided that all requirements have been met. Good luck! No republics exist.

The pope is the only non-county level country. The pope is initially his own controller, for balance purposes. He is still unplayable.

Provinces retain their original religion and culture from vanilla CK. Technology has been set to none, and no improvements exist. Privileges are equal for the social classes, and loyalty starts at 100%. Other properties are generally unmodified.

Vanilla CK events are used.

Status

Latest version is 24 Apr 2004 Beta. It passes the smoke-test of actually being able to start a game. Be prepared for a slow start. Extensive testing has not been done. Feedback is very welcome!

BUG: The current version of CK (1.01) does not properly save dynasty file information when playing non-standard scenarios. This bug has been logged. Result of this bug cause the game to crash after restoring a savegame. For a work-around, you must manually edit the savefile. Simply replace the line in the savefile
Code:
include = "db\dynasties.txt"
with
Code:
include = "db\ICOCK_scenario_dynasties.txt"

The scenario creation is automated by a python script. I run it on a linux box, and then ftp the output to windows. Sorry, I do all my programming on linux. Every time it's run, a different combination of dynasties is created. It's not intended for end-user use at this time. But if someone wants to develop this into a windows application, feel free!

Files

Hosting provided by richvh. Can I get these files hosted on the forum here?

Scenario zip file: icock-2004apr24-beta.zip (211 kB). Download and place in your C.K. directory. Unzip it. It'll put the necessary files in the correct subdirectories. No original game files will be over-written.

Optional scenario creation code file: icock-code-2004apr24-beta.zip (6 kB). This is the code I used to create the scenario. Use and abuse at will. ;)
 
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Pleonast said:
Introducing the Independent Counties Of Crusader Kings scenario! Yes, the I.C.O.C.K. Scenario has come.

Setup

All characters have the appropriate religion and culture for their province. Each starts with 100 gold, prestige, and piety. Attributes are all value 5. No one has traits, or an education. Beginning counts are about 20 years old, and already married, but without children.

The pope is the only non-county level country. A randomly chosen count is his controller. He is still unplayable. (And bugged! See below.)

The pope is bugged. Roma is completely blank. I can't figure out what the problem is, maybe someone else has an idea?


Ok, I was wondering how long it would take before someone made something like this.
I'm still on my Linux system so I haven't had time to test it out, but the lack of starting education could be a problem:
- Some of the better levels of education requires an age below 20, for example a charater with a military education above 20 can only become a misguided warrior.
- Church titleholders require theological education. Could this be your problem with the pope?
 
I just tried giving the pope the trait mastermind_theologian, but that didn't help. I also make sure the pope isn't married. I'm obviously not satisfying some requirement, but I haven't figured it out yet.

Hmm, I didn't know about the age effects of the different education events. I can lower the age of the starting characters. I wanted to avoid giving all the characters an education, to let the player have a choice. But it may be necessary.
 
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Pleonast said:
I just tried giving the pope the trait mastermind_theologian, but that didn't help. I also make sure the pope isn't married. I'm obviously not satisfying some requirement, but I haven't figured it out yet.

Have you remembered to:
- Also made the Pope bishop of Rome in titles?
- Set form_of_goverment = ecclestical for PAPA?
- Made PAPA a kingdom?
- Added:
Code:
    papacy = {
    	control = { type = 10 id = 7755 }
    }
to the globaldata part of the EUG-file?
 
Yes, thank you, C.N.! I was missing the Bishop of Roma. The pope exists again. I've also determined that the pope can be his own controller. That balances things out more.
 
I've alredy tried to make every county independent with the 1.00 version some time ago. IIRC, the game was damned sluggish at the beginning too. Maybe, I'm wrong.

Anyway, the name ICOCK is really bad... really bad...
 
Hmm, I'm getting some corrupted save-game files after playing this scenario for a while. I don't know if this is an error in my setup, or if it's a sympton of a more general CK error.

After several years of play, all save-game files will result in a CTD after loading and playing for a few days. Please let me know if anyone else has had this problem. Any ideas for fixing this would be helpful too.
 
it's probably too much for the computer. eu2 IES can be tough in the first years, and with CK it should only be getting worse...

the usual stuff is close other programs, check for memory leaks, turn music off, lower speed :) but with CK it may not be enough ;)
 
I played a game as Count of Alexandretta today to 1075. Portrait and shield were wrong on the selection screen: round shield with crescrent through it on selection screen, but in the game both the count and the province are Greek Ortodox.

Did a save-and-reload in 1075, and my dynasty changed on reload, followed shortly by a crash. That's probably the program rather than your scenario, though.
 
I found that the dynasty change is due to the fact that initially your ICOCK_scenario_dynasty.txt is loaded, and reloads use the stock dynasty.txt. Any idea if moddir is or will be supported in CK?

The crash may have to do with all the people stuck in Terra Incognita, including my (underage) count, who apparently was following his mother to her parents in Smolensk.
 
I have a few suggestions:

1. Solicit Kaigon's help. This was his idea, anyway.
2. Wait for moddir to be supported (it isn't currently).
3. Change the name. ;)

Good luck. I think you'll need it.

Steele
 
The shield thing is a known feature/bug of CK 1.01. I don't know if it's WAD or will be fixed in later versions. The effect is that shield shape is a function of culture, not religion. My scenario setup should only be allowing christian dynasties, whatever the shield shape is.

I see what you mean about reading from the wrong dynasty database. This must be a bug in CK, my scenario file specifies my correct dynasty database file, but it's not recorded in the savefile correctly. I'll put in bug report in the bug forum, if it hasn't been noted yet.

I can't check it at the moment, but I think you can get around this my maunally correcting your savefile: change the line include = "db\dynasties.txt" to include = "db\ICOCK_scenario_dynasties.txt".

I'll investigate the Terra Incognita problem.
 
Any help I can get from Kaigon or others is much appreciated. With the basics working, it's just a matter quashing bugs. A moddir function would be great, if we can get it. But that's probably low on Paradox's priority list, until other issues are fixed.

I like name, it grabs your attention.
 
Pleonast said:
The shield thing is a known feature/bug of CK 1.01. I don't know if it's WAD or will be fixed in later versions. The effect is that shield shape is a function of culture, not religion. My scenario setup should only be allowing christian dynasties, whatever the shield shape is.

The thing is, on the selection screen Alexandretta has a round shield with a crescent across it (arab culture selects this, I think); in game it's a normal county shield and both province and ruler are Greek Orthodox. The portraits also don't match, but that might be because different cultures get different portraits for the same DNA. Perhaps Alexandretta is coded as arab/muslim in a .csv file and has to be overridden in the scenario file?

I'll investigate the Terra Incognita problem.

I suspect the Terra Incognita problem is a game code issue, not a problem with your scenario. Your scenario just amplifies it, since you get a lot of dispossessed families early. I tried to report this in the bug forum, but apparently a moderator deleted it because I mentioned your mod, despite the fact that I said I verified it in the vanilla game. I think I'll have to do a controlled experiment on a clean install so I have a crashing savegame that Paradox will want to examine.
 
richvh said:
The thing is, on the selection screen Alexandretta has a round shield with a crescent across it (arab culture selects this, I think); in game it's a normal county shield and both province and ruler are Greek Orthodox. The portraits also don't match, but that might be because different cultures get different portraits for the same DNA. Perhaps Alexandretta is coded as arab/muslim in a .csv file and has to be overridden in the scenario file?
Hmm, my creation script reads in from an existing scenario file (I'm using the 1066, but any should work). The culture and religion of a given province (not it's rulers) is used to create an independent county. I'm pretty sure the same DNA works differently for different cultures. I can't test it at the moment (at work), but is this what you're seeing?
 
Pleonast said:
Hmm, my creation script reads in from an existing scenario file (I'm using the 1066, but any should work). The culture and religion of a given province (not it's rulers) is used to create an independent county. I'm pretty sure the same DNA works differently for different cultures. I can't test it at the moment (at work), but is this what you're seeing?

Yes. Apparently Arab Muslim on the selection screen, Greek Orthodox in game. On a save/reload, the correct portrait and shield are shown.