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It would require recreating the CoA by hand, and I don't see anywhere referencing them, so I'd have to work through the game to reference them in-game, which means getting a new battery for my PSP, then playing through the entire game again, so it would be very slow. Also, while Final Fantasy often references other mythology, I don't think that would be a good fit for the mod and that I would be better suited referencing historical coats of arms and war banners.
I managed to get the reworks done and tested faster than I expected, so it shouldn't end up being late. I will be working on porting the new patch changes over this evening.
Since the changes I've made will break save games, I plan to release this version on the forum a few days before releasing it on Steam. This should hopefully give people on Steam time to finish games before it updates itself and hopefully let people find issues and give me a chance to fix them before pushing them to Steam.
How are you meant to play as dragons (especially draconic tribals)? It's really difficult to gain prestige because of the limited cbs and they get such small armies as a result. I feel like they need a special county conquest cb or access to subjugation and jade dragon cbs just for a way to gain higher ranking titles. Why would a dragon be satisfied with being called a count or chief when he is the suzerain of kings and emperors?
I also think that all draconic governments should be able to seize flames, not just theocracies.
Also, why is Faraeyar not tribal?
Dragon tribes have their own tributary CB, which gives more money than normal tributes, while also giving prestige. Because of the changes to how tribes with in 3.0, I will be increasing the prestige gained from this tributary to make maintaining a retinue a bit easier.
Dragon tribes are meant to be scattered dragons extracting tribute from the humans around them with little formal structure, hence the limited conquest CBs. However, they are able to convert to feudal or merchant republics without needing to first reform their religion by making tributes of everyone around them. When they do this, they make their position more formal and concrete. In the case of converting to feudal, this means instantly subjugating the lands they claim tribute over.
The Seize Flame CB is being removed - it doesn't function now that Eternal Flames are Wonders instead of temple buildings and the code is just a leftover.
Fareyar is not tribal partially because it was Feudal in the original Mythos mod, and partially because the draconic tribal mechanics don't work well with such a remote island - they'd be stuck waiting around until they could turn Feudal, then they'd be in the same position they are now, just with a longer wait before the player could do anything.
Okay, I see. What was that about instantly subjugating their tributes when they become feudal? And what expansion options do dragonlaw and dragon republics have? Fareyar can still only declare tributary wars and wait around for the prestige necessary to prepare an invasion, unless I'm mistaken.
And how powerful are dragon raiders? how much do they make up for small armies?
Dragonlaw and Draconic Merchant Republics have the same CBs as Feudal and Merchant Republics.
Fareyar's options are limited due to being remote, but if you forge a claim to get a foothold somewhere, your options open up much more.
Dragon Raiders are the strongest individual unit the the game. For comparison, they have twice the melee attack of war elephants, more than twice the skirmish attacks of archers, and more than three times the pursuit attack of light cavalry.
So its official, there will be a new start date in 936. And probably sooner than later when they do a DD every day.
I guess that wont affect Mythos 2 at all except the start date not being seeded with mythos characters, unless they also sneak in more bugfixes and other code changes.
They will probably have other changes with that patch or DLC. Since I usually try to go back a generation or two when putting in history, the start date might already have some Mythos starts
Okay, I see. What was that about instantly subjugating their tributes when they become feudal? And what expansion options do dragonlaw and dragon republics have? Fareyar can still only declare tributary wars and wait around for the prestige necessary to prepare an invasion, unless I'm mistaken.
And how powerful are dragon raiders? how much do they make up for small armies?
Fareyar can still send his council to forge claims like in the good old days, so inviting a character with high diplo is rather important if you play for efficiency.
You could either try to go for Orkney to create a dutchy and then expand south or (and), for faster conquest, get a foothold in England, Norfolk and Suffolk are rather weak, so you can conquer them unless they have been gobbled up by the vikings.
Once you border someone you can use pagan conquest to conquer single provinces without claim.
It depends a bit on luck how strong the orange vikings become and how fast you get your first claim.
What really helps is the draconic warrior lodge, both for damaging the enemy at the start of combat and for the ability to instantly refill levies. Especially the latter ability is important as it lets you constantly chain wars and also removes any period of weakness other countries might exploit.
Or you do something really different by forging a claim on a one province ruler in the Bretagne, wait till he gets devastated by raiders to conquer and move your court there. Then you convert to christianity, conquer the rest of the Bretagne and swear fealty to france and when a crusade happens win it and continue to play in the holy land while making sure that a dragon becomes pope.
Thats basically my 2nd last game.
By the way, maybe I am wrong, but isn't there also special code for horde dragons? Do you plan to do something with that or is that just a leftover from the past and only accessible with the ruler designer?
The code for horde dragons is mostly there in case a player manages to do something weird or uses the ruler designer. Dragons riding horses, while amusing the picture, doesn't really make sense, so they should get different horde retinues. I haven't testing it in a while, so something might have broken without me noticing, and they aren't especially balanced since having fewer stronger units means nearly infinite manpower.
Have you tested how the new court limits interact with zombies and the spawning issue?
Do Zombies go bankrupt because they go over the court limit so much or do the new AI routines purge the court occasionally which means over time all courts in the world will be flooded with zombies as they were kicked out by their liege?
The code for horde dragons is mostly there in case a player manages to do something weird or uses the ruler designer. Dragons riding horses, while amusing the picture, doesn't really make sense, so they should get different horde retinues. I haven't testing it in a while, so something might have broken without me noticing, and they aren't especially balanced since having fewer stronger units means nearly infinite manpower.
2.1.4 is here with the updates for CK2 3.1.1, but it also has some nice new features of its own.
Purity and Hunger
First off, and probably the most immediately noticable, is that Purity and Hunger have been reworked.
Instead of Purity fluctuating wildly depending on your current condition, it now builds up or down over time based on those conditions. So, suddenly spending a bunch of the gold you've saved up no longer makes you instantly lose a bunch of purity, but it will make it slower for your purity to grow.
Additionally, as seen in the screenshot, purity now factors in traits that are considered to be virtues or vices for draconic pagans.
Since high levels of purity now take longer to achieve, the Sapphire Flame now places a greater emphasis on purity when granting requests.
Hunger has received a similar rework. Instead of increasing randomly, weighted based off different factors, your hunger now grows by 10% each month, growing slower if you are temperate or are older and learned to control the hunger, but increasing more rapidly if you are gluttonous or injured. Once this hits 100%, you will reach the next level of hunger.
Bloodlines
Several new bloodlines have been added to the game.
Among these are some special bloodlines for Vampires. While a bloodline for a vampire would normally be weaker due to their lack of children, these new bloodlines specifically pass on to vampires they sire. However, these bloodlines often come with a drawback. For example, Highborn vampires will only feed on the finest humans and will become temporarily weakened from feeding of chaff.
Performance
A lot of the mod's late-game performance issues were caused by the old implementation of Revenants. They have now been reworked to use a pseudo-feudal government, but receive event troops for having depopulated or devastated provinces. This will prevent them from creating hordes of immortal courtiers and duplicate count-level titles. Additionally, in case they do still end up with a large court, the game will periodically trim some excess revenents from their courts.
This patch, unfortunately, does not fix the 1st of the month lag that appears for the first few years, as I haven't found the cause of it yet, but the late game lags should no longer be present.
This new update is not save compatible with existing games. As such, I am only releasing it on the forum for now and will upload it to Steam once the weekend is over to reduce the risk of suddenly breaking ongoing games.
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# Bloodlines
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- Added a new historical bloodline
- Added six new magic-related bloodlines
- Added three bloodlines for vampires
- Added a bloodline for werewolves
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# Vampires
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- Restored the decision to found the vampire empire
- Vampires converting to satanism now factor in the moral authority of both satanism and their current religion
- Vampire Hunger has been reworked to build up in a more consistent manner
- Vampires who reach maximum hunger but can't automatically feed (such as being incapable or in prison) will recieve a stacking health penalty until they feed
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# Werewolves
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- Rejection of werewolf offers to turn is now by-region instead of religion
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# Dragons
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- Increased prestige gain from draconic tributes to make up for increase prestige costs with the new tribal retinues
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# Religion
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- Zunists reforming with their unique feature now retain their heavy infantry bonuses
- Draconic Pagans relighting the eternal flame will now become saint-like
- Reforming religions with multiple features that alter unit stats will now combine their changes
- Draconic Purity has been reworked to build up over time
- Removed Draconic Consultation decision
- Purity will have a larger impact on the Sapphire Flame accepting or rejecting requests
- Random worlds should now start with Eternal Flames
############
# Government
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- Undead hordes are now Fuedal instead of Nomadic and gain event troops in their provinces instead of using manpower. This should fix a lot of bugs
#######
# Other
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- To avoid high health species having ovely extended regencies, incapable characters slowly lose health
- Incapable characters will no longer receive dragon or werewolf aging events
- Updated with changes from 3.1.1
- Extended the effects of council attributes to 40
##########
# Database
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- Added new tribal giant rulers of Romsdal and Sunnmore in the Viking Age
- Fixed Wikilinks on incorrect characters
- Added a second Shipyard to Faereyar, as they could easily have their army become too large to fit on their ships
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# Bugfixes
##########
- Fixed an issue where granting Plock to the Sapphire Flame checked for Sjaelland instead
- Fixed an issue where granting land to the Sapphire Flame left them with a Feudal capital
- Fixed an issue where zombie and monster revolts would immediately reinforce when they trigger
- Fixed monter and peasent revolts firing at the same time
- Granting land to the Sapphire Flame now only works if they are unlanded
- Fix the "the Judge of" title diplaying incorrectly
- Fixed relighting the eternal flame not actually relighting the flame
- Characters should no longer be alerted about changing bankers for loans they don't have
- Fixed an issue where gods healed slower than demi-gods or blood of the gods
- Cleaned up event options icons when gaining or losing hunger
The Vampiric Highborn bloodline can be gained by founding the Vampiric Empire, or by a decision once it has been founded
The Blood of Nosferatu can be gained randomly as an ugly vampire
The Vile Blood bloodline can be gained by repeatedly spreading diseases through feeding
Nice.
Now I only have to find out how to get as dragon to Mali and its gold mines the fastest...
I tried the Malta dragon start and noticed that he has his bloodline two times