• 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.
Are you ever going to release it to the players who bought the game on GOG or give us keys to the steam version instead if you are abandoning gog?
 
  • 4Like
  • 1
Reactions:
Additionally, I’m not making any promises here, but don’t hesitate to suggest additional improvements for future updates if we manage to get to that point.
Would it be possible to add more way to mod population civic rights? Espacially triggers, so we could determine if one or another culture population can be promoted and consequently integrated or not.

Edit; By the way, since the 2.0.4 added "happiness_for_wrong_religion_modifier" there is a small problem with the user interface. As an example, having +5% happiness will show the value in red, as it is something negative. Consequently, having a malus of -5% of happiness for wrong religion will show it in green, as if it is a positive thing. It should be the reverse.
 
Last edited:
  • 2Like
  • 1
Reactions:
Just an FYI. The 2.0.5 patch removes the ability to stack multiple building constructions of the same types.
Yea, this alone is why I am waiting to play the game again.
 
IR downloaded around 156 MB a few minutes ago for me and now has no longer the "beta" behind the 2.0.5 in my steam library entry - does this mean the patch is officially out? Any further changes compared to the last beta version?
 
  • 1
  • 1Like
Reactions:
I came here for the same reason as Sir Herennius. What's up with this new update? I can see on SteamDB that a lot of files got updated, but I was not able to find any dev diary or patch notes.
 
Maybe later in the day there will be some info. There aren't any more official patches, so I don't think DD will appear, but maybe some info will
There is no more active official development IR, but 2.0.5 is already the 2nd post-development-stage maintenance patch (I know that volunteer work of single pdx employees made those possible, but they are still "official" in term of being released by pdx). I concede that expecting a full-blown DD for the switch from "beta" to "official out" too much to expect, but a short official post with confirmation and (in case being present) listing further changes would be nice (and happened for 2.0.4, IIRC)
 
  • 2
Reactions:
Open Beta Update - 2025/04/16

- Changed local_fort_limit to state_fort_limit (affects mods, but they basically used it wrong anyway, because the name implied it's different from what it is)
- Updated script_docs to report the proper modifier categories, and this also supports showing multiple categories now that they are used for
- Tag limit now customizable as a define (!). This lets mods create their own limits based on how much they need, as higher limits have a performance impact.
- Omen and construction costs have been removed when called from script, so that custom costs may be assigned by modders.
- Added GetLevyTemplate to CountryCulture promote
- Prevented the game from crashing when exceeding tag limit
- Fixed all tag issues with the formable Crete tag because the tag started with an invalid character
- OOS fixed that was introduced
- More than 1 instance per building can be added to the construction queue again
 
@PDXKatten As I can't react to your post, I'm expressing my gratitude this way - that was exactly the kind of info I was looking for! :)
 
  • 10Like
  • 5
Reactions:
Open Beta Update - 2025/04/16

- Changed local_fort_limit to state_fort_limit (affects mods, but they basically used it wrong anyway, because the name implied it's different from what it is)
- Updated script_docs to report the proper modifier categories, and this also supports showing multiple categories now that they are used for
- Tag limit now customizable as a define (!). This lets mods create their own limits based on how much they need, as higher limits have a performance impact.
- Omen and construction costs have been removed when called from script, so that custom costs may be assigned by modders.
- Added GetLevyTemplate to CountryCulture promote
- Prevented the game from crashing when exceeding tag limit
- Fixed all tag issues with the formable Crete tag because the tag started with an invalid character
- OOS fixed that was introduced
- More than 1 instance per building can be added to the construction queue again
i have made a bug report because state_fort_limit doesnt work
 
  • 1
  • 1Like
Reactions:
Open Beta Update - 2025/04/16

- Changed local_fort_limit to state_fort_limit (affects mods, but they basically used it wrong anyway, because the name implied it's different from what it is)
- Updated script_docs to report the proper modifier categories, and this also supports showing multiple categories now that they are used for
- Tag limit now customizable as a define (!). This lets mods create their own limits based on how much they need, as higher limits have a performance impact.
- Omen and construction costs have been removed when called from script, so that custom costs may be assigned by modders.
- Added GetLevyTemplate to CountryCulture promote
- Prevented the game from crashing when exceeding tag limit
- Fixed all tag issues with the formable Crete tag because the tag started with an invalid character
- OOS fixed that was introduced
- More than 1 instance per building can be added to the construction queue again

Thanks.
 
  • 1Like
Reactions:
Open Beta Update - 2025/04/16

- Changed local_fort_limit to state_fort_limit (affects mods, but they basically used it wrong anyway, because the name implied it's different from what it is)
- Updated script_docs to report the proper modifier categories, and this also supports showing multiple categories now that they are used for
- Tag limit now customizable as a define (!). This lets mods create their own limits based on how much they need, as higher limits have a performance impact.
- Omen and construction costs have been removed when called from script, so that custom costs may be assigned by modders.
- Added GetLevyTemplate to CountryCulture promote
- Prevented the game from crashing when exceeding tag limit
- Fixed all tag issues with the formable Crete tag because the tag started with an invalid character
- OOS fixed that was introduced
- More than 1 instance per building can be added to the construction queue again
Will there be another update or is it over?
 
  • 2Like
Reactions:
- Fixed all tag issues with the formable Crete tag because the tag started with an invalid character
In relation to this, there appears to be a glitch with the description text box for the 'Form Crete' decision:
Crete_text.png

Namely, it displays the citizen output modifier that's going to be added to Knossos about six times more than is necessary...
I haven't tested to see if, after forming Crete, it would actually show the citizen output modifier repeatedly like that if you hover over the icon but I presume it would?
 
  • 2Like
  • 1
Reactions:
In relation to this, there appears to be a glitch with the description text box for the 'Form Crete' decision:
View attachment 1282166
Namely, it displays the citizen output modifier that's going to be added to Knossos about six times more than is necessary...
I haven't tested to see if, after forming Crete, it would actually show the citizen output modifier repeatedly like that if you hover over the icon but I presume it would?
Can you create a bug report on the forums and send it to me?
 
@PDXKatten I don't even know why I'm still asking questions anymore, since no one at Paradox ever answers. What's the point of this forum if you never answer the questions we ask?
Well it is a beta so there will be at least one more update before it goes vanilla. But if that update makes anymore changes is unknown. Also remember the previous statements that the gsme is not under active development so all the work is done on the side I would assume.