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Johan

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Dec 14, 1999
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Will go live next week with proper installers, but if anyone in the community wants to play and check it before here is the files..


Should work on 2.1 and 2.0.

*******************************************
* Changes for the 2.2 patch of Vae Victis *
*******************************************

############################################
# COLONIZATION & BARBARIANS
############################################
- Colonized provinces now retain their own culture and religion. (Until barbarian power is 0, when it changes through event 4010.)
- Barbarian provinces no longer spread civilization.
- Barbarian provinces no longer gain civilization.
- The growth rate of Barbarian Power is now separate from population growth and exported to defines.txt.
- Barbarian power now grows back faster in colonies.
- Event 4001 (Barbarian Absorption) is now less common.
- Event 4001 now triggers a new event; 4010 ("Successful Colony"), which changes the culture and religion of the province if barbarian power is less than 1.
- Barbarians now destroy colonies (provinces with barbarian power >= 1 and a low population).
- No longer possible to colonize a province containing enemy units.
- Barbarian Hordes are now always of the original culture and religion of the province.



############################################
# AI
############################################
- Improved AI magistrate and minister appointment to look at loyalty more.
- AI: Should be better at handing out minor titles to avoid unemployment populist drift
- AI will now try to get rid of charismatic populist faction leaders
- AI for republics will now always risk invoking omens to avoid growing populism
- Naval AI: Will no longer hunt pirate fleets when at war and outnumbered by the enemy.
- Naval AI: Improved strait blocking
- Naval AI: Should now protect straits while its troops are crossing
- Naval AI: Increased intercept range


############################################
# INTERFACE
############################################
- Added a new, smaller gold icon for texts
- Tweaked the pig stabbing tooltip
- The 'Unemployed' filter in the character views no longer includes women and children


############################################
# CHARACTERS
############################################
- Fixed the parentage of Helenus, son of Pyrrhus
- Fixed the parentage of Spartacus, son Pairisades (Bosporan Kingdom)
- Peace terms will now affect ruler popularity.
- Balanced some loyalty, popularity and conviction modifiers.
- Sons will tend to be named after their grandfather, daughters after their grandmother.
- The commander with the highest martial value now leads every battle
- Upped the fertility rates of characters with 10 or more prominence
- Made sure enough potential spouses are created for the above to matter
- Title objectives now correctly check if a character can actually hold them
- Latinized names for children with parents from foreign dynasties (of the -id type), who have adopted Latin culture.
- Much improved naming of Roman/Latin characters.
- Sons will tend to be named after their grandfather, daughters after their grandmother.
- Loosened some pretty harsh marriage rules
- Reduced use of homonyms within families


############################################
# REPUBLICS
############################################
- Republics now always start with enough previous rulers to command some armies and fill out some offices
- The Mercantile faction now gains influence with the amount of trade. The opposite of how it worked before.
- The Religious faction now gains influence when omens are invoked. The opposite of how it worked before.
- The Civic faction now gains influence when buildings have been built. The opposite of how it worked before.
- The Populist faction now gains influence from lack of omens, lack of trade routes and lack of buildings, though less than the corresponding presence.
- A recent sacrifice now strengthens the Religious faction
- A recent triumph now strengthens the Military faction
- The first candidate now has more of an advantage in elections in republics
- Reduced the charisma influence multipler for the populist party leader a bit
- Long period of peace is now a Populist influence factor instead of Military
- The long period of peace factor now also considers civil wars
- New Populist influence factor: Pillaged provinces
- New Military influence factor: Huge Army (above force limits)
- Toned down trade route faction influence effects a bit


############################################
# EVENTS
############################################
- Fixed some string formatting in character commands
- Misleading effect tooltips will no longer be shown for an event target scope that are not valid.
- Added events 3402 and 3403; the legal heir killing off an underage monarch.
- Civilizing events for tribes are more likely to fire if they have the 'outside_influences' modifier
- The capital province of a tributary state now gains civilization from the capital province of the suzerain state
- The capital province of a suzerain state now gains civilization from the capital provinces of its tributaries


############################################
# MISC GAMEBALANCE
############################################
- Country stability now affects the real risk of civil war and governor secession a lot.
- Upped the starting population of Bastetani and raised the civ value in Contestani to help Carthage found New Carthage
- Tribes are now allowed to convert to monarchies as well as republics


############################################
# MODDABILITY
############################################
- Exported annexation threshold to defines ( _DIPDEF_MAX_ANNEX_SIZE_ )
- Exported the most important spouse and child creation thresholds to defines.txt
- Exported all of the major party influence gain factors to defines.txt
- Events that are triggered by other events now also evaluate their own trigger before actually firing.
- The 'has_governor' trigger is now true for the capital region
- The 'governor_scope' scope change now applies to the ruler in the capital region
- The 'ruler' scope now works directly within province scope, checking against the owning country's ruler (i.e. without using an 'owner' scope first)

############################################
# BUGFIXES & STABILITY
############################################
- Game now runs with the latest version of Clausewitz, including some speed ups.
- Fixed some potential issues with succession laws in monarchies
- Fixed some bugs in the character objective scripts
- Fixed the exit crashes
- Fixed a bug where the population breakdown of some provinces would get borked by moving back and forth along the timeline in the lobby
- Fixed a bug with spamming of event 3544 (disappointed clan chief)
- Fixed a bug in the mission 'revoke_jobs_of_heretics'
- Fixed a bug in the Egyptian mission 'incursions_into_seleucid_territory'
- Fixed a bug in the Egyptian mission 'reclaim_cyrenaica'
- Fixed some issues with regiments and ships retaining personal loyalty to dead characters or characters of different countries
- Fixed bug preventing some monthly country update calcs from completing
- Corrected 'proclaim_aristocratic_republic_desc' and 'proclaim_republic_confederacy_desc'
- Fixed some typos
 

Attachments

  • vv 2.2.rar
    4,5 MB · Views: 247
The beta has one known crash bug (if it is indeed the same as the closed beta), which will (hopefully :) ) be fixed before patch is officially released. Trying to build stuff via the ledger crashes the game. Thus I advice to not use that method for building (instead use the build icon in the main-screen, as I believe most players do anyway) :)

Most don't use the ledger? :eek: I wouldn't have the patience to build any other way... In fact I was wishing for some more methods of sorting that particular page (it's excellent to sort for taxbase but population, RP and RR would be nice as well when deciding where to build).

I love most of the changes from the patchlist above though :D
 
Johan,

I just wanted to begin with appreciation. As I'm sure those of you at Paradox
have noticed, we have all been waiting for this. I am just slightly confused by
this change in the 2.2 patch.

I thought you guys hit the nail on the head before this. The idea that a lack
of something (trade routes, buildings, etc.) would mean an increased
conviction to attain this. So for example, it made complete sense to me that
if you had a nation that just had a complete lack of buildings, the people
would have an increased conviction towards the Civic Faction, which of
course desires buildings. But it seems you guys have inverted this completely.

I was just wondering what the thinking behind this is? I'm sure you guys have
a logical reason for this that I am just missing so maybe you could help me
out with it.

Again I am very excited to try this patch when it officially releases. You guys
are doing a wonderful job. :)

Thanks for the appreciation. :)

About the faction support changes, I used to feel like you about them (hence the original Vae Victis design.) However, I think Jarkko sums up the reasons for the reversal in 2.2 quite well. This way, it will be easier to keep the populists in check and still manage your country well. I must add though, that it is not possible to mod the game back to the old system; you can only alter the power and threshold of the various factors.
 
The bug where new nations lack culture and religion sometimes is still present (and it does make the game crash as soon as they build some troops).
I was using the RIMP map but I don't think this is related to that (can't be sure though so better to mention it ;)).
 
can it be, that you are using the "original" rimp 1.3.1? ´cause there were some small bugs inside (wrong tag for garamantes revolt, missing defines for tyre, some cultureless provinces and such stuff) which can occur crashes sometimes...

Not sure, I downloaded rimp from the thread here on the forum. The country causing the crash was arabia though, and it went away after I manually fixed it. Since then I've been using the hotfix to avoid the issue in the future.
 
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I've gotten events that try to give women characters offices (or fleets, can't remember) a few times. Nothing happens if I accept and their portrait is not shown in the event.

Also I think the looted province effect on populism is too severe. There's nothing to be done about it and in a long war (especially if it's a civil war) it can easily increase populist support to above 80% without any other bigger factors...

On the whole populists seems to have gotten stronger with the new changes to how they gain support. I've seen rome descend into populist civil war several times (when playing another country). Something I've never seen in this game before (I've only played the last patch before though).

EDIT:
I've also seen a 7 year old as the leader of the civic faction once.
 
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when i have a army where most of the units are loyale to a commander i click on the split button, then i move all the units over to the new army and then when i click on the new army all the units have lost their loyalty

Got this as well, interestingly enough it also deducts money sometimes when I do this (managed to go 80 gold into debt when I found out and tested this). I was able to reproduce the losing of alignment for my troops 100% of the time, the loss of money however didn't happen all the time.
You don't have to actually close the troop management window, all it takes is moving them to the new army and then back.
_However as said before I was playing with a map mod._
 
I'd change the "_CDEF_ALIGN_LOOTED_PROVS_FACTOR_" from 10 to atleast 5 or so, this one is maxed out at 50% (that is they get 50% attraction just from looted provinces, as all this takes is 5 looted provinces they'll often have quite a bit higher attraction than this) most of the time when you're either at war or civil war, it makes your populist faction explode and can spiral your nation deeper and deeper into populism as every new civil war they start results in your new senate quickly regaining 50% populism even before you've beaten off the old populists.