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Seems like those changes do not include negative herd growth for low fertility?
We experimented with herd decay during development, but it caused too many situations where you could end up in a negative feedback loop resulting your character essentially being bricked (among other issues); we can ding your existing herd count directly as we do with Zuds now, but negative herd income isn't something we're looking at doing for that reason.
 
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We experimented with herd decay during development, but it caused too many situations where you could end up in a negative feedback loop resulting your character essentially being bricked (among other issues); we can ding your existing herd count directly as we do with Zuds now, but negative herd income isn't something we're looking at doing for that reason.

The problem is that migration between zone is quite useless atm, execpt maybe at the very start of the game

When you already have a big herd, climats are pointless while they should be more impactfull


The negative impact on herd should scale on the size of the herd, not be only a flat value. As exemple, the consumption is always -15, if you have 1 herd or 200 000, it's quite ridiculous.


If think the main issue is the design of how herd is calculated. So far i know herd is a single value to each ruler that increase from your own domain and from your vassal/tributaries, like gold.
To solve this, Herd should be only a value from each domain ruler, and a part of the actual herd (not the monthly gain) is reserved to the liege/overlord (like the levies for clan/feudal). With this each ruler have his herd calculated on his domain value that can increase of decrease at a certains point depending on climat change.

So the main problem is that the herd is designed like gold, when it should be designed like levies.
 
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What about the issues with trade always targeting Constantinople (and getting lost on the way) and the court position task (increase aptitude; senescheal) not working?
 
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We experimented with herd decay during development, but it caused too many situations where you could end up in a negative feedback loop resulting your character essentially being bricked (among other issues); we can ding your existing herd count directly as we do with Zuds now, but negative herd income isn't something we're looking at doing for that reason.
That's understandable but you also have to understand that given the current grumblings in the community that PDX has made it impossible to lose a game that's already numbingly easy, adding in another "don't worry about consequences, you can still work out of any situation you get yourself into" currency doesn't do much to help that perception. It also makes the Steppes seem far less harsh and threatening if you're always going to have herd.

Let characters (and by extension, players) LOSE please.
 
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CK3 simulated how islam replaced other religions on steppe: Polygamy always lead to more alliance. With more alliance AI becomes stronger, and create more muslim clans.
 
I feel like scaling and capping herd decay according to current and max herd would fix the "lose more" situations while leaving open the possibility of catastrophe that makes games more compelling than everything going smoothly always.

Say giving each dominance tier a "minimum" herd size to which passive decay can drop you to and if you get plinked from there by wars or events you drop a dominance level without having to be explicitly humiliated.

This would make plagues (and perhaps eventually natural disasters) relevant to nomads.
 
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In expand the steppes, I found If once requirements arent met and decision is disabled,(like infirm traits), those status are "inherited". So once we lose decision, we can't use it permanently.
I don't know, I believe I've been able to expand the steppe once after the decision disappeared briefly. Unfortunately all of the options except for one then disappeared and didn't come back. It's very strange how it works, I feel like I'd need to actually look at the code for it to see what is going wrong (like the "Summon Fair Courtiers" decision just straight-up only fires the event once, there's no indication in the code that it was ever intended to give you three courtiers, so it's a mystery to me why the tooltip suggests you will get three).
 
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That's understandable but you also have to understand that given the current grumblings in the community that PDX has made it impossible to lose a game that's already numbingly easy, adding in another "don't worry about consequences, you can still work out of any situation you get yourself into" currency doesn't do much to help that perception. It also makes the Steppes seem far less harsh and threatening if you're always going to have herd.

Let characters (and by extension, players) LOSE please.
While I do agree that the game could have some more challenge, I think that generally having the option of potential eventual recovery in the future is a good gameplay decision (ie. lost all land down to county or forced to be adventurer). It sounds like herd decay leads to outcomes that are less losing and having to rebuild and more of stuck in a frustrating limbo where you can’t do anything until you get lucky which is not a fun or good gameplay experience.
 
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I don't know, I believe I've been able to expand the steppe once after the decision disappeared briefly. Unfortunately all of the options except for one then disappeared and didn't come back. It's very strange how it works, I feel like I'd need to actually look at the code for it to see what is going wrong (like the "Summon Fair Courtiers" decision just straight-up only fires the event once, there's no indication in the code that it was ever intended to give you three courtiers, so it's a mystery to me why the tooltip suggests you will get three).
Someone linked to a suggestion that seems to work here (https://forum.paradoxplaza.com/forum/threads/expand-the-steppe-bugged.1738120/)
 
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In expand the steppes, I found If once requirements arent met and decision is disabled,(like infirm traits), those status are "inherited". So once we lose decision, we can't use it permanently.
That's why!? Not being able to do this decision is ruining my runs of trying to turn all possible land into the steppe.
 
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Not sure if this is the proper place for such a feedback, but I really like how the kurultai works, and I especially appreciate the little contracts that the kurultai councillors sometimes create in your realm. I wish non-nomad rulers also had these kind of contracts from the council!
 
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ok so the crash when playing landless was not completely fixed guys, if using a mod and playing completely title less it works great up until the point where a holy crusader is starting then it crashes the game for no appearant reason. Hope you guys can look into this further. made a bug report about it https://forum.paradoxplaza.com/foru...-landless-with-a-mod-not-fully-fixed.1742162/ to be exact the game crashes at exactly 36 days before the crusade launches. Hope you guys can also fix this
 
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We experimented with herd decay during development, but it caused too many situations where you could end up in a negative feedback loop resulting your character essentially being bricked (among other issues); we can ding your existing herd count directly as we do with Zuds now, but negative herd income isn't something we're looking at doing for that reason.
How can you death spiral if 10 herd on a low fertility land should be less damaging than having 10,000 herd on a low fertility land?

TBH I'm not convinced either this explaination
 
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We experimented with herd decay during development, but it caused too many situations where you could end up in a negative feedback loop resulting your character essentially being bricked (among other issues); we can ding your existing herd count directly as we do with Zuds now, but negative herd income isn't something we're looking at doing for that reason.
there's a dozen ways you could address this while keeping herd decay. at the most basic, just let a nomad character choose to abandon his realm and become an adventurer, and nudge the player to do this when he's in a death spiral if playtesting says that's needed. it's a soft game over. if we are afraid of death spirals, why not just block the AI from ever declaring on a player who is already at war, or in debt?

this game is too easy. the priorities to make this DLC a casual power fantasy were way too high, and the priority to create meaningful gameplay by letting the player experience consequences was too low.

even the thematic identity of the steppe should have required this
 
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ok so the crash when playing landless was not completely fixed guys, if using a mod and playing completely title less it works great up until the point where a holy crusader is starting then it crashes the game for no appearant reason. Hope you guys can look into this further. made a bug report about it https://forum.paradoxplaza.com/foru...-landless-with-a-mod-not-fully-fixed.1742162/ to be exact the game crashes at exactly 36 days before the crusade launches. Hope you guys can also fix this
after intesive testing it only happens if your landless without any title at all then it crashes at that exact moment and only then, if the team can also fix that crash then we are in for a lot more fun again because it worked before 1.16 update. if you hold a baron level title then no crashes

my workaround for now is at day 40 before the crusade starts switch character to atleast a baron then at like 30 days before the crusade starts you can switch back
 
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We experimented with herd decay during development, but it caused too many situations where you could end up in a negative feedback loop resulting your character essentially being bricked (among other issues); we can ding your existing herd count directly as we do with Zuds now, but negative herd income isn't something we're looking at doing for that reason.
That is exactly what we want though, a way to actually LOSE. Maybe you can't recover and need to become an adventurer and start over. Maybe your yurt upgrades get rolled back as all but the most loyal courtiers desert you. Make bad decisions have real consequences. The game is too easy!
 
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That is exactly what we want though, a way to actually LOSE. Maybe you can't recover and need to become an adventurer and start over. Maybe your yurt upgrades get rolled back as all but the most loyal courtiers desert you. Make bad decisions have real consequences. The game is too easy!
as much as many wish they would balance based on that, they aren't gonna do it cause adventurer gameplay is locked behind RTP, I do like the idea of yurt upgrades rolling back tho.
 
after intesive testing it only happens if your landless without any title at all then it crashes at that exact moment and only then, if the team can also fix that crash then we are in for a lot more fun again because it worked before 1.16 update. if you hold a baron level title then no crashes

my workaround for now is at day 40 before the crusade starts switch character to atleast a baron then at like 30 days before the crusade starts you can switch back
There's nothing to fix, because titleless and baron characters are not supposed to be playable. You need to contact whomever made the mod that let you do that to see if they can find another workaround.
 
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