ThoseDeafMutes
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Wasn't the economy borked at launch for Victoria II? Or maybe that was the first game, I can't remember anymore.
There was that bit with the mass rebellions and such at launch, if I remember right. But it wasn't like EU3 where we had to spam merchants manually to CoTs constantly until they added automation to fix the problem a year and a half later.
Patch notes said:INSTALLATION: Right-click Crusader Kings II in your Steam library, select Properties, and under the "Betas" tab, select Open Beta Patch v1.101.
As per usual, report any bugs in the bug report forum. Here's the blurb:
MAJOR:
- Added a "Retract Vassal" interaction
- Disallowed destruction of non-titular titles under Gavelkind
INTERFACE:
- Added lots of portrait fixes from the "CK2 Portrait Fixes" mod by zebez
- Adjusted the random CoA colors and color choices
- Scripted a lot of CoAs for various dynasties
- The CoAs of titles named after a dynasty now match the dynasty CoA
- Bishops no longer wear pope hats, but the pope does
- Livonia now has the correct pagan flag
- Buildings requiring a coastal province now show up in the tech tooltip even if the capital is not coastal
- Fixed some tooltips in the settlement view not showing building levels with the name
- Nicknames are now shown for heads of religion
- The 'Grant Independence' action is no longer even shown if the recipient is not your vassal
- The 'Prepare Invasion' action is now shown but grayed out if you are at war with the recipient
- Added missing Bektashi religion description
- Endgame screen now shows correct score for characters
- Added missing name of the Reformed Aztec Church title
- Tweaked the religion colors to make them more distinct
- Corrected some event text typos
GAMEPLAY:
- Norse Pagans can no longer employ the coastal conquest CB against other pagans (neighboring counties can still be taken though)
- The Subjugation CB can now only be used once per lifetime instead of every 10 years. (Unless you have the 'Become King' ambition.)
- Characters with the "Become King" ambition and access to the subjugation CB can no longer move their capital out of the de jure kingdom
- Subjugated rulers of another religion now get a smaller opinion bonus vs the winner, lasting for a shorter time
- Fixed a bug with many vassalizing casus bellis where the target's own counties would be seized when they should not be
- Tengri Pagans are now limited to Agnatic succession
- The Jomsvikings now reform if the Norse reformation takes place
- Fixed an issue where the primary heir under Gavelkind would not inherit the capital county
- West African pagans can now also raid
- Lowered the spawn rate of TOG rebels by 20%
- Added the "Ghanan Band" mercenary company
- Slavic, Baltic and Finnish Pagans now get a bonus to their levy sizes, at the cost of their garrison bonus
- Fixed a problem with the decadence invasion event
- Fixed a bug with decadence revolts ending strangely on the attacking ruler's death
- Court Chaplain job events no longer restricted to men for pagans
- Made the Chancellor job to improve relations more effective
- Mercenary ships will no longer spawn in major rivers
- The Viking trait can now only be gained by adults
- Heirs returning from the Varangian Guard to take the throne of their dead father can no longer get the same event twice
- Piast the Wheelwright and his son are now of the Piast dynasty
- Pagan festivals can now only be held in summer as intended
- City Shipyards now produce slightly more galleys than their Castle and Temple counterparts
- Fixed a bug where banishing landed vassals would not take all their titles
- Under Gavelkind, your oldest son will no longer ask for titles
- Added additional names and dynasties for Roman characters created in the Ruler Designer
- Added an earlier king of Ireland to make Irish liberation revolts possible
- 867: Strengthened the coastal Baltic, Slavic and Finnish tribes with better Holdings
- 867: Slightly strengthened the initial forces of Ivar and Halfdan
- 867: The Karling kingdoms are now on Agnatic succession
- 867: Moved Uglich from the Meryas to the Vyatichi
- 867: Byzantium is now properly on Primogeniture, not Gavelkind
- 867: The Duchy of Meath now exists, called "Tara" by the Irish
- 867: Made some important vassals to the King of Italy Italian culture to prolong the survival of the culture and ensure more internal troubles
- 867: Adjusted the initial political and dynastic setup among the Baltic tribes to make them more resilient
- The vassal opinion for free investiture law now correctly only applies for Catholics
- Build cost and time is now affected by your capital tech, not the average tech in your realm
- Ignoring pagan defensive attrition is now controlled by your capital tech, not by the average tech in your realm
- Own fort level no longer affects ability to navigate major rivers
- Tweaked the AI bonuses on Hard and Very Hard difficulty settings
- Successful non-claimant adventurers are now known as "the Conqueror"
- Fixed a bug with weird dynasty names for the commanders of Liberation rebels
- Castrating or blinding a prisoner now removes the righteous imprisonment cause when they are released
- The ambition to gain a council position now only increases a skill the first time it is successful
- The generic Pagan religion now has a description and holy sites
- Added the Hellenic religion
- The events when certain cities are sacked now properly trigger for the Mongol Empire
- The event when you raise a runestone as a zealous Reformed Norse character no longer treats you as a Christian
- Captured Rebel leaders now have a "Broken Spirit" modifier, making them pretty useless
- Fixed a bug where Gavelkind could produce republics
- Fixed a general bug with multiple kingdom inheritance that could produce republics
- The decision to create the Kingdom of Leon now makes it a de jure part of the Empire of Hispania
- Trade posts are no longer counted towards the Prepared Invasion realm size limits
- Fixed a bug with being able to semi-grant invalid duchies and kingdoms to your heir under Gavelkind
- Heathen priests can now inherit titles
- Mayors and heathen priests will now marry if they are heirs to other titles
- Lack of Piety rumor event now only triggers for Christian lieges as intended
- Trade post garrisons now give less retinue cap increase
- Moved the counties of Loon and Julich from de jure Cologne to Luxemburg
- Technology points are now gained by own demesne when containing buildings that give technology points
AI:
- Will not convert to Norman culture if in a huge Norse empire
- Higher prio on building temple towns
- Adjusted propensity to backstab brothers of the faith who are primary parties in holy wars
- Behaviour is now affected subtly by the difficulty settings
- Tweaked max field army sizes a bit
- Will not agree to concubinage for title claimants
MODDING:
- Exported BASE_REVOLT_CHANCE_MOD and TOG_REVOLT_CHANCE_MOD to defines
- Added a 'can_appear' field to dynasties to prevent for example the Seljuks from appearing before their event
"Retract Vassal" is a gamechanger.
I'm guessing it allows you to make vassals of your vassals your direct vassals?what is this supposed to do?
I'm guessing it allows you to make vassals of your vassals your direct vassals?
I've played Paradox games for 12 years and I've never completed a grand campaign. Games get boring long before that, I don't understand the appeal of exporters.
I've played Paradox games for 12 years and I've never completed a grand campaign. Games get boring long before that, I don't understand the appeal of exporters.
I generally agree with you, to get the most out of such tools you have to be a bit creative I think. For example, create some kind of mega empire or two in a single game, then carry it into the next and try to take them down as another nation.
It's really smart for them to make an official tool like that. Makes me want to buy EU4.
I have put something like seven hours into EU3, it's not really a priority investment. Cool stuff like this might make it one though.You weren't planning to get it?!
Really thinking about getting into the EU series. What does the EU series do that Rise of Nation or the Civ series doesn't?
Playing Civilization to get into Grand Strategy is like practicing for your driving test by playing with matchbox cars.
How would you all feel about a gaf mod for ck2? Any ideas on how you would structure it?
I have some modding experience with both CK2. I would totally be for it. Maybe start with a blank map and give us, the users of GAF, various counties/duchies/kingdoms around?
Owner > Administrator > Moderator > Member > Junior Member
Community threads as city states.
I can't see how GAF members correspond to in-game dukes and counts at all, especially when they start having kids.
I was thinking about suggesting the same thing. I've never actually played multiplayer in CK2 or EU3.It's a good thing they're using steamworks for EU4. It should be easier, I guess.
This thread should try to set up multiplayer sessions.
One thing I don't like about Civ is that its historical aspects are really superficial. EU3 goes to great lengths to attempt to model historical trends and events over time. Civ's mechanics feel very "game-y", for lack of a better word, especially toward the end of the game. I also think Civ is more of a pure strategy game in that you're using a specific strategy from the outset to achieve victory in a zero sum environment. EU3 incorporates some sandbox elements which leaves more room for experimentation and failure. EU3 is a lot more complex, but ironically, I find Civ to be a lot more inscrutable. You really have to know what effect your actions will have 20, 50, 100 turns in the future. In Eu3 you're not really working toward an end game (most people probably don't even keep playing until the end date).Really thinking about getting into the EU series. What does the EU series do that Rise of Nation or the Civ series doesn't?
Really thinking about getting into the EU series. What does the EU series do that Rise of Nation or the Civ series doesn't?
Not yet.Did you buy EU?
Not yet.
Check your inbox.
The most recent episode of Three Moves Ahead has the CEO of Paradox on, and he touches on consoles and tablets a bit. He wants it to happen one day but they're not working on it yet and it might turn out to be impossible.
Cruel and unusual punishment is what that is.I can't imagine the horror of playing EU3 with touch controls with a Paradox UI.
The most recent episode of Three Moves Ahead has the CEO of Paradox on, and he touches on consoles and tablets a bit. He wants it to happen one day but they're not working on it yet and it might turn out to be impossible.