• 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.
Dev diary 81 - People called "Romanes", they go, the house?

If you turn your head just right and squint, I assure you this is within the scope of Tianxia (and, well, I am in a position to decide such things...).


As you probably know, the Legacy of Rome DLC contains a number of events about (re)conquering Roman provinces. These events have a few problems as implemented, however (the below might not be exhaustive):

- The events frequently speak of conquest, even though the relevant counties might have been inherited.

- The events were added before the earlier start dates were added, and the localisation -- effectively unchanged since it was added -- thus mentions false empires (cough uppity Pope and Charlie cough not Holy, not Roman, not Empire cough) and similar things that make sense to mention in 1066 but that might be very strange if you start early enough.

- The provinces don't cover the whole of the Roman Empire at any point, regardless of how you look at them, meaning e.g. if the Empire of Nikaea reconquers Thrace and reforms the ERE their achievement won't be considered noteworthy.

- The province borders don't match very well with Roman provinces, e.g. "Syria Palaestina" also covers the completely separate province of Syria.

- The reward is always 100 prestige, regardless of whether you have brought a duchy-sized province into compliance or you have finally taught every last independent-minded Gallic village the proper order of things, i.e. that there's you, then your boot, then all of Gaul beneath your boot.

- Rather few areas outside the former Roman borders have hypothetical province events.

- The AI cannot get the events, meaning that if the player should take over a very successful Roman Empire they will get the credit for reclaiming provinces they did, in fact, not reclaim.

- The events are MTTH events -- bad from a performance standpoint -- that check an expensive condition -- not really something you want to check frequently -- as opposed to checking things in a less performance-intensive manner.

You might see where this is going...


In 14.1.0, a great number of new geographical regions have been added. These regions correspond to Roman provinces (more or less; CK2 county borders don't always line up, and in a few cases a few extra counties are included to result in saner geographical borders), whether historical or hypothetical, and they cover a much greater portion of the map than vanilla's setup.

ck2_1.png

ck2_2.png


All of the the "<Name> (Roman province)" regions all have associated "The Province of <name>" events (requiring LoR, because some of the localisation is reused and it generally makes sense). Aside from the provinces of Alpes Graiae et Poeninae, Alpes Cottiae, and Alpes Maritimae -- which share localisation due to being pretty small and not terribly exciting, even if they have individual events -- these events are unique, and a good number of the events are slightly different for Christians and for Hellenics (others need not apply); a few Christian examples are shown below.

ck2_3.png

ck2_4.png

ck2_5.png


At present, no rewards have been implemented for any of the events, but there will be different prestige rewards and perhaps one or more bloodlines, artefacts, or nicknames in some cases (that's on the 14.1.0 TODO list).


The (Roman) Imperial Reconquest CB has also been updated, now allowing the reconquest of Trajan's empire (and the slightly reworked "Roman borders" event goes off of the related region), and its "Not against Muslims, because you can holy war them!" condition has been changed to actually check whether you can, in fact, holy war the target (HF reformations might rule that out for reformed Hellenics, for one thing) and not caring at all for whether the target is a Muslim. Again, vanilla's implementation had its flaws...


Regarding the dev diary's name, it is possible that the province names aren't 100 % proper-- I unfortunately do not speak Latin, and the Romans were inconsiderate enough to not establish provinces everywhere -- and it is also possible some of the province borders are a bit more wrong than they need to be (some maps aren't very exact and might not agree with each other, on top of CK2 county borders not lining up very nicely everywhere). Should anything of the sort be discovered, you can expect bugfixes, provided we are told what would be proper (or we can figure it out, but in this case that might be harder than usual).


That's all for this dev diary. The next dev diary might be a bit later than previously estimated -- I wasn't able to spend as much time on modding as expected during the last week or so -- but I am reasonably confident it will be ready within the next couple of weeks.
 
  • 2Like
  • 1Love
  • 1
  • 1
Reactions:
So I'm just chilling one day when I notice the name on the China news popup doesn't seem quite right, and it turns out there's a whole new second China busy conquering its way across Africa led by this maddest of lads.


20240305203556_1.jpg


I have so many questions....
 
Last edited:
  • 3Haha
Reactions:
So I'm just chilling one day when I notice the name on the China news popup doesn't seem quite right, and it turns out there's a whole new second China busy conquering its way across Africa led by this maddest of lads.


View attachment 1089544

I have so many questions....
Serious answer: eligible Child of Destiny (likely initially Han Confucian) that somehow ended up in Africa. Child of Destiny gets (iirc) an essentially free CI Empire when they start their conquests. Then he took "convert to local culture" to become Berber. (Might also be a rogue Treasure Fleet, but the stats and modifiers make me suspect Child of Destiny.)

Funny answer: man's playing an EU4 Colonialist China and ended up in the wrong game.
 
Serious answer: eligible Child of Destiny (likely initially Han Confucian) that somehow ended up in Africa. Child of Destiny gets (iirc) an essentially free CI Empire when they start their conquests. Then he took "convert to local culture" to become Berber. (Might also be a rogue Treasure Fleet, but the stats and modifiers make me suspect Child of Destiny.)

Child of Destiny seems likely, yes; he's got the Disinherited trait, the wrong custom empire for the Treasure Fleet (and is on the wrong side of Africa for the TF), and a ton of modifiers, high PCS, and Martial.
 
Dev diary 82: The Renowned Apothecary Society (part 2)

It is time for yet another dev diary about the RAS, this time concerning Court Alchemists and the brewing of Immortality Potions. It is unfortunately hard to grab good screenshots for this since many events require rather specific things, but I hope you'll still find the dev diary informative.


Court Alchemists (and related things):
As shown in the previous RAS development diary, members can be appointed as Court Alchemists by lieges with a suitable government. Court Alchemists -- as well as RAS members that have friends or lovers in the same realm -- can be quite impactful in a few different ways, as they can be approached by their liege, their liege's courtiers, or their friends/lovers in the same realm about several different potions (and related things).

- Apothecaries can be asked to provide Healing Potions for the requester using a targeted decision (or pulse event, for the AI).

- Master Apothecaries can be asked to provide Clarity or Fertility Potions for the requester using a targeted decision (or pulse event, for the AI).

- Grand Apothecaries can be asked to provide Aphrodisiacs for the requester and -- if the requester is their liege -- asked to brew an Immortality Potion (more on this in the next part of the dev diary) if they are not brewing one already, using a targeted decision (or pulse event, for the AI in the former case).

- Characters with an eligible alchemist to target -- their own Court Alchemist or a friend/lover Court Alchemist inside the same realm -- and an eligible target they dislike inside the same realm might randomly get opportunities to request potions to humiliate the latter -- or even deadly poisons -- that they then will be responsible for delivering to the target. Even Novices can be targeted by this.


In the case of a liege asking their Court Alchemist for a Healing/Clarity/Fertility Potion or an Aphrodisiac, the Court Alchemist has to agree to provide a potion regardless of whether their liege offers ingredients or money for ingredients. If it is a friend, lover, or random courtier of their liege that asks, the request can be refused, and if the asker does not offer to pay or offer ingredients the alchemist can ask for things in return for the use of their ingredients -- up to two (due to events being limited to four options at the same time) of the following will be options: 1) a Favour, 2) the cancelling of a Favour they owe, 3) money, or 4) Grace (if the asker is the EoC) -- meaning a Court Alchemist that keeps some ingredients on hand might be able to gain quite a bit in exchange for their services.

If a humiliating potion -- which would be a potion that is intended to make the drinker throw up on someone, that makes them smell funny, or the like; nothing that causes lasting harm -- or a poison is requested, the alchemist gets to demand something in return from their liege (at most one option will be available), gets to refuse their liege's request, and also has the option to instead inform the would-be target (upsetting the asker, but making the would-be target like the alchemist more); you're obviously always aiming to heal people, and this is asking you to do some kind of harm. Again, you might be in a good position to get something in return and possibly get rid of someone you also happen to dislike.

Of course, even if an agreement is reached and you got paid in some manner, you might be able to take advantage of the situation even more...


When it comes to all the beneficial potions, the alchemist has four options:

- Attempt to brew what was requested. You can still fail, but if you want to help the asker, this is the best option.

- Attempt to brew a harmless placebo. It's less likely to be helpful, but also isn't likely to harm the asker. A good option if you don't want to aid the target but don't particularly want to hurt them.

- Attempt to poison the target. This will most likely harm the target's health (unless you mess up the potion), but it isn't going to be very subtle that the potion didn't do what you claimed it would do, so the target will likely notice.

- Attempt to brew a more sneaky poison (requires sufficient understanding of both poisons and beneficial potions from various experiments/etc.). This means brewing a potion that initially will look as if it is helping -- or at least not harming -- the drinker, but that over time might result in nasty side-effects that can't easily be traced back to the potion.

When it comes to the humiliating potion, the options are the following:

- Brew what was requsted.

- Brew something harmless. Ideally, this won't do anything noteworthy.

- Brew a poison. The person that asked should have known better than to trust you, and this might actually do lasting harm to someone you dislike.

- Brew a more sneaky poison that may or may not also humiliate the target at the start.

Finally, when it comes to requested poisons, the options are:

- Brew a poison. If you're lucky, this will kill the target, though it will be clear the death isn't natural.

- Brew a more sneaky poison. "Natural causes" claims another, if things work out.

Hopefully, you will be able to make good use of some of these opportunities, should you be playing a less honest character or be playing as someone that has other reasons to mess with a potion -- for example, as a spouse or lover of a liege that asks for a Fertility Potion when you really don't want to have more children -- and hopefully you will also consider whether actually asking for a potion from a potentially untrustworthy Court Alchemist might be unwise from time to time; the AI might also do something other than what was agreed to...


As a spoiler for the next RAS dev diary, alchemists will also occasionally get the opportunity to try to brew and deliver humiliating potions and poisons on their own initiative, so you are not going to be fully limited to the AI deciding to ask even though you will not have a targeted decision for either of the two.


Immortality Potions:
As previously shown, Grand Apothecaries can start brewing Immortality Potions for themselves (if not already immortal, already brewing one, currently drinking one, or already due to receive one), and -- as previously mentioned -- lieges with a Court Alchemist of Grand Apothecary rank can request to have Immortality Potions brewed for them. These options are available regardless of the Supernatural Events Game Rule's settings, but it will only ever work out if those events are active.

When approached by your liege about an Immortality Potion, you have four options (when brewing for yourself, you'll simply get a confirmation event at the start):

- Agree to the request and aim to actually brew an Immortality Potion.

- Agree to the request, aiming to brew something harmless. Possibly a safer option if you don't think you can pull it off -- it is very unlikely to work out -- as the outcome also is less likely to be fatal.

- Agree to the request with the intention of brewing a deadly poison.

- Refuse, claiming that you lack the knowledge necessary. This will upset your liege a bit, but might also be a safe option.

Regardless of the method and whether you are brewing the potion for yourself, you will then get one to three different options as to how to figure out your starting point, with the effect depending on your traits and skills. If you are brewing for yourself, you could elect to stop if your starting point feels a bit too uncertain, but this will not refund any society currency invested into the decision.

While brewing the potion, you will periodically (assuming you're not e.g. imprisoned) get events about adding ingredients -- potentially forcing you to try to acquire something specific -- society members attempting to help out, and the like, which can help or hinder your overall progress and also can affect the final quality of the potion. Alchemists brewing a potion for someone else will potentially get the opportunity to change the kind of potion they are aiming for -- if your liege suddenly becomes a tyrant or is caught sleeping with your wife, you might of course no longer want them to live forever -- and all alchemists might get events allowing them to stop brewing the potion if they feel too unsure about it turning out the way they want (which is unlikely to be well received).

The final outcome depends on a number of factors, including but not limited to the alchemist's familiarity with healing and harmful ingredients (both help regardless of what you're trying to accomplish, but the opposing one is much less impactful as it's more "This would be bad"), the quality of their alchemical laboratory, the ingredients used, and whether the alchemist possesses certain books. As previously mentioned, a working immortality potion is not going to be easy to brew, not even for a skilled alchemist, so while it is possible that there will be a few more immortal characters around following 14.1.0's release chances are they won't be much more common.


Upon delivery of the potion, the target has one opportunity to turn down the potion without drinking any of it (if it is an actual potion, the alchemist will get the opportunity to drink it instead if it is turned down); if the would-be potion drinker does not decide to turn back, they get to pick whether they drink it all at once -- potentially riskier, but perhaps good if you're very old or unhealthy -- or if they will drink a little at a time -- potentially having the opportunity to stop early if they don't like the way things are going (and they haven't been driven mad) -- and then a number of different things can happen (in addition to potential "interesting" side-effects down the line):

- The drinker becomes immortal. This cannot happen prior to the potion being fully consumed, and could potentially happen even if the potion has been seemingly bad partway through.

- The drinker permanently becomes more healthy.

- Nothing of note happens.

- The drinker permanently becomes less healthy.

- The drinker goes mad; particularly likely if the potion contains certain ingredients...

- The drinker dies. Obviously more likely if it was a poison created by someone skilled in that regard.

If the drinker and the brewer are not the same person and the latter is available, the former might express displeasure over a potion that does not work out -- even if it was beneficial or harmless -- if they weren't driven mad, giving them an imprisonment reason, and a potion that kills the target will be considered cause for imprisonment, execution, revocation, and banishment; everyone knows you are behind the potion, and everyone knows you claimed it was perfectly safe and would grant eternal life to the drinker. In other words, the poison approach -- or a spectacular failure using a different approach -- might let you kill your liege, but there might also be consequences if you do.

If the potion is being consumed more slowly, a drinker that has not been driven mad by it can stop at any point when the latest update is anything other than "I am feeling more healthy"", "I have been driven mad!", or "The potion killed me!", and if the Court Alchemist is still available they might get to ask them why the potion isn't working -- in which case the Court Alchemist's Diplomacy or Intrigue (depending on the kind of potion they brewed) will help determine how well the "Just have some more and it'll work!" reply will work -- or even the opportunity to accuse the Court Alchemist of attempting to poison their liege, if they are prone to suspecting such things, which might result in some varied outcomes.


That's all for this dev diary. The next dev diary is tentatively planned for the end of the month and will concern changes to assorted Reaper's Due content; not all of Reaper's Due is likely to be changed noticeably, but a few things that will be looked at:

- Seclusion, particularly the food mechanic but also general flavour.

- Available Court Physician "archetypes", where/when they spawn, and whether more should be added. Ideas would be welcome; preferably not Horse, M.D. 2.0.

- Prosperity/Crown Focus modifiers; some are a bit odd, and there might be room to expand on them. Again, ideas would be welcome.

- Treatments, how they are picked, where they are used (this does not necessarily mean "This bad treatment wasn't ever used in this place, so you're safe from it!"), and whether anything should be added.

The third -- and most likely final -- RAS dev diary will be posted further down the line and will highlight some of the RAS society flavour events. Ideas for these would be welcome, even though we have a decent number already.
 
  • 2
  • 1Love
  • 1
Reactions:
hover over japan specific decisions.

Okay; it's very specifically the "Found Heian-kyo" decision, which only shows up in the 769, making the issue impossible to reproduce in any other start date. The fix will be in 14.1.0.
 
how i can fix it on my own?

Disable the found_heian_kyo decision, either by commenting it out, by deleting it from the relevant file, or by setting it to always be unavailable (and therefore hiding it); that'll prevent it from causing a CTD.
 
and what is/was exact issue?

Not something I'm going to provide a more proper fix for before 14.1.0, for a number of reasons:

- I have not yet conclusively confirmed that the CTD isn't going to resurface in slightly different conditions than the ones I've checked the possible fix in (i.e. anything but a fresh 769 start).

- I have not yet conclusively confirmed that there isn't any similar issue to be found in the mod.

- I have not yet confirmed that the possible fix doesn't break the decision in other ways.

- I have not yet checked if the possible fix is detrimental to performance.

- I found one unrelated (far less severe) issue in the relevant decision while attempting to fix it, which also needs testing.

- The possible fix revealed a tooltip issue in the decision that I haven't yet properly fixed, so the decision is not fully fixed regardless of whether the CTD is fixed.

- Based on a number of observer games leading up to 14.0.0 (and one during work on 14.0.1) and a 769 game I played as a vassal in Japan for 2-300 years on 14.0.0, the AI does not cause a CTD when checking if it should take the decision as things currently stand in 14.0.1. I have not yet confirmed that it also doesn't with the new implememtation, so things could be worse on that end.

- While a reproduceable CTD and thus important to fix in the next patch, the issue does not rise to the level of a hotfix issue; it is (as far as I currently know) tied to a non-critical decision available to the holder of exactly one specific title in exactly one start date, and only if a specific barony doesn't exist (and the destruction of said barony doesn't cause the issue to resurface), which makes it much less important to fix right away than if e.g. everyone crashes on opening the Focus window.

- If we start providing early fixes for assorted issues that don't warrant a hotfix, we will be wasting a bunch of dev time on providing those fixes and will have trouble checking which version later bugs are on; "14.0.1" is clear, "14.0.1 with bugfixes A, B, D, H" is not. Furthermore, if we start picking and choosing which non-hotfix fixes we provide, chances are the people whose issues aren't fixed right away might get upset; I've been on these forums and other game forums long enough to know that that happens.
 
  • 2
  • 1Like
Reactions:
sometimes less words is more......... but if you need to vent, then i am ok with that

You did not seem satisfied with the shorter answers previously provided, so a longer one was provided. It's presumably not the answer you wanted, but considering that answer likely would have amounted to a hotfix in all but name, well...
 
You did not seem satisfied with the shorter answers previously provided, so a longer one was provided. It's presumably not the answer you wanted, but considering that answer likely would have amounted to a hotfix in all but name, well...
I don't understand how you cam to such conclusion. I was expecting one sentence max. Something like "we don't know yet" or "issue with missing entity". And that response is too complex for such minor issue and even containing unnecessary info :D Next time i will provide more emoticons :D :D :D
 
  • 1Haha
  • 1
Reactions:
I don't understand how you cam to such conclusion. I was expecting one sentence max. Something like "we don't know yet" or "issue with missing entity". And that response is too complex for such minor issue and even containing unnecessary info :D Next time i will provide more emoticons :D :D :D
It looks like a certain barony not having a title history is involved in the crash. My guess is that it could be fixed by giving the barony a history in 500 where it gets created, held, and then destroyed, but I don't know how to do that or which barony it is. At this point, I think silversweeper would start a murder plot on me if I asked.
 
  • 1Like
Reactions:
sometimes less words is more......... but if you need to vent, then i am ok with that
Sometimes, more is more. If you had provided fuller details on how to reproduce the error when you first reported it, a lot of this discussion could have been simplified. Devs are people with jobs and lives outside their mod work, and it's not fair to give them constant terse nudges until they give you a response that has both the form and content you want.

nd
 
  • 2
  • 1
Reactions: