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CK2 Dev Diary #19 The End is Nigh

Hello all, it’s DD time again! As you hopefully know, it’s only a little over a week until Reaper’s Due is released (on the 25th), and you’ve seen pretty much all the new features by this point. As such, I don’t have any big reveals this week, so instead I will just tell you about a few assorted small features and share some of the 2.6 patchnotes with you. So, without further ado:

Reaper’s Due
As well as 2.6 making the Indian Reincarnation events work slightly better, RD includes a rare Reincarnation event which anyone can get, provided they have Fantasy Content turned on.

Parents now have some reaction events to their children being born, especially to their first child, and additional events if it is sickly.

When characters become Ill, it is possible they will suffer from a Mild, Normal, Severe, or Incapacitating version of their Illness. In the latter case they will be bedridden and will require a Regent for the duration of their Illness.

2.6
I mentioned we might do this in an earlier DD, but Nomad’s Pillage decision is now on a separate Alert to avoid accidentally Settling.

You can now zoom the camera out even further, allowing the entire map to be seen at once.

As mentioned in a non-DD thread, AI-called Crusades will be much more likely to target areas adjacent to provinces of their religion-group if they have no targets with Crusade weights set.

I thought those were interesting enough to mention, but here’s the entire “Balance” section of the 2.6 patchnotes:
Code:
###################
# Balance
###################
- Alliances and Call To Arms
    - Restored manual call to arms
    - Call to arms from allies can be declined again
    - Added defines to enable/disable auto call to arms and possibility to decline them
    - Added major opinion penalties to alliance breakers
    - Added temporary alliance-breaker modifier (gives -5 diplomacy)
    - Made alliance-breaker and truce-breaker temporary modifiers duration scriptable
    - AI will consider dissolving alliances with alliance breakers
    - AI is unlikely to accept alliances from alliance-breakers
    - Fixed a bug that prevented vassals from joining wars against tyrants. Expect revocation wars to be more risky! (can be disabled through the define VASSALS_UNITE_AGAINST_TYRANNY)
    - Can no longer call ally to war if ally has NAP with defender
    - Alliance breaks with attacker if you accept call to arms from defender

- Flanders is now properly part of France
- Norse, Pictish, Visigothic, and Saxon cultures no longer split if controlled by a powerful ruler, or if their head of religion is of their culture
- CROWDED_THRESHOLD_MODIFIER lowered to 25
- Head injury in battle now has a chance to cause disfigured rather than incapable if your have Reapers
- many "active" minor titles, such as designated regent, cannot be held by incapable characters
- Alania is now Tribal from the Old Gods start point onwards
- k_hungary no longer requires a Magyar province to form
- Increased the troop count of the Shia uprising to make it succeed slightly more often
- AI holders of k_france will no longer create k_aquitaine unless they are close to forming Francia
- Gave Berber culture 'allow_looting = yes' and 'seafarer = yes'
- Added requirement for lvl 4 hillfort/market city when upgrading Tribal holdings as a non-tribal
- The AI now makes use of Tribal Armies
- AI Nomads can now acquire warhorses
- Increased the Steal Population effect on the Humiliate CB from 10% to 25%
- Increased the impact and deadliness of most Epidemic traits
- Updated the 'Funeral Procession' event with better rewards in the options
- Extort Subjects now available when at war
- Donate to Liege now available when liege is at war
- The 'Groom an Heir' ambition no longer requires you to be married
- Updated final 'Ambitious positive' event to be slightly more interesting
- When declining the papal request to switch to Papal Investiture, the Pope may now excommunicate you
- Rank 2 and 3 education outcomes are now more common
- Become King ambition now only lets chancellors fabricate one kingdom claim
- AI no longer calls all allies into war, but only tries to get more than 1.25 times the opponent's strength
- Changed age to set childhood focus to 6 so you can also choose an educator at the same time
- Pagan nomads no longer suffer from pagan defensive attrition (made it a define called NOMAD_SUFFER_PAGAN_ATTRITION)
- It's now possible to demand religious conversion of landless courtiers even while at war
- Moved the Theology and Hunting focus events to 'on_focus_pulse'
- Seduction Focus: The rebuff opinion modifier no longer lasts forever
- Boosted the opinion effects of giving gifts and of the "Improve Relations" councillor job
- Even with the law that allows revocation and retraction from religious enemies, their religious brethren among your vassals will now still be upset
- You no longer get Pagan homeland attrition if you're allies
- Made Agnatic the normal default gender succession law again, except in Christian realms or when you have equality laws, or the new game rule
- Blocked barons from having Agnatic-Cognatic succession (it's an inheritance mess)
- Rulers of all religions are now allowed to convert to the attacker's religion during holy wars, if their Moral Authority is much lower
- The Family Focus (Way of Life) can now also remove rivalries between close family members
- Exiled characters should no longer join courts of characters in seclusion, or court of the banisher's vassal
- Characters can no longer escape from House Arrest
- Monthly prestige/piety province modifiers are now added to the character
- Most of the minor titles can now be made available for female characters as well, provided the correct laws or game rules are in place
- Frail now has a small health penalty
- When a Tyranny war is lost while the Conclave DLC is enabled, the title revocation law will be revoked
- Intrigue Focus: Spy On: Nerfed the chances of abduction and murder unless you are a Master Schemer
- Added 1 Health to the Theology Focus
- AI Nomads will now Tribalize if they push too far outside the steppe IF they don't hold much territory in the steppe region + not many castles/cities
- When Nomads Tribalise they now culture/religion convert new provinces based on population/manpower
- When a Nomad Tribalizes a custom kingdom will be created if they would end up as duke rank or lower
- Nomads who Tribalize now get a small amount of event troops
- Changed the Eunuch Councilor events so that they are slightly better and show up in the event option so you can click them and check their stats before deciding
- Carousing Focus: You can now invite people to a new party 90 days after the last one (down from 500 days)
- Raised chance of reincarnation events for Indian religion group
- Changed the Jewish Councilor events so that they are slightly better and show up in the event option so you can click them and check their stats
- Lowered the war contribution that all theocracies and holy orders get as attackers in Great Holy Wars
- Powerful vassals will now only be angry that they haven't been given a position on the council if they're eligible for such a position, or they've recently been fired from the council
- Horse Lords: Unlocked the 'Perform Sky Burial' decision for non-Nomadic rulers of the Mazdan religious group
- Tanistry is now available without Late Feudal Administration, both for Feudal and Tribal Celtics
- Fixed firing Advisors applying the "Revoked Honorary Title" opinion modifier on top of the "Fired from Council" opinion modifiers
- Merchant republics can now always move their capital to a city if their current capital is a castle
- Reintroduced the Bankruptcy character modifier, which reduces army morale by 25% when a ruler has negative wealth
- Councilors who have promised council support to someone will now vote their conscience if the person they're supporting is abstaining
- Commanders can now only be relieved via the Relieve Commander interaction and the Minor Titles screen, which unlike the Revoke Honorary Title interaction, do not incur an opinion penalty
- Retreating enemy armies are no longer considered hostile for the purpose of disbanding units
- Adjusted the 'opinion_unfaithful_husband' opinion modifier
- Adjusted the 'acknowledged_bastard' opinion modifier
- Doubled the positive opinion modifiers from granting landed titles to someone
- Vassals are now grateful when you build buildings in their Holdings
- Viceroyalty succession now overrides all succession law opinion modifiers for that title, since succession law has no effect
- If succession law affects both the youngest and oldest child, and someone is both, they now always get the best opinion modifier
- Fixed heirs not getting positive opinion modifiers from succession laws (E.G., oldest_child_opinion in primogeniture)
- Visigothic culture will no longer split when in a powerful Visigoth realm
- Ladies can now gain the viking trait(s)
- Switching religious branch as an Indian religion will now also switch that of your close kin (if non-zealous)
- The Magyars have a significantly larger army in the 867 invasion of Hungary, they will now win more often than not
- Hungarians led by the Árpád dynasty will always want to settle in Hungary if they have the chance
- When the historical Magyars settle in Hungary, more provinces will convert to Hungarian
- Dynamic mercenaries are no longer prevented from marrying
- Even Malcontent voters will now vote for additional council power laws, as it means they'll have more to say 'no' about
- Prisoners from major revolts can now be executed and released
- Significantly increased the chance of vassals joining Grand Tournaments/Furusiyyas
- Reduced the number of unnecessary courtiers generated; should somewhat improve performance
- Redid the Varangian Guard events from MTTH events to yearly pulse events
- Added AI weights to event HL.10531, where a mercenary leader would accept or decline an invitation to a feast, to make it less random
- Moved event SoA.5219 to yearly pulse from MTTH
- Increased the prestige gain from 'Groomed to Perfection'
- Moved the SoA 'wicked priest' events to the bi-yearly pulse from MTTH
- Retreating from battles and sieges now starts the day after you right-click, so that you can cancel it on the same day if you misclick
- Tribals who are Tengri/Altaic will now raise more Light Cavalry and less Heavy Infantry in their summoned Tribal Armies
- William now starts with slightly more Heavy Infantry in "The Stamford Bridge" bookmark, to give him a higher chance of gaining England
- Rulers can now change crown laws every 50 years, rather than once per lifetime (cooldown still removed on death)
- Opinion of predecessor is now also inherited in elective government types if the successor is a close relative of, or in the same dynasty as, the old ruler
- Crusades on titles without a crusade weight are now less likely if said title is not adjacent to territory of the crusader's religion
- Now possible to ask one's liege to press one's claim even if the liege council isn't allowed to vote on war declaration
- Courtiers who have minor titles, friends, lovers, consorts or rivals are now excluded from the court pruning system
- Immortal characters are now immune to pruning
- If subjugation wars are invalidated, the 'once per lifetime' subjugation is now refunded
- If a Muslim Invasion is invalidated, the piety will be refunded

Horse Lords:
- When conquering Nomad land (empty provinces) as a non-Nomadic character, the following will happen:
    - A basic Tribal holding will be constructed
    - The Nomad culture and religion will be preserved in the province
    - A 'Nomad Agitation' province modifier will be added, slightly increasing provincial revolt risk
- On succession, if a character holds provinces with Nomad Agitation they will automatically secede from the realm unless one of the following is true:
    - A Castle or City holding has been constructed in the province
    - (Only if Tribal) At least 2 buildings have been constructed in the province's Tribal Holding
- Provinces that secede because of Nomad Agitation will spawn a new Nomad ruler as per the culture/s of the released province/s
- If a newly seceded Nomad Ruler borders a Nomad of the same culture, they will join them as a Clan Chief
- If a Nomad conquers a province with Nomad Agitation, the modifier will be removed

- Raiding Adventurers can now properly invade & claim land from Nomads
    - If they are the same culture as the target, they will become a Nomadic Clan Chief
    - If they aren't the same culture they will become a Tribal Vassal

- Now when you choose to 'Settle as Tribal' as a Nomadic realm your Clan Chiefs will settle along with you

- The 'Pillage Holding' decision has been remade, it will now pillage the selected holding progressively (once every 6 months) until it's destroyed
    - When a holding is destroyed from pillaging you get an event containing some flavor
    - You can now pillage several holdings in the same province at once
    - You can at any time choose to 'Stop Pillaging' a holding by using a targeted decision
    - The Revolt Risk associated with pillaging is now capped at 30%
    - Claiming a pillaged province as a non-nomad now clears the revolt risk (other penalties still apply)
    - The revolts that spawn from pillaged provinces are now significant (no more 60-man whack-a-mole uprisings)
    - You can no longer choose to pillage enemy holdings manually, instead it's triggered by event (gain gold or prestige)

- When choosing to settle as a Nomad the provinces that flip to your culture will now try to border each other
- The AI logic for when Nomads want to settle has been changed slightly, certain Nomad personalities will take longer to settle
- If a settling Nomad has only one vassal of king-tier, they will now usurp that character's kingdom rather than create a custom empire

- The Silk Road has received the following changes:
    - The Silk Road has been extended by adding a new branch from Lut - passing through Rayy and Tabriz - to Trebizond
    - The southern part of the Silk Road has been updated to also pass through Dhofar, Socotra, Busaso and Taizz on the way to Alexandria
    - Increased the base wealth of the Silk Road to 122 from 100, to account for added provinces

That's all for now, but if you haven't already seen them, be sure to check out the various preview videos which are starting to appear on Youtube. Next week I will post the rest of the changes as well as showing the new Steam Achievements.
RIP promo art.png
Finally, here's some eyecandy to remind you of your impending demise
 
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Mithfir

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- Blocked barons from having Agnatic-Cognatic succession (it's an inheritance mess)

Does that mean we won't see baronesses anymore? I liked to marry distant kinsmen to baronesses to get rid of them... Also, won't that mean baronies will return to lieges faster? Barons tend to be more vulnerable to assassinations plots already.
 
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Ninking

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And then take that and stack it with the plague.

If you watch the Loreswarm's Reaper's Due videos, by I believe episode 4 definitely 5 you start to see entire families die and entire counties floating back up to the king. He refers to counties mistakenly calling them baronies but the principal is the same.

I think your concern for barons is legitimate simply because they don't marry as much, or as well, or have nearly big enough families to survive. After all who wants to marry a baron. Furthermore will there be any lowborn unnecessary people left willing to marry barons with both plague and the programmed culling of unnecessary peoples, then add to that no girls allowed.

I mean sure allowing girls to succeed to baronies may have been an inheritance mess. But it wasn't noticeable, and it wasn't anymore of an inheritance mess then the rest of this game or its time period.

Perhaps barons should be able to marry courtiers without any prestige penalty, to make them more prone for making families.
 
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Meneth

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Also, when you say code, do you mean it has been hardcoded? If it is, may I request a define to set the penalty that being bankrupt will apply (where setting it to zero will turn it off)?
The effect is a static modifier, so you can change the actual effect of it arbitrarily.
You just can't change when it is applied.
 
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Llyw olaf

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In all my Indian campaigns I've never seen the reincarnation event, glad it's getting some fixes. Patch looks great, and fixes and improves many of my long time issues, thank you.
I really like the addition of reactions to your children's birth, I hope the birth of an inbred or dwarf child is included.
Are sickly children more likely to die now? they very rarely die in my campaigns, no need to worry about them.

Since the introduction of court physicians I've been wondering if childbirth complications have had any unique events added, any new events or new risks? maybe deciding to save the child or the mother, or a stillbirth? I find it strange that stillbirth still has a message setting but isn't in the game.
 
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Keizer Harm

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Essentially I don't think the AI should be geographically locked from expanding in certain directions especially when it is obviously beneficial to do so
The thing is: it would not have been a beneficial thing for them to do in real life, due to factors not represented in the game.
 
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Atlantians

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@Darkrenown, you said a while back that you were looking into reintroducing Crown Authority into Conclave as well as more laws to allow something like The King's Peace that banned vassal-wars between vassals as well as even unilateral wars outside the realm without permission.

Has this been introduced, or is the system still the same with vassals under Conclave, with no way to centralize realms like Byzantium and the HRE, so as to strengthen the crown and the state?

Also, a while ago I asked about the moddability of the game being improved by adding into the Law files the free_revoke_barony/county/kingdom modifiers to the already existing free_revoke_duchy modifier, to allow modders to implement more realistic Imperial realms with Laws and Law triggers.

Has this been implemented or can it be added easily?
 
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Aries666

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I still see the Byzantines get torn apart in Civil Wars a lot. Not to mention this would help them - and the Latins - out a lot in later dates when they do really need it.
For me the Byzantines in frequent civil wars is fine, the real issue is why their competitors, for the most part large Muslim empires, seem to suffer far less internal strife. All you have to do is look at the Caliphs vassals and they are all happy with him even if they have a massive levy raised penalty. Civil wars should happen regularly in empires (especially if the emperor is poor) but this just doesn't happen in all empires.
 
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Damarrocarion

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So, if Mazdans can always use Sky Burial, and Nomad Dharmans can use Sky Burial, shouldn't Zunists be able to use Sky Burial, at least if they're nomads? Zunism, being a remnant of Iranian Paganism lying awkwardly between the philosophy of Zoroastrianism and the gods of Hinduism, and holding aspects of both religions, it should get a feature that both religions possess, no?

Zuns do have Festival of the Sun and some other perks to make them one of the most fleshed out religions while poor Manicheans are lucky to have this...
 
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Axe99

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Cheers for the DD Darkrenown, and best of luck to you and the team for the release, looking forward to giving it a whirl and watching the death and destruction :).
 
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Silversweeeper

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No, it's prioritizing stronger allies first.

I suppose there is some merit to potentially overkilling the war that way. Hopefully the AI won't shoot itself in the foot by calling in people who are too distant, in other wars, or otherwise bad to call when it could call on some weaker ally nearby that could reach it in a timely fashion.

Yes, the whole alliance.

Excellent. That should help escalate wars as needed as opposed to just having one check vs. a potentially weak primary attacker or defender with strong allies.

The AI might refuse call to arms against allies (or it might not), or it might refuse if it's a war they can't join for some reason.
Otherwise, the will say yes.

As long as the AI doesn't support the wrong ally too frequently (e.g. helping another dynasty against its own dynasty when relations with its dynasty member are good), doesn't end up fighting against crusades from its own religion, and the like I'll probably not mind it being a bit eager to join wars (though I hope it doesn't overcommit to distant wars and leaves itself wide open to invasion and rebellion).

When you are allied to both the defender and the attacker, refusing a call to arms doesn't carry as big a penalty, and you don't get the "alliance breaker" character modifier.

Sounds fairly reasonable. How big is the penalty in this case, and can we mod it?
 
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riadach

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It seems like a bit of a waste when armies can't carry loot, and that's a much bigger change. You can turn on [land] raiding for everyone via game rules though.
I wouldn't think they'd need to carry loot. It would be enough for them to be able ro raid their neighbours as they did historically.


Although armies carrying loot would be a great idea for nomads.
 
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vandevere

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Anything on whether the bug that causes tyranny amongst your vassals for executing random foreigners has been fixed?

That will definitely need to be fixed before Reapers comes out... ;)
 
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Aries666

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It's really nice to see that the Silk Road has been extended, but I do have to question why the opportunity to add Constantinople wasn't taken. While I recall it being said that Paradox doesn't want to add in every single last route of the silk road - which is understandable - it's not as if Constantinople was a particularly unimportant route during this time.
I wouldn't be surprised if this is because in most cases it would boost the Byzantine emperor who is one character who doesn't really need any additional help.
 
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Tom013

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Some open questions..

1) What requirement whould that be ?

2 )Does the AI know that ?
Meaning while having 25% less morale will they still declare wars against big enemies (which they then have a better chance to lose) ?

3) Both ? Youngest and oldest at the same time ?
I'm sure i'm misunderstanding something here...

4) We got to hear of less muslim women generated (as Islam had more generated women in the first place),
but is there any other random characters affected and if so which ?


5) I hope both actions still have a good chnace to succed, not to make Spy On usless in the end, apart from revealing dirty secrets of that character.

6) Every 90 days ?
That sounds nearly like hedonistic Berlin to me. :eek: :rolleyes:
500 cut to 90. Isn't a bit too extreme ?

7) Which one exactly would that be if i may ask ?

Numbered to address a few of your remarks.

1) The requirement was literally in the statement you quoted. Re-read it.
3) If you're an only child, or an only son, you're clearly both youngest and oldest. Is this what you are misunderstanding?
4) They talked about this some in the previous dev diary. It wasn't all super-specific, but it is a bit more info.
6) I dunno, I thought it was kind of silly that you could only have a small party with your friends every 1.5 years while you were focusing on partying. 90 days for getting the guys together seems pretty reasonable.
7) The one for getting seduction rebuff. There's a opinion modifer for it.
 
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Aries666

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Unless I missed something looks like Arabs are still going to invade Nubia/Abyssinia as fast as they can, and potentially whoever is in southern France is going to shoot for Tlemecen as well quite a few centuries early.
Having just completed an Ethiopian game I was pretty happy that the Sultan of Egypt kept declaring on me whenever I was weak. Not only did this add challenge but it makes sense too in that it is an easy way for the Sultan of Egypt to become more powerful, if I was playing that character I would take all of Abyssinia whilst waiting for my shot at the Caliph.

Essentially I don't think the AI should be geographically locked from expanding in certain directions especially when it is obviously beneficial to do so.
 
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Damarrocarion

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AI will use Tribal Armies - now that could turn into nasty game changer for those of us near tribal AIs..

What do you think of this patch note?

- Tribals who are Tengri/Altaic will now raise more Light Cavalry and less Heavy Infantry in their summoned Tribal Armies

I think it is a nice touch, though it would be nice if tribal realms could get some cultural buildings too which would upgrade to feudal versions later (to give some more variation to various realms)
 
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