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CK2 Dev Diary #45: The Adjustment Bureau

Hi folks, I hope you all had a nice weekend!

Monks and Mystics has now been out for almost a week and we’ve been busy checking out your feedback and bug reports. As usual, some adjustments and additions will be made to the game in the upcoming patch 2.7.1, which should be ready in a few weeks (sorry, can’t be more specific than that.) It’s going to be a fairly substantial update… I can’t share the full patch log yet, but I can tell you about some of the bigger things we’re doing.

First off, there will be more risks and drawbacks to being a Devil Worshipper. As has been pointed out, they are a powerful type of Society and the rewards are great while the risks for members are rather low. Among other things, there will be more viciousness between members, a greater risk of discovery, and you’ll run the risk of giving your neighbors a reason to declare Holy War on you.

The Hunt Apostates is also being juiced up. The Court Chaplain will now be able to find more than just extremely suspicious characters and the penalties for being branded have been increased. For example, you now also gain a revocation reason on the target. When an apostate is dragged into your throne room, you now get to choose one of three options; let them go free, imprison them or burn them at the stake (something that the AI favors). It’s also possible, albeit rare, for your Court Chaplain to catch characters who are only a bit suspicious, secret members of another religion or - if the Court Chaplain isn’t the most talented - innocent.

Next up, the Hermetics will be given a proper use for all those strange Ingredients they can pick up. You will be presented with opportunities to spend various resources in order to improve the outcomes (or negate the negative effects) of a multitude of - mainly - Hermetic events.

Another issue related to Societies is that the subversive religious cults are too invisible. The AI will now handle both creating and running the Secret Religious Cults more effectively. Right now, it can feel as if you are the lone actor in the society, but with the patch your fellow AI members will make an effort to contribute. Also, the general costs of certain actions (like evoking sympathy) have been drastically reduced in order to make running the Society more manageable. We also aim to make the secret religious cult system more dynamic.

Then there’s the ability to give artifacts to other characters; it might not be something you folks have clamored for, but it was originally planned to be included in the expansion. It is a fairly simple action that gives you an opinion bonus from the more or less grateful recipient (similar to “Send Gift”.) You can only give away artifacts that are considered valuable by the recipient, so no Christian relics to pagans, etc (this is scripted in a new trigger in the artifacts).

CK2 - Give Artifact.png


Lastly, I think you will appreciate the Faction balancing and fixing that Alexander Oltner has been working on for a while on the side. No longer should you see everyone turn into Elective Monarchies and keep that succession law forever. AI characters will now also actually join Claimant factions as members. On a related note, the AI is now better at appointing powerful vassals to the Council.

- Massive update to Faction balance!
- The AI will now no longer join the Increase Council Power faction if they like their Liege 50 or more (down from 80 or more).
- Voter AI's will now be more likely to join Increase Council Power factions the more faction laws are set to 'Ruler', the steps are 2, 4 and 6.
- Non-Voter AI's will be less likely to join Increase Council Power factions the more faction laws are set to 'Council', the steps are 2, 4 and 6.
- The Increase Council Power faction has had its effect doubled (it now enacts two laws).
- The Increase Council Power faction now also revokes one level of 'Vassal Wars' laws.
- The AI is more inclined to join the Increase Council Power faction if their liege has enacted a 'Vassal War' law.

- The AI no longer wants to institute Elective Monarchy unless all council powers are enacted (except for Council Authority).
- The AI is less likely to join the Elective faction if their liege has Gavelkind succession.
- The AI is less likely to join the Elective faction unless their liege is a tyrant.

- The independence faction is more attractive to the AI if their liege is a Tyrant.

- The AI in now more inclined to start and join the Gavelkind faction.
- Discontent Councilors are very inclined to join the Gavelkind faction if the liege does not have all council powers enacted, if all powers are enacted they will prefer the Elective faction.

- The AI is now much more likely to stay by their backed Claimants.
- The AI is slightly more inclined to start factions backing women.
- Having bad opinion of your liege now makes the AI more likely to back a claimant.
- The AI is way more likely to back claimants that are part of their Society.
- The AI is way more likely to back a claimant if their liege is a tyrant.
- The AI is way more likely to back a claimant if they hate their liege.
- Culture is now less of a factor for the AI when backing claimants.
- The AI might join claimant factions even if they themselves have a claim on the same title, but it is still rare.
- The AI will now not back claimants if they like their liege by 40 or more (used to be 50 or more).
- Being a Sayyid/Mirza now only matters if the claimant is also Muslim.
- Having better opinion of the proposed Claimant now matters much more for the AI.
- More traits now affect the AI chances of joining the Claimant faction.
- The AI is now less likely to start another Claimant faction war if their liege is already fighting in another Claimant faction war.

- The Overthrow Liege faction is now unattractive to the AI if it is backing a claimant already.
- The AI will no longer form the Overthrow Liege faction if their liege is not a tyrant.
- The AI will now only use the Overthrow Liege faction if they hate their liege (-40 or lower for most AI's).
- The Overthrow Liege faction will now also enact two Council Power laws upon success.
- The Overthrow Liege faction will now only institute Elective monarchy if all Council Power laws are set to 'Council'.

- The Overthrow Liege faction now revokes any active vassal war laws.

That’s all for now. Next week, there will either be a dev diary on the feature survey results or another one on the subject of patch 2.7.1. Oh, and don’t miss today’s CK2 livestreams, starting at 16:00 CET!
 
Nice to hear about some of these changes to come in the patch. Especially with regards the ingredients since all they were doing was clogging up the treasury. Though there are a couple of things I think would be great to add. One would it be possible to have a loyalist faction such as the one used in the GoT mod. It makes sense considering you have vassals that follow you into civil wars and would play off the idea of indifferent vassals being persuaded in favour of you as well as against depending on the faction leader. The other one which is more relevant to M&M is perhaps having knightly orders added as new societies, either in general, or perhaps as an action that can be performed from a King tier title. It would add a bit more flavour in keeping with the period and also provide a more martial society instead of being just a monk or scientist. It would also be great in helping keeping vassals loyal and perhaps do more with the grand tourney decision that otherwise provides a short term boost to popularity. Just an idea...
 
Hardcode? No (that would make it impossible to mod). Make an exception for them if the HRE ever has been Elective? Seems fair, and it might be extended to other titles too (though such a flag probably should be wiped if it is taken over by another religion/culture through conquest).

Maybe add a modifier to certain titles like "favours elective", which means that, given the option of several succession laws, vassals will tend towards the one set in that modifier. You could even make it dynamic, so if your kingdom has been at seniority for a few hundred years, it will clear the old modifier (for the sake of example, lets say gavelkind) in favour of your kingdom now favouring seniority. Would be a good way of representing the different legal cultures which form in Kingdoms over time
 
What happens if the Court Chaplain is also a Devil Worshiper? Do they still function like they're just normal chaplains and still hunt for apostates?

I agree with that kind of aspect. Counter-power to "Satanic" orders/societies, and respectively religious affairs which occur to be offensive to the faction, should imo. not an exclusive task of the Chaplain.
The several feedback threads about the M&M contain partially suggestions, which might should be considered.

Fe. imo. there could be something with monks/priests who specialise in hunting Satanists etc. and in excorsising practices. But, please do not call it "Inquisition" in an anachronistic way.

Else, to Doomdark (first post): Thanks a lot! (Helpful)
This dev diary made me hopefull again to keep playing CK2 in future, as of yet i belong to the ones more critical on Devil Whoreshippers/Supra-natural contents.
In whole, i hope or i think, the started scripting/codes around all that offer quite something for the future.
 
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Is the reason you have to be a member of the society to gain the bonuses from Hermetic artifacts because of balance?

Kinda feels like you have no choice but to stick with the Hermetic society after you gathered all those artifacts. I would prefer them being free to use for anyone with enough learning.
 
Will the Adjustment Bureau consider to get the Gnostics in at some point?

Else, to Doomdark (first post): Thanks a lot!
This dev diary made me hopefull again to keep playing CK2 in future, as of yet i belong to the ones more critical on Devil Whoreshippers/Supra-natural contents.
In whole, i hope or i think, the started scripting/codes around all that offer quite something for the future.
Agree and also thanks to doomdark's first post for raise up my optimism again.
 
Maybe add a modifier to certain titles like "favours elective", which means that, given the option of several succession laws, vassals will tend towards the one set in that modifier. You could even make it dynamic, so if your kingdom has been at seniority for a few hundred years, it will clear the old modifier (for the sake of example, lets say gavelkind) in favour of your kingdom now favouring seniority. Would be a good way of representing the different legal cultures which form in Kingdoms over time

I'd say that it should depend on a few more factors than just the modifier as e.g. the Norman vassals of post-Conquest England shouldn't be of the opinion that those silly Anglo-Saxons had the right idea if William changes the law. They should obviously want more power for themselves, but they shouldn't be using "Well, the Anglo-Saxons used Elective, so it is the right law!" as an argument as they gained a lot from the Conquest. Of course, if William or his heirs become tyrants, or someone grows too powerful, they should try to deal with it.
 
Is the reason you have to be a member of the society to gain the bonuses from Hermetic artifacts because of balance?

Kinda feels like you have no choice but to stick with the Hermetic society after you gathered all those artifacts. I would prefer them being free to use for anyone with enough learning.
But that's exactly how they work? High enough learning and you can use the artifact even if you're not in the society:
Code:
magnum_opus_theurgy_ritual_1 = {
    learning = 1
    quality = 1
    flags = { society hermetics lore theurgy }
    active = { 
        OR = {
            learning = 12
            society_member_of = hermetics 
        }
Notice the "learning" check near the end.
 
But that's exactly how they work? High enough learning and you can use the artifact even if you're not in the society:
Code:
magnum_opus_theurgy_ritual_1 = {
    learning = 1
    quality = 1
    flags = { society hermetics lore theurgy }
    active = {
        OR = {
            learning = 12
            society_member_of = hermetics
        }
Notice the "learning" check near the end.
Nevermind, I see that while the Magnum Opus have this check, most of the artifacts don't. I'll bring it up internally.
 
I haven't noticed any acknowledgement for the posts on it in the bug report forum -- but it looks like Patricians are unable to join the Hermetics. All of the requirements are 'green', but the join button stays greyed out.

Someone noted that an unlisted requirement is that you have to be 'landed' to join Hermetics, but that this then rules out Patrician family heads as well.
 
How about secret societies for heretic religions, such as Cathars and the liking?
 
Yes, please.
And yes, please, remake heresies into societies as base, with possibility to openly convert when you have power (then Albigensian Crusade would happen). I asked this before but nobody answered, by the way - what was the logic to remove/not to give ability to create secret cults for heresies in development?
 
I'm glad we'll get the ability to give artefacts to other characters. I did a war to make the duke of Breizh pay tribute to me (I'm saving 6 grand for hospital upgrades and wanted more income) and accidentally captured a nice sword he had in his treasury.

I feel guilty about it! I'd give it back it I could.
 
Gnostics? Very please?
 
@Doomdark will the fix for broken variables be released before 2.7.1 then?
 
Hopefully you will fix the bug that causes tribes to turn into feudal/iqta realms upon succession. Tribes are litterally unplayable atm thanks to this bug, and you are screwed unless you manage to go feudal/republic with your first ruler. Also leaves Scandinavia and Eastern Europe extremely vulnerable in any early game start. You can simply wait for the original ruler to die, then wait for his son to inherit before declaring war. Even relatively powerful tribal kingdoms are left with only a few hundred troops when this happens and you can easily steamroll everyone into submission.