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Hi folks!

It's been a while, and I bet you're all wondering what we've been up to... Now, I can't reveal anything about the upcoming expansion quite yet, but, to tide you over, I thought I'd talk a bit about our other efforts. As you know, with every expansion comes a slew of free improvements and fixes. This time the focus has been on the latter; clearing up old bugs and issues (the change log is currently 620 lines long). Sometimes, that has required us to do some fairly major code rewrites. For example, we got rid of the rule that your 'government type' was determined by the type of your Capital Holding. (You know how it was game over when you got a Temple Holding as a capital, even for a tiny period? Well, now that kind of thing cannot happen anymore.) The government form is now something more persistent, and can have various rules that override those of your religion (whether you can raid, take concubines, etc.) To go along with this change, we also reworked the portrait frames to clearly distinguish between the various government forms.

Crusader Kings II - Governments.jpg


In a similar vein, almost since release we've been plagued by bugs with characters leading multiple regiments and/or flanks, which could even cause crashes. Part of the problem was that the whole system was rather strange, so we decided to consolidate it in the following way: only the ruler, the Marshal and characters you have appointed Commander (a new title) can lead flanks or your own demesne and retinue regiments. Vassal levy regiments can still be led by your loyal vassals, but a character can never both lead a flank and a regiment. Mercenaries become more useful because they come with their own, good, leaders. Flank leaders apply their martial bonus to all regiments in the flank. Oh, and the combat system has been updated under the hood to correct various quirks that few people ever noticed, but which could sometimes cause never-ending battles and such.

Crusader Kings II - Combat View.jpg


In the process of implementing the new Commander title, we decided we might as well throw in a more convenient Honorary Title view. This is a perfect example of how what starts as a simple bug fix can turn into a whole new little quality-of-life feature. In this whole house cleaning process, we've also made some serious optimizations to the speed and memory usage of the game.

Crusader Kings II - Honorary Title Assignment.jpg


To finish off, here are some random snippets from the change log:

- Revised the pagan Subjugation CB so that it completely subjugates the target but no Holdings ever change hands
- Added "Stop Seduction" and "Stop Spying" decisions
- Failing to imprison vassals of vassals now correctly forces them to abdicate and flee the realm
- AI will not join wars against spouse
- When your heir has an equal tier title to yours, _your_ laws are now copied to his primary title on succession
- Character Finder: The 'Married' filter now excludes concubines too
- Character Finder: Councillors now correctly show up too!
- Fixed a problem with allies of vassals staying in the war when the vassals's liege joins the other side
- Fixed some cases of ANY_ALL in location tooltips
- Duels now potentially give the Kinslayer trait
- The Yazidi Sheikh and Hurufi Caliph now have access to the Muslim subjugation CB and the Jihad CB
- The Paulician faith can now properly mend the schism
- The Hashshashins can now resurface after being scattered
- Fixed some issues with 'excommunication' for Yazidis
- Sons with traits blocking them from inheritance no longer count as "unlanded sons", causing prestige loss
- AI: Toned down seduction by characters with many children
- AI: Toned down impregnation chances for seduction affairs with characters with many children
- Handsome and lustful men now also populate the cabins in the wild for the pleasures of people who find them attractive

That's all for now, but from now on, we plan to post a dev diary every Tuesday, even if it's a short one!
 
If the type of government held is no longer determined by the capital holding now, how can Republics turn into Kingdoms, now?

Through use of the "obtain shinier hat" ambition.
 
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Fantastic! I am really excited to see that a thing I have projected for my mod will become possible... the first thing I'll do will be to create a special government for the Roman Republic it will be barebone at fist and will exists only to get rid of the Republican hats that for the Roman Republic does not makes sense but after I'll do a true Senatorial Republic!
This triggers another question what about the tile localization? I want my custom Republic to be called Republic and the ruler to have special titles (Consul for the Roman Republic), I can expect to have "senatorial_republic_county_of", "senatorial_republic_duchy_of" and the corresponding "senatorial_republic_county_title", "senatorial_republic_duchy_title" and so on?

You are right in expecting so. :)
 
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Halle-friggen-lujah.

Cool features all around, but my number one thing remains the optimization :D
 
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Well.. sorry for possibly dumb question, but is there any ETA of release?

I know it might be a bit off topic but this dev diary made this guy write his fist post since 5 years he's registered here.
 
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Will we see changes to Muslims so that their realms are less stable?
I know, this question comes up constantly, but that's because it's still not working as intended.
 
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I haven't tested every save in existence but so far it's been reasonably save compatible. No promise though since anything can still change

Well we know it's not China now. Map changes break saves, so the map can't have been expanded. ;)
 
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If government type is permanent, will we still be able to create vassal republics?

The way the triggers for republics and merchant republics are set up right now, republics with a port capital and a duchy title will become a merchant republic. The merchant republic will however not become a republic when it lose its port capital (it will however become a normal republic again if it for some reason lose its duchy title and ends up as a count).
 
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