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Johan

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MrT said:
IMPORTANT NOTICE
It is highly recommended that you do a "clean" installation whenever applying a new update. In most instances the correct files should be added and updated, but it is always safest to do the following:

1. Back up any save game you don't want to lose (temporarily put it on your desktop or something)
2. Uninstall CK completely.
3. It wouldn't hurt to do a defrag now if you've got the time/patience
4. Reinstall CK from your CD
5. Apply DEM 1.03b directly to this install (don't apply any other earlier patches)
6. If prompted, accept (say "yes" to) the overwrite of any write-protected files (you shouldn't be, but just in case...).

Johan said:
Special 1.03b Update Information
We've been working on our patch-installer to make sure that all files installs properly now.

The 1.03b fixes is as follows.
- Fixed a major problem which caused AI to never select option A in an event.
- Fixed a problem with a broken dynasty in 1066 which caused ctd's at saves and births.
- Fixed a major problem which caused truces involving anyone not being an independent ruler to poof immediately.
- Alliances within a realm should no longer poof immediately.
- Fixed the problem if a vassal to the Pope gets elected.




-------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------
---- Changes done to 1.03 -----------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------

*****************************
* NEW FEATURES
*****************************


NEW DIPLOMATIC OPTIONS

- Alliances
* Implemented a bilateral (*not* multilateral!) alliance system between characters.
* The number of allies you are allowed depends on your realm’s diplomatic attributes.
* Only disloyal vassals may ally outside their realm and this alliance will be dissolved if the vassal’s loyalty recovers.
* Alliances dissolve when one of the characters dies.
* An alliance is dissolved if you are discovered when attempting to assassinate someone in your ally’s court.
* You may join wars that your allies are fighting.
- Gifts
* It is now possible to send gifts to other countries.
* The maximum amount of a gift is capped at 1000 gold (but multiple gifts may be given)
* Giving a gift to a vassal will increase his loyalty if it is a significant amount relative to the vassal’s demesne income.
- Truces
* A state of truce is now applied between two characters when a peace is accepted.
* The truce is in force until one of the character dies or the truce is broken by a new declaration of war.
* Breaking a truce results in a prestige hit to the trucebreaker. This amount is reduced if the trucebreaker declares war in support of a vassal.


NEW EVENTS

- Regency Events – a set of flavour events that may trigger when a ruler is not of age.
- Illness Events – a set of events that generate specific illnesses from the generic illness and stress traits.
- Courtier Events – a set of events that bring Courtiers to life with ambitions of their own.
- Advisors Events – a set of special events for the marshal, the chancellor & the steward.
- Trait Events – many new trait-generating events have been added
- Power Balance Events - when a province’s class is given very little power it may trigger a set of events that make it become increasingly disloyal unless rectified.
- Evil Events – a set of events that can present a challenging for low-efficiency demesnes.


NEW REALM POSSIBILITIES

- Fifteen new potential Kingdoms and Duchies have been added to the game.





*****************************
* GAMEBALANCE
*****************************



WARFARE CHANGES

- A regiment now must be at 10% (or more) of its maximum strength to be allowed to mobilize.
- Regiments will now suffer a minimum attrition of 1% when in neutral territory and of 2% when in hostile territory, regardless of size.
- The size of an army is now capped with respect to its effect on the duration a siege.
- Pillaging now gives the effect to the CONTROLLER of the province, not the owner.
- Kings and dukes now revoke titles if their demesne is completely lost, even if at war and even if all their counts are 100% loyal.
- If a province is taken by a religious enemy, an active regiment from that province now becomes a mercenary regiment under its former owner’s control instead of disbanding.
- Lieges now get their vassals’ units as mercenary regiments if that vassals is eliminated by a religious enemy.
- A province’s potential force (unmobilized regiment or unplaced recruits) is wiped out when a province is taken by a religious enemy.
- Enemy troop losses are now included in the calculation that determines the war score.
- Any existing wars are now transferred and merged upon inheritance.


PROVINCIAL CHANGES

- Increases to the power of a class in a province are now made in 5% steps and reduce the power of each of the other classes equally (an increase of 5% to one will reduce the other three by 1.67% each). There is a corresponding change in each class’ loyalty.
- The demesne penalty modifier for royal posts and grand palaces has been changed to reduce the efficiency penalty of provinces where they are built, but to eventually allow the income modifier to become 0.
- Adjusted castle support costs to reflect the fact that they are stacked - rather than replaced – when built.

COURT AND CHARACTER CHANGES
- Rulers now get random cousins only if there are no dynastic heirs.
- A female is now always transferred to her husband’s court when she marries, and a male always remains in his existing court.
- Court migration has been enhanced to allow for more movement of random and/or displaced courtiers between realms.
- A courtier will not migrate if he/she or his/her spouse currently holds a court appointment (except through inheritance).
- Children may now be born with the hunchback, lisp, harelip and clubfoot traits.
- Children whose parents are from the same dynasty now have a chance to become inbred.
- The leper trait now correctly causes a character to become sterile.
- A child’s religion is no longer changed to the realm’s religion as a result of education unless he/she is given an ecclesiastical education.
- The result of each child’s education now depends on many more factors than the education of his/her parents.


VASSAL CHANGES

- If a vassal attacks you, your other vassals no longer grow more disloyal towards you.
- Coming to the aid of an attacked vassal no longer incurs bad boy and vassal loyalty penalties.
- Not coming to the aid of an attacked vassal now incurs a prestige penalty.
- Granting a title to a vassal (or a character that thus becomes your vassal) now increases his loyalty.
- Granting a Duchy title to a vassal now transfers all County vassals you have that have that duchy as their default duchy to the new Duke.
- Granting a King title to a vassal now transfers all Duke vassals who have their demesne capital in the default domain of the granted King title, and all count vassals located in the default domain of the granted King title (with the exception of those who have their demesne capital in a the default domain of a duchy title held by the granting King).
- It should no longer be possible to inherit non-feudal titles.
- Traits with global attribute effects now correctly affect vassal loyalty.


CRUSADES AND HORDE CHANGES

- Removed the bad boy penalty for attacking religious enemies.
- Crusades expectations are now reduced by the number of provinces in your demesne that have non-Christian religion (-0.2 piety for each). Note that if the province subsequently converts to Christianity this reduction is lost (but you get a one-time piety bonus for having done so).
- The size of the Mongol Invasion and any subsequent reinforcements now depends on the difficulty setting of the game. There are also some flavour events that have been added for the Hordes that may reduce their size.


RELIGION AND RELIGIOUS ISSUES CHANGES

- The cost for excommunicating someone is now dependant upon the titles and vassals that character has, as well as his/her piety.
- The Papal controller’s sons are now only considered for bishop offices if they have ecclesiastical education.
- The Papal controller now always gets male random courtiers if he has fewer than 70% male courtiers.
- Bishop candidates must be catholic.
- Non-adults cannot be made bishops.
- Non-adults cannot be elected as Pope.
- Papal “bishopric theft” has been eliminated. Upon election, the new Pope’s former demesne provinces are returned to his former liege.
- Only Catholics can be excommunicated now.
- Excommunicated characters are now hated quite a bit by everyone.
- Only Catholics benefit from reduced claim costs from excommunication.
- It is no longer possible to excommunicate the pope.
- An excommunicated person can no longer become a pope.
- Removed the loophole from excommunicate/revoke prestige gain on the Pope.
- Added a small piety bonus for giving land to the religious orders when they are created.
- Orthodox characters may now also become saints.


MISCELLANEOUS CHANGES

- It is no longer possible to usurp titles with 0 statically mapped provinces. (Such as the Pope)
- Tweaked assassination costs to make it more expensive in bigger courts.
- Your badboy rating is now reduced when someone successfully assassinates someone in your court.
- The degree of the bad boy penalty for assassination now depends on whether you are discovered or not.

- Bad boy now reduced by 33% when a ruler dies.
- Removed the prestige exploit from marriages.
- There are now duchies covering all provinces.
- Revised a lot of conditions for various events to tweak their probability.
- Revised a lot of triggers and conditions for events to make them fire more logically.
- Some base province income values adjusted (Thesaliniki now condiserably richer, Russian provinces tweaked, Low Counties tweaked)




*****************************
* INTERFACE TWEAKS
*****************************


- Only adult characters are now shown in the court interface.
- The real age of a character is now shown, not the rounded age.
- The loyalty of a vassal is now shown in the brief character info tooltip.
- Alliances (new feature) are shown in blue on the relationship mapmode
- Reworked color-setup in realm mapmode.
- Changed the order of prestige/piety in the province window.
- Added the regular province tooltips to realm mapmode as well.
- Fixed a display bug on attrition on unit screen.
- Sliders settings are now adjusted and limited automatically after a law has been changed.
- Added "Sue for peace" action for vassals IF you are at war with them (this can happen through inheritance).
- Fixed a few action screens where it was impossible to select bottom entries.
- Changed the autosave frequency possibilities.
- Added a shortcut key 'm', to toggle the message log to be visible or not.
- Added the diplomatic cheat "byzantine".





*****************************
* AI IMPROVEMENTS
*****************************


- The AI is now better at deciding when to instigate or join a war.
- The AI now considers a ruler’s traits when deciding whether to declare war.
- The AI will now selectively declare war on vassals of a religious enemy they are at war with, so it may grab provinces as easily as the opponent.
- AI Vassals will now trust their liege to mobilize and use their troops if they are fighting a common enemy.
- The AI will no longer keep requesting mobilization of vassals’ regiments if they are too small.
- The AI is now better at mobilizing its troops, in attacking enemies, selecting its military targets and in defending itself and its vassals. This is a leaner and meaner military AI.
- The AI is now better at managing and demobilizing regiments that are no longer needed for specific targets during a war.
- AI will no longer revoke titles when at war.
- AI will no longer revoke the title of the player before other vassals.
- AI will now pillage provinces when it can – unless it has a claim on that province.
- The AI is now considerably better (and more reasonable) when negotiating a peace.
- The AI may now assassinate anyone assassinating it, or assassinate anyone far above the badboy limit.
- The AI will now correctly build all beneficial province improvements and takes many more factors into consideration when prioritizing the order that it does so.
- AI is now better at avoiding bankruptcy.
- Improved and tweaked the marriage AI.
- AI should now be quite a bit better at selecting the appropriate education for its children.

- AI spam has been reduced.





*****************************
* SUPPORT FOR MODDERS
*****************************


- Added ability to use modifers in actions to modify the AI_chance for each action.
- Added a scalable effect commands for events.
- Added conditions for character and province events: difficulty, aggressiveness
- Added a "region" trigger for provinces.
- Added character condition: ruler
- Added a "ruler" target for character targets.
- Added the "mother/steward/chanchellor/marshal/spymaster/chaplain" target option.
- Added a "courtier_defect" effect. (for = target_char to defect to.)
- The "has_province_effect" condition now works for characters, and then checks for the capital of their court.
- Added an "efficiency" condition for character events
- Added Context Switching Conditions
* For province conditions: owner, controller
* For character conditions: capital, realm_capital, location, liege, father, mother, spouse, any_demesne_province, any_same_religion_province, any_same_culture_province, any_province, realm_ruler, ruler_csc, steward_csc, chancellor_csc, marshal_csc, spymaster_csc, chaplain_csc, any_courtier, any_vassal, any_child, any_same_culture_ruler, any_same_religion_ruler, any_ruler, any_allied_ruler, any_precursor
* csc conditions can be nested (province events can use nested csc to check character csc conditions)
* csc conditions do not allow the context of event effects to be changed
* WARNING: The “any_xxxxx” csc conditions are very CPU intensive and should be used with extreme caution to avoid performance reduction or complete lock-up!




*****************************
* 1066 SCENARIO CHANGES
*****************************


Poland
- made lots of minor changes to the Piast dynasty members,
- added Emnilde (757) second wife of Boleslaw the Brave,
- removed 759, as unhistorical/unmarried character,
- added a bunch of pseudo-historical portraits for Polish Kings (thanks to Matejko and Kasperus )
- removed 13500 and 13502 as doubles of King Kazimierz Karol and princess Swietoslawa/Swatawa
- made Kievan Princess Dobronega (13501) correctly mother of Boleslaw (et al.)
- removed 20392 as unnecessary (new ruler in Mazovia)
- changed 20393 as a correct Archbishop of Wielkopolska
- changed 20388 into an Archbishop of Krakow/Malopolska, removed his wife (that someone added in 1.02!!!)
- added marriage of Adelajda (753) with Geza of Hungary
- added/corrected marriages of Boleslaw (756)
- added marriage between DObronega (13501) and Kazimierz Karol
- corrected slightly marriage of Wratislav and Swietoslawa
- deleted a bunch of marriages between doubles
- made Wladyslaw Herman (764), King's brother, a Duke of Masovia and Count of Plock
- made KRAK (Malopolska/Krakow) an Archbishopric
- made C428 a vassal of KRAK (same ruler anyway)
- made changes to .eug file (new ruler faces, removed KRAK as playable)
- made Boleslaw (762) a Duke of Silesia (rather than only an overlord of Silesia)
- put the structures (forts, churches etc.) in correct provinces
- Various minor province updates.

Bohemia
- added Ludmila (8502) and corrected parentage of other children of Wratislav
- removed 12600-12611 as doubles of the Bohemian ducal family
- made Opava (C440) part of Silesia rather than Bohemia

Byzantium
- made a bunch of minor changes to the characters
- made a bunch of minor changes to the dynasty names (including Greek spelling and removal of female form for the game consistency)
- corrected spelling of Greek names
- removed doubles of dynasty names
- added missing children of Konstantinos Doukas
- added missing son of Andronikos Doukas
- added missing children of Ioannes Komnenos
- made Maria of Bulgaria a wife of Andronikos Doukas, not Michael Doukas
- removed unborn/non-existing children
- made Eirene Doukas daughter of Andronikos rather than Ioannes
- made Zoe Doukas daughter of Konstantinos, rather than Ioannes
- improved vastly stats of Alexios Komnenos and reduced stats of Michael Doukas
- Nikephoros Palaiologos is not a son of Ioannes Komnenos any more
- added "random" characters from Laskaris, Angelos and Kantakouzenos families
- added historical characters of Sergios of Naples and his son, Sergios
- added historical characters of Roupin of Armenia and his son Konstandin Roupinid
- corrected minor mistakes in majority of characters
- Emperor of Byzantium is now also Prince and Count of Thessalonike
- Michael Doukas is now Prince and Count of Adrianople
- Ioannes Doukas is now Prince and Count of Nikomedia
- Ioannes Komnenos is now Prince and Count of Sinope
- Manuel Komnenos is now Count of Amisos
- Alexios Komnenos is now Prince of Kappadokia, and Count of Paphlagonia and Ankyra
- Isaakios Komnenos is now Prince of Antioch and Count of Alexandretta
- Romanos Diogenes is now Prince and Count of Ikonion
- Manuel Angelos is now Prince and Count of Lykia
- Ioannes Kantakouzenos is now Count of Ephesos
- Theodoros Laskaris (non-historical) is now Prince and Count of Nikaea
- Sergios is now Count of Naples
- Roupin is now Prince of Armenia Minor and Count of Lykandos
- Lykia has now semi-salic consanguinity law to simulate power center of
Angelos family
- Nikomedia has now semi-salic consanguinity law to simulate power center of Doukas family
- Ikonion has now semi-salic consanguinity law to simulate power center of Diogenes family
- Kappadokia has now semi-salic consanguinity law to simulate power center of Komnenos family
- Nikaea has now semi-salic consanguinity law to simulate power center of Laskaris family
- Ephesos has now semi-salic consanguinity law to simulate power center of Kantakouzenos family
- Armenia Minor has now semi-salic primogeniture law to simulate power center of Roupinids and the fact that it will blossom into a kingdom shortly
- added historical Stephen Vujoslav, his sons Mihajlo and Radislav, and their sons
- added non-historical wives of Vujoslav characters with offspring
- made Mihajlo Vujoslav Prince of Serbia and Bosnia, and Count of Rashka, Hum and Rama
- made Radislav Vujoslav a Count of Zeta

Burgundy
- resurrected Duke's wife and brought her back to Burgundian court
- killed Duke's ex-wife (should be long dead)
- brought Henri's wife from Catalonia to Bourgogne (to prevent her from "stealing" entire ducal family within the few days from the scenario beginning)

Germany
- Gave the Duke of Milan his historical Father and Mother.
- Gave the Duke of Milan a full borther as well as his current half brother and made him Count of Maine.
- Added the County of Pavia to the Duke of Milian's Demise
- Added the County of Piedmont to the Count of Savoy's Demise
- Adeed the family to the Count of Passau to make it more histroically accurate
- Removed the Count of Nassau and added the province the King of Germany's demise (the first count I can find dates from about 1154)
- Ok I lied the Count of Nassau hass begun a new career as the Count of Baden, but I doubt anyone will notice
- Removed the Count of Leingen, can't find anyone holding a title here till about 1263
- Added the Count of Metz and family
- Added a count of Nieder Bayern and his family
- Removed the Count of Wurtemburg (can't find anyone holding this title in 1066)
- Removed the Count of Furstenburg
- Removed the counbt Cleves
- Removed the Count of Celle
- The Bishop of Bremem is now the historically correct Bishop
- Hamburg is now part of Bremem
- The Count of Koln has been replaced by the historically correct Bishop
- The Count of Osnabruck has been replaced by the historically correct Bishop
- In both cases their wives have been removed
- The correct Count of Oldenbrug has been added
- All Germany Duchies now use Semi-Sallic inheritance

Scotland
- Made the counts of Moray Dukes of Argyll (it was the best Title I could find for them)
- Gave them control of Sutherland and Ross
- Expanded there family so they are now decended from the Scottish Royal Family
- MacBeth now makes a guest appearance in the character file.
- Made Maelmuir Dunkeld to be Duke of Atholl, gave him controll of Argyll as well
- Moved Gospatrick of Atholl to make him Duke of Berwick (moved his family as well).
- Gave Maldred of Atholl the title Duke of Galloway (histroically he was King of Cumbria)
- gave him the provinces of Carrick, Galloway and Cumberland
- Upped the Count of Mar to Duke
- Manged to find the correct historical Duke and his son (all hail the power of Burke's Peerage). The dates are guess work
- Gave Mar control of Buchan
- Added a father & sister for the count of Angus. The actual count and his relationship to the new characters is pure guess work

Orkney
- The Dukes of Orkney can now claim decendance from the Scottish Royal family

Spain
- Removed a few clones
- Made Catalonia independant of Aragon
- Changed the dynasties of some of the characters
- Changed some the starting laws

Croatia
- Moved the counties C460 Varadzin and C462 Krizevci from Hungary to Croatia.
- Created the Duchy of Slavonia, gave this to Zvonimir Dimitar.
- Moved the Duchy of Zara (=Dalmatia) from Byzantine to Croatian control.
- Various minor updates to the ruling dynasty.

Hungary
- Made Lazlo Arpad duke of Temes
- Created the Duchy of Slovakia, moved Geza there from Temes. Gave him C443 Nitra as demesne.
- Various minor updates to the ruling dynasty.
- Moved Ottokar of Styria from Vas to Steiermark.
- Ottokar now has a wife and kids.
- Moved the county of Vas from German to Hungarian control (and created a generic count there).

Sweden
- Made the King of Sweden also duke of Västergötland to fix a problem where C294 Närke and C295 Dal had no liege.

England
- Removed a Large number of Place Holder Counts
- Moved the survivng Atheling's to the court of the King of Scotland
- Moved Waltheof from Northumberland to Northampton
- Set Morcar as Duke of Cumberland (simulating the Saxon Earldom of Northumberland)
- Set Edwin as Duke of Lancashire (Simulating the Saxon Earldom of Mercia)
- Promoted William FitzOsbern to Duke of Warkwick and gave him substantial land holdings in the Midlands.
- The Duchy of Norfolk is now a little bit smaller

Bugs
- Fixed a couple of minor Dynasty problems in the low countires
- The Tribe of Savoie is no more
- Fixed a few date problems with characters
- The Duke of Leinster is now the same Dynasty as his son and Grandson
- Palmyra is no longer a selectable country
- The Duke of Tunisia has been made a king
- Ulfhild Olafssdottir, although not technically married at scenario start has
had it changed so her marriage is still running in 1066.
- Removed the marriage between the dead Guillaume de Heismes and his granddaughter...

1066_scenario_provinces.inc
- updated all provinces to have correct required sub-structures for religious buildings and fortifications
- some additional improvements added to rationalize the added substructures (notably tile factories added to provinces with large churches or domed churches, although I left then out of provinces that have just a regular church on the basis that they might have imported the stone)
- updated all provinces to have most of the necessary advances to build the structures they possess.
- all caste powers updated to ensure no caste begins with 15% power or lower.
- some advances added to some provinces to rationalize structures in that province.





*****************************
* 1187 SCENARIO CHANGES
*****************************


- Occitanised the characters needing that.

1187_scenario_provinces.inc
- updated all provinces to have correct required sub-structures for religious buildings and fortifications
- some additional improvements added to rationalize the added substructures (notably tile factories added to provinces with large churches or domed churches, although I left then out of provinces that have just a regular church on the basis that they might have imported the stone)
- updated all provinces to have most of the necessary advances to build the structures they possess.
- all caste powers updated to ensure no caste begins with 15% power or lower.
- some advances added to some provinces to rationalize structures in that province.
- Removed a lot of grand palaces that provinces can't afford as a result of the changes made to that improvement.
- adjusted a few of the advances - generally richer (base value) provinces are now also somewhat more advanced technologically.





*****************************
* 1337 SCENARIO CHANGES
*****************************


- Tweaked setup of provinces in 1337.
- Some dynasties added: Hohenzollern, de Holand, de Ufford, de Lacy, de Frenes, Mormaer, Strathbogie and Randolph.
- Ulfsdöttrarna in Närke are now women.
- Ages of the people of Blå dynasty made normal.
- A few 200+ year old people fixed.

Sweden
- Magnus Eriksson also king of Norway

Germany
- von Wittelsbach dynasty expanded (62731-73)
- King Ludwig now also count(IRL duke) of Upper Bavaria. Stefan to German court
- 62731 Ludwig, son of king Ludwig, Duke of Brandenburg. Removed generic 62300
- 62749 Rudolf is now Pfalzgraf
- 62760 Heinrich now Duke and count of Lower Bavaria
- von Meissen dynasty (62400-402). 62400 duke of Meiseen, Türingen.
- duchy of Thüringen and land to Meissen ^
- Swabia disintegrated, dukal title removed
- New dynasties in Fürstenberg & Breisgau (62320-43),
- Württemberg (62300-62306), Baden(62310-17), Schwaben(62350-54)
- Ulm a Free City (republic)
- Chur, Trent made bishopries
- Lübeck and Hamburg Free Cities
- duchy of Frankonia disintegrated, title dismissed
- von Nassau family (62360-77) in Nassau
- Mainz a bishopry
- Pfalz see above
- Leiningen dynsty in Leiningen (62380-86)
- Franken made a Free City (Frankfurt am Main)
- Anhalt dynasty (62390-98), liege Saxony
- Saxe-Wittenberg dynasty, duke of Sachsen (62100-113)
- Passau now a bishopry, bishop 62111 Albrecht
- Johan III von Holstein given to dynasty 116 von Holstein
- Gerhard (III the Great) von (Holstein-)Rendsburg now also duke of Slesvig
- renamed the guy above to "Gerhard III" to avoid further confusion from the guy below
- 51970 Gerhard von Holstein(-Plön) only count Holstein, vassal of Gerhard III
- von Braunschweig dynasty (62800-62844), governing Göttingen, Braunschweig, Lüneburg
- Bohemian dynasty fixed, also linked with the branch in Luxembourg. removed 62613 dupl. of 62600
- Kingship of Germany now elective
- Oldenburg dynasty expanded. Johann is the new count.
- dynasty in new county Valais (62140-44), liege SAVO

France
- duchy of Toulouse and surrounding land to king of France
- Foix dyansty fixed
- occitan culture in a lot of provinces and characters
- enlargened Brittany dynasty
- Vendome dynasty in Vendome (55006-13)
- Brienne dynasty in Eu. Guines to Raoul de Brienne, count of Eu
- Thouars dynasty in Thouars (55930-39)
- Chalons (Franche Comte) to Burgund
- expanded Chalons dynasty in Auxerre.

Iberia
- Jaume "el Conquistador" is now a man
- Leon and Castille now ruled by 57500
- Urgell ruled by Jaume
- lots of other changes

Lowlands
- 62742 Guillaume de Hainault now count of Hainault, Holland, Zeeland. Removed generic 55005 and 55610 (duplicate of 62742). added dynasty (87011-12)
- new duchy Brabant. (87040-87055)
- Loon a county, (62160-62170)
- Gent, Brugge to duchy of Flandern, Louis of Nevers duke.
- Münster independent bishopry, liege GERM
- Loon a county, (62160-62170) liege GERM
- Breda to Brabant
- dynasties in Gelre, Kleve, Jülich expanded
- Friesland disintegrated. Westfriesland to the counts of Holland (ie the counts Hainault).

England
- Gwynedd vassal of England
- ruling Plantagenet dynasty expanded
- Durham a bishopric
- some dynasties for the earls:
- Edmund Plantagenet c of Lancaster and Leicester
- Henry P. in Derby
- Humphrey de Bohun c of Hereford
- his brother William de Bohun in Northampton
- FitzAlans in Sussex (Arundel)
- Warren family in Surrey
- de Holland in Kent
- Beauchamp in Warwick
- de Audley in Gloucester
- clifford in Westmoreland
- de Courteney in Devon and Exeter to him
- de Vere in Oxford
- de Ufford in Suffolk
- de Lacy in Lincoln and Salisbury
- Richard de Mandeville controls the Isle of Man
- king Edward has a claim on FRAN

Scotland
- Carrick and Strathclyde to king David
- replaced all generic and created dynasties (53020-530780, 53502-14)
- Ross in Ross
- MacDonald on the Western Isles
- Randolph in Moray
- Beaumont in Buchan
- Mormaer in Mar
- Stewart in Angus
- Strathbogie in Atholl
- MacDuff in Fife
- Campbell in Argyll
- Dunbar in the marches (Berwick+Galloway)

Italy
- Grisons(Ticino), Cremona and lombardia to Milano
- correct rulers in the Italian republics
- expanded Piemonte dynasty
- Saluzzo dynasty craeted
- Parma to Verona
- Modena to Ferrara, new ruler there
- Urbino feudal county, Montefeltro dynasty

Balkans/Greece
- Samos to Genoa
- duchy of Aegean vassals of Venice
- duke of Achaea is Robert d'Anjou, duke of Calabria (irl Taranto), Nicholas de Joinville rules it in his place.
- despotate of Epirus independent from BYZ.
- duchy Vidin vassal of Bulgaria

East
-Cumans, Khazars and Alans subjects to the Golden Horde
-lots of Russian states subject to the Mongols.

1337_scenario_provinces.inc
- updated all provinces to have correct required sub-structures for religious buildings and fortifications
- some additional improvements added to rationalize the added substructures (notably tile factories added to provinces with large churches or domed churches, although I left then out of provinces that have just a regular church on the basis that they might hve imported the stone)
- updated all provinces to have most of the necessary advances to build the structures they possess.
- all caste powers updated to ensure no caste begins with 15% power or lower.
- some advances added to some provinces to rationalize structures in that province.
- Removed a lot of grand palaces that provinces can't afford as a result of the changes made to that improvement.
- adjusted a few of the advances - generally richer (base value) provinces are now also somewhat more advanced technologically.





*****************************
* BUG FIXES
*****************************


- Fixed any reported crashes.
- You can no longer receive a claim on titles you already possess.
- At the start of each day, claims on titles currently held are removed.
- Fixed a bug which made it possible to sometimes grant titles to a vassal’s courtiers.
- Fixed some bugs with vassal loyalty changes (100 times too big in some cases.)
- Children of the same father won't get the same names as often.
- The one-time-bonus from building an improvement now works as intended.
- Grand shipyards now display properly
- Mercenaries and rebels and units with anonymous commanders should now siege properly.
- Fixed several minor inconsistencies with technology.
- Fixed the problem with duplicate event effects happening in MP.
- There should only be one papal controller determination message in MP.
- Fixed a problem with grand mobilisation happening multiple times in MP.
- Fixed the chat after player eliminated CTD in MP.
- Fixed all reported problems in event files.
- Fixed several broken event commands.
- Fixed the opinion_of modifier.
- Fixed a few problems with the EU2 converter databases.
- Fixed any other reproducible bugs that were reported





*******************************
* And much, much more...
*******************************
 
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Crusader Kings 1.03 – FAQ

It takes only a brief scan through Johan’s list of changes for 1.03 to see that Crusader Kings has undergone a comprehensive series of enhancements when compared to the initial release version. While a smattering of bugs have been eradicated, I think it’s safe to say that CK 1.03 is truly a DEM – a Developer’s Enhancement Module – and not a patch. The AI has been significantly upgraded, a large number of new events have been added, the diplomacy features have been greatly expanded, the scenario files have been fleshed out in much greater genealogical depth, the game balance has been improved, and some of the fundamental rules that occasionally produced unforeseen and highly improbable results have been altered or further expanded upon.

The list of changes made for 1.03 is, to say the least, daunting and we feel that players would benefit from an FAQ – a manual addendum, if you like – in order to get up to speed fairly quickly with this newest release. There are also some major implications resulting from a few of them that may not be immediately obvious so we thought we’d better give you a bit of advanced warning. Without further ado, then, here is what you should know about 1.03:

Your Court

Let’s start with things that affect your court. The vast size of courts and the influx of “country cousins” was an obvious issue with previous versions of the game. It didn’t take all that many generations before you had more courtiers than you could possibly handle, and the difficulties associated with selecting court officers and arranging marriages quickly became overwhelming in any long game – not to mention the increased CPU load and save game size. While there were many various requests made and solutions offered by the public, the changes that have been incorporated have, we think, addressed many of these problems.

Court size has been cut rather dramatically by introducing several new rules:
  • Males will now always stay put and females always move when a marriage is arranged between courts. This means that if your ruler has a daughter you will no longer be able to use her to bring another character to your court. Regardless of whether an AI ruler or human ruler proposes the marriage, she will always move to her new husband’s court.
  • A “country cousin” will now only appear in your court if you have no dynastic heir, regardless of his age. Note: dynastic heir should not to be confused with an heir to the realm since it is possible that the latter may not be part of your dynasty.
  • Court migration has been changed rather significantly. Unemployed courtiers – those who are not occupying one of the court officer positions – will tend to migrate away from your court unless they are family members or are married to someone who holds a court officer position.
  • The loyalty of courtiers is now tracked (though it is hidden) and is now affected by a new series of events. A capable courtier will complain if he/she is unemployed and will eventually leave your court for greener pastures (but will not migrate otherwise). Further, the education of your courtiers and your willingness to reward them now plays a significant role in how happy they are and whether they will be content to remain in your court. The basic rule of thumb would be to ensure that you appoint good courtiers to a position suitable to their education, and then be prepared to pay periodically to keep them there.
  • Other than via events, the loyalty of courtiers doesn’t change however your ruler’s traits are considered when an unemployed courtier decides whether to remain in your court or not.
  • The mortality rate is now affected by the game difficulty setting. It is roughly unchanged if you play at very easy level but as the difficulty level increases, so too does the infant mortality rate and also your lifespan will be shorter.
  • Children now have a chance of being born with some of the health-related traits (hunchback, clubfoot, harelip, etc.) and if they are of the same dynasty they can now get the heretofore unused inbred trait (depending on how closely related the parents are). This should also somewhat increase the likelihood of them dying.
  • A character with the leper trait will have their fertility reduced to zero so don’t hold your breath for them to produce offspring.
While these changes should go a long way to reducing the size of your court, there will still be instances when it can become relatively large – particularly during turbulent periods when courts are being destroyed (Horde invasions/crusading) so to help matters a bit the children have now been filtered out of the court screen. Sadly, in the time allotted for this DEM it was impossible to add an interface to sort or additionally filter your courtiers. Overall, though, our playtesting has shown that if anything you may find it something of a struggle to maintain a large court and you may occasionally find yourself having trouble even filling all 5 positions.

To make managing a larger court a bit easier, an unemployed courtier who has superior stats and the appropriate education will (via event) express some dissatisfaction about being unemployed. If you start to get events saying that “I could be a better steward/marshal/etc.” then this means that you should probably consider appointing that person as an officer (and if you don’t, he/she will probably migrate away from your court fairly soon). Note that education plays a huge role in this. Someone who is a brilliant tactician but who also has very high stewardship will not begin to clamor to replace your inferior steward, so you *will* still have to pay some attention to things.

While on the subject of education, this has undergone a fairly significant overhaul. The AI is much better at managing the education of its youngsters, and the things that play an important role in the child’s eventual quality of education (including your own) are now far less dependant on the education of the parent and are now much more dependant on the child’s stats, traits, the quality and education of the court’s officers, and presence of some of the possible province improvements in your demesne capital.

Note: if you’re looking at the education events to see how this has changed, please remember that they are more or less all interconnected so if you see something a little odd (or missing) by way of modifiers then remember that they are all set up on a sliding scale to be relative to one another – and *not* to be absolute values – so please read through and compare *all* of them before reporting something as a bug.

The “you are now the papal controller” message should no longer fill you with dread. The newly elected pope, if he was one of your vassals, now always returns any lands he holds when he moves to Rome. Further, a ruler’s son will only be considered for appointment by the Pope if he has received ecclesiastic education, so you will never lose a son who has gone to school at court or with your marshal. We would strongly advise you to arrange for one of those two educations for your son until you have ensured your dynastic succession…

The importance of traits has been increased, as have the chances of people having them. Beyond the liege-vassal relationship, traits will now allow certain new events to fire for your court officers so be careful who you appoint. Note that this increased complexity is a bit more than the AI can handle so some of these have been made player-only events and many events, in general, are now scaled to the difficulty level you’re playing at.

Your Demesne

It isn’t just your court that has changed. You will find some significant updates to the management of your demesne.

The way that caste (peasant/burgher/clergy/noble) power in a province is handled has changed, each click resulting in a 5% increase of that caste’s power and loyalty and a corresponding drop of 1.667% in the power and loyalty of the other three castes. There is also a new series of “power” events that will cause a caste that is significantly underpowered to begin complaining about its lot in life. These will begin to trigger if a caste has less than 10% power in a province and become more violent in nature as the power becomes lower, and more frequent if you are playing at higher difficulty settings. It is highly advisable to give at least *some* power to each of your social classes, particularly if your current law setting would tend to favour that class.

The oft-seen agricultural series of events will occur somewhat less often now, and their likelihood of happening are affected by your current level of advances in each province so it now pays (even more) to invest some time in at least basic research.

You will notice a huge change in the AI’s management of its provinces. The AI now knows how to build all structures and prioritizes this based on the expected “return on investment” of the structure. Note: For those who like to look at the game files, you’ll notice a new modifier added to many of the structures (particularly the ones that don’t directly produce benefits) which are a component of this calculation that is only used to bias the AI’s decision. Please don’t mistake this (or report it as a bug) as something that you’re supposed to get if you build it..

The size of your demesne (the provinces you control directly) is now more of a concern than before. The function of grand palaces (of which, incidentally, there are far, far fewer in the later scenarios than was the case in 1.02) and royal posts has been changed to reduce the demesne efficiency penalty - rather than cap it as was previously the case – and are additive provincial effects (not multiplicative). This means that a royal post will offset the effect of being two provinces over your maximum, a grand palace will offset the penalty for being three over your maximum, and having both structures will offset the effects of being five provinces over it. Thereafter, though, each additional province you add to your demesne will reduce the provincial income by 10%, so even if you have royal posts and grand palaces in every province you own, once you exceed your maximum by six provinces your income will drop and eventually become zero. At that point you will find yourself with no provincial income at all other than for the miniscule revenue generated by improvements that contribute fixed amounts of gold (e.g. brewery, mines, etc.).

Further, there is a new set of events that begin to occur as your realm becomes inefficient and that will present some challenges in maintaining control of your lands – with the potential for rebellion to spread like wildfire - so we strongly recommend keeping a close eye on the size of your demesne and entrusting (granting) the governance of more of your lands to your vassals.

Your Realm

Things have changed on the realm level too. We discovered a bug (that the public hasn’t happened to pick up on as far as I can tell) where the effects of a couple traits weren’t working as designed (as it happens, the best possible two traits to have in 1.02 were the excommunicated and heretic traits as they worked exactly opposite to their intended function). Needless to say that has been corrected and, coupled with some changes on the diplomatic level, keeping an eye on your realm is, if anything, even more important.

Unfortunately it wasn’t possible to add a map mode for this, but to make things easier you will notice that if you select a ruler in the character interface there is now a loyalty value given in the rollovers for each of his vassals. You will still need to go to that vassal’s character to see the monthly change percentage and its component parts, but this should at least assist a ruler in keeping an eye on his vassals.

There are also more things you can do to change a vassal’s loyalty. You now have the diplomatic option to send a gift to him which, if the gift is large enough relative to the vassal’s wealth, will result in a one-time increase in loyalty. The gifts are restricted to 1000 gold per gift (though you may make multiple donations) so if that isn’t enough to make him happier then you will have to find alternate means (eg. a lower scuttage setting). Also, granting him a title will improve his loyalty and the death of your ruler (not a great option to arrange for intentionally ;)) will reduce your badboy by one third.

In the face of a determinedly disloyal vassal, the nasty spiral of decreased loyalty has been eliminated by removing the penalties for defensive wars with your vassals. As long as you aren’t the aggressor, you will incur no badboy or vassal loyalty penalties during the war. But there is a slight catch: failing to come to a vassal’s aid will cost you some prestige. Also, be aware that a disloyal vassal may now go looking for an ally (or more) outside of your realm if he wishes (see alliances in the diplomacy section below) but also that any alliance(s) will be dissolved if you manage to restore his loyalty.

The massive vassal loyalty drop resulting from a change of privileges (laws) has also been reduced so it is no longer quite so suicidal to change laws – though it is still not something you should make a habit of doing.

More things to note: granting a ducal title to a vassal will now also result in any of your kingdom’s counts who currently hold titles within the natural borders of that duchy to become his vassals. Similarly, if you grant independent kingship to a vassal then he will also become the liege of any title-holders who would normally be part of that realm and you will only retain provinces that are part of your own personal demesne. The exception to this rule is a title holder who’s demesne capital lies outside of the new duchy/realm - but the reverse is also true. This can result in a rather abrupt change to your borders and/or income so be somewhat careful this before you start handing out titles to buy yourself some loyalty or prestige.

Other Realms – Diplomacy

The DEM 1.03 changes don’t stop there, of course, and one of the things that you can hardly fail to see is that the diplomatic menu now includes a brand new pair of options: “send gift” and “offer alliance”.

The “send gift” function has no direct impact on your relationship with the country to whom you choose to send the gift unless you send the gift to a vassal (since it is not feasible to track the value between characters who do not have a liege-vassal relationship) so it has somewhat more limited use in CK than it has in some of Paradox’s other games. As already mentioned, a gift – if large enough – will improve the loyalty of one of your vassals. In SP it can also be used as a donation to help another country who you think may need it. Mostly, though, it is in answer to the pleas of the MP community who would like the option to include the transfer of cash to their diplomatic abilities with other human players.

Alliances are another story all together. You may now form alliances between characters and this arrangement will last for as long as the two characters are alive – i.e. the alliance is automatically cancelled when one of the two characters dies. Unlike other Paradox games, alliances in CK are not restricted to “pacts” and are limited only by the diplomatic rating of a character’s realm (maximum is (realm_diplomacy – 7)/7)). This makes it entirely possible for a web of rather interesting relationships to come into existence, so some care must be taken when forming one and you should have a look at this before taking an action. (The immediate allies of a selected demesne are shown in blue on the relationship map).

Alliances are restricted to independent rulers or very disloyal vassals. You cannot ally with one of your own vassals since the bond between liege and vassal supersedes that of allies, and you may only ally with the vassal of another liege if that vassal’s loyalty to his liege is very low. Of course your own disloyal vassals may also go looking for someone else to support them in the event that they should choose to assert their independence. If the relationship between liege and vassal is repaired (the vassal’s loyalty becomes decent again) then any alliance that the vassal might have made is sundered.

One of the benefits of forming an alliance is that your ally may now choose to join you in a war (which can be a two-edged sword since it is his decision as to whether to do so or not and may disrupt some of your plans for conquest if you aren’t careful). This can be particularly useful when considering embarking on a crusade and is presently more offensive than defensive in nature - meaning that when you declare war your ally is actively asked to make a decision as to whether he wishes to assist you whereas if someone declares war on you they are not immediately presented with that choice. Declining to participate in an ally’s war does not end the alliance and has no penalty associated with it (unlike failure to support one of your vassals in a war).

As mentioned above, an alliance is terminated if one of the characters dies. It is also broken if the situation changes such that a formerly disloyal vassal regains his loyalty, or potentially through inheritance that invalidates it. It is also broken if one of the allies is discovered assassinating (or attempting to assassinate) a member of the other’s court.

Speaking of assassination, this is a bit more risky than in the past. Discovery carries a higher badboy penalty and the AI has now been taught the fine art of silent war. If your badboy rises too high you should expect to become the target of other nations – though as your courtiers begin to die you receive a reduction to your badboy so it will not go on forever (a failed AI attempt doesn’t reduce your BB but each success will do so). Also, regardless of your badboy rating, if you attempt to assassinate someone in another court and are discovered then you will almost certainly be the subject of retaliation.

Other Realms – War

And then there’s war…something that the AI is now more interested in waging – particularly if a ruler finds someone else’s traits objectionable or if it senses weakness or a golden opportunity.

While battles are relatively unchanged from 1.02 to 1.03, getting to the battle and then laying siege afterwards (if you’re victorious) have been modified. To start with, you cannot raise a regiment that does not have 10% of its maximum possible number of men (admittedly, this change is mostly to prevent the AI from levying a ton of miniscule regiments and bogging down the CPU more than anything else). Once levied, I think you’ll notice that the AI has become considerably more adept at handling its troops and doing something more useful with them – and that includes any vassal regiments that it calls into action as the result of a grand mobilization.

For players, of course, this hasn’t been an issue…but attrition sure will be. While in your own realm you won’t suffer any attrition if your troops’ size falls within the maximum number of men that a province can support. As soon as you venture beyond your lands, however, things get a bit uglier. You will suffer a minimum of 1% attrition when on neutral land, and a minimum of 2% attrition when in enemy territory. Further, the effect of having masses of men involved in a siege has been capped for each fortress level.

The new AI enemy and AI vassal behaviour will take a bit of getting used to, and you will very likely find it beneficial to raise your troops and issue a grand mobilization order before going to war. This is for a couple of reasons:
  • The enemy AI has no reservations about declaring war on your vassals if it thinks it would benefit its strategy in dealing with your aggression. When this happens your (AI) vassal will mobilize its regiments and use them as it sees fit – which doesn’t necessarily coincide with what you might want it to do – and is treated as being in a separate war than the one you have initiated.
  • Similarly, your vassal might decide that you need help (or may think that it’s an opportune time to enter its own war against the same enemy) and make its own declaration. If this happens prior to a grand levy, its regiments will not only be under AI control, but they will be considered as being in a separate war.
  • The implications of your vassal being in a separate war with the enemy are very significant when it comes to sieges. If your vassal reaches the enemy province and lays siege to it first, you will not outrank its force when you arrive, and when the province subsequently falls it will be marked as under your vassal’s control (or the ownership will immediately be transferred to your vassal in cases where the enemy is pagan or Moslem).
Our advice, then, is to make sure that you mobilize any vassal regiments that you think you might need before you make the initial declaration of war. Also, be ready to get some unexpected “help” at times that might just end up seeing your vassal outmaneuver you for some prime piece of real estate.

Losing to the AI is somewhat less pleasant now, in that the AI will pillage any province that it gains control of unless it either takes immediate ownership when control changes or if it has a claim on the province. Note that pillaging now correctly incurs the penalty for the controller - not the owner – of the province.)

Being the vassal of a liege who is losing used to result in automatically having your title revoked (regardless of loyalty). This has now been changed to have the AI revoke the title of the worst vassal – something I’ll come back to momentarily. However if a liege has lost his entire demesne then he will still revoke the title of a vassal with 100% loyalty if he has no other vassal with a lower loyalty rating.

When it comes to making peace, the casualties incurred during the war are taken into consideration when calculating the war score and not just the number of provinces currently under enemy control. Agreeing to a peace invokes a truce condition between characters (regardless of religion) which lasts for as long as both characters live. Breaking a truce will cost the trucebreaker rather nastily in prestige (which removes a common exploit that you may have used in 1.02 or earlier) so it is best not to agree to a peace unless you are willing to take the hit or wait until one or the other of the two rulers has died. The only exception to this is if you have a truce with someone who is at war with one of your vassals in which case you will still take a prestige hit, but it will be significantly less than would otherwise be the case.

Crusading

One request that most players have made is for crusading to be changed – pretty much overhauled – and I suspect that this is the one thing that will result in the greatest hue and cry over DEM 1.03 when people first look at the list of changes. That isn’t to say that it is unchanged.

The crusades in DEM1.03 are still treated as one long era (some might suggest never-ending, although they will come to an end if the holy land is in Catholic hands) and will begin sometime within the first few decades of the 1066 scenario (or already as being already active in 1187). The basic monthly penalty to piety from 1.02 remains the same, however it is now offset by the number of provinces that you hold that are non-Christian – to the tune of -0.2 to the penalty for each – so it is now possible to offset the penalty by being active against pagans and Moslems. Winning battles or being at war is still not enough, though. It is control of provinces that counts.

Crusading isn’t as easy as it used to be either – the result of several rule changes that you will want to be aware of before you assemble your armies and head off across the sea. The AI, in defending itself, will no longer ignore your vassals but will, instead, declare war on and successively conquer any who lie between it and you. The exploit of avoiding battle has also been removed. When you capture the province of a religious enemy the province’s regiment is converted into a mercenary regiment under its original controller’s command. Further, any forces that had been “built” in that province are eliminated so even if the province’s regiment wasn’t active for some reason, you will have to begin recruiting from scratch.

A change that you will probably appreciate is that you no longer receive a badboy increase for sneak attacks in heathen/infidel territory – meaning that if you happen to be in a pagan or Moslem province with which you are not presently at war, you can declare war and begin your siege immediately without incurring the nasty badboy penalty that would be applied if you did the same thing in Christian lands. I should remind you that, as mentioned above, if you agree to a peace with the enemy then you will take a prestige penalty if you renew hostilities before either you or your enemy’s ruler has died.

Our play testing suggests that these relatively significant changes should address most people’s concerns about the crusades, however on a personal note I should like to add that there are additional proposals on the table for even broader changes to the crusade system. This DEM’s approach is the one that could be accomplished in the time available and was the least disruptive to some of the integral code that lies at the heart of CK. We are very interested to hear your feedback on these changes (after you’ve played with them for a little while, please, not an off-the-cuff response) to see whether the consensus is that this resolves players’ major issues or not.

The Hordes

Significant improvements to the AI have also improved the general ability of AI nations to defend themselves against the aggressive AI of the Hordes so, in combination with the changes to the rule changes for attrition and sieges, you should be somewhat less paranoid about their appearance. We have also added a few “Horde flavour events that will cause some of their regiments to consider disbanding and settling in conquered lands, and there is also the possibility of trouble brewing in the Horde’s homeland that may result in some of their forces being sent back to contend with uprisings or contest dynastic succession. If you’re still apprehensive about them, though, you can choose to play at a lower difficulty setting which will reduce the size of the initial force and of any reinforcements they receive.

Events

I have lost track of the number of events we’ve added since 1.02, but it’s a sizeable quantity and there is little doubt that even more will be added when DEM 1.04 comes along. Many of these use a number of new conditions that the primary beta event scripters have been begging for. Of these, the most notable (and some comments on their use) are the following:
  • Event effects for gold, prestige and piety can now be scaled instead of assigned values. Instead of using value = N you may now use scale = V where V is multiplied to the ruler’s annual revenue to determine a value, and may be either positive or negative. Note that if you use this event effect for a non-ruling character it will calculate the result based on the ruler of the demesne where that character currently resides. Many of the existing events have now been scaled in this manner.
  • You can now use the difficulty = N or aggressiveness = N conditions in the trigger section to prevent events from firing at certain levels, or in the modifier section adjust the mtth of an event based on the game settings. Note that N is whole number between 0 and 4, 0 being very easy or weakling, and 4 being very hard or furious (2 is normal). As in other conditions, this check will return true for N >= to the value you specify so a trigger condition of difficulty = 2 would cause the event to fire for normal difficulty or higher levels of play.
  • You may now use the efficiency= V condition in a character event, where V is a value between 0.0 and 1.0 and represents the ruler’s realm efficiency rating (that’s the value that shows up if you are over your personal demesne province maximum and check a province’s income modifiers). You can see these in action in the new “evil events” (in combination with the next one…).
  • Probably the most powerful tools that have been added are the context switching conditions (csc) which allow for province conditions to be checked in a character event, and character conditions to be checked in a province or province_x_province event. With a bit of ingenuity this vastly expands the scripter’s arsenal but some of them (the “any” variety) should be used with extreme caution because of the massive load they can place on the processor. Several, in fact, are still in the “experimental” phase and are not yet used in any of the DEM’s new events. Check out the new “courtier events” to see a good example of some of these in action for using province checks in a character event; or the new “evil events” to see examples of a province event making checks against a ruler’s efficiency rating.
  • Last, but not least, the ability to modify ai_chance calculations allows a multiple-choice event to be scripted where the AI’s selection is modified by existing conditions. These were added fairly recently and have not yet been implemented into the bulk of the existing events, however you could have a look at my overhaul of the early childhood education events for a quick primer.

Credits

Yeah, I know that the “credits” button is probably the last thing that most players will ever bother to click on when the game first loads or just before you exit, but it would be remiss of me not to point out that this has changed as well. Through an oversight the names of CK’s betatesters were omitted from the manual and the credits screen and this has now been remedied. If you’re curious as to who was involved then that’s where you can find us listed. I really hope that I didn’t forget anyone.

* * * * * * * * * *

Many of the changes and additions in this DEM have been on the drawing board for some time, and I think that you will find that they address a large majority of the issues that you, as members, have expressed about the game over the past month or two. Not all of your suggestions have been implemented, though, and there are still further enhancements or changes that we – and undoubtedly you - would like to see made to the game in the future. It is also possible that not every single bug logged in the public forum has been eradicated – depending on whether it is still uncertain that it is a bug, or whether it was something that could be fixed within the time available. The availability of DEM 1.03 was planned to coincide with the bulk of the remaining European release dates, and that time simply did not permit us enough time to make and test everything that we would have wished to. Please rest assured that if there is something that isn’t addressed here it is very likely still on the table for 1.04, and we are always eager to read your “wish list” of ideas for future implementation.

The above is also, by no means, the complete list of changes made to DEM 1.03 and is only a summary of the highlights. In particular, it makes no mention of the incredible amount of additional research that has been done to further flesh out the scenario files with historically accurate dynastic detail. It also only touches on the amazing dedication of the developers and betas to keep on scripting new events, testing and improving virtually every aspect of the game, and of our ongoing work to make further enhancements for a future DEM 1.04.

On behalf of Johan, Jonas, Henrik and the entire beta team, I wish you many hours of entertainment and hope you enjoy the fruits of our labours.
 
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