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Wizzington

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In regards to republics... I was planning to play Northern Italy in my next new game with your mod...should I just wait for a hotfix for this and/or 1.03?

I haven't actually had time to play yet so I don't know how bad it is.
 

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If it changes culture.txt then you will break the cultures I added.
 

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I'm playing with the portrait mod. It breaks the culture you added, cornish and sicilian. I had to make some changes to cultures and graphicalculturetipe to make it work.

Also, regarding the new republics cb, in my game Genoa has almost taken all of Tunis on the first 20 years of game.

Yeah, republics are busted. I will be releasing 1.03 very shortly with various fixes, since the fixes are kind of piling up beyond hotfix level.
 

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Bumping this from several pages back. Also, I am sad that the kingdom level de jure claims were removed :(

I don't think it's a good idea to restore the seize all titles because only the player understands how to use it properly and the player is not the one having issues.

Kingdom/Empire de jure claims seems like a way to ensure that the blobs stay together forever to me. Not a great thing IMO.
 

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What if it is a combination of seizing all the titles of the target character and all the lands conquered? That might aid the AI.

And is it possible to modify your excellent add-on to make it so that newly granted counties/duchies are given to people in the court rather than auto-generated NPCs?

I'm still not a fan of that since it's basically just a super-powerful CB for the player and the Dukes whose titles you are seizing don't understand to defend themselves.
 

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1.03 is basically a fix compilation for 1.02. It includes and supersedes the hotfixes and is fully save-game compatible with 1.02.

1.03:
- Added crusade weighting for Kingdoms, so crusades/jihads are not totally random.
- Muslims now have their own Mujahid trait instead of getting the Crusader trait.
- Emperors can no longer create King titles they are the De Jure liege of (to prevent some very ahistorical title creation).
- The character designer will now work properly with CK2+ (ie you can no longer start as a pregnant, beheaded man).
- Reduced the power of republic levy building and made it cost money to build in holdings that do not start with it.
- Made the special republic CB cost prestige to slow down their blobbing.
- Added new CoA patterns from 1.05 to Heraldry mod.
- Fixed a bug that was causing the game to crash if you tried to start after 1204.
- Characters can now plot to assassinate rivals.
- Rügen is now a de jure part of Pomerania.
- Now uses vanilla death reasons instead of death causes mod.
- Fixed numerous bugs with 1.05 integration.

Download CK2Plus 1.03 (2shared)
Download CK2Plus 1.03 (MediaFire)
 

Wizzington

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Might I ask where in the mod is the file that scripts the currently awesome event that grants out the land already?

events/maintenence_events.txt

event id 110017

If you do a working rewrite that favors courtiers over random characters, I'd include it for sure.
 
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Wizzington

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What version are you playing, oheels? 1.02 should have fixed this.
 

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If your save game is from before patch it won't be compatible, unfortunately. But any empires created in the future should inherit your succession law.
 

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Just get 1.03 in the OP. 1.03 doesn't require any hotfixes.
 

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On the heraldry mod, I've tinkered with it but havent been able to get it to work with the patch, so I'm removing the module until the author comes out with a fix. I'll still use the title CoAs from it.

On republics, I am removing their special building altogether and might nerf the coastal CB further.
 

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I'm pretty sure Paradox doesn't want talk about donating/selling things, so let's not do it. The sentiment is appreciated nonetheless.

A look at what I've been cooking up with the new war tools in 1.05. I felt that Paradox's escalating independence war mechanics are very good, but other civil wars are still lacking - if you make a Duke revolt because you're trying to take his title, it's still just that one Duke and you can beat him quite painlessly.

Thus, I am introducing a mechanic for escalating civil wars:
p9Sjp.png


When a vassal revolts using any of the CBs to depose their liege (depose liege, overthrow liege, succession on liege), all other vassals get this event and can choose whether or not to join in. Vassals are predisposed towards supporting their liege, but low relations with the liege, good relations with the rebel, a regency or other factors can cause them to join in, greatly increasing the danger from ANY vassal revolt. On the other hand, if the liege wins the civil war, they will have cause to revoke a title from each of the rebels instead of just the leader.

Since both independence wars and regular civil wars thus have an escalation mechanic, I have tweaked down the main factors that cause civil wars for the AI (not de jure liege and desires title) so that AI blobs are not caught in a constant chain of civil wars.
 

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When do you estimate that your next mod patch will come out? Playing ck2 without this is so bad. Thanks for making this great mod! :D

The current version is compatible with 1.05c.
 

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WAD - higher laws require crown authority. You get the local levies bonus for being an independent Duke though.
 

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I've tested holy wars and they seem fine... can you provide some screenshots showing the war and result?
 
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