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Wizzington

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Wiz, something I've noticed that bugs me is matrilineal bethrothals. While I accept that when both parties come into adulthood the male side will no longer agree to the matri marriage (thats fine I accept that circumstances may have changed/they have become higher in the line of sucession etc), why should I have to break the betrothal and suffer the penalty by not agreeing to their requests for normal marriage that are continually sent until I do break it?

Would it be possible for you to make an event where upon reaching marriageable age I would get a message saying that they no longer feel a matrilineal marriage is appropriate, and give me the option to either marry normally or decline, with my opinion of them decreasing.

Otherwise it seems unfair that I have to suffer a relations penalty with them when it is they who are actually backing out of the agreement.

Cheers!

Not something I can do. You'll have to take this to Paradox.
 

Wizzington

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I really like this mod but it wont let me load my saved game i started after i installed the mod. I click the game it just freezes and ck2 goes unresponsive any ideas ?

CK2+ is not compatible with vanilla saves.
 

Wizzington

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Small bug: you can't transfer titular duchy titles. So when I created the 'Duchy of Belgrade', I was stuck with it even though it contributes to the "too many duchies" penalty.

Were you trying to give it to someone who didn't meet the culture/religion requirements? It can only be held by Christian South Slavics.
 

Wizzington

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Started in Africa on a whim and I couldn't form e_mali, just a blank requirement that I couldn't fill (with 100% of the provinces and all 3 king titles) - I looked at it and don't see anything wrong obvious.

Also, I dunno what you did to regular assassination plots but I finally got one for my gonorrhea-ridden wife to try to kill her before she got me infected...5 dukes + marshal + spymaster + me (3x king with 0% plot power) = 137%. I literally had no one else to even ask and had to savescum.

Empires are formed through decisions.

Will look into plot power and see if new requirements are too harsh.
 

Wizzington

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Wiz: For people using steam, when unzipping the mod into the My Documents/Paradox Interactive/Crusader Kings II folder, do we add the entire thing like we do for the main folder? Should we do the same for any hotfixes? Also, I've been playing this mod for the last few months and never did this and didn't have any problems so is it actually necessary?

Only the .mod files are necessary for the people who do have issues. You can try just unzipping to game installation first and see if that works.
 

Wizzington

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Any plans on lifting the Christian restriction on the Kingdoms in NW/N Russia? Especially the Rurikovich family had viking ancestry and I had played with the idea of a Norse resurgence Russian empire, but that can't be done.

Additionally I've seen super dukes form in those areas with no ability to form a kingdom title simply because they are Tengri. Seems a little too restrictive in those areas (especially since there is also a large Muslim population in those areas too).

Yeah, I am easing up on religion requirements for titles in 1.12.
 

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Hi Wiz. I installed everything properly and started a fresh game but some trait icons don't show up and I see dots when I hover my mouse over them. Did I do something wrong?

Here is a screenshot

View attachment 54444

From FAQ in the OP:

Q: Why do some characters have blank traits?
A: The blank trait is there to fix a crash bug. Ignore it and it will go away on its own.

I'm adding some text to the blank trait to clear up confusion in next version.
 

Wizzington

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On the topic of titles, I have been sketching on a new Kingdom/Empire system since I am not entirely happy with the current restrictiveness of titles and lack of flexibility between religions (Muslims in Iberia having to rely on Titular titles, etc). It would work like this:
- All De Jure Kingdoms would be createable by any religion.
- For certain religion/title combos, when created the title would be converted into a more appropriate title which would take over the created title's de jure area (for example, if a Muslim created Portugal then Portugal would turn into Al Xarq, which would be the new De Jure Portugal, until usurped/created by Christians, at which point it would turn back into Portugal).
- The only De Jure Empires at game start would be Byzantium and the HRE.
- Other Empires would be Titular and createable by having a certain number of Kingdoms. Empire names would be culture-based (so Franks would create the Frankish Empire, Iberians would create the Spanish Empire etc).

I think this system would allow for a nice mix of historicalness and flexibility, since any religion would be able to create Kingdoms/Empires anywhere without ending up with the Sultanate of Ireland.
 

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The Koppen climate classification mod just released. Since prosperity's in, I think this could add something to the mod.

I'm going to look at it, but I am immediately concerned about the AI's ability to cope with something like this. Also the exploitability of having different income levels different times of the year when it comes to things that have a scaled cost. I'm honestly not sure CK2 really needs to simulate seasons, considering the unrealistic timescales of most actions in the game.
 

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Re: empires don't forget about mali!

I think it's fine since you pointed out decision not create EXCEPT that the vast majority of the area is pagan and it's restricted to muslim. No reason a pagan King of Ghana, Songhai and Jolof couldn't create it.

Added pagan to an OR statement in my version.

Yeah Pagans can make it in 1.12
 

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Also, this got buried at the end of last page and I'd like some thoughts/comments on it so quoting myself.

On the topic of titles, I have been sketching on a new Kingdom/Empire system since I am not entirely happy with the current restrictiveness of titles and lack of flexibility between religions (Muslims in Iberia having to rely on Titular titles, etc). It would work like this:
- All De Jure Kingdoms would be createable by any religion.
- For certain religion/title combos, when created the title would be converted into a more appropriate title which would take over the created title's de jure area (for example, if a Muslim created Portugal then Portugal would turn into Al Xarq, which would be the new De Jure Portugal, until usurped/created by Christians, at which point it would turn back into Portugal).
- The only De Jure Empires at game start would be Byzantium and the HRE.
- Other Empires would be Titular and createable by having a certain number of Kingdoms. Empire names would be culture-based (so Franks would create the Frankish Empire, Iberians would create the Spanish Empire etc).

I think this system would allow for a nice mix of historicalness and flexibility, since any religion would be able to create Kingdoms/Empires anywhere without ending up with the Sultanate of Ireland
 

Wizzington

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I'm the Caliph of the Shia Caliphate, the moral authority is over 50% and the year is around 1120-1140, but I still can't declare Jihad. What gives? I've had like 300 piety (It's a real bitch to gather in the newest version) at most, and looking at the CB doesn't seem to offer any answers.

What gives? (Or is it something obvious and I'm retarded?)

The save was started in 1.09 and it's now updated to 1.11 with hotfix 2. I remember Jihading just fine back in 1.08. It's a multiplayer game if that changes anything.

Players need 500 piety to declare a Jihad/Crusade since it is such an incredibly powerful tool for a player who knows what he is doing.
 

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So I've deleted and reinstalled the mod, with no additions and I have the same problem as before: No random courtiers have any sort of congenital traits whatsoever, that is not a single genius, tall person, strong or slow or anything. This is a bug surely?

In the changelog for 1.10 it says: - Fixed a bug that was causing congenital traits not to be distributed properly.
I assume an event is supposed to grant them traits after creation, it just hasn't triggered for anyone in a 5-year timespan. Am I the only one experiencing this?

Not a bug per se, more like an unfinished implementation. Next version has it all fixed up (though mind you congenital traits will still be rarer than vanilla).
 

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I haven't changed elector title opinion penalties at all, so you'll have to take that up with Paradox.
 

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Held kingdoms eventually get assimilated into titular empires, right? I like it.

By the way, is there any trigger other than war = yes that could be used to affect prosperity? Maybe something about whether the province levies are raised? Often I'll join wars for, er, moral support, but not actually raise my troops. It doesn't make a lot of sense that this impoverishes the province.

I can't really think of a way to differentiate between a 'real' and a 'fake' war.
 

Wizzington

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I have something special to ask, well would it be possible.

Anytime I make a ruler using the Ruler DLC thing no matter what i do all my vassals hate me or dislike me.

Unless i give the ruler no traits and nothing special at all hes automatically hated.

The problem with this is that basicly, im forced to create a really good heir and hope my ruler dies ASAP because i can't change laws and I usually if i hold something large get revolts and wars against me going.

I hope you know what i mean, but i feel like it would be nice if there was like a +30 or +50 for newly created rulers using the ruler designer. Im just rough estimating it because that's usually what the dislike for my guy is around when i start... -30 or -50ish I know this is probably something more along the lines that PI should deal with but i feel like it's also doable by this Mod.

It sounds to me like you're designing rulers with bad diplomacy and traits. That's not really a problem with the designer.
 

Wizzington

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I don't come on these forums often anymore, but I have to say how much I love this mod. Been spending entirely too much time playing in these past few days.

I did notice a couple of things, playing the latest version.

-I had a new king and was in a war with some rebellious vassals when an opportunistic Muslim neighbor declared war one me. I got the event to invite neighbors into the war, but they joined the war against my vassals, not the infidels.

-Also, I've seen some funny results with Crusades... particularly, it seems (I might be wrong) like the winner doesn't get any holdings occupied by allies of the Crusade leader. For instance, in my current game, Africa had conquered Sicily while Croatia had gradually eaten up southern Italy and claimed the title King of Sicily. The Pope called a crusade for Sicily, and I joined. I occupied Palermo, but the Pope was still the #1 contributor to the crusade. After we won, most of the land went to Croatia. Palermo, however, remained in Muslim hands after the peace.

Another thing that bugs me somewhat is the vassal relationship penalty for executing imprisoned traitors. After defeating a big rebellion, I really want to kill the bastards that started it, if only for the emotional gratification, and I don't think that should cause a relationship drop with my loyal vassals, who, if anything, I think would EXPECT me to off the rebel leaders they've been fighting against. I understand taking a hit if I banish them and take their land, but if I just chop off their heads and their titles pass to their lawful heirs, I don't think that a -10 penalty is warranted.

Anyway, really amazing job you've done on this, Wiz.

1) Seems weird, will look into it. Are you sure they didn't join into both wars?

2) This is probably an issue with vanilla mechanics and nothing I can really do to fix it.

3) I fully agree, but can't do anything about it since messing with the tyrant penalty would also affect banishment.
 
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