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Clamchop

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Not sure this is a bug but I think I found something wrong with the Faction system. I'm playing a count from Vermandois and I'm trying to take over Vexin and Amiens which have been split up because of gavelkind. Currently, a court faction revolt has made a duke from Burgundy the new King of France. The new king isn't very popular and so another faction revolt by the "install prince Robert(current king's second son) as the new king of France" faction occured by the duke of Anjou. At the start of this revolt Vexin and Amiens wasn't in it until the duke of Anjou asked them and me to join their revolt. I refused but the counts of Vexin and Amiens accepted and SOMEHOW the duke of Anjou become their new liege! I thought this was temporary so I waited until this revolt ended (they lost) and they still are not independant counts. I would also like to note that Vexin and Amiens were BOTH independant (only their king was their vassal) and have NO relations with the duke of Anjou. Now it is much more difficult to conquer them. This is the earliest save file I have of the situation. Unfortunately, I couldn't find a save that started before the revolt so I hope this one is good enough.

http://www.mediafire.com/?2fmkaab9fa8trdr
 
Last edited:

Spartanlemur

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This mod keeps getting better and better :D (it's almost the unofficial patch to vanilla!) .

By the way, if you'd like to use it, I compiled a large list ages ago of Cornish names for my own addition of Cornish culture (I was slightly upset at first, months ago, when I found it didn't exist, so was motivated XD ), using the Medieval Bodmin Manuscripts as my source for most of the names.

The male and female names are below, so take a look and see if you want to include them (many of the names from the current list are contained). Not that there's much wrong with the current list, but it's shorter than it could be and some of the names are anglicised.

Code:
male_names = {
			Adoyre Aedan Anaoc Aniud Argantbri Argantmoet Arranz Arthnou_Arthur Arthyen Austol Beli Benesek Bideven Bledros Bleidcum Blyth Branwalather Brenci Brengy Brethoc 
			Brithael Bryok_Breoc Budic Bithek_Bithek Cadan Cadoc Cador Cantgueithen Carantoc Carrow Catgutic Casvelyn Caswyn Cenmin Cingur Cinhoedl Clesek
			Colan_Collen Comoere Conan Conmonoc Conredeu Corentyn Costentyn Cuilliok Daveth Denzel Dofagan Donyerth_Donyarth Elowen Frioc Gawen Gelvinak Gerens 
			Gest Glastenen Glewyas_Glewas Grifiud Golvan Gorlas Gorneves Goron Gorthelyk Gourgy Guentanet Guentigirn Guithrit Guincum Gurbodu Gurcant Gurcencor 
			Gurci Gurcon Gurdilic Gurguaret Gurguistl Gurheter Guriant Gurlouen Gurthcid Gwynek Hedyn Hincomhal Iarnguallon Ilcarthon Iliud Inisian Iudicael 
			Iudnerth Jago Jory Jowan Kea Keresyk_Kerezik Kevern Kitto Leucum Loi Louenan Loumarch Madron_Madern Maeloc MaelPatraic Margh_Mark Marrek Masek 
			Matuid Mawgan Medrod Mermin Meryasek Meryn Milcenoc Milyan Mor Morcant Morhaetho Myghal Nadelek Neythen Ossne Padern Pasco_Pascow Peder Pencast 
			Petrock Piran Putrael Resmen Rewan Rumon Ryol_Riol Ryd Salenn Seleven Silyen Sithny Talan Talek Telent Terithien Tethion Trevedic Trystan_Tristan 
			Ungust Uther Wella Withell Wyllow Zethar
		}
		female_names = {
			Aedoc Ailla Anaguistl Anauprost Andras Banallan Berlewen Bersaba Beryan Breaca Bryluen Catguistl Ceinguled Chesten Columba Conwenna Cordelia Cryda 
			Delen Derowen Derwa Diuset Dywana Elestren Elowen Endeloyn Esyld Fuandrec Gloiucen Gloiumed Guenbrith Guencen Guencenedl Guenguiu Guenmon Gwenifer Gwennol 
			Ilcum Iudprost Jenifer Jenifry Jana_Jenna Jowanet Kayna Kelyn Kensa Kerenza_Kerensa Kerra Lowenek Mabyn Manacca Mariot Marya Medguistl Meduil Melwyn Melyonen 
			Melyor Meonre Morgelyn Moruith Morvoren Morwenna Morwennol Nessa Newlyna Nonna  Oncenedl Oncum Ordguydel Ourcen Ourdilic Proscen Prosguetel Rozen Rozenwyn Rum 
			Senara Sevi Talwyn Tamara Tamon Tamsyn Teca Tegen Tressa Tryfena Wylmet_Wilmot Ygerna_Ygraine Zethar

		}

If anyone else wants to use the list in their own mod they're quite welcome to! :)
 
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1zarathustra1

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I think there is a bug with the faction system when you support a candidate in a faction for Emperor, every time they win the war they treat me as if I had not helped them, giving me reduced taxes, which makes no sense, since I was part of the faction that started the vivil war to put him on the throne, has happened twice in a row now.
 

Yasko

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My sunni Caliph dissapeared after Mongol conquest of Seljuks! :p

It would be great to ask permission to fight Latin Empire and Byzantines both still without Constantinople in Balkans, but i cant find that Caliph of mine.. :p
 

Kainser

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Baronies sometimes ends up belonging to someone else than the owner of the county (or simply independent like in this case), you should have a de jure casus belli against him.
 

richvh

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Don_Quigleone

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I've just dropped a Byzantine game I was doing, because I was distraught to notice that large parts of the Middle East, Armenia and Nikaea had turned into De Jure Kingdom of Persia. It wasn't even cohesive, but just a bunch of patches of duchies all over the place that had switched out of their traditional kingdoms. Also the entire kingdom of Jerusalem was gone, now Egypt instead.

Anyway aside from looking stupid it affected gameplay as a crusade for Jerusalem became one for Egypt instead, and when they won they possessed a huge swathe of land (all of Egypt and most of the Levant).
I'd also reactivated Imperial Reconquest with a restriction on which kingdoms were eligible which also became messed up.

Initially I believed the problem stemmed from the fact that the Seljuks were a kingdom instead of an empire (and that is most of the problem, in this case), but perhaps the core issue is that duchies change De Jure kingdoms far too quickly/easily. Would it be at all possible to only allow De Jure change in a duchy bordering the kingdom it is switching to (so basically also one at a time, not the ones behind it)?

Otherwise I'd frankly prefer it was deactivated entirely.

I think the issue here is that the AI doesn't seem to form kingdoms. If the AI properly formed kingdoms when able to, these things would happen less often.
 

Velorian

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I think the issue here is that the AI doesn't seem to form kingdoms. If the AI properly formed kingdoms when able to, these things would happen less often.

An empire should NOT form kingdoms, if the Byzantines does it, it's only a matter of time before their titles divide between one born in the purple and some older son. Handing out kingdoms to vassals also causes weirdness with independent patriarchs. It also seems ahistorical to form any such kingdoms so I don't form them either, when playing an empire.

I suppose the Seljuks being king-tier should have formed Nikaea and Armenia, though. Still as things stand, I don't think the De Jure changes are sufficiently balanced, or realistic for that matter, so I'll be turning it off completely for my next game.
 

Novacat

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I seem to be having an issue where savegames made past 1370 seem to refuse to load for me. That pretty much killed my game.

Also, I never seemed to have that De Jure problem very much. The only major de jure changes were that the Persian Kingdom managed to gobble up most of the Mesopotamean kingdom, Nevarra got gobbled up by Castille, and the Croatian Kingdom ended up de jure HRE. Oh, and the Netherlands, Belgium, and Northern France ended up Nevarran, but that was my fault. When you absolutly need a King title and you cannot get one locally, the Iberian Penninsula is like a one-stop shop.

The Mesopotamean kingdom getting shrunk worked immensely to my advantage, as it was the first kingdom to go De Jure into the Ilkhanate, and two holy wars later, the Emperor of the Ilkhanate title was mine. How such a small action managed to not only get a small kingdom an emperor-tier title, but also shatter an empire that spanned from Egypt to Persia.
 

Cidellus

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I'm not sure if this is a bug, but when I get to Maximum Crown Authority, I'm capable of revoking titles for free (as it said I could). However, once my heir inherited the throne, he was no longer capable of doing so.

I'm not sure if this is a failure of some script or something, or if it's actually working as designed. :\
 

Rabid

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There's a bug where apparently the ability to revoke titles for free isn't retained between saved/reloaded games, even if you have maximum crown authority. I think it's a vanilla bug but one which only becomes obvious when playing with CK2+ crown authority laws.
 

Cidellus

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Ah, that makes sense. And I do have absolute authority, still. Says so in the laws.

Very well! Curse you, vanilla! At least my vassals don't squabble anymore.

Wait, that means they have more strength to oppose me.

Crap.
 

Wizzington

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Fixes and things. I haven't really had time to test fixed Separatist revolts so let me know how they work out.

1.32.25:
- If a child ruler is deposed in a faction revolt, the faction leader will now assume the throne.
- Vassal rulers can now only get random claims inside their realm.
- You will now be notified when another ruler receives a random claim to one of your titles.
- Fixed a bug that was preventing Separatist factions from forming.
- Added a new alternative scenario with its own module, 'Divided Muslims', courtesy of zeress. Scenario modules now have their own special tag, and a maximum of one scenario module should be used at any given time.
- More fixes and tweaks to the faction system.
- Female characters are now treated equally for the purposes of pressing claims and succession wars under the Gender Equality module.
- You will no longer be expected to reward supporters in minor civil wars (such as a single vassal revolting).

Download CK2Plus 1.32.25 (mirror) (mirror 2)
 

Novacat

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Edit: I stand corrected.
 
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Wizzington

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Wiz, you might want to take a peek at the battle events, as it currently stands, a lot of the positive events, like improving skill, improving education, and tech bonus to capital, actually gets penalties from positive traits like Genius and Quick, and bonuses from negative traits. That is mainly because whoever designed these events did not understand how MTTH modifiers work. Oddly enough, these modifiers are correct on the wounding/killed in action events, but incorrect on just about every other event.

No, you are incorrect. MTTH modifiers work differently for on_action events.
 
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