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Wizzington

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1) Seems to be related to the Byzantine Empire and their special titles... are you in the Byzantine EMpire?
2) Not sure that's doable, but its not a bad idae if it is.
3) I think its abusable but I don't know that I can do anything about it... depends on whether there's a way to detect for them.
 

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I looked briefly and I don't see a way to detect for mercs or holy orders raised, so nothing I can do about it.
 

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It should work as long as you only update the interface and gfx folders and don't overwrite history and common.
 

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Just noticed that the only two factors affecting Educate Child requests for children at your court: Same realm +3, and Base Reluctance -2. It seems to make no difference if you are offering your child or just some courtier, whether or not the receiving party likes or dislikes you. It's just "Are they in your realm Yes/No - > If Yes, then Educate."

WAD?

Vanilla mechanics, not something I can do anything about. Take it up with Paradox.
 

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I asked, but they didn't think it was necessary, presumably because it's always on the first page anyway.
 

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Want to say THANK YOU for this great mod! Really has made the game much more enjoyable!

I do have a question regarding the Ruler Designer DLC. Where are the files kept for this content of the game that you can modify/tweak? I know there are changes within this mod vs. the vanilla game. I would like to know where these files are kept so I can review & possible tweak for my own enjoyment. Thanks in advance for the help!

defines.lua
 

Wizzington

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I was just wondering wether there's a way to find out what has been changed about the crown laws?

In a brief summary: Crown Authority now determines the max size of your levies. It no longer reduces opinion with your vassals, but you need large amounts of prestige to raise your authority (and high authority does increase vassal revolt risk and tendency to plot).

Investiture is basically the same, and Muslims have a new crown law called Appointed Titles that allows them to revoke titles at will.
 

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Problem is those costs are only applied when you have no cause to revoke.
 

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While it makes sense for a King to want to defend his vassals against other vassals, I think it would be massively detrimental to gameplay as it would essentially remove all inter-realm wars. See CK1 for an example of this.

Either way there is nothing I can do about it, since its a matter of hardcoded mechanics.
 

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So, I noticed something incredibly strange going on in my games, and it's really ruining everything. I dunno if it's a bug or a feature though.

I was playing as the count of Itil with the Carte Blanche mod/every other normal CK options besides the no new empires one. Basically, I had my character marry a random courtier. After 3 years or so, she suddenly goes and marries one of my vassal barons. Just like that, out of the blue. Then somehow my 1 year old son gets himself married to a 16 year old girl. Not bethroned, married.

Obviously something is very wrong, and I'd like to know what's up =D

Thanks!

Which version of CK2+ are you playing? 1.11? Because older versions have marriage bugs that are now fixed.
 

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I have the same problem. I use the newest version (both the mod and crusader kings 2)
I removed all files prior to installation. It happened twice to me (my ruler was betrothed and yet twice i was married to random (ugly i might add) courtiers. also, i recieved an event "that i wasnt supposed to look at")

Are you playing with carte blanche too? Or is this happening in CK2+ itself? I really don't know what could possibly cause this, the marriage event has a ai = yes check and age checks on it. The only thing I can think of is that there'd be some kind of event with the same ID causing issues, which might happen if you are using a submod.
 

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Whats the reasoning for temples giving more tech growth now ? 0.3 vs 0.6 fully upragaded shouldn't cities still give more but maybe a bit later tech so top lvl university tech 4 vs the tech3 of temples ?

Castles are for troops.
Cities are for money.
Temples are for tech.

Seems more balanced to me than castles are for troops, cities are for money and tech, temples are for ?
 

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The tech isn't really cheaper (except for the innate +10%, but that's factored into the holding cost), the cost is the same: 200 per 10% speed. I agree what you say makes sense from a realism standpoint, but I'm more concerned with game balance and making temples the tech holding gives them a unique benefit, instead of being eclipsed in every way by castles and cities.

No way to give conversion bonuses from holding types, and that would be fairly pointless anyhow - who's gonna sink money into a temple holding for a conversion bonus?
 

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Hey Wiz,

Any eta for the new version? Any ideas about save-game compatibility? I don't want to get too invested into a new campaign when a new version with the incredible dynamic title changes comes out and isn't compatible.

Probably next weekend, and it will defintiely break save games.
 

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Empire spread is on. You have to own all land in the Kingdom you want to assimilate, guessing you're missing a province or two from whatever it is you're trying to assimilate.
 

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Don't know what to tell you then, sorry. Assimilation mechanics are set to work exactly like in vanilla so whatever the issue is it's probably not tied to the mod.
 

Wizzington

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As Ugo says, 1) is part of the new education system. I have to assign the education trait before the kid turns 16 to prevent the game engine from giving them one.

As for 2) I haven't encountered it myself, but I generally don't tend to form vast blobs (I quit, switch or split up my realm when I get to that point) so that might be why.
 

Wizzington

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Wiz, I have a question about the new titular empire system, which sounds great by the way.

Now, I've been playing a game as the titular king of frisia, and I've found that when I went elective I was the only person who could vote, as I had no de jure vassals yet, this means I could effectively pick my heir every generation for 100 years. I'm not sure if that's vanilla behaviour or a bug or intended.

What I'm asking is, under your new system, since a new empire won't have titular vassals for 100 years, won't that make elective succession very overpowered for new empires?

Hm, it should be impossible to make a titular title Elective. Did you switch it to Elective or did it start that way?
 

Wizzington

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On an unrelated note, one of the ideas I have been toying around with in my head lately, is an optional 'Hardcore' module.

Basically, I feel that even with exploits plugged, CK2 is a very easy game when you know the mechanics, and it could do with more of a challenge. But I also know my personal style of play (slow, difficult expansion) may not be enjoyable to many of you, so I don't want to force it on anyone.

Essentially what it would do would be to impose penalties on the player and boost the AI: Fabricating claims and other ways of quick expansion would be more difficult, the AI would get bonuses, cheap loans and mercs, etc, to make up for its various deficencies in intelligence. Vassals would plot more and act more aggressively against the player, and the game would generally just be harder on you.

The question here is more whether such a module would be interesting to anyone besides myself, ie should I just keep it for my personal use or distribute it along with the mod?
 

Wizzington

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Well I started as a count, went elective at that point, then gained flanders and then holland by inheritance, all the time being elective. When I came to form the kingdom that was elective as well.

OK, got it. Will add an event to switch created elective titular Kingdoms to something else.
 
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