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Wizzington

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I'm the King of Wales, and I've owned Venice and the Isle of Mann for approximately 150 years and there is still no de jure kingdom drift happening to them. By this point they should definitely be part of de jure Wales, but I'm still fighting off Scotland for the Isle of Mann and the Kingdom of Lombardy for Venice. Shouldn't they have experienced de jure drift by now? They haven't even begun the countdown.

I see that other kingdoms are experiencing de jure drift just fine, but no holdings I ever gain do.

Are you holding the whole Duchy of Galloway, and are you holding the King of Venice title? I have no control over de jure drift mind you so whatever the problem is has nothing to do with CK2+.
 

Wizzington

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Greetings Wiz and you all,

Wiz, I noticed that when I'm a vassal of some AI liege, and my liege asks me to pay liege taxes(which I see from the incomes-expenses balance in the demesne overview) they aren't influenced by my reputation of my liege, while others vassals like me who dislike my liege (reputation of him lower than 0) pay a lesser degree of the taxes required by the law.
This seems unfair to me: It should be considered that my opinion of my liege is negative, and a certain amount of the taxes I owe him should be detracted.

Anyway thank you because your MOD is just perfect, and it makes the game far better than the core one.
You are awesome! Compliments :D

This seems to be a hardcoded issue and nothing I can do anything about.
 

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Am I understanding it correctly that vassals can only declare holy war if their top liege is the same religion as they are? This seems to be the case after some testing (yes, I made sure to have piety).

Same religion group.
 

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I'm guessing this have to do with the new civil war system but in my current game the HRE got completely dissolved into independent states in less than 25 years. Also William the Bastard became King of France after a war to depose liege. Using the latest version with the latest hotfix.

Neither of these things seem to be problems to me unless they happen a lot and I haven't seen either in any recent games.
 

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I think I found a bug with the civil war system. I became Duchess of Northumberland, with the Bishopric of Durham as my vassal. He launched a "war to depose" against me and won. He then gained the county of Teviotdale, even though it wasn't owned by me - it was owned by my relative who was a vassal of the Duke of Lothain, within the Kingdom of Scotland.

Any chance I could get a save from before the end of the war?
 

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Using the latest version, playing 1066 as count of Northumberland. Possible couple of bugs:

1) I keep getting "I barely escaped the peasant mob" like events, even though there is no peasant rebellion in Northumberland, nor event any revolt risk
2) EDIT: I presume this is because I am not part of the same de-jure duchy as the count of chester? The count of Chester just launched a "war to depose" against our shared liege, the Duke of Northumberland and Lancashire. I got the event saying "The count of Chester failed to gain support for his rebellion" but I didn't get any event asking if I wanted to join.

On 2), the player isn't asked in the initial attempt to rally support, because there are some timing issues. I've been trying to find a solution for it.
 

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Sorry if this has been posted before. Thank you for making this awesome mod. Civil War bug I noticed. Playing as King Harald of England, I got rebelled against by my brother, Duke of Norfolk. He died in battle, and I inherited his titles, which included the Leader of the Royal Rebels title. The War ended, so in terms of gameplay I don't think anything is wrong, but now I have the kingdom level Leader of the Royal Rebels title, when I'm pretty sure it should just disappear. I could destroy it for 500 prestige.

Wait a couple years and tell me if it doesn't go away.
 

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It seems half the rulers in Europe in my game are some form of heretic. But I think Wiz fixed this in the last patch and I haven't started a new game yet.

Yeah if you started a game pre 1.28.4 there was a big issue with possessed events turning non-possessed people heretics.
 

Wizzington

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One of the goals was actually less (but more severe) civil wars to make it harder to expand, since previously you could just gobble up the AI whenever it was a in a civil war. It's possible civil wars need a boost to succeed more often, I'll look into it.
 

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Is there some special purpose of destroying titles under autonomous CA when civil war lost?

This is not actually done at the moment, I wanted to see if my alternative mechanic for independence will do the trick. Only titular titles (except for special titles like the Papacy) are destroyed as a result of a revolt.
 

Wizzington

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Have you done anything special for the Pagans or are they just playable? I mean do they have "holy orders" are there anything done for the religion do they have events for the specific religions stuff like that.

They have holy orders and some special CB mechanics. That's pretty much it.
 

Wizzington

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Thanks for the mod. I dedicated a Saluzzo AAR to it.

Quick bug report (on 1.26.4, have a game to finish). The counties of Dorset and Somerset in England have swapped names in localisation/0_provinces.csv. PROV28 should be 'Somerset' and PROV27 should be 'Dorset'. The map files are right - Dorset is more southerly, on the English Channel.

I read your AAR and had a good laugh the other day. I'd suggest trying a Count under a Duke (or in a non-created Duchy) next time, de jure claims can be lethal.

Also, fixed for next version.
 

Wizzington

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Princes are no longer called "Prince XXX" but just have their technical name like "XXX XXXsson??" Really.. -.-

This is until I can sort out 'Prince of Imperial Rebels' because I kept getting complaints about it.
 

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So far, I don't really like the way independence happens right now. I didn't like the "join independence wars" mechanic either, to be fair, since that tended to mean that people inside the HRE's de-jure territory would revolt even if they would only otherwise be borderline rebellious. As far as the new civil war thing goes, it doesn't happen nearly enough and I've yet to see a war that successfully splintered the Seljuks or resulted in the independence of northern Italy.

I think you should keep in mind that just because certain things happened every single game in 1.27 does not mean does things should always happen in 1.28. The new civil war system is still in its infancy and I am testing and tweaking it as we speak.
 

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Does the Rebel Leader get to recruit max levies from his "vassals" no matter what his relationship with them is? If not, then this change probably nerfed the total troops available to rebels compared to before, which might be why they have a lower success rate.

Total troops are nerfed, but on the other hand they previously did not coordinate their armies and would get easily crushed by their liege's doomstack, so its a tradeoff. It's worth noting that rebels will have 100 opinion of the rebel leader, so they will raise as much as crown authority allows.

I'm going to run some handsoff games and see whether civil wars are really failing as much as you guys seem to think they are, or whether we're dealing with observer bias - in my own games I have not noticed any pattern of constant failures.
 

Wizzington

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This is true, but (at least in my games) that lack of coordination actually seemed to contribute a lot to their success, especially if the liege they were rebelling against was busy with another war, because if you had 5 - 6 rebelling vassals, each of them would be sieging provinces at the same time, so the warscore went up rather quickly. If the liege was busy and not available to respond quickly and send his doomstacks after the rebels, they would win the war surprisingly quickly, even with inferior numbers and while split up.

This isn't really something I consider desirable - civil wars should not be won simply because AI is bad at prioritizing. It's stupid and unrealistic.

I think some of you guys may be a little too used to the constant civil wars and realm collapses in 1.27. That is not how history played out, and it made the game rather easy since you could just conquer your neighbours during their once-a-decade civil wars. The new civil wars are meant to be dangerous to the player while simultaneously being something that the AI can handle with how it currently controls its armies. If civil war success rate is too low, I'll just up AI willingness to join them.
 

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I ran a 100-year handsoff with an immortal Duke of Iceland tracking civil war statistics through variables. Here are the results:

civil_war_begin_no=84.000 - number of civil wars that failed to get off the ground
civil_war_begin_yes=38.000 - number of civil wars that got off the ground
civil_war_success_no=17.000 - number of failed civil wars
civil_war_success_yes=21.000 - number of successful civil wars

The main problem seems to be that civil wars in large realms have a hard time taking off. Once they actually start, the success rate is close to 50% without player intervention which I consider ideal. I will add some modifiers to make rebels more likely to support a civil war against a powerful liege - this should also help break up megablobs.
 

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In my Irish count game, William the Conqueror was overthrown in 5 years from the start. Just giving data here.

I saw this happen too, but I've also seen him hold onto the Kingdom. I don't think its a bad thing as long as it doesn't happen all the time.
 
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