• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

Tatterhood

Conscientious Objector
29 Badges
Jun 9, 2016
1.569
1.470
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Crusader Kings II: Holy Fury
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
The names with underscores have foreign names (usually they are foreign versions of their Finnish names), don't know what the purpose of that is (related to a character's culture, perhaps?).
It marks the name as a cultural variant on some name that exists in other cultures. So if you're a Finn named Soini and flip to Swedish culture you'll become Sven and vice versa. They're also considered the same name for regnal numbering.
 

vukica

Field Marshal
53 Badges
Jul 29, 2015
3.915
1.754
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Campus
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • PDXCon 2017 Awards Winner
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
Here's a question that I asked probably around a year ago but it went unanswered: would it be plausible for CK2Plus to re-introduce some of the features that were cut from the game to make it easier for casuals?

Not without a good reason. It'd be low in priority anyway.
 

Fulmen

The Winter War was only 7% of Finland's WW2
73 Badges
Dec 23, 2006
5.963
6.013
  • Europa Universalis IV: Common Sense
  • Europa Universalis: Rome
  • Rome Gold
  • Victoria 2
  • Rome: Vae Victis
  • War of the Roses
  • War of the Vikings
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
It marks the name as a cultural variant on some name that exists in other cultures. So if you're a Finn named Soini and flip to Swedish culture you'll become Sven and vice versa. They're also considered the same name for regnal numbering.
Thought it might be something like that. Thanks for sharing.

Not without a good reason. It'd be low in priority anyway.

But were they cut for a good reason in the first place?

CK2Plus has already re-incorporated some of the cut features (e.g. King's Peace). And isn't the point of the mod to provide a more historical and realistic experience?
 

vukica

Field Marshal
53 Badges
Jul 29, 2015
3.915
1.754
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Campus
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • PDXCon 2017 Awards Winner
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
CK2Plus has already re-incorporated some of the cut features (e.g. King's Peace). And isn't the point of the mod to provide a more historical and realistic experience?

It'd be great if you could make a concise list of what was cut and why you, or someone else might think it'd be great to bring it back.
 

Fulmen

The Winter War was only 7% of Finland's WW2
73 Badges
Dec 23, 2006
5.963
6.013
  • Europa Universalis IV: Common Sense
  • Europa Universalis: Rome
  • Rome Gold
  • Victoria 2
  • Rome: Vae Victis
  • War of the Roses
  • War of the Vikings
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
It'd be great if you could make a concise list of what was cut and why you, or someone else might think it'd be great to bring it back.
I'll start with the post I quoted: https://forum.paradoxplaza.com/foru...-the-2-5-2-patch.908792/page-17#post-20687735

The reasons are pretty obvious. They existed because they were realistic, but also to make blobbing harder. They were cut because people complained they made the game too hard (which they didn't if you weren't trash at the game).

So, in short, bring back:

-The modifier that increases likelihood of vassal to seek independence the further it is from the capital of the realm

-Pre-SoA vassal-on-vassal plots if CA is below high

-Mercs having a chance (IIRC 50%) of revolting if unpaid, instead of just disbanding

-Pre-RoI vassal revolts with each tag being independent with their diplomacy, alliances and full levies

-Counter-assassination event on discovered successful or failed assassination of you or IIRC your close family

-Assembly voting by all de jure vassals

Curiously CK2Plus has kept one of the features that was cut in vanilla IMO for a good reason - the numerous ambitions. The huge array of ambitions serve only as a micro-intensive min-max mini-game that's many times worse in CK2Plus.
 

LordPeter

Marjoram
49 Badges
Mar 5, 2012
2.249
382
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Conclave
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Prison Architect
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Stellaris
  • Europa Universalis IV: Third Rome
  • Cities: Skylines
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
I'll start with the post I quoted: https://forum.paradoxplaza.com/foru...-the-2-5-2-patch.908792/page-17#post-20687735

The reasons are pretty obvious. They existed because they were realistic, but also to make blobbing harder. They were cut because people complained they made the game too hard (which they didn't if you weren't trash at the game).

So, in short, bring back:

-The modifier that increases likelihood of vassal to seek independence the further it is from the capital of the realm
Hmm maybe that could be done. If it isn't already, I mean, there are so many behind-the-scenes maintenance events in CK2Plus I don't know if e.g. Independece faction don't already account for distance ^^
-Pre-SoA vassal-on-vassal plots if CA is below high
Why only when CA was below high? Plots don't seem to be something a top liege could forbid, with them being secret and all.
However, plots between vassals sound good. What did they use to do that isn't currently in?
-Mercs having a chance (IIRC 50%) of revolting if unpaid, instead of just disbanding
That isn't in anymore? Ok that one I upvote, that should be a thing.
-Pre-RoI vassal revolts with each tag being independent with their diplomacy, alliances and full levies
I don't know about this one. I feel like revolts are strong enough at the moment, no need to give them more power.
I also feel that since factions are more logical in CK2Plus, vassals tend to organize better within the realm, even without help from outside. Add 3 king allies to a revolt where 90% of your vassals rebell would be overkill imo.
-Counter-assassination event on discovered successful or failed assassination of you or IIRC your close family
Assasinations were removed, right? The post you quoted before stated that, so I don't see why we need counter-assasinations.
Your failed attempts already give an hefty opinion malus to your victim and his family, so they are likely to seek revenge on you later. I think seeking revenge even is an ambition iirc.
Direct counter-assasinations don't make sense imo. It's not like the (surviving) victim is going to say "hey assasin, so you failed to kill me. Care to kill the guy that told you to do so for the same amount?"
-Assembly voting by all de jure vassals
I honestly don't remember this. What did it use to do?
Curiously CK2Plus has kept one of the features that was cut in vanilla IMO for a good reason - the numerous ambitions. The huge array of ambitions serve only as a micro-intensive min-max mini-game that's many times worse in CK2Plus.
Well, I have to disagree with you here: Tastes differ, and I for one find the vanilla ambitions to be hilariousely lacking.
Ambitions are there to set mini-goals for characters and thus for roleplaying as well as giving an idea what a chracter "is up to". In vanilla that rotates between "gain a title" and "become councillor" or so, which feels more EU4 to me than CK2.
Thus personally I am very happy that CK2Plus offers many ambitions.

Overall, I don't think the mod is "casual" in any way currently. Most of the things you mentioned were not simply cut from the game, but replaced with something else in the wake of a mechanic rework. And blobbing has always been easy in vanilla CK2.
And this mod here especially added many more mechanics and tweaks that make blobbing very hard. You have a few good points there, but what I think is feasible of them wouldn't have that much of an impact on gameplay imo.
 

zeress

Retired CK2+ Dev
67 Badges
Mar 4, 2012
2.359
650
  • PDXCon 2017 Awards Winner
I don't know about this one. I feel like revolts are strong enough at the moment, no need to give them more power.
I also feel that since factions are more logical in CK2Plus, vassals tend to organize better within the realm, even without help from outside. Add 3 king allies to a revolt where 90% of your vassals rebell would be overkill imo

Revolts were actually hilariously weak the way they were originally, at least for the player. The fact that it was so many independent AI meant that rarely there was a powerful stack of any sort.

It was always a question of walking your retinue around and vacuum cleaning up the little stacks and single sieging the important stuff. I once had an entire empire revolt against me in those days and still ended up winning because the AI is even more pants when it's not unified.

There was a really good reason even Wiz was trying to implement such a system when he was still here, even if it wasn't at the time entirely realistic due to a lack of various tools now available to us modders.
 

zeress

Retired CK2+ Dev
67 Badges
Mar 4, 2012
2.359
650
  • PDXCon 2017 Awards Winner
As for mercs, pretty sure that got removed because it caused (causes?) all sorts of title wonkiness due to Mercs having their own inheritance system. Keep in mind you used to be able to hold merc titles, holy order titles etc but that ability got removed, possibly by PDS, at some point due to the wonkiness. My memory is much more fuzzy on that aspect though.
 

MrScruffy

Recruit
56 Badges
Mar 5, 2017
3
0
  • Crusader Kings II
  • Crusader Kings II: Holy Fury
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Nemesis
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • Warlock: Master of the Arcane
  • Europa Universalis IV
My suggestion would be expanding the Benedictine and Dominican orders. They've got so little going for them.

They are very underused as of right now, and basically anything would be better than what they are.
 

LordPeter

Marjoram
49 Badges
Mar 5, 2012
2.249
382
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Conclave
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Prison Architect
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Stellaris
  • Europa Universalis IV: Third Rome
  • Cities: Skylines
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
My suggestion would be expanding the Benedictine and Dominican orders. They've got so little going for them.

They are very underused as of right now, and basically anything would be better than what they are.
And another new face around here, welcome :)

As for the suggestion, you are probably right. But I would wait a bit on that one, especially since Paradox is still collecting feedback on all the new stuff. They even said they might add a few more societies with the next patches.
And then, the team is already busy adding societies for the religions who haven't got one yet.
So I'd say expanding society content would be a good idea, but longer term when the dust has settled and the immediate problems have been squashed.
 

MrScruffy

Recruit
56 Badges
Mar 5, 2017
3
0
  • Crusader Kings II
  • Crusader Kings II: Holy Fury
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Nemesis
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • Warlock: Master of the Arcane
  • Europa Universalis IV
And another new face around here, welcome :)

As for the suggestion, you are probably right. But I would wait a bit on that one, especially since Paradox is still collecting feedback on all the new stuff. They even said they might add a few more societies with the next patches.
And then, the team is already busy adding societies for the religions who haven't got one yet.
So I'd say expanding society content would be a good idea, but longer term when the dust has settled and the immediate problems have been squashed.
Thanks :D I only found the mod last week and then wanted to play it more before I came here so I didn't make a stupid post.

I didn't actually know that they had said that, I missed the stream. Thanks for letting me know, prevents further stupid posts/comment.
 

SigurdStormhand

General
34 Badges
Dec 9, 2013
2.409
1.798
  • Europa Universalis IV: Wealth of Nations
  • Knights of Honor
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • War of the Roses
  • Europa Universalis IV
Here's a question that I asked probably around a year ago but it went unanswered: would it be plausible for CK2Plus to re-introduce some of the features that were cut from the game to make it easier for casuals?

This is from @SigurdStormhand's post that I have bookmarked from February 2016:





There was other stuff in his post, but it's included in CK2Plus (Crown Authority, King's Peace etc.), so I didn't quote those parts.

I personally wish that at least the mechanics that made blobbing harder would be re-introduced.

Cam I just say, it's always nice to see someone agreed with something you said a year ago.

As to adding these features back in, I did some digging a while back and I couldn't seem to find the bit that switches you between base and Conclave-style voting on laws etc. That suggests it's part of just having the DLC active.
 

SigurdStormhand

General
34 Badges
Dec 9, 2013
2.409
1.798
  • Europa Universalis IV: Wealth of Nations
  • Knights of Honor
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • War of the Roses
  • Europa Universalis IV
Hi - I wanted to respond to these points as I made the original post and I do understand a bit about the mechanics.

Hmm maybe that could be done. If it isn't already, I mean, there are so many behind-the-scenes maintenance events in CK2Plus I don't know if e.g. Independece faction don't already account for distance ^^

This is just a modifier in Defines - currently it's set to 1.0 (no effect) but if you raise the number it adds an opinion penalty from distance to capital - as least I believe that's how it works. It's been over a year since I looked at it. Should probably be marked "handle with care".

Why only when CA was below high? Plots don't seem to be something a top liege could forbid, with them being secret and all.
However, plots between vassals sound good. What did they use to do that isn't currently in?

Once upon a time Dukes would target Great Dukes with a plot called "weaken fellow vassal". The objective was to force the Great duke to cede one of his extra Dukedoms to a vassal. There were a number of ways this could be resolved - including getting the Duke's liege to ask him to give up the title, and out-right declaring war to force the issue. It was disabled at High CA because at that level vassals no longer get much say on how titles can be disposed of.

That isn't in anymore? Ok that one I upvote, that should be a thing.

The Captain needs 1000 prestige, which is a big ask for a landless character who may or may not get command of a flank. It can happen but it very rare - it used to be quite common if the Mercs outnumbered their employer.

I don't know about this one. I feel like revolts are strong enough at the moment, no need to give them more power.
I also feel that since factions are more logical in CK2Plus, vassals tend to organize better within the realm, even without help from outside. Add 3 king allies to a revolt where 90% of your vassals rebell would be overkill imo.

Temporary revolt titles cause all sorts of weirdness. It used to be that revolts would actually fire at 75% size, and could often be crushed, but once a year the revolt leader could ask other vassals to join so that if a revolt was allowed to drag on their was an increasing likelihood that the penalty of raised levies would cause vassals to switch sides.

So, as the revolt progresses the liege gets weaker and the rebels stronger - unless you nip it in the bud. It's now very unlikely a vassal will switch, irrc it can now only happen during the "Overthrow ruler" revolt that fires when you try to imprison someone or revoke a title and fail.

Assasinations were removed, right? The post you quoted before stated that, so I don't see why we need counter-assasinations.
Your failed attempts already give an hefty opinion malus to your victim and his family, so they are likely to seek revenge on you later. I think seeking revenge even is an ambition iirc.
Direct counter-assasinations don't make sense imo. It's not like the (surviving) victim is going to say "hey assasin, so you failed to kill me. Care to kill the guy that told you to do so for the same amount?"

The assassination button was removed, yes, but assassinations can also be enacted by event (separate to the normal plot murdering), a while back I suggested that the option to hire an assassin should be available between 25-100% plot power to allow you to be pro-active in your murdering.

Firing an assassination event even today (via button or script) starts an event chain with the attempted assassination and, if your survive, follow up options.

I honestly don't remember this. What did it use to do?

Before Conclave when you wanted to change a law you had to get 50% +1 of the affected vassals to agree - so for levy and taxation laws this was your direct vassals, for Crown Law this would be all De Jure vassals - several hundred in the Byzantine Empire. It was hardly a perfect system but it was better than being able to stuff your Council with ye-men which is really more of a late-Renaissance thing. It better reflected Feudal politics.
 

Mr. Alipin

First Lieutenant
63 Badges
Nov 26, 2015
208
67
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Cities: Skylines - Parklife Pre-Order
  • Knights of Honor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Necroids
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
May I suggest using the "Statecraft" council action to lower imperial decadence via event dependent on the councilman's diplomacy stat, so the higher the stat the more likely the and often decadence is reduced. But to make things interesting certain traits may cause events that add or subtract decadence.

For example; a chancellor with high diplomacy with diligent/patient may see and average of 5-10 decadence reduced in a span of ten years (assuming RNGesus is kind) as opposed to a chancellor with low diplomacy with arbitrary/greedy may see himself in the oubliette. That way AI empires can have better lasting power and still suffer the same mismanagement due to poorly bred "powerful" vassals.

Also with the "Administer Realm" council action would you remove the culture conversion law or convert province ambition since stacking them would be op? Or keep them since RNG is still against us.
 

Tatterhood

Conscientious Objector
29 Badges
Jun 9, 2016
1.569
1.470
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Crusader Kings II: Holy Fury
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Once upon a time Dukes would target Great Dukes with a plot called "weaken fellow vassal". The objective was to force the Great duke to cede one of his extra Dukedoms to a vassal. There were a number of ways this could be resolved - including getting the Duke's liege to ask him to give up the title, and out-right declaring war to force the issue. It was disabled at High CA because at that level vassals no longer get much say on how titles can be disposed of.
I'm not sure when you are claiming this was removed, but that definitely existed as recently as October/November, in Plus without Conclave. Kind of screwed up my campaign at the time by splitting my vassal MR in two.
 

vukica

Field Marshal
53 Badges
Jul 29, 2015
3.915
1.754
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Campus
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • PDXCon 2017 Awards Winner
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
May I suggest using the "Statecraft" council action to lower imperial decadence via event dependent on the councilman's diplomacy stat, so the higher the stat the more likely the and often decadence is reduced. But to make things interesting certain traits may cause events that add or subtract decadence.

For example; a chancellor with high diplomacy with diligent/patient may see and average of 5-10 decadence reduced in a span of ten years (assuming RNGesus is kind) as opposed to a chancellor with low diplomacy with arbitrary/greedy may see himself in the oubliette. That way AI empires can have better lasting power and still suffer the same mismanagement due to poorly bred "powerful" vassals.

Also with the "Administer Realm" council action would you remove the culture conversion law or convert province ambition since stacking them would be op? Or keep them since RNG is still against us.

I think administer realm is OK, it has a lot smaller impact than the law. E.g. if you have a steward with stewarship > 10 and CCL set to "None", culture conversion will still be 7.5 times slower (without councilor it'd be 10) If you have CCL set to "Active", instead of culture conversion being twice as fast it will be roughly three times faster (mtth factor of 0.375).
 

spendabuck

Colonel
62 Badges
Apr 18, 2015
1.115
389
  • Victoria 2: A House Divided
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Stellaris: Leviathans Story Pack
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: Heart of Darkness
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Ancient Relics
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
I've been looking at the religious set-up using the specific regions option for Ancient Religions, and I believe that it is much better than just having the entire world become pagan. However, there are a few things that I think could change (for 769 mostly, as that's what I've been using it with):
  • Andalusia and Africa (the Kingdom of Africa) should stay Muslim instead of becoming Chalcedonian.
  • I understand why the de jure Kingdom of Jerusalem is Canaanite, however, if possible, I'd make the northern part of the kingdom Canaanite, while making the majority of it Jewish.
  • Cornwall should be Celtic instead of Germanic.
  • In my opinion, India and the steppes shouldn't be affected by this option, as I personally enjoy the religious diversity on the steppe (Buddhists, Pagans, Manicheans, etc., as well as followers of the Abrahamic religions in later start dates), and India has always just looked... weird (at the very least, Jainism should be in the Deccan, Buddhism in Bengal, and Hinduism in Rajastan).
  • The Hejaz should remain Muslim as opposed to becoming Al-Asnam.

In addition to this, I believe that implementing parts of the culture requirement into this option would be optimal; so, for example, if Greeks control Sicily, they will be Hellenic, whereas if Berbers/Arabs control Sicily, they will remain Muslim.

On an unrelated note, another good option could be for pagan religions to become reformed at the start of the game for people who would want more religious diversity throughout the game.
 

Zaltys

Major
84 Badges
Jun 5, 2009
718
158
  • Sword of the Stars II
  • King Arthur II
  • Lead and Gold
  • Magicka
  • Majesty 2
  • Magicka 2
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Sword of the Stars
  • Knights of Pen and Paper +1 Edition
  • Supreme Ruler 2020
  • Starvoid
  • Teleglitch: Die More Edition
  • Pillars of Eternity
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris Sign-up
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Cities in Motion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Heir to the Throne
  • Impire
  • Europa Universalis IV: Common Sense
  • Stellaris: Federations
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Crusader Kings II: Horse Lords
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Couple of suggestions for new execution method flavors:
  • Freezing, which was used in Iceland and probably also in some other Nordic countries. The prisoners were lowered by a rope into a river, partially submerged until they froze to death.
  • Molten metal was used by various cultures, including Mongols. It was usually poured into the eyes and ears, or down the throat (in Russia).
 
Status
Not open for further replies.