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justin96

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Hey guys, Nukumnehtar wants some help with his Umbra Spherae mod (which is still being developed, yay!) and he has given me permission to ask if some of the CK2+ mod team members could help him implement some of CK2+'s mechanics into his mod. I'm thinking about asking the guys over at HIP for help too. And also he's currently working on mechanics for China, so he might appreciate help with that too.
 

Rylock

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Hey guys, Nukumnehtar wants some help with his Umbra Spherae mod (which is still being developed, yay!) and he has given me permission to ask if some of the CK2+ mod team members could help him implement some of CK2+'s mechanics into his mod. I'm thinking about asking the guys over at HIP for help too. And also he's currently working on mechanics for China, so he might appreciate help with that too.

If he has some specific questions, one of us could probably answer them -- but help him with his mod? That's unlikely, depending on what you mean by "help". We have our own mod to work on.
 

schwarherz

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ck2plus_zpsaad47691.png

Version 3.07.5 released!​

Download on Steam Workshop now!

Subscribe not working? Alternate Mirror here (Loose Files)

SAVE COMPATIBLE


Checksum: BKIG

Changelog:
* Added a new "Imperial Decadence" system which affects all non-Muslim empires (and replaces the "State of the Empire" modifiers for the Byzantium). This is a variable between 0 and 100 which will increase by 3 or more (the amount gets higher the larger and more centralized the empire is) each time the title changes hands. As the variable gets above 10, the ruler will receive an Imperial Decadence modifier which reduces troop morale, levies, and global taxes by an amount that increases as the variable does. Imperial Decadence raises further if the empire loses wars or has a ruler/regent with negative traits (on a random basis). Imperial Decadence can be lowered through coronations, tournaments, winning wars (major rebellions, holy wars, crusades, and de jure imperial claims), and the ruler/regent having positive traits (on a random basis). There is also a Lower Imperial Decadence decision available every five years which can pass reforms to reduce the decadence variable, but at the cost of 1000 Prestige and 100 Piety. Some realms, like Byzantium, will begin the game with levels of Imperial Decadence already in place -- all other empires build it up as time goes on.
* Added a bunch of tooltip to the new "Attempt Religious Conversion" diplo action which should give players a bit more insight into their options and chances of success.
* Fixed the Third Temple event so it shows the proper builder name, and added a boost to Jewish RA after it's built.
* Characters who are away from their home courts during war will have a lower chance of discovering plots and will be unable to have more children while they're away.
* If the holder of a caliphate rises above 80 decadence, other rulers of their religion (Dukes or greater) who have low decadence may claim the caliph title.
* Made lowering decadence as a muslim alittle bit easier ( tho it can still swing upwards quickly if not watched carefully ).
* If an emperor gains a second imperial title, he will now be forced to choose between them. There can be only one empire.
* Tweaked the cannibal modifier.
* Allowed Old Saxon culture to form the Kingdom of Saxony.
* Bug fixed when enacting the "Rebuild Persepolis" decision at more than max number of holdings for the province.
* Merchant Republics now begin the game with more money, and access to additional starting forces and retinue cap through their palace.
* Small Merchant Republics (under 30 realm size) can summon their patricians to the republic's defence if they are attacked by an outside force.
* All holy orders (rather than just some) will now ask to build a castle in an applicable ruler's province when they gather 600 gold. They only ask to build in provinces that already have all three main holding types (castle, city, temple), will not build more than one castle in the same province, and a given ruler can only be asked this once in their lifetime.
* Reconquering Roman territory as the Byzantine or Roman empire will now result in the creation of a "Provincia" corresponding with the reconquest events. These are the only kingdoms that Byzantium or the Roman Empire can hold without changing away from the "No vassal kingdoms" law. Byzantium can not hold Provincia Thracia, the Roman Empire can not hold Provincia Roma, forcing the Emperor of either empire to rule the "home" territory without a vassal king to hand it off to.
* Historical High Kings of Ireland given their title. Irish tribal dukes may now use a decision to give themselves a strong claim to the High King title, if its holder is also tribal. The decision requires the ruler be ambitious and have 250 Prestige.
* Revamped the conditions under which a courtier will ask to join a holy order so they make sense. They will first get divorced if they are married (and leave behind children), as well as sell any of their estates. Piety loss/gain for the liege will vary depending on whether they are a child, a close relative, or neither. If refused, the courtier will not ask the same liege again for at least ten years.
* The Settle Tribe job for the steward can now allow the liege to succeed at the Civilize a Province ambition.
* Celtic Pagan rulers now cannot switch from Tanistry to another succession type, as is supposed to be the case.
* Fixed the CB which enforces a claim for others to still trigger success for the Win a War ambition.
* Succession Crisis now applies to Tanistry and Feudal Elective realms as well.
* Limited notification events for wounded and maimed characters in a tournament to members of the top liege's court, vassals, dynasty and close relatives.
* The Sunni Caliphate (AI only) may now experience a period of anarchy (known historically as the Anarchy at Samarra) if there is a particularly weak caliph between 800 and 900 AD -- the caliph will be all but imprisoned by his court, and his vassal limit will drop dramatically until either he or a successor can restore order. In the Old Gods bookmark, this period of anarchy is already underway.
* Characters with more than one sympathy trait can receive an event where a fellow courtier who is zealous challenges them, and they will either drop one of their sympathy traits or gain the cynical trait and an enemy.
* Guardian traits should now influence which traits their wards end up with a bit more.
 

TartanNinja

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Nice to see we are getting new stuff with both you guys and paradox
Just loaded up my save with the new patch and both my character and his wife are 'incapable' due to court chaos and I have no idea what to do next, is this working as normal?
 

Rylock

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Nice to see we are getting new stuff with both you guys and paradox
Just loaded up my save with the new patch and both my character and his wife are 'incapable' due to court chaos and I have no idea what to do next, is this working as normal?

Are you using any additional mods, such as one that adds extra traits? If so, the new trait would definitely conflict with it.

If not, I'm unsure how you could have acquired the traits. The only place the new one is used is in a very specific event chain for the Abbasids.
 

TartanNinja

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Ah. I'm using Lord Peter's VIET+ and 2 mini-mods I made myself though those two have no traits
Guess that explains that
Time for a new start
 

LordPeter

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Are you using any additional mods, such as one that adds extra traits? If so, the new trait would definitely conflict with it.

If not, I'm unsure how you could have acquired the traits. The only place the new one is used is in a very specific event chain for the Abbasids.
Ah. I'm using Lord Peter's VIET+ and 2 mini-mods I made myself though those two have no traits
Guess that explains that
Time for a new start
Yep, VIET+ is to blame.
Maybe I should put up a note on that in the thread, as VIET+ traits will always be loaded after CK2Plus ones. However, the trait IDs on a savegame stay. Meaning that the first trait from VIET+ will then become the last from CK2Plus, and all others will move one step up. So each time the main mod adds new traits, you have to start a new game.


EDIT:
* Merchant Republics now begin the game with more money, and access to additional starting forces and retinue cap through their palace.
* Small Merchant Republics (under 30 realm size) can summon their patricians to the republic's defence if they are attacked by an outside force.
This should be a nice boost to republics. Guess that's to counter the recent thread complaining republics are to weak at start. And it still doesn't make large ones OP, good compromise.
* Characters who are away from their home courts during war will have a lower chance of discovering plots and will be unable to have more children while they're away.
o_O Just - how? This has been one of the main problems on the immersion front for me for ages. How did you solve it?
I approve much of this if it actually works! :D
 
Last edited:

Darky

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I have a quick question, if I made some minor changes in history files for CK2+ and I'm subscribed to it in Steam, will these files be auto-overwritten and affect my savegame after update in Workshop or update will only affect new games?
 

Rylock

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o_O Just - how? This has been one of the main problems on the immersion front for me for ages. How did you solve it?
I approve much of this if it actually works! :D

It's just a modifier which is added by event, looking for a character that is both at war and in command. Lowers fertility.
 
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Mergoth

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Hey, are the female mechanics of CK+ similar to the ones in Better Gender Law or Crusader Queens? I want a game where women are on the same grounds as men or even better.
Thanks
 

Rylock

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Hey, are the female mechanics of CK+ similar to the ones in Better Gender Law or Crusader Queens? I want a game where women are on the same grounds as men or even better.

I'm not aware of what those mods do, I'm afraid.

Insofar as changed mechanics for female rulers in CK2+ go:

* All gender laws are available (save to Muslims, Tengri and horde cultures), though you can only move one "step" at a time (so no jumping straight to Enatic from Agnatic).
* Women can lead troops under True Cognatic or better gender law, under Germanic/Norse religions (if they have the Shield Maiden trait), if they are Iranian Zoroastrian (and have the Martial Lady trait), or if they are an independent ruler (and have either the Martial Lady/Shield Maiden trait or a Martial of 12+)
* They are able to participate in tournaments (with the Martial Lady/Shield Maiden trait), and even if they only observe they have unique events
* They may hold hunts, and even if they don't participate directly (with the Martial Lady/Shield Maiden trait) they have unique events
* All female claims may be enforced, even upon Agnatic titles
 

Mergoth

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Oh that seems nice. A couple of questions:
Under Norse religion women can only lead armies with the shield maiden trait or they can too with true cognatic+?
And can I assign women to council positions?
Thanks!
 

Rylock

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Under Norse religion women can only lead armies with the shield maiden trait or they can too with true cognatic+?

With True Cognatic, any woman can lead an army, and that applies to any religion or culture. WIth Norse religion, women can only lead if they have the Shield Maiden trait.

And can I assign women to council positions?

Depends on the position. For chancellors, Basque and Cathar women can become chancellors, but otherwise you need True Cognatic+ gender law. For stewards, it's the same as chancellor, but women who are of the ruler's dynasty or the ruler's mother can also be assigned. For spymasters, it's the same as stewards, but Pagans may always assign women to the role. For Lord Spiritual, women can only be given the role under a Cathar, Bogomolist or Pagan (but non-Tengri) ruler.
 

LordPeter

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This is not the case in my game, was that reverted later? (Or is it maybe VIET+?)
No changes were made to religions at all in VIET(+) as far as I know, and Germanic isn't even a religion in HIP.
Has to be something other than this :)


Edit:
It's just a modifier which is added by event, looking for a character that is both at war and in command. Lowers fertility.
Hmm... quite simple, actually.
But I guess that's just what a genius does, to find out or do simple things, which afterwards everyone deems quite obviouse ;)


Edit2: Just wanted to say how awesome the "female flavour" features can be...
* Women can lead troops [...] if they are Iranian Zoroastrian (and have the Martial Lady trait) [...]
As aspiring Emperor of Persia, when I was still just king of Afghanistan, I declared Holy War to subjugate the steppe people around the old Karen lands (Khiva maybe).
Playing a great high martial ruler, I of course rode into battle - but when I checked, my flank commander was my wife! I could find no way to retire her and make her go home, so we fought the first battle together. Moving further into enemy territory, the event pops up telling me I got a daughter - born on the eve of battle, right there in the war camp!
I decided the girl should deserve a special name, so I added "stirrup" as sort of a nickname. Sadly, she died a few days later - guess medical treatment isn't that good in a war camp :/

Anyway, this had great potential for an AAR ^^
 
Last edited:

schwarherz

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This is not the case in my game, was that reverted later? (Or is it maybe VIET+?)
Note that it says "a bit more" of a fight, not that it makes it hard. Saxony losing is historical and to be expected outside of rare circumstances (and I have seen them win a few times). The balance is where it should be.
 

Carmir23

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I just thought "Made Germanic a Defensive religion" meant giving them the defensive_attrition modifier, or whatever toggles that attrition malus for attackers. Anyway, after like ten tries I managed to get my Saxon kingdom going, so I'm good. :)
 

Kalista

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I just thought "Made Germanic a Defensive religion" meant giving them the defensive_attrition modifier, or whatever toggles that attrition malus for attackers. Anyway, after like ten tries I managed to get my Saxon kingdom going, so I'm good. :)
They do get the defensive attrition bonus just like the rest of them . They get the same morale bonus, unit defensiveness and attrition bonus within their own borders as the other defensive religions do.
 

Carmir23

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They do get the defensive attrition bonus just like the rest of them .
Are you sure? Just tested with a new game and it looks like this:
A2302681C8F2B4DE9056B973E884516411669E24

No attrition.
Since I'm basically clueless in regard to modding I just looked around in the files and found "defensive_attrition = no" for german_pagan in the religions file. That sounded related to my issue. When changed to yes there is attrition in the scenario above. Other unreformed pagans have "defensive_attrition = yes" by default... Now you saying they get the exact same treatment as the other pagans leaves me confused, but as I said, I'm basically clueless. ;)

PS: Sorry for bringing that up in the wrong topic. :(
 
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