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Kardo

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There are threads on this topic, and a variety of explanations for why it still is an issue. Generally speaking, the education event (the dream with the ferriers apprentice etc.) is not the only source for the prevalence of this trait. The orientation of the guardian as well as of the liege factor in as well. This may not sound like much, but when large empires like the ERE or HRE have a chaste/homosexual ruler, you will see a sharp rise of these traits among his vassals within roughly 10 years. This is easy to reproduce, start the ruler designer, make the byzantine emperor homosexual, and count the characters in his realm that have this trait after 10 and 20 years respectively.

It also appears to be possible to "convert" adult straight characters to homosexual (which is one of the most primitive stereotypes about "gay recruitment" i have seen in any computer game). Unfortunately i have not found the part of the code where this is defined, but it has been reported numerous times.
I still notice it every other generation or so. It usually isn't an issue unless you have chaste/homosexual and choose the seduction focus to get rid of chaste when there aren't many homosexuals in the realm.

As for adults gaining the homosexual trait I recall a random event during tournaments that gives the homosexual trait, and for Norse characters it's one of the many possible results for serving in the Varangian guard.
 

Duarte

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the cultures added in Charlemagne are scripted to die independently of player action, example I reunited Spain under the Visigoths why should the culture still split ?, this logic applies to most of them making it largely unfun to play has them unless you want to become the culture they change into, secondly the cultural groups they are in (suebi and Lombard in particular) make little sense could this be changed?
 
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SM_Unlimited

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2) Pillage Button
Description: The Pillage and the Settle as Feudal special Actions are under the same Special Holding Actions Possible Button.

Another fix option will be to just creates new decisions in the intrigue menu for pillaging. See my pillage mod for an example.
 

Rubidium

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Where did you get this info?

Start a game as e.g. Welf Welf (He becomes Duke of Bavaria in 1071 or so) have kids with your wife==>note the dynasty change.

Edit: To clarify, I don't mean the full-fledged cadet branches people keep asking for. I mean the ones for when a bastard has kids from a non-matrileal marriage, which were introduced some patches ago, and give the kids a randomly-generated dynasty.
 

loup99

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Would problems decadence and Norse expansion be appropriate for this thread?
 

iron0037

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What would you actually do with Flanders? IIRC The problem is it's part of the Kingdom of Frisa which is in the Empire of Germany. Solutions would seem to be to split off a Belgian Kingdom and add it to Francia, which is a bit strange but could work. Or make some new Empire covering Frisa and maybe a bit more.
Perhaps it's already been proposed (didn't read entire thread) but the easiest thing is to move the kingdom of Frisia to de jure Francia. The original homeland of the Saliens isn't far from Amsterdam, so there's a distant historical justification. But more importantly, it solves the problem of perpetual de jure wars in the area.

Check out my De Jure Tweaks mod for various ideas for fixing de jure borders creating ahistorical expansions. It really nerfs the Byzantine and Arab empires. Plus it fixes that pesky Aragon problem :).
 
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klopkr

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Why? I thing the designatedheir title is better in my opinion. You have a place where you can see every male able to inherent. At later stages when the family is huge this is important. But I will hear your arguments.
It's better now because of the new minor titles tab but the real problem is that it's just not unified. Overruling your heir designation should be unified. Maybe if they were just tied together.
 

The Great Bear

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I can deal with the occasional bug, but that Christian Gavelkind is by far the most grating problem with CK2 to me
 
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Atlantians

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Hello and Welcome to my Comprehensive Community Issue that.

Here I want to collect all issues and problems of the vanilla game were the Community has the opinion that something is wrong or needs to be fix. This is no place for bugs, those should go here. I will try to keep this list updated and clearly arranged (maybe categorized in the future). Please help me to fill this list with suggestions, constructive criticism, argumentation, opinions, pros, contras and other things you think is useful for this.

NOTE1: The order has nothing to do with urgency. Is just how when they got in the list and its useful for reference
NOTE2: I personally do not necessity support all issues

1) France Aquitaine
Description: At 1066 and onward the King of France creates k_Aquitaine.
Problem: This causes the realm to split at some point. This causes a mess in this area with civil wars.
Fix1: Make k_Aquitaine just creatable for non French rulers
pro: ???
contra: ???
Fix2: Make k_Aquitaine unable to create if the player has k_France
pro: ???
contra: ???
Fix3: About Aquitane, I think by 1066 it should have de jure drifted into France.

2) Pillage Button
Description: The Pillage and the Settle as Feudal special Actions are under the same Special Holding Actions Possible Button.
Problem: The player settles as an accident.
FIX: Separate those to Actions in any way
pro: ???
contra: ???

3) Special Holding Actions Possible Rotate
Description: When you got many actions available they don't rotate correctly when using one of this actions
Problem: E.g.: After an Horde Invasion there are many possible Holdings waiting for Pillage and is a headach to scroll through.
FIX: ???
pro: ???
contra: ???

4) Viceroyalty
Description: Viceroyalty don't work well
Problem:

This Quote is from Rylock (CK2Plus Lead) in the thread What to do with Byzantium?

Realm laws not sticking for viceroys
FIX: ???

5) Flanders for France
Description: Flanders is not de jure France
Problem: Flanders is currently de jure HRE in the 1066 start an onward. This causes the Emperor to attack France very early in game. In combination with issue 1 this attack splits k_Aquitaine and k_France.
Fix: Flanders should be de jure France.
pro: France is more of a fix power in Europe and not imminently destroyed by Salins,
contra: realy such a problem?
Fix: More a general Empire fix: Is there a reason why Empires need de jure claim wars? Weren't de jure claim wars only for duchies in version 1.0? Empires are way too stable already (especially if they avoid King-level vassals), that giving them a casus belli that is particularly good at easily getting back lost territory is definitely unneeded.
Argumentation: Flanders should really be de jure part of France. I know it's Dutch cultured ingame but it was a French fiefdom, at least nominally, for literally the entire timeline of the game, not becoming part of the HRE until after the timeline ends. The stem duchy of Frisia or the earlier Kingdom of Magna Frisia never included Flanders at any point; it is the very definition of being de jure part of France.

6) AI additional requirements for creating an Empire
Description: There are many additional requirements for the AI for creating an Empire
Problem:
e.g.The Seljuk Turk conquer the hole Empire and more but do not create the Empire title. This causes them to split. Which is some kind f historically but still silly.

Fix: Remove silly additional requirements for the AI
pro: finally more AI Empires
contra: maybe ahistorical empires

7) AI behanve problems WIP
Description: The AI dose not understand gavelkind
Problem: The AI manages the his vassals in a why which results in a absolute border gore and mess after succession. #karlings
Fix: Restrict the AI in there vassal management in bigger or multi title realms to prevent border gore
pro: Hopefully no more border gore.
contra: ???
13) AI Vassals don't make Alliances
Fix: Make them do that

8) Council authority faction
Description: Council members immediately form a new powerful faction for council authority, after their previous faction succeeded.
Fix: Make a cool down time for this faction
pro: No more faction spam
contra: The faction maybe misses a good time to strike

9) Aragon for Aragon
Description: Aragon doesn't have the duchy of Aragon as de jure in 1066.
Fix: Make d_Aragon de jure k_Aragon

10) Sayyid bastards
Description: Children of Sayyids that are secretly bastards of non-Sayyids don't properly get the Sayyid trait from their "father".
Fix: obvious

11) Crusades weight
Desciption: With no real targets the pope just throws a dart at a map and we get crusade for Delhi.
... the main issue with crusade weights is that the Pope (or equivalent) makes terrible decisions once all targets with a crusade weight have been conquered by e.g. crusading for Bengal/Mongolia rather than something closer to home that doesn't require a long march through hostile territory. More crusade weights could be added to reduce the chance of this happening, or the AI could be instructed to avoid using the Crusade CB against targets beyond a certain distance (I'd suggest the standard holy war range, but perhaps it should be slightly further) from the nearest same religion ruler's borders (with exceptions for Jerusalem and Italy for Christians, Arabia and Jerusalem for Muslims, etc.). The latter probably requires less work as that only requires modifying the CB as opposed to adding crusade weights for every de jure kingdom for every religion that doesn't have a crusade weight for it already, which, based on my attempts to do just that, isn't 100 % effective as the AI sometimes picks a more distant kingdom on the other side of a higher ranking crusade target if the crusade weight is only slightly lower for the kingdom the Pope goes after than the more logical target.
Problem:
Which means the Pope has no targets with weights, and so chooses one randomly (which is how you get e.g. the First Crusade called for Bengal).
FIX: Adding in nonzero weights for additional logical targets (e.g. Egypt, Syria, Africa, Mauretania, all of which were targets of historical Crusade). I came up with a list of suggestions some months ago here, but that's only one example.
FIX: A solution for crusading unreasonable targets that Lux Invicta implemented was to define a region for each crusading religion, and restricting crusade targets to those within that region.

12) Cultural conversion
Problem: Seriously, it's too fast. Every empire becomes culturally monolithic after a while.
Fix: We would need more melting pot events, maybe a dynamic system, and more conversions of rulers to their realm dominant culture (Persia shouldn't become Turkish, it's the Turkish elite who should be assimilated in this case).
A big problem is that the game lacks a distinction between ruler's culture and national culture. The results can be extremely weird. I've seen a Croatian guy inherit France and hold on it, just spreading Croatian rulers around him.
Fix:
On the cultural point, vassal rulers that are far from their liege should have a chance for their kids to convert to their capital culture. This probably should happens before an education is selected, to allow the player to push them back to their own culture.
Making it based on distance would allow huge empires to stay multi-cultural, while still allowing off-shoot kingdoms (like crusader kingdoms or Norse conquests) to keep their conqueror culture for some time.


14) To less Excommunications
Fix: he Pope should excommunicate characters for having affairs, murdering someone & getting caught, or marrying a close relative (first cousin, niece, or nephew).
  • Pro: Better Catholic flavor.
  • Con: Minor nerf to Catholic characters.
14) Scale
Description: Many things don't scale great from Count to Emperor
Problem: E.g.: Feast cost the same for each player no mater which rank or how big his empire is.
FIX: Adjust the cost for some decision to the rank or real size

15) Too stable AI Empires
Description: Once the AI is able to form an Empire its nearly impossible to destroy
Problem:
E.g.1: Umayyad ... do I have to say more?
E.g.2: When Charlemagne managed to get his Empire rank the realm holds together forever
Even when a Empire is falling, the title is still alive and with this title the holder hast a claim on every province in the de jure part. This way the Empire is soon back again. So the title only gets destroyed when the holder loses all his territory, which barley happens.
FIX: I think the HIP and CK+ team have good mechanics to simulate a declining empire

16) Alliances
Problem1: Automatic CtA
Fix: No auto CtA but with prestige hit and bad opinion modifiers
Problem2: When your ally dies but the war does not. This means you have no fight a war for a guy which is not your ally.
Fix2: No more member of the war when the Alliance is broken down


Add:

17) Removal of Crown Authority and the King's Peace.

Problem1: Crown Authority was removed and not all aspects of it were returned in the form of laws.
Problem2: The Kings Peace was a central idea of the era in many realms.
Problem3: Crown Authority represented the legal power of the Liege, removing it removes further gated effects for laws and decisions.
Problem4: The Council has a logical incentive to maintain a strong realm, but undermines that realm repeatedly with random senseless wars.
Fix: Reintroduce the Kings Peace as a set of laws restricting the ability of vassals to legally wage wars and reintroduce Crown Authority as a law that exists to allow or forbid other laws to further deepen the network of options and requirements for various laws.
 
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Atlantians

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There are also 3 major issues that heaviliy discussed in the forums, but not on the list concerning education with conclave

1) the ai picks the education focus randomly, completely ignoring the child´s traits, thus producing incompetent characters.
2) the ai always accepts foreigners to educate their heirs with a different culture via heritage focus. For no reason at all. Seeing the byzantine emperor´s heir get educated by a lowborn catholic anglo-saxon woman in his court may look funny at first, but it does have consequences (cultural buildings, moral authority..).
3) for a variety of reasons an insane number of children become homosexual, chaste, or homosexual+chaste. The last time i counted yesterday, roughly 14% were homosexual, 38% were chaste, and about half of the homosexuals were chaste as well in the HRE. Some major rebalancing is necessary.

To be fair, homosexuals would be expected to be chaste and celibate in Catholic and Orthodox traditions.

But the number of homosexuals is too damn high.
 
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Yeekim

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Am I the only one whose tournaments are constantly being won by cravens with 0 in military skill?
Unless medieval match-fixing is taking place, this seems really weird. Are winners found randomly?
Shouldn't traits such as strong, brave or duelist give higher chance at victory?
 

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Even in 2.5.2? We fixed a bug where personal combat skill wasn't being checked correctly for tournaments etc. and I think that was in time for the previous patch.
 
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Atlantians

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Even in 2.5.2? We fixed a bug where personal combat skill wasn't being checked correctly for tournaments etc. and I think that was in time for the previous patch.

You said awhile back, right after Conclave, that you were looking at adding more laws and potentially reintroducing crown authority/kings peace in some form.

Are those things moving forward in the upcoming patch or is that to be expected more along the lines of the patch after that?
 

kmh42

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the cultures added in Charlemagne are scripted to die independently of player action, example I reunited Spain under the Visigoths why should the culture still split ?, this logic applies to most of them making it largely unfun to play has them unless you want to become the culture they change into, secondly the cultural groups they are in (suebi and Lombard in particular) make little sense could this be changed?

Added to the list. Can you give me more examples for the culture group thing please

Well, realistically the amount of non-straight people in any sample would be well under 10%. So the amount of gays should still be halved if those numbers are true, not to mention that realistically half of those gays would still be bisexual rather than homosexual.

I added it to the list. Maybe you have a better or more concrete fix suggestion

Something the AI could understand for NA pacts and alliances would be a small script that triggered on succession that auto sent requests to all the last ruler's NA pacts & allies. (They could still reevaluate and reject them based on the new ruler's traits, but they'd at least still get asked.) I think any other solution asking the AI to be "smarter like a person would be" might be a bit script heavy to be practical.

I've noticed constant invasion into africa also (as opposed to more reasonable closer targets). I think it has to do with the relative strengths of the blobs, encouraging the middle powers to stretch out past them and hit vulnerable minors far beyond where they should be focusing on. So two problems, target weights need to be greatly diminished over distance (could also help with the crusades for india/mongolia when syria/egypt/persia are still not held), and the ever present blob issue.

To address the blob issue I've found that if you massively nerf the vassal limit (something like 1 or 2 per tier plus/minus diplomacy and laws) the AI will choose to consolidate into fewer but relatively stronger vassals who threaten long term realm stability. Further, if you raise the title creation requirements to be more in line with the requirements for custom kingdoms/empires it forces the AI (and the player) to risk independence revolts when they try to grow large & prestigious/wealthy/pious enough to raise their tier from duke to king or king to emperor (only the appropriately awesome high stat once in a generation national hero should be able to even dream of having a chance of success, or a divinely/player inspired character, and not just every single schmuck who has a few of the territories and a little money). I'd also suggest returning barons to the vassal count, in which case I'd suggest the limit be 3-4 per tier or something similar like removing the bonuses for rank tiers entirely as higher ranks already have access to better laws. (I don't understand why barons were toggled off, it almost defeats the purpose of having limits in the first place, but so does having the limits be as high as they are now. -Currently without cheating I can WC as a king tier and be mostly stable with some smart micromanagement, and maintain total stability even with a low stat emperor. The vassal limit is just way too high to matter, 3-5 times too high, but I've made my point.)

These are mostly just tweaks to the defines lua file and easy to implement. Interesting thing is these limits are consistent with the average number of one tier lower vassals in a realm per tier, and it limits border gore as far flung territories and isolated enclaves go independent more readily during successions when the vassal limit is exceeded. With these limits the Roman empire really is too large to stay unified and stable at its max extent for too long... Some optimizing tweaks to the AI's choices could be made so that it tries to consolidate a little more contiguously than it does now (prioritize transferring territories/sub-vassals to those vassals that are adjacent to each other or at least within the same de jure realm first), but that's just a general suggestion to help with border gore.

I concur that empires don't need de jure CBs, as they have vassals' claims and other resources at their disposal.

A script that had a chance destroy the top tier (duke/king/emperor) title after an independence/decadence/tyranny/overthrow-ruler revolt under certain conditions (say if holding less than 40% of the de jure territory) would be very useful and appropriate also (and would give an incentive to hold one lower title just in case).

For the other stuff: I agree about Aquitaine after 1066 it should be titular, create-able by an appropriate cultured character. (Does the tribal title mechanism still work? Because that would be the perfect solution for this and other problematic titles -Wales vs England, Lithuania vs Poland, Russia vs all it's other slavic neighbors, etc.)

I also have to agree with the comment that culture conversion is too fast, and minority cultures who should survive (and historically did survive) go extinct quickly. I think part of the problem is that spawned/generated courtiers and vassals have the same culture/religion as their liege and I think that is backwards, they should have the same culture/religion as the province in which they are recruited/spawned. This would preserve minorities unless they are purposely and systematically removed (because historically only way cultures changed quickly was through genocide), and encourage more independence factions. Culture conversion should not be faster and more reliable than de jure drift, this should slow it some with out stopping it entirely.

Combine the above fixes and you'll have the blob problem fixed and the devs can then focus on actual bugs or heaven forbid fun stuff like the new dlc events. (Well almost fixed: giving each ruler a single free retinue unit would fix the related issue of OPMs being steamrolled, specifically giving enough base retinue points to everyone so they can at least buy one unit. The major powers won't really notice it as a buff to their strength -what's a few hundred when you have tens of thousands, but it will go far in introducing a little parity between lesser but still significant powers -a 4-6 province duke/king would be no longer 4-6+ times stronger than his OPM/TPM neighbors, but instead only fractionally larger, making preparation/mercs & tactics matter and the duke/king vulnerable to neighbors if he overextends too quickly. This could be done with scripts that spawn temporary "defensive" armies/give bonuses to defensive levy numbers, but I think retinues are a better option as they also let smaller tribal OPMs raid as a more effective threat instead of just a being minor annoyance.)

Defensive packs/coalitions are fine (at least since the patch for me), I really don't see the problem with them. They just slow (but don't stop) game breaking blitzkrieg steamroller tactics (both player and AI), unless there is something I haven't noticed... in a normal (non-cheating) play-through WC should be all but impossible, the speed bumps the pacts throw up only slow a blob down in the hopes that it gives enough time for factions to form and threaten it. (But without the above fixes it is woefully under-effective and ham-fisted seeming if it's the only thing preventing WC runs/blobbing.)

Now that there is a fail condition that breaks the never ending seduction attempt loop, I think seduction works just fine now. (Though I still think it should be limited to the court/realm where the seducer resides, and maybe immediate neighbors.) I never had a problem with intrigue focus. what do you mean it needs to be toned down? (The AI barely ever even choses either, technically it should be 10% each but due to the weighting I only notice maybe two intriguers and one seducer in a hundred at most.)

Mostly added to the list

17. Crumbling hordes
Description: AI great hordes is too much unstable.
Problem: Example - Scenario 1337, Golden Horde lose vassals, land etc. for quickly and easily. There is no large and heavy fighting Rus for independence.

Added

Would problems decadence and Norse expansion be appropriate for this thread?

Can give more details? What are the problems with decadence and Norse expansion

It's better now because of the new minor titles tab but the real problem is that it's just not unified. Overruling your heir designation should be unified. Maybe if they were just tied together.

Just to be clear, we are talking about the Buddhist feature to choose the heir out of the sons.

  • Deposed kings should be imprisoned/executed; not allowed to roam free, and certainly not allowed to inherit titles.

I think this is more of a flavor or feature request. But I personally support your demand!

I can deal with the occasional bug, but that Christian Gavelkind is by far the most grating problem with CK2 to me

What exactly do you mean with Christian gavelkind?

Add:

17) Removal of Crown Authority and the King's Peace.

Problem1: Crown Authority was removed and not all aspects of it were returned in the form of laws.
Problem2: The Kings Peace was a central idea of the era in many realms.
Problem3: Crown Authority represented the legal power of the Liege, removing it removes further gated effects for laws and decisions.
Problem4: The Council has a logical incentive to maintain a strong realm, but undermines that realm repeatedly with random senseless wars.
Fix: Reintroduce the Kings Peace as a set of laws restricting the ability of vassals to legally wage wars and reintroduce Crown Authority as a law that exists to allow or forbid other laws to further deepen the network of options and requirements for various laws.

1 What aspect did not returned? Do you mean external warfare of vassals?
2 Do you have any data or reference to support is assumption?
3 don't understand what you wanna say with that.
4 that's why they are not able to join factions on a certain stage

I personally would prefer a Kings peace law than the current thing.
 

kmh42

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Start a game as e.g. Welf Welf (He becomes Duke of Bavaria in 1071 or so) have kids with your wife==>note the dynasty change.

Edit: To clarify, I don't mean the full-fledged cadet branches people keep asking for. I mean the ones for when a bastard has kids from a non-matrileal marriage, which were introduced some patches ago, and give the kids a randomly-generated dynasty.

I am really sorry but I still don't understand what your problem is here.