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