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I don't think the solution is to then release something halfway done. And I really doubt they'd be much harder -- the diplomatic range limitation already exists and can probably be adjusted very easily.
Is there any change of getting more powerful CBs as a pay off for Threat? I don't think the Asturians declaring holy wars for two provinces and then getting huge amounts of threat is lore-friendly
Asturias is surviving to declare holy wars in your games? In my recent reattempt at the Duke of Toulouse during the Charlemagne start they practically died in 7 years since the Umayyads ate the Duchy of Galicia then it's vassal emirs declared holy wars (like 5 of them) afterwards. It's sad since they're now one county.
Asturias needs a buff in my opinion. Something that allows them to survive the Umayyads like they historically did.
Well he only took one thing from each, he inherited all of francia, conquered italy from christians, conquered saxony from pagans, and conquered barcelona from muslims. So at the end of that he would have three diffrent coalitions against him but he'd have conquered what he did conquer (or did he take bavaria too).
No it's not. The lack of cost could have been fixed by making it greater. Before I had to keep my allies with high opinion to ensure they'll join me in battle. Now I just make sure they are willing to ally and leave them at near 0 opinion.
Anyways, is AI patching and attaching to armies going to work properly in this path? It's frustrating having a numerical advantage go to waste because France's armies want to go on vacation in Bavaria or the Low Countries (well away from any enemies) and other shenanigans such as not joining adjacent battles when defending against Umayyad holy wars.
Characters who have someone trying to seduce them now have the option to let the seducer know they are not interested (based on things like their traits and their opinion of their spouse) which will block all further seduction attempts for some time, both by the original seducer and anyone else.
No it's not. The lack of cost could have been fixed by making it greater. Before I had to keep my allies with high opinion to ensure they'll join me in battle. Now I just make sure they are willing to ally and leave them at near 0 opinion.
True. But can you honestly argue that it was balanced when they would loyally come to your aid. But when they called upon you and you had no interest you would just sit back and watch. With zero loss or consequences.
I would accept many arguments against, or other systems in place of forced war it could be better.
But you cannot argue that the old system was either balanced or realistic.
Picking the family focus until you and your spouse become lovers (it's an inevitability) helps, as well as marrying someone with the chaste trait. This combo actually works well. Or if you don't care about achievements just mod the AI's chance to pick seduction to 0. There will still be enough affairs happening in the game to keep things interesting without it getting ridiculous.
True. But can you honestly argue that it was balanced when they would loyally come to your aid. But when they called upon you and you had no interest you would just sit back and watch. With zero loss or consequences.
I would accept many arguments against, or other systems in place of forced war it could be better.
But you cannot argue that the old system was either balanced or realistic.
I'm guessing correctly that the inheritance bug, where your first born would inherit titles from parent A and the second one titles from parent B, is also fixed?
I'll still be turning seduction off entirely no matter how Paradox "fixes" it, because without fail, every single game, my wife is seduced and gets lovers pox within 5 minutes of being married.
I don't think the solution is to then release something halfway done. And I really doubt they'd be much harder -- the diplomatic range limitation already exists and can probably be adjusted very easily.
Oh yeah? Take the case of a blob in Germany, and potential coalition members in France, Italy, the Balkans and Eastern Europe. At least one in France is neighboring or in close diplomatic distance with one in Italy, at least on in Italy is neighboring or in close diplomatic distance with one in the Balkans, at least one in the Balkans is neighboring or in close diplomatic distance with one in Eastern Europe, but those in France are not in close diplomatic distance with those in the Balkans or Eastern Europe, and those in Italy are not in close diplomatic distance with all the ones in Eastern Europe. Where do you draw the regional coalition boundaries?
Coalitions received such an extensive rework that we felt a new name was required. Perhaps the most important change is that Defensive Pacts are now separated by religious groups, so for example if the Byzantines act in a Threatening fashion they might a face a Christian Pact in Europe and a Muslim Pact in the Middle East, and at first the two Pacts won’t care if one attacks the other and only defend members of their own Pact. At higher levels of Threat, however, Pacts of other religious groups will band together when any one of them is attacked. At the highest levels even your co-religionists may feel the need to join forces against you.
Will there be any changes to scripting for mods? I remember we were going to be getting a command for adjusting infamy, is the script still going to say infamy, or will it be changed to "threat" instead?
Also, any chance we can have a character modifier to alter Threat decay? Some characters might be regarded as more threatening than others, or less, so having more fine control than a blanket setting in the defines would be immensely useful.