Crusader Kings II: 3.1 Great Works Update is now live! [checksum KKAD] - Not for problem reports

  • 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.

BjornB

★Community Manager★
Paradox Staff
Moderator
81 Badges
Apr 2, 2012
5.004
18.420
  • March of the Eagles
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Impire
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • For The Glory
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Teleglitch: Die More Edition
  • Starvoid
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Arsenal of Democracy
  • Cities in Motion
  • Cities in Motion 2
  • 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
  • A Game of Dwarves
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Deus Vult
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • The Showdown Effect
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
keyart-1920x1080_forum_steam.jpg


The world’s favorite medieval grand strategy role-playing experience was updated today with Great Works, a new upgrade to Crusader Kings II. This update, free to all Crusader Kings II players, allows you to relive the era of cathedrals by investing your royal power in building great feats of architecture and wonders that will increase the prestige of all who build them.

True wonders will take decades to build, not to mention further improvements and expansions, but your majesty must demonstrate the material power of the realm.
  • Build Great Works: Construct grand gardens, majestic cathedrals, celebrated universities, libraries and more, increasing the glory of your empire and bringing further bonuses to your rulers.
  • Marvel at Historical Wonders: Control the great wonders of the world - Pyramids, the Pharos, the Apostolic Palace, and others - to increase your prestige. All are represented on the map itself.
  • Upgrade and Improve Great Works: Your descendants will take up the reins to improve the wonders you’ve started. Make a cathedral an artistic masterpiece with gargoyles and stained glass. Make your special fortress an almost unconquerable center of your military power.
This update is free for everyone that owns Crusader Kings II, and it should be downloading via your Steam Client as we speak.

###################
# Free Features
###################
- Added Great Works Feature allowing independent rulers to take on massive construction projects.

###################
# Balance
###################
- Added some secret stuff.
- Disabled event 6080.
- Reduced the strength of the vassalized mercenary companies.
- Architect trait now has a Great Work cost modifier.
- Construction technology now has a Great Work cost modifier.
- Order Government can now hold temples.
- Prosperity events now take Great Works into its calculation.

###################
# Interface
###################
- The societies view will now show the player's current society when opened, if they have one.
- Added a description of what the colors indicate in the map mode for China.

###################
# User modding
###################
- Unlocked all DLC event pictures!
- Added unit_graphical_culture, unit_graphical_cultures override for unit models in culture database.
- The following values can now be exported to variables: num_of_subrealm_temples, num_of_subrealm_tribes, num_of_subrealm_empty_provinces, num_of_demesne_castles, num_of_demesne_cities, num_of_demesne_temples, num_of_demesne_tribes, num_of_demesne_empty_provinces, and total_years_played.
- Added set_dynasty_name effect, sets the name of the scoped character's dynasty to the right hand side string/localisation key.
- Added propagate_bloodline_from effect.
- All scope types should now be saved as global event targets.
- Added support for custom_modifier_text in modifier fields.
- Improved debug tooltip (charinfo console command) for a number of objects that utilize scripted flags and variables. (Characters, Societies, Artifacts, Provinces, Dynasties, Great Works)
- Modders should now get an error if they add history commands that marry characters that have not been born yet.

###################
# Database
###################
- Renamed a title to Empire of Rus to strengthen the intended connection to the historical Kievan Rus.
- Added decision to form the Russian Tsardom early.
- Differentiated the Coat of Arms for Kingdom of Kiev and Empire of Rus.
- Cleaned up Anatolian province culture/religion in some of the later start dates.
- Fixed a broken dynasty in Bolzano.
- Fixed a broken dynasty in Saarbrücken.

###################
# Bug Fixes
###################
- Fixed children generated for historical rulers without scripted families having 0 in all attributes and getting no childhood traits. Also applies to all children generated through "create_character".
- Blocked Holy orders from spontaneously building Tribal holdings.
- Fixed missing effects and tooltips for receiving news of the Aztec Invasion - if you have certain Vision modifiers (from the Hermetic's Scrying Power) it will now properly update your Seer modifier, while also explaining what happens.
- Fixed the crucible steel event chain sometimes breaking just before its final outcome.
- Having a Non-aggression Pact with the target of a Crusade will now lead to it automatically breaking once the Crusade is launched, allowing you to join the war.
- Made Songs of Byzantium work for Roman culture as well as the Byzantine group.
- Fixed issue were the continue playthrough buttons would load the wrong save if your latest save is a cloud save and you have a local save with the same name.
- Fixed the Saintly Pilgrimage chain sometimes breaking after the weird village encounter.
- Fixed the Ritual Hunt chain for Warrior Lodge members sometimes leaving you stuck as "busy", if you chose to simply return home at the end of the chain.
- In the events surrounding a loved one's death, you will no longer be expected to grief and bond together with characters who are in prison.
- Made conditions to gain the Peaceful Child Forged Bloodline somewhat more lenient so that it can actually be achieved.
- Fixed several Bloodline-related events and actions not properly checking that a Bloodline is active on the character in question.
- Fixed holes in the reconquered Roman Imperial Provinces events.
- Slaying an enemy ruler in a battle will no longer display them as your "acquaintance" in messages.
- Ships will no longer cut straight through Kanin/c_kanin when coming into port from the North Atlantic.
- Adjusted positions of some units and on map shields in Russia.
- Blocking players from doing decisions to which switches over to a religion which requires an unowned or disabled DLC, leading to an instant game over.
- England no longer end up as the tributary of Gwynedd in the 12th century.
- Kievan Rus no longer loses it's name if it is held by someone with a North Germanic culture.
- Fixed a crash that could occur when the Siberian Wastelands was brought into the camera's view for the first time.
- Fixed game start feature window displaying incorrect religion and/or culture information if any of these were changed from the ruler designer.
- Fixed crusade wars starting immediately instead of after the preparation phase, in multiplayer games.
- Fixed not being able to rename tribal settlements.
- Fixed it being possible to back out of baptism name change window, after first accepting the name change from an event.
- Fixed the credits screen not closing when the credits were over.
- Fixed a bug affecting duel results calculation for Pagan characters.
- Fixed an issue where a child born with a dead father would wrongfully get the mothers dynasty.
- Fixed a bug where in elective succession law it was not possible to nominate the own sons.
- Fixed a bug where the designated regent would not always work if you were not independent.
- Fixed a rare bug that caused a crash when setting the liege upon character death.
- Fixed a crash when setting the religion on a dead character from script.
- Historical characters will no longer attempt to marry characters that have not yet been born.
- The AI is now allowed to pass out vice royalties even when they're a vassal.
- Saving rules on a shattered or random world should no longer result in game rules breaking and achievements being disabled.
- Fixed incorrect achievement indicator when loading a save where achievements are possible.
- Fixed a bug affecting religious conversion speed.
- Fixed an inheritance problem of matrilineal bloodlines combined with male consorts.
- Blocked some battle events describing gruesome death, but not running the actual death-effect, from firing.

It should be possible to continue your ongoing games from 3.0.1.1 after updating to 3.1. But we can't guarantee there won't be any unforeseen issues doing so. You can lock your game to any previous version by following these instructions.

You will not be able to have any historical wonders if you load up an older save in 3.1. Only games started with 3.1 or later will have that feature!

Please do not report any issues with it in this thread. If you experience problems, please post in our bug report forum.
 
Last edited:
- Added some secret stuff.
- Disabled event 6080.

...Huh, I thought we'd get a straight answer about these in the full patchnotes.
 
Already found a bug. In the default start as soon as I went in to Realm view to pick my start I noticed a green spot in Byzantium. Chalkidike belongs to "No Character".
 
Already found a bug. In the default start as soon as I went in to Realm view to pick my start I noticed a green spot in Byzantium. Chalkidike belongs to "No Character".
Not just the default start date, EVERY start date. On the bright side, generated adolescents have actual base stats now, which is nice!
 
Hang on, Pyramid construction (from looking at the script) is locked to:
Code:
potential = {
    OR = {
        culture = egyptian_arabic
        trait = lunatic
        has_religious_feature = religion_feature_pyramids
    }
}

How come characters of either Aztec culture or Aztec faith can't build pyramids?
 
When I get home from work tonight, I'm rolling back CKII to the previous patch, backing it up, updating and then comparing the two folders to see what's new.
It would be very useful if you could post your findings. I am hoping to compatch my current mod as soon as possible.

Many thanks,

nd
 
Hang on, Pyramid construction (from looking at the script) is locked to:
Code:
potential = {
    OR = {
        culture = egyptian_arabic
        trait = lunatic
        has_religious_feature = religion_feature_pyramids
    }
}

How come characters of either Aztec culture or Aztec faith can't build pyramids?
Does the Aztec faith have the 'pyramids' feature?

nd