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Sep 9, 2019
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How do succession laws work when creating a new title and giving it to a vassal with a current lower rank title?

I was a count and had agnatic cognatic elective gavelkind. Liege who's norse had agnatic elective gavelkind(not 100% certain, but it was whoever has Suðreyjar(d_western_isles) in the old gods start if someone wants/needs to check).
Liege created duchy of ulster, then kingdom of ireland and granted me ulster. I play for a while, my son turns 16 and I get unlanded sons notification, so I go wtf, I have gavelkind. I check succession laws and see something odd.
ck2_29.png ck2_30.png ck2_31.png
I recall something similar happening in my other game where I had problems with title revocation(iirc my sons were called tanists for some reason), so I quit the game, my heirs weren't good anyway so I might as well restart to be safe.
Then I get an idea to check the save, and I see:
Code:

d_ulster=
{
liege=k_ireland
holder=163114
name="Strangfjorðr"
succession=tanistry
gender=agnatic
law="agnatic_succession"
law="succ_tanistry"

Restarted the game, and sure enough, after reload it shows I have agnatic tanistry:
ck2_32.png
Checked the liege just to be sure he hasn't gone celtic somehow, but nope, still norse and doesn't have tanistry himself.
ck2_33.png

edit:
Just noticed this at the bottom of duchy definition in the save, can't guess what "et" means tho
Code:
           et=elective_gavelkind
       }
 
Last edited:

junassa

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Anyone play with plague set on deadly? I want the plague to happen more often for performance reasons but I don't know what "extraordinarily deadly" means.
 

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1) is there a way (either save modding or creating a txt file then running it via console) to either change the cities' open elective succession law or to be able to appoint a mayor of my choice at the death of the previous mayor, in a feudal government?
The word "abdicate" doesn't exist on the wiki page for console commands, so it's probably not a console command. It must exist in some form for various CBs (eg. overthrow ruler), so it might be a script command. And I don't know whether such a command would have a parameter allowing you to choose who to abdicate to - it might only allow abdication to your heir.

Yeah, I don't think there's a console command for abdication. :( You'll have to do it the way @jonjowett described above.

It does exist in the script: "abdicate = yes" in the scope of a character will abdicate to his current heir. To abdicate to a specific person, I believe you use abdicate_to. It should be fired in the scope of the character abdicating, and be given the person abdicated to, like so: "abdicate_to = <new ruler>"
 

Karlington

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Anyone play with plague set on deadly? I want the plague to happen more often for performance reasons but I don't know what "extraordinarily deadly" means.

After looking at the files it seems that the main effect of the deadly plague rule is that it does not take previous plagues into consideration. Other rules either follow more historical scenarios of one outbreak, or give you a specific time (50 years IIRC) minimum between plague outbreaks.

Deadly plagues do not work that way. Previous plagues are irrelevant. A new one can happen almost at any time.

(You do get a 20 year "grace period" after the game starts.)
 

Sunshine Moon

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I've only played feudal and tribal realms so far. Would Venice be a good place to learn the ropes of playing a merchant republic?

(My reasoning is it's a one-province island, which esp. with retinues is gonna be hard to assail, plus it's not part of any external de jure kingdom, so all in all it seems pretty safe. And it's in a region with other MRs to interact with)
 

eastcoastceojam

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I've only played feudal and tribal realms so far. Would Venice be a good place to learn the ropes of playing a merchant republic?

(My reasoning is it's a one-province island, which esp. with retinues is gonna be hard to assail, plus it's not part of any external de jure kingdom, so all in all it seems pretty safe. And it's in a region with other MRs to interact with)

I wouldn't recommend Venice 769 as your first Merchant Republic start. Venice is independent, which is cool, but they are also stuck between several large realms (Lombardy and the Byzantine Empire) that have their own vassal MRs, and love to declare embargo wars to seize your trade posts. I love the city of Venice in real life, but 769 Venice can be very frustrating.

Try starting as Venice in 1066, where they are much stronger, to learn the ropes.

My personal favorite learning scenario for MRs was Genoa in 1241 (Rise of the Hansa) bookmark. You are independent, and have a boatload of tradeposts already, so you are in a good position to try lots of different things without worrying about a game over.

And don't forget that the Doge's most powerful skill is Intrigue. If you're not imprisoning and murdering your vassal Patricians families into extinction to get their trade posts... well, then, you're just doing it wrong. And not only do the Trade Posts give you money, but that is your primary source of Retinue points.

Have fun!
 
Last edited:

junassa

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After looking at the files it seems that the main effect of the deadly plague rule is that it does not take previous plagues into consideration. Other rules either follow more historical scenarios of one outbreak, or give you a specific time (50 years IIRC) minimum between plague outbreaks.

Deadly plagues do not work that way. Previous plagues are irrelevant. A new one can happen almost at any time.

(You do get a 20 year "grace period" after the game starts.)

Do you think I can mod it so you get the default wait period?
 

Sunshine Moon

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I wouldn't recommend Venice 769 as your first Merchant Republic start. Venice is independent, which is cool, but they are also stuck between several large realms (Lombardy and the Byzantine Empire) that have their own vassal MRs, and love to declare embargo wars to seize your trade posts. I love the city of Venice in real life, but 769 Venice can be very frustrating.

Try starting as Venice in 1066, where they are much stronger, to learn the ropes.

My personal favorite learning scenario for MRs was Genoa in 1241 (Rise of the Hansa) bookmark. You are independent, and have a boatload of tradeposts already, so you are in a good position to try lots of different things without worrying about a game over.

And don't forget that the Doge's most powerful skill is Intrigue. If you're not imprisoning and murdering your vassal Patricians families into extinction to get their trade posts... well, then, you're just doing it wrong. And not only do the Trade Posts give you money, but that is your primary source of Retinue points.

Have fun!

Thanks! 1066 was gonna be my starting point and not 769 yeah, but I might go for your Genoa suggestion now you bring it up.
 

eastcoastceojam

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Thanks! 1066 was gonna be my starting point and not 769 yeah, but I might go for your Genoa suggestion now you bring it up.

Glad I could help. I also forgot to mention that Doge of Genoa in the Hansa bookmark has quite a few adult male family members at the start, so there are plenty of early candidates to take over the Dogeship in case your starting ruler doesn't last long enough to raise an adult child.

And one more bit of advice is to give all those honorary titles and commander jobs to your male dynasty members, so they can accumulate free prestige while they wait for your crown. Just don't land any of them until you have lots of excess successor candidates, or else they will become ineligible to inherit the Doge title.

Enjoy!
 

Whispers_v2

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I have a question, let's say there is a bishop or mayor who is granted or inherits a county or a group of counties. Would they stop being a theocracy/republic? If they wouldn't, would they abandon their bishopric/city in order to become feudal? Or would they do the opposite, abandon their feudal titles because those don't match their government?
 

Karlington

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Do you think I can mod it so you get the default wait period?

Sure, check out common\disease\00_disease.txt line 1262. :)
 

Karlington

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I have a question, let's say there is a bishop or mayor who is granted or inherits a county or a group of counties. Would they stop being a theocracy/republic? If they wouldn't, would they abandon their bishopric/city in order to become feudal? Or would they do the opposite, abandon their feudal titles because those don't match their government?

Both republics and theocracies can freely hold castles, so there's no conflict for them there.

However, if they got some holdings with penalties (a city for a theocracy, or a temple for a republic, for example) then they wouldn't abandon them. In my experience they'll give them out to vassals if they can (for example, if they are count-tier they can give out baronies to vassals) and otherwise just hold on to them and suffer the penalties. I once gave too many baronies to a baron to see what would happen, and they held onto it all for centuries. :)

I'm not sure if that's the way it always works, though, since I only tested it once. There may be some random or other elements that I don't know of.
 

mrinku

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Thanks! 1066 was gonna be my starting point and not 769 yeah, but I might go for your Genoa suggestion now you bring it up.
Ahh, do what I'm doing and go Faero Isles 769 and reform to make them a MR. Learn by adversity :)

62 trade posts and counting. Just own the three dejure Duchy provinces.

(In fact, it's been a bit of a cakewalk. Because they're so isolated they get a free pass over pretty much the entire Atlantic. I was a little worried about Norway Viking me, but it just never happened in the critical years and now I'm too small to notice, but too tough to invade. I even took the Orkneys off Norway)

You have to unlearn quite a lot of regular CK2 habits. Even if you're used to Agnatic Seniority, this is quire different, as you are in competition with three other houses. Money is pretty much all.
 

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I have a question, let's say there is a bishop or mayor who is granted or inherits a county or a group of counties. Would they stop being a theocracy/republic? If they wouldn't, would they abandon their bishopric/city in order to become feudal? Or would they do the opposite, abandon their feudal titles because those don't match their government?

I've seen a few King-Bishops running around on prior playthroughs.
 

Bearnest

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You have to unlearn quite a lot of regular CK2 habits. Even if you're used to Agnatic Seniority, this is quire different, as you are in competition with three other houses. Money is pretty much all
This happens to me every time I decide to play MR. Eventually I end up map painting instead of making moneys.
 

mrinku

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This happens to me every time I decide to play MR. Eventually I end up map painting instead of making moneys.
This is the first time I've tacked it with the right attitude. You have to be ready to play small and to an extent ignore the rest of the world.

I do like being forced to curate your dynasty like a bonsai bush. Big games with titles everywhere you can get quite lazy and just let them breed any old how. But if you're going for that 80 trade post achievement, you're going to need male dynasts in court - ideally a big surge of them turning 16 at once. Encouraging the other families to breed so they carry some of the trade post building load is interesting, too. Before you kill them down to the last baby boy, of course.
 

Sunshine Moon

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I considered going for a more isolated place, like Gotland, but in the end I thought I'd learn more by being in an environment with both feudal rulers and other MRs.
 

Rokh

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Does anybody know which techs have a "global" effect and which ones only affect the county they spread to?

I think I'm pretty confident about some of them, for example, I'm 99% sure the following techs are county-based:
• Infantry, Cavalry, Skirmish Techniques, Melee Techniques only affect troops levied from those provinces.
• Castle Infrastructure, Cities and Temples, Improved Keeps, Shipbuilding only unlock buildings in provinces that have them.

And I'm pretty sure others are "global" (in the sense that they only affect your ruler, and the characters he interacts with):
• Military Organization (supply limit and retinue cap are obviously global for your ruler).
• Majesty, Legalism (piety and prestige gain, short reign penalty, CBs and laws are very definitely not local).
• I guess Noble/Popular/Religious Customs are global and affect all of your vassals' opinion of you.

But there's others where I'm simply at a loss:
• Does Siege Equipment's increased offensive siege speed affect ANY county you try to siege, or does it only affect troops levied from counties with that tech? Does the decreased defensive siege speed affect any holding your enemy tries to siege from you, or does it only affect provinces with the tech?
• I imagine the trade post cap from Trade Practices is global, but is the trade post income global or local?
• What about Construction? Does it reduce construction time and cost in the provinces with the tech, or everywhere?
• And finally, Tolerance. How the heck does this work? Gender equality laws are global, cool. But what about the reduction in wrong culture/religion penalties? Does it affect every single character in the world, or only my vassals, or only characters in my court? Or does it work the other way around, and I need to spread it to other realms to increase their opinion of me?

Sorry for the wall of text, but his has always puzzled me and I've found very little information on this. I need to settle my doubts, or I'll go insane :confused:
 

Wenceslaus II.

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Does anybody know which techs have a "global" effect and which ones only affect the county they spread to?
Well, logically military and culture advances should be global, and economy should be local.
 

Rokh

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Well, logically military and culture advances should be global, and economy should be local.
And yet, the effects of some military tech (Infantry, Cavalry, Skirmish Techniques and Melee Techniques) are applied per province, while the effects of some economic ones (like the increase in trade post cap from Trade Practices) are global, IIRC. I'm having trouble finding a rule of thumb.