Crusader Kings II: Rajas of India - Patchnotes and Ask us anything! [2.1.1 CFYM]

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Groogy

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Do spouses count as "normal courtiers" (the unlanded ones, I mean)? Furthermore, does it count for similarly unlanded family members?

Yes
 

Groogy

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Oh, good morning Groogy! Any changes or additions to christian heresies mechanic-/feature-wise?

Morning!
No I am afraid, do you know what we added to this patch? Do you not see the size of it? :D
 

Alexivan

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Regarding North Korea mode :

If I'm not mistaken, it was never clearly stated what it did before the patch when you were above you demesne limit. Can you tell us? (or point us to where it has been said already?)

And now, after the patch, it's supposed to be "far worse", but what are the effects exactly? We heard about levy/tax maluses, but to what extent? I'd like specifics ^^'

Thank you!

It used to apply a percentage malus of the income you made from your demesne, this however could be worked around and wasn't a big enough problem. It could be worked around by having rich vassals which could be your primary source of income as the malus wasn't applied to vassal tax and holding a lot of land directly ment you were still a large military power, these exploits have now been fixed by reducing the vassal tax aswell and reducing the amount of levies.
 

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It used to apply a percentage malus of the income you made from your demesne, this however could be worked around and wasn't a big enough problem. It could be worked around by having rich vassals which could be your primary source of income as the malus wasn't applied to vassal tax and holding a lot of land directly ment you were still a large military power, these exploits have now been fixed by reducing the vassal tax aswell and reducing the amount of levies.

What do you mean by vassal tax? If my liege lord is over demesne limit, does it hurt my income, or does it reduce the tax I have to give him?
 

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Repeating all my questions in one message now:

- Have you added any new playable Zoroastrian (or Zoroastrian heresy) characters to ToG start and if yes, where? The Twich feed was bit unclear in this regard as it talked about "Spreading Zoroastrians around a bit" and showed two count vassals in Saffarid realm.

- Previously, I believe Tulunids were hardcoded to avoid going to Nubia and rolling over it as Abyssinia/Nubia were quite weak. Is this still in place as east Africa has been revamped and is, until something unites it, even weaker than before.

- With the map expanded to Siberia, have any pagan holy sites been moved around? (You already answered Tengri have not been moved)

Also, fix Zoroastrian holy war icon please. Should not be a massive amount of work.
 

Vindahl

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I repeat an earlier question of mine, which might have been missed as it didn't look like a question, more a statement - sorry for that…
Here it goes…

You state that you have strengthened the adventures - how have you strengthened them? Morale boost, more armies, better armies, better commanders? And most importantly, why have you felt the urge to strengthen them, or said differently, why did you think they were weak as they were? Like, do you wish to see more adventure-kingdoms form or?

Thanks...
 

Groogy

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- Have you added any new playable Zoroastrian (or Zoroastrian heresy) characters to ToG start and if yes, where? The Twich feed was bit unclear in this regard as it talked about "Spreading Zoroastrians around a bit" and showed two count vassals in Saffarid realm.

The Zoroastrian have been spread out to where they historically were in the new parts of the map, but I don't see any new direct playable characters I am afraid.

- Previously, I believe Tulunids were hardcoded to avoid going to Nubia and rolling over it as Abyssinia/Nubia were quite weak. Is this still in place as east Africa has been revamped and is, until something unites it, even weaker than before.

Neither me or Wiz is aware of any hard coded condition to not invade Nubia.

- With the map expanded to Siberia, have any pagan holy sites been moved around?

Nope
 

Groogy

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Are these notes final or will there be more?

Jk5IZ2J.png
 

LumberKing

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Thanks for answering the questions!

One used to have the ability to reform the Orthodox faith but doing this caused an instant game over, so I added a decision instead which creates a random new religious head.

Ah, this is when the Patriarchate gets "destroyed". Has the same thing been applied to the Papacy? I hear the Papacy gets destroyed now and then. It would be nice if one could appoint a Patriarch however...

They use the Pentarchy system

I assume this is for simplicity's sake?

Depends on what you want to mod, but most probably yes.

That's quite neat. So it is possible to say make the Miaphysites follow the same model as the Orthodox, but instead of the Pentarchy (Rome, Constantinople, Alexandria, Antioch, Jerusalem) they can have the three Petrine Sees system (Rome, Alexandria, Antioch)?

This patch has seen a lot of love to the AI, it might have been fixed but I don't want to promise anything.

Well, there's only so much you can do with AIs. I myself am quite impressed how they currently work though they do have some quirks.

Definitely not.

Then, will I rule one day?

To crush your enemies, see them driven before you, and to hear the lamentation of their women.
Oh wait you didn't ask what is best in life.

These peasants we have are all mine to command like little slaves, right?

It used to apply a percentage malus of the income you made from your demesne, this however could be worked around and wasn't a big enough problem. It could be worked around by having rich vassals which could be your primary source of income as the malus wasn't applied to vassal tax and holding a lot of land directly ment you were still a large military power, these exploits have now been fixed by reducing the vassal tax aswell and reducing the amount of levies.

Interesing... But this means that the option is still there right? I mean instead of relying on vassals thus playing a proper feudal dynasty simulator, I can still imprison and banish rich mayors if I feel like playing some kind of cruel farming simulator, right?
 

exin

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I have a question about this patch, after reading the following 4 lines.

1. You can no longer call allies to help you defend against peasant, heretic and religious rebels.
2. Strengthened adventurers in general
3. Added a negative opinion modifier for vassal kings vs their emperor liege
4. You no longer get an opinion bonus from your vassals for defending against rebels, adventurers and the like

My questions are this, are we not supposed to form Empires anymore? Play as a vassal and never as the liege? Never fight rebels, but always surrender, because of the scaling and no longer opinion bonus, you are sure that peasants and heretics will have the same army as your realm, and if you consider maybe other wars happening at the same time, you most certainly will never have enough troops to fight them.

As it is Adventurers always show up with armies big enough to instantly defeat you by assaulting your holdings, and in the time it takes you to gather your armies from across your realm, to gather enough troops to actually fight the Adventuring doomstacks, the warscore gets near to 100% and you loose. Especially if you are in Russia, Nubia, or other areas with large traveling times.

So in an already had environment to make a stable realm and survive the constant rebels and adventurers, why make it harder without giving anything in return to help us? Especially with the Vassal King opinion malus, if they rebel, and with no bonus opinion modifier for the loyal vassals, that is an instant loss, if you also add Carrion for the Vultures free event troops, which scale dumbly, and you never get them as the defending liege. So why bother trying to go Empire? Especially with the reduced vassal levies you get.

Or should we go Empire and keep only Count level vassals? Just to be sure? Which makes gathering all those small armies such a pain, and makes you not wanna war at all?

This seems an excessive restrictions, that do not make end game more fun nor engaging, but more tedious and annoying. These are fixes that in my opinion force you to cheat to just keep an acceptable normal level of consistency.

At least give us a lot more bonus positive opinion modifiers that are tied into dynasties. Like if you are Emperor or King and you give a King or Duke title to a vassal, that dynasty will have a bonus opinion of your dynasty. It is more immersive, it makes you care about who you land and encourages you to land people, and it also combat North Korea mod in a positive manner. And it will also prevent the constant vassal rebellions because unless you are a godly character, with these modifications and maluses you will never be able to keep a stable realm.

EDIT: The rest of the patch is pretty nice, and the MODDING exports are epic, thank you Groogy!
 
Last edited:

yclept

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Like everyone else, I'm spamming repeats from earlier in the thread:

AI
- Foreign rulers are now generally quite willing to take on wards as hostages

Given this, if they have one of your children a as hostage, will they be more amenable to allowing you tutor their children in your court? And taking that further, will it be possible to mod in alliances based on such a mutual exchange of hostages/wards?

Are their hard religon/cultural restrictions on this feature - I'm thinking like 'must not marry an infidel'. If there are, can they be modded out? Or ideally the weighting modded in an allow, rather than a simple yes/no.

...

- Cathar women can now have the same career ambitions as men
- Cathar vassals no longer have negative opinions for liege or liege's heir being female

Is this done via religion = cathar, or something more like religion = { is_feminist = yes } since we have the new flag?

...

- Added designated heir functionality
- Added designated heir functionality

So good they mentioned it twice!

Are the Merchant Republics going to use the same new system for this as the Indian religions, or are they sticking with the current minor title? How moddable are the criteria for who can be designated?

...also whilst I'm on Merchant Republics, and Cathar women, is the bug where female rulers of Merchant Republic who have male heirs being unable to access their family palace, fixed? It's not important in vanilla (since that situation never happens without the ruler designer) but it limits the modding possibilities.

- Added a 'character_modifier' to religions
- Added a 'character_modifier' to cultures

How do we use these?
 

Groogy

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