It matters a tremendous deal to pay attention to the leger when it provides data accurate values for event spawn troops, while the military page does not, and both calculate their numbers differently
Add it to the list. This latest patch was not ready for release. Besides the problems Mann42 has pointed out it is also full of bugs.Why do the ledger and the military tab differ? This very fact is an oversight and should be fixed ASAP.
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This results in some fun side effects. For example, if everyone in your country hates you so much that they would never dream of giving you levies but your crown law is low, it actually reduces the number of event troops so significantly you could probably handle them with just your direct levies. Essentially, since the game factors opinion and laws into the event troop calculation, but ignores liege levy penalties, you are essentially making it harder to fend off event spawns by maintaining good opinion with your vassals or raising crown law - effectively punishing proper feudal play even more.
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Interestingly, this is what revolt spawn troops do with scaled_by_biggest_garrison, to an extent, by taking the Total Levy + Garrison Value of your largest holding in a province, multiplying it by 3, and then occasionally scaling it up by 33%.
While I'm not going to defend the concept of troops magically spawning from thin air, I do think there's valid reasons to scale a threat to the player's capability, but I do agree that if the match_mult doesn't take liege levy penalties into account, it shouldn't take opinion, law, and demesne bonuses into account either. The main problem I see is that, by factoring bonuses in while not factoring negatives, they're effectively encouraging you to play either sub-optimally or so optimally you're exploiting and missing the point of the game.
From a practical perspective, it makes it an absolute nightmare to balance without introducing those undesired side effects, and from a selfish perspective, it makes it an absolute nightmare to attempt to mod the values to something that makes sense.
I'm all for adding challenge, but if Paradox wants to increase challenge in revolts/event troop spawns, they should do so in a way that encourages people to play the game 'properly' as a feudal simulator. Right now, the calculations active work to negate all your advantages and penalize you twice for properly managing your vassals, once by reducing your levies, and then again by boosting event spawns without consideration of your levies.
I'd like them to fix their calculations such that it encourages people to play in the way the developers intended (fuedally), and I'd love if discussions of difficulty centered on how to properly scale and present these larger number of event troops instead of a stalwart defense of a bug or oversight on the side of the developer.
I want Crusader Kings to be an awesome game. I make games for a living, but even though Paradox isn't paying me a cent, I enjoy their game enough to want to see it become better.
I'm not doing this work to make the game easier to 'beat'. I'm working to fix a developer oversight that introduces tons of unintended negative side effects. I'm doing this work in the hopes of making it easier to balance in the future for both developers and modders, easier to discuss as a community when rationally brainstorming the difficulty curve, and easier to play the way the I believe the developers intended. The current systems and event troops calculation are actively working against all 3 of those purposes.
Haha, and the first guy answering in the linked thread was already one of these "It's not a bug, it's a feature that is supposed to make the game more challenging" people.I'm so glad to let you guys know that apparently PI is working on it: http://forum.paradoxplaza.com/forum/showthread.php?737108-quot-Large-bands-or-rebels-quot-event-with-latest-patch. While I would appreciate a quick-fix so I can go back to playing vanilla, I'm OK with it taking a while this time so that we don't encounter more unexpected behavior.
If you're right that might solve the problem.Out of curiosity I had a look at how the math worked prior to 2.0 and... it's not pretty either.
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Again, this is three match_mult = 0.1 armies. Event armies are 4110 men, realm levies over 55k. I.e. they didn't break the math in 2.0, it was already broken. It simply swung from being someting like 20% lower to being something like 20% higher.
That means if they actually fix the math, but don't touch the match_mult values, event troops will be pretty close to halfway as powerful as they were in 1.111 and 2.0. Everyone is happy?![]()
Oh wow. Great catch. Now I feel like I need to pop open my 1.11 branch and see what I see there.Out of curiosity I had a look at how the math worked prior to 2.0 and... it's not pretty either.
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Again, this is three match_mult = 0.1 armies. Event armies are 4110 men, realm levies over 55k. I.e. they didn't break the math in 2.0, it was already broken. It simply swung from being someting like 20% lower to being something like 20% higher.
That means if they actually fix the math, but don't touch the match_mult values, event troops will be pretty close to halfway as powerful as they were in 1.111 and 2.0. Everyone is happy?![]()
It is obvious that there's a massive discrepancy between the leger and the military screen. I guess the real question is, which screen is wrong. (And for my own self edification, how in the holy hell are levy values on the military screen actually derived?!?)
That is absolutely true - what that screen shows is what you get when you raise levies.The military screen is "correct" in the sense that it shows how many troops will pop up if you press the button. That said, I wouldn't be surprised if the numbers there are not exactly what the tooltips and defines suggest, either.
So what about the beta patch which supposedly fixes this?
If you look two posts above yours, you find that it does "fix" it, except the math still doesn't match.