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Ted101

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Coalitions and Shattered Retreat are both easily removable and are easy to tweak. Simply go to defines.lua and open it with notepad (notepad++ preferably).

Change the 1 to 0 in the following lines:
LEAVE_COALITION_INTERACTION_ENABLED = 1,
START_COALITION_INTERACTION_ENABLED = 1,
SHATTERED_RETREAT_ENABLED_COMBAT = 1,

This should completely remove both features from gameplay.

There are many other lines that affect both features. You can tweak the features however you want without removing them. For example, you can lower the speed of the Shattered Retreat. It is currently set to 1.3. Changing it to 1 will make Shattered Retreats the same speed as normal armies.

Here are all the ways you can change Shattered Retreat to suit your preferences:
SHATTERED_RETREAT_ENABLED_COMBAT = 1, -- Enables shattered retreat for combat if set to 1
SHATTERED_RETREAT_ENABLED_SIEGE = 0, -- Enables shattered retreat for sieges if set to 1
SIMPLE_RETREAT_ENABLED_SIEGE = 0, -- Enables simple retreat for sieges if set to 1

SHATTERED_RETREAT_MOVEMENT_MULTIPLIER = 1.3,-- Multiplier of unit movement speed when shattered
SHATTERED_RETREAT_MORALE_MULTIPLIER = 1.5, -- Multiplier of morale regain when shattered

SHATTERED_RETREAT_PREFERRED_PROVINCES = 4, -- Units will try to move at least this many provinces away in shattered retreat
SHATTERED_RETREAT_MAX_PROVINCES = 10, -- Units can not move longer than this many provinces during a shattered retreat
SHATTERED_RETREAT_DISTANCE_MULTIPLIER = -2, -- Multiplier for distance after the SHATTERED_RETREAT_PREFERRED_PROVINCES first provinces when evaluating retreat provinces
SHATTERED_RETREAT_OWN_UNIT_MULTIPLIER = 0.1, -- Multiplier of own units in province when evaluating retreat provinces
SHATTERED_RETREAT_WAR_FRIEND_UNIT_MULTIPLIER = 0.05, -- Multiplier of war friend units in province when evaluating retreat provinces
SHATTERED_RETREAT_ENEMY_UNIT_MULTIPLIER = -0.3, -- Multiplier of war friend units in province when evaluating retreat provinces
SHATTERED_RETREAT_NEIGHBOUR_UNIT_MULTIPLIER = 0.3, -- Multiplier for all unit bonuses/penalties in neighbouring provinces when evaluating retreat provinces
SHATTERED_RETREAT_OCCUPIED = -20, -- Added for occupied provinces when evaluating retreat provinces
SHATTERED_RETREAT_OWN_REALM = 200, -- Added for own realm controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_OWN_CAPITAL = 30, -- Added for own realm controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_WAR_FRIEND = 150, -- Added for war friend controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_ENEMY = -250, -- Added for enemy controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_SAME_RELIGION = 30, -- Added for same religion controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_SAME_CULTURE = 10, -- Added for same culture controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_SAME_GOVERNMENT = 15, -- Added for same government controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_RANDOM = 10, -- Added random factor when evaluating shattered retreat provinces
MERCENARY_CREATE_LEVY_RATIO = 0.25, -- Amount of max levies used to calculate the maximum size of non-nomadic dynamic mercenaries.

And for Coalitions:
COALITION_JOIN_THRESHOLD = 110, -- AI will join a coalition if the coalition score is above this value
COALITION_LEAVE_THRESHOLD = 70, -- AI will leave a coalition if the coalition score is below this value
COALITION_TROOP_STRENGTH_THREAT_RATIO = 0.8, -- AI will consider a realm to be a threat if it has a valid CB against you and the AI is this much smaller in army strength
COALITION_PROVINCE_THREAT_RATIO = 0.2, -- AI will consider a realm to be a threat if the AI is this much smaller in number of provinces, regardless of CB's
COALITION_TROOP_STRENGTH_PROTECTION_RATIO = 0.7, -- AI will consider a coalition to need assistance if a member is of your religion/culture/dynasty and the target is not, and the coalition is this much smaller in army strength
COALITION_PROVINCE_MULTIPLIER = 1.0, -- Multiplier of realm provinces, added to coalition score
COALITION_INFAMY_MULTIPLIER = 4.0, -- Multiplier of realm infamy, added to coalition score
COALITION_DISTANCE_MULTIPLIER = -1.1, -- Multiplier of distance between two rulers, added to coalition score
COALITION_SMALL_THREAT_MULTIPLIER = 0.6, -- Multiplier to the entire coalition score for small nations target has no CB on
START_COALITION_INTERACTION_MONEY = 0,
START_COALITION_INTERACTION_PIETY = 0,
START_COALITION_INTERACTION_PRESTIGE = 0,
START_COALITION_INTERACTION_THRESHOLD_FOR_NO = 0,
START_COALITION_INTERACTION_THRESHOLD_FOR_YES = 0,
START_COALITION_INTERACTION_MUST_HAVE_COST = 0, -- Is having prestige/piety >= cost required for this action?
START_COALITION_INTERACTION_ENABLED = 1, -- Should this action be used at all?

LEAVE_COALITION_INTERACTION_MONEY = 0,
LEAVE_COALITION_INTERACTION_PIETY = 0,
LEAVE_COALITION_INTERACTION_PRESTIGE = 0,
LEAVE_COALITION_INTERACTION_THRESHOLD_FOR_NO = 0,
LEAVE_COALITION_INTERACTION_THRESHOLD_FOR_YES = 0,
LEAVE_COALITION_INTERACTION_MUST_HAVE_COST = 0, -- Is having prestige/piety >= cost required for this action?
LEAVE_COALITION_INTERACTION_ENABLED = 1, -- Should this action be used at all?
COALITION_INFAMY_LIMIT = 25, -- The amount of provinces in a realm that is needed for beeing a valid target of a coalition
COALITION_SIZE_RATIO = 0.9, -- Realms larger than the target * COALITION_SIZE_RATIO are not allowed in a coalition

And for anyone who doesn't know, defines.lua is found at C:\Program Files (x86)\Steam\steamapps\common\Crusader Kings II\common

None of these changes are Iron Man Compatible
 
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Coalitions and Shattered Retreat are both easily removable and are easy to tweak. Simply go to defines.lua and open it with notepad (notepad++ preferably).

Change the 1 to 0 in the following lines:
LEAVE_COALITION_INTERACTION_ENABLED = 1,
START_COALITION_INTERACTION_ENABLED = 1,
SHATTERED_RETREAT_ENABLED_COMBAT = 1,

This should completely remove both features from gameplay.

There are many other lines that affect both features. You can tweak the features however you want without removing them. For example, you can lower the speed of the Shattered Retreat. It is currently set to 1.3. Changing it to 1 will make Shattered Retreats the same speed as normal armies.

Here are all the ways you can change Shattered Retreat to suit your preferences:
SHATTERED_RETREAT_ENABLED_COMBAT = 1, -- Enables shattered retreat for combat if set to 1
SHATTERED_RETREAT_ENABLED_SIEGE = 0, -- Enables shattered retreat for sieges if set to 1
SIMPLE_RETREAT_ENABLED_SIEGE = 0, -- Enables simple retreat for sieges if set to 1

SHATTERED_RETREAT_MOVEMENT_MULTIPLIER = 1.3,-- Multiplier of unit movement speed when shattered
SHATTERED_RETREAT_MORALE_MULTIPLIER = 1.5, -- Multiplier of morale regain when shattered

SHATTERED_RETREAT_PREFERRED_PROVINCES = 4, -- Units will try to move at least this many provinces away in shattered retreat
SHATTERED_RETREAT_MAX_PROVINCES = 10, -- Units can not move longer than this many provinces during a shattered retreat
SHATTERED_RETREAT_DISTANCE_MULTIPLIER = -2, -- Multiplier for distance after the SHATTERED_RETREAT_PREFERRED_PROVINCES first provinces when evaluating retreat provinces
SHATTERED_RETREAT_OWN_UNIT_MULTIPLIER = 0.1, -- Multiplier of own units in province when evaluating retreat provinces
SHATTERED_RETREAT_WAR_FRIEND_UNIT_MULTIPLIER = 0.05, -- Multiplier of war friend units in province when evaluating retreat provinces
SHATTERED_RETREAT_ENEMY_UNIT_MULTIPLIER = -0.3, -- Multiplier of war friend units in province when evaluating retreat provinces
SHATTERED_RETREAT_NEIGHBOUR_UNIT_MULTIPLIER = 0.3, -- Multiplier for all unit bonuses/penalties in neighbouring provinces when evaluating retreat provinces
SHATTERED_RETREAT_OCCUPIED = -20, -- Added for occupied provinces when evaluating retreat provinces
SHATTERED_RETREAT_OWN_REALM = 200, -- Added for own realm controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_OWN_CAPITAL = 30, -- Added for own realm controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_WAR_FRIEND = 150, -- Added for war friend controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_ENEMY = -250, -- Added for enemy controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_SAME_RELIGION = 30, -- Added for same religion controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_SAME_CULTURE = 10, -- Added for same culture controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_SAME_GOVERNMENT = 15, -- Added for same government controlled provinces when evaluating retreat provinces
SHATTERED_RETREAT_RANDOM = 10, -- Added random factor when evaluating shattered retreat provinces
MERCENARY_CREATE_LEVY_RATIO = 0.25, -- Amount of max levies used to calculate the maximum size of non-nomadic dynamic mercenaries.

And for Coalitions:
COALITION_JOIN_THRESHOLD = 110, -- AI will join a coalition if the coalition score is above this value
COALITION_LEAVE_THRESHOLD = 70, -- AI will leave a coalition if the coalition score is below this value
COALITION_TROOP_STRENGTH_THREAT_RATIO = 0.8, -- AI will consider a realm to be a threat if it has a valid CB against you and the AI is this much smaller in army strength
COALITION_PROVINCE_THREAT_RATIO = 0.2, -- AI will consider a realm to be a threat if the AI is this much smaller in number of provinces, regardless of CB's
COALITION_TROOP_STRENGTH_PROTECTION_RATIO = 0.7, -- AI will consider a coalition to need assistance if a member is of your religion/culture/dynasty and the target is not, and the coalition is this much smaller in army strength
COALITION_PROVINCE_MULTIPLIER = 1.0, -- Multiplier of realm provinces, added to coalition score
COALITION_INFAMY_MULTIPLIER = 4.0, -- Multiplier of realm infamy, added to coalition score
COALITION_DISTANCE_MULTIPLIER = -1.1, -- Multiplier of distance between two rulers, added to coalition score
COALITION_SMALL_THREAT_MULTIPLIER = 0.6, -- Multiplier to the entire coalition score for small nations target has no CB on
START_COALITION_INTERACTION_MONEY = 0,
START_COALITION_INTERACTION_PIETY = 0,
START_COALITION_INTERACTION_PRESTIGE = 0,
START_COALITION_INTERACTION_THRESHOLD_FOR_NO = 0,
START_COALITION_INTERACTION_THRESHOLD_FOR_YES = 0,
START_COALITION_INTERACTION_MUST_HAVE_COST = 0, -- Is having prestige/piety >= cost required for this action?
START_COALITION_INTERACTION_ENABLED = 1, -- Should this action be used at all?

LEAVE_COALITION_INTERACTION_MONEY = 0,
LEAVE_COALITION_INTERACTION_PIETY = 0,
LEAVE_COALITION_INTERACTION_PRESTIGE = 0,
LEAVE_COALITION_INTERACTION_THRESHOLD_FOR_NO = 0,
LEAVE_COALITION_INTERACTION_THRESHOLD_FOR_YES = 0,
LEAVE_COALITION_INTERACTION_MUST_HAVE_COST = 0, -- Is having prestige/piety >= cost required for this action?
LEAVE_COALITION_INTERACTION_ENABLED = 1, -- Should this action be used at all?
COALITION_INFAMY_LIMIT = 25, -- The amount of provinces in a realm that is needed for beeing a valid target of a coalition
COALITION_SIZE_RATIO = 0.9, -- Realms larger than the target * COALITION_SIZE_RATIO are not allowed in a coalition

And for anyone who doesn't know, defines.lua is found at C:\Program Files (x86)\Steam\steamapps\common\Crusader Kings II\common

Are these changes ironman compatible?
 

hackera88

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Shattered retreat is removed but the casulties are still crazy with my army of 10k against less than 2k in a battle the casulties are around 200-300 and I have to fight them 100000 times to destroy them.
 
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Summercat

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Shattered retreat is removed but the casulties are still crazy with my army of 10k against less than 2k in a battle the casulties are around 200-300 and I have to fight them 100000 times to destroy them.
So, just like before?
 

hackera88

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So, just like before?
Nope, now its terrible, the rate of casulties is ridiculous and the warscore by battles is so low that sieging everything is now the fast way to win a war.

Imagine if real history operated that way:

Aftermath of the battle of hasting:
Marshall:Sir, we've won the battle
William:Good, are they ready to surrender?
Marshall:Ofcourse not, we only killed like 400 of them, and the warscore is 4%
William:Hmm, thats harder than I expected but lets kill the rest of them.
Marshall:We cant sir, the saxon army is now teleporting to Scotland and we cant touch them, maybe siege some holdings and wage the war for more 10 years and we might win sir.
William:Screw you guys, I am going home...
 
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zbyrne

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Nope, now its terrible, the rate of casulties is ridiculous and the warscore by battles is so low that sieging everything is now the fast way to win a war.

Imagine if real history operated that way:

Aftermath of the battle of hasting:
Marshall:Sir, we've won the battle
William:Good, are they ready to surrender?
Marshall:Ofcourse not, we only killed like 400 of them, and the warscore is 4%
William:Hmm, thats harder than I expected but lets kill the rest of them.
Marshall:We cant sir, the saxon army is now teleporting to Scotland and we cant touch them, maybe siege some holdings and wage the war for more 10 years and we might win sir.
William:Screw you guys, I am going home...

See funnily enough, open battles were relatively rare in many conflicts, because they were far too risky. Sieges and taking and holding key castles was the way to win wars. So on the one hand they've made it more realistic, by making sieges more important, but on the other hand, have taken away the decisiveness of pitched battle, which as you point out above, a single major victory could win a war outright.

I understand what they have done from a game point of view - but that said the current balance is all wrong. Perhaps you should lose less men, so as not to completely remove your chances, but the war score should be much higher from open battle - because they should be more risky and unpredictable. So in a war, there might be one or two battles, albeit it, not with huge losses. Capturing key castles is also necessary, but you do not have to capture an entire realm.
 
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Tapio

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Only place I really hate shattered retreat so far is while raiding as Norse. I can't retreat to my boats from battle like I used to, instead my raiders retreat from Breton lands to France and make their troops also hostile.
 
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Pzt_Kami

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Thanks for the guide :) However as I'm a noob in technical things ,How can I return back to the previous version of the game? I really don't like anything offered by this new patch !

Thank you
 

frgo

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I sometimes wonder if they ever actually play their own games.


The worse is that they have worked on coalition in EUIV. If i take rich city of the north of Italy, yes i will face an imperial coalition + Spain + France, etc but the Ming, the Persian, etc. will say nothing
In CK2 as the roman emperor you decide to retake greek country in Anatolia and you take a coalition from Wales to India...
 
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