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Arko

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pagans don't use random coa in latest version when it should (using Arkopack).

religion file indeed shows "pagan_group = {
has_coa_on_barony_only = yes"
when it should be "= no"
 
Last edited:

mlsmith45

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Regarding taking away de jure kingdoms, that's actually impossible I'm afraid. Every duchy must have a de jure kingdom or the game will crash. However, you're definitely not locked into creating any de jure kingdoms. The 'Form a New Kingdom' decision will allow you to form your own kingdom, and make it de jure based upon your territory, based upon your primary duchy title already.

That's too bad, I always thought it was just counties that had to be part of a duchy. But it's probably for the best since the AI wouldn't really do well without dejure kingdoms.

Another question: with the new world order, I didn't notice an option to get rid of republics, just getting rid of their kingdom level title. Will that have a similar effect? I found with the old shattered balance, they would conquer a lot of counties before other realms grew big enough to defend against them.
 

zijistark

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Another question: with the new world order, I didn't notice an option to get rid of republics, just getting rid of their kingdom level title. Will that have a similar effect? I found with the old shattered balance, they would conquer a lot of counties before other realms grew big enough to defend against them.

If you choose not to spare merchant republics, it should destroy both their kingdom (if any) and duchy titles (all titles above count-tier), which renders them no longer a merchant republic (without access to any of the merchant republic CBs, trade posts, or any of that stuff). They'll still be a lord mayor, though.

NWO doesn't currently include the Shattered Balance option of turning republican and theocratic counties feudal where possible.
 

eranam

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Why, exactly, does the AI get to only need 200 prestige in order to raise tribal units, as opposed to the player's 500? It makes little sense, as it's not even documented (allowing for bad surprises during games) and it makes the game far harder for tribal players surrounded by other aggressive tribes, who get a huge advantage.
 

Chopy

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Why, exactly, does the AI get to only need 200 prestige in order to raise tribal units, as opposed to the player's 500? It makes little sense, as it's not even documented (allowing for bad surprises during games) and it makes the game far harder for tribal players surrounded by other aggressive tribes, who get a huge advantage.

+1 . I am all for difficulty and "hardcore" gameplay , but this is a tad too much :D
 

zijistark

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Yeah, it will be disabled again, as in vanilla, in the EMF beta tomorrow or tonight. That said, only allowing players to spend prestige for event troops really does seem ... lame. I could give the AI no advantage in cost and keep it enabled, but I think that players would still be unpleasantly surprised by 2500-stacks popping-up (just fewer), although they should expect as much since they can do the same thing.

EDIT: As to why I gave them reduced prestige cost compared to the player in the first place, my reasoning was that it had been disabled in vanilla for the AI because the AI will always spend all of its prestige (lack of prestige-spending reasoning). Thus, I cut their cost. It only occurs to me now that the AI would presumably just still spend all of its prestige (but get more troops for it), assuming they had a lot of it.
 

Ganegrei

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(EMF+SWMH) Starting forces of the Normans, Saxons, and Norwegians in the Stamford Bridge start rebalanced.

Have not had a chance to load up any of those factions. What is the balance like now?
 

zijistark

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(EMF+SWMH) Starting forces of the Normans, Saxons, and Norwegians in the Stamford Bridge start rebalanced.

Have not had a chance to load up any of those factions. What is the balance like now?

More balanced than it was. It's pretty random, though (depends upon a lot of randomized factors such as starting tech, building creation randomization, and randomized martial values of barons).
 

kyzer

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Yeah, it will be disabled again, as in vanilla, in the EMF beta tomorrow or tonight. That said, only allowing players to spend prestige for event troops really does seem ... lame. I could give the AI no advantage in cost and keep it enabled, but I think that players would still be unpleasantly surprised by 2500-stacks popping-up (just fewer), although they should expect as much since they can do the same thing.

EDIT: As to why I gave them reduced prestige cost compared to the player in the first place, my reasoning was that it had been disabled in vanilla for the AI because the AI will always spend all of its prestige (lack of prestige-spending reasoning). Thus, I cut their cost. It only occurs to me now that the AI would presumably just still spend all of its prestige (but get more troops for it), assuming they had a lot of it.

I like the AI being able to have the same advantage as the player. Makes it more interesting.
 

zijistark

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Last edited:

eranam

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Arko

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Module combinations/versions (version.txt)? Have you checked the game cache integrity via Steam? When exactly do you get the runtime error? Have you tried disabling Arko Interface (only thing that I can think of that might cause an error on some setups before the loading screen shows)?

That IS confusing.
Arkopack interface just loads fine, standalone or in various HIP combo i tested.
 

Arko

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Those k_dyn_number titles are actually a bit of a mystery. They're actually (I think) the result of a temporary revolt title somehow not being destroyed properly when a revolt ends due to some sort of special circumstances (e.g., the liege's title is destroyed somehow in the middle of the revolt or something like that)-- something that prevents the engine from being able to do proper revolt title cleanup (reassign all revolter vassals and the revolt leader back to being vassals of the liege, destroy the temporary revolt title). I've never actually seen it myself, and your report of it counts as only the second I've heard. However, I'm sure something is amiss in the revolt code; I'm not sure if it's vanilla or something that we're doing (probably vanilla, since vanilla reports of the same thing exist).

A Kingdom of Dumiyat would definitely be an AI custom-created kingdom title, though. Damn, that AI had to have mad prestige.

I've seen three examples of the k_dyn title outside of HIP and they were all exactly where custom kingdoms had been beforehand. Seems like a bit more than a coincidence. We'll probably need Paradox to fix it tho
 

EmperorG

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I've seen three examples of the k_dyn title outside of HIP and they were all exactly where custom kingdoms had been beforehand. Seems like a bit more than a coincidence. We'll probably need Paradox to fix it tho

Actually K_dyn is what happens when a Custom Kingdom no longer exists, had three of them too (Kingdom of suenik which butchered the caucusus, Shahdom of Khiva which butchered Persia [It was split into three blobs which made it even uglier] and took half of the other Kingdom of Khiva's lands , and Sultanate of Tarraco which took all of Aragon and Navarra plus 1 duchy from Aquitaine [It was the only one that didn't look atrocious on the map]) And good lord its been an utter pain to restore those regions back to their original dejure kingdoms. Please for the love of all that is holy disable that decision! Or at least give us the option to stop the AI from using it. It makes the dejure map so damn ugly because A) the AI is horrible at making nice borders and B) once those kingdoms crumble ugly white patches of K_dynasty48956578619646 shows up everywhere.
 

zijistark

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I've seen three examples of the k_dyn title outside of HIP and they were all exactly where custom kingdoms had been beforehand. Seems like a bit more than a coincidence. We'll probably need Paradox to fix it tho

Actually K_dyn is what happens when a Custom Kingdom no longer exists, had three of them too (Kingdom of suenik which butchered the caucusus, Shahdom of Khiva which butchered Persia [It was split into three blobs which made it even uglier] and took half of the other Kingdom of Khiva's lands , and Sultanate of Tarraco which took all of Aragon and Navarra plus 1 duchy from Aquitaine [It was the only one that didn't look atrocious on the map]) And good lord its been an utter pain to restore those regions back to their original dejure kingdoms. Please for the love of all that is holy disable that decision! Or at least give us the option to stop the AI from using it. It makes the dejure map so damn ugly because A) the AI is horrible at making nice borders and B) once those kingdoms crumble ugly white patches of K_dynasty48956578619646 shows up everywhere.

Hmm. Well, if it's just as simple as disabling custom kingdoms for the AI, then that's a relief. As you say, the AI really makes a mess of the map when it creates custom, partially de jure titles anyway. I'll just disable this for the AI in the EMF beta then.
 

IoannesBarbarus

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Hmm. Well, if it's just as simple as disabling custom kingdoms for the AI, then that's a relief. As you say, the AI really makes a mess of the map when it creates custom, partially de jure titles anyway. I'll just disable this for the AI in the EMF beta then.

My only experience with AI custom kingdoms was a Kingdom of the Teutonic Order (in vanilla), back before instant de jure drift. It was almost done drifting a handsome chunk of Poland/Bohemia/Hungary before I stopped playing that game. The succession obviously got sort‑of mangled, being different from that of the proper Teutonic Order, but it was still really cool and fairly historical.