I've restored byzantine empire as Komnenos but it seems I can't give out viceroyalties. Are they removed?
We use our own system for viceroyalties. If your government is Imperial (it should be), then all Imperial vassals are effectively "viceroyalties" in the sense that you have free revoke on duke or above, free vassal revoke, and when they die you get an event deciding whether to accept their successor or not.I've restored byzantine empire as Komnenos but it seems I can't give out viceroyalties. Are they removed?
Is it just me or do rulers declare tributary wars a lot more on this new update? Been a while since I played though, might be misremembering, but in my current game pretty much every king level title has ~2 tributaries 50 years in.
Highlights being the Spanish Catholic kings making the Islamic rulers their tributaries (so no other kind of war is really happening down there).
Yeah, seeing the same in my campaign. Plus, if a war is scrappy and the same province trades hands a few times it gets destroyed to the ground very quickly. Might be realistic, but the AI doesn't seem to be able to cope long-term.Has anyone else noticed that building destruction due to sieges might be scaled too high? Doesn't seem like the AI is capable of building anywhere as even occasional wars eat away all the upgrades. The mighty Theodosian walls don't seem to stand so mighty after a couple decades of running the game, and my active raiding seems to eat away kingdoms pretty much anywhere I choose to land.
Yeah, seeing the same in my campaign. Plus, if a war is scrappy and the same province trades hands a few times it gets destroyed to the ground very quickly. Might be realistic, but the AI doesn't seem to be able to cope long-term.
As an example, the capital holding of England has literally just a level 1 Barracks in it. Most capitals in Spain are also the same, some actually having nothing built in them ~70 years in from the 1066 bookmark.
This building destruction on siege thing seems to be a pretty big issue, even if my first playthrough was a bit of an outlier considering I had Expanded Trade enabled and the AI focuses on the trade post quite heavily if they have one.
I really like the idea, though finding a reasonable middle ground seems kinda hard after messing around with the values for the event for a bit (plus testing it is also hard as you need games to run for a while to see ramifications). For now I've completely disabled (hopefully?) the feature by deleting the events.
Events are emf_siege.200 and emf_siege.201 in the file named the same (emf_siege).
Ok, I suppose it's time to drop a bug report in case the team does not read this thread actively.Can confirm this issue https://imgur.com/a/SFFvKeV
This building destruction on siege thing seems to be a pretty big issue, even if my first playthrough was a bit of an outlier considering I had Expanded Trade enabled and the AI focuses on the trade post quite heavily if they have one.
I really like the idea, though finding a reasonable middle ground seems kinda hard after messing around with the values for the event for a bit (plus testing it is also hard as you need games to run for a while to see ramifications). For now I've completely disabled (hopefully?) the feature by deleting the events.
Events are emf_siege.200 and emf_siege.201 in the file named the same (emf_siege).
Maybe the event could add a province modifier to reduce building cost after destroying buildings. You're re-using what's left of the previous building, so you don't need as many building supplies.Yea buildings are a bit too expensive and a ton of provinces being sieged down is a bit too common in CK2 for that event to have such high values.
Am I the only one getting a “End of an Empire” event spam? It’s not stopping
apparently killing the empire's ruler via cheat is the only way to end this event spamming atmYeah, I'm having this problem too. Seems like when Nomads get down small enough it starts to spam it.