• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
Just thought you might all be interested in seeing the complete change log that I've been assebling for all changes made since the 1.04a patch. It's so long that I've had to break it up into several posts. :eek: :cool:

---------------------------------------------------------------------
--------------------------------------------------------------------
----------- CHANGES SINCE PUBLIC RELEASE 1.04a ---------------------
--------------------------------------------------------------------
--------------------------------------------------------------------

-----------------------------------
------- GAME PLAY/BALANCE ---------
-----------------------------------
  • A ruler can now press the claims of vassals, if the ruler lacks a claim of his own and there is a vassal fighting the same enemy with a claim.
  • A ruler can now press the claims of courtiers, if the ruler lacks a claim of his own and there are no vassal fighting the same enemy with claims.
  • Lower tier rulers will now also make peace with an enemy when their liege does.
  • You now get a truce with the ruler of any country you arrange a marriage with.
  • Powerful rulers now have a lot easier to get marriage proposals accepted.
  • The AI is now much more likely to ally with someone if he's married to his dynasty or reversed.
  • AI is now a lot less likely to marry away someone that has an important position in their realm.
  • Independent AI dukes and counts will now pledge allegiance to the rulers of their "default" kingdoms and duchy's if that ruler does not have a too horrid reputation.
  • It is now possible to re-create a fallen title IF you control one of its provinces and have a claim on the old title.
  • Its now possible to create titles even if your vassals control all the land.
  • Its no longer possible to destroy a kingdom completely when you take their demense and they still have vassals.
  • Newly joined vassals will now start with maximum loyalty.
  • Vassals becoming independent because they disagree on religion get a claim before leaving.
  • Vassals should now also get truces with everyone when you sign peace.
  • It should no longer be possible to become at war with one-self.
  • AI will no longer waste prestige on claiming titles currently held by religious enemies.
  • Improved AI for assigning court positions.
  • Female Courtiers should no longer lose their positions when they get married.
  • Only unmarried adult males with no court position or military command in the court of the papal controller may now become bishop.
  • Excommunicated and Heretics are no longer even considered for Papacy or Bishoprics.
  • The Pope can never inherit any titles anymore.
  • The pope now gains as much prestige each month as the papal controller does in the monthly increase.
  • Province converting to Islam or Paganism are now losing all their catholic religious buildings (the non-catholic AI cannot construct them)
  • Split up a lot and revised the default setup of the Eastern Kingdoms to balance them.
  • made some fairly significant tweaks to base combat values and made a variety of small tweaks to the effects of the combat advances. This should greatly reduce the vast differences between early tech levels but is likely to require some further tweaks to achieve an appropriate balance.
  • Interesting things may happen now in the succession of certain Moslem-ruled demesnes. This could cause a temporary shift of their succession laws and may (should!) tend to break up their realms to a degree before a more appropriate inheritance law is re-instituted. Granted, it isn't 100% historical but it better simulates the situation in that era - and gives the Iberian Chritians, in particular, a better chance of survival. Note that assassinating a powerful Moslem ruler may no longer be the best strategy since this by-passes this chance.
  • The AI will no longer grab titles and focus on fighting other christians when there are moslems nearby.
  • The AI will no longer pledge allegiance to a ruler with less prestige than themselves, nor to anyone they have fought a war with.
  • The AI will now give out ducal titles as well.
  • The AI is less likely to revoke titles when vassals are disloyal.
  • Losses are now displayed in the combat-result window.
  • Tweaked the amount of females being born down slightly.
  • Laws of the liege is now taken into account on the loyalty effect instead of the characters own law.
  • Intrigue instead of stewardship is now determining the demesne size.
  • Byzantine bonus on max-demense size is now x2 instead of +10.
  • Martial stat of the ruler now affects the speed with which troops are recruited. (5 is the base value.)
  • AI: Rewrote assignment of ducal titles, to only give duchies to vassals with a province in that area already.
  • AI: Learned to offer peaces in some instances when it had completely locked up.
  • naval movement takes a little longer and costs a bit more now
  • vassals that are a considerable distance from their liege's demesne capital now have a chance of declaring independence (via intrigue event) unless liege has excellent stats or vassal has poor stats.
  • Increased the male ratio of random courtiers severly.
  • The marshals martial stat now helps with the recruit speed as well.
  • Difficulty no longer affects max-size of regiment, but instead the speed of recruitment.
  • Removed tax-rate effect on regiment sizes.
  • A character may now only have one alliance (same rules as before as to who may ally, etc.).
  • AI learned to mobilize more of its realms troops at need.
  • AI is now more likely to honor mobilization requests, especially from other ai rulers.
  • Improved some aspects of the military AI for it to fight some battles more focused.
  • Regiment commanders of another religion that its ruler will no longer become vassals of the ruler when taking a province, but the province becomes the rulers directly.
  • Only rulers can be excommunicated by the Pope now (by the papal controller...events can still excommunicate a non-ruler).
  • Reduced probability of lieges involving themselves in inter vassal wars, to depend much more on reputation and loyalty.
  • A liege with royal prerogatory law will always involve himself in vassal wars.
  • Reduced the frequency of females being generated as random courtiers.
  • Sieges and occupations are no longer reset if a ruler dies in a war.

-----------------------------------
------------ CRUSADES ------------
-----------------------------------
  • Coded a cyclical targeted crusade system.
  • Scripted Crusade events for Jerusalem, Antioch, Cairo, Tunis, Byzantium (if it falls), Roma (if it falls),Sicily, Cordoba, Toledo, Lisboa, Valencia, Cadiz & Burgos. Note: these will require significant balancing based on feedback from the public beta – I have scripted them based on some quick calculations and, given the time available, could only use approximate guess-timates!...MrT
  • Lots of crusade flavour events to follow, based on great suggestions from public discussion thread!
  • Naval transports to religious enemies is now 5 times as expensive unless a crusade is going on in that region.
  • Increased the likelihood of major AI kingdoms crusading.
  • Added undocumented "type = papacy" condition to the event_effects file.
  • Added a "province" condition for character events to check on a specific province owner’s religion. (for use with new crusade events…see events in the 1500-1999 range for examples)
  • Added a target condition to check which crusades-target currently is active.
  • Added a condition which returns true if character is at war with the owner of the current crusade target.
    example: condition = { type = on_crusade }
  • The crusades message will now appear whenever a new crusade is called.
  • Added a set of province conversion events that will make it somewhat likely that you will be able to convert captured provinces in the crusade target and regional modifiers list while you are crusading. (special thanks to Ilkhod and Byakhiam for doing the bulk of the
    scripting!)
  • Independent rulers can't call a crusade if they are excommunicated, heretics, or sceptical
  • Tweaked ai_chance for some crusade events.
  • Added the first in a series of Holy Land flavour events (some free crusading troops)
  • Added a series of court purge events for Catholic rulers harbouring non-Christians in their courts
  • Added the first in a series of Spanish reconquista flavour events (some free crusading troops)
  • Added a series of court purge events for Catholic rulers harbouring non-Christians in their courts
  • Added the first in a series of general crusade flavour events (some free crusading troops and leaders)
  • added some possibilities of traits being added when calling crusades, calling them off, or mandating that they should be continued.
  • added an event to end a crusade if the Papacy ceases to exist
  • tweaked some crusade mtth values for balance
  • tweaked mtth and ai_chance values for abandonning crusades so they aren't quite as endless
  • tweaked mtth for ending crusades with target captured
  • added a condition that prevents a new crusade from being called to anywhere other than Rome if the Papacy doesn't exist
  • revised crusades notifier text for the history log
  • changed the Egyptian region crusade target from Cairo to Alexandria (by popular demand)
  • Jerusalem, Antioch and Alexandria crusades are now far more likely to occur before any of the others (unless Rome falls)
  • If Byzantium falls to heathens, a crusade is far more likely to be called than before
  • Iberian crusades are now weighted and given priority by geographic location (Burgos>Toledo>Cordoba>Valencia>Lisboa>Cadiz)
  • Iberian crusades are far more likely to be called by rulers with Castillan or Catalan culture
  • missing modifier for chaplain_csc condition fixed
  • an extraneous bit of mysterious script was purged
  • the determination as to who will call a crusade is now correctly weighted (it will look strange, but it's correct!)
  • the frequency of a crusade starting is now correctly balanced
  • fixed a minor script error in a couple of the free troops events
  • added a couple new general conversion events for crusade periods
  • added a Moslem counter-conversion event for the crusade period
  • tweaked crusade events to make it considerably less likely that a crusade will be called before 1075
  • it is now very likely that a crusade to the Holy Land will be called first (c. 1075-1085)
  • tweaked Iberian crusade events to reduce likelihood of a crusade being called before 1150
  • it is now very likely that the Reconquista will begin somewhere between 1150 and 1200 unless another crusade is already active during that period
  • further tweaked to reduce relative likelihood of a Palermo crusade (was a bit too frequent)
  • further balancing of the crusades to make it more likely that there will be some period of respite between them
  • counts will no longer initiate crusades (unless they are the PC)
  • dukes are now somewhat less likely to call a crusade
  • AI independent Catholic rulers (particularly kingdoms) will now be quite a bit more likely to involve themselves in a crusade unless already at war elsewhere.
  • AI Lieges will usually demand that their vassals join them when crusading or face the consequences (AI will generally agree to participate)
  • Rulers will sometimes gain additional free troops to assist them on crusades
  • non-Catholic vassals will no longer be asked by their liege to join a crusade (even if liege is Catholic)
  • the pope is now even less likely to declare war on the crusade target (to reduce chance of pope going solo vs moslems and losing Roma as a result). That's what he asks catholic monarchs to do for him.
  • The capture of Rome and removal of the pope by an Orthodox ruler will no longer result in a crusade being called against that ruler. That will be handled by a separate set of events (once I figure out how to script them). For now, Catholics will be remarkably unperturbed if this happens. The elimination of the Pope will still almost certainly trigger the end of any current crusade happening elsewhere.
  • Moslem rulers should now get some very active help from their vassals if at war with whoever currently owns a crusade target...
  • Independent rulers will now include national and/or cultural considerations when deciding whether to go crusading (to reduce the instances of dogpiling somewhat).
  • Independent rulers now pay differing degrees of attention to crusade targets depending on the target
  • Traditional kingdoms that were historically active in the crusades are now more likely to be active in them in the game
  • Crusaded expectations now slightly larger.
  • religious conversion of captured provinces in the crusade area have been toned down significantly
  • tweaked chance of independent Catholics DOWing crusade target owner downwards somewhat
  • reduced the rate at which vassals will jump into their liege's crusade
  • further tweaking to make Jerusalem crusade a little more probable.
  • further tweaking to make Antioch crusade a little more probable.
  • further tweaking to make Iberian crusades a little less quick to trigger during reconquista era, but extended the era by an extra 50 years
  • Tweaked religious conversion events during crusades to make them happen less often
  • During a crusade, if your court runs out of males you are *much* more likely to have a semi-suitable random marshal wander by and offer his services
  • Further tweaks made to the crusade "dog pile" rate and regional/national preferences thereof
  • The "war veteran wants to join your cause" event is now scaled to income instead of having a fixed ccost
  • With some considerable trepidation I have scripted a corresponding event for moslems to aggressively attack Christian who captures a crusade target (as long as the crusade hasn't ended yet). This will almost certainly need quite a bit of additional tweaking and balancing and could end up causing some problems with even more moslem armies trecking across Europe...Let's try it for a bit and see how it goes.
  • The Crusades won/lost message should now appear when a crusade ends depending if its new ruler is catholic or not.
  • Vassals of a human ruler will not jump into the crusades automatically (via event) any longer.
  • Vassals who renounce liege as a result of being called to join a crusade now get the chance of receiving several unfavourable traits but are no longer turned into bastards.
  • Made some tweaks to the Muslim counter-dogpile events
  • Vassals of a Muslim ruler will be a little slower than before in jumping to their liege's defense during a crusade
  • Religious conversions during crusades tweaked alot
  • Made lots more tweaks to the crusades (yeah...again...)
  • Reduced the piety/prestige gain from crusading.
  • Crusades will now be slightly faster to initiate in non-peak crusaading times than they were.
  • Religious conversions will be somewhat slower during the crusades.
  • Tweaked dogpile to be slightly slower for Christians and slightly more responsive from Muslims.
  • Religious orders (and the Pope) are a lot more likely to get free troops if they are actively crusading
  • Roving bands of volunteer Seljuks are now more likely to sign on for a campaign with Muslims defending themselves against crusaders, and the size of them is now somewhat larger than before.
  • Reduced cost of hiring the war veteran marshal in the crusade events.
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
-----------------------------------
-------------- EVENTS -------------
-----------------------------------
  • You should no longer get claims on the special religious tags from events.
  • Tweaked Thoughts and Religious Tech discovery.
  • Tweaked Thoughts and Religious Tech spread
  • Changed the trigger on completing education to aged 16 so the event can also double as a "time to get married" reminder to players
  • Added event for the Pope to discover the Religious Stringency tech even if the Pope AI doesn't research them.
  • Added events discovering the Religious Stringency/Flexibility tech even if they are not researched-
  • Large changes to provincial conversion events including removal of heresy from them.
  • Reduced frequency of provincial structure events.
  • Changed the event pictures for religious tech.
  • Added trigger for Clergy power event not to fire if province is heretic.
  • Tweaked the Religious Authority Strengthened / Religious Authority Decline / Religious Post-Crises Reform series.
  • Tweaked some courtier events triggers.
  • Added a new set of events for various Heresies.
  • added a new set of pagan events designed to help prop them up when being attacked and make them quite a bit harder to keep under control (except for the TO)
  • new set of events added that I am affectionately calling "The Masque of the Red Death" (a tribute to E.A. Poe). Try to resist the urge to peek at them.
  • added an interesting little province conversion event series for a court who has a chaplain who is a martial cleric or mastermind theologian
  • Added battle event 7059 - "A Nobleman Distinguishes himself in Battle"
  • made some major revisions to the Mongol Horde events to (perhaps) better model succession issues
  • simplified a couple of trigger verification in the regency events.
  • Tweaked event 1085 (vassal conversion)
  • Added a new set of events for the Chaplain.
  • Added a new trial event for Kinslayer character.
  • New set of events to recreate the Papacy implemented.
  • Tweak some modifiers to provincial conversions events.
  • Added bonus event creating a steward courtier under certain condition
  • Added a new set of events for flavour in the court.
  • Tweaked the frequency of CSC events.
  • tweaked some crusade mtth values for balance
  • tweaked mtth and ai_chance values for abandonning crusades so they aren't quite as endless
  • tweaked mtth for ending crusades with target captured
  • added a condition that prevents a new crusade from being called to anywhere other than Rome if the Papacy doesn't exist
  • removed event 9115 to prevent odd situation of someone being excommunicated for retaking Rome if it has fallen into heathen hands and the Papacy has been removed.
  • tweaked effect of event 9116 to make it considerably less appealing for someone to *not* re-create the Papacy in Rome if/when the opportunity arises.
  • tweaked mtth modifiers to make it a little less likely that a court officer will ask to change jobs (bepending on the job)
  • altered a few event effects that were giving multiple simultaneous province conditions (eg. struggline and prosperous at the same time)
  • changed the court purges event to send courtiers who are escorted out of your realm to the "none" court to eliminate the chance them from coming back or bouncing between neighbouring courts like a ping-pong ball.
  • added some missing event text (1904, 1905)
  • fixed incorrect event graphics call (apparition-->appearance)
  • fixed minor bug in lordship "Son revealed as bastard" event (prestige should be reduced, not increased)
  • tweaked Masque of the Red Death event healing effects
  • updated the pagan events to prevent revolt spam and piety exploit
  • added the first of a set of events relating to current realm laws (events designed by Secret Master - thanks!)
  • Added a condition which checks the number of courtiers in a ruler’s court eg. returns true if there are n or more adults in the court.
    example: condition = { type = court value = n }
  • Added undocumented "type = papacy" condition to the event_effects file.
  • Added a "province" condition for character events to check on a specific province owner’s religion. (for use with new crusade events…see events in the 1500-1999 range for examples)
  • Added a target condition to check which crusades-target currently is active.
  • Added a condition which returns true if character is at war with the owner of the current crusade target.
    example: condition = { type = on_crusade }
  • Added a new target for character-events, called "this" to allow to trigger further events for that character.
  • Added a new target for character-events, called "knight" which selects a random adult male in the court.
  • fixed a large number of character health event related bugs (generally faulty logic errors) discovered unexpectedly when modifying the file to do something else
  • Added a new set of events to make moslem and pagan realms that exceed their demesne limits have a good chance of imploding. Note that the mechanism involves changing the realm law to semi-salic gavelkind for a period of time. It is historically inaccurate but the only current means of achieving this effect. Once implosion has happened, the realm laws will be changed back to either semi-salic primo or semi-sali-consng depending on region. This will probably also result in some very odd looking moslem realms but should self-correct after a while. Would like lots of feedback from public beta on this!
  • removed a few nested random chance effects that we suspect were responsible for many of the CTDs
  • New "Knight" target documented in the event-effects file.
  • Added the 'crusade_target_owner' target condition for a character event. This targets the ruler of the owner of the crusade province. Use with caution!!!
  • Added a 'declare_war' effect. Only works properly against a ruler. Use with caution!!!
  • The remove-regiment effect now works properly.
  • made it impossible for a character with piety <= 0 to be cannonized
  • increased likelihood for a character with high piety to be cannonized
  • added retirement event to character_health that will help to prune courts of elderly characters with few redeeming values (should reduce CPU load and makae it a bit easier to find a suitable bride)
  • The chance of religious conversion is now somewhat affected by their province's regional historic trends
  • tweaked mtth and modifiers for religious and cultural conversion
  • tweaked mtth and modifiers for some illness events
  • tweaked mtth and modifiers for some character health events
  • did some major tweaking of pagan events based on public beta feedback
  • did some more tweaking to the Mongol Invasion events and adjusted event effects now that remove_regiments works properly
  • tweaked some values in the province power events
  • tweaked some values in the battle events
  • tweaked some values in the csc_events file
  • tweaked some values in the improvement events
  • tweaked some values in the province structure events
  • major tweaks to some values in the advances discovery events
  • major tweaks to some values in the advances spread events
  • tweaked some values in the eveil events series
  • made some tweaks to the random event-generated claims
  • fixed a missing picture on the pagan shrine event
  • added a miracle worker event that may cure war invalids (or kill them trying)
  • tweaked miracle worker event frequency somewhat
  • added court size modifiers to the generic courtier retirement event to reduce exploitiveness a bit
  • added a new set of intrigue events to stimulate some interesting activity (particularly in Byz. realm)
  • added an event to agressively purge the courts of the Catholic Orders of any non-Catholic characters (to reduce chance of one becoming the next GM)
  • further tweaking to crusade flavour events
  • adjusted frequency on courtier retirement event
  • tweaked independent rulers crusading to favour kings slightly more
  • tweaked counts to be slightly slower in responding to liege's crusade request than dukes are
  • The Mongol Hordes have a new set of dentures as apparently I pulled too many of their teeth in the last patch. Note that there is still a significant element of random chance involved in their size and subsequent volatility, thus it should come as no surprise that in some games they may prove to be nearly insurmountable while in others they may be fairly tame.
  • To compensate for this, the Ilkhanate now has a more friendly, pleasing colour on the map (by special request).
  • added some new intrigue events to ferment a bit of rebellion in the Byzantine empire if the Emperor is weak
  • added event to simulate border raids in the Byzantine Empire
  • fixed an event logic error (made it impossible to satisfy the trigger)
  • fixed an error in the intrigue events that could cause unnecessary loyalty issues to crop up with vassals
  • two more (minor) bugs have encountered the inevitable window of betatesters
  • saint event now removes cannonized trait
  • scum of the earth can no longer be cannonized upon death by illness
  • tweaked chance of succession nastiness in Moslem realms when ruler dies
  • child mortality rate has been tweaked a bit higher, and significantly higher if they are ill
  • Added 5 new character event effects that will appoint the character for whom the event is trigger to a specific court position. Format is: effect = { type = [spymaster/chaplain/marshal/chancellor/steward] }
  • Illusive Shadow trait attributes tweaked to reflect new realm importance of intrigue and remove martial penalty
  • cultural conversion event has been fixed and updated
  • major balance tweaks made to rate that moslem realms self-destruct
  • made major tweaks to reduce spawn rate of possible heirs during moslem self-destruction periods
  • made major regional tweaks to the degree to which the moslem realms will fracture during the self-destruct periods
  • made major regional tweaks to the rate at which moslem vassals will be interested in declaring independence during self-destruct periods
  • adjusted a few event options in the law series to prevent the same vassal receiving multiple identical effects (although it's possible that slight duplication could still happen on occasion)
  • provincial religious conversions (generic ones) have been toned down quite a bit unless as a result of spread from an adjacent province (which has been toned up a little)
  • the religious orders (TEMP, HOSP, TEUT) will now convert their subjects to Catholicism much more rapidly than anyone else during non-crusade periods
  • added some intrigue modifiers to the random events giving claims
  • coutier_events have now been updated to allow you to appoint a "better court officer" directly from the event (though you'll still pay a bit of gold to him as well so it pays to manage your court without event prompting)
  • evil events tweaked somewhat to reflect change to intrigue as a determining factor for max demesne size
  • powerful vassals of a generic liege with elective law may decide to get a bit feisty (intrigue events)
  • the intrigue events for Byzantine Empire rewritten with new logic chain and (we hope) less spam (note that in worst case there might be moments of event spam if things are going very badly)
  • Beware! At higher difficulty settings, the Byzantine Emperor may periodically find a knife in his back
  • there is now an event that will tend to try to form crusader states from Catholic gains made in the Holy Land.
  • Moslem vassals located in ahistoric regions are very likely to declare independence unless their liege is in the same region as they are.
  • large Moslem empires are likely to lose satelite vassals but should fracture somewhat less than they did with the previous patch
  • Moslem demesne breakup series now reflects intrigue as demesne max determining factor and will break up less if ruler intrigue is high
  • Trigger conditions of recreating papacy (if it ceases to exist) have been reorganised to somewhat reduce CPU load
  • Added an event to help replenish the papal court if it gets low on bishops
  • Added a new siege event to make it possible for a siege could end a little earlier...or get ugly.
  • English "melting pot" event updated to handle some culture changes, plus the mtth is now increased (changes should now happen in 20 to 75 years time).
  • New melting pot event added to handle conversion of Norwegian provinces in Scotland
  • Rather major reworking and tweaking done to heresy events to greatly reduce CPU load and also to assist AI in coping with them
  • Sacrificed a virgin and a few beers and made one more fix to cultural conversion event (9007). Hopefully the Gods will be appeased by this offering and will allow the event to finally WAD.
  • Certain moslem realms are now quite a bit less likely to break up during specific eras when they were historically strong; and are more likely to pull themselves back together if/when they do
  • Trouble for Byzantium made more common and harsher
  • All vassals breaking free from the Empire will now give a notification
  • North African and Middle East vassals breaking free should not be revasallized immidiately
  • Updated all character development events to take mother into consideration as well as father (HUGE thanks to richvh for his excellent work on this!)
  • revised triggers in steward, chancellor and chaplain events to be somewhat less CPU-intensive
  • Added a couple events that give Golden Horde and Ilkhanate neighbours something new (extra) to worry about.
  • Some moslem rulers will now receive periodic offers of assistance from regional warlords with archer_cav at their disposal.
  • Fixed some typos in the more recent event texts
  • The liege of a vassal who declares independence as a result of an event will now get a claim on all titles held by the departing vassal (just as he would if it happened via regular game code mechanics)
  • Tweaked MTTH of advance discovery events to allow many low level techs to be discovered a little more rapidly but higher level techs to be a little slower
  • Tweaked MTTH of advance spread events to allow somewhat more rapid spread of some low level techs
  • Bankruptcy events now reduce fortifications by one level instead of removing them entirely (reflects general reduction in state of repair rather than having a huge castle simply crumble into dust)
  • fixed a trigger in the illness events
  • fixed rather big scripting logic error in the intrigue vassal independence events (and Byakhiam has been slapped around a bit with a large wet salmon)
  • Tweaked AI chances a bit in Civil War series
  • Added new event to end revolts (thanks to The Phoenix for idea)
  • Fixed an issue with the new Horde raiding events
  • Tweaked start dates and mtth a little for the Hordes to expand the range a little
  • Added modifiers to tame down the Hordes a bit towards the end of the game
  • Added modifiers to avoid Horde breakup/internal nastiness towards the end of the game.
  • Made a few additional tweaks to the moslem breakup events
  • Bastards now have their own unique event to start off their education
  • Bastards have some special modifiers added to the finish education events if they possess an additional "tag trait"
  • You will see somewhat more bastards created during the game (apologies if they happen a little too often now and the mtth needs to be tweaked a bit)
  • Bastards will now play a somewhat more active role in court life - in some cases this will be good and in other cases... Once in a while a bastard event will trigger that branches out into several event chains. Resist the urge to look at them in advance and have some fun role-playing them. The event chains might result in a little bit of spam once in a while, but it's all in a good game-play cause. This is the first instalment of a larger planned set. Enjoy!
  • Event 6609 (vasal unhappy with your ruling laws) now has two possible actions for a liege to choose between
  • Applied a major rewrite to provincial cultural conversion event (9007) with kind thanks to richvh who wrote it
  • Updated the definition of "ruler_child" in the event effects.txt file
  • Updated the definition of "independence" in the event effects.txt file
  • Some new events to alter provincial power balance (idea from WanV)
  • Added new court flavour events, mainly to entertain human players without vassals
  • Added a 'type = pregnant' condition for character events.
  • Fixed the cost tooltip for usurping a title.
  • the effect type = set_to_realm_religion can now be used on non-rulers.
  • Muslim breakup events will now happen for vassals as well as rulers
  • Another large batch of new events added to the bastard event series. No peeking! Some very good effects may now occur if you have bastard children - particularly if you appoint them to court offices - although there are some new nastier ones too. You should be careful about promoting bastards to court positions (even though they're going to demand it!) if you have other sons who are legitimate and old enough to hold a position themselves...even if the bastard has better stats. Generally, your legitimate and illegitimate children will probably not like each other very much and this could lead to one or the other leaving court (whichever ones you neglect).
  • Some tweaks made to the existing bastard events
  • Some papal indulgence-peddling events have been added for unbelievers. Bankruptcy might be worth it...
  • Some new events added to help in situations where courts become excessively depleted
  • Childhood events completely revised
  • AI uses different childhood event than player
  • Others than ruler's children get childhood traits now
  • There is now a chance of inbreeding being discovered in children after their birth.
  • Some new flavour events added
  • Rebelling vassals get claims now in Byzantine Civil War
  • The "win siege" event is now limited only to rulers to prevent other regimental leaders (courtiers) from accidentally stealing sieges from their lieges and gaining the provinces for themselves.
  • Fixed a bug with event 8615 having an extra closing brace.
  • REM-ed out parts of 8625, 8651 and 8652 and their sub-trigger events, and adjusted %chance on ruler effects for the time being.
  • With some trepidation, the mtth for cultural conversion has been reduced. It would be really nice to have more than 4 or 5 people respond with their in-game observations this week.
  • Tweaked a few modifiers and conditions in flavour events
  • Knight Orders now have some more punches to deal out (thanks to Jools for idea)
  • Orders no longer ask you for land if you have negative piety
  • You now actually can get people sainted, though only your father
  • The Pope will probably now spam you a lot less about allowing him to set up shop in Rome again...but there are some nasty consequences to this decision.
  • Fixed an error in the civil war events
  • Tweaked triggers in the "I could be a better xxxxx" events a bit
  • The "I could be a better xxxxxx" events (for promoting court officials) are now scripted in two sets - a basic set for the AI and a more interesting set for the player. The AI will simply promote or reassign based on highest stats, but a player will now need to give careful consideration to the court/hereditary standing of the character in order to try to keep people happy. A ruler's son will want a decent job even if he has inferior stats to the person currently in the post unless that person is his brother. Males will also be more pushy about getting a job and be insulted if you elect to stick with a woman instead. This should create a bit more of a fractious situation in (human) courts. (Note: this is too complex a consideration to teach to the AI, hence the different event set for them).
  • Corrected a bunch of text/grammar errors in the extra_text.csv file, though there are undoubtedly many more to do.
  • Bastards from events are now created as sons of the character getting the event, instead of the ruler of the country.
  • Many of the courtier events have been tweaked in their trigger conditions, modifiers and effects.
  • The recently-added "free courtier" events have been hugely re-worked. Trigger conditions are now if less than C3/D4/K5 in your court OR you lack someone in a court office and have no eligible (and reasonable) unemployed courtier is available (i.e. you will no longer be able to exploit the event by not appointing someone as long as they have a 5 or more in the primary stat). Refusing the services still isn't free, but should be more palettable than before. The cost of them is also a little less extravagent.
  • Fixed a grammar error in the text.csv (is now "...too loyal to pledge...")
  • Duchies now discover new advances somewhat more quickly, and kingdoms even a little faster than that
  • Trigger conditions of advances discovery re-optimized for reduced CPU load
  • Discovery of new advances now quicker if you have capital with one of the more advanced harbours (i.e. bonus increased and scaled for them)
  • Discovery of military technology now quicker if ruler has one of the military educations or is a martial cleric
  • Discovery of new armour and weapons technology now quite a bit quicker if you are at war
  • Discovery of new military tactics and improved castles is somewhat quicker when you are at war
  • Discovery of infrastructure technology now quicker if ruler has one of the stewardship-type educations or is a scholarly theologian
  • Discovery of most infrastructure technologies will now be impeded if you are at war
  • Discovery of most infrastructure technologies will now be affected by the province conditions (plague/disease, etc. is very bad, a high level of prosperity is good for structural advances but now impedes farming and livestock - and visa versa)
  • Discovery of church structures also more likely if you have a ruler with a religious vocation and quite unlikely if at war. Your laws regarding regal/church supremacy are also quite important in the likelihood of such dicoveries (generally more likely if strongly religious)
  • Discovery of almost all cultural advances will stagnate unless the realm is at peace
  • Discovery of most cultural advances now takes ruler education type and ruler laws into account (which traits/laws are good/bad varies depending on the area of inquiry)
  • Spread of technology will tend to be a bit faster when either the "to" or "from" province has larger harbours (and even faster if both do)
  • Spread of technology from a vassal to a liege will tend to be a little faster now
  • Spread of military technology will be quite a bit faster within a realm when the "to" owner is as war
  • Spread of military technology will come to a near standstill if the "from" province is at war and not part of the same realm as the "to" province
  • Spread of military technology will be a little faster if the "to" province is at war and the "from" province is not part of the same realm and is not at war
  • Spread of production technology will be very slow if the "to" province is at war
  • Spread of production technology will be extremely slow if the "from" province is at war and not part of the same realm as the "to" province
  • Spread of cultural advances will be extremely slow if the "to" province is at war
  • Spread of advances (in general) is now somewhat influenced by the ruler's education path (generally it shows his preference/knack towards certain areas of realm improvement)
  • Spread of advances will tend to be a little faster when the "to" province is a demesne capital
  • Tweaked effects of some of the sale and closure of buildings due to bankruptcy
  • When bakrupt, you can no longer sieze land from a Holy Order unless you have a templar improvement in your demesne (and chance of being excommunicated for doing so has been reduced, although you may also be branded a heretic)
  • When bankrupt, you can only sieze a monastery if you have one somewhere in your demesne
  • A few bankruptcy events that forced the closure of a "service" building will now allow you to recoup at least some of your original investment (sale of assets)
  • Bankruptcy will now result in the degradation of defenses (castles) rather than having them fall completely apart - and you recoup a bit of their building materials
  • If you are bankrupt and have moneylenders in your demesne you can "borrow" a rather large sum of money if you wish...but be aware that the chuch tends to frown on usary. The more heavily you are in debt, the more rapidly and the more often you are likely to be offered this money (unless you are zealous).
  • Your ruling law now determines the likelihood that you will be able to demand some cash from your vassals when bankrupt
  • You now have a choice of how much gold to demand from your vassals (and the amounts are now scaled) but these demands will have a rather dangerous effect on your relationship...particularly if you go to the well too often. A large demand now has the chance of the vassal declaring independence and getting a claim on you for your greed and fiscal mismanagement.
  • Made a ton of revisions in the bastard events (adjusted trigger conditions, mtth values, etc.)
  • Revised a couple of bastard events (or event texts) to accomodate the change to the way bastards spawn now.
  • Fixed absurd prestige cost from one event (was { type = prestige scale = 150 } instead of { type = prestige value = 150 }!)...oops
  • Fixed a couple logic errors in the long-chain Bastard event triggers/connections
  • Made a couple text adjustments to make bastard events make slightly more sense
  • Accusations of legitimate children actually being a bastard are now highly unlikely unless you are away on campaign when the kid is <2
  • It is no longer possible for women who are already pregnant to give miracle births to bastards (i.e. spawning a bastard while remaining pregnant)
  • Bastards will wait a little longer before deciding whether to be complacent or not.
  • Added a bunch of commented conditions that are simply waiting for a test to be coded to check if a character is actually alive. Once coded, a global replace for #condition = { type = is_alive } will active them.
  • Tweaked a few battle events
  • Disabled a few of the annoying battle events that allows an enemy to somehow loot your provinces or burn your buildings to the ground even though his closest regiment is 20,000km away. They will be re-activated if we can get a "is_besieged" or a "enemy_present" condition.
  • Fixed a trigger error in the chancellor events
  • Fixed a couple triggers and adjusted a couple mtths and modifiers in the chaplain events
  • The bad childhood events series (relating mostly to characters with birth traits) has been removed and merged with/incorporated into the new set of childhood development events (see below)
  • Rewrote a few triggers in the character_health events and added a few exclusions to prevent them from interfering with the new trait series.
  • Stress will now not occur "randomly" for children under 10 (i.e. through the "generic" stress symptom event). They can still become stressed from a few other events.
  • Rulers will recover more slowly from stress and depression if they are currently at war or have over-sized demesnes.
  • Some claims event triggers have been rewritten for better load optimization.
  • Most claims events now have minimum age restrictions (so infant rulers won't participate in tourneys or other such unlikely ventures)
  • You will no longer be able to accuse your wife of adultry if she is currently pregnant
  • Some other claims events had their modifiers and/or effects tweaked
  • The "nobles will accept naturalise bastard" event has been removed since this is now handled within the bastard event series
  • Many (most!) of the court_events have had slight revisions to triggers, modifiers, mtth, and/or effects to optimise load and remove or adjust a few oddities.
  • The Pope is now likely to disapprove of players exploiting the recent changes to the rules about conquering non-coreligionist territories with regiments led by heathens. Now you wouldn't want the Pope to get angry with you now, would you?
  • The Pope will also now object should a player decide to place a heathen scum in any position of authority in his/her court.
  • The Patriarch will also mow be less than impressed...although he is somewhat less forceful about such things.
  • The Pope will now be somewhat displeased if an Orthodox courtier is allowed to lead a regiment or hold a court office.
  • Made a large number of changes to the advance_names.csv text to improve grammar, etc. - HUGE thanks to King of Men for his hard work on this!
  • Made some text corrections/changes to the existing extra_text.csv per a number of people's feedback/suggestions.
  • Based on player feedback and continued interal testing, Byakhiam has made another massive set of changes to the development of characters throughout their youth. There are roughly three sets of events now and each child is likely to be the recipient of one event from each set (one during early childhood, one during middle childhood, and one during late childhood). Most kids will now have 3-5 traits by the time they finish their education and in some cases the early traits will be influential on later traits (in many cases in an off-setting way). Both AI and player sets have been completely revised.
  • Most of the childhood and "mentor" events have been overhauled/removed/replaced/etc. so as not to cause problems with the new character development events (due to trait exclusion triggers).
  • Various events that might accidentally give the Pope or one of the three Orders (TEMP, TEUT, HOSP) either the excommunicated or heretic traits have been rewritten with trigger exclusions, ai chance modifiers, or whatever is necessary to make this rather unlikely to happen.
  • As a precautionary measure, someone who shouldn't be the Pope or the Grandmaster of an Order will now be quickly struck by lightning.
  • Some trigger optimizations made to the csc_events.txt file
  • Some trigger optimizations made to the evil_events.txt file as well as one event's trigger has had an exclusion check added to avoid trying to kill the son of a ruler who doesn't have a son.
  • Bubonic plague appearance is no longer restricted to its short 10 year historic period -- although it is far more likely to occur at that time than any other.
  • Pneumonic plague appearance is no longer restricted to its short 10 year historic period -- although it is far more likely to occur at that time than any other.
  • Both plagues will now spread somewhat more rapidly than before - particularly within realms and between provinces that have more advanced improvements.
  • Now, as soon as a province has dairy farms it can get cattle disease - although it is far more likely to manifast during the late part of the game (after the date that was the previous trigger condition ).
  • Added trigger exclusions that were missing (and would allow a type of plague to re-trigger for a province that already had the plague).
  • A character who is ill is now somewhat less likely to contract leprosy
  • A character who is ill is now somewhat more likely to contract pneumonia
  • In an effort to address some player concerns, it is now possible for plague to be contracted by a character in a court if any province in the realm is experiencing the plague and the demesne is at less than 100% efficiency or have fairly large courts (relative to realm tier). Making it a global test is simply too heavy a load for slower processors but players who have fast machines could edit the event trigger to remove these restrictions. Do so at your own risk.
  • Children are now considerably less likely to develop more severe forms of mental illness
  • Event triggers completely rewritten and many modifiers adjusted and rewritten for the "Masque of the Red Death" series for better load optimisation and a little more challenge
  • Further tweaks (mostly mtth and modifier) were made to the "free courtiers" events for understaffed courts (based on min-patch feedback).
  • Further tweaks made to the cost of naval travel (now lower than mini-patch value) and the speed of naval travel (now faster) based on feedback from the May 5th mini-patch values (but these are still noticably higher than the previous April 28th values). This is still in the experimental phase and is likely to change again in the next patch.
  • Some minor adjustments made to the provinceimprovment.txt file based on feedback from the May 5th mini-patch and to readjust for the new changes made to the ocean travel values.
  • A few bonus effects added to province improvements to compensate for them taking a little longer to build and/or costing more.
  • Implemented a whole new set of terrain restrictions to many of the province improvements so that they can't be built in places which would be unlikely to support them. Since this was just added I am quite open to additions/changes/revisions to this based on feedback.
  • A few tweaks made to the mtth values and scales of the province_improvement events.
  • Heresy will now be a little less likely to materialise in realms
  • Heresy will spread a little less rapidly
  • Heretical courtiers will only cause trouble with one another when they are in a realm of the same religion as they are
  • Massive overhaul and optimization of triggers in the herery_events file
  • Many mtth values and modifiers adjusted (and in a couple places fixed) for the heresy events.
  • some of the heresy event effects have been changed or scaled.
  • The Pope and the three Holy Orders are mow largely immune to heresy and are rather virulent about stamping it out whenever they find it.
  • Catholic crusader states are now quite a bit more likely to form
  • The former liege of a break-away crusader state is now rewarded for the state's formation instead of being penalised for it.
  • Muslim vassals with very distant holdings will tend to break away from their lieges quite a bit more rapidly.
  • Muslim rulers will tend to get more free troops than before.
  • Muslim rulers will only get free troops when at war with non-coreligionists.
  • Tweaked some other triggers, mtth values, and modifiers in the general events in the intrigue_events file.
  • Oversized Muslim realms are now somewhat slower to fracture than before.
  • All Lordship events are now scaled
  • Some event triggers adjusted or added to the lorship events, and many have had changes to modifiers and a few to effects.
  • Made a few fairly minor tweaks to the marshal events
  • Adjusted a few trigger conditions in the Horde events to optimise load
  • Tweaked many of the Horde event modifiers and a few of the effects to make them a bit nastier again (no one has been complaining about them at all and that's a bad sign )
  • An endless loop caused by a missing trigger condition in the pagan events was fixed (should reduce load a bit)
  • Removed events 9105-9110 from Papacy_events which were massively CPU intensive and achieved the same thing by adjusting the trigger conditions of the advance discovery files to allow the Pope to make the discoveries even if he wasn't focussing reseach on them. (er...and CS can't help but wonder why they weren't originally scripted that way...)
  • Some precautionary trigger exclusions and/or ai_chance on actions were added to many of the Papal events
  • Religious conversion via spread is now a bit slower
  • Religious conversion of a province due simply to the ruler's religion is now quite a bit slower.
  • Religious conversion by the "zealous chaplain" events is now quite a bit faster (thus having a martial cleric or - if you're Catholic - a mastermind theologian as your chaplain is highly desirable)
  • The cost and effects of the "zealous chaplain" events have been tweaked somewhat to compensate a bit for this change.
  • Cultural conversion spread is now a somewhat faster (largely compensating for overall slower religious conversion rates...you won't see as much earlier in the game but you should see more later in the game).
  • Pagan cultural and religious spread is now quite a bit slower (and more in line with other cultural conversions)
  • Thieves/smugglers/highway robbers will now be more likely to establish themselves in a province if your regiment is otherwise preoccupied.
  • The chances of a province becoming poorer is reduced if it is already poor, and is slightly increased if it is prosperous or rich - and visa versa - which will have a tendency to push provinces towards a "normal" condition.
  • The realm's steward will now contribute significantly to a province recovering from being looted, and if you don't have a steward appointed then the province will likely remain looted for a very long time.
  • The realm's chancellor will now contribute significantly to a province revolt coming to an end, and if you don't have a chancellor appointed then the province will likely remain in revolt for a very long time.
  • Regecy embezzlement effects changed slightly and also can now only happen to human players (AI has enough trouble with its finances and the load reduction is worthwhile)
  • Made some other minor tweaks (mostly in consolidating effects of multiple calls to random_vassal within the same action) to the regency events.
  • Some trigger conditions and effects tweaked in the steward_events file.
  • A few benficial steward events that were previously excluded from firing for the AI will now do so.
  • Size of free Templar troops for other Catholic rulers has been increased a bit - but so has the prestige hit for accepting them
  • Refusing to grant a province to form one of the religious Orders will now have a chance to cause that province to be considered heretical. This has dual purpose: (1) to let the player know which province is being asked for (since it will now show up in the action_b effects) and (2) once a province has the heretic effect the Order will stop spamming your to hand it over. The AI will almost always grant land.
  • Tweaked/optimized a few other trigger conditions and modifiers in the Templar events.
  • A new trio of events added to the Templar events to cause the creation of the Kingdom of Jerusalem to form if Catholics capture provinces in the region and the KoJ doesn't already exist. The KoK (if AI) will gain a bit of free prestige to help attract vassals and will get some free troops if attacked. Thanks to Grell77 for the idea!
  • Tweaked the trigger conditions for "a [pretty wench/strapping young man] catches your eye" events
  • Also made about 1000 other small changes to various event triggers/modifiers/ai_chances/effects and such that were too minor to bother documenting thoroughly.
  • Added a province condition called 'is_besieged'.
  • Added the 'papacy_csc' and 'controller_csc' csc conditions for character conditions.
  • 'papacy' and 'controller' are now valid targets for character event effects.
  • Added an 'any_enemy' csc condition for characters.
  • Added an 'is_alive' condition.
  • Added a 'primary_heir' which is true if first heir to his fathers primary title.
  • Added a 'other_heir' which is true if a heir but not the first heir to his fathers primary title.
  • Added a 'primary_heir' csc for characters.
  • Added a 'primary_heir' target for character effects.
  • Added a 'other_heir' target for character effects, which picks a random heir which is not the primary heir of current char.
  • Added a 'badboy' event effect for characters.
...to be continued
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
More changes to EVENTS
  • Vassal break-away event for Catholics now checks that liege is also catholic in the trigger. (Non-coreligionist vassal break-away is handled by a different event.)
  • Fixed an error I made in the calculations to set the base mtth values for plague events (and executed myself for the stupid error in not noticing that the trigger is for area, not province, and was thus 82 times more likely to trigger than I had originally expected)
  • Tweaked recovery rate from plague to be a little lower
  • Plague will spread a little more slowly into and out of certain terrains.
  • Pneumonic plague will now not break out unless Bubonic plague has already run its course.
  • Tweaked a few of the health and fertility reducing events to be a little less severe
  • Several illnesses (plague, pneumonia, leprousy) now have a perminent, lasting effect even if your character manages to recover from them.
  • For load-reduction reasons, rewrote triggers for the character catching the plague event. Only rulers and court officers will now get plague if any demesne province has the plagu-- as long as they aren't commanding an army. All other courtiers and children will only be at risk if the demesne capital has the plague, or if another character at court has the plague.
  • Characters who are commanding active regiments will now be at significant risk of contracting the plague if they are located in a province that is suffering from this affliction.
  • Characters who are commanding active regiments and are located in provinces that are experiencing various diseases (typhoid, malaria, etc.) now stand a very good chance of contracting illness from being there.
  • Characters who are commanding active regiments will no longer spread any diseases they have to anyone else in court, nor will they be able to contract a disease from another courtier.
  • Rewrote many of the triggers for the Masque of the Red Death series of events to be less CPU intensive (plus the above changes to make sure spread doesn't happen to or from someone who isn't at home)
  • Characters who have contracted the plague will have a much better chance of recovering if they are located in a province with either bubonic or pneumonic plague immunity (which is the demesne capital if they aren't currently commanding a regiment).
  • The KoJ formation event will now only trigger for the province of Jerusalem
  • The KoJ event will now be far less likely to trigger if one of the local duchies - TYRE, SINA, PALE, OULT, ASCA - is in existence (but it still could) and it will not trigger if Jerusalem is directly part of one of those duchy's demesne AND the duchy is independent (but it could happen if the duchy is a vassal).
  • If you avail yourself of the "free courtier" events you now have a chance of gaining the "trusting" trait, and if you decline them then you may gain the "suspicious" trait. Rulers who are trusting will now be more likely to be visited by the fleeing nobles and rulers who are suspicious are quite a bit less likely.
  • New ultracomplex event for distant vassals to break free has been added (which is really just Byakhiam shooting for the Guiness World Record for "the longest event ever scripted for CK" award )
  • Crusader state breakfree event tweaked (liege and vassal must be the same religion for this particular event to fire now)
  • Byzantine Civil War events should work a little better now.
  • A set of new even more ultracomplex events added to make it rather difficult to maintain law, order, and loyalty in demesne provinces that are distant from the demesne capital (i.e. are not in the same area or an adjacent area). For further challenge, the player will also be at some risk of two of these events whenever the demesne's ruler is far away at war (an approximation of Prince John's treachery when Richard was off on crusade). The ai isn't suject to this latter case since it could be too hard for it to manage. (Oh...and these make Byak's aforementioned world record event-length attempt all for naught )
  • All childhood events can now fire until age 16 so a child that begins life in another (AI) court can still get some interesting traits if he or his dad inherit and become the player's principal dynastic line)
  • Large courts (15+ adults) will have only ruler and ruler's children receiving the "special" childhood trait events. All others will revert to the "generic" set of childhood traits.
  • Tweaked the Mongol Invasion events a bit. Political choas leading to gavelkind is now less likely to happen. Settlement less likely to happen. Reinforcement events are now double-scaled -- playing at higher difficulty levels will spawn reinforcements when number of realm regiments is below X (with "X" varying by difficulty from 6 to 10).
  • Temporarily de-randomized the Horde troop events so we can get a better handle on them via consistent testing. They will be re-randomised once overall balance level is better known. (Good idea Pode!)
  • It is now extremely unlikely that plague will continue to spread within a court once the demesne capital has developed an immunity to the plague (mtthx10 for each immunity so if capital has both then event would have mtth of 3600 months sintead of 36 months)
  • Fixed a frighteningly large number of event errors where culture = moslem or religion = muslim were used in error (should be the reverse)
  • Found and fixed a potential situation that could be created by an event and might cause save corruption or a possible crash.
  • Fixed an error in the law events that changed a vassal's law to the wrong one.
  • To make it a little easier to keep track of, the various large realm disruption events have been removed from their previous assorted files and assembled together in a new file called "realm_disruption_events.txt" and a new ID range has been assigned for future events of this type.
  • A ruler will no longer get the "you're a coward for not leading your troops" event unless at least one regiment in the realm is active.
  • Fixed some misleading event text.
  • Chaplain now has positive modifier effect on the "plays chess" event.
  • Some minor tweaks to low class power events to make action A a little more appealing in the level 2 and level 3 versions of the event.
  • Slightly tweaked the effects of the "reward for investment" class events.
  • Scholarly theologians and mastermind theologians will have a significantly better chance of converting an orthodox province to Catholicism and visa versa.
  • Some other tweaks made to modifiers on the mass scale conversions events.
  • The mtth for province cultural conversion has been temporarily dropped rather a lot until I have time to thoroughly review this again and figure out why it isn't happening as expected. All cultural modifiers also remmed out for now.
  • Made a lot of other tweaks to province_version events.
  • The heresy event series is under review but no changes have been implemented to this patch since they are not yet fully ready and tested.
  • English metling pot events will now happen somewhat more slowly than before.
  • Papal controller will now get a little more benefit from the position by hvaing indulgences trickle his way more often than before.
  • The Pope and Patriarch will now no longer get upset if you have a non-Christian regimental commander but will continue to be pissed off if you grant them one of the main court offices.
  • The foreign claim-holder event now allows an option to reject the courtier if you wish.
  • Court religious purges during crusades will no longer kill (or be otherwise nasty) towards a Catholic ruler's children (if they are living at home and not Catholic). Instead, they will immediately convert to Catholicism.
  • Vassals with extremely low loyalty may now receive an event to allow them to break free from theier liege (but must declare war when doing so, even without a claim) or attempt to reconcile. They are far more likely to do this if they are not at war at the same time that their liege is. This will give players (and the AI) a chance for freedom without pledging to another liege, however they do not receive a claim when they become independent so they will need to either manufacture one or force their liege to peace by demanding cash and/or recognition of their titles.
  • Demesne provinces that have a different religion than their owners are now far more likely to cause problems and become rebellious...although this now offers a new chance to convert them (bloodily) to the realm religion.
  • Added a set of very nasty disruption events for rulers holding multiple kingdom titles.
  • Removed them again...needs a couple bits of coding before it will work properly.
  • Byznatine Civil war events reworked a bit. It will tend to lead to internal wars instead of the ping-pong independent/vassal behaviour we've had in previous patches.
  • Young adults with somewhat conflicting traits may epxerience events that allow them to reconcile these by focussing on one or another trait. They may also have the opportunity to remove the lazy trait or lose the energetic trait.
  • Regency events have been given a major revision/overhaul.
  • Updated the event effects.txt file to include the most recent event scripting additions.
  • Advance discovery mtth values revised once again to slow down pace of technology somewhat
  • Critical thinking technologies will now contribute somewhat to the advancement in military technologies
  • Critical thinking and religious flexibility will now contribute somewhat to the advancement in production technologies
  • Religious flexibility and religious stringency techs have had their religion restrictions removed once again since non-Christian AI didn't know not to research them and can't easily be taught not to. If it makes you feel any better, when you see a realm with a religious technology that makes no sense for the religion (like Muslim realm with inquisition) just treat it as having achieved a similar degree of advancement in religious philosophy that would be roughly the equivalent of the Christian term being used.
  • The rate of spread of technology has been more or less universally reduced.
  • Religious stringency and religious flexibility will now only spread between provinces that are either the same religion or are part of the same realm, but the specific religion restrictions for the spread have been removed.
  • Found and fixed a potential trigger logic bug in the cultural conversion event (#9007) that was probably preventing it from ever firing in many cases that it should have. I suspect that conversion will now take place and that it is likely to happen too fast. Also found and fixed a couple bugs in the modifiers that were intended to give large bonuses but weren't. QUANTITATIVE FEEDBACK WANTED on what you're seeing on this now, please!
  • Adjusted, tweaked and/or reworked many of the heresy series of events. Also, event 7140 (courtiers randomly killing one another in courts that had both heteric and non-heretic courtiers) has been removed since it was too much of a CPU hog relative to its function.
  • Reactivated several battle events with the new is_besieged command.
  • Added a bunch of new events to have besieging troops periodically destroy province structures.
  • Added some events where rebelous peasants might now take matters into their own hands and eliminate thieves, smugglers and highway robbers by themselves (if they've gotten to the point where they've actually rebelled).
  • Added an event to quell provincial riots (will remove revolt and restore some loyalty to all castes if the province is in revolt, is besieged, and isn't at war with anyone) although this won't cause any besieging rebels to stand down so you'll still have to deal with any remaining militants.
  • The Hordes will now get a few more starting troops at higher difficulty levels (but aren't yet re-randomized)
  • The Hordes will now get a trickle of reinforcement troops at higher difficulty levels
  • Expanded the dynastic squabbles in the Horde by adding a few new events that will cause some rather interesting problems for a weak Khan
  • Rewrote a couple of the Horde triggers for better responsiveness to what's going on around them.
  • Horde vassals will now tend to cause havoc (rebel) when ruled by a weak Khan, creating the potential for the Hordes to implode under certain circumstances.
  • Horde vassals will begin to want to become independent after 1350 and increasingly so as the game progresses into the 15th century.
  • Activated all is_alive conditions that were in place for the script additions from last patch.
  • Fixed several bugs reported by the public (thanks for reporting them!)
  • Mentors are a bit rarer for average kids, but more common for primary heirs and rulers
  • Knight mentors dislike girls
  • Distant province trouble events have got significantly increased MTTH
  • Vassal king of Jerusalem should fix himself now
  • More regency events added to better make you feel not being in control
  • Tweaked early childhood events a little bit again
  • Civil war should be less common now
  • Bastard generation events will now happen a little less often so there should be somewhat fewer of them.
  • Now that bastards are able to wreak vengeance and havoc upon your primary heir, they do. Mwuah ha ha ha.
  • Legitimizing a bastard is now likely to annoy your primary heir and probably another heir as well.
  • Small error in a bastard event's logic that targeted the wrong victim has now been fixed.
  • Improved bastard event logic a bit
  • In a tourney, marshals now have variable chance (depending on outcome) of becoming war invalid instead of automatic health loss
  • Fixed a little bug in trait conflict events (thanks Duuk!)
  • Made indulgences to buy off excommunication or heresy fire less often and prevented them for firing if you are already on negative in gold
  • Made them cheaper too
  • Vassal king of Jerusalem will need a heir to fix himself too
  • Hardened prestige gain and loss for distant vassal breakaway
  • Replaced canonization of living people with more piety and just
  • Made mentors cheaper again
  • Refusing vassal law change demands during regency now adds badboy instead of cruel and arbitrary traits
  • Zealousness and Scepticism now modify chances of moneylender and trade tech adding / removal with Regal / Church supremacy
  • Mercenary event system overhauled into more practical form
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
-----------------------------------
-------------- OTHER --------------
-----------------------------------
  • Only Christians will build churches and monasteries now.
  • Non-Christians will no longer build templar houses.
  • Heretical provinces are now colored red on the map.
  • Only alive characters are now visible in the list to grant titles to.
  • Morale is now saved on units.
  • Changed some country colors.
  • Tweaked alot of province data files.
  • Added some names to the name database.
  • Revised the Coat of Arms for Naples to not have the French style one
  • Tweaked the names of some important Swedish dynasties.
  • Added pillage_score and percentage_score to heretic effect.
  • Tweaked the effects of quite a few of the traits for improved balance (should make some choices less obvious without violating the spirit of the actual meaning of the words being used. The effects are now:
    • Chaste : +1 diplomacy, -1 intrigue, +3 monthly piety
    • Lustful : +2 fertility, -1 diplomacy, -3 monthly piety
    • Energetic : +1 martial, +1 diplomacy, -1 intrigue
    • Lazy : +1 intrigue, -1 martial, -1 stewardship
    • Forgiving : +1 diplomacy, -1 intrigue, +2 monthly piety
    • Vengeful : +1 intrigue, -1 diplomacy, -2 monthly piety
    • Generous : -1 stewardship, +2 monthly prestige, +1 monthly piety
    • Selfish : +1 stewardship, -2 monthly prestige, -1 monthly piety
    • Honest : +1 diplomacy, -1 intrigue, +1 monthly prestige
    • Deceitful : -1 diplomacy, +1 intrigue, -1 monthly prestige
    • Just :+1 stewardship, -1 martial
    • Arbitrary : +1 martial, -1 stewardship
    • Merciful : -1 martial, +2 monthly piety
    • Cruel : +1 martial, -2 monthly piety
    • Modest : +1 monthly piety, -2 monthly prestige
    • Proud : +1 monthly prestige, -2 monthly piety
    • Zealous : +1 martial, +2 monthly piety
    • Sceptical : +1 intrigue, -3 monthly piety
    • Wise : +1 martial, +1 diplomacy, -1 intrigue
    • Reckless : +1 intrigue, -1 martial, +1 monthly prestige
    • Temperate : -2 fertility, +1 diplomacy, +2 monthly piety
    • Indulgent : +2 fertility, -1 diplomacy, -2 monthly piety
    • Trusting : +1 diplomacy, -2 intrigue
    • Suspicious : +1 intrigue, -2 diplomacy
    • Valorous : +1 martial, -2 intrigue, +2 prestige
    • Coward : +1 intrigue, -1 martial
  • Some trait opinion_of values have also been tweaked a bit.
  • Religious orders are now forced to Catholics in the eu2 conversion process.
  • Improved culture and religion assignment in the eu2converter.
  • Assignment to eu2 province is now depending on the one controlling the most provinces, while a capital is weighted far above everything else.
  • Changed network protocol from tcp/ip to directplay internal.
  • Heresy should be easier to get rid of as Orthodox/Byzantium.
  • Non Heretic province revolting shouldn't make empire collapse that easily.
  • Miracle workers now cost you money (as it should).
  • Removed Finland from Sweden, Pagan areas from Russia, Brittany from France and the Islands from Norway/Scotland as their "default kingdom areas."
  • Vassals are now sorted in the order of their loyalty on the character details screen.
  • religious orders (HOSP, TEMP, TEUT) will no longer want to pledge allegience when they are created. Nor will the papacy if it is re-created via event.
  • All English provinces changed to Saxon. Cornwall changed to Welsh, York to Danish and Isle of Man, Galloway and Cumberland to Norwegian.
  • Added Silk Road, Nile Road and "Varangian Road" to spreadneighbors, added some spread up the Danube, created a spread link for the otherwise-isolated island of Bahrein, fixed incorrect link intended for Canaries, and tweaked various other spreadneighbour stuff (big thanks to Gratianus for some great suggestions!)
  • Tweaked a few country colours in the country.csv
  • Full name+title is now always used for event messages.
  • Fixed the problem with peace being forced on you if someone else at same level in your realm signs peace with an enemy.
  • Changed the 'click-area' of units to make it easier to select a province with a unit in it.
  • Fixed a couple names that cause province search function to fail (public bug report)
  • Fixed a couple minor glitches in the spreadneighbor matrix
  • Added 263;264 to spreadneighbours
  • Colour of Toledo changed on kingdoms map to make it easier to distinguish from Leon
  • Sent home some roving Finnish dynasties that were masquerading as gypsies in Hungary
  • The "of Horthhampton" dynasty (#753) has had its name legally changed to "of Northampton"
  • Fixed an exploit which allowed a vassal to drop his loyalty to 0 at will.
  • Tweaked capital allocation algoritm, introducing some inertia in it.
  • Added a system for terrain restrictions on buildings (was part of original design but finally found time to code it).
  • Some small adjustments made to the province improvements effects
  • Many province improvements now take longer to build - particularly advanced structures which will tend to bring all other construction to a halt unless you have other structures that speed up the build rate.
  • Naval travel will now be a lot slower except on seas (i.e. zones identified as "sea" in the province.csv - which isn't many)
  • Naval travel will now be rather ruinously expensive unless you possess advanced harbour structures (civilian harbour, etc.)
  • Changed the claimable kingdom in province.csv as follows: - RUSS to CUMA: Olvia (542), Oleshye (543), Chortitza (556), Lukomorie (557), Lower Dniepr (558), Crimea (559), Korchev (562), Lower Don (563), Desht-i-Kipchak (564), Sharukan (565), Sugrov (566), Khopyor (593), Sarkel (594), Don Portage (595)
  • Changed income in British Isles provinces in provinces.csv as follows: Norfolk to 5 (was 4), Suffolk to 5 (was 4), Hampshire to 4 (was 3), York to 6 (was 3), Lincoln to 4 (was 3), Sussex to 4 (was 3), Oxford to 4 (was 3), Northampton to 3 (was 2), Surrey to 3 (was 4), Salisbury to 3 (was 4), Dorset to 3 (was 2), Northumberland to 3 (was 4), Atholl to 3 (was 2), Berwick to 3 (was 2), Lancaster to 2 (was 6), Durham to 2 (was 3), Dyfed to 2 (was 1), Mar to 2 (was 1), Devon to 1 (was 2), Cumberland to 1 (was 3), Argyll to 1 (was 2).
  • Corrected some spelling and minor errors in Greek, Dutch, Norman, and Ugricbaltic names (thanks to Solmyr!)
  • Adjusted some of the effects for traits.
  • Made some revisions to the trait names (as displayed in game...and yes, this includes the oft-requested correct religious terminology for beatified and sanctified)
  • Fixed some typos/grammar/descriptions in the trait_text.csv file and added a parenthetical summary of each one's effects to the end of the descriptions)
  • Added a few more spread neighbours in the Holy Land (thanks to Jinnai for the reminder and leg work )
  • Few areas and regions tweaked slightly in the province.csv, and the base income values of a few provinces in Sicily were adjusted. Also fixed two province area assignments where the area name was incorrect (Syrian Desert instead of Syrian_Desert).
  • The Kingdom of Navarra is now non-recreatable if it falls. Prov 152 now treated as "naturally" part of CAstile and prov 201 now treated as "naturally" part of Aragon. Yes, historically it managed to endure throughout the era but it's a rather big exploit that needed to be at least partially removed.
  • Made some tweaks to the terrain restrictions for province improvements. Huge castle restrictions remain (the terrain effect on attrition in those regions at least has some similar impact). Also tweaked a couple ai build priorities.
  • It should now be impossible to have two educations (all are now treated as the antithesis of each other).
  • New random courtier dynasties added in Georgia & Rus
  • Italian random dynasties expanded and made more historical
  • Nubia now has its own random courtier dynasties separate from the Muslim world
  • Forestry will now give you a 5% reduction to build times (was 0%) and sawmills now give only 5% (was 10%) to compensate somewhat for the new terrain restrictions.
  • Fixed a typo in the trait tooltip
  • Buildings increase loot yield, except crime buildings which decrease it
    • Fishing Wharf = +1 gold
    • Civilian Harbour = +1 gold
    • Naval Harbour = +2 gold
    • Grand Shipyard = +2 gold
    • Sawmill = +2 gold
    • Forestry = +1 gold
    • Smithy = +2 gold
    • Armory = +4 gold
    • Mine = +1 gold
    • Improved Mine = +2 gold
    • Watermills = +1 gold
    • Windmills = +1 gold
    • Cheese Dairy = +2 gold
    • Brewery = +1 gold
    • Dyeworks = +1 gold
    • Glassworks = +1 gold
    • Spinningmill = +1 gold
    • Tilefactory = +1 gold
    • Library = +1 gold
    • School = +1 gold
    • Traininggrounds = +1 gold
    • Templar House = +2 gold
    • University = +4 gold
    • Waracademy = +3 gold
    • Moneylenders = +1 gold
    • Monastery = +2 gold
    • Church = +1 gold
    • Large Church = +2 gold
    • Domed Church = +3 gold
    • Cathedral = +4 gold
    • Theater = +4 gold
    • Grand Palace = +10 gold
    • Roadnet = +1 gold
    • Extensive Roadnet = +2 gold
    • Royal Post = +1 gold
    • Court of Justice = +1 gold
    • Hill Fort = +1 gold
    • Small castle = +1 gold
    • Medium castle = +1 gold
    • Large castle = +1 gold
    • Huge castle = +1 gold
    • Thieves Guild = -5 gold
    • Smugglers Ring = -5 gold
    • Highway Robbers Band = -5 gold
  • Moneylenders now reduce piety monthly instead of having one time hit
  • Theatre no longer requires piety to build, gives broader loyalty boost and requires Miracle Plays to build
  • Brewery now requires Sugar Refinery to build
  • Doubled up some Norman names like William and Roger to make them more common than others
  • Lappish names revised
  • Few Lettigallish and Lithuanian names fixed
  • Added a few more dynasty names
  • Some corrections and/or additions made to Welsh character names - big thanks to Clydog for these!

-----------------------------------
------------ BUG FIXES ------------
-----------------------------------
  • Fixed some problems with duchy titles and the "Grant Title" and "Revoke Title" actions. (The allegiance of the correct counts will now come with the duchy title.)
  • Fixed a few potential crashes with papacy.
  • Fixed a few tags which was not converted to eu2 format, causing MIN to appear.
  • Add liege counterpart to event 1096, to rule out an event problem in the "vassal becoming quietly independent" bug
  • Add liege counterpart to event 5209, to rule out an event problem in the "vassal becoming quietly independent" bug
  • Fixed the overlapping province effects box.
  • Periodic Score updates on prestige/piety from various traits are now working properly.
  • Fixed another thing which corrupted savegames.
  • Fixed a MP ctd.
  • Found and fixed virtual call crash bug.
  • Found and fixed the sound bug.
  • AI: Fixed one major reason which caused the AI to freeze with its troops.
  • Fixed the revoke title message.
  • Fixed a broken progress bar that was clipped (province improvement building completion status).
  • Fixed a crashbug where usurps happened while someone lost the title at the same time.
  • Fixed an event effect which could cause some crashes.
  • Added the can-inheritance-pass-through function to all aspects of the law code. This should resolve the reported tracing bugs.
  • Should no longer be possible to get multiple claims on the same title.
  • Found and purged the source of a nasty VFC relating to combat resolution!
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
-----------------------------------
-------- SCENARIO CHANGES ---------
-----------------------------------
  • 1066: Remove all the religious buildings from non-Christian provinces
  • 1066 scenario: Norway and Denmark's inheritance law now salic consanguinity
  • 1066 scenario: added historical rulers and courtiers for Iceland
  • 1066 scenario: Iberian Muslims tuned down in military technology
  • 1066 scenario: Emirate of Toledo created, owns Valencia
  • 1066 scenario: Cordoba now one-province republic
  • 1066 scenario: Emirate of Mallorca instituted, to represent Denia
  • 1066 scenario: Emirate of Murcia independent
  • 1066 scenario: Malaga to Granada
  • 1066 scenario: Algeciras to Sevilla
  • 1066 scenario: Molina independent
  • 1066 scenario: Albarracin independent
  • 1066 scenario: historical rulers in the taifa kingdoms
  • 1066 scenario: Catalonian dynasties expanded, linked with Toulouse
  • 1066 scenario: ex-king Ramiro's of Aragon marriage with his real wife's Evil Twin(tm) removed...
  • 1066 scenario: Zaragoza's vassal made disloyal
  • 1066 scenario: Ulster duchy split up, title removed
  • 1066 scenario: dynasty in Ulaid created
  • 1066 scenario: Ui Canannain dynasty in Tir Connail
  • 1066 scenario: southern O'Neill dynasty in Mide
  • 1066 scenario: O'Neill dynasty expanded
  • 1066 scenario: dynasty in Leinster renamed Ui Mordha and expanded
  • 1066 scenario: Dublin to count of Man
  • 1066 scenario: Western Isles to Gudröd Crovan, future king of Man, representing the from Dublin banished Vikings
  • 1066 scenario: created Ua Rhuairc dynasty in Sligo
  • 1066 scenario: created Ui Faelain dynasty in Urmunu
  • 1066 scenario: created Ui Flaithbertach dynasty in Galway
  • 1066 scenario: added Welsh rulers to Daheubarth and Glamorgan
  • 1066 scenario: slightly tweaked Rurikid dynasty
  • 1066 scenario: Gleb Rurikid now count of Tmurakan
  • 1066 scenario: reshuffled the Russian lands to match historical setup
  • 1066 scenario: Abbasids vassals of the Seljuks
  • 1066 scenario: emirate of Aleppo created
  • 1066 scenario: Aintab/Bit Argusi/Arpad to Aleppo
  • 1066 scenario: Homs, Hamah to Fatimids
  • 1066 scenario: Amida emirate represented by al-Jaziras
  • 1066 scenario: historical rulers in Tabaristan, Mazandaran, Luristan
  • 1066 scenario: expanded Seljuk demesne
  • 1066 scenario: Seljuk genealogy fixed
  • 1066 scenario: ruling dynasty of Qara-khanate made turkish
  • 1066 scenario: tweaked the Bagratuni characters
  • 1066 scenario: lots of people lacking education got one
  • 1066 scenario: Lyon to Forez
  • 1066 scenario: Bearn dynasty tweaked
  • 1066 scenario: Armagnac dynasty tweaked
  • 1066 scenario: Aquitaine dynastical errors fixed
  • 1066 scenario: ditto for Toulouse
  • 1066 scenario: removed char 10031 Etienne - duplicate of 40260
  • 1066 scenario: d'Albret dynasty in Albret
  • 1066 scenario: Euphrosyne's uncle Guy replaces her as ruler of Vendome
  • 1066 scenario: the count of Macon is now properly dead, and his son has taken over.
  • 1066 scenario: dynasties fixed in Provence, Forcalquier, Venaissin, Dauphine, and Gevaudan
  • 1066 scenario: tweaked Low Country cultures
  • 1066 scenario: tweaked Billung dynasty (eg Magnus lacked mother)
  • 1066 scenario: moved around some women to their husbands' courts
  • 1066 scenario: historical bishop in Altmark, Mainz and Salzburg
  • 1066 scenario: dynasty von Jülichgau in Jülich
  • 1066 scenario: a young Friedrich von Hohenzollern placed as count in Swabia
  • 1066 scenario: house of Askanien replaced placeholder in Plauen/Lausitz (geographically, Ballenstedt is in this province)
  • 1066 scenario: added some missing kids of the Bavarian duke
  • 1066 scenario: Kyburg dynasty in Schwyz
  • 1066 scenario: Kaliskie bishopry removed
  • 1066 scenario: Opava to Bohemia
  • 1066 scenario: tweaked Premyslid dynasty quite a bit
  • 1066 scenario: Ostrava a bishopric
  • 1066 scenario: Konrad to Hradec Kralove
  • 1066 scenario: Aleramici family expanded, now also rules Saluces
  • 1066 scenario: Genoa vassal of ITAL
  • 1066 scenario: Pisa vassal of ITAL
  • 1066 scenario: lots of former Papal Land vassals of ITAL
  • 1066 scenario: Parma, Padua, Cremona, Siena bishoprics
  • 1066 scenario: Brescia, Ferrara, Modena, Mantua, Spoleto ruled by Tuscany
  • 1066 scenario: Piombino to Pisa
  • 1066 scenario: Ravenna archbishopric
  • 1066 scenario: Bologna, Treviso republics
  • 1066 scenario: Sicilian muslims independent - the island had disintegrated by 1060
  • 1066 scenario: Croatian royal dynasty tweaked
  • 1066 scenario: Rama to Croatia
  • 1066 scenario: fixed the Vojislavljevic dynasty
  • 1066 scenario: Petrislav count of Rashka+hum
  • 1066 scenario: Zeta demesne of Serbia
  • 1066 scenario: religious setup tweaked in Balkans
  • 1066 scenario: Zirid kingdom expanded, Tunisia removed
  • 1066 scenario: Hammadids expanded at expense of Orania
  • 1066 scenario: Algeria transformed to Zenata kingdom
  • 1066 scenario: Berber kingdom in Tangiers/Cebta+surroundings
  • 1066 scenario: Tripolitania independent
  • 1066 scenario: Beni Sumein kingdom in Libya/Tunisia
  • 1066 scenario: Sofia Rurikovich now a woman
  • 1066 scenario: Eferyd & Edwin's marriage fixed
  • 1066 scenario: Otto von Nordheim's duplicate fixed (it was supposed to be his father)
  • 1066 scenario: Padova now a bishopric
  • 1066 scenario: added a lot of claims for Iberian Moslems against one another to inspire some in-fighting
  • 1066 scenario: implemented a large number of other changes to the Iberian setup (a mixture of work by Styrbiorn, Solmyr, Mad King James and I....thanks everyone!)
  • 1066 scenario: gave Iberian Christians L1 leather armour to somewhat reduce the slaughter in early religious wars
  • 1066 scenario: moved Attaleia from being vassal of Lykia to vassal of Ikonion, to buff up the historical successor Romanos Diogenes to actually be the top dog so that the historical successor should become next emperor most of the time...
  • 1066 scenario: some minor (or not so minor, depending on your view of things) changes made to the Dutch setup
  • 1066 Scenario: Northumberland is now a part of England
  • 1066 scenario: Álmos now has the correct father and can inherit County of Abauj
  • 1066 scenario: Duke of Champagne is intentionally married to two women (lucky guy!) so no change made
  • 1066 scenario: Göttingen now has german culture
  • 1066 Scenario: Vsevolod Rurikovich's marriage is now properly ended
  • 1066 Scenario: Added scores for starting rulers missing them
  • 1066 Scenario: "of Bulgaria" dynasty members (even dead ones) now orthodox
  • 1066 Scenario: Friedrich von Hohenzollern is now german
  • 1066 scenario: al-Mustansir stats tweaked a little to reduce likelihood of FATI imploding too rapidly
  • 1066 Scenario: County of Gent is now part of the demesne of the Duke of Flanders (blame BiB!)
  • 1066 Scenario: Duchy of Flanders remains a vasal of the King of France (in spite of gaining Gent) (blame BiB!)
  • 1066 scenario: Robert de Flandre and all his courtiers moved to beomce part of the court of the Duke of Flanders (blame BiB!)
  • 1066 scenario: Flandern demesne province power settings adjusted to weight them towards burghers (blame B!B)
  • 1066 Scenario: Konstantinos Dukas became ill and hole in the pocket
  • 1066 scenario: to simulate Konstantinos X Doukas' horrendous problems at the time, many wealthy provinces in Byzantine Empire will now start the scenario with all three levels of "thieves guild" type "province improvements". This should reduce the Empire's starting manpower and give incentive for the Emperor to avoid raising many regiments.
  • 1066 scenario: the kingdom of Spanish Galicia has re-emerged out of the ashes of previous balancing efforts to resume its rightful place.
  • 1066 scenario: tweaked Spanish Catholics tech setup a bit (only duke and king demesne capitals now have the extra leather armour instead of it being the global change we gave to them last week)
  • 1066 scenario: Bob the Younger (son of former Count Bob of Gent and apparently idolised by B!B ) now begins the scenario in same court as daddy (where he's supposed to be)
  • 1066 scenario: ID 6533 gender now corrected for Beatrix
  • 1066 scenario: County of Kaisereia vassal to archbishopric of Galatia
  • 1066 scenario: Counties of Philippopolis, Tyrnovo & Dorostrum vassal to duke of Adrianapolis
  • 1066 scenario: County of Nikopolis vassal to duke of Dorostrum
  • 1066 scenario: Duchies of Dorostrum & Peloponnesos adopted laws of Semi-Salic Consanguinity, Royal Preorgatory & Regal Supremacy
  • 1066 scenario: Duchy of Butrinto adopted laws of Elective Law, Royal Preorgatory & Regal Supremacy
  • 1066 scenario: The starting setup (tech, etc.) has been somewhat revised for Byzantine Empire as per the thread in the public beta forum. This seems to reduce their power in the region so they have a harder time making much headway if they're agressive but hasn't seems to make them much more suceptible to being attacked (probably because the AI looks at their overall strength and decides to give it a miss). Feedback on this should go in the Byzantium thread.
  • 1066 scenario: Sigelgaita is now sleeping with her husband once more.
  • 1066 scenario: Kingdom of Spanish Galicia is now once again the duchy of Galicia instead, but it's independent this time.
  • 1066 scenario: Braganza is now an independent duchy and begins the scenario allied to Galicia
  • 1066 scenario: Garcia has a claim on king of Leon and Castile
  • 1066 scenario: Some guys in county of Léon have discovered they are Tough Soldiers
  • 1066 scenario: Byzantium and Seljuk Turks now start at war <---for now at least...this may change in the future since it's something we really don't like doing in scenario set-ups. Feedback would be appreciated!
  • 1066 scenario: Tribe of Ugric has realized how they are actually tribe of Mordvins
  • 1066 scenario: Garcia Jimenez of Galicia has been given the "my_brother_has_me_rotting_away_in_one_of_his_prison_cells" trait (but we used the short name for it)
  • 1066 scenario: Mathilda of Canossa now Duchess of Toscana and Papal controller
  • 1066 scenario: Savoie dynasty now called de Savoie and is fully Italian
  • 1066 scenario: historical dynasties/rulers in Sardinia, Corsica, Urbino, Ancona, Orvieto, Trent
  • 1066 scenario: Hildebrand (Gregory VII) now bishop of Orbetello and is likely to become the next Pope
  • 1066 scenario: other historical future Popes now have their historical names/dynasties and traits
  • 1066 scenario: all of Bohemia now Bohemian instead of German
  • 1066 scenario: Franche-Comte now Frankish instead of German
  • 1066 scenario: Lorraine now German instead of Frankish
  • 1066 scenario: Milano now elective with Fulco d'Este as first heir
  • 1066 scenario: many northern Italian domains now direct vassals of the HRE
  • 1066 scenario: Sardinia and Corsica now independent
  • 1066 scenario: added claims: Pope on Benevento, bishop of Parma (antipope) on Papal State, Pisa and Genoa on Corsica and Sardinia, Apulia on Napoli and Capua
  • 1066 scenario: Zachlumia, Ragusa, Hum, Rama now catholic
  • 1066 scenario: Ansbach now represents bishopric of Bamberg
  • 1066 scenario: Von Lenzburg dynasty in Bern
  • 1066 scenario: D'Ardennes/de Bar/de Luxembourg dynasties expanded and connected
  • 1066 scenario: County of Holand expanded its territory
  • 1066 scenario: Mecklenburg and Pommerania now Western Slavic
  • 1066 scenario: Estonia now Ugric Baltic
  • 1066 scenario: Amida, Aleppo, Palmyra now Arab Muslim
  • 1066 scenario: Kiev and Novgorod now allied (father and son)
  • 1066 scenario: Napoli now independent
  • 1066 scenario: de Provence dynasty expanded
  • 1066 scenario: Viviers now bishopric
  • 1066 scenario: Wittelsbach dynasty expanded
  • 1066 scenario: von Andechs dynasty in Innsbruck
  • 1066 scenario: Artois now part of Flanders demesne
  • 1066 scenario: historical dynasty in Guines
  • 1066 scenario: de Lomagne dynasty in Labourd
  • 1066 scenario: Raymond de Toulouse (leader of First Crusade) now count of Rouergue
  • 1066 scenario: Breton rulers now have Frankish culture (better than Norman)
  • 1066 scenario: de Porhoet dynasty in Vannes
  • 1066 scenario: Maine to Robert of Normandy
  • 1066 scenario: claims on Maine to Geoffroy d'Anjou, Raoul de Valois and Hugh d'Este
  • 1066 scenario: Normandy provinces now have Frankish culture
  • 1066 scenario: all English Normans now have Norman culture
  • 1066 scenario: William the Bastard had his traits revised and is now a bit more of a bastard
  • 1066 scenario: Odo and Robert now half-brothers of William de Normandie instead of full brothers
  • 1066 scenario: removed the archbishopric of Sussex(Canterbury), replaced with county of Kent
  • 1066 scenario: Odo, brother of the conqueror, new count of Kent
  • 1066 scenario: Robert de Courseulles in Somerset
  • 1066 scenario: added sons of Harold Godwineson in Leinster, with claims on England
  • 1066 scenario: Edgar Atheling now has claim on England
  • 1066 scenario: added various historical earls and nobles in England
  • 1066 scenario: no more dukes in England except the Saxon ones
  • 1066 scenario: renamed FitzOsbern dynasty to de Breteuil and expanded it
  • 1066 scenario: added Montfort dynasty
  • 1066 scenario: added Avranches dynasty in Avranches
  • 1066 scenario: added de Brionnes as counts of Devon
  • 1066 scenario: fixed various small issues with Norman dynasties
  • 1066 scenario: Deheubarth and Glamorgan now have more historical rulers
  • 1066 scenario: most surviving Godwinesons have now moved away from English court to more appropriate locations
  • 1066 scenario: Gruffyd ap Llywellyn in Leinster now has claims on both Gwynedd and Leinster
  • 1066 scenario: fixed the birthyear of the wife of the duke of Mar
  • 1066 scenario: gave Svend Estridsson claims on the Danelaw
  • 1066 scenario: Harald replaced his brother Björn as duke of Slesvig
  • 1066 scenario: Skuli and Ketil Tostison now have claims on Cumberland
  • 1066 scenario: county of Ulaid now playable after initial ruler dies
  • 1066 scenario: some bugfixing and cleanup in Iberian dynasties (both Christian and Muslim)
  • 1066 scenario: Leon now has claim on Castile
  • 1066 scenario: Aragon and Navarra now have claims on each other
  • 1066 scenario: Granada now got Algeciras as vassal and a claim on Ceuta
  • 1066 scenario: Magnus Duke of Trondelag now has intestinal worms (he died quite young)
  • 1066 scenario: some rearrangement of province ownership in Finland
  • 1066 scenario: Åland now independent of Sweden
  • 1066 scenario: members of Rurikovich dynasty tweaked to fit their historical personalities
  • 1066 scenario: Kujawy now part of Mazovia
  • 1066 scenario: added two more sisters of Geza Arpad
  • 1066 scenario: duchy of Serbia now independent, dynasty tweaked slightly
  • 1066 scenario: Ragusa now independent republic
  • 1066 scenario: Bulgarian counts are now southslavic culture with appropriate names and dynasties
  • 1066 scenario: Croatian Trpimirovic dynasty tweaked
  • 1066 scenario: Dmitar Zvonimir now has claim on Croatia
  • 1066 scenario: Venice now has claims on Dalmatia
  • 1066 scenario: Hungary now has claims on Slavonia
  • 1066 scenario: various Byzantine character and dynasty changes and additions made
  • 1066 scenario: more Byzantine principalities now ruled by hereditary historical dynasties
  • 1066 scenario: Cherson and Samos now principalities
  • 1066 scenario: rulers of Ural now cuman pagan to match their provinces
  • 1066 scenario: Volga Bulgars have had their dynasty expanded and now use the BOLG kingdom tag
  • 1066 scenario: Cumans now ruled by an adult
  • 1066 scenario: added the remnants of Khazars in Itil
  • 1066 scenario: greatly expanded the Bagratuni dynasty and added other Armenian/Georgian dynasties
  • 1066 scenario: changed the Armenian/Georgian setup to be more historical
  • 1066 scenario: Alan rulers now Orthodox (and hence playable); most provinces are still pagan
  • 1066 scenario: Alan ruling dynasty expanded
  • 1066 scenario: Georgia and Alania allied
  • 1066 scenario: Abbasid and Seljuk dynasties revised slightly
  • 1066 scenario: Seljuks got some famous historical courtiers
  • 1066 scenario: Qarakhan dynasty revised
  • 1066 scenario: Ghaznavid dynasty moved from Seljuk court to Turkestan and now rules it
  • 1066 scenario: Mazyadid dynasty moved from Toledo court to Tigris (Hillah) and now rules it
  • 1066 scenario: A few muslim dynasties now have more appropriate "native" names.
  • 1066 scenario: Fatimid dynasty revised
  • 1066 scenario: Almoravid dynasty revised
  • 1066 scenario: various tag and dynasty name changes among Muslim rulers for more historical setup
  • 1066 scenario: Aswan moved from Fatimids to Nubia
  • 1066 scenario: all Muslim-held crusade targets now have small castles (but not the tech for them)
  • 1066 scenario: Rome now has small castle, Byzantion now has large castle (but not the techs)
  • 1066 scenario: tweaked Zähringen dynasty
  • 1066 scenario: gave a few Obodrit girls westernslavic culture
  • 1066 scenario: tweaked the Stade dynasty
  • 1066 scenario: added Krutoj, duke of Mecklemburg
  • 1066 scenario: Rügen and Wolgast vassals of Krutoj
  • 1066 scenario: added Nakonid dynasty as counts of Lübeck
  • 1066 scenario: splitted tribe of Sames in two
  • 1187: Large changes to the 1187 scenario, revising Poland and adding in Occitan and Basque culture at various places.

    1187 scenario: some young characters that were missing educations got them (thanks Jinnai!)
  • 1187 scenario: added dynasties 4046, 101714-715
  • 1187 scenario: fixed immortal/negatively aged people (IDs 15, 6520, 23582, 12520)
  • 1187 scenario: fixed the Kexholm owning a Cuman province error
  • 1187 scenario: moved the count of Carcassone's wife to his court
  • 1187 scenario: Lowland provinces has now Dutch culture
  • 1187 scenario: Scandiavian culture setup tweaked
  • 1187 scenario: added Ua Ruaircs in Sligo
  • 1187 scenario: added John de Courcy with dynasty in Ulaid
  • 1187 scenario: added historical ruler in Tir Connail
  • 1187 scenario: added mac Lochlainns in Tir Eoghain
  • 1187 scenario: Viken, Jemtland and Herjedalen to Norway
  • 1187 scenario: independent Swedish provinces now incorporated into Sweden
  • 1187 scenario: Danish dynasty expanded a bit
  • 1187 scenario: Swedish dynasties of Bjälbo, Sverker and Erik added/expanded
  • 1187 scenario: Sverker Karlsson Sverkerätten residing in Denmark with a claim on Sweden
  • 1187 scenario: -duchy of Östergötland created, duke Magnus [Minnesköld] till Bjälbo
  • 1187 scenario: Norwegian king's father is now properly dead
  • 1187 scenario: Added Dunkeld Kings of Scotland
  • 1187 scenario: Added Dumbar Dukes of Berwick
  • 1187 scenario: Added Stewart Dukes of Strathclyde
  • 1187 scenario: Added Dunkeld Dukes of Atholl
  • 1187 scenario: Added Dunkeld Counts of Fife
  • 1187 scenario: Added Comyn Counts of Buchan
  • 1187 scenario: Added of Angus Counts of Angus
  • 1187 scenario: Added a few members to the Galloway family
  • 1187 scenario: Added Dunkeld Dukes of Orkney
  • 1187 scenario: Moved the Duchy from Man to the Western Isles
  • 1187 scenario: Added the County of Argyll to the Duchy of Western Isles
  • 1187 scenario: Added MacDonald Dukes of western Isles
  • 1187 scenario: Downgraded Mann to a County
  • 1187 scenario: Added Crovan counts of Mann
  • 1187 scenario: Constance de Penthievre duchess of Brittany
  • 1187 scenario: linked Penthievre and Brittany branches of Penthievre dynasty
  • 1187 scenario: created duchy of Burgundy, added dynasty
  • 1187 scenario: Matilda Angevin's marriage fixed (that particular little Heinrich kid was not the Lion
  • 1187 scenario: added Geoffrey Angevin archbishop of York
  • 1187 scenario: added Hugh Pudsey count of Durham
  • 1187 scenario: added William FitzPatrick count of Salisbury
  • 1187 scenario: added William Marshal count of Dyfed
  • 1187 scenario: expanded Beaumont dynasty - connected three branches
  • 1187 scenario: fixed Schwabian Hohenstaufen dynasty
  • 1187 scenario: added Henry the Lion, with dynasty included, in Lüneburg (just came back from exile)
  • 1187 scenario: added family to Heinrich von Tirol
  • 1187 scenario: added family to Walram von Nassau
  • 1187 scenario: expanded Askanien dynasty
  • 1187 scenario: Otto Askanien is now duke of Brandenburg
  • 1187 scenario: Otto von Hohenstaufen demoted from Duke to count(palatinate) of Burgundy
  • 1187 scenario: Chalons to French Burgundy
  • 1187 scenario: added Wettin dynasty in Meissen
  • 1187 scenario: bishopry of Salzburg created, bishop Vojtech Premyslid
  • 1187 scenario: Slupsk, bishopry, vassal of Pommerania
  • 1187 scenario: Stettin and Werle to Pommerania, vassal of Denmark
  • 1187 scenario: Lubusz vassal of Silesia
  • 1187 scenario: Chelminskie to pagan Prussians
  • 1187 scenario: Jaroslaw new count of Opole
  • 1187 scenario: Mieszko former count of Opole now count of Cieszyn
  • 1187 scenario: Portuguese dynasty expanded
  • 1187 scenario: removed 9502 (duplicate of 9510)
  • 1187 scenario: Leonese royal dynasty expanded a bit
  • 1187 scenario: Aragonese dynasty expanded (removed 10515, duplicate of the king)
  • 1187 scenario: Rosello and Provence to king of Aragon
  • 1187 scenario: created Urgell dynasty
  • 1187 scenario: southern Italy given to Sicily
  • 1187 scenario: Guillaume de Hauteville's dynasty expanded (11500-11532)
  • 1187 scenario: king G. also duke of Apulia
  • 1187 scenario: Simon de Hauteville count ot Taranto
  • 1187 scenario: Tancred de Hauteville count of Lecce
  • 1187 scenario: Helion d'Altaville count of Benevento
  • 1187 scenario: Ancona a republic
  • 1187 scenario: duchy of Spoleto created, duke Konrad von Urslingen.
  • 1187 scenario: Urbino a county, count Antonio Montefeltro
  • 1187 scenario: Aquileia a bishopry
  • 1187 scenario: Piombino to Toscana
  • 1187 scenario: Florence vassal of Toscana
  • 1187 scenario: created dynasty in Savoy
  • 1187 scenario: kingdom of Italy in Northern Italy, representing the administration of king Heinrich of Italy
  • 1187 scenario: Renaud, duke of Tripoli, now also duke of Galilee
  • 1187 scenario: the two women in GALE court moved to their husbands
  • 1187 scenario: Renaud de Chatillon now appropiately married.
  • 1187 scenario: Saint-Gilles expanded
  • 1187 scenario: dynasty in Antioch renamed Poitiers and expanded
  • 1187 scenario: Hospitaller order created
  • 1187 scenario: pressure from the pro-Dutch lobby has yet once again resulted in some minor tweaks to their setup. The next request I receive for further Dutch tweaks to a scenario files will result in them all being shipped off to Greenland while their former lands will be split evenly between the Golden Horde and the Ilkhanate (and I'm *so* not kidding!...well...only a little)
  • 1187 scenario: Raymond Saint-Gilles of Tolouse was revised a bit
  • 1187 scenario: added Neuchatel dynasty in Neuchatel
  • 1187 scenario: made Valais a bishopry (bishops of Stitten ruled Valais)
  • 1187 scenario: added Hohenzollern dynasty as courtiers in Nürnberg, likely to inherit
  • 1187 scenario: added Habsburg dynasty in Schwyz
  • 1187 scenario: duchy of Milan created
  • 1187 scenario: Grisons(Ticino) to Milan
  • 1187 scenario: added Zähringen dynasty in Bern
  • 1187 scenario: expanded and connected the Zähringen branches
  • 1187 scenario: added Kyburgs in Aargau
  • 1187 scenario: made Chur a bishopry
  • 1187 scenario: Free Country of Burgundy (Besancon) directly under the emperor
  • 1187 scenario: made Köln a bishopry
  • 1187 scenario: Zeeland to Holland
  • 1187 scenario: Friesland independent
  • 1187 scenario: count of holland claim on Westfriesland (granted by Barbarossa in 1168)
  • 1187 scenario: made Sticht a bishopry (utrecht)
  • 1187 scenario: expanded and fixed dynasties in Holland, Kleve and Loon
  • 1187 scenario: added Adolf von Schauenberg count of Hamburg&Lübeck (Holstein)
  • 1187 scenario: added Querfurts in Plauen(burggrafs of Magdeburg)
  • 1187 scenario: fixed and expanded dynasties of Macon, Capet, Coucy, Nevers
  • 1187 scenario: Etienne no longer count of Nevers (he ruled a county on the border of Dijon and Besancon provinces)
  • 1187 scenario: Nevers transfered to Agnes de Nevers, cts of Nevers&Auxerre
  • 1187 scenario: Sens now Royal demesne
  • 1187 scenario: created Angouleme dynasty
  • 1187 scenario: added count and dynasty of Auvergne
  • 1187 scenario: expanded Montcade dynasty
  • 1187 scenario: expanded Comminges dynasty in Bearn
  • 1187 scenario: Armagnac's marriage fixed
  • 1187 scenario: connected Blois branches
  • 1187 scenario: removed duplicates 13113, 12860, 12861, 6856, 5962, 6010, 5594, 5870, 5544, 6880, 12971 & 12972
  • 1187 scenario: tweaked stats of Queen Thamar the Great of Georgia
  • 1187 scenario: Queen Thamar now some month prematurely married to David Soslan of the same dynasty, in order to make the country playable
  • 1187 scenario: Abkhazia to Georgia
  • 1187 scenario: connected the various Rurikid branches
  • 1187 scenario: removed duplicate 22688
  • 1187 scenario: made Rurik Rurikovich count of Belgorod
  • 1187 scenario: Kujavia now a vassal of Wielkopolska
  • 1187 scenario: added historical figures in Italy: future popes and consuls
  • 1187 scenario: historical ruler in Senj, Subic dynasty
  • 1187 scenario: added Frangepans in Veglia
  • 1187 scenario: added Komnenos dynasty, rulers of Cyprus
  • 1187 scenario: added Rubenid dynasty in Cilicia
  • 1187 scenario: added Laskaris dynasty
  • 1187 scenario: added Hetumi dynasties in Adana and Lykandos
  • 1187 scenario: added Basileos Batatzes, prince of Thrake
  • 1187 scenario: added Kantakouzenos dynasty, princes of Lydia
  • 1187 scenario: added Alexios Banas, ruler of Adrinopolis
  • 1187 scenario: upgraded the techs of the Rûm sultanate
  • 1187 scenario: added de Preuilly dynasty in Vendome
  • 1187 scenario: gave Philippe of France claims on the areas he conquered right after gamestart
  • 1187 scenario: Richard the Lionhearted now start at low loyalty
  • 1187 scenario: Rastko Nemanjic's stats tweaked
  • 1187 scenario: added Thouars dynasty
  • 1187 scenario: fixed minor issues with dynasties of Forez & Perigord
  • 1187 scenario: expanded dynasty in Limoges
  • 1187 scenario: added Saladin
  • 1187 scenario: added de Clare dynasty, likely to inherit Gloucester
  • 1187 scenario: added/expanded de Redvers dynasty
  • 1187 scenario: expanded Gwynedd dynasty
  • 1187 scenario: added counts of Powys
  • 1187 scenario: added Montfort dynasty in Evreux
  • 1187 scenario: kingdom of Sicily changed to Naples, due to tier problems
  • 1187 scenario: principality of Cilicia upgraged to kingdom, due to tier problems
  • 1187 scenario: changed CROA tag to DCRO
  • 1187 scenario: removed the bishopry of Slupsk, replaced with a county representing Schlawe-Pommerania
  • 1187 scenario: expanded Gryfita dynasty
  • 1187 scenario: tweaked the dynasty on Rügen and renamed it Wizlawid
  • 1187 scenario: fixed and expanded the Piast dynasty
  • 1187 scenario: expanded de Lorraine dynasty
  • 1187 scenario: fixed Babenberg dynasty
  • 1187 scenario: expanded Wettin dynasty
  • 1187 scenario: added Dedo von Wettin as count of Lausitz
  • 1187 scenario: expanded Premyslid dynasty
  • 1187 scenario: Konrad Ota Premyslid made duke of Moravia
  • 1187 scenario: added (landowning/prince-)bishoprics in Bremen, Osnabrück and Münster
  • 1187 scenario: Brunswick to Lüneburg
  • 1187 scenario: added FitzAlans as counts of Shewsbury (governors and sheriffs)
  • 1187 scenario: expanded the Stewart dynasty
  • 1187 scenario: expanded Dunkeld dynasty
  • 1187 scenario: replaced placeholders in Moray, Sutherland and Ross with historical rulers
  • 1187 scenario: added Mar dynasty
  • 1187 scenario: tweaked Angus dynasty
  • 1187 scenario: added de Windsors and de Barrys as courtiers in Ireland
  • 1187 scenario: added a few historical Muslim rulers
  • 1187 scenario: added marriage between Teresa of Portugal and Philippe de Lorraine
  • 1187 scenario: expanded Blois dynasty
  • 1187 scenario: added duchy of Tröndelag and Rein dynasty
  • 1187 scenario: Akerhus duchy created, representing the Kuvlung rebels
  • 1187 scenario: added Jon Ingesson (Kuvlung) as duke of Akerhus, dynastical ties added
  • 1187 scenario: added historical lawspeaker on Iceland
  • 1187 scenario: added Jon Loptsson on Austisland with dynasty and stepson
  • 1187 scenario: expanded Norwegian royal family
  • 1187 scenario: expanded Danish royal family
  • 1187 scenario: tweaked Valdemar the Victorious
  • 1187 scenario: made Valdemar duke of Slesvig, with claims on Holstein(CK provinces Lübeck+Hamburg)
  • 1187 scenario: added Galen dynasty on Fyn
  • 1187 scenario: Alcantara and Plasencia to Leon
  • 1187 scenario: Henri de Champagne made Duke of Champagne
  • 1187 scenario: Germanized Obodrit dynasty added in Mecklenburg and Rostock
  • 1187 scenario: Werle to Mecklenburg
  • 1187 scenario: Western slavic culture in a few provinces
  • 1187 scenario: Rhys, Lord of South Wales, added as the new duke of Deheubarth
  • 1187 scenario: tweaked John Lackland
  • 1187 scenario: added de Braose dynasty in Gwent
  • 1187 scenario: added Butler dynasty in Urmunu
  • 1187 scenario: made the culture of Wales Welsh
  • 1187 scenario: corrected a couple of errors in English dynasties
  • 1187 scenario: removed the Khazar state
  • 1187 scenario: Naissos to Serbia
  • 1187 scenario: tweaked and expanded Bulgarian royal family
  • 1187 scenario: expanded royal Bulgarian demesne
  • 1187 scenario: added Hriz dynasty in Strymon
  • 1187 scenario: created bishopric of Zamora
  • 1187 scenario: Alan rulers made Orthodox, as well as the land
  • 1187 scenario: improved fortifications in crusade targets
  • 1187 scenario: created archbishopric of Galicia/Compostela
  • 1337: Toned down axe technology
  • 1337: Ilkhanate broken up (happened historically 1335-36)
  • 1337: Golden Horde rulers Turkified.
  • 1337 scenario: some young characters that were missing educations got them (thanks Jinnai!)
  • 1337 scenario: created bishopric of Zamora
  • 1337 scenario: created archbishopric of Galicia/Compostela
  • 1337 scenario: Alan rulers made Orthodox, as well as the land
  • 1337 scenario: fixed some errors in dynastical links
  • 1337 scenario: made Lithuanian lands pagan
  • 1337 scenario: tweaked Gediminas dynasty
  • 1337 scenario: distributed Lithuanian lands to the sons of the king
  • 1337 scenario: Smolensk and Kiev under Lithuanian overlordship
  • 1337 scenario: added Teodoras/Fedor, brother of Gediminas, as prince of Kiev
  • 1337 scenario: Bulgarian royal dynasty (Shishman) tweaked
  • 1337 scenario: made Mihail Shishman, brother of king Ivan Alexander, count of Mesembria
  • 1337 scenario: made another Mihail Shishman count of Naissos
  • 1337 scenario: made Ivan Komnin Shishman count of Dyrrachion
  • 1337 scenario: improved fortifications in Muslim-held crusade targets
  • 1337 scenario: connected the "von Pommern" dynasty with the Gryfits, and made Polish
  • 1337 scenario: Rügen to Barnim Gryfita
  • 1337 scenario: Rostock directly to Mecklemburg
  • 1337 scenario: Werle a vassal of Mecklemburg rather than Pommerania
  • 1337 scenario: Slupsk to Pommerania
  • 1337 scenario: added missing marriages to Johann von Werle
  • 1337 scenario: Atholl removed from the Strathbogie and made royal demasne
  • 1337 scenario: the Douglases are now Scottish instead of English
  • 1337 scenario: the kids of Colin Campbell are now Campbells instead of MacDuffs
  • 1337 scenario: expanded and connected the Brienne dynasties
  • 1337 scenario: duchy of Norrland split into counties
  • 1337 scenario: Celle to Bremen
  • 1337 scenario: Ludwig von Wittelsbach, king of Germany, enemy of the pope, starts with negative piety
  • 1337 scenario: Slesvig to Valdemar, who got it back in 1336
  • 1337 scenario: Gerhard the Great compensated with duchy of Holstein, so he can have his vassals
  • 1337 scenario: Osnabrück made a bishopric
  • 1337 scenario: Weimar now represents bishopric of Halberstadt
  • 1337 scenario: Plauen to Saxony(-Wittenberg)
  • 1337 scenario: Sundgau to the Habsburgs
  • 1337 scenario: Nordgau made to represent bishopric of Strassbourg, which owned most of the province
  • and a whole bunch of other stuff

---------------------------------------------------------------------
---------------------------------------------------------------------

And a ton of other little tweaks, fixed, etc. that are too numerous to document in detail.
 

Ayeshteni

Jehanne's Slave
111 Badges
Jul 31, 2002
6.280
106
  • 500k Club
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Penumbra - Black Plague
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Rome: Vae Victis
  • 200k Club
  • Heir to the Throne
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
Can I ask why this hasnt been stickied?
Ayeshteni
 

unmerged(21937)

Your Industrial Friend
Nov 15, 2003
9.557
1
Essentially the same info is in beta patches thread, so I presume MrT considered it not essential enough to be stickied.
 

szmik

Libertarian
102 Badges
Apr 18, 2004
2.158
818
  • Hearts of Iron IV: No Step Back
  • Surviving Mars: Digital Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Europa Universalis IV
  • Deus Vult
  • Victoria: Revolutions
  • For The Glory
  • Arsenal of Democracy
  • Darkest Hour
  • Rome Gold
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Hearts of Iron III Collection
  • Crusader Kings II
  • Crusader Kings II: Reapers Due
  • March of the Eagles
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • 500k Club
  • Pride of Nations
  • Age of Wonders III
  • BATTLETECH
  • Pillars of Eternity
  • Tyranny: Archon Edition
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Shadowrun: Hong Kong
  • Teleglitch: Die More Edition
  • Surviving Mars
  • Majesty 2
  • The Kings Crusade
  • Crusader Kings III
who read this all?? ;)

I stopped at 2nd post :(
 

Kujy

Somewhat Damaged
51 Badges
May 27, 2004
491
0
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Steel Division: Normandy 44 Deluxe Edition
  • Knights of Honor
  • Crusader Kings II: Conclave
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
Didn't want to start another thread for this, but I think this is on topic. Re: the duchy setup and the massive amount of discussion/bickering/flaming ;) that was going on in the Increasing duchy historicality and revisiting their borders" thread (http://forum.paradoxplaza.com/forum/showthread.php?t=202855) will the duchy setup in 1.05 be based on this or will the setup remain the same? I didn't see this mentioned in the (btw awesome) change log so I thought I'd ask.
 

Veldmaarschalk

Cool Cat
151 Badges
Apr 20, 2003
30.119
1.851
  • 200k Club
  • 500k Club
Duke of Kujawy said:
Didn't want to start another thread for this, but I think this is on topic. Re: the duchy setup and the massive amount of discussion/bickering/flaming ;) that was going on in the Increasing duchy historicality and revisiting their borders" thread (http://forum.paradoxplaza.com/forum/showthread.php?t=202855) will the duchy setup in 1.05 be based on this or will the setup remain the same? I didn't see this mentioned in the (btw awesome) change log so I thought I'd ask.

I don't think there will be a new duchy setup for 1.05. I thought Byakhiam has said it somewhere/sometime. They still have to make COA's of some new duchies also

Maybe 1.06, maybe it will be mod made by Byakhiam
 

Kujy

Somewhat Damaged
51 Badges
May 27, 2004
491
0
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Steel Division: Normandy 44 Deluxe Edition
  • Knights of Honor
  • Crusader Kings II: Conclave
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
Veldmaarschalk said:
I don't think there will be a new duchy setup for 1.05. I thought Byakhiam has said it somewhere/sometime. They still have to make COA's of some new duchies also

Maybe 1.06, maybe it will be mod made by Byakhiam


Oh, ok then. Even a mod would be cool. I just think it would be a shame for all that discussion in the the aforementioned thread all go for nothing.
 

unmerged(21937)

Your Industrial Friend
Nov 15, 2003
9.557
1
No, it definetly was not for naught. I'm just not able to direct my time for CK that much atm, so secondary CK concerns like new duchy setup have to be on ice for now. :(