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Luca0312

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Just wanted to remind everyone that the De Jure Maps I created a while ago (downloadable from first page) are now outdated. I am writing this just because I noticed they were downloaded more than 50 times in the last 24 hours (the mod itself went over 1000 downloads in 24 hours... wow guys, thank you).

I probably have to write some kind of manual for this mod. The new mechanics, de jure shifting titles, CBs requirements, there are so many things that would be easier for players if they had a reference or something...
 

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Both things (the navy in the middle of ocean and the 12 cumulative simultaneous modifiers) are very strange. Especially the modifiers. Those modifiers should be mutually exclusive and they seem to be working fine for me. Anyone else experienced this problem (multiple 'Decentralization' icons)?

I do have a suspect though. The new modifiers are based on the 'realm_size' command that was introduced in one of the very latest patches from Paradox. Is your CKII updated to 1.092? Because if it's not, that would explain the 12 modifiers (if the game does not recognize the 'realm_size' command, then the conditions for all modifiers result true and therefore they are all applied).

P.S. And no... I didn't know Megaupload had a successor! I will check it out... :happy:

It seems that was the problem. BTW, I just found that this "Gallic Navy" in the Atlantic Ocean is part of the Lost Company.
 
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Ols

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Isn't it a bit broken to have Aenglaland forming 20 years into the game? I was using the fix you uploaded (thanks for that) and the King of Anglia proclaimed himself ruler of Aenglaland the moment the King of Cantia created West Seaxe. I managed to become independent within the High Kingdom as South Seaxe anyway, but it kinda annoyed me regardless as the blob was unnecessary at the time, and I don't see why Cantia would have agreed to it. When the High King eventually died Wessex, Sussex and Cantia became independent normally but Gavelkind gave Anglia to a younger son messing up the other titles and creating a mess where Anglia existed in de jure Elmet. I think either Aenglaland should have stricter requirements or there should be a mechanism to ensure that a collapsing Aenglaland leaves behind an intact Anglia and makes all the other kingdoms either independent with correct borders or makes the Jarls in those lands independent. A sizeable penalty for failing to hold Aenglaland together makes sense to me.

Also, could Sussex take over the Weald de jure if it's formed? Cantia wont stop attacking me despite its puny size, and is quite threatening considering it has a vassalised mercenary band and I do not.
 

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Hey, I just came across a couple things after uniting Gaul under the Romans.

1) It takes 75%, not 50%, to form the Imperium.

2) Mercenary ships spawn in the Atlantic, underwater.

3) The "Castra Praetoria" building seems really powerful. Maybe limit one per Prefecture? I'm not sure how that would be done, though.

4) I can't seem to appoint Senators.

5) Every game, pre and post-update, Arthur seems to end up imprisoned by Mordred after a failed coup.
 

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In response to point 5, Mordred has Arthur executed 90% of the time. There should definitely be a way to buff Arthur since almost everyone rebels in his favour yet still fail. Maybe give him a mercenary band.

I think I might try and see if I can play as Cymru and try out a British reconquest game again so see how everything is working in reverse of the Saxon conquests I'm guessing a lot of people are doing.
 

Luca0312

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Hey, I just came across a couple things after uniting Gaul under the Romans.

1) It takes 75%, not 50%, to form the Imperium.

2) Mercenary ships spawn in the Atlantic, underwater.

3) The "Castra Praetoria" building seems really powerful. Maybe limit one per Prefecture? I'm not sure how that would be done, though.

4) I can't seem to appoint Senators.

5) Every game, pre and post-update, Arthur seems to end up imprisoned by Mordred after a failed coup.

Thanks for the report!

1) I'm not sure I understand.
2) After Viden reported the same issue I checked it out, but all the ports in Gaul seem to be placed correctly. I tried to raise the Lost Company myself and they appeared correctly in the province and port of Augustodurum. Can you give me some more details (ex. what mercenary ships, what did the tooltip say 'They will arrive in...', etc.)?
3) Actually the Castra Praetoria should be buildable only and exclusively in the Imperial Capital. Only one should exist. If it's buildable everywhere, that's a huge bug. I will check it out right away.
4) They must meet some requirements to be elected Senators, first of all the age (30+) and they must have 7+ in stewardship, diplomacy and learning. There is also a cultural limit (only romans, romano-british or romano-gallic) but I've just decided to remove that one, so in the upcoming hotfix all cultures will be elegible.
5) I've run dozens of 'observe mode' campaigns and Arthur becomes King quite often (and I've seen him become High King of Britannia many times). Unfortunately the two options: 1) Becomes King and 2) Imprisoned and Executed do cover 95% of the 'campaign runs'. It would be nice to have more possible 'intermediate' outcomes, but given the way the CKII engine works, it would probably require scripted events.
 

Luca0312

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In response to point 5, Mordred has Arthur executed 90% of the time. There should definitely be a way to buff Arthur since almost everyone rebels in his favour yet still fail. Maybe give him a mercenary band.

I seriously thought about giving him a heavy cavalry 'personal' unit. That would fit the novels perfectly by the way.

In the end I decided not to do it precisely because I was afraid to make him too strong, that he would always end up High King, etc.

Maybe a 'small' cavalry unit could be a balanced compromise.
 

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Thanks for the report!

1) I'm not sure I understand.
2) After Viden reported the same issue I checked it out, but all the ports in Gaul seem to be placed correctly. I tried to raise the Lost Company myself and they appeared correctly in the province and port of Augustodurum. Can you give me some more details (ex. what mercenary ships, what did the tooltip say 'They will arrive in...', etc.)?
3) Actually the Castra Praetoria should be buildable only and exclusively in the Imperial Capital. Only one should exist. If it's buildable everywhere, that's a huge bug. I will check it out right away.
4) They must meet some requirements to be elected Senators, first of all the age (30+) and they must have 7+ in stewardship, diplomacy and learning. There is also a cultural limit (only romans, romano-british or romano-gallic) but I've just decided to remove that one, so in the upcoming hotfix all cultures will be elegible.
5) I've run dozens of 'observe mode' campaigns and Arthur becomes King quite often (and I've seen him become High King of Britannia many times). Unfortunately the two options: 1) Becomes King and 2) Imprisoned and Executed do cover 95% of the 'campaign runs'. It would be nice to have more possible 'intermediate' outcomes, but given the way the CKII engine works, it would probably require scripted events.

10 Galleys, stationary in "Atlanticus Oceanus". Normally you notice them because you raise the Lost Company, then you dismiss them but you keep paying 6 wealth/month.

BTW, is normal that Arthur marries always matrineally? In my last (only) game, he married three times (being his wife seems to be a quite risky sport, if you know what I mean :D) and the three were matrineally. Aside that, Dumnonia fell one time after another in civil wars whilst Anglia grew stronger and stronger and the Picts were erased by the Gaelics of Dalrania (or something like that) just after the event of Pictish invasion fired. :p

PS: I can build Senatorial Halls in all my provinces, is that intended?
PPS: I think Court Chaplains are quite useless now. In 50 years of game there was only one province conversion, and it was not even my Court Chaplain who achieved that. Now is impossible to mantain a more or less homogeneous religion. About the culture, is there some way to romanize the barbarians? and to make Romano-X proper Romans? I made Siagrius I Roman, but if I must wait for the random events to fire... well, I will remain whit a cultural clusterfuck.
 

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Thanks for the report!

1) I'm not sure I understand.
2) After Viden reported the same issue I checked it out, but all the ports in Gaul seem to be placed correctly. I tried to raise the Lost Company myself and they appeared correctly in the province and port of Augustodurum. Can you give me some more details (ex. what mercenary ships, what did the tooltip say 'They will arrive in...', etc.)?
3) Actually the Castra Praetoria should be buildable only and exclusively in the Imperial Capital. Only one should exist. If it's buildable everywhere, that's a huge bug. I will check it out right away.
4) They must meet some requirements to be elected Senators, first of all the age (30+) and they must have 7+ in stewardship, diplomacy and learning. There is also a cultural limit (only romans, romano-british or romano-gallic) but I've just decided to remove that one, so in the upcoming hotfix all cultures will be elegible.
5) I've run dozens of 'observe mode' campaigns and Arthur becomes King quite often (and I've seen him become High King of Britannia many times). Unfortunately the two options: 1) Becomes King and 2) Imprisoned and Executed do cover 95% of the 'campaign runs'. It would be nice to have more possible 'intermediate' outcomes, but given the way the CKII engine works, it would probably require scripted events.

My apologies, a sentence was left out for point one. The in-game tooltip indicates you need 50%, but it should read 75%.

As for point three, I have ordered the construction of seven so far. So, yes, it is definitely bugged.
 

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I seriously thought about giving him a heavy cavalry 'personal' unit. That would fit the novels perfectly by the way.

In the end I decided not to do it precisely because I was afraid to make him too strong, that he would always end up High King, etc.

Maybe a 'small' cavalry unit could be a balanced compromise.

To fit the books, why not a very small band of 50 heavy cavalry? Powerful, yes, but not game-breaking and most definitely flavorful.
 

Hiyo

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10 Galleys, stationary in "Atlanticus Oceanus". Normally you notice them because you raise the Lost Company, then you dismiss them but you keep paying 6 wealth/month.

BTW, is normal that Arthur marries always matrineally? In my last (only) game, he married three times (being his wife seems to be a quite risky sport, if you know what I mean :D) and the three were matrineally. Aside that, Dumnonia fell one time after another in civil wars whilst Anglia grew stronger and stronger and the Picts were erased by the Gaelics of Dalrania (or something like that) just after the event of Pictish invasion fired. :p

PS: I can build Senatorial Halls in all my provinces, is that intended?
PPS: I think Court Chaplains are quite useless now. In 50 years of game there was only one province conversion, and it was not even my Court Chaplain who achieved that. Now is impossible to mantain a more or less homogeneous religion. About the culture, is there some way to romanize the barbarians? and to make Romano-X proper Romans? I made Siagrius I Roman, but if I must wait for the random events to fire... well, I will remain whit a cultural clusterfuck.

I can also do the same with the Senatorial Halls.

As for court chaplains, I do see some provinces converted, but it doesn't seem to trigger a pop-up. As for cultural, the event seems to fire fairly often. I see it once every 5 years or so, converting provinces to me leaders culture.
 

Luca0312

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10 Galleys, stationary in "Atlanticus Oceanus". Normally you notice them because you raise the Lost Company, then you dismiss them but you keep paying 6 wealth/month.

BTW, is normal that Arthur marries always matrineally? In my last (only) game, he married three times (being his wife seems to be a quite risky sport, if you know what I mean :D) and the three were matrineally. Aside that, Dumnonia fell one time after another in civil wars whilst Anglia grew stronger and stronger and the Picts were erased by the Gaelics of Dalrania (or something like that) just after the event of Pictish invasion fired. :p

PS: I can build Senatorial Halls in all my provinces, is that intended?
PPS: I think Court Chaplains are quite useless now. In 50 years of game there was only one province conversion, and it was not even my Court Chaplain who achieved that. Now is impossible to mantain a more or less homogeneous religion. About the culture, is there some way to romanize the barbarians? and to make Romano-X proper Romans? I made Siagrius I Roman, but if I must wait for the random events to fire... well, I will remain whit a cultural clusterfuck.

Yes I was just able to replicate the 'Ships in Atlantic Ocean' bug. I don't know how to fix it though! The ports are all placed correctly, so I don't know why/how the game decides to spawn the ships there instead of a friendly port. If you try to raise the Lost Company as Benoic, the ships will appear correctly. Raising them as Soissons make them appear in the ocean, even if Soissons has a port province. I am clueless... I think I will just remove the ships from the Lost Company. Not a good solution but they are not the reason for hiring the mercs anyway, and they even cost a lot.

Arthur always marries matrineally because technically he is a bastard. The only chance he's got to have 'Pendragon' children is to be legitimized by Uther, but that will not happen when Uther is AI-controlled.

Senatorial Halls: NO, NOT INTENDED! Hiyo also reported the same about Castra Praetoria, but all these buildings should be unique and buildable only in the Imperial Capital. The real problem is... it works for me! In my game (two installations on two different PCs) I can build them only in my capital. Just the capital of the Imperium Galliarum, not the Praefectures capitals, nor the other settlements.

I did not change anything regarding the Spiritual Councillors so their effectiveness has been the same since the November release. Remember it depends on much more than their learning skill... that's the vanilla way, here many other traits and skills are considered, depending on the type of action. For example if you want to fabricate claims, have a chancellor with a high intrigue skill, and preferably NOT 'honorable'... use common sense and look at their traits. For province conversion, a zealous authoritative councillor with learning 10 will do better than a tolerant slothful councillor with learning 20.

Finally about culture... the only way to romanize stuff is to create the Imperium Galliarum. All the land under the Imperium will slowly become roman culture. It will take shorter for Romano-X cultured lands and a lot longer for Anglo-Saxons or Picts. Shorter in large cities, longer in mountains, forests and such. Shorter if the religion of the province is the same as the Imperator's, longer if it's different (a Christian Imperium Galliarum can achieve single-culture and single-religion basically on the whole map in theory, or close enough by 867 AD). If you want it to be roman pagan, well... that's going to be a lot harder. Makes historical sense to me.

I was planning to add an action for chancellors or stewards to try and convert a province culture. I've got a fourth action in mind for all councillors actually. Things like disease prevention (very useless when the Plague of Justinian arrives) or Sabotage in enemy lands.
 

Ols

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Arthur marries matrilineally because he's an unlegitimised bastard. He probably will need a wife given to him via event if he wins to make it more accurate.

Also restoring Britannia is messed up now. Northhampton cannot be forced into another title once it gets added to Anglia, which it always does, meaning that Aenglaland remains in the centre of Britain. Additionally, is it possible to script an event so that having Derfel Cadarn installed as King of Anglia instantly destroys the title? He should get given a ducal level title or the Icenian kingdom with claims on everything so that he can start to drive the Saxons back. Cantia is obviously a pushover if you're attacking to destroy the Saxons, but Anglia could use some more flavour and scripts to make sure it disappears appropriately. An Anglo-British/Icenian culture (to simulate Germanic peoples slowly adopting Celtic culture) or an event to "drive them to the sea" would be cool too. I feel that creating Icenia constitutes shooting myself in the foot for the sake of roleplay, so having that Kingdom pop up and be a player in Britannia is something that'd be great as part of a script in every game.

Also, can East Rheged, West Rheged, East, West and Central Dumnonia get new names? I feel Central Dumnonia is a bit too big anyway, and I'd favour Merlin's holdings being a duchy, the Roman holdings being one and the rest either having no duchy or having one that can't be created by a king. West Dumnonia should simply be Dumnonia in my opinion, while East Dumnonia should get some tribe related name. I don't know about Rheged.

Anyway, great work on this patch. As with each patch before this I've been trying to work out what could go wrong and trying to make it go wrong. I'm going to investigate forming Cymru and watch Aenglaland grow from a dormant position in Wales next, simply because I'm curious about how Offa's Dyke has been coded.
 
Last edited:

Ixor779

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When you do decide to add to add to Pictland here is some info to help.

This is a post by a user "ceretic" on the totalwarcenter who is a student in the field and working on a mod in a similar time frame.

These are the main settlements and regions of the Pictavia faction.

Pictavia was traditionally said to be divided into seven sub-kingdoms, Fife, Fortriu, Fotla, Fidach, Ce, Circinnd and Cait. In addition to these realms there will be other regions in the Pictish sphere such as Afarnach, Druím Alban and Sceta.

Main settlements in Pictavia

Llis Nechtain (Modern name: Abernethy)
Llis Nechtain is the ceremonial capital of the Picts. This idea is supported by tradition, customs and archaeology. Tradition maintains that Abernethy was the same location as ‘Afarnach’s Halls’ as cited in the earliest Arthurian literature. This name indicates a royal residence of some sort. Further evidence of this are is found in the numerous carved Pictish stones, the distinctive towers and the foundations of the church being attributed to the Pictish king Nechtain. The name “Llis Nechtain” means the “Halls of Nechtain” in reconstructed Pictish. The surrounding region has been named “Afarnach”.

Airchartdan (Modern name: Urquhart Castle)
Airchartdan was on the shores of Loch Ness and is thought to have been the main power base of the northern Pictish sub-kingdom of Fortriu. Historians postulate that this site was probably the site where Saint Columba famously 'converted' the Northern Picts in c.570. The name both ancient and modern is pronounced "Erkut". We chose this name above “Craig Phadraig” (often given for Inverness) because the ‘Rock of Patrick’ implies that place was named after the northern Picts had become Christians - which of course at this time they had not.

Din Foither (Modern name: Dunnottar)
Possibly the earliest written reference to the site is found in the Annals of Ulster which record two sieges of "Dún Foither" in 681 and 694. The earlier event has been interpreted as an attack by Brude, the Pictish king of Fortriu, to extend his power over the north-east coast of Scotland. We have "Pictified" this Gaelic version of the name to 'Din Foither'.


Craig Dhu (Modern name: Clatchard Craig)
This ancient Pictish fortification was destroyed to make way for a quarry in the 1930s. However excavations in 1932 before it disappeared indicated it was a fortress in Fife of great importance. It’s reconstructed Pictish name is conjecture but means “southern rock”.

Din Celyddon (Modern name: Dunkeld)
Dunkeld was an important site for the Picts. The modern name is derived from the Gaelic ‘Dun Chaileann’ which means “fortress of the Caledonians” in reference to the Picts. We have formulated the reconstructed Pictish name 'Din Celyddon' for this site.

Also Dal Riata
Dál Riada was the original kingdom of the Scots. The ruling dynasty was divided into opposing "septs" with the throne - it was recommended - being inherited via a system "tannistry" whereby the members of Sept A would elect a king who would be followed upon his death by a member of Sept B choosing the next king. So the theory went...in practise it was murderous violence with old kings killed and babies smothered. Shakespeare in MacBeth gave a poetic insight when he said; "There's daggers in men's smiles: the near in blood, the nearer bloody."

The Septs had each their own geographic power bases or "sub-kingdoms" with in Dál Riada. The most important ones and the ones which feature in this mod are: Cenél nGabráin; Cenél nÓengusa and Cenél Loairn. It is into these divisions that most of the Dál Riadan realm is divided at the start of the game.

Main Settlements of Dál Riada

Dùn Add (Modern name: Dunadd)
Dùn Add in Earra-Ghàidheal (Argyll) was the capital of Cenél nGabráin and the ancient king-seat of the kingdom of Dál Riada. It is now a rocky hill that rises out of the barren flatness of Crinan Moss, the raised bog floodplain of the meandering River Add. It was one of the most important places in 'Scotland' between c.400 to 900AD. It has been suggested that Dùn Add may have been the "head of the region" described in Adomnan's Life of Columbus, where the saint met sailors who hailed from distant Gaul. One of the most interesting features about the site are the series of carvings on the exposed rock on the lower summit plateaux. These include a faded image of a boar, a shallow round depression in which water collects, and a small-carved footprint. The footprint was used during pre-Christian 'enthroning' ceremonies where the prospective king placed his foot in the impression and was symbolically "married" to the earth. According to local legend the Celtic hero Ossian left the footprint, when he strode across the hilltops from Rhudil to Dùn Add.

The site must have been well fortified during its occupation. Archaeology reveals four ring walls consisting of terraces reinforced with dry stone walling which would have been surmounted with timber palisades. The first terrace is guarded by a narrow cleft between the rocks, which would have been easy to guard when reinforced with timber. It is likely that terraced forts such as Dunadd, were separated into levels according to social rank and status, with the chief or lord living on the top level in the enclosed Citadel. King Cináed mac Ailpín (Kenneth MacAlpin) relocated his capital from Dùn Add to Scone in 845 after he became the king of both Picts and Scots.

Dùn Ollaigh (Modern name: Dunollie Castle)
This site was the capital of the Cenél Loairn (also known as the "Kingdom of Lorne"). It is now a ruinous old hill-fort just outside modern Oban. The castle is still the official seat of Colonel Alexander James MacDougall of MacDougall and Dunollie, the 29th Chief of Dunollie whose direct ancestors the "Lords of the Isles" fought for their independence against Robert the Bruce (and ultimately lost). However, they survive to this day as does something tangible of the lost Kingdom of Lorne.

Porth an Eileann (Modern name: Finlaggan)
The erstwhile capital of the islands and centre of the Cenél nÓengusa was on the isle of Islay. The ruined port of Porth an Eileann is all that is left of the place which eventually became the medieval capital of the Kingdom of the Hebrides.

Eoa (modern name: Iona)
According to legend this island was settled by Saint Columba and his monks in 563AD. However, prior to this the island was populated with a trading community, sometimes going by the name Innis nan Druinich or "Isle of the Druids".
 

Viden

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As for court chaplains, I do see some provinces converted, but it doesn't seem to trigger a pop-up. As for cultural, the event seems to fire fairly often. I see it once every 5 years or so, converting provinces to me leaders culture.

In my game it fired only once in 50 years.

Good to know that conversion is not plain equal for everyone. Also, I tought the only important thing for Counsellors was their atributte (in the vanilla is like that, really?).
 

Hiyo

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In my game it fired only once in 50 years.

Good to know that conversion is not plain equal for everyone. Also, I tought the only important thing for Counsellors was their atributte (in the vanilla is like that, really?).

After four generations, I just decided to convert to Christianity. Things started moving way faster.
 

Viden

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After four generations, I just decided to convert to Christianity. Things started moving way faster.

One of the charms of restoring the Empire is to restore the Old Faith!

In any case, that is for religion, no culture.
 

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I found a consistent CTD. After getting the provinces in Britain necessary to make the declaration regarding Hadrian's Wall, and forming the Prefectures, if I try and click on the Imperium title to see what it holds, I will always CTD.

I've replicated it several time now, even with changing rulers.

Edit: I went over everything, and the only time it CTDs is when I click on the Empire-level title. Perhaps it has trouble adding the provinces in Britain to the dejure area and CTDs?
 
Last edited:

Lhutien

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I get crashes when pressing on the Imperium title.

Also, I dont seem to be able to make the province for normandie.. I could do that last patch.
 
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