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Azaren

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On the child mortality thing: Yeah, I get that children often died young in medieval times. However, was it that common that they'd just die randomly like they do in this mod? I can see something like children falling down the well (which would be death by accident, not "natural causes") or children getting sick, but not suddenly dropping dead. If it's possible to code, having explained reasons for the deaths could open up new events similar to the "your heir is ill" one in EU3. Perhaps an option to pray for your child's health, or try to save them after they get in an accident, or some other ways to add flavor and choices to the game could be included.
 

mr_hormiga

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Is the high childhood mortality rate resulting in the republic families going extinct which is leading to the retinue crash???

I have seriously never seen that specific crash in a vanilla game although it is possible from what I read. With this mod I get a crash every couple of years.... possibly due to patrician families constantly going extinct?
 

Solo_Adhémar

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I can assure you vanilla can crash because of this too (at least mine did during the tests). Of course the fact that the mod has more of everything, including dead people doesn't help but that's what mods are also about. So yes you're perfectly right, large mods are more affected due to having more of all risk factors.

That said, remove the retinues and the mod is perfectly stable (unlike what was suggested during the CTD investigation).

I have a couple things in mind for health and life expectancy in general. I sure hope we'll have an open discussion on our own forum about that too (I need to make guideline topics before I invite anyone there though).
 

scanty

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Hey, I love the mod, but I have a question:

Is the loose clans malus supposed to stack with medium crown authority?

See, I'm the ruler of Britannia. For some reason, all of my dukes in Alba dislike me both for having loose clans *AND* medium crown authority, in spite of the fact I destroyed (then remade) the title with my previous heir. As of right now, the Kingdom of Alba has medium crown authority... there exists no clan. It's really obnoxious, since I automatically have -65 with any duke from Alba.


View attachment 80294View attachment 80295
 

unmerged(377191)

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I basically can't play with this mod anymore. It's crashing pretty often. I really like the mod, but it's happened in every game I've played as I get close to say... 1200?

I'm new to this stuff, but it hasn't happened in a vanilla game. I've updated the mod, updated drivers, nothing I can do seems to fix it.
 

Heatth

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I basically can't play with this mod anymore. It's crashing pretty often. I really like the mod, but it's happened in every game I've played as I get close to say... 1200?

I'm new to this stuff, but it hasn't happened in a vanilla game. I've updated the mod, updated drivers, nothing I can do seems to fix it.

You must have the same problem that I had. In the mod folder, go to "common\retinue_subunits" and delete all the content from "01_retinue_subunits_swmh". This should fix it, as long as you start a new game.
 

VorpalNeko

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Note that if you really, really want to continue your current game, you should search for a patrician with no heirs and a retinue, switch to them, disband the retinue, then switch back and console-kill him (before he has a chance to get a new retinue).
Most likely, the CTDs are caused by a family dying out while holding a retinue. If the family was already dying out on you multiple times between saves, you could think of it as not cheating per se.
This occurs more in late game because early on, it's hard to have retinues in the first place.
 

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I have a couple things in mind for health and life expectancy in general. I sure hope we'll have an open discussion on our own forum about that too (I need to make guideline topics before I invite anyone there though).

Sincerely hope you'll keep mortality as it is. One of the things I loved in the original CK with DVIP was the fact that your dynasty was a fragile thing that you had to nurture. While TPATT is far from being as harsh as the old game it does make me not take heirs for granted. Personally I love it as it doesn't make the game that much harder (or kill of dynasties left and right) but does make you more invested in running your family. It really enhances the game for me.

And if you're interested in life expectancy in the Middle Ages, for Memento Mori I looked up a few good sources regarding life and death in medieval England. Woman had around ten pregnancies in their life. Chance of them dying in one was around 50/1. Which doesn't sound like much untill you think about the odds slowly stacking up. Half the children born did not reach adulthood with most dying of illnesses and accidents. After reaching adulthood most adults in the social elites (such as the nobility you play with in CKII) could look forward to a life expectancy untill around 50 years. Healthcare being what it was meant that you had lots of maimed, disfigured and scarred people around. These numbers relate to medieval Britain but also carry over rather well for other feudal kingdoms around Europe. The arabs and the ERE had a better grasp of medicine but life expectancy, mortality and child mortality still was a far cry from what we have today.

Most likely, the CTDs are caused by a family dying out while holding a retinue.

Just exterminated one with a retinue to check this out. No CTD.
 
Last edited:

Naoki

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One question: is the Imperial Reconquest CB allowed for the HRE and the restored Roman Empire? I've looked into the files and it seemed that it was just for the ERE and Byzantium, is that correct?
 

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Hey, I just started playing this mod and I noticed that there are only two De Jure empires in the mod. But I also know that you can create the russian and the scandinavian empire in the intrigue tab. How many empires can be created in the intrigue tab? Is there a list somewhere displaying the cultures/requirements?
 

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Sincerely hope you'll keep mortality as it is. One of the things I loved in the original CK with DVIP was the fact that your dynasty was a fragile thing that you had to nurture. While TPATT is far from being as harsh as the old game it does make me not take heirs for granted. Personally I love it as it doesn't make the game that much harder (or kill of dynasties left and right) but does make you more invested in running your family. It really enhances the game for me.

And if you're interested in life expectancy in the Middle Ages, for Memento Mori I looked up a few good sources regarding life and death in medieval England. Woman had around ten pregnancies in their life. Chance of them dying in one was around 50/1. Which doesn't sound like much untill you think about the odds slowly stacking up. Half the children born did not reach adulthood with most dying of illnesses and accidents. After reaching adulthood most adults in the social elites (such as the nobility you play with in CKII) could look forward to a life expectancy untill around 50 years. Healthcare being what it was meant that you had lots of maimed, disfigured and scarred people around. These numbers relate to medieval Britain but also carry over rather well for other feudal kingdoms around Europe. The arabs and the ERE had a better grasp of medicine but life expectancy, mortality and child mortality still was a far cry from what we have today.

It's more of a question of logic and not being able to use gamey tactics like I've been doing in my very first game. So I'll make a few suggestions keeping mortality where it is but distributing it more fairly. I also don't think you would drop dead of a heart attack that often at 7 or 22 which is what natural causes would mostly be representing in those cases. There are many ways to keep mortality in line anyway, some of them I think aren't represented ingame yet.
 

Naoki

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Crash at autosave time, log writes this:

[persistent.cpp:40]: Error: "Malformed token: }, near line: 1469
" in file: "events/bankruptcy_events.txt" near line: 1481

And I repeat the question above about the imperial reconquest CB and the idea behind excluding HRE from getting it.
 

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Hi !

This mod is really great and congrats for the huge work.
However i noticed a bug with the placement of armies in Pohjanmaa.
Here is a screenshot:
ck2_2.png
In this screenshot, my army is located in the "Att of Pohjanmaa" (the land between my two navies). But on the map, the army appears to be much further to the south-east, on the shores of the "Att of Koporje"...

Hope this will contribute to make the mod even better
 

Cèsar de Quart

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Any chance you consider adding a 6th councillor? I have always felt that merging the "court offices" and the "actual Privy Council" was an odd decision, since the first ones were usually hereditary and while granted honours and some obligations, were mainly for show; while the second ones did actual work...

I guess that the shift from a private and privatised curia to a public, State-focused Chancery is way too complex to be shown. Just kidding, this is a game!

But I still have the feeling there's something lacking in the Council. Two titles, at elast: your "Favourite". Not all kings had one, but the ones that did, that was a good show. The Spanish "privado", your Thomas Becket, your Cardinal Wolsey, your Álvaro de Luna... It's something that might require some thought, but that can bring a lot to the human side of the game. Nobles fought not only for regency, also for "privacy" or "primacy", the chance to be the main advisor to the king, or to depose a much hated one. Poor Bernat de Cabrera went to be the Great Favourite, and then lost his head thanks to his enemies' scheming, just like Constable Álvaro de Luna.

The other office is your Chamberlain, Mayordomo, the master of your Household. The guy that takes care of your home and services. Usually (usually) this guy was also some sort of spymaster, but he also made sure the bread was always baked when you woke up and that your room didn't smell like hell because of all these old tapestries.

It feels like the Chancellor and Spymaster/Treasourer fulfill theses positions, but when you're sending the Chancellor away to improve relations or to get that title you so much desire... well, I can't help feeling sorry for the poor guy, who's gonna loose his primacy, and for you (me), the king, who won't have his hot milk if his chamberlain is away on a dangerous spy mission.

I get it that "sending them away" doesn't mean they're there, but sometimes the game treats it that way.

***

On an unrelated note, I miss more bickering between nobles over land or privileges. They're fast to tell you they have rights to a title (even when they don't, silly little counts) but you never hear of their problems among themselves. When I see my vassal X waging war against my vassal Y over a barony, I'd like that they have tried to discuss it with me first. Half of being a king is being judge and arbiter on these matters.

So more arbitring events would be good, and would also ciment your relations with your cronies, or make other vassals dislike you a lot. It's also a way to balance those that dislike you with those that don't.
 

Kljunas

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Hey, I just started playing this mod and I noticed that there are only two De Jure empires in the mod. But I also know that you can create the russian and the scandinavian empire in the intrigue tab. How many empires can be created in the intrigue tab? Is there a list somewhere displaying the cultures/requirements?

You can look into the mod folder, in decisions\tptt_empire_decisions.txt
 

firelordzuko

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Personally, playing favourites is something already do when role-playing; i.e. I just heap titles and honours on one particular dude (more often than not my daughter or sister) to the exclusion of most others.
The introduction of Chamberlain / majordomus seems like a nice idea, but I suppose it'd be better suited to a honorary title since there aren't really any missions that spring to mind. ("Duke Stupid of Greater Whatsthatplace has been sent by Emperor Magnus Magnusson the Great to clean the bedchamber in Capital!") On the other hand, we have things such as cupbearer, master of the hunt and other such court officials as honorary titles.
I agree on the arbiting events, though. I always found it strange that even at absolute CA my vassals still thought they had the right to decide the succession or rulership of their pitiful little kingdoms amongst themselves, and I could do nothing to stop their civil wars.
 

greensquirrel

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Quick Fix for Republic Retinue CTD, without disabling all retinues

I basically can't play with this mod anymore. It's crashing pretty often. I really like the mod, but it's happened in every game I've played as I get close to say... 1200?

I'm new to this stuff, but it hasn't happened in a vanilla game. I've updated the mod, updated drivers, nothing I can do seems to fix it.

This sounds like the Republic Retinue CTD. My game was unplayable, until I adapted a temporary fix from Project Balance. In the mod's 'common' folder, there's a file called static_modifiers. At line 430, the properties of a patrician's family palace are defined. On line 438, change the value after retinue_size = to -100000.

This will cancel out any retinues that patricians would otherwise have. I'm around 200 years into the game, with no CTD. This seems to be a very reliable fix. The republics are still doing very well in my game, but I'm not sure whether the lack of retinues will have long-term consequences for them.

I've attached my copy of static_modifiers, in case you'd prefer not to tinker with the files yourself. Simply drop it in the common folder of the mod and replace.

View attachment static_modifiers.txt
 
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