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vnth

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Confucian Bureaucracy and Chinese Imperial currently (6.0.0) require all council members (and the Designated Regent) to have 10 Learning, regardless of the position they hold, to simulate the appointees passing some form of examination. The Learning requirement will be changed to 12/10/8/6 for emperor/king/duke/count rulers in 6.0.1, as the current value is a bit too restrictive for lower title rulers.
I don't think the requirement is strictly necessary because in practice it was regularly the other way around: successful exam takers were relegated to regional governorship while the central government was filled with favorites and cronies. There is however no mechanic preventing chars with low learning from being rulers. At best, employing people with low learning should only invoke some mallus, although since there is no confucian religion it's hard to say who this would apply to. In terms of realism, it's probably more important is to prevent local governors to also serve as councilors, but this obviously prevents players from playing as councilors.
 
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Silversweeeper

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I don't think the requirement is strictly necessary because in practice it is regularly the other way around: successful exam takers were relegated to regional governorship while the central government was filled with favorites and cronies. There is however no mechanic preventing chars with low learning from being rulers. At best, employing people with low learning should only invoke some mallus, although since there is no confucian religion it's hard to say who this would apply to. In terms of realism, it's probably more important is to prevent local governors to also serve as councilors, but this obviously prevents players from playing as councilors.

We can't really implement this another way.

- Making it impossible to land people with low Learning would require tearing out the whole title grant system, which isn't on the table.

- Adding AI logic to make it unlikely for it to land someone with low Learning would also be impossible without tearing out the title grant system. Also, the player would be able to ignore it, and having the player and the AI play by different rules isn't great.

- Adding a penalty for landing people with too low Learning would result in the AI repeatedly shooting itself in the foot as it wouldn't understand the penalty, and letting the AI ignore it makes it a player-only punishment (which isn't something people tend to appreciate).

- Preventing local governors (a.k.a. vassals) from serving on the council at all times would limit both the vassal and the liege in various ways (e.g. the liege can't put vassals on the council to prevent factioning or because they've got really good skills in some category, and vassals can't meddle in votes), and it would make it much easier for the liege to fill the council (or a sufficient number of seats to force through a vote) with yes-men and to replace anyone that starts to be owed Favours or that owes Favours to someone problematic.

- Adding AI weights to make it assign/not assign certain people to the council isn't possible, unlike a blocker.


As for what Confucian is in Tianxia, that's a bit messy.

We used to have a Confucian religion (and some other religions that also no longer exist) in the removed Daotic group along with Taoist, but then JD forced us to move the Taoists over to the Eastern group because vanilla did that and we'd violate the modding rules if we didn't follow suit. Keeping the Daotic group without Taoist being part of it wasn't something we wanted to do, so we had a discussion internally about whether merging it with Eastern or removing it was preferable, with the latter option winning out in the end due to various reasons, one of which was that the religions in question were basically entirely flavourless and there being plenty of other new religions that also needed flavour (and we also plan to expand on the Taoists, as vanilla hasn't given them much). It is possible that we'll reconsider the decision to remove those religions (in which case they'd end up in the Eastern group) once we've fleshed out the other religions (and various other things), but we're not going to reach that point anytime soon due to both having a rather small active dev team and having other priorities (in particular, filling in various start dates is very high on the list).

However, the matter gets a bit more confusing when you look at what vanilla does in some places; China is normally Taoist in vanilla, and so is the WP, with the latter being a Confucian Bureaucracy and the former having a similar government type (there are some differences between vanilla's Chinese Imperial and Confucian Bureaucracy, but they're similar on many points), CK2's Taoist converts to EU4's Confucian, and the random Han Taoist teacher that can appear can be instructed to teach your child the Confucian Classics. It isn't terribly surprising that vanilla has done things that way, since adding more than one religion for China would have been a significant amount of work for very little gain (as China isn't on the map and there barely is a Taoist presence on the map under normal circumstances), though it is something we perhaps should improve upon if we decide to add back the Confucian religion, as the Taoist religion is something that's related to the Far East and thus something we're not necessarily opposed to changing from vanilla.

Of course, there's a rather noticeable problem that would arise if we added the Confucian religion and made China properly Confucian in the starts where that would be the case: JD would no longer unlock China in those starts, since JD only unlocks the Taoist religion instead of the whole Eastern group. We've got no problem with other DLCs than JD being relevant for some of our stuff (all of the religions we've added at this point require something else (RoI for Shinto, tOG/HF for various pagans)), but due to a lot of the stuff that's used for China being heavily based on JD features it is locked to JD (and we won't remove the lock, rewrite it to be less based on JD, or create non-JD versions of it), which means you'd effectively need two DLCs to properly unlock China. Obviously, even with the current setup there will be start dates in which JD is insufficient to play China (Yuan will be Buddhist, as that's historical; that was a large part of the decision to not restrict Chinese Imperial and Confucian Bureaucracy to only Taoists), but having China unplayable with just JD during a bit over half a century (1279 -> 1337; you can't start later) is rather different from that being the case during all/most of the game.

Regardless of what we may or may not do in the future, the way it is handled right now is essentially this:

- If you're Chinese Imperial, you're on board with Confucianism at least as far as "Meritocracy good!" goes. Depending on your actual religion and how zealous you are, you might not agree with other aspects of Confucianism, but it won't affect how you govern your realm.

- If you've got the Confucian Bureaucracy government, you're operating as if you approve of "Meritocracy good!", though as a vassal you might not necessarily agree as much as if you're the top liege (and, come 6.0.1, you don't have to have as high standards as your liege when it comes to councillors) even if your options for escaping it are fairly limited. Again, your actual religion and zeal might affect how much you care about other aspects of the Confucian religion.

- If you've Japanese Imperial, you're on board with "Meritocracy good!", but even though you might tolerate some Confucian practices you're still the head of the Shinto religion and thus you presumably will adhere to it over Confucianism if they're not in agreement about something.

- If you're Taoist and don't have Chinese Imperial or Confucian Bureaucracy, you get the current Taoist stuff, which sometimes might be a tad Confucian because of the aforementioned vanilla conflation.
 
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Keizer Harm

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- Adding a penalty for landing people with too low Learning would result in the AI repeatedly shooting itself in the foot as it wouldn't understand the penalty, and letting the AI ignore it makes it a player-only punishment (which isn't something people tend to appreciate).
Idea: feature the factor of learning in vassal gameplay without making it a clear-cut boon for vassal or liege. Give a ConfBuro character with high learning a general opinion bonus (they're in concordance with the Confucian ways), but also an ai_greed and ai_ambition bonus - e.g. they're more likely to form factions and challenge the emperor. The general opinion bonus would too help them form factions.

Then a low-learning vassal would have the inverse: they'd be meek, rarely form factions - but they also have a general opinion malus and are likely to be overthrown (either through custom events or through existing mechanics); and they'd have smaller armies and contribute fewer levies to the liege (can't raise as many armies if you do not command their respect).

That way the AI liege, assuming he'll assign titles without taking learning into account, will essentially have a balance of powerful and meek vassals, and a player can, depending on their preferred playstyle, have either good and uppity vassals or compliant but weak/useless vassals. And that way the Confucian meritocracy can be represented in some way without penalising the AI. And someone playing as a vassal will always want to have high learning, which is also in line with the meritocracy.
 

Silversweeeper

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Idea: feature the factor of learning in vassal gameplay without making it a clear-cut boon for vassal or liege. Give a ConfBuro character with high learning a general opinion bonus (they're in concordance with the Confucian ways), but also an ai_greed and ai_ambition bonus - e.g. they're more likely to form factions and challenge the emperor. The general opinion bonus would too help them form factions.

Then a low-learning vassal would have the inverse: they'd be meek, rarely form factions - but they also have a general opinion malus and are likely to be overthrown (either through custom events or through existing mechanics); and they'd have smaller armies and contribute fewer levies to the liege (can't raise as many armies if you do not command their respect).

That way the AI liege, assuming he'll assign titles without taking learning into account, will essentially have a balance of powerful and meek vassals, and a player can, depending on their preferred playstyle, have either good and uppity vassals or compliant but weak/useless vassals. And that way the Confucian meritocracy can be represented in some way without penalising the AI. And someone playing as a vassal will always want to have high learning, which is also in line with the meritocracy.

I'm not sure it would be a good idea to directly affect ai_greed or ai_ambition as a meaningful change caused by learning might result in seemingly schizophrenic characters because they're not ambitious when their overall personality suggests they should be (or the other way around), and it seems like it would be far from ideal to add traits to everyone (and you'd have to do it for more than just rulers, since pretenders with high/low Learning presumably should be more/less liked where relevant) and that it might mess up various other interactions to a significant extent as there's no way to increase confucian_bureaucracy_and_chinese_imperial_opinion and all other opinion modifiers would either be too restrictive (e.g. taoist_opinion means your Shenist vassals wouldn't care and vassal_opinion wouldn't make your fellow vassals faction for you) or too broad (e.g. same_religion_group opinion would make random Hindu and Jain rulers upset because your Taoist/Buddhist ruler has low Learning, and random pagans would care about your Shenist ruler's learning).

However, it is still quite possible that we'll do more when it comes to making Learning important in Confucian Bureaucracy/Chinese Imperial realms at some point in the future, though just what form it will take is hard to say as we've got to consider how it plays out with relation to all kinds of things (e.g. the Mandate of Heaven, which might need to be redesigned to one extent or another when we see how well it works for a smaller China or a China that's divided).
 

Keizer Harm

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I'm not sure it would be a good idea to directly affect ai_greed or ai_ambition as a meaningful change caused by learning might result in seemingly schizophrenic characters because they're not ambitious when their overall personality suggests they should be (or the other way around)
You can put that in the modifier description: "Being a learned scholar fully in concordance with the Confucian principles, this character wield the respect of their fellows, and may be tempted to use this influence to gain better station for him/herself."
and it seems like it would be far from ideal to add traits to everyone (and you'd have to do it for more than just rulers, since pretenders with high/low Learning presumably should be more/less liked where relevant)
You can use character modifiers instead, and have it only kick in at sub-5 or over 15 learning respectively. You can specify in the event who'd get it.
there's no way to increase confucian_bureaucracy_and_chinese_imperial_opinion and all other opinion modifiers would either be too restrictive (e.g. taoist_opinion means your Shenist vassals wouldn't care and vassal_opinion wouldn't make your fellow vassals faction for you) or too broad (e.g. same_religion_group opinion would make random Hindu and Jain rulers upset because your Taoist/Buddhist ruler has low Learning, and random pagans would care about your Shenist ruler's learning).
There's a way. Make a custom modifier called confucian_bureaucracy_and_chinese_imperial_opinion (maybe just confucian_opinion for short). Put it inside the high_learning and low_learning character modifiers, and assign it the opinion value (e.g. +15). Now it will appear in the tooltip of the character modifier. This won't do anything just yet, so have an invisible maintenance event set opinion modifiers (which will also need to be defined) to any applicable character, e.g. any_playable_ruler with the right governments plus any close relatives and courtiers, and have that event triggered on a yearly pulse and on game start.
However, it is still quite possible that we'll do more when it comes to making Learning important in Confucian Bureaucracy/Chinese Imperial realms at some point in the future, though just what form it will take is hard to say as we've got to consider how it plays out with relation to all kinds of things (e.g. the Mandate of Heaven, which might need to be redesigned to one extent or another when we see how well it works for a smaller China or a China that's divided).
That's good to hear as well.
 

Silversweeeper

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You can put that in the modifier description: "Being a learned scholar fully in concordance with the Confucian principles, this character wield the respect of their fellows, and may be tempted to use this influence to gain better station for him/herself."

I'll grant that a character with high Learning might be able to exploit it to get ahead in a "Confucian" system if they want to get ahead, but I don't think they necessarily would want to get ahead any more than a low Learning character, so I don't really think that treating the Learning as part of their personality is great. For example, I'd rather have "Confucian" characters more eager to back a high Learning character's factions than a low Learning character's factions than have high Learning characters be more eager to start factions than low Learning characters; the former gives the character an advantage due to high Learning if they want to use it, while the latter makes the character act in a certain way (that might be more stupid than the way a low Learning character acts, as "accidents" tend to happen to uppity vassals more frequently than vassals that don't cause trouble) because of high Learning.

You can use modifiers instead, and have it only kick in at sub-5 or over 15 learning respectively. You can specify in the event who'd get it.

I don't think modifiers can take ai_ambition/etc.; the wiki claims that they can't, at least, and I don't think I've seen anything to the opposite, and they'd not really make things easier than traits would.

There's a way. Make a custom modifier called confucian_bureaucracy_and_chinese_imperial_opinion (maybe just confucian_opinion for short). Put it inside the high_learning and low_learning character modifiers, and assign it the opinion value (e.g. +15). Now it will appear in the tooltip of the character modifier. This won't do anything just yet, so have an invisible maintenance event set opinion modifiers (which will also need to be defined) to any applicable character, e.g. any_playable_ruler with the right governments plus any close relatives and courtiers, and have that event triggered on a yearly pulse and on game start.

That would rather easily result in stupid AI behaviour because the modifier didn't have time to update after something happened. For example, a faction might grow out of control because the ruler had Food Poisoning when people's opinion of him was updated, as that lowers his Learning.
 

vnth

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I feel like there should be some mechanic that allows or justifies your own power if you're playing a han vassal instead of having it as a part of the confucian bureaucracy system. For example, if fulfilling certain requirements, you are now able to secure a de facto or de jure transfer of power to your heir. You are usurping power essentially. Since virtually all of the typical vassal mechanics like obtaining claims are grossly inappropriate for a confucian bureaucratic government anyway, one really shouldnt expect to be able to play meaningfully as a true public servant, especially generation after generation. Your dynastic power should be a subversion of the bureaucratic system, not a part of it. As long as player-specific dynamics need to be taken into account, there is no real way to implement a remotely immersive confucian government.
 

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Here are the patch notes (assuming no last-minute changes) for the 6.0.1 bugfix version of the Open Alpha, which hopefully will be released next week:

Open Alpha 6.0.1 (SGAY) - 30/08/2019
--------------------------------------

Patch:
- Added a new decision for sufficiently powerful Jurchen rulers with a "Chinese enough" religion and a feudal government type to create a special pretender empire.
- Added a game rule governing whether the Jurchen get event troops when forming e_jurchen_china.
- Buddhist pretender emperors can now claim to also be the Samrat Chakravartin.
- Blocked Chinese/Japanese Imperial rulers and the lieges of Japanese Imperial rulers (i.e. the Shogun) from forming Russia, restoring the ERE (after the Fourth Crusade), restoring the RE, forming/restoring the Bulgarian Empire and forming the Slavic Union. None of these rulers should care about those things, and it could break things.
- Holy orders can no longer build castles in realms where the top liege is Chinese/Japanese Feudal or where any vassal is the Tenno, as neither China nor Japan nor a realm claiming the throne of China should look kindly on someone else squatting in their land.
- Updated the colourmaps and the trees, thanks to Harley1994.
- Incorporated the "Fake Mapmodes" mod by LordPeter, and added two new map modes; one related to the Grace system and China's interests, and one showing the capital holding type in a province (mostly for development purposes).
- Adjusted the holding setup (type and amount) and province religion in some areas.
- Adjusted the starting culture and religion in some areas.
- Added a new heightmap, courtesy of Harley1994.
- Added some new government frames and icons, courtesy of Keizer Harm.
- Added a few new Jewish Councillor events, with a localisation provided by RedBaronFlyer.
- Your Grace (and that of some other characters) will now show up when hovering over your portrait (or that of someone else that you can see the Grace of), courtesy of Keizer Harm.
- Tweaked Japanese government switching, and added a new Japanese Monastic Feudal government.
- Gave Japanese Imperial access to the ability to demand religious conversion.
- Added some new religion conversion decisions:
- Jurchen Tengri -> Buddhist/Taoist
- Taoist <-> Buddhist, if Chinese/Koreanic/Viet
- Taoist <-> unreformed Shenist (if no reformation has happened), if Chinese
- Buddhist <-> unreformed Shenist (if no reformation has happened), if Chinese
- Taoist <-> HF-Reformed Shenist (if "Chinese enough"), if Chinese
- Buddhist <-> HF-Reformed Shenist (if "Chinese enough"), if Chinese
- Taoist <-> unreformed Muist (if no reformation has happened), if Koreanic
- Buddhist <-> unreformed Muist (if no reformation has happened), if Koreanic
- Taoist <-> HF-Reformed Muist (if "Chinese enough"), if Koreanic
- Buddhist <-> HF-Reformed Muist (if "Chinese enough"), if Koreanic
- Taoist <-> unreformed Thanist (if no reformation has happened), if Viet
- Buddhist <-> unreformed Thanist (if no reformation has happened), if Viet
- Taoist <-> HF-Reformed Thanist (if "Chinese enough"), if Viet
- Buddhist <-> HF-Reformed Thanist (if "Chinese enough"), if Viet
- Added religion spread along the Silk Road, hopefully in a manner that shouldn't cause a Catholic Busan or Hindu Venice particularly often.
- Viet characters will now have their dynasty name first.
- Added a decision for the Tenno to recreate the Empire of Japan if it has no holder and he controls Japan (normal empire creation is impossible with Japanese Imperial).
- Optimized some decisions a bit further.
- Added a decision letting the Chinese Imperial, Confucian Bureaucracy, and Japanese Imperial governments usurp the de jure capital of their primary title, since they normally can't usurp titles.

Balance:
- Tiered the Learning requirement for Chinese Imperial and Confucian Bureaucracy advisors, council members, and regents.
- Shinto and Japonic Buddhist rulers no longer care for the Seven-Branched Sword.
- Yamato characters now appreciate the Imperial Regalia of Japan.
- Buddhist characters no longer appreciate the Imperial Regalia of Japan.
- A bunch of Japanese artifacts that previously required you to be Shinto or Japanese Buddhist now require Shinto or Japonic Buddhist.
- Buddhist Chinese Imperial rulers can no longer order the creation of a holy order to fight the enemies of Buddhism, as they're already claiming that religion doesn't really matter.
- Moved some of the holy sites for the Taoist, Shenist, Muist, Thanist, Ryukyuan, Melanesian, Kaharingan, and Sanamahist religions.
- Gave Mandate of Heaven revolters access to the Chinese Reconquest and Chinese Subjugation CBs if they win their revolt.
- Lowered Indonesian conversion willingness to Islam early on.
- Successful Mandate of Heaven revolters will now usurp the relevant kingdom title if it is held by a vassal of the realm they're revolting against.
- Unreformed Muist, Shenist, Thanist, and Ryukyuan pagans no longer get upset when you increase tribal organization.
- Buddhists now approve of the Heirloom Seal of the Realm.
- Adjusted the Mandate of Heaven penalties China suffers when someone creates a pretender empire.

Bugfixes:
- Blocked various elective laws for the Tenno, as he really shouldn't be elected in any way, shape, or form.
- Sanamahi and Reformed Sanamahi rulers should now properly be permitted to join the Cult of Kali.
- It should now be possible to get past the planning stage when deciding to hold a Hanami at night. Have fun with the fireworks!
- Fixed missing DW society member rank localisation.
- Armies moving to Inaba no longer attempt to move off the map, and armies in Inaba are no longer outside the map.
- Fixed some minor event issues.
- Devil Worshippers in the Far East are now required to wear the same uniforms as the Satanists.
- The Emperor of China and various pretenders will no longer refuse to wage Chinese Reconquest wars because the wars themselves neither are the Emperor of China or have prestige.
- Wormhole travel between Wiang Jun and Jianmen is no longer possible.
- Armies moving to Huai'an -- or already located in Huai'an -- will no longer report the position of Huai'an as being off the coast of Beafada.
- The edge of vanilla's map should now be much less visible.
- Siege Engineers now cost the proper amount of Grace, regardless of your Tributary Tier.
- Added localisation to shinto_become_buddhist, its _desc, and the Buddhist counterpart.
- The new ruler of China will now only freely usurp the capital and your tributaries if he is Chinese Imperial.
- Fixed a couple of Silk Road path errors.
- Pretender Emperors of China and the people that support them or are under their sway should no longer feel that it is appropriate to name their artifacts after the dynasty that rules China itself.
- Chinese Imperial and Japanese Imperial rulers are now properly limited to holding just one empire title (holding more than one title can cause various issues).
- The Nile is no longer missing or broken south of Egypt.
- Fixed Kyiatong being rendered as Kyaitong in some places.
- Pretender Emperors of China no longer get to keep being pretenders when converting to an incompatible culture or religion; they need to choose between reconverting and losing pretender status.
- The AI should never value keeping Chinese Imperial over remaining the religious head of a religion.
- Fixed some incorrect starting holdings.
- You should no longer see whether a certain action is going to hurt someone's Mandate of Heaven rating.
- Added some missing localisation.
- You should no longer get spammed with events to convert the Hagia Sophia.
 

sagimine1

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I have been enjoyed this mod immensely! No odd crashes, the game smoothly just as vanilla. Amazing job guys! glad I was able to contribute and glad I am able to enjoy this mod.

On the side note, your clothing mod isn't working as intended, not sure it is due to other mods I am using in conjunction with this mod.
 

LumberKing

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The update/patch will be uploaded shortly, but before I do so I would like to announce the retirement of the legacy Portrait Packs for the Chinese and Tibetan cultures as the Jade Dragon Expansion Pack has largely replaced them though we kept it on much longer after its release.

This will mean that if you do not own Jade Dragon, Chinese and Tibetan cultural group will revert to the Mongol portraits (if you have the Mongol Portrait Packs) or the Arab portraits (if you do not have the Mongol Portraits Pack).

Of course, you are still welcome to use it them you so wish to. It's just that we will no longer support or update them. For those who do not have access to it, just ask and I'll post up the link somewhere around here though you could probably just ask the original developers of those (there are threads around somewhere). Anyways, just the short announcement before I upload a new version. Also, thank you to the team members who had done these for all this time so that we could enjoy the immersion of playing in those areas.
 

ES_Kwon

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upload_2019-9-4_23-47-23.png

Hey, thanks so much for developing the Asia expansion mod. I have been really enjoying gameplay with the mod and now I can't imagine playing without it.
I am quite new to CK2 and the mod so it may be a silly question. (Tried searching on the forum but couldn't find the answer.)
I played as the king of Shilla and tried to establish an empire of Korea after claiming other kingdom titles to fulfil the requirement but it was unable to create the claim and got that message.
I got the impression from the codding that the Empire of Korea title was meant to be created by a Korean kingdom other than the Three Kingdoms, but it was confusing when I saw the requirements saying my title rank wasn't king and my title wasn't the king of Shilla. I am not familiar with the CK2 modding yet so it was difficult to see what the problem was.
I thought that might be a glitch to report but feel free to let me know if it was meant to work that way to prevent the formation of a Korean empire or anything.

Once again, many thanks for making such an amazing mod. Keep up the good work!
 

Silversweeeper

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Hey, thanks so much for developing the Asia expansion mod. I have been really enjoying gameplay with the mod and now I can't imagine playing without it.
I am quite new to CK2 and the mod so it may be a silly question. (Tried searching on the forum but couldn't find the answer.)
I played as the king of Shilla and tried to establish an empire of Korea after claiming other kingdom titles to fulfil the requirement but it was unable to create the claim and got that message.
I got the impression from the codding that the Empire of Korea title was meant to be created by a Korean kingdom other than the Three Kingdoms, but it was confusing when I saw the requirements saying my title rank wasn't king and my title wasn't the king of Shilla. I am not familiar with the CK2 modding yet so it was difficult to see what the problem was.
I thought that might be a glitch to report but feel free to let me know if it was meant to work that way to prevent the formation of a Korean empire or anything.

Once again, many thanks for making such an amazing mod. Keep up the good work!

It's working as intended; much as in the case of Francia requiring you to hold a kingdom outside its de jure, you need to hold at least one kingdom outside the original de jure to create Korea, as the peninsula is united/almost united in all starts and we don't want Korea to turn into an empire unless they expand outside the peninsula.

Also, on a side note, you should be aware that we're not currently supporting any starts other than Stamford Bridge. CM and tOG are probably in decent shape (unlike IC, which has a roughly China-shaped hole in it...), but there could be various issues as we've not done any real testing of them since before the map rework that was done after HF was released.
 

Rockphed

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So, when you do upload the patch, where will you be putting it? (Just making sure that you haven't uploaded it yet somewhere I can't find)
 

Silversweeeper

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So, when you do upload the patch, where will you be putting it? (Just making sure that you haven't uploaded it yet somewhere I can't find)

The OP will be updated with the new version when it is out.
 

Solidis Snack

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So, I've returned from a couple of multi-hour gameplay sessions, as a mordvin, suomenusko tribal, from the Charlemagne start. After going through four kings, and using a cheeky command to retry the event, by 880 something I've managed to gain an Immortal King, and by the early 900s, form Novgorod. While the Hordes seem to be oddly strong, I have to say that the game, while taking a little extra to load, is working smoothly, and play's great. I'm greatly enjoying the mod. I think it'll get even more interesting later on when or if I'm able to form the Russian Empire, reform the Suomenusko Faith, or alternatively, convert to Eastern Orthodoxy. Provided I'm able to expand east, and survive the Mongolian hordes of course.

I have to give my absolute congrats to you, you've created something truly unique, something that the devs themselves had claimed to be impossible, or at least horrifically difficult to implement, but here it is, working seemingly smoothly. Bravo. This feels like a piece of free DLC, and very large DLC at that. Hell not even DLC, it's too big, more like an old fashioned disc-based Expansion Pack.

EDIT: I appear to be having a problem, I went back to play today, and now the game CTDs at the "loading events" bar of the loading screen, any idea what might be causing that?
 
Last edited:

Censor96x

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Also, on a side note, you should be aware that we're not currently supporting any starts other than Stamford Bridge. CM and tOG are probably in decent shape (unlike IC, which has a roughly China-shaped hole in it...), but there could be various issues as we've not done any real testing of them since before the map rework that was done after HF was released.
About that, do you devs have plans to polish and update the earlier start dates or do you focus on implementing new mechanics on the Stamford bridge start? Anyway you are doing a great work.
 

Silversweeeper

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About that, do you devs have plans to polish and update the earlier start dates or do you focus on implementing new mechanics on the Stamford bridge start? Anyway you are doing a great work.

Getting various other start dates (particularly the early ones) in working order (at least when it comes to top lieges) is very high on our list of priorities. However, the current history files are a mess, and since that mess only would get worse if we started adding more characters right away we'll be fixing the current mess during the process of working on more start dates even though that will slow down the work on the start dates.

We also plan to add/tweak flavour and mechanics, and some of that will probably be done at roughly the same time as the historical setup as it gets rather tedious to work on history files after a while. However, it is quite likely that some areas/religions/whatever won't get particularly much for a while since it takes time to research and script both flavour and mechanics and we might prefer to be able to release something smaller sooner than we could have something bigger ready.
 

Solidis Snack

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EDIT: I appear to be having a problem, I went back to play today, and now the game CTDs at the "loading events" bar of the loading screen, any idea what might be causing that?
I've managed to fix the problem myself, apparently my save file was corrupted, and it must've corrupted the mod. After deleting all Tianxia related files in the mod directory, and then extracting again, I was able to boot up again, unfortunately, I've lost my save game. I don't know what caused that to happen. Perhaps an ungraceful exit on my part? Occasionally things softlock for me, I'm on Windows 10, and I'm still kinda getting used to it.
 

Silversweeeper

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  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Common Sense
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis III Complete
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  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Charlemagne
  • Stellaris Sign-up
  • Europa Universalis IV: Third Rome
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  • Crusader Kings II
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  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III
Take it you've ran into last minute issues with the patch?

I don't know what the reason for the current delay is, and since I don't know that I can't say how long the delay will be.

Edit: It should hopefully be up soon.