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The way I suggested coalitions to work before conclave was announced was through factions in ungenerated titles (like the kingdom of Ireland before it's formed or the empire of hispania before it's formed) or parts of the world (like a western european coalition vs HRE). I'm not completely sure how infamy/coalitions work but I hope that the maximum region is still limited by how big the infamous realm is (or what rank) and partly by infamy percentage (maybe within a de jure kingdom at 25% but in the de jure empire at 75%).
7 years to unite Ireland in 769 start, broke truce once which didnt even affect my Infamy. Infamy is gone in 5 months. Coalitions broken, game unplayable, worst patch.
Well, the usual Paradox routine "wait for 5-6 months ofpatching until latest DLC will be playable"
In EUIV we had shattered retreat with armies retreating across two continents. Was somewhat patched so armies march a bit less than a continent.
In EUIV we had coalitions with Ming and Japan joining coalition after you took some provinces in european war. Was fixed after a while to be region and neighboorhood related.
It's just the same old bugs, mistatkes and half-assed undeveloped mechanics P-dox will be fixing in a coming months.
Fanbois will be screeching about absolute perfection and greatness of ANY implemented feature, even adding mandatory manual confirmation for each and every automated action oк removal of stats and traits.
Hey guys, I just realized that Coalitions and Shattered Retreat are both easily removable and are easy to tweak. Simply go to defines.lua and open it with notepad (notepad++ preferably).
Change the 1 to 0 in the following lines:
LEAVE_COALITION_INTERACTION_ENABLED = 1,
START_COALITION_INTERACTION_ENABLED = 1,
SHATTERED_RETREAT_ENABLED_COMBAT = 1,
This should completely remove both features from gameplay.
By the way, there are many other lines that affect both features. You can tweak them however you want without removing them. For example, you can lower the speed of the Shattered Retreat. It is currently set to 1.3. Changing it to 1 will make Shattered Retreats the same speed as normal armies.
Here are all the ways you can change Shattered Retreat to suit your preferences:
SHATTERED_RETREAT_ENABLED_COMBAT = 1, -- Enables shattered retreat for combat if set to 1 SHATTERED_RETREAT_ENABLED_SIEGE = 0, -- Enables shattered retreat for sieges if set to 1 SIMPLE_RETREAT_ENABLED_SIEGE = 0, -- Enables simple retreat for sieges if set to 1 SHATTERED_RETREAT_MOVEMENT_MULTIPLIER = 1.3,-- Multiplier of unit movement speed when shattered SHATTERED_RETREAT_MORALE_MULTIPLIER = 1.5, -- Multiplier of morale regain when shattered SHATTERED_RETREAT_PREFERRED_PROVINCES = 4, -- Units will try to move at least this many provinces away in shattered retreat SHATTERED_RETREAT_MAX_PROVINCES = 10, -- Units can not move longer than this many provinces during a shattered retreat SHATTERED_RETREAT_DISTANCE_MULTIPLIER = -2, -- Multiplier for distance after the SHATTERED_RETREAT_PREFERRED_PROVINCES first provinces when evaluating retreat provinces SHATTERED_RETREAT_OWN_UNIT_MULTIPLIER = 0.1, -- Multiplier of own units in province when evaluating retreat provinces SHATTERED_RETREAT_WAR_FRIEND_UNIT_MULTIPLIER = 0.05, -- Multiplier of war friend units in province when evaluating retreat provinces SHATTERED_RETREAT_ENEMY_UNIT_MULTIPLIER = -0.3, -- Multiplier of war friend units in province when evaluating retreat provinces SHATTERED_RETREAT_NEIGHBOUR_UNIT_MULTIPLIER = 0.3, -- Multiplier for all unit bonuses/penalties in neighbouring provinces when evaluating retreat provinces SHATTERED_RETREAT_OCCUPIED = -20, -- Added for occupied provinces when evaluating retreat provinces SHATTERED_RETREAT_OWN_REALM = 200, -- Added for own realm controlled provinces when evaluating retreat provinces SHATTERED_RETREAT_OWN_CAPITAL = 30, -- Added for own realm controlled provinces when evaluating retreat provinces SHATTERED_RETREAT_WAR_FRIEND = 150, -- Added for war friend controlled provinces when evaluating retreat provinces SHATTERED_RETREAT_ENEMY = -250, -- Added for enemy controlled provinces when evaluating retreat provinces SHATTERED_RETREAT_SAME_RELIGION = 30, -- Added for same religion controlled provinces when evaluating retreat provinces SHATTERED_RETREAT_SAME_CULTURE = 10, -- Added for same culture controlled provinces when evaluating retreat provinces SHATTERED_RETREAT_SAME_GOVERNMENT = 15, -- Added for same government controlled provinces when evaluating retreat provinces SHATTERED_RETREAT_RANDOM = 10, -- Added random factor when evaluating shattered retreat provinces MERCENARY_CREATE_LEVY_RATIO = 0.25, -- Amount of max levies used to calculate the maximum size of non-nomadic dynamic mercenaries.
And for Coalitions:
COALITION_JOIN_THRESHOLD = 110, -- AI will join a coalition if the coalition score is above this value COALITION_LEAVE_THRESHOLD = 70, -- AI will leave a coalition if the coalition score is below this value COALITION_TROOP_STRENGTH_THREAT_RATIO = 0.8, -- AI will consider a realm to be a threat if it has a valid CB against you and the AI is this much smaller in army strength COALITION_PROVINCE_THREAT_RATIO = 0.2, -- AI will consider a realm to be a threat if the AI is this much smaller in number of provinces, regardless of CB's COALITION_TROOP_STRENGTH_PROTECTION_RATIO = 0.7, -- AI will consider a coalition to need assistance if a member is of your religion/culture/dynasty and the target is not, and the coalition is this much smaller in army strength COALITION_PROVINCE_MULTIPLIER = 1.0, -- Multiplier of realm provinces, added to coalition score COALITION_INFAMY_MULTIPLIER = 4.0, -- Multiplier of realm infamy, added to coalition score COALITION_DISTANCE_MULTIPLIER = -1.1, -- Multiplier of distance between two rulers, added to coalition score COALITION_SMALL_THREAT_MULTIPLIER = 0.6, -- Multiplier to the entire coalition score for small nations target has no CB on START_COALITION_INTERACTION_MONEY = 0, START_COALITION_INTERACTION_PIETY = 0, START_COALITION_INTERACTION_PRESTIGE = 0, START_COALITION_INTERACTION_THRESHOLD_FOR_NO = 0, START_COALITION_INTERACTION_THRESHOLD_FOR_YES = 0, START_COALITION_INTERACTION_MUST_HAVE_COST = 0, -- Is having prestige/piety >= cost required for this action? START_COALITION_INTERACTION_ENABLED = 1, -- Should this action be used at all? LEAVE_COALITION_INTERACTION_MONEY = 0, LEAVE_COALITION_INTERACTION_PIETY = 0, LEAVE_COALITION_INTERACTION_PRESTIGE = 0, LEAVE_COALITION_INTERACTION_THRESHOLD_FOR_NO = 0, LEAVE_COALITION_INTERACTION_THRESHOLD_FOR_YES = 0, LEAVE_COALITION_INTERACTION_MUST_HAVE_COST = 0, -- Is having prestige/piety >= cost required for this action? LEAVE_COALITION_INTERACTION_ENABLED = 1, -- Should this action be used at all? COALITION_INFAMY_LIMIT = 25, -- The amount of provinces in a realm that is needed for beeing a valid target of a coalition COALITION_SIZE_RATIO = 0.9, -- Realms larger than the target * COALITION_SIZE_RATIO are not allowed in a coalition
Awesome, it is ironic that people are enjoying the game more when they disable features.
Paradox gone on the route we saw in Electronic Arts and Ubisoft - people want the game harder? Sure, why not, let's make it HARDER TO PLAY. Not in a Dark Souls way, but by making it more tedious and boring, by adding idiotic mechanics and adding more crap to existing and working actions.
Awesome, it is ironic that people are enjoying the game more when they disable features.
Paradox gone on the route we saw in Electronic Arts and Ubisoft - people want the game harder? Sure, why not, let's make it HARDER TO PLAY. Not in a Dark Souls way, but by making it more tedious and boring, by adding idiotic mechanics and adding more crap to existing and working actions.
agreed. personally, the only thing i wanted to make the game harder was a smarter war A.I would that have been so hard to make? instead we get a coalition system that makes a slight bit of sense, but is cranked so much up that if youre, say, a spainard that successfully kicks the moors out of spain, you get half your fellow christians calling for your head. and then theres the shattered retreat that makes no sense, doesnt fit the time period, and quite frankly is just a chore.
Shattered retreat is the reason that I don't play EU4. It's a dysfunctional mechanic that is both unrealistic and unfun. The little time I've spent playing Conclave has been the most miserable experience I've had with CK2 in years.
They were aware that it was a controversial feature in EU4, forcing it onto an older game just seems like an arrogant and careless decision.
Shattered retreat is the reason that I don't play EU4. It's a dysfunctional mechanic that is both unrealistic and unfun. The little time I've spent playing Conclave has been the most miserable experience I've had with CK2 in years.
They were aware that it was a controversial feature in EU4, forcing it onto an older game just seems like an arrogant and careless decision.
How is shattered retreat unrealistic. Any General who is facing a crushing defeat would be a fool to not retreat his army. A dead soldier can't fight. Was it more realistic before? Is it more realistic when a General fights until the end, facing a crushing defeat, rather than to withdraw, and thus losing his whole army?
Geez, I really hope that you never have to command an army.
Tried 2.5.1 out. This game is a total mess right now. With these silly mechanics it's dead for me as a historical accurate strategy game. It isn't even fun to play anymore.
How is shattered retreat unrealistic. Any General who is facing a crushing defeat would be a fool to not retreat his army. A dead soldier can't fight. Was it more realistic before? Is it more realistic when a General fights until the end, facing a crushing defeat, rather than to withdraw, and thus losing his whole army?
Geez, I really hope that you never have to command an army.
It's unrealistic that a retreating army is invincible and moves at super speed in a solid block of troops.
You could retreat a defeated army before, but it was hard, as it should be. Winning a battle gave a tremendous advantage, as it should have. Wars could be won quickly and decisively, so long as you were prepared.
Shattered retreat makes every single war a frustrating war of attrition, and THAT might be realistic in some way, but it's not at all fun.
Title says it all. Please completely remove shattered retreat, it doesn't make any sense as currently implemented and does more harm than good. It's possible that a future incarnation of Coalitions would be acceptable (only rulers of your religious group; must be nearby; exception made if ruler is related to you; other common-sense changes), but as it stands today the mechanic is terrible and should be totally removed until it's been rethought and rebuilt.
Don't get me wrong, I love the new content and the improvement to internal mechanics is awesome, but these two mechanics are total trash and ruin the game. The only way the game is playable at all is with a mod that turns off coalitions and by editing one of the lines of source code to disable shattered retreat. So basically these features are so terrible that people are actively removing content from a DLC they just bought in order to make it playable.
Please just put a patch out turning these features off immediately, and don't wait a few weeks while you "fix" them. Until these two features are out of the game Ironman is unplayable.
Edit: I had originally said " no one likes" shattered retreat because I was frustrated. Obviously some people do like the mechanic. However, I still think it needs to be significantly nerfed. Sometimes, armies do get totally crushed in a battle (ie, can't always shattered retreat), and retreating helter skelter should have MASSIVE attrition penalties. It's not like you had time to pick up your supplies, food, etc when you were being routed.
Unless you're planning on paying them to remove these "features" I wouldn't hold my breath. Hey, at least you're not getting threads locked for complaining about these "features" that's something I suppose.
The shattered retreat mechanism is precisely there to prevent you from chasing a defeated army. There was nothing more annoying than the "ping-pong strategy", when the winner of a battle would just follow back and forth the losing army from one province to the other, until they are completely annihilated.
Before 2.5, the army that lost the first battle pretty much lost the entire war.
Now, with the addition of the shattered retreat and the reinforcement in friendly territory, the loser can come back in force and get a chance to change the outcome (especially if the winner of the first battle is sieging, and thus has not been reinforcing).
Great addition. Wars are now much more interesting.
That's certainly the theory, but it doesn't really work that way. The problem is that if you don't chase them, then there is no "outcome." It's just an endless loop of inconsequential battles.
Well, in EU this has been made fine by manpower, so you do not have infinite number of troops. In CK2 this mechanic falls apart, because you reinforce a lot more men.
How is shattered retreat unrealistic. Any General who is facing a crushing defeat would be a fool to not retreat his army. A dead soldier can't fight. Was it more realistic before? Is it more realistic when a General fights until the end, facing a crushing defeat, rather than to withdraw, and thus losing his whole army?
Geez, I really hope that you never have to command an army.
its unrealistic because this game is set in the medieval peroid, not the era of standing armies. yes, withdrawing is an important part of warfare, but its wasnt something that was done in the medival period all that often, because those armies was made up of levies, not soliders. in this period, what would happen, was that an army would lose the figth, then, wheter the retreat was ordered or not, the army would almost always disintegrate into nothing, as the men who fought would say, screw this, we're going home. ands as such, yes, almost all battles were decided by who won the first big battle. true that wasnt always the case, but that is generally how it went.
so yes shattered retreat in this period is completely unrealistic. well, if the army was made up of mostly retinue, it would be more realistic, but unless youre a republic thats probably not going to be the case.
And here I am, a veteran EUIV player, bemusedly watching the CK2 players fly into the anticipated mess of complaints. You lot think you have it hard. . In EUIV, we have forts that exert zone of control. Meaning, you literally can't pursue shattered armies in many circumstances. Coalitions fire if you take two provinces in the HRE. And just as with us, you'll get used to it. Such is the cycle of new features that hinder easy conquests in Paradox games.
Getting used to doesn't mean those features makes sense what so ever, especially in this timeframe. At best, shattered retreat should be only possible for retinues and infamy straight up removed and actually make devs work on alliance system that could somewhat represent some kind of coalition that would be possible in the time period.
The only issue I have with shattered retreat is that you shouldn't be able to retreat into land that doesn't belong to you or an ally. Regarding coalitions/infamy, I think it's an inferior system to the AE system in EU4. In EU4, you can plan and strategize your conquests because you know that too much AE = coalition. So therefore, you conquer nations of different cultures, of different religions, in different directions, to manage the AE. On the other hand, the CK2 coalitions are defensive-minded rather than a way to cut down someone that gets too big, too fast.
This thread really should of been 2. They are completely separate mechanics.
Also not sure you could be calling for a removal inside a day of release or even considering modding it out. These things are going to be balanced with how the combat system now works and just removing something is going to cause things to go a little wonky. Play with it for more than a couple of hours, then come back and provide reasons you don't like it. FYI ahistorical as a reason don't fly.
But it's just a bad idea to begin with. Coalitions should not be in a game set in the Middle Ages. Ahistorical reasons absolutely fly when it comes to a historical strategy game. Shattered retreat I don't know much about, but from what I've heard both of these features have practically made the game unplayable. On all levels, these features are negative additions to CK2, so stop defending Paradox's poor decision-making. If community outcry has any chance of changing their minds on these newly introduced features, I say it's worth trying.