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unmerged(41255)

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* The "Become Ruler" ambition is far too prevalent
I fixed this by adding an additional ambition called Become Minister (obj_become_courtier), and making a few tweaks to other ambitions, making them more likely to fire. My edited objectives.txt is attached (it's based on 2.1, not 2.2) - if anything I'm now getting slightly too many War With and Ally With ambitions, but otherwise the balance is about right - at any time I have one to two dozen would-be rulers, rather than fifty or sixty. I also upped the rewards for Become Ruler, as they should be more than Become Minister, which in turn should be more than Become Dux of Foo.

Yes it makes the game slightly easier, because characters can now get +2 Finesse and +1 Charisma by becoming and governor then a minister. It would be less easy if there were four separate ambitions, one for each government position, but this is beyond my meagre abilities. OTOH the five separate magistrate ambitions almost never get fulfilled in my experience, so perhaps a single become_magistrate ambition would be better.

Note that you need to add obj_become_courter_title and obj_become_courtier_desc to the localisation dir. I attach a csv file for this.

Oh no, I don't have permission to post attachments. Ho hum.
 

Trin Tragula

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Also, changes for the 2.2 patch state that "Republics now always start with enough previous rulers to command some armies and fill out some offices", but it hasn't been done for Massilia, for example.!

In fact it has only been done for Rome. No other republics.
 

Timofmars

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Those are some solid fixes, Doomdark. But there's one bug or game mechanic I consider big that you didn't mention...

--------------Commander loyalty behavior---------------
One thing that really gets in the way of me playing a game as intended (that isn't in your list already) is the inconsistent loyalty changes characters get regarding their appointment to general or corsair. They get 20 loyalty for being appointed. But if you take away their assigned units or they get their unit combined with a better general, they lose only 1 loyalty for each unit and no loyalty is lost for losing their position as general/corsair. So you can give the characters whatever loyalty you feel like. And trading units or organizing units results only in lost loyalty for the commanders, so it penalizes me heavily for simple organizational or tactical decisions I would normally consider benign.

Also, pressing the "combine" button often results in a loss of loyalty for the general who actually ends up with control of all the units... So he loses loyalty for being given more troops...

The problem and some ideas for solutions can be found in this thread:
http://forum.paradoxplaza.com/forum/showthread.php?t=439115
------------------------------------------------------



Other minor issues:

------------AI doesn't seem to react properly to rebels-------
The AI often doesn't deal with rebels (not civil war rebels... just revolt risk rebels). In my game, Rome has had rebels controlling 4 of its 8 provinces for decades now. All that Rome has is one unit laying siege on a rebel controlled province that has 2000 garrison, so there is no progress. They have the money, since they are building a temple right now. Also Carthage has had their Panorumus province (bordering Rome's Syracuse) controlled by rebels (Rebels from Rome, I believe) for just as long. They haven't done anything to take it back either.


-------Rebels stay put if adjacent provinces are all rebel controlled-----
There are 50 units of Rebels on one Rome province, and 24 on another, but they aren't moving at all. They aren't moving because they control all the provinces directly adjacent to their current location. But if I come over and take back an adjacent province for Rome, the Rebels will march at it immediately, and then continue to the other uncaptured provinces adjacent to that.


------------Imprisoned characters in limbo after annexation--------
I've had an envoy get imprisoned by a nation I went to war with. I annexed the country. The character is still in limbo. Because he was a rival of my king, I can click on him from my ruler's character page. It says he's still imprisoned by the nation that no longer exists, and that he's still in the province that I annexed, but I can't do anything with him. He doesn't show up in the character list either, but does have his loyalty changed based on my country's factors (ie., my ruler's popularity, war exhaustion, etc.)


--------Inconsistent factors in controlled provinces------
Provinces that are controlled by the non-owner in a war will have tax income information show up with factors from the controlling country, while the research points will show up with factors from the owner nation.


--------Using diplomacy screen for own-nation assassination attempts-----
You can only actually attempt assassinations on your own nation's characters using the assassinate button on the character list or individual character screen. However, the game lets you go through the motions of assassination using the diplomacy screens, selecting your assassin and victim, but nothing happens when you confirm the attempt.


--------Characters sorted by charisma on intrigue missions--------
Characters are always sorted by charisma by default for intrigue missions which use finesse skill. They should be sorted by finesse.


--------AI sometimes overbuilds in wartime, goes into negative income-----
My minor allies in a war have all built so many units that they are now in negative income and are losing their buildings from bankruptcy events, which will further hurt their income. I don't think they disband excess units after the battle either.
 

unmerged(117434)

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*1. The civilization rating of capitals seem not to increase... ever...

*2. Also, IDK what the nonculture/nonreligion bug is, but it seems like when a governor declares independence for his region (in my country or anyone else's), the new nation is nonreligious/noncultural. About 2-3 months later... the game crashes!

*3. Also, in the character screen, when viewing characters, some people's family names don't show up. It's just blank.

4. There are some inconsistencies with inbreeding as well. The Basileus of Macedonia is married to his sister at the very beginning of the game, yet their children are not inbred. But some other average character might marry their third cousin and BAM!, they're kids are inbred!

*5. Whenever I play the game, I like to be as less of a tyrant as possible. That's why I was furious whenever I gained tyranny from exiling a character that I captured in battle. He was "exiled" to his original country. If I had merely released him he would have gotten to go back home and I wouldn't have gained tyranny. Needs fixing.

6. We should be able to choose where to exile our characters.

*7. In the chat bar and rename army bar, I think we should be able to cut, copy, and paste.

*8. The Seleucid Empire should start off with a bigger navy as well in the very beginning. They have like 4 ships...

9. Army's should have 2 commanders for every 10-15 units. This would create jobs for unemployed characters.

*10. It should be easier/quicker for tribes to reach republic or monarchy status.

11. The player should be able to choose their leader's wife. Maybe not in Republics but in monarchies and tribes. Instead of the "Got Married" event (whatever it's called), an event that allows you to choose from all the women to be your wife.

*12. After civil wars in Rome, if the rebels win, their soldier units on the map will remain RED AND WHITE ROME (REBEL) colors even though the flag changes to RED ROME (NON-REBEL) and the civil war is over.
I also noticed a VERY strange occurrence. While playing as Macedonia, I took over most of Magna Graecia. Rome had a civil war and I noticed that during the civil war there was a !black and white! Rome flag over an army. It wasn't RED AND YELLOW ROME or RED AND WHITE ROME. It was black and white! Weird... might wanna look into it.

*Important ones to look at!

{EDIT: *13. In the character screen, you can keep bribing a character until you run out of money even if it goes up to 100% because the BRIBE button won't go gray... it stays gold. The same works with assassinations and triumphs. I have given two different characters triumphs before in one year because the buttons stay lit up in the characters window...}

*Important ones to look at!
 
Last edited:

unmerged(117434)

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{POSTING THIS SEPARATE BECAUSE DIFFERENT ISSUE}

Could someone explain religion (in the game) to me? I want a Paradox DEV member to explain it to me. Then after you explain it... fix it. Cuz whatever it's purpose is... I haven't figured it out yet...
 

Timofmars

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*1. The civilization rating of capitals seem not to increase... ever...

*5. Whenever I play the game, I like to be as less of a tyrant as possible. That's why I was furious whenever I gained tyranny from exiling a character that I captured in battle. He was "exiled" to his original country. If I had merely released him he would have gotten to go back home and I wouldn't have gained tyranny. Needs fixing.

1. Civilization ratings of capitals increase when giving or receiving tribute from a nation with a higher civ capital or by special event, and all provinces increase civ value by being adjacent to a higher civ province or by trading with a higher civ province. Because capitals are usually have the highest civ value of nearby provinces, they often don't have anything influencing their civilization level.

5. There's a difference between banishing a character, confiscating his wealth, and forbidding him from ever returning, versus just freeing him from imprisonment. If the latter is what you want, why not just do that? Besides, it warns you about they tyranny you receive for exiling someone.



Regarding religion, how do you know it is broken if you don't understand it? You sound like you're making demands. Maybe you're not a tyrant in game, but you sound like one here. :rolleyes:
 
Jan 31, 2004
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Thanks very much for patching. That is what separates Paradox from other game developers and what we love about you.

1. Missing from the buglist is imho:

All Republics (with the exception of Rome) need a few characters added at start to lead troops/navies and to fill Censor slots. Crete even has a 17 year old Consul and thus no leader at all.

And a minor one: Economic view shows a good positive income but on the bottom line you get an unfounded warning about bankrupcy.

2. Character listing screen
I wonder with the character window being slow whether it is possible to ignore women by default (however much I value them in real life they do not mean anything to me but redundant information in the character listing).
They are are generally not qualified for jobs and still appear on the family screens.

3. ambitions
It appears that ambitions are fairly varied in the beginning and some, like becoming general or admiral, seem to show up very rarely after a few years.
Death of rivals seems to be a too common obsession along with the become ruler.

4. party attraction
Populists get attraction from war exhaustion and looted provinces but also from long peace period which seems inconsistent to me. Fine if they don´t like war ...but peace neither?
Buildings not built...perhaps the populist attraction for that could be lowered.
If variuous buildings become available in short sequence you get a rush of populism due to the new opportunity because you take many years to actually build them.

5. Trading
I wish trading had a slight positive effect on relations. Wonder though whether that is easily doable within the scope of the patch.
 

Doomdark

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Doomdark

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Noculture and noreligion nations still appear.

I was unable to duplicate this problem for 2.2, and so were all of the beta testers. I really need a save prior to this occurring, or specific details about how and when it happens.
 

Trin Tragula

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A feature (and possibly therefore something that might not come in a patch sadly) that would be very welcome would be the ability to use the numpad to demand or offer money in the peace negotiation screen. I just tried offering 1000 gold to an AI today, that's 100 clicks in a row.
 

Earl Uhtred

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That's been a longstanding gripe I've had with Paradox games. It would also fix the minor irritant that you can't offer increments below $10 to other states as part of a peace deal, but they can demand and offer same to you.
 

Hardradi

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Two points if they have not already been mentioned:

1) After a civil war victory you get a heap of messages saying that all opposing factions characters have been imprisoned. However they dont get put in prison, they are automatically set free.

2) In the starting screen, where you choose your country, if you scroll through the dates and watch a country leadership change, a ruler can be dead but still show up on this screen. Check out Caeser as an example, he dies 710.3.15.

Also, thanks to paradox for looking at cleaning up a few more issues.
 

unmerged(175562)

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Two minor points:

1. Playing a small tribe, like Eburones, when I ally with a country of the same culture like Suebi, having good relations, they always cancel the alliance again after a month or so, at the same time offering an alliance, which isn’t set up, even if I accept. Defiantly a bug. This doesn’t happen if Suebi is tributary though.
2. The problem with rioting rebels doing whatever they want results from a civil war, after the rebellious faction won. The rebellious faction is made the new country, but they become non-active against rebels and even barbarians. After saving and reloading, the country is acting normal again

Thanks for fixing the loyal units bug!!!
 
Last edited:

lucaluca

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1) After a civil war victory you get a heap of messages saying that all opposing factions characters have been imprisoned. However they dont get put in prison, they are automatically set free.

I think they do go in prison, it's only that they are not shown in the ledger. But among the options for them there is "set free" which implies to me that they are in prison.
 

Hardradi

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I think they do go in prison, it's only that they are not shown in the ledger. But among the options for them there is "set free" which implies to me that they are in prison.

I just double checked with a save game and they appear free to me. The option is there to put them into prison.