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vandevere

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From a role-play perspective, a cynic is a person for whom religion is a matter of political convenience - sins are only an issue if you're caught, and converting religion for political advantage is appropriate if it comes up.
What they should have done is split "Cynic" into two separate traits; "Cynic" and "Pragmatic", with Cynic having the effect on Religion, and Pragmatic having more to do with being "Realistic"...
 

Tatterhood

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What they should have done is split "Cynic" into two separate traits; "Cynic" and "Pragmatic", with Cynic having the effect on Religion, and Pragmatic having more to do with being "Realistic"...
Possibly, but for Robert (who at different times fought wars both against and as an ally of the papacy) it fits either way.
 

Fat_Mr_Fox

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What they should have done is split "Cynic" into two separate traits; "Cynic" and "Pragmatic", with Cynic having the effect on Religion, and Pragmatic having more to do with being "Realistic"...
I agree with this - as the opposite to cynic is zealot and to me they are not opposites hence my confusion as how to actually play as a cynic.
Cheers
 

merlinium

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i just unlocked the house gard MAA "private army" dynasty legacy but i can only create 1 regiment and the max size is 100. is this intended or a bug?
 

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pevergreen

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i just unlocked the house gard MAA "private army" dynasty legacy but i can only create 1 regiment and the max size is 100. is this intended or a bug?
The regiment limit of 1, yes but I can't imagine the max size is intended
 
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Karlington

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i just unlocked the house gard MAA "private army" dynasty legacy but i can only create 1 regiment and the max size is 100. is this intended or a bug?
The regiment limit of 1, yes but I can't imagine the max size is intended
It's intended.

-----

Ceterum censeo message settings esse restituenda.

Furthermore, I propose that message settings must be restored.

-Cato the Elder
 
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Karlington

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The "military strength" number of a liege is not supposed to include the levies from his vassals (unless they are allies), right?
It includes the levies that the vassals give him as "tax" depending on the obligations of their feudal contract. It doesn't include the levies the vassals keep for themselves. :)
 
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matthew49

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Is there a way to change your keybindings in the game? Could not locate a way to do this.

How funny, I came here to ask a similar question.

Is there any way, even with mods, to get a keyboard shortcut for adding and removing rally points? Clicking the military pane and then the little plus sign is overly tedious for something we do so frequently.
 

x4077

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Is there any way, even with mods, to get a keyboard shortcut for adding and removing rally points? Clicking the military pane and then the little plus sign is overly tedious for something we do so frequently.

Yes, you can add a shortcut in gui/shortcuts.shortcuts. I personally have bound 'X' to clear rally points and disband armies. Works well since they are both different panels. I've listed the commands to bind to for both below, you can easily find any others by searching the .gui files.

clear_rally_point = "X"
army_disband = "X"
 

x4077

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Is there a way to change your keybindings in the game? Could not locate a way to do this.

Sort of, some things are hard-bound like WASD for camera movement, but you can still bind over them for window specific things. Unfortunately you'll have to mod the gui/shortcuts.shortcuts file to add/change things.
 

matthew49

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Yes, you can add a shortcut in gui/shortcuts.shortcuts. I personally have bound 'X' to clear rally points and disband armies. Works well since they are both different panels. I've listed the commands to bind to for both below, you can easily find any others by searching the .gui files.

clear_rally_point = "X"
army_disband = "X"

Thank you for your suggestion. It's my first time editing this file, and I'm having trouble.

First of all, I noticed the X key was changing the game speed, so I commented out the line:

#increase_speed_2 = "X"

Now when I loaded the game, the X key no longer changed the game speed, confirming that the changes to the file are being recognized.

However, the X key never removed any rally point. I wasn't sure in which menu it was meant to work, so I tried:

  1. Mousing over the region with the rally point and hitting X
  2. Selecting the region with the rally point and hitting X
  3. Selecting the rally point itself and hitting X
  4. Opening the military pane and hitting X
  5. Opening the military pane, clicking the "plus" button under "Rally Points", and hitting the X key
  6. Step 5 plus mousing over the rally point I want to remove
In all of these cases, nothing happened. Nor was there any audio cue. Also, I have 3 rally points so the issue isn't that I only have one.

To double check, I'm copying and pasting here the line I added to the shortcuts folder:
clear_rally_point = "X"

By the way, is it also possible to make a shortcut for adding rally points?
 

Karlington

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Are Peasant Rabble and Populist factions equally likely to form? Is one selected at random, or are they caused by different conditions?
In order to be eligible to join or create a populist faction a county has to have either a different culture or a different faith from the target. Beyond that I'm not 100% how they choose between which faction.
 

matthew49

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In order to be eligible to join or create a populist faction a county has to have either a different culture or a different faith from the target. Beyond that I'm not 100% how they choose between which faction.

True. But this requirement is used for both Peasant Rabble and Populist factions.

test screen.png
test screen 2.png



So my question then is what is the difference between the two. I understand that Populists fight for independence and Peasants fight for lower control (which is also confusing since it says in the Peasant Rabble tooltip that they are trying to replace a liege, which they are not). But both are both caused the same exact way? (low popular opinion). If both are caused the same way, how is it determined which one is caused?

Also, is peasant rabble always targetting the county holder and populists always targetting the highest liege in the realm?
 

x4077

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Thank you for your suggestion. It's my first time editing this file, and I'm having trouble.

Sorry Matthew, my fault here. I did add the 'clear_rally_point' command into the gui file for the ui as well, unlike some of the army ones which are already there. If you also mod gui/window_rally_points.gui and add it you should be good to go. It does only work when the rally point window is up.

Code:
                button_army_delete_rally_point = {   # <- search for this
                    size = { 32 32 }
                    parentanchor = center

                    shortcut = clear_rally_point      # <- this is the line to add
                    onclick = "[RallyPointWindow.OnRemove]"
                }
 

Karlington

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In order to be eligible to join or create a populist faction a county has to have either a different culture or a different faith from the target. Beyond that I'm not 100% how they choose between which faction.
True. But this requirement is used for both Peasant Rabble and Populist factions.

View attachment 660678View attachment 660679


So my question then is what is the difference between the two. I understand that Populists fight for independence and Peasants fight for lower control (which is also confusing since it says in the Peasant Rabble tooltip that they are trying to replace a liege, which they are not). But both are both caused the same exact way? (low popular opinion). If both are caused the same way, how is it determined which one is caused?
The peasant rabble description is wrong both about replacing the ruler and about its criteria for wanting to "replace the ruler."

In fact the peasant rabble faction can arise even when county culture and faith are the same as the ruler, unlike the populists, as I mentioned before. In other words when the ruler has the same culture and faith as a county it can join a peasant rabble faction, but not a populist faction.

If you want some evidence, here you are:

Code:
    is_county_valid = {
        # Counties can only be in a faction against the top liege in their realm (who is inherently independent).
        scope:faction.faction_target = holder.top_liege

        # Counties must have a different faith or culture than the faction target.
        OR = {
            NOT = { faith = scope:faction.faction_target.faith }
            NOT = { culture = scope:faction.faction_target.culture }
        }

        # Player capitals are blocked from joining populist factions (to avoid Game Overing a player due to a populist uprising against their liege, which as a vassal they can't really prevent or fight)
        save_temporary_scope_as = this_county
        trigger_if = {
            limit = {
                holder = {
                    is_ai = no
                }
            }
            NOT = { this = holder.capital_county }
        }
    }

Code:
    is_county_valid = {
        # Peasants can only join a faction against their direct liege.
        holder = scope:faction.faction_target
    }




As I also mentioned before I am not sure how it chooses between the two in cases of differing culture and/or faith.





Also, is peasant rabble always targetting the county holder and populists always targetting the highest liege in the realm?
Yes. You can read it in the script I posted above as well. :)