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Crusader Kings III

Started by Syt, October 19, 2019, 04:02:55 AM

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Tamas

OPB has a sponsored video showing of the DLC. I am at the part where he is laughing his ass off because his Duke of Bavaria who is hosting a tourney with the King of England and King of Poland attending in addition to a gazillion Counts received an even titled "A Pope-riate Clothing" giving him a set of clothes matching the Pope's so his character is now wearing a Papal uniform.


Ha-ha that is hilarious, ha-ha.

Syt

Yes, it lacks the decorum and earnestness of regrowing your limbs because you pray really hard to Satan, shoot your opponent with a gun from the Hermetic Society in 1032 AD, marry your horse Glitterhoof, or realize one of your courtiers is, in fact, a bear. :P
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

Syt

That said, overall it looks decent, just worried about some of the balancing, and how repetitive it might be in the mid-term.

At the same time, I feel this will give a lot more room for modders to add events etc. E.g. the travel mechanic looks awesome for something like Elder Kings.
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

Josephus

Yeah, I can see this getting repetitive and annoying, making the game very long to play.
I'm watching a Quill video. On the way back from an event, his character had like 10 events to act out. One of them featured the character's wife, who, technically, stayed home as his regent.
Civis Romanus Sum

"My friends, love is better than anger. Hope is better than fear. Optimism is better than despair. So let us be loving, hopeful and optimistic. And we'll change the world." Jack Layton 1950-2011

Syt

I hope that there will be post-release balancing when feedback comes in from a larger user base, e.g. whether events fire too often, or modifiers on items are too high or low. Ideally this would be variables in a settings file you can tweak yourself, but that's a pipe dream, I guess. :P
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

Solmyr

Not that I play MP, but I wonder how this works there. Are you stuck in a tournament screen while someone is conquering your realm?

Syt

Patch notes:

Quote###################
# Expansion Features
###################
Grand Activities: Rulers can now host and participate in large-scale customizable Grand Activities on the map. Tailor them to your liking by choosing Activity Type, Options, Intents, and which Guests to invite from both near and far!
Grand Tournaments: The ultimate show of martial prowess; Host them to increase your prestige, renown, and standing in the world - or participate in Contests to win fabulous prizes. Bring your knights to see them increase in skill and grow in glory.
Grand Tours: Set out to Impress, Intimidate, or Tax your subjects in epic realm-wide Travels. Enjoy the hospitality of your hopefully-loyal subjects, and experience the life of commoners while traversing your lands.
Grand Weddings: Arrange weddings that stand above all else; marry above your station, exercise your diplomatic prowess, or weave plots in the shadows behind the backs of the happy couple...
Activity Intents & Options: Hunts, Feasts, and Pilgrimages now have Intents and Options for you to choose from that allow you to host especially spectacular outings. Befriend your Vassal during an extravagant Feast, or Murder an unsuspecting rival during a small and discreet Hunt...
Murder Feasts: Follow the Torturer Lifestyle path to gain access to Murder Feasts; expensive but very definite gatherings where you can end several of your problems, all at once!
Falconry Hunts: A truly medieval sport in which both men & women were allowed to participate. Extra prestigious, but also more expensive than normal Hunts - falconry is for the true ruling nobility!
Accolades: Bestow special attributes upon your knights, depending on their personality and achievements, and have those attributes be passed on through the generations! From Valiant Idealists that help you wrangle Vassals and increase your Armies' Damage to Stalwart Disciplinarians that bolster your Levies and the Safety of your travels, and many, many more.
The 'Activities' Dynasty Legacy: Make all activities extraordinary for members of your Dynasty; from increased marriage acceptance from your Grand Weddings, to increased Legendary Animal sightings, to be able to host an entire Grand Activity for free per Dynasty member!
New Character Art: Refresh the look of the Western world with new across-eras looks!
Evolving Armors: See simple Coifs and Mail make way for Greathelms and Plate!
Early/Late Western Clothing: While Carolingians may always be in fashion, their fashion will not always be - the introduction of new Early and Late clothing will set the centuries of play apart!
New Music: Over 20 minutes of new medieval tunes, in the form of a new Main Theme, 4 Mood tracks, and 13 contextually-triggered Cue tracks!

###################
# Free Features
###################
- Added regencies, so that characters unable to rule for a short time (e.g., because they're traveling) have someone to watch their realm whilst they're gone
- Added entrenched regencies, so that characters unable to rule for a long time (e.g., children) can be bullied by regents gone mad with power or sedately supported by regents who just want to do right by them
- Added a baker's dozen new mechanical interactions around characters becoming regents or thoroughly abusing their power whilst they are regents
- Added diarchies system, allowing mod-scriptable power sharing arrangements between two characters at a time (for the sake of sanity, you're restricted to only _one_ diarch at a time, so you can't have a regent and a Custom Modded Evil Prime Minister at the same time, but you could have either or contextually)
- Added the Coups feature, allowing regents to, with some effort, overthrow their liege and steal all their shinies at the low, low price of extreme risk of death or imprisonment and an unpleasant nickname
- Added trilateral interactions where intermediary can veto or allow the interaction before the recipient can accept or decline. This way liege can have a say if diarch wants to (ab)use their powers
- Added the Travel System so characters now actually move across the map and through individual provinces when traveling to Activities, optionally with an entourage of other characters
- Added 130+ events that occur while traveling, both dangerous and non-dangerous in nature
- Added the Caravan Master court position that affects travel stats and organizes the logistics of their liege's travel
- Added several Travel Options which allow for customization of travel plans (e.g. hiring specialists to counteract terrain danger)
- Added travel route editor so that you can place waypoints on the map to adjust your travel route
- Every character now has a bonafide location on the map
- Characters Paying Homage, Petitioning their Liege, and going to Meditate in Seclusion now travel to their destination
- Added Vassal Stances, every vassal now has a stance based on their personality, various opinion modifiers that previously impacted any vassal/feudal vassal now impact only vassals of a given stance
- Vassal Stances have a preferred heir, when succession happens they get a temporary opinion boost with the new ruler if it was their preferred heir, or an opinion penalty if not.
- Men-at-Arms can now be stationed in a specific holding, most building modifiers that previously impacted all men-at-arms now only impact the one stationed at that province.
- Revised the rewards and balance of practically all buildings in the game to account for Men-at-Arms Stationing and other new changes, more details in the 'Balance' section.
- Significantly refined the game's economy; Building Slots now increase with time, many new Buildings have been added, Building Costs have been completely revised, Domain Limits have been lowered, etc. More details can be found in the Balance section.
- Adult Count+ Rulers (excluding Mercenaries) now have a chance to passively gain nicknames such as 'the Able', 'the Fat', or 'the Terrible'. The chance to gain a nickname goes up with rank, age, and prestige/piety, and the types of nicknames you can get are based in large part on traits, skills, and circumstances. For example, 'the Careless' can be gained while in a civil war of your making, if you have low diplomacy and some tyranny. When you get a nickname, an event will tell you which one you got, accompanied by a small reward or penalty.
- Added 75+ new Nicknames, most of which can be gained passively.
- Nicknames can now have descriptions, visible when moused over, *finally* allowing the use of ironic nicknames without an immense amount of explaining.
- Added descriptions for most historic nicknames and all in-game given nicknames.
- Added a Game Rule to control the frequency of random passive nicknames appearing on rulers
- Added a Game Rule to tweak the Domain Limit of all rulers; +1, +2, +3, -1, -2, -3
- You can now offer to Pay Ransom for your courtiers, vassals, close family members, dynasty members, lovers, friends, or anyone who is married to a member of your close family or dynasty
- Added the Economy Mapmode, accessible from the 'Additional Modes' menu or by pressing 'Ctrl-S'. It shows income on a per-County basis, allowing you to plan your conquests properly. It also reveals the location of all Special Buildings in the game, whether they are constructed yet or not.
- Added the Control Mapmode, accessible from the 'Additional Modes' menu or by pressing 'Ctrl-F'. It reveals the Control levels of all Counties in the world and also shows where Absolute Control is in effect.
- Added a Destroy Artifact button, which allows you to destroy any Common or Masterwork artifact you no longer want in order to recuperate some of the gold cost. If you are Iconoclast you can destroy Artifacts of any Rarity, and will get Piety for doing so.
- Significantly updated the Current Situation widget to be more user-friendly and useful for both new and experienced players; we've updated several entries with more information, added several new situations, added icons to all entries, etc. More info can be found in the Interface section.
- When hiring a Physician you can now see what Aptitude they will have directly in the Event Option
- We've added a HUD Skin Selector which allows you to switch between any of the existing HUD skins, overriding the default. This means that you can, for example, use the Norse skin from Northern Lords when playing outside of Pagan Scandinavia.
- The Outliner has been significantly updated to be more useful: Pinned characters show more info (health, powerful vassal status, if they're in a faction), Armies now have icons that show what they're doing (moving, fighting, embarking, etc.), Armies show more general info (quality, supply status, attrition), and finally the Outliner will remember your last settings (it will start open if you had it open last game, etc.)
- Canterbury Cathedral has been added as a special building with a set of modifiers, three levels of upgrades, and new on-map 3D models for each stage
- Traits can now have Tiers with individual xp bars; this is in effect for the new Traveler and Hastiluder traits, but has also been added to all of the older 'tiered' traits such as Reveler, Hunter, and Pilgrim.
- The Barbershop has been updated to be Fullscreen with a host of new tools and settings: you can select which Background you want (which comes with appropriate lighting by default), which characters should be in the shot, which animations they should use, and at which zoom level all characters should be displayed. Characters can be moved around the scene with drag-and-drop, and can be rotated 360 degrees. We've added quick-access character presets (self-portrait, council, family), a screenshot button, and a 'Hide UI' button. You can also pin characters and bring them into the scene. All drop-down lists can be searched with 'fuzzy' text input. Several characters can be edited without closing the barbershop or resetting your scene in between. You can add dynasty/title shields and names to the scene, as well as character names, should you want to create a family portrait or similar.
- Legwear is now accessible as a customization option in the barbershop
- You can now pick your hair color using a color wheel in the barbershop
- The rules for who you can edit in the Barbershop are now consistent with who you can edit the title/dynasty of, which means that you can now customize your vassals and subjects.
- Added an event where your Realm Priest riles up your Zealot vassals against you
- Added 5 Martial lifestyle events
- Added 1 Wealth lifestyle event
- Added 5 Dread lifestyle events

###################
# Achievements
###################
- It is now also possible to gain achievements through non-ironman single-player games
- Achievements are no longer blocked by mod usage
- Switching your played character, opening up a multiplayer lobby, or using debug commands will remove achievement eligibility for your playthrough

###################
# Tech
###################
- Implemented texture streaming, now many textures are loaded and unloaded on demand dynamically to reduce VRAM usage especially in higher graphics qualities. About a 50% reduction in VRAM usage from ~6 GB to ~3 GB. This can be toggled off/on in the Graphics settings menu.

###################
# Balance
###################
- The 'Gavelkind' Tribal Era innovation now gives one domain limit
- The default number of Building Slots have been lowered by 1 for both County Capitals and Baronies
- The Bailiffs, Guilds, Windmills and Ledger Innovations now unlock one Building Slot for provinces of that culture
- The Capital Province and Capital Duchy modifiers now provide some Stationed MaA % bonuses to further promote consolidating your domain within one duchy
- Castles now provide some general Stationed MaA % bonuses
- Domain Limit is now increased by 1 for every 6 points of Stewardship, up from 5
- Rebalanced starting innovations so fewer cultures start with Ledger unlocked
- Indian Rulers will now recruit fewer Paiks MaA
- The AI will now attempt to group buildings that boost the same MaA types in the same province
- The AI will now prefer constructing certain building types based on cultural preferences and currently recruited MaA
- Curtain Walls are now available in Floodplains, replacing Watchtowers as their fortification type
- Ramparts are now available in Jungle, replacing Watchtowers as their fortification type
- Royal Armories ranks II and III now reduce army costs by more
- Pastures now give Supply Limit and a bit more Levies
- Hunting Grounds no longer give MaA bonuses, instead they give defensive advantage and raid protection
- Orchards now give a bit of Development Growth %
- Elephant Pens now give more Tax, but no Heavy Cavalry MaA bonus
- Outposts now give a little bit of Tax
- Camel Farms now give a little bit of Tax and Raid protection, but no Knight slots
- Increased the cost of all buildings at higher tiers. Instead of flat increase for every tier as before, for tier 3 and above they follow geometric progression.
- Added a new building - Stables, buildable everywhere - which boost Cavalry MaA and grants its holder a little bit of army movement speed, travel speed, and some levies
- Added a new building - Smiths - which boost Stationed MaA and provides tax % for the holding and grants its holder some knight effectiveness, Levy regain rate and Inspiration quality boosts.
- Added a new building - Hillside Grazing, buildable in Hills, Mountains and Desert Mountains in certain geographical regions - which boost cavalry significantly and grants some levies
- Added a new building - Warrior Lodges, buildable in Hills, Mountains and Desert Mountains in certain geographical regions - which boost infantry significantly and grants some levies
- Added a new building - Horse Pastures, buildable in Steppe, the region 'Eastern Steppe', and by characters with the 'Horse Lords' Tradition - which boost Horse Archers and Light Cavalry and gives its holder some movement speed and land raid speed
- Added a new building - Wind Furnaces, unlocked by the Wootz Steel innovation in India, they provide tax and Heavy Infantry/Pikeman/Heavy Cavalry/Elephant bonuses
- Added a new building - Workshops, unlocked with Advanced Bowmaking, which boosts siege weapons, adds siege speed to stationed units, reduces the cost of Archers and Skirmishers, and also gives tax income
- Added a new building - Windmills, unlocked with Windmills innovation, buildable in Farmlands, Plains and Hills, or in coastal provinces. These provide Supply Limit, flat and % tax for the Holding and Development Growth, both flat and %, for the whole County.
- Added a new building - Watermills, unlocked with Windmills innovation, buildable in Mountains, Wetlands, Forests, Taigas and Jungles, or in riverside provinces. These provide flat tax, Supply limit and Construction Cost reduction for holding and Holding taxes % and Development Growth, both flat and %, for the whole County.
- Added a new building - Caravanserai, unlocked with Guilds innovation, buildable in Drylands, Deserts, Oasis, Floodplains, Steppes or Desert Mountains. These provide: flat tax, Defender Advantage and Hostile Raid Time increase for Holding. Travel Danger reduction, Development Growth, both tax and %, for the County. Sponsored Inspiration Quality, MaA Maintenance cost reduction and Mercenary Hire Cost reduction for the holder.
- Caravanserai line of buildings can be built in the Iberia region after Detente ending of Iberian Struggle
- Invasion War types now have a cap of 150% for occupation, up from 100%, this should avoid stalemates
- The Wootz Steel innovation no longer gives MaA bonuses
- The Advanced Bowmaking innovation no longer gives MaA bonuses
- The Windmills innovation no longer gives 5% domain tax
- All Tier 6 military buildings now require Royal Armory innovation
- Expanded the Danevirke special building by one province
- The Danevirke and Offa's Dyke special buildings now give a little bit of stationed MaA toughness
- All fortification-style special buildings (i.e. Tower of London, Alhambra) now also give a bit of stationed MaA damage, toughness, and siege speed
- All Mines (for instance Rammelsberg or the Mali gold mines) now give a lot of Siege Weapon effectiveness for stationed Siege MaA, representing the historical use of miners as sappers and siege workers
- Several Cultural Traditions, especially the various 'Terrain Dweller' or 'Terrain Warriors'-ones have been updated to ignore Travel Danger in their chosen terrains
- Removed levy size modifiers from Martial skill and Marshal Organize Armies councilor task.
- Increased the levy reinforcement offset modifier from Martial skill and Marshal Organize Armies councilor task.
- Martial skill now gives offset Army Maintenance and MaA toughness bonuses
- Added 21 additional constructible Universities around the world
- Added 6 additional already-constructed Universities in India
- Added 4 Mines in India
- Added 1 Mine in Anatolia
- Added 5 mines in Eastern Europe
- Added 2 mines in Western Europe
- Added 4 Mines in Africa
- Added 2 Mines in Persia
- All Ethos except Egalitarian now reduces the opinion of Different-Culture Minority Vassals
- The Coastal Warriors and Seafarers cultural tradition now unlocks Tradeport buildings in tribal holdings
- The Coastal Warriors cultural tradition now gives stationed MaA bonuses to Tradeport line of buildings
- All Special Mines now boost the quality of metal-based inspirations significantly
- Alliances can now be proposed to Extended Family, but the Acceptance Chance has been rebalanced to be less permissive; opinion, traits, and ai personality now weighs heavier in the calculations, as do number of existing alliances
- Barrack line of buildings now gives bonuses to stationed heavy infantry and pikemen MaA
- Decreased the cost level of Farm Estates line of buildings
- Increased the tax gain from Tax Offices line of buildings
- Cynical AI's will now want to revoke Holy Order leases from orders they are not the patron of
- Global Vassal Opinion bonuses will now only appear on Illustrious artifacts
- Harald of Norway will no longer institute Thing succession on England as long as it's held as a secondary Kingdom, this prevents the Kingdom from immediately falling back into Anglo-Saxon hands via election
- Hereditary Hierarchy now affects Tyranny Decay by 50%, but the Castle Cost % has been reduced by 10%
- Inspired wanderers now produce slightly better artifacts
- It now costs less prestige to designate a Shieldmaiden
- Leisure Palaces now give more Scheme Success Chance on higher levels
- Local Artisans spawned by the Commission Artifact decision now have a modifier called 'Local Artisan' so that players can tell that they'll produce worse Inspirations if assigned to the Court Artificer court position.
- Lowered most sources of Cultural Fascination Progress % Modifiers
- Lowered the Tax Mult and Build Cost modifiers from being Steward on your liege's Council
- Made Genghis Khan always spawn with the Peacemaker perk
- Made the 'Flight of Fancy' event much less likely to happen
- Made the AI in the Iberian Struggle much more aggressive in the Opportunity and Hostility Phases
- Marches now give much more Defender Advantage alongside a significant reduction in local Danger
- Military camps now increase supply, control gain, and reduce MaA maintenance
- More special buildings now give a Renown % boost
- Newly-formed Divergent cultures now get a slight culture conversion speed boost against their parent culture for 50 years
- Pay Ransom now has a stress impact where several traits reduce stress, such as compassionate or generous
- Practiced Pirates is now restricted to non-tribals of duke tier or below, or else realms no larger than approximately the size of Wales, to prevent the entire HRE taking up piracy on the Emperor's orders
- Realm Priests will now tend to learn the language of their Liege, either on appointment, or later via the scheme
- Reduced the renown effects of Castle Keepers
- Roughly halved all sources of Build Cost Reduction, terrain-based reductions lowered by 33%
- Rulers now start the game with 36 months of income rather than 18
- Same Faith Opinion bonuses will now only appear on Illustrious artifacts
- Siege Works now give more toughness to stationed Siege Weapons, and also significantly reduces the cost of creating and maintaining them
- Significantly increased the Hostile Scheme Resistance and Success Chance reduction from the Greatest of Khans trait and modifier, increased the siege ability, and added opinion with minority Vassals
- Significantly lowered the chance of getting the 'Getting A Head' Court Event Chain
- The 'A Courtier Scorned' event will now happen much less frequently, and only for very greedy and vengeful characters
- The AI should now be a little bit less likely to start schemes during a House Feud
- The AI will now try and use hooks in marriages if it would sway a good candidate that otherwise refuses.
- The Commission Artifact decision has been changed so that Local Artisans don't always produce Common quality artifacts, but instead come with an inherent quality penalty that is difficult to overcome. This makes it possible for them to produce higher-tier artifacts.
- The Danevirke and Offa's Dyke Special Buildings now give more defensive advantage
- The Doge's Palace special building now gives 5 flat income rather than a 50% county tax bonus
- The Marches Duchy Building now gives tax % mult in Hills and Mountains
- The Mines of Mali now gives a bit of development growth
- The Reichskrone is now considered Illustrious
- The Theodosian Walls now give 10 flat income rather than a 300% county tax bonus, and the 300% levy bonus has been lowered to 30%, this still leaves Constantinople as the most economically viable county in the world, but it won't be so brutally overpowered anymore
- The Walls of Genoa now gives 3 flat income rather than a 10% county tax bonus
- The al-Taj crown now gives Zealot opinion rather than Same Faith opinion
- The military Academies Building now increases Man-at-Arms limits and reduces recruitment costs
- Theocratic Vassals will now often be selected for the position of Realm Priest, preferring high-learning characters and religious heads
- Universities are no longer founded via Decision, but are now constructible similarly to other special buildings, this was done because the Economy Mapmode now shows where they are located
- Universities now boost the quality of book inspirations significantly
- Universities now give 10% lifestyle xp and 5% cultural fascination progress to their holder
- Updated the old Intrigue and Martial Feast events to have more relevant modifiers and to give lifestyle XP
- Upped the maximum score from Occupations to 150% from 100% for most CB's, this should prevent many stalemates
- Various Vassal Stance opinions will now appear on Artifacts
- Various Vassal Stance tax and levy contribution % bonuses will now appear on Artifacts
- When a ruler is vassalized with Religious Protection who can have a Jizya contract too, they now get that contract as well
- You now gain/lose stress if you're Greedy/Generous and gifting masterwork+ artifacts, based on the rarity of the gifted artifact
- You now lose less stress when sending gifts as a Generous character, and don't lose stress if you're gifting to your heir
- Crocodiles can now attack from rivers in crocodile-having areas, even if the province terrain is otherwise not suitable for crocodilians
- Cultures with Horse Lords now take _massively_ reduced attrition & have greatly increased speed when raiding overland (allowing them to perform raids deep into settled territories as long as they remain tribal)
- Cultures with Saharan Nomads or Desert Travellers now have decently-reduced attrition and moderately increased speed when raiding (allowing them to raid the feudals of North Africa/the Sahel or the Arabian coast respectively)
- Added a lil bit of raid speed boost & raiding attrition reduction to Himalayan Settlers (allowing them to raid the foothills around the Himalayas & each other)
- Escaping from Prison is now a Crime if the imprisoner had legitimate cause to imprison you
- Meditate in Seclusion no longer uses the activity system and has been updated to use the new location system
- Rebalanced Pay Homage rewards and scripted values for dynasty prestige, scaling by era
- Made smith inspirations more common and weaver inspirations a bit less common
- Cultural traditions now play a bit more of a role when inspired people pick their inspiration type (but this does not affect the number of inspired people of that culture, only the likeliness that they will pick a specific type)
- Regents are more attractive candidates under elective succession and will prioritize voting for themselves or their liege's candidate depending on loyalty
- Regents are more powerful electors under all electives except Ting (where power is derived from calculations about the number of freemen you control)
- Gaining strife opinion as a regent will now cause characters to want to murder, abduct, torture, castrate, and/or blind you
- Increased the amount of stress loss for Generous characters sending gifts
- Progress to Friend will now only make the two characters potential friends if their opinion is above 0
- Increased chance of recovering from minor illness
- Increased chance of becoming scarred


###################
# AI
###################
- The AI will now actively propose marriages to the player and the player's heirs. They will pretend that the player has the acceptance of an AI, meaning that you won't, for example, get proposals from Counts if you're a High-tier Ruler.
- Pious and Warlike AI's will now use the Ask Pope for Claim Interaction to gain claims on titles that are relevant to their interests
- Fixed an issue where the AI wouldn't always go for the Wargoal as an Attacker
- Loyal AI's will now want to ransom their friends and lovers
- Lustful AI's will now really want to ransom their lovers, unless they're terribly greedy
- Made the AI less likely to propose Alliances to significantly smaller rulers, though they might still accept incoming requests if made by someone they care about, such as one of their children
- The AI is now more inclined to keep sieging/break sieges if it can
- The AI is now more willing to form stacks exceeding the supply limit of a province if it's involved in large-scale wars
- The AI is now slightly more inclined to keep the bonus from Train Commanders until they're bankrupt
- The AI now properly gets a discount on feudalizing Tribal Holdings
- The AI will no longer switch to organize armies in peacetime as the gold saved only applies to raised armies
- The AI will now check if it should revoke Holy Order leases more often
- The AI will now ransom their close family or those married to their close family more often, even if they're not in their court. Very compassionate AI's will extend this to their entire family.
- The AI will now try to propose alliances to its Vassals via the interaction
- The AI is more likely to build Tax Offices duchy building in suitable locations
- The AI is more likely to pick Organize Armies marshal council task if below 80% of max army strength at peace
- Very compassionate, generous, and honorable AI's will now want to ransom their Liege

###################
# Interface
###################
- Added a lot of prefix icons to modifiers, especially those present on various Buildings. This should make it much easier to, at a glance, see what a building or other source of modifiers does.
- Game Rules are now categorized, and can be filtered by selecting a category via drop-down
- Map Character Location Pins are now visible whenever someone is selected
- Prison Bars are now visible on Map Character Location Pins
- Overlapping map-icons are sorted front-to-back correctly (if in the same map-icon layer)
- Pastures are now called Cattle Pastures
- Added Icons to the MaA Game Concepts
- The Camel and Elephant innovations will now say that they unlock their corresponding building
- Added Interaction icons to Grant Independence and Join War
- Added a 'You can ask the Pope for Claims' Current Situation item, showing you any Duchies+ that you could get a Claim on
- Added a Current Situation for when one of your first three Heirs are imprisoned so that you can easily pay their Ransoms
- Added a Current Situation for when you can Pay Ransom for one of your Vassals and gain a Hook on them
- Added a Current Situation item for Pardoning Criminals
- Added a Toast when someone else ransoms someone close to you
- Added a Toast when someone ransoms you
- Added a slight fade behind the top-right buttons in the character view to make them visible in all backgrounds
- Added icons and updated texts for most Current Situations
- Assigned icons to all interactions
- Added the incredibly important missing relation strings cousin-in-law, aunt-in-law, uncle-in-law, grandmother-in-law, grandfather-in-law, great grandmother-in-law, great grandfather-in-law, granddaughter-in-law, grandson-in-law, great granddaughter-in-law, great grandson-in-law, niece-in-law, and nephew-in-law, because the familial relations of this game weren't complex enough!
- The attrition icon will now only show if the army will take attrition. Non-raiding armies are assumed to take attrition.
- Character Names in incoming diplomacy offers will no longer use white text on a light background
- Clarified the Health game concept
- Clicking the Go To character in the interaction menu will now pan to that character's physical location rather than their capital
- Compressed the Character Interaction entries a bit to avoid having scrollbars under most common circumstances
- Corrected incorrect localization for Renown gain (lost instead of loses/gained instead of gains)
- Excluded Barons from the 'Powerful Vassal demands Council Position' Current Situation as you legitimately don't have to care that much for them
- Excluded parents, grandparents, and great-grandparents from the 'Family can Marry' Current Situation as marrying away your widowed mother isn't something we want to motivate the player to do
- Expanded the 'Child Needs Guardian' Current Situation to include valid grandchildren and great-grandchildren
- Expanded the 'Low County Control' Current Situation to trigger when control is at or below 90 Control, and it now shows the Control level directly in the entry
- Expose Secret is now a sub-menu interaction while Blackmail is a common interaction, as one was used significantly more than the other
- Extended character tooltips will now show the character background, to give a quick indication if a character is traveling or not
- Fixed Loading Tips not showing any of the tips following number 69, which isn't very nice
- Fixed an issue where buttons weren't always clickable when choosing to Join War
- Fixed an issue where entries in the Character Search would become slightly darkened if you scrolled the list
- Fixed several instances of missing parent concepts in various Game Concepts
- Fixed the buttons when revoking a holy order barony not being entirely clickable
- Improved background and character selection in various pregnancy events
- Made the 'Titles Lost on Succession' button in the Realm view look like an actual button, so that it's harder to miss
- Made the Current Situation widget slightly wider and fixed multiple instances of buttons that weren't clickable everywhere
- Most Current Situation entries that have to do with titles will now state the tier and show an icon of the tier crown to aid in identification
- Only characters located in the Capital Province will now appear in the Royal Court Scene
- The 'Call Ally', 'Call House Member' and 'Call Dynasty Member' Current Situation entries will now state their Tier and Troop Count directly in the entry
- The 'Declare War' Current Situation will now show the amount of troops your potential target has
- The 'Demand Payment' Current Situation now states how much gold they have compared to the amount you demand, so you know before clicking
- The 'Family can Marry' Current Situation has been updated to show what place in the line of succession they hold, to avoid you doing unfavorable marriages
- The 'Few Knights' Current Situation now states how many knights you have, and what's your maximum
- The 'Hire Court Physician' Current Situation is now marked as dangerous/high prio, as being without one is indeed quite dangerous
- The 'In Line of Succession for Title' Current Situation Item will now only appear for titles outside your realm, as it would in 90% of cases mainly show titles you were about to inherit from newly-created vassals
- The 'In line for Title' Current Situation now states if the title is inside or outside your realm, so you can better plan your nefarious murder schemes
- The 'Negotiate Alliance' Current Situation description now explains that allied vassals can't join factions if the ally is within your realm, or how many troops you'd get if the ally is outside your realm
- The 'Negotiate Alliance' Current Situation now states if the target is inside or outside your realm, so you can make a better call at a glance if they'll be able to join your wars or not
- The 'Negotiate Alliance' Current Situation now states the potential targets relation to you (son, brother, etc) and their military strength
- The 'Not Endorsed by Realm Priest' Current Situation now opens the Sway interaction, as that's what you want 99% of the times you click it
- The 'Not Endorsed by Realm Priest' Current Situation now shows the opinion your Realm Priest has of you
- The 'Powerful Vassal demands Council Position' Current Situation now shows the opinion the vassal has of you in the entry, so you can easily avoid assigning positions to already-happy vassals if you want
- The 'Prisoner can be Ransomed' Current Situation now shows if they have enough gold to pay their ransom directly in the entry
- The 'Propose Alliance' Current Situation has been expanded to include more valid targets for alliances, such as anyone married to one of your extended family members
- The 'Realm will Lose Land if Vassal Inherits Title' Current Situation will now state exactly which title would cause the damage, along with its tier
- The 'Wrong Holding Type' Current Situation will now state in the entry what type of holding they are
- There's now a different background in the Vassal Contract window when modifying a Clan contract
- There's now an icon indicating if a vassal's contract has already been changed when browsing the Vassal list in the Realm view
- Universities will now say that they unlock the Send Child to University Education Option
- You can now see who would join the defender against you in Holy Wars
- Level of Devotion Impact is now a game concept and explains to you what it does
- Renamed the Courtly cultural Ethos to Ceremonious to avoid confusion with the new Courtly vassal stance
- Improved the my realm succession tab for primogeniture succession to show more info like traits and a clearer line of succession
- Overhauled the AI personality tooltip, now contains their personality, vassal stance if a vassal, and economic archetype if a ruler. Raw personality now has explanations for how the vassal is likely to act.
- Enabled Steam Rich Presence, now your friends can see some fun flavor about what you are doing in game, this can be disabled via game settings.
- Made Debug AI War Coordinator map mode show gradient based on objective score
- Added a button to access the Barbershop for your own character via your character view

###################
# Art
###################
- Coat of arms can now show up on the clothes of characters, in order uses: house if not lowborn, primary title if ruler, court owner's primary title if not wandering, default fallback.
- Several existing Animations have been updated with expressive introduction segments, bringing more movement and life into events: Anger (3 variations), Happiness (3 variations), Admiration (2 variations), Shock (2 variations), Disbelief, Disgust, Dismissal, Fear, Sadness, Worry, Stressed, and Schadefreude
Added 45+ new animations including but not limited to:
Hunt animations: Hunting horn, Hunting knife, Hunting carcass, Hunting Falcon/animated prop, Hunting bow Aim, Hunting bow Rest, Crossbow
Tournament animations: Sword victory, Sword yield, Wrestling victory, Wrestling yield
Jousting animations with horse and rider: Jockey with lance on horse tilted idle, Jockey with lance couched on horse gallop, Jockey on horse gallop, Jockey on horse victory, Jockey on horse loss, Jockey on horse walk, Jockey on horse Idle
Weddings: Bride, Groom, Officiant, Bride Reception, Groom Reception, Happy cry animation, New drunk animation, 'I object' animation
A brand new 'Thinking' animation
- Added unique Icons for all Schemes
- Added a lot of new Casus Belli icons, covering almost every CB in the game
- The Character View Backgrounds now represent the location of the character, should they be leading an army, traveling, or in an activity
- Updated the clothes and looks of most Bookmark characters
- Added a Low and high tier of fanciness to all old war nobility assets, and a Royal tier to selected armors.
- Added 2 sets of male and female armours with variations for: Early and late Western era culture.
- Added 2 sets of male and female legwears for: Late Western armours.
- Added 8 male and female war headgears with variations for: Western culture.
- Added 2 sets of male and female armours with variations for: Carolingian culture.
- Added 1 set of male and female armours and helmets with variations for: Mena, Steppe, Byzantine and Indian cultures.
- Added new Coat of arms crest headgear.
- Added 2 sets of male and female clothing for: Carolingian culture.
- Added crowns for male and female: Carolingian Culture.
- Added male common headgear and female, male low/high nobility headgears for: Western culture.
- Added new patterns for: Carolingian culture.
- Added new nobility cloaks for: Carolingian culture.
- Added new pilgrim clothes for: Muslim culture.
- Added new Travel cloaks for: Western and Mena cultures.
- Added new wedding specific headgears for: Western, Mena and Byzantine cultures.
- Added new map units for travel activity.
- Updated DDE HRE imperial Crown with new textures.
- Multiple clothing, headgears, hair and beard improvements to fix clipping issues and alleviate texture stretching.
- Expanded color palettes for war nobility assets.
- Expanded our library of tile-able textures to include chainmail, scale armors, and leathers. This will help most armors look better overall, especially at lower game resolution settings.
- Optimized old war nobility assets, to allow for better texture resolution on those armors and headgears.
- Male children can now have their left hand visibly removed too
- Fixed an issue where many western women wouldn't wear any headgear after the year 1300
- Added 3D model for Canterbury monument, for each level of upgrade.
- Added hunting props like hunting horns, a felled rabbit, boar spears and hunting blades.
- Added a variety of bows and crossbows with animation stances for events and as artifacts.
- Added lances.
- Added Hnefatafl board, try winning a spelling bee with that one.
- Added more animal skulls; Hyena, Gazelle
- Added many animal skin variants, in particular legendary variants.
- Added additional mine markers to the map, see more under Balance.
- Fixes to the Indian spear to make it slightly less massive.
- Fixes and updated positioning of holding positions in a plethora of provinces.
- Fixes to mediterranean court room textures
- Fixed critical issue of teleporting American cactus on the Desert Warrior trait, replaced it with a geographically-appropriate Arabian dromedary instead
- Fixed horrendous 19th-century chocolate chip muffins on the Comfort Eater trait (that have _clearly_ been machine-made), replaced with a temporally-appropriate medieval sambocade cheesecake instead for maximum immersion
- Added an enormous amount of new background illustrations used in various events (roughly 40)

###################
# Audio
###################
- Game now uses FMOD library version 2.02.11 on all platforms. It should resolve audio issues with missing ambient sounds on Linux.

###################
# Localization
###################
- Added, and this is very exciting, a small piece of custom loc for distinguishing between one and two legged people
- Triggers will now state that they're looking for sins/virtues instead of congenital traits

###################
# Game Content
###################
- Added Feud target house name to House modifiers
- Added a memory for becoming nemeses
- Added a mention of the Casus Belli to the war declaration, war end, and war join memories
- Per user request, added Go as a board game variant for Tibet, & Fidchell as a board game variant for the Celtic world
- Owners of Royal Court can now commission Urn court artifacts via artisan Inspirations
- Changed Blot, Grand Rite, and Meet Peers to use the new Activity System
- You can now select a location to host a Blot or Grand Rite in your realm. Meet Peers is always restricted to your capital
- Added guest selection functionality for Blot, Grand Rite, and Meet Peers. Guests must now travel to the location of your activity
- Meditate in Seclusion decision now allowed for characters with the calm trait
Updated Pilgrimages, Feasts, & Hunts to use the new Activity System, and added new events
New animal types can appear on Hunts, with more regional variety
Master of the Hunt court position is now available to all rulers
New animal trinket trophy artifacts for hunters without a Royal Court
Several buildings now affect Hunt Success chance or Sighting chance
New Hunt murder, abduction, seduction, and befriend events
Can now attend other character's Hunts
New Hunt Sighting events, which improve Hunt success chance in specific locations
Improved old hunting events and tied them into new systems, with Master of the Hunt aptitude affecting chances for positive and negative events
Added religious Doctrine relating to Pilgrimages in order to allow them, make them mandatory or forbid them
Additional types of Pilgrimages available, such as Pious, Worldly and Hajj
Tweaked old and added new events while on a Pilgrimage to a holy site, tying them into new systems
New events about spending time at a holy site
New events about performing the Hajj at Mecca
The Pilgrimage trait is awarded after performing a Pilgrimage and is now updated with several experience tiers
Unique activity backgrounds for Jerusalem and Mecca
All Activities now have 'Activity Pulse Actions': small toast-like events that appear on a timer of 7 days. Examples: The Guest of Honor receiving Prestige during a Feast, or a good Hunter increasing Success Chance during a Hunt.

###################
# User Modding
###################
- Added character modifier, Men-at-arms Counter Resistance
- Rename hidden_effect_new_artifact to hidden_effect_new_object
- Add GetBaronyNameExplicitly and GetBaronyNameExplicitlyNoTooltip to provinces to get the barony even if its the capital.
- Add building_slot_add modifier for holdings.
- Add prowess_no_portrait trigger.
- Add trait modifiers based on faith doctrine parameters, analogous to culture
- Added defines for simple text glow formats
- Adds the hostile_county_attrition_raiding to modify the hostile county attrition of raiding armies. Will apply from both commanders and owners of armies. This IGNORES the regular lower limit of 10%, such that hostile county attrition for raiding armies can be reduced to 0. Go forth, land vikings! Pillage! Rule!
- Adds the movement_speed_land_raiding to modify the speed of raiding armies moving over land. Will apply from both commanders and owners of armies.
- Consistently use reference for triggered background/textures instead of sometimes duplicating with event_background.
- Custom loc can now have the "all" type which lets it match to any scope type.
- Interactions can now also set a cooldown on all other interactions in the same category via the 'category_cooldown' and 'category_cooldown_against_recipient' properties
- Make province GetName and GetNameNoTooltip both return the county if capital.
- Remove 'goto' field from 'send_interface_message' and 'send_interface_toast'
- Remove GUI support for 'PlayerMessageItem' members 'GetGotoProvince', 'HasGotoProvince', and 'OnGoto'
- Remove the add_building_slot effect, only use the new building_slot_add modifier.
- Rework how open_view and open_view_data handle additional script provided data, the view_message field has been renamed to data and can be used in either of those effects it will now pass the additional data to the specific interface it is opening which will use it as appropriate.
- The 'duel' script effect can now use multiple skills at once, averaging their value. Up to six skills can be compared.
- Add diarchy_succession_character script list builder
- Add effect change_diarchy_type
- Add effect set_diarch
- add trigger is_diarchy_successor
- Per modder request, added some instructions (and a small correction) to on_actions.info to help newbie modders just getting started
- Per modder request, added standardised cultural parameters for raiding overland and overseas to increase mod interoperability. Also made it easier to add dynasty modifiers, house modifiers, & cultural innovations that unlock raiding (either according to standard restrictions for non-tribals or, optionally, without restrictions)
- Per modder request, replaced almost all instances of has_government with government_has_flag (and added relevant flags to each government type) to allow for easy hooking in of additional government types to vanilla content & systems, as well as better mod interoperability
- Add function [Army.GetArmyStatusTooltip]
- Introduce [Army.GetArmyStatusOutlinerIcon]
- Renamed [Army.GetArmyStatusIcon] to [Army.GetArmyStatusIllustration].
- add change_diarchy_power_level effect
- add diarchy_has_parameter trigger
- add diarchy_power_level trigger
- add set_diarchy_power_level effect
- Converted tribal imprisonment block to use a government flag for marginally higher mod compatibility
- Added 'memory_creation_date', 'memory_end_date' and 'memory_age_years' triggers for Character Memories.
- Add HasCharacterFlag datafunction for characters
- Added IsDateAfter promote that takes a date and a target date.
- Added IsDateBefore promote that takes a date and a target date.
- Added IsDateBetween promote that takes a target date, a start time and an end time.
- Added IsDateToday promote that takes a date.
- Added GetDateAsTotalDays promote for Dates
- Added promote HasFlag to the (Player) MessageType in order to allow specializations for message appearances.
- Added effect start_travel_plan, which opens the travel planning window for the player and can take multiple (optional) input parameters like destination(s), companion(s), events/on_actions, et al.
- New `*_neighboring_province` list can be use to efficiently get adjacent provinces in script
- New `*_army_in_location` list can be used to quickly find armies in a province
- The "Settings" window doesn't pop up anymore when reloading localization data
- New expand auto-complete mode for console: Toggle via `settings` -> Tools -> Console auto-complete mode
- Can kick out existing councillor "nicely" by using `remove_existing_councillor = yes` in `assign_councillor_type` effect
- Interactions targetting artifacts can now directly open up a specific artifact
- You can now actually generate a 'lowborn' character from character templates (`dynasty = none` is now correctly honored)
- The PdxData data_binding 'macro' system now supported for mods too
- You can attach character portrait assets to the root of a 3D entities via `at_root_of_entity` (same config location as `shared_pose_entity` / `node`)
- New 'scope exists' script operator "?=" added, so we don't have to write "exist = bla bla = { stuff }" thousands of times and can just do "bla ?= { stuff }"
- Scope exists operator `bla ?= {}` in effects will not execute effects inside scope if the scope `bla` does not exist
- Added new 'ransomed' artifact history state
- `set_location` effect now has `stick_to_location = yes` if you want to pin down someone's default location to be different from their capital or court
- Added a flags property to messages
- Inspect characters, artifacts, and activities by ctrl+alt+clicking
- Buildings can have custom modifier descriptions
- Split up the portrait modifiers to different files with groups based on priority. Higher priority value means it will override any modifiers with lower priority. This way we don't have to weigh everything against everything else, instead we can know with certainty that armors, for example, will always override regular clothes. Scripted characters are now found in the priority just above base modifiers, with priority 2.
- Moved most of the portrait modifier triggers into scripted triggers that can be found in game/common/scripted_triggers/00_clothing_triggers.txt. This makes the portrait modifier script files much easier to work with and removes a lot of copy paste script.

###################
# Databases
###################
- Fixed an accidental instance of ultra-incest incorrectly attributed to Adelheid of Hohenburg
- The capital of Nobatia is now Qasr Ibrim
- Predefined Baldwin V of Flanders' traits to give him a more consistent personality
- Predefined Rasad's (the Shia caliph's mum) remaining random trait to give her a marginally more consistent personality
- Bamian and Samarkand are now called the same thing on both a county and a barony level
- The Rajastani Empire is now spelled Rajasthani Empire.
- Fixed that two of the Cheraku Reddy spouses in 1066 were erroneously also set up as daughters of the dynasty.
- Added Ratnapura Gem Mines
- Added Zawar Zinc Mines
- Added Takkeda Copper Mines
- Added Pansjhir Silver Mines
- Added Trepca Mines
- Added Taghaza Salt Mines
- Added Cevennes Silver Mines
- Added Allaq Gold Mines
- Added Konasamudram Iron Mines
- Added Ijil Salt Mines
- Added Torda Salt Mines
- Added Rudnik Silver Mines
- Added Srebrenica Silver Mines
- Added Khetri Copper Mines
- Added Phocea Alum Mines
- Added Verespatak Gold Mines
- Added Nishapur Turquoise Mines
- Added Forest of Dean Iron Mines

###################
# Bugfixes
###################
A special shoutout to Kazarion for many of these bugfixes!
- A betrothed no longer counts when determining if a character has enough spouses (according to their faith and standing)
- Death notification events for close relatives now show the killer if they are known to you
- Event after revoking titles legitimately no longer states you incurred tyranny when you did not
- Fix the obese and malnourished icons not showing on the character modifiers, the impact was applied but the modifier hidden.
- Fixed Up Late inspiration event sometimes forcing intimate relations
- Fixed alliance formed by Friends with Benefits event invalidating immediately
- Fixed broken marriage candidate loc in A Notable Guest Arrived message
- Fixed crash with unlanded characters taking decisions with cooldowns
- Fixed duchy titles granted in Petition Liege not transferring de jure vassals
- Fixed some Indian cities not having holding illustrations
- Infirm characters are now considered to be unhealthy by default
- Men-at-arms Counter Efficiency now actually improves YOUR counter efficiency
- Removed option to continue Feud against house with no members left after murdering the last one
- Reset vassal contracts who are not visible to the default contract option.
- Revoking titles from vassals held in other's prisons no longer leads to war, but grants twice as much tyranny if you have no valid reason
- Add missing modifier of powerful vassals opinion change on offer vassalage
- Add missing obese modifier
- Characters with the Halq modifier will now not wear a hat
- Clergy should now be able to fight when their faith or culture allows it, instead of when BOTH their faith and culture allows it
- Conquest and Relic wars are no longer incredibly cheap for Tribals due to the discount being applied twice
- Fix powerful agent court position text as icon
- Fix tooltip modifiers being green when should be red
- Fix vassal sorting by opinion of you
- Fixed Mountaineer Ruralism not being visible for West Slavic cultures
- Fixed a few instances of the text 'DESCRIPTION' appearing in Spymaster feed messages
- Fixed a lot of memories with the incorrect duration specified
- Fixed an error in the loc key murder_outcome.4004.scheme_known
- Fixed an issue in Varangian events where the wrong character would be added to your court
- Fixed an issue where Abduct schemes could freeze if the 'Unwelcome Guests' method was chosen
- Fixed an issue where the Fellow Vassal Opinion from the Foreign Affairs council task
- Fixed an issue where the Viking Longship event picture wasn't being used
- Fixed an issue where you could get the 'forget a language' event while at the language cap
- Fixed bishop.2002 not triggering unless you were independent
- Fixed broken loc in match made memory
- Fixed gaps in some title histories breaking presentation of previous rulers
- Fixed incorrect culture reference in Outremer decision
- Fixed incorrect display value of spymaster secret discovery %
- Fixed incorrect siege weapons appearing for certain graphical cultures
- Fixed inverted stress impacts for fp2_james.0003
- Fixed minor issues with the triggers for Witch event options related to sex
- Fixed several issues with clergy not wearing the correct clothes at all times
- Fixed several issues with how the Court Fashion amenity applied clothes to courtiers & guests
- Fixed several issues with various poems sent via the interaction
- Fixed several smaller issues in shieldmaiden events and made them respect if martial gender is determined by faith or culture
- Fixed the Conciliation/Compromise Struggle endings sometimes not working if you held more than one kingdom
- Fixed the Court Tutor not boosting the education of unlanded children
- Fixed the Domination ending not always working if you had united the Spanish thrones
- Fixed the Found the Capital of the Rus decision not granting prestige
- Fixed the Improve Contract catalyst not always working in the Struggle for Iberia
- Fixed the Norse Temple event background not showing if you had reformed the faith
- Fixed the Struggle for Iberia nemesis catalyst triggering twice
- Fixed the Struggle for Iberia rivalry catalyst not triggering
- If you're having extramarital sex with your soulmate and they reveal your secret, they will no longer consider your exclusivity promise to be broken
- Infants no longer have magnificent eyelashes
- It's now possible to get the best House Feud outcome modifier
- Made sure that Genghis Khan gets the same bonuses no matter what game rules you are using
- Made sure that the symbol of Muhammad doesn't wear a turban once and for all
- Removed misplaced trigger for the Royal custom cloak which prevented non-kings from using it in the barbershop
- Removed superfluous triggers from the Coterie Dynasty Legacy
- Removed trigger in Horse Lords which prevented the tradition from being selectable by cultures in the steppe
- Revealing secrets of Counts now triggers catalysts in the Iberian Struggle as it should
- Rogue Administration/Beyond Boundaries now give a criminal opinion against the thief, require lower tier rulers, and try to take from rulers likely to be closer
- Samaritans can now restore the Jewish Priesthood
- Simplified the triggers for the Decision to revoke a Holy Order lease, this should make them always appear in the list
- Fixed not being able to revoke Holy Order leases if you weren't the patron or of another faith
- The AI will no longer back out of deciding to Hold Court
- The Animal in seduce_outcome.3304 will no longer always be the same
- The Artifact murder save event should no longer break when you are traveling over water
- The Bathhouse rivalry event will no longer grab your spouses or consorts
- The Commander Trait Teaching effect can now fire from the Train Commanders Marshal Task
- The Designate Shieldmaiden interaction now looks at Martial Customs instead of Faith Doctrines if you own Royal Court
- The HRE high nobility clothing is now valid for kings and emperors
- The Knight Training effects from the Train Commanders Marshal Task now fire as they should
- The Learn Language struggle catalyst now correctly awards prestige instead of piety
- The Raid alert will now only appear if your lands or your vassals lands are being raided
- The Sanctioned War Declaration contract now properly reduces CB cost in internal wars
- The Tocharian culture now starts with Innovations unlocked
- The nemesis in bp1_yearly.5601 should now always be the same one that died, in case you've had multiple nemeses in you life
- Universities will now give their modifiers to their holder
- Western-style castles that somehow make their way over to india will now use the correct texture
- When equipping artifacts, actually check the character owns it
- You can no longer continue House Feuds against Houses with no members
- You can now grant Head of Faith titles to characters who follow the same Head of Faith as you
- Zurvanism is now associated with d_zurvanism
- Per user request, challenges to board game from the AI no longer pop open
- children are now eligible to play board games via interaction again
- disabled buildings that has some fort level bonus will always provide at least 1 level
- female characters obtaining the nickname "Sea-King" will now be correctly gendered "Sea-Queen"
- fixed struggle events sometimes firing when inappropriate (imprisoned, incapable, etc)
- inverting gender rules now also correctly inverts basic gender preferences (allowing for _slightly_ smoother realm law invalidation and reducing systemic male preference bias in female dominated worlds)
- inverting gender rules now catches and deposes more male rulers in favour of female heirs than before
- revoking a Holy Order lease via the decision will no longer deduct double piety
- two events that said they would give you court grandeur (and didn't) now actually give the listed reward
- when inverting gender rules, Nubian Warrior Queens is now replaced with Nubian Warrior Kings
- when using the inverted gender dominance game rule setting, first-generation HoFs will now be inverted correctly (rather than waiting for the first incumbent to die)
- when using the inverted gender dominance game rule setting, title laws will now be correctly inverted (e.g., France or the HRE in 1066)
- Fixed chances of success in option A of fund_inspiration.2080
- Counter Efficiency now give you a benefit, with your MaA being harder to counter by the stated % amount
- Fixed scoping issues in Hold Court events Personal Matter, Child of the Court, and Public Accusation
- Fixed issue with the Hold Court event "A Holy Tomb" which could lead to the queue getting stuck forever - locking you out of Holding Court again or attending any other activity
- Negotiating an Alliance now correctly tells you who you are negotiating an alliance with instead of just saying 'you'
- It is now possible to build a Great Temple in Niani
- Sicilian Culture can now spread in areas with Arabic heritage cultures
- Independence war, Liberty Faction war and Title Refusal wars can now roll back tribal authority.
- No longer possible to demand conversion of holy order master when releasing them from prison
- The Fecund trait should now make characters fertile for 5 more years
- Vassals imprisoned abroad can no longer refuse title revocation and thus create tyranny wars, but lieges will receive twice as much tyranny for revoking their titles illegitimately
- Fixed many Royal Court regional weapon models not appearing in normal playthroughs
- When starting a game and entering the map, a bunch of 2D HUD elements will now no longer flicker in for a couple of frames until they realize they shouldn't be there.
- Fixed a bug where the AI would not properly validate if it can send a character interaction before actually sending it.
- Fixed several rare Out-of-Syncs across the game
- Prevent the map from rotating uncontrollably when dragging the mouse outside the window while holding the right mouse button.
- Artifacts with a low durability no longer warn about low durability when this is not the case.
- Headlines in credits no longer overlap names in the release above.
- 'Too few spouses' is no longer negated by a betrothal
- Character interactions are now delivered to the recipient immediately, no need to wait for 1 day
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

The Minsky Moment

Quote from: Zanza on April 04, 2023, 02:25:04 PMJust noticed the season 2 pass is 27% off on Steam so I bought it.  :blush:

How good are the Season I expansions?  Worth picking up now or wait for a saleier sale?
(yes I know they've probably been discussed before but it's a long thread)
The purpose of studying economics is not to acquire a set of ready-made answers to economic questions, but to learn how to avoid being deceived by economists.
--Joan Robinson

Zanza

Northern Lords adds flavor for Vikings/Scandinavia, but little on the mechanics side - only needed if you want to play there.

Fate of Iberia adds flavor and one major game mechanic for the Iberian peninsula - only needed if you want to play there.

Out of these, Fate of Iberia is better.

The Royal Court adds a significant feature - but one that is not integrated into the map based game well. Separate screen with graphics etc. but fairly inconsequential.  I was disappointed.

Zanza

The CK3 base game is good, but all DLCs so far were mediocre.

Syt

FWIW, here's OPB's review:


I've only gotten 15 or so years into the game, as custom ruler of Girona - look at this marvelous beauty of a man.



I've participated in a few activities. In one my liege was visiting me on a grand tour and expected me to host him (you have an option to refuse - which gives massive penalty to the relationship, obviosuly). There were a few events that gave him tax bonus (shoe tax in Girona ... ), and he presented me with the bill for his stay ... twice. Driving me into debt.  :rolleyes: (I could refuse to pay, but it would have given him a reason to imprison me)

Another time, my brother-in-law, a neighboring count, invited me on a hunt. I tried to use this to befriend my liege, but the hunt was cut short because of war breaking out. There was a tournament in England, so I decided to take the long journey. However, I lost time on the road, and when I arrived it was too late to join. Yay. :lol:

I did  a pilgrimage to Santiago. There's a few more events now at the location of your journey, but I mostly played it "straight" since my dude is a zealot. That said, I laughed at this event and I'm sure Tamas will love it. Hearing a duck quack on the road, I decided to investigate and ...



Still, I hired a cultural ambassador for the journey, and he increased cultural acceptance between Catalans and the areas I traveled through a bit (1%). Neat. :)

:P

There were reports of quail in Girona, so I decided to host a hunt there. I got the option to hunt wolf or rabbit when it came to it. I had invested in a master of the hunt and proper aides to help, so in the end it was a successful hunt (my high learning saved the day when we had almost lost the track). The locals are happy that a wolf has been dealt with, and I got 450 prestige for the successful hunt. And my liege made me his Master of the Hunt.

There was another tourney nearby - a countess was hosting a recital. I arrived, prayed for help from god, got into the event ... and another war broke out. Dammit, Iberia, let a man rhyme!  :mad:

Later there was another tourney in Verona, an archery contest (I'm in 867 start, so affairs are tiny for now). The journey would have taken too long, but I switched to travel by boat instead of land. Tried to befriend the king of Italy, but got not far. I tried to have one of my knights compete in my name, but the game crashed.  :hmm: Anyways, tried again, but didn't come in among top 3. Did get the hastiluder trait and improved my archery skills a bit, and got some opinion from the King of Italy.

There's reports on the forums that currently your regent has a tendency to join in your travels (oops :D ), but I guess that will be fixed soon. Also, some events during activities are confusing. When my liege was visiting me, the activity menus were mostly written from his perspective. So it said "Your aim" is relaxation, instead of "Your liege's aim" ...

Overall enjoying it so far, and my regents have been well behaved so far. I also have an acclaimed knight, but as OPB says in his video, besides giving you some bonuses it doesn't seem to do much (yet).

Also, the game has some useful guidance on the new mechanics. I was rather glad it reminded me that I should station Men at Arms on the map - previously, building bonuses applied globally to your MaA and you could get insane modifier stacks. Now you they only get bonuses if they're station in a holding, and only the bonuses from the buildings in that holding (so there's incentive to specialize holdings in that regard).
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

Syt

There seem to be some more, major bugs, according to forums:
- some activities never end (failed hunts, some tournament contests)
- you can't create new holdings (game seems to claim there's tribal holdings present)
- if you prepare a grand wedding for your heir and you die, then the event breaks and you have to call off the betrothal

Haven't confirmed these myself - didn't come across the first yet, haven't attempted the other two.
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

Tamas

Thanks Syt. Sounds like there's promise there but I won't be missing out too much staying with AoW4 while there patch the thing.

Syt

Might be a good call. I hope there'll be a hotfix (or user made patch).
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

Syt

I guess this is why the game doesn't default to sea travel (from Reddit):



QuoteWhilst sailing back from France to Sardinia & Corsica after a cancelled tournament, a storm hit our boat and killed everyone on board.

This event literally wiped out about half of my court. It killed him and every living in the King's immediate family, except for his eldest daughter who was, for some reason, not tagging along at the time.

She, age 36, immediately achieved max stress as several of her children and her whole family was on the boat, and I thought I might see my first ever 'game over' screen on CK3. After a stroke of luck in the pope agreeing to granting a divorce so that I could arrange a new matrilineal marriage and then some seducing of some newly invited male courtiers, the Queen managed to have a son to secure the dynasty's legacy! Spending every last drop of the coffers money on hunts and feasts to reduce stress, she ended up managing her grief and lived a long fulfilling life into her 70's, leaving a strong kingdom for the sole heir. It has been my greatest rebound in my CK playtime!


:lol:
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.