baturinsky
Arcane
I think Muslim wives indeed plotted against each others and their sons.
I would love to play yellow people, but I very much doubt they will expand the map ever. The new DLCs are just going to flesh out the current map with more gameplay stuff or other elements.Here's my bet: They're going to make a theocracy (extra stuff for all religions all around) expansion, then one or two Alternate Scenarios and then expansions expanding the map east.
That's right, kids: We're gonna play Mongols, more Turks, Chinks and Indians. Ever wanted to lead the Mongol armies into world conquest? Soon, very soon, we will.
Do Tengri have it? I distinctly noticed that I got rid of the penalty against them, and then against Norse.Tech now is bugged - youcannot redduce\remove Pagan attrition on home territory even with 5 Mil.Org. tech. So waiting for patch.
Tech now is bugged - youcannot redduce\remove Pagan attrition on home territory even with 5 Mil.Org. tech.
For the time being the most effective way to deal with pagans is to get a blob of 10-20k of footsloggers and assault holdings right after arriving.
Going back to the very first "wtf is this shit" topic in CK2, what's the method you guys use to deal with Mongol invulnerable mega-stacks? Currently my favoured method is to get them involved in a decisive battle in Hills or Forest, where on day 1 of the battle the tactical assassin corps is unleashed against all their commanders. Then its ping pong.
Going back to the very first "wtf is this shit" topic in CK2, what's the method you guys use to deal with Mongol invulnerable mega-stacks? Currently my favoured method is to get them involved in a decisive battle in Hills or Forest, where on day 1 of the battle the tactical assassin corps is unleashed against all their commanders. Then its ping pong.
It's still not good enough though, you can get the warscore to call for White Peace easily that way, but I haven't managed to pop their moles three times in a row in ping pong, so the mega-stacks just end up going home.
MAJOR:
- Added a "Retract Vassal" interaction
- Disallowed destruction of non-titular titles under Gavelkind
INTERFACE:
- Added lots of portrait fixes from the "CK2 Portrait Fixes" mod by zebez
- Adjusted the random CoA colors and color choices
- Scripted a lot of CoAs for various dynasties
- The CoAs of titles named after a dynasty now match the dynasty CoA
- Bishops no longer wear pope hats, but the pope does
- Livonia now has the correct pagan flag
- Buildings requiring a coastal province now show up in the tech tooltip even if the capital is not coastal
- Fixed some tooltips in the settlement view not showing building levels with the name
- Nicknames are now shown for heads of religion
- The 'Grant Independence' action is no longer even shown if the recipient is not your vassal
- The 'Prepare Invasion' action is now shown but grayed out if you are at war with the recipient
- Added missing Bektashi religion description
- Endgame screen now shows correct score for characters
- Added missing name of the Reformed Aztec Church title
- Tweaked the religion colors to make them more distinct
- Corrected some event text typos
GAMEPLAY:
- Norse Pagans can no longer employ the coastal conquest CB against other pagans (neighboring counties can still be taken though)
- The Subjugation CB can now only be used once per lifetime instead of every 10 years. (Unless you have the 'Become King' ambition.)
- Characters with the "Become King" ambition and access to the subjugation CB can no longer move their capital out of the de jure kingdom
- Subjugated rulers of another religion now get a smaller opinion bonus vs the winner, lasting for a shorter time
- Fixed a bug with many vassalizing casus bellis where the target's own counties would be seized when they should not be
- Tengri Pagans are now limited to Agnatic succession
- The Jomsvikings now reform if the Norse reformation takes place
- Fixed an issue where the primary heir under Gavelkind would not inherit the capital county
- West African pagans can now also raid
- Lowered the spawn rate of TOG rebels by 20%
- Added the "Ghanan Band" mercenary company
- Slavic, Baltic and Finnish Pagans now get a bonus to their levy sizes, at the cost of their garrison bonus
- Fixed a problem with the decadence invasion event
- Fixed a bug with decadence revolts ending strangely on the attacking ruler's death
- Court Chaplain job events no longer restricted to men for pagans
- Made the Chancellor job to improve relations more effective
- Mercenary ships will no longer spawn in major rivers
- The Viking trait can now only be gained by adults
- Heirs returning from the Varangian Guard to take the throne of their dead father can no longer get the same event twice
- Piast the Wheelwright and his son are now of the Piast dynasty
- Pagan festivals can now only be held in summer as intended
- City Shipyards now produce slightly more galleys than their Castle and Temple counterparts
- Fixed a bug where banishing landed vassals would not take all their titles
- Under Gavelkind, your oldest son will no longer ask for titles
- Added additional names and dynasties for Roman characters created in the Ruler Designer
- Added an earlier king of Ireland to make Irish liberation revolts possible
- 867: Strengthened the coastal Baltic, Slavic and Finnish tribes with better Holdings
- 867: Slightly strengthened the initial forces of Ivar and Halfdan
- 867: The Karling kingdoms are now on Agnatic succession
- 867: Moved Uglich from the Meryas to the Vyatichi
- 867: Byzantium is now properly on Primogeniture, not Gavelkind
- 867: The Duchy of Meath now exists, called "Tara" by the Irish
- 867: Made some important vassals to the King of Italy Italian culture to prolong the survival of the culture and ensure more internal troubles
- 867: Adjusted the initial political and dynastic setup among the Baltic tribes to make them more resilient
- The vassal opinion for free investiture law now correctly only applies for Catholics
- Build cost and time is now affected by your capital tech, not the average tech in your realm
- Ignoring pagan defensive attrition is now controlled by your capital tech, not by the average tech in your realm
- Own fort level no longer affects ability to navigate major rivers
- Tweaked the AI bonuses on Hard and Very Hard difficulty settings
- Successful non-claimant adventurers are now known as "the Conqueror"
- Fixed a bug with weird dynasty names for the commanders of Liberation rebels
- Castrating or blinding a prisoner now removes the righteous imprisonment cause when they are released
- The ambition to gain a council position now only increases a skill the first time it is successful
- The generic Pagan religion now has a description and holy sites
- Added the Hellenic religion
- The events when certain cities are sacked now properly trigger for the Mongol Empire
- The event when you raise a runestone as a zealous Reformed Norse character no longer treats you as a Christian
- Captured Rebel leaders now have a "Broken Spirit" modifier, making them pretty useless
- Fixed a bug where Gavelkind could produce republics
- Fixed a general bug with multiple kingdom inheritance that could produce republics
- The decision to create the Kingdom of Leon now makes it a de jure part of the Empire of Hispania
- Trade posts are no longer counted towards the Prepared Invasion realm size limits
- Fixed a bug with being able to semi-grant invalid duchies and kingdoms to your heir under Gavelkind
- Heathen priests can now inherit titles
- Mayors and heathen priests will now marry if they are heirs to other titles
- Lack of Piety rumor event now only triggers for Christian lieges as intended
- Trade post garrisons now give less retinue cap increase
- Moved the counties of Loon and Julich from de jure Cologne to Luxemburg
- Technology points are now gained by own demesne when containing buildings that give technology points
AI:
- Will not convert to Norman culture if in a huge Norse empire
- Higher prio on building temple towns
- Adjusted propensity to backstab brothers of the faith who are primary parties in holy wars
- Behaviour is now affected subtly by the difficulty settings
- Tweaked max field army sizes a bit
- Will not agree to concubinage for title claimants
MODDING:
- Exported BASE_REVOLT_CHANCE_MOD and TOG_REVOLT_CHANCE_MOD to defines
- Added a 'can_appear' field to dynasties to prevent for example the Seljuks from appearing before their event
I also loved that. Loved it more that they admit that they're using mod fixes (honesty is good).- Added lots of portrait fixes from the "CK2 Portrait Fixes" mod by zebez
Lol. Modders fix all.
You just have to opt in on the steam library game settings page.What? Can you install beta patches on Steam?
1. Swarming
Absolute Crown Authority is a must - you'll need minimum 120k of troops. Get purely Heavy infantry retinue as Russia for +60% def bonus or pikeman\HI as others. Grow as large as possible and be as agressive as you could - you have to accumulate huge manpower.
Nope. If you have HI they got the best stats AND the best tactics vs HA. With cultural retinue HI will become even stronger. They can reduce skirmish damage to almost nothing and in skirmist HA will beat anything as they are most powerful and have powerful tactics as well. HI on the other hand can withstand HA barrage and then deal shitload of damage.You really don't want anything other than archers. Pound for pound they are the best unit by far, and skirmish is the dominant phase of most battles.