Absalom
Guest
No more Paradox pandering to Byz fags plzThe ERE had Isaac I, Alexios I, Nikephoros III, Andronikos, just to name a few
Honestly, the entire ERE system is ridiculous
No more Paradox pandering to Byz fags plzThe ERE had Isaac I, Alexios I, Nikephoros III, Andronikos, just to name a few
Honestly, the entire ERE system is ridiculous
When I started a campaign for the first time using HIP, I creamed my pants when Byzantine Empire collapsed within 15 minutes.No more Paradox pandering to Byz fags plzThe ERE had Isaac I, Alexios I, Nikephoros III, Andronikos, just to name a few
Honestly, the entire ERE system is ridiculous
No more Paradox pandering to Byz fags plz
Then you are a gentleman of taste who can appreciate something exquisite.When I started a campaign for the first time using HIP, I creamed my pants when Byzantine Empire collapsed within 15 minutes.No more Paradox pandering to Byz fags plzThe ERE had Isaac I, Alexios I, Nikephoros III, Andronikos, just to name a few
Honestly, the entire ERE system is ridiculous
What kind of succession laws do you have in your county ?
What were your succession laws for each title? Any gavelkind title in the bundle would screw up your plans.
How interesting is Way of (thug) Life ?
Weekly Dev Diary #2
Second week and a second dev diary! We will continue for this week as well to discuss new patch features and changes.
I'll start with some more quality of life changes we've done with the right-click menu to make interactions with various entities in the game even more smooth. For starters we've finally removed the capital letters in the tooltip to hint about how to now interact with characters, but that's not really a big deal. We have also extended the menu to now include actions such as plot to kill in this menu to make life a little bit easier.
But we didn't end there because we also felt that you should be able to interact more with holdings and titles so we added it to them as well, including a decision to switch what you want as your capital holding. Obviously the bishopric of Uppsala should be the capital of Sweden now that the capital holding type doesn't matter for government anymore.
There's also a thing that has been very difficult to do in Crusader Kings 2 is to get a visual overview of your realm and its hierarchy which is why we have merged the Independent Realms mapmode and Direct Vassals mapmode into one superior mapmode which combine the both plus some more. Let's have a look at the Holy Roman Empire and his realm.
To now see the breakdown of this realm you Ctrl+Left Click on a province on the map belonging to the Empire and it will break up in-front of you to show you what hides within. Showing you the various duchies and counts beneath the Emperor. Pretty standard to how the Direct Vassal mapmode works but you can isolate it to one realm at a time.
But let's say you want to look deeper into the hierarchy and break up the Kingdom of Bohemia to view what duchies and counties that it contains? You just click it again and this sub realm will also be broken apart to reveal the King's own direct vassals letting you examine your vassals vassals.
And like Doomdark did last week I'll finish up with some random snippets from our huge Changelog
- Several Lovers events now checks that ruler/spouse/lover isn't incapable/imprisoned
- Rügen, Öland and Djerba are no longer considered to be ocean terrain provinces.
- You'll no longer try to talk to your dead children when you have the family focus.
- It is now possible to gain the Crusader/Mujahid trait as a character of any religion participating in a Crusade/Jihad.
- To become a cardinal you have to be within the pope's diplomatic range
- Can no longer enforce plot to take vassal land if he is in revolt.
- Go tiger hunting no longer disappears after creating a custom Empire in India.
- Fixed get married ambition for homosexuals.
- Now we have visual indicator when settlement slots are being used by tribals
- Paranoid parents should no longer worry about potential plots against dead children.
- Lovers in prison can no longer get impregnated normally
- Anglo-Saxons are now also allowed to create the Kingdom of Saxony
Forts.
So that time of the week again and its time for me to make something up to write about. Today I decided to talk about regions and forts, two new concepts in Crusader Kings II.
First, regions isn't something that is going to affect you directly but it works somewhat like how it have done in the Europa Universalis Games. It's an area on the map that denotes a region with a name and it's mostly used to improve on our localization of things, such as hunting for tigers in India or hunting a deer in western Europe. So no longer will you find Tigers in the woods of Poland if you manage to move your capital of your Indian Empire out of the subcontinent. You can see these regions by opening up a province and click on the new region icon to get an outline of the region. It's also possible to search for regions in the old title finder.
Next is a gameplay feature you will actually interact a bit more actively in. It's called forts which is an additional type of holding you can build in provinces next to the normal ones and trade posts. Because of this we had to extend the province view with a window you can open and close which will show "extra holding slots" which will contain the trade post and fort slots. The fort can be built anywhere from your own territory even enemy provinces that you have under your control. Their biggest advantage is that they are fortifications that you can build up really fast and very cheaply. The main point of them being to let you build up a region as your march towards a big neighbor which will let you slow down their advance but at the same time let you set up forward positions in the enemy territory.
They do have some added bonuses though beyond that, for instance in Tribal land where you have the homeland attrition bonus, that bonus will be removed from the province as long as you have a fort there to supply your troops with. There is also a feature for the forts that is too related to the expansion so I can't delve into that any deeper.
And again here's some more random changelogs
- Fixed crash when a war is invalidated because of no defender
- Fixed the "hostile against everyone" bug
- Fixed bug where the AI would keep their units attached to characters they no longer participate in a war with.
- Added alert for having high prio minor titles available to grant.
- Fixed various provinces in India that had no rulers scripted for some start dates.
- Monks and other people living in celibacy will no longer try to arrange stealth marriages if ruled by a patrician.
- Defensive religions now properly also give defensive modifiers for Camel Cavalry and Elephants.
So that time of the week again and its time for me to make something up to write about. Today I decided to talk about regions and forts, two new concepts in Crusader Kings II.
First, regions isn't something that is going to affect you directly but it works somewhat like how it have done in the Europa Universalis Games. It's an area on the map that denotes a region with a name and it's mostly used to improve on our localization of things, such as hunting for tigers in India or hunting a deer in western Europe. So no longer will you find Tigers in the woods of Poland if you manage to move your capital of your Indian Empire out of the subcontinent. You can see these regions by opening up a province and click on the new region icon to get an outline of the region. It's also possible to search for regions in the old title finder.
Next is a gameplay feature you will actually interact a bit more actively in. It's called forts which is an additional type of holding you can build in provinces next to the normal ones and trade posts. Because of this we had to extend the province view with a window you can open and close which will show "extra holding slots" which will contain the trade post and fort slots. The fort can be built anywhere from your own territory even enemy provinces that you have under your control. Their biggest advantage is that they are fortifications that you can build up really fast and very cheaply. The main point of them being to let you build up a region as your march towards a big neighbor which will let you slow down their advance but at the same time let you set up forward positions in the enemy territory.
They do have some added bonuses though beyond that, for instance in Tribal land where you have the homeland attrition bonus, that bonus will be removed from the province as long as you have a fort there to supply your troops with. There is also a feature for the forts that is too related to the expansion so I can't delve into that any deeper.
And again here's some more random changelogs
- Fixed crash when a war is invalidated because of no defender
- Fixed the "hostile against everyone" bug
- Fixed bug where the AI would keep their units attached to characters they no longer participate in a war with.
- Added alert for having high prio minor titles available to grant.
- Fixed various provinces in India that had no rulers scripted for some start dates.
- Monks and other people living in celibacy will no longer try to arrange stealth marriages if ruled by a patrician.
- Defensive religions now properly also give defensive modifiers for Camel Cavalry and Elephants.
Seeing their current approach to HoI IV I shudder at thought of what they might inflict on Victoria 3...