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Glad I reported that. It was getting really old having the interface hiccup every month.
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# ? Aug 6, 2015 01:10 |
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# ? May 28, 2024 11:49 |
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Is After the End super crashy for everybody else? There's a lot of potential for fun, at least, but the unceremonious CTDs every year or five are kind of a drag. edit: In fact, it now appears to be crashing reliably on a certain date. :| edit2: No, it got past it on the 4th try. Still. Strudel Man fucked around with this message at 05:00 on Aug 6, 2015 |
# ? Aug 6, 2015 04:56 |
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Autonomous Monster posted:https://forum.paradoxplaza.com/forum/index.php?threads/crusader-kings-ii-2-4-3-beta-patch-v3-not-for-problem-reports-checksum-mezr.874819/ quote:- Republic campaign funds visible to all A great change? It's actually pretty sad that you can't really afford to let the AI get a hold of the republic unless you are already a vassal to a big, stable state (like Venice swearing fealty to the Byzantines). I like playing vassal from time to time, and alternating between being the doge and being a mere patrician sounds fun, if the AI could halfway competently manage the realm.
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# ? Aug 6, 2015 05:49 |
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Torrannor posted:A great change? Yeah, right now it's too easy to remain Doge forever. Barring like, 3 or 4 quick ruler deaths in a row, you never seem to have an issue with keeping the title in your family thanks to campaign funds. Another big problem with Patrician AI I've noticed is that unlanded Patricians never seem to build more than one or two trade posts, even when their cap is much bigger. As a player, the best strategy is to build as many trade posts as possible as quickly as possible (or to be only slightly below cap to leave open the possibility for seizing particularly valuable trade posts). Meanwhile, I've seen patricians content to sit on their huge piles of money at 10 below their trade post limit for a hundred years until I give them some land out of pity, then they get their asses in gear.
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# ? Aug 6, 2015 05:58 |
Pakled posted:Yeah, right now it's too easy to remain Doge forever. Barring like, 3 or 4 quick ruler deaths in a row, you never seem to have an issue with keeping the title in your family thanks to campaign funds. I'm pretty sure this behavior is at least partially intentional. A key aspect of getting your economy going as a player patrician is making sure that your family holds the capital in their trade zone and that the zone is fully contiguous. Four aggressive patrician AIs that always built to their limit plus a player doing the same could easily screw up the trade zones such that nobody has a contiguous zone anywhere for decades. Landing them presumably removes them from "early game mode".
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# ? Aug 6, 2015 16:55 |
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I have a question about how pissed off vassals get for raising their levies. I currently have everyone raised because the Abassids decided to Holy War me. During this war, the Mongols decided to invade as well. They currently have 90K special troops, so I'm not sure that I can fight them, even with my 211K total levies + retinue. Since they are only claiming one bad county, I figured I'd just let them siege it and bleed some men, especially since it would take a long time, and likely a ton of attrition, to march my armies up there from Anatolia. However, the Abassids now have no military since I won in my defense against their Holy War. If I dismissed all my troops, declared a new Holy War and then reraised them, would they be pissed off because I am the aggressor in a war? Or will the ongoing Mongol invasion make them still like me? The Mongols haven't actually sieged the county yet, so I could see myself stringing this system along for a while and taking some land from feudal rulers that I'm not in a truce with if it will work. Or should I try taking my armies and hitting the Mongols now? I read that their event spawned stack will never regenerate, so I figured waiting them out would be good. Is that still true? I currently hold lots of Cumania, so I can see them being annoying, but if it's only one county at a time with 10 year cooldowns, then that isn't a huge deal. I don't have Horse Lords, in case that affects non-players.
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# ? Aug 6, 2015 17:08 |
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Anonononomous posted:I have a question about how pissed off vassals get for raising their levies. I currently have everyone raised because the Abassids decided to Holy War me. During this war, the Mongols decided to invade as well. They currently have 90K special troops, so I'm not sure that I can fight them, even with my 211K total levies + retinue. Since they are only claiming one bad county, I figured I'd just let them siege it and bleed some men, especially since it would take a long time, and likely a ton of attrition, to march my armies up there from Anatolia. However, the Abassids now have no military since I won in my defense against their Holy War. If I dismissed all my troops, declared a new Holy War and then reraised them, would they be pissed off because I am the aggressor in a war? Or will the ongoing Mongol invasion make them still like me? The Mongols haven't actually sieged the county yet, so I could see myself stringing this system along for a while and taking some land from feudal rulers that I'm not in a truce with if it will work. As long as you only fight in defensive wars, your vassals won't hate you for having their levies raised. So don't declare a new holy war. As for the Mongols, their special troops don't suffer attrition at all. It's actually and incredible stroke of luck that they only claim one county (is that true? If they used their "invasion" casus belli, they will also take all lands that they occupy, not only the de jure kingdom that they invade). Go hit their army with your troops, you want to reduce them in numbers as soon as possible. I take it you are the Byzantine Empire, now is the time to lose a ton of troops to the Mongols, since your most likely biggest enemy after the Mongols, the Abbasids, have a truce with you. Your levies will regenerate, their special troops will not. Start to bleed them dry before they can take huge chunks of your territory.
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# ? Aug 6, 2015 19:02 |
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Jazerus posted:I'm pretty sure this behavior is at least partially intentional. A key aspect of getting your economy going as a player patrician is making sure that your family holds the capital in their trade zone and that the zone is fully contiguous. Four aggressive patrician AIs that always built to their limit plus a player doing the same could easily screw up the trade zones such that nobody has a contiguous zone anywhere for decades. Landing them presumably removes them from "early game mode". I spent a century in a Venice game murdering entire Patrician families to hope that I would luck out and get their trade post (which are apparently randomly distributed among the other families when a family gets wiped out) because I was too busy filling up the north end of the Adriatic to pay attention before the Strait of Otranto got locked down, until I realized that trade zones can 'jump' Italy when a province on one coast touches a province on the other coast and you have a trade zone in each and I finally got that Venice-Alexandria trade zone I had been dreaming of. So yeah, if the AI was more aggressive it'd be a nightmare all the time.
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# ? Aug 6, 2015 19:29 |
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Tehan posted:I spent a century in a Venice game murdering entire Patrician families to hope that I would luck out and get their trade post (which are apparently randomly distributed among the other families when a family gets wiped out) because I was too busy filling up the north end of the Adriatic to pay attention before the Strait of Otranto got locked down, until I realized that trade zones can 'jump' Italy when a province on one coast touches a province on the other coast and you have a trade zone in each and I finally got that Venice-Alexandria trade zone I had been dreaming of. So yeah, if the AI was more aggressive it'd be a nightmare all the time. Normally, the new patrician family that emerges when an old one dies out inherits all trade posts. This was likely intentional to prevent the exact thing that you are trying to do.
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# ? Aug 6, 2015 19:32 |
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Torrannor posted:Normally, the new patrician family that emerges when an old one dies out inherits all trade posts. This was likely intentional to prevent the exact thing that you are trying to do. They must have changed it then, because I went through a lot of families while watching the trade posts and they were randomly distributed every time. Ended up getting one of the trade posts in the Strait of Otranto that way.
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# ? Aug 6, 2015 19:36 |
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Torrannor posted:As long as you only fight in defensive wars, your vassals won't hate you for having their levies raised. So don't declare a new holy war. Good to know about the vassal approval. Might have been bad for me. I started as Venice, actually. I have a lot of land, but not all of the Byzantine empire yet. It's listed as "Mongol Conquest of [County]." I'm not sure my armies can even get up there since the supply cap for most counties in the north is under 20K in nice weather. And they mongols are roaming with 30K stacks. I figure I'll have to fight them eventually, but wanted to wait until they got to territory that is more favorable to me. Then again, I already have my levies up and consolidated from all corners of the land, so it might make sense to just go for it now.
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# ? Aug 6, 2015 19:42 |
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Anonononomous posted:Good to know about the vassal approval. Might have been bad for me. It would really help if you would say which county they are going for. So they used the county conquest CB, then you will at most lose that one county. Perhaps it's really not worth it to fight them, depending on the county they are targeting.
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# ? Aug 6, 2015 19:51 |
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No, now is the BEST time to fight them because the stakes for losing are so incredibly low. If you can grind their event stacks down some before you lose then you'll be in a much better position to fight them when the truce expires and they come after something you care about. Your levies will have regenerated by then and they'll have fewer bullshit event spawned horses to kill you with.
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# ? Aug 6, 2015 20:21 |
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Torrannor posted:It would really help if you would say which county they are going for. They're trying to steal Kazakh. So it's all steppe terrain with no rivers to bait them into crossing. I see two 30K stacks roaming, so I'm not sure how well I can stack up against them. But I guess I might as well try since I already have my levies up. Normally I just wage wars with my retinues, so it's rare that they are around. Edit: Well, that could have gone better, but it could have gone worse, too. I think I managed to take out about 22K from his event stack. Unfortunately, due to the low quality of the counties in the north, and disease (because of course there was disease) I had to keep my stacks at around 10K each. And even then they suffered attrition sometimes. Unfortunately, 10K doesn't last long enough to wait for reinforcements when a 30K stack of horse archers comes at it. And I don't think that he did much besieging with his event troops. Still, I didn't have to use any of my retinues, so I didn't suffer too much. Of course, then my leader died soon after, so the Mongols don't have a truce any more. But they haven't attacked yet, so that's nice. PS: Is there any thing to do about disease other than make people you care about commanders and get them in the field? My trade post cap has been stuck in the 30s due to epidemics that seem to come by every decade. Anonononomous fucked around with this message at 01:12 on Aug 7, 2015 |
# ? Aug 6, 2015 21:02 |
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Devs, please fix this And by "fix", I mean change the crest designer so that I can always be a member of House Thumbs Up
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# ? Aug 6, 2015 22:45 |
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So what is the consensus on the latest expansion? I tend to buy all of the Paradox DLC out there because I am a huge history nerd and enjoy supporting this company with my dollars, but I'm curious to hear how it is working out! I haven't played ck2 for a few months now and am looking to get back into it.
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# ? Aug 7, 2015 02:08 |
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is the joan of arc event scripted to end when your king dies? I mean i guess it makes sense since everyone but your king hates her but it kinda sucks that it happened when my dude was 70 and infirm. Only got like 3 or 4 pop ups before she died the same time as him.
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# ? Aug 7, 2015 02:27 |
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So I finally got around to trying Crisis of the Confederation yesterday. As of when I quit, the Terran Confederation is an unstable, constantly-revolting mess of Neo-Socialists ruled over initially by Terran Federalists before the last democratically-elected President was overthrown in a coup by an obscure Cyberneticist military officer who has reformed the state from a corporate republic into a military republic, presumably one based around the virtues of robots. The most powerful man in the Confederation is myself, Fleet Admiral Tao Luo, who managed to single-handedly promote himself up from Counter-Admiral by pouncing on weak, independent rebel states and turning them into liberated territories run under martial law in highly illegal military campaigns that were nevertheless countenanced by the President since I was retaking Confederate territory, despite the furious protests of the Grand Admiral of Confederate Space Command. The second-most powerful person in the Confederation is the aforementioned Grand Admiral Amita Afolayan, who is in fact the clone daughter of Lorrane Afolayan, the former Grand Admiral, who was herself daughter of Morgan Afolayan, the President of the Confederation during the Crisis who had appointed Lorrane to the post of Grand Admiral after my own father, the first Grand Admiral, kicked the bucket. We loathe each other. Also, somewhere in all the chaos of the above, Mars somehow managed to slip the leash of the Confederation. The former headquarters of Confederate Space Command is now the personal and independent fiefdom of Lord John of Mars, who I can only imagine is surnamed "Carter." Mod owns.
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# ? Aug 7, 2015 09:46 |
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Wait so is that mod actually something besides CK2 with a funky-looking map
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# ? Aug 7, 2015 10:14 |
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It's kind of clunky, for lack of a better word. There's a lot of style, but the gameplay feels unintuitive. I don't know if I just haven't got the hang of it. I feel like it should've been Dune-style space feudalism without any transitional period.
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# ? Aug 7, 2015 11:38 |
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Larry Parrish posted:Wait so is that mod actually something besides CK2 with a funky-looking map It definitely tries to do a lot more than simply changing the map, and it pushes the very limits of what the CK2 engine can handle in an attempt to model modern republican government - arguably past what the CK2 engine can really handle, to be honest. There's a lot of kludging, bugs, and things that don't seem to work quite right due to the way that CK2 is fundamentally designed. It still does a pretty good job of portraying the ongoing collapse of a large civil government into civil wars and the amassing of power by increasingly entrenched military dynasties with all the personal politics that civil war entails, though. BravestOfTheLamps posted:It's kind of clunky, for lack of a better word. There's a lot of style, but the gameplay feels unintuitive. I don't know if I just haven't got the hang of it. I feel like it should've been Dune-style space feudalism without any transitional period. It took a bit for me to adjust too, yeah. If you're playing as a military officer, it looks like the key thing is to do your best to carve out an personal fiefdom for yourself from any rebels or enemy of the state you can find, whenever you get the opportunity. Shoring up your relationship with either the President or the commander of your national navy could help shield you from any concerns about illegalities. Even without personal fiefdoms, though, you really need to make extensive use of retinues - only military officers really get the right to raise significant retinues, and only 150 credits will get you a fighter fleet capable of outmatching most planetary levies. Watch out for destroyers, battlecruisers, and dreadnoughts, though - these can pack a shitload more punch than sheer numbers would indicate. Also I don't know that playing a loyalist officer is really all that viable unless you get a friend to play as the head of state, since your dynasty is otherwise very much at the mercy of the AI's choice of appointments.
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# ? Aug 7, 2015 15:10 |
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Tomn posted:So I finally got around to trying Crisis of the Confederation yesterday. You're going to love Stellaris.
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# ? Aug 7, 2015 16:42 |
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Crisis of the Confederation is pretty legit. Biggest issues I have with it so far is that a lot of the events and tooltips and such are incomplete and it definitely has a few CTDs here and there but it's still a lot of fun. You can clone yourself, aug yourself with implants, create a retinue of capital ships to smash through puny bomber/fighter armies, and take over star systems in the name of neo-socialism. It's supposed to kind of model a large stellar empire collapsing and devolving into feudalism but I wish it did that a little more organically... there's just straight an event that changes you to neo-feudalist if you have any neo-feudalists in your realm/family and it fires constantly. I think I typed in 'religion neosocialist' 30x at one point. May have just been bugged I guess though. Jedit posted:You're going to love Stellaris. I just googled that and Paradox making a space strategy game in a similar vein to their others has been something I've wanted for a while. I am excited. Moridin920 fucked around with this message at 16:49 on Aug 7, 2015 |
# ? Aug 7, 2015 16:45 |
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Jedit posted:You're going to love Stellaris. It's why I installed Crisis of the Confederation in the first place, actually - something to tide me over and get my fix in. Also because I'd been meaning to for ages, this just got me going. Moridin920 posted:It's supposed to kind of model a large stellar empire collapsing and devolving into feudalism but I wish it did that a little more organically... there's just straight an event that changes you to neo-feudalist if you have any neo-feudalists in your realm/family and it fires constantly. I think I typed in 'religion neosocialist' 30x at one point. May have just been bugged I guess though. That's probably not intended behavior, given that there's a Terran Imperialism ideology that's explicitly meant to support the idea of one emperor on Earth ruling all mankind. If anything it's a bit weak right now - the ideology is supposed to gain strength based on the legitimacy of whoever's in charge of the Confederation, but since the Confederation will be spending most of the early Crisis years getting slapped around every which way by rebels the leader is almost guaranteed to have low, even negative legitimacy, which tanks the moral authority of Imperialism and makes it highly unattractive to most.
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# ? Aug 7, 2015 18:10 |
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I tried out Crisis of the Confederation and my impression is that it has a lot of super cool stuff and potential but just isn't ready yet. Maybe that's because I gravitated towards options that might not be fully fleshed out. First I tried playing as the (basically) merchant republican leader of one of the rebel "kingdoms". She had no dynasty or spouse and was 45 years old, this was looking grim for dynastic succession. Since I was at war with the Confederation anyway, I figured I'd go knock over some of their planets, and then, when the rebellion was at 75% warscore, the Confederation won somehow? Second try, I played as the pirate queen of Central Witchhead Nebula. Space pirates are basically pagans so I did the pagan thing of having a "become king" ambition so I could conquer the poo poo out of the other local pirates. The best first target was somehow not in de jure Witchhead Nebula despite clearly and unambiguously being in de jure Witchhead Nebula. Did I miss something in the description where it says only Confederation military commissions are really playable, or?
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# ? Aug 7, 2015 18:20 |
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I played the pirate queen of the Witchhead Nebula last time I tried it and the become king thing was a little wonky yeah. I think the CB itself only lets you subjugate other pagans so you can take over all the other pirates in the nebula pretty quick but there's a couple feudal or whatever dudes that the CB just doesn't apply to. iirc. as far as the warscore you might have been 75% winning your military campaign but not the actual war? that's the only thing I can think of. I know it's possible to personally be kicking someone's rear end with a military campaign but still have your faction lose the war.
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# ? Aug 7, 2015 18:31 |
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GunnerJ posted:I tried out Crisis of the Confederation and my impression is that it has a lot of super cool stuff and potential but just isn't ready yet. Maybe that's because I gravitated towards options that might not be fully fleshed out. First I tried playing as the (basically) merchant republican leader of one of the rebel "kingdoms". She had no dynasty or spouse and was 45 years old, this was looking grim for dynastic succession. Since I was at war with the Confederation anyway, I figured I'd go knock over some of their planets, and then, when the rebellion was at 75% warscore, the Confederation won somehow? Second try, I played as the pirate queen of Central Witchhead Nebula. Space pirates are basically pagans so I did the pagan thing of having a "become king" ambition so I could conquer the poo poo out of the other local pirates. The best first target was somehow not in de jure Witchhead Nebula despite clearly and unambiguously being in de jure Witchhead Nebula. I can't say whether anything else is playable, but military commissions everywhere should be doable - it's just that the Confederation offers the most opportunities. The game is pretty heavily biased towards making merchant republics prone to overthrow by their subordinates, though. With regards to the Crisis War, well, like I said, the mod kinda pushes past the limits of what the CK2 engine is capable of. CK2's hardcoded system where all wars are based on characters plain doesn't make sense in the context of modern politics, and the modder can only try his best to work around it. Probably what happened was that the President of the Orion Reach, the nominal leader of the rebels, got captured, thus resulting in an instant lose for every single rebel. I once had a game where the Crisis War ended without any result because the President got himself shot in a random podunk battle, thus rendering the "Casus Belli" invalid. The Crisis War doesn't take too long to play itself out and the result is heavily weighted towards a Confederation defeat, though, so I just restarted that game. With regards to shaky dynastic succession, remember that this is a sci-fi game. Scrape together enough cash and you can create a clone-baby of yourself. Boom, instant heir. Granted the cloning process seems imperfect and everyone is going to be a little leery around the clone, but still! Hell, the Kingdom of Avalon is pretty much based entirely around the idea of creating perfect genetic specimens and then cloning them in an unbroken line of perfect feudal rulers.
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# ? Aug 7, 2015 18:47 |
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Something I just noticed for Christian feudal rulers is that the succession laws that are available to you are tied into the crown authority of the de jure Kingdom you belong to. However, if that Kingdom title doesn't exist you can pick whichever succession law you want provided you meet the other qualifications (10 years in charge, vassal opinion). So, for instance, if you start as one of the Petty Kings in England in the 769 start you may be able to switch to Primogeniture from day 1.
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# ? Aug 8, 2015 07:12 |
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I took a look at Crisis of the Confederation, holy hell that looks intimidating, I think I'll hold off on it for now.
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# ? Aug 8, 2015 07:55 |
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Simplex posted:Something I just noticed for Christian feudal rulers is that the succession laws that are available to you are tied into the crown authority of the de jure Kingdom you belong to. However, if that Kingdom title doesn't exist you can pick whichever succession law you want provided you meet the other qualifications (10 years in charge, vassal opinion). So, for instance, if you start as one of the Petty Kings in England in the 769 start you may be able to switch to Primogeniture from day 1. Yes, this has been around since forever. Back when 1066 was the earliest start date and Ireland was still "tutorial isle", the usual play was to form a duchy, slowly gobble up the rest of Ireland while changing succession to primogeniture. Once you've created the kingdom, you were set with most likely nice internal borders and a stable method of succession.
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# ? Aug 8, 2015 13:03 |
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So how the the heck do you pillage holdings, especially ones you own? Just picked this up after a long time away from CK2 and trying out Horse Lords. I seem to only have the option to settle and can't find an option to pilllage anywhere, just conquered a small little group of settled holdings. I have no idea where to even start razing their holdings into the ground. I must have missed something with the hints since I turned on all the tutorials and tooltips again just because I haven't played in awhile and I'm sure this has been asked before but this is driving me nuts. I can't even like find where the button is supposed to be.
BlackJosh fucked around with this message at 15:36 on Aug 8, 2015 |
# ? Aug 8, 2015 15:28 |
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BlackJosh posted:So how the the heck do you pillage holdings, especially ones you own? Just picked this up after a long time away from CK2 and trying out Horse Lords. I seem to only have the option to settle and can't find an option to pilllage anywhere, just conquered a small little group of settled holdings. I have no idea where to even start razing their holdings into the ground. I must have missed something with the hints since I turned on all the tutorials and tooltips again just because I haven't played in awhile and I'm sure this has been asked before but this is driving me nuts. I can't even like find where the button is supposed to be. Right-click on the holding and click 'pillage'.
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# ? Aug 8, 2015 15:43 |
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Tehan posted:Right-click on the holding and click 'pillage'. All I have is the option to settle. I right click on holdings all day, it just has one button, settle as feudal, that's it.
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# ? Aug 8, 2015 15:53 |
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I like Crisis of the Confederation, but whenever I play it, the Confederation seems to hold together quite nicely and people are just hanging out doing their things on the edges while the core is pretty stable. I'd prefer a bookmark from 10~ years later in the setting where the Confederation has already completely collapsed.
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# ? Aug 8, 2015 15:58 |
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BlackJosh posted:All I have is the option to settle. I right click on holdings all day, it just has one button, settle as feudal, that's it. That's where the option should be, check that a) You directly control the holding you want to pillage, and b) the province the holding is in doesn't have the "Recently Burned" modifier.
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# ? Aug 8, 2015 16:07 |
Does anyone have a recommendation for an Indian start?
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# ? Aug 8, 2015 17:04 |
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Hadaka Apron posted:Does anyone have a recommendation for an Indian start? I forget which starts are good, but you should make your dude Hindu and worship Kali so you can sacrifice people.
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# ? Aug 8, 2015 17:10 |
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Hadaka Apron posted:Does anyone have a recommendation for an Indian start? 1081 Palas are good, imho.
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# ? Aug 8, 2015 17:11 |
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Torrannor posted:Yes, this has been around since forever. Back when 1066 was the earliest start date and Ireland was still "tutorial isle", the usual play was to form a duchy, slowly gobble up the rest of Ireland while changing succession to primogeniture. Once you've created the kingdom, you were set with most likely nice internal borders and a stable method of succession. I guess I really didn't play the game a whole lot until The Old Gods came out, so I never really noticed it. It doesn't seem like that would be such a dramatic thing at the 1066 start where other Kingdoms are going to be fairly technologically advanced. But in the Charlemagne start everyone else is at best going to have low crown authority and is stuck in either gavelkind or elective hell for centuries. Whereas if you can start gaining claims you can pretty easily form an English bulldozer really early on.
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# ? Aug 8, 2015 17:53 |
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# ? May 28, 2024 11:49 |
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Hadaka Apron posted:Does anyone have a recommendation for an Indian start? I am currently really enjoying Charlemagne Palas. Lots of little one-province lords to snaffle right out of the gate, and two weaker neighbours to the east to pick pieces out of until you have enough karma for subjugation. You will need an early switch to Ultimogeniture to ensure your kingdoms hold together after your first leader inevitably dies stupidly in battle. I've not actually found that it changes much compared to Primogeniture, in all honesty, and has far lower Crown Authority requirements. NB - make sure you check the purity/karma levels of intended targets, as they can easily suddenly pull a holy order out of their rear end and murder you. Assassinate the current leader if they're over 280 before attacking.
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# ? Aug 8, 2015 18:16 |