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beedeebee posted:By the way, a bunch of pikemen + the Alps = ultimate defense? + Scottish generals to get the good defensive tactics.
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# ¿ Jun 9, 2015 08:51 |
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# ¿ May 14, 2024 04:21 |
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Volkerball posted:Middlesex. De jure capital of the empire of Britannia. Essex is a great duchy, there's no republics who you have to compete with, Middlesex is a perfectly strong 6 holding county, and it's easily accessible from any tribal start. Not to mention that it's usually easy as hell to conquer since England is fractured. You can form an empire title prior to conquering Britannia without loving yourself over as well. This is by far the easiest, safest migration to attempt, and if you've never tried one before, this is where you start. All three of these are amazing. London is by far the easiest for a Germanic character, but Flanders is really good. And Rome is definitely doable, you just need to get it done in the first decade or so of the game. I guess you could also just park a bunch of raiders on it and wait for them to eventually burn down all the churches, but that could take a hundred years. Also, make sure that if you do the London option you first convert to Welsh culture for the Longbow retinues.
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# ¿ Jun 20, 2015 00:26 |
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Spakstik posted:Doesn't leading an army keep some of the Way of Life events from firing? It prevents a ton of events from firing, not just the new ones.
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# ¿ Jun 22, 2015 23:41 |
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That's probably the total value of the entire trade route, not just that node.
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# ¿ Jun 23, 2015 16:34 |
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Elias_Maluco posted:Well, I hope they do. If they are adding this new mechanic, they are absolutely going to add at least one bookmarked character you can play as.
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# ¿ Jun 23, 2015 22:23 |
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Volkerball posted:eagerly awaiting the entire world is nomadic mod. That'll probably be the very first thing I do once the patch comes out, I'll modify my all tribal mod to add a second start date where everyone is a nomad.
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# ¿ Jun 25, 2015 18:32 |
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The Cheshire Cat posted:I'm not sure how global flags work compared to character flags, but from the look of it you can only get the event once (if you accept), even if your character dies and you take over as the heir. If you reject it that specific character won't get the event again but their heir can. The immediate clause on the global flag means that it can only happen once, regardless if you hit accept or not. That said, the global flag has an owner scope set for some reason, so it might not be set properly. I've never tried setting a global flag under an owner scope, so if it doesn't work right you could have that event fire once for every ruler.
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# ¿ Jun 30, 2015 16:04 |
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Moridin920 posted:There's no fuckin' way you were ever doing world conquest in 25 years even when game came out sorry. I've been playing since release and you're just talking nonsense. Why do you think it got so nerfed? There were videos of people doing a world conquest in a single ruler's lifetime. Usually starting with the Magyars because of the crazy event troops they got.
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# ¿ Jun 30, 2015 18:06 |
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sexy mouse posted:Trying for the "Empire of the Sun" achievement by cheesing it as Abbasid's. I switched faiths and reformed and then got an immediate game over because I was controlling a theocracy. How do I not have that happen? Wait for the next patch, because reforming non-norse right now will randomly give you a game over from inheriting a theocracy.
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# ¿ Jun 30, 2015 20:08 |
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Maybe the quick conquest is using something like the Spy On mechanic to imprison the war target? I didn't think it was that fast of a plot though.
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# ¿ Jun 30, 2015 23:04 |
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jwalrus posted:If that flag is supposed to prevent it ever firing again, I don't think it's working. I've been testing, and was able to fill up a county's slots with castles using that event, just by having each successive ruler take the rulership focus. The entire point of a global flag is to set something game wide, which based upon that event trigger is supposed to only allow a single castle to be built, ever. If it's allowing you to build multiple ones, then putting the owner {} scope in there is what is preventing it from working properly. Which is a good thing tbh, it should be one per province or ruler, not a single one ever.
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# ¿ Jul 2, 2015 00:08 |
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Autonomous Monster posted:- Landless AI religious heads are not prevented from starting crusades anymore. sniping Rome as a Viking.
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# ¿ Jul 9, 2015 05:32 |
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beedeebee posted:My 1 year old son had to take over because I got sick and died. I chose some pretty qualified guy to educate me, but when I turned 16, I had 0 traits. What the gently caress dude. Always check periodically to make sure you still have an educator, sometimes they go missing.
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# ¿ Jul 14, 2015 16:33 |
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Realm/Succession laws have changed a lot, and are now located in common/laws/.
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# ¿ Jul 14, 2015 17:37 |
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beedeebee posted:Uhm, since when is the number of troops shown on the character screen? That's neat. No longer having to check realm levies or w/e That came with v2.3 I think.
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# ¿ Jul 14, 2015 18:18 |
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Looks like they added a boolean NAND option now.
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# ¿ Jul 14, 2015 18:26 |
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BravestOfTheLamps posted:The Silk Road is not technically just for Nomads. But looking at the map you probably need to be a steppe Nomad or Indian for it to matter much. The Silk Road is made up of two parts. The base trade route has a 100 wealth, and runs along a number of paths. These are the paths that can be disrupted by war, but I haven't yet looked to see just what that means. Every province that the trade route is in gets a +15% modifier to castle/city/temple tax, along with a single share of the income. Building the trade posts will increase the overall value of the Silk Road (that 100 ducat part), as well as give you an extra share of the income. The buildings give an extra 1/3/5 slice, so one level 3 tradepost is as good as 5 un-upgraded provinces. The level 2 and 3 tradeposts also give an increased fort level; the level 3 version is only a little worse than Theodosian Walls in terms of fort level. They also add a local tradevalue, which I think adds an income bonus if it's your capital, not sure on that. Nomads can build extra buildings on a trade route that provide some huge bonuses to global trade value, these are probably going to be key to making loadsamoney
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# ¿ Jul 14, 2015 18:59 |
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TTBF posted:Go to Green Man Gaming, add Crusader Kings 2 and whatever DLC you want and use the code GMGSUM-MERSAL-E20OFF at checkout for 20% off. GMG has some of the DLC on sale for less than Steam does, including Way of Life for 66% off.
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# ¿ Jul 14, 2015 22:10 |
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Not sure if it was mentioned, but a pretty awesome change is that when converting a holding from a tribe to a castle/city, if there are available slots it will automatically add a city/temple/castle if they don't exist.
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# ¿ Jul 14, 2015 23:32 |
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Broken Cog posted:Can you pillage provinces you own? Yes.
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# ¿ Jul 15, 2015 17:34 |
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TTBF posted:
Some retinues cost prestige instead of ducats.
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# ¿ Jul 16, 2015 00:13 |
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verbal enema posted:Do I just park my horde on poo poo I own with the loot modifier on to pillage? It's a holding decision. There should also be a notifier at the top of the screen with a notice about it. If you need to give away land to your clans, pillage it before you hand it off. You might as well get the cash for it instead of them.
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# ¿ Jul 16, 2015 00:25 |
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AdjectiveNoun posted:Modding-savvy goons, how moddable does the Silk Road look? Does it look like it can be copied and duplicated to simulate other important overland trade routes such as the Sahara Trade? Yes, absolutely
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# ¿ Jul 17, 2015 16:01 |
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Krataar posted:Can you only pillage a holding into dust if you are the Khagan of your Horde? I'm pretty sure the only requirements are that you are a nomad, you control the holding, and it's not under siege.
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# ¿ Jul 17, 2015 20:13 |
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Dante posted:So I found a weird bug. If you pick a nomad (say Khazaria) and alter the ruler with the Ruler Designer (depending on traits it seems) the rulers location is set to ANY_ALL. Should be fixed in the beta patch.
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# ¿ Jul 17, 2015 21:58 |
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Larry Parrish posted:So I've been giving out titles exclusively to dynasty members ever since I reformed into feudalism... That's why I love landing my dynasty. Sure, you sometimes end up with a lovely ruler and an entire realm of pretenders allied against him in a revolt, but watching them dump all that energy against others is wonderfully satisfying.
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# ¿ Jul 20, 2015 20:30 |
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mythomanic posted:Modding is fun! I gave the Normans and Norse cultures mercenaries, as well as letting Norman and Berber cultures raid. Groogy, can you get this in the official patch?
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# ¿ Jul 23, 2015 20:33 |
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Strudel Man posted:Might not be the most historical thing in the world, but I feel like you ought to be able to send missionary expeditions out even to rulers of non-pagan faiths. Absolutely
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# ¿ Jul 24, 2015 04:40 |
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The Cheshire Cat posted:I think it allows them to do coastal raids, period (non-seafarer raiders can only raid provinces next to their realm - they can't load boats up with loot like the Vikings). It might also allow them to use boats along the major rivers. There is a river travel flag that can be set, seafarer should be purely coastal.
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# ¿ Jul 24, 2015 17:45 |
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OhGreatAGinger posted:
Your formatting is making it difficult to read, but it looks like you have mismatched brackets.
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# ¿ Jul 24, 2015 22:41 |
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The Cheshire Cat posted:Would female patrician enabled Republics be able to do matri marriages though? I thought that was the hard-coded aspect - like with Muslims you could always enable female succession, but doing so would lead to a game over within a generation because you wouldn't have the ability to produce an heir of your dynasty (although I suppose you can sidestep that now with seduction focus and producing a bunch of bastards). The last time I tried (late-2014?) republics were still hard coded to never be able to do a matrilineal marriage. So yes, while it was trivial to make it so that republics could do full cognatic, it just meant that you were going to lose at some point.
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# ¿ Jul 28, 2015 23:44 |
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Bel Monte posted:Sounds good. What's to stop me from, just prior to reforming, taking all the county level titles for myself, pissing off the realm, reforming the government shortly after, then issuing out land again? Seems like a fast way to get to get small kingdoms ready to go and modernized. Looking at you, Ireland. Nothing really, and it's the best way of doing it imo. Especially if you have good stewardship, the penalty for holding all that land won't even be that bad.
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# ¿ Aug 5, 2015 09:39 |
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RonJeremysBalzac posted:"Fixed a bug that made Hellenic Pagan religion available in the Ruler Designer." I'm going to assume it's because there is absolutely no reason to ever play them, and if you really want to you might as well just use a mod that adds some sort of features to them.
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# ¿ Aug 12, 2015 18:15 |
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Black Dynamite posted:I took out all his troops, including the Knights Templar and their buddies. War score remains 0. Pope issued the following statement: "It's just a flesh wound!" Yeah, I understand why they made it so that landless Popes could call Crusades, but it's pretty hosed up right now. I'd rather they just go back to making unlanded religious leaders be unable to call crusades, but then add an event like the holy orders get, where if the religious head is unlanded you can let him build a temple in your land.
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# ¿ Aug 19, 2015 23:49 |
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I haven't really played since Horse Lords came out, and found that my archers are now complete crap. I know there were some changes to the way troops worked, but I haven't dug through the files yet. Has anyone compiled a full list of the new troop stats? Also, is there any way to convert into a Nomadic government form? I haven't conquered any steppe land yet, but was wondering if I could give it to my heir in order to make him a nomad. Also also, tributaries are OP as poo poo, and awesome for gaining tons of prestige and gold.
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# ¿ Aug 26, 2015 16:56 |
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Bloodly posted:You wanna explain why? I'm missing it. Groogy will probably change it, but this is what you get right now:
Once you get a couple of them going, you can just sit back and watch the swarm conquer everything. When you're playing a tribe, the extra money helps immensely for creating titles. You can stay relatively small but punch way above your weight. Obviously works best if you start with a young ruler, but all you really need are the first couple to then keep everyone around you perma-tributaries. Oh, and they are more likely to accept diplo-vassalization if they are a tributary, so you can then add them to the fold if you want.
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# ¿ Aug 26, 2015 17:39 |
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Bloodly posted:The bolded: do these still apply if there's a religion/culture mismatch? Are they forced to accept? I've had non-culture, non-religion (but same religious group) tributaries join my wars. I don't know if they are forced to join or if they are just extremely likely to join.
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# ¿ Aug 27, 2015 16:33 |
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That's a lot of available levies and money.
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# ¿ Aug 31, 2015 18:29 |
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Whorelord posted:Made a demigod Zoroastrian in ruler designer, managed to snag all of the Persian empire in one lifetime to become Saoshyant, turned Sunni Islam into a heresy plagued mess, captured the Caliph's wives, turned them into my concubines. Whose following a dying religion now Yes, that is usually what happens when you completely break the game.
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# ¿ Aug 31, 2015 21:27 |
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# ¿ May 14, 2024 04:21 |
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Hambilderberglar posted:Anything missing or is this possible in fewer steps? The hard part is making the Persian Empire title, because it's an absolutely massive amount of land to conquer. For the culture/religion, just move your capital to an appropriate province, and use the decision to change.
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# ¿ Sep 3, 2015 18:16 |