After a long and eventful public beta period, the CK 1.05 patch is nearly finished! Johan(Paradox's main programmer) has no obligation to support it anymore, but he uses some of his spare time on his older games when he can, and in addition many volunteers, lead by MrT and Byakham (which both are doing a great job using their sparetime coding and listening to ideas, praise and critique from us regular members), has together worked towards the official 1.05, due to release pretty soon. So much work has been done that 1.04a, the last official patch so far, has been obsolete for ages now. The last weeks the work has intensified, and we are now into the RC phase, RC being Release Candiate. Every two days or so we get a new release candiate to work with, and things are really beginning to look good! Just check out what has been done only in the last week:
1.05 RELEASE CANDIDATE A
Change Log since last public beta
* fixed typo in naive_wirepuller education event
* Made some tweaks and added a few events to help mongol succession events have a bit more of the intended impact.
* Hordes have been re-randomised (size of their armies)
* Added a temporary trigger exclusion to avoid having human rulers suffer disruption events if they are at sea. When we work o 1.06 this will be changed to have specific sea reas included in the individual area exclusions instead.
* Primary heir will no longer be inclined to break free from his liege
* Break free character checks for 5+ martial or intrigue now, instead of 5+ martial or stewardship
* Break free holy land extra event no longer oly fires during crusades (not sure why it had this restriction in the first place?)
* Characters with very low fertility will no longer sire bastards
* Infant mortality rate has been increased rather alot. Children are at risk until age 5, and particularly duing their first 2 years of life
* Mortality rate by natural causes has been increased. The clock starts ticking earlier and very old characters should now be quite unlikely.
* Illness is now somewhat more prevalent.
* Illness is now somewhat more likely to worsen into pneumonia
* Various illnesses are a lot more likely to result in death
* Rulers and a ruler's immediate offspring (ruler_child) are less likely to die or contract illness than other characters (they are pampered and protected somewhat more)
* Crusader and Excommunicated are now mutually exclusive traits.
* Tweaked some of the trait values for health and fertility. Most importantly, lepers will definitely no longer produce any offspring.
* Updated tyhe trait_names.csv to reflect this
* Rebalanced the education traits to make martial and church educations a bit more attractive, and stewardship less attractive (although all were tweaked) and also this addresses the shift to intrigue governing the demesne-size limit. Details are as follows:
o court_education attributes = { martial = 1 stewardship = 1 diplomacy = 1 intrigue = 1 }
o martial_education attributes = { martial = 2 stewardship = 0 diplomacy = 1 intrigue = 1 }
o ecclesiastical_education attributes = { martial = 0 stewardship = 1 diplomacy = 2 intrigue = 1 }
o naive_wirepuller attributes = { martial = -1 stewardship = -1 diplomacy = 0 intrigue = 1 }
o flamboyant_schemer attributes = { martial = 0 stewardship = 0 diplomacy = 1 intrigue = 2 }
o intricate_webweaver attributes = { martial = 1 stewardship = 1 diplomacy = 2 intrigue = 4 }
o illusive_shadow attributes = { martial = 1 stewardship = 1 diplomacy = 2 intrigue = 8 }
o amateurish_pettifogger attributes = { martial = -1 stewardship = 0 diplomacy = 1 intrigue = -1 }
o proven_dealbreaker attributes = { martial = 0 stewardship = 1 diplomacy = 2 intrigue = 1 }
o charismatic_negotiator attributes = { martial = 0 stewardship = 1 diplomacy = 4 intrigue = 2 }
o grey_eminence attributes = { martial = 0 stewardship = 1 diplomacy = 8 intrigue = 3 }
o hole_in_the_pocket attributes = { martial = 0 stewardship = -1 diplomacy = 1 intrigue = -2 }
o proven_accountant attributes = { martial = 0 stewardship = 2 diplomacy = 1 intrigue = 0 }
o fortune_builder attributes = { martial = 0 stewardship = 4 diplomacy = 2 intrigue = 1 }
o midas_touched attributes = { martial = 0 stewardship = 6 diplomacy = 3 intrigue = 1 }
o misguided_warrior attributes = { martial = 2 stewardship = -1 diplomacy = -1 intrigue = 0 health = 1 }
o tough_soldier attributes = { martial = 4 stewardship = 0 diplomacy = -1 intrigue = 1 health = 1 }
o knowledged_tactician attributes = { martial = 6 stewardship = 1 diplomacy = -1 intrigue = 2 health = 2 }
o brilliant_strategist attributes = { martial = 9 stewardship = 1 diplomacy = -1 intrigue = 3 health = 3 }
o detached_priest attributes = { martial = -1 stewardship = -1 diplomacy = 1 intrigue = 1 }
o martial_cleric attributes = { martial = 4 stewardship = 0 diplomacy = 2 intrigue = 2 }
o scholarly_theologian attributes = { martial = 0 stewardship = 2 diplomacy = 3 intrigue = 3 }
o mastermind_theologian attributes = { martial = 0 stewardship = 3 diplomacy = 4 intrigue = 5 }
* Updated the trait_names.csv to reflect this
* Tweaked base defence values slightly to reduce regiments getting wiped out quite as fast
* Tweaked base shock and morale values slightly to increase chance of battles resulting in one side breaking
* Large courts are now more likely to experience higher mortality rates in general.
* Crusades to non-Holy Land targets should occur slightly less frequently
* Crusades to Iberia should occur somewhat less frequently
* Many Crusades will end a little sooner once target is captured
* Catholic rulers will be a little slower to join new crusades
* You will no longer be spammed by the pope about joining a crusade if you are excommunicated
* "God urges you to take up the cross" will no longer trigger for heretics
* "Pope demands revoking of lay investiture" now will not trigger if character is heretic or excommunicated
* Added a new event to give occasional little boosts in piety to the pope, the pope's courtiers, and to bishops who are direct vassal of renowned kings
* Added a new event that no one expects, and that will do something with fear, surprise, ruthless efficiency and a fanatical devotion to the...er....
* Tweaked mtth to make province revolts end a little sooner than before.
* Alexandria has received a torrential downpour of rain that has resulted in rather drastic climatic change. Further changes being discussed (rebalancing gold values, and scenario set up of improvements and technology) will be reviewed in a coherant mannor for inclusion in a future 1.06 enhancement.
* Advanced roadnets now give a 2.5% reduction in build times in that province (half the bonus from a sawmill). Only half the bonus was given as there are some major other advantages to plains/advanced roadnets that already make it a very advantageous improvement.
* Tweaked many of the pillage values in provinceeffects.txt and provinceimprovements.txt
o All minor diseases: -2 pillage gold
o Plagues: -5 pillage gold
o Struggling: -5 gold and -20 piety
o Poor: -2 gold and -10 piety
o Properous: +10 gold and no piety loss
o Rich: +20 gold and no piety loss
o Library: -2 piety
o School: -2 piety
o Templar House: -2 piety
o University: -2 piety
o Moneylenders: +5 piety
o Monastery: -5 piety
o Church: -5 piety
o Large Church: -5 piety
o Domed Church: -5 piety
o Cathedral: -5 piety
o Court of Justice: -2 piety
* Changed the message you will see when creating a new title. Hopefully this will display correctly and remind you to save and reload if you gain a new title that was higher than any title you held before. I can't figure out a way to do this if you gain it as a peace condition, though, so you'll have to remember in that situation.
* Fixed text bug "Queen of of" in text.csv
* Byakhiam has completely rewritten and revised the trait events series to reduce the annoying spam for players as children in their courts mature, and yet still generate the desired end result.
* Added a new set of events to the trait series that will give some piety or prestige to your primary heir (as long as he isn't ruling). Big thanks to Jinnai for scripting them.
* ...and numerous other little tweaks.
1.05 RELEASE CANDIDATE B
Change Log
* Located and fixed a number of instances where "(" was used instead of "{" in scenario files and a couple of event files.
* Tweaked mortality rate a bit
* The finishing events of Nannies, Monks and Barons won't anymore fire when they shouldn't
* Percentages of the bundles changed to fit the plan, they were too low at first, now with 1 certain, 75% for second, 35% of third and 10% of fourth, which should turn out more closely as the desired values (25% 1 trait, 40% 2 traits, 25% 3 traits, 10% 4 traits)
* Fixed an error in the trait texts that was causing truncation of some text.
1.05 RELEASE CANDIDATE C
Change Log
* Chances of children dying have been reduced somewhat further
* The finishing events of Nannies, Monks and Barons won't anymore fire when they shouldn't
* Percentages of the bundles changed to fit the plan, they were too low at first, now with 1 certain, 75% for second, 35% of third and 10% of fourth, which should turn out more closely as the desired values (25% 1 trait, 40% 2 traits, 25% 3 traits, 10% 4 traits)
* Tweaked early childhood events MTTH down a little
* childhood upbringing now costs money instead of giving chance of stressed.
* Being raised by nobles uses Trusting as signifier
* Being raised end events MTTH lowered so they'd fire for anyone needing them
* AI ruler of Atholl now gets buildings from heaven, though God takes payment too
* Undead bishops (and other undead rulers) should be properly reburied now
* the traits stutter, leper and intestinal worm have been "removed" and replaced with "parental upbringing", "realm duress", and "rebelliousness" instead. They use the old trait names but have new functions so do not use them any longer in any events unless you are using them in their new context.
* the lisp trait has been changed to "speech impediment" and is now possible vua hereditry OR events (that used to give stutter).
* replaced traits.bmp graphic new icons for the 3 new trait names. HUGE THANKS TO GRATIANUS for whipping those up for us on such short notice.
* updated \db\traits.txt to reflect changes (includes all relationships, attributes, etc.)
* updated \config\trait_names.csv texts to reflect changes **** PLEASE CHECK YOUR TRANSLATIONS IN CASE I MADE ANY MISTAKES IMPORTING THEM **** In particulr there was some discussion re the french translations that I might have misunderstood; and I still need Italian translations for a few events.
* Updated *all* event files to reflect trait changes
* updated all scenario character files to reflect trait changes
* Changed all relevant childhood events to use new trait "Parental Upbringing"
* scripted a new 10-event series that WILL NEED BALANCING IN A BIG WAY but replaces two previous event series: the far way vassals breaking free event AND the entire Byzantine civil war event series which was broken due to a code issue with RND seeding that can't be corrected. The new events use the new rebelliousness and realm duress traits, and apply to ALL realms. Not only will the Byzantine civil war work properly, but the HRE and Magna Carta (and similar periods of civil war) are also modeled using exactly the same event set. Byak and I now jointly hold the record for longest and most complex event series ever scripted.
* HRE will now experience some trouble holding itself together.
* Byzantine empire will now experience staggered (and escalating) difficulties holding itself together instead of the previous case where it either became a big purple blob or utterly imploded.
* Law_events have been altered to give chance of squabbles over laws leading to rebelliousness in the realm
* Magna Carta event now has strong likelihood of giving 3 vassals rebelliousness
* large realms will be quite a bit harder to hold together than used to be the case
* being significantly over your demesne limit is now going to REALLY REALLY hurt if you're a large realm with lots of vassals and you aren't either extremely careful or amazingly lucky.
* Any weak ruler might be pressured by his vassals to start using Elective Law
* Byzantine-specific set is dead and buried
* "Manzikert" can now happen to any independent ruler, be wary of using disloyal, deceitful or rebellious vassals' forces
* The simple "this distant vassal is now independent" event is no more
* Removed Regency-specific civil war events
* A few events have beeon moved into more appropriate files
* Budivoj Nakonid, count of Lübeck, now starts 1066 scenario with appropriate amount of gold, piety and prestige (25/100/100)
* Harald Svendson Knytling, Duke of Slesvig, now starts 1066 scenario with appropriate amount of gold, piety and prestige (50/100/100)
* The duke of Braganza and King of Navarra now start 1066 with "Spanish-level" coffers (500 gold).
* Lodewijk has been changed to Ludvik as a possible name in the westernslavic male name list.
* Made some changes to 1187 scenario to resolve the "Beatrice" issue
1.05 RELEASE CANDIDATE D
Change Log
* After discovering that Chris (MrT) had forgotten that leper was hardcoded to disallow a character to lead a regiment, there was a very messy and brutal execution, followed by the leper and stutter traits being swapped...so NOW leper = parental upbringing (since character is <16 and can't lead a regiment anyway) and stutter = realm duress.
* Tweaked the realm duress to give less intrigue loss and more diplomacy loss to liege
* The correct duke of Braganza now starts 1066 with "Spanish-level" coffers (500 gold) and his flunky does not.
* Primary heir is now allowed to become rebellious, but he is alot less likely to than other characters and he is also less likely to spark a civil war.
* A rebelious vassal may resort to assassination rather than outright rebelion -- particularly primary heirs (and even moreso if elective and/or BYZA). (Still require French and Italian translations of the new text for this please)
* Tweaked mtth values and some modifiers to reduce the threat of civil war (as opposed to limited war) somewhat and made it quicker for liege to lose realm duress trait when at peace.
* Counts are somewhat less likely to get involved in civil wars than before
* Extremely high vassal prestige (in the 4000+ range) will now make civil wars slightly more likely
* Extremely high liege pretige (in the 2000+ range) now has greater effect on dissuading vassals to rebel
* Fixed the missing text string for the end of the childhood events if raising your child yourself.
* Added in a few translations missing from the previous candidate. A very special thanks to all the members who took time to help me with these (and all previous translations too)!
* Illness should be slightly less prevalent
* It now costs less gold to have your child raised (childhood trait events), but now you lose a bit of prestige as well.
* Some claims and whatnot were added to the Seljuks vs areas in Anatolia in 1066. In theory, that war should be abit more in line with what we're shooting for now.
* A few of the more remove HRE vassals are now inclined to be rebellious in 1066. Might need a bit of toning down if it makes early break up of HRE too likely.
1.05 RELEASE CANDIDATE A
Change Log since last public beta
* fixed typo in naive_wirepuller education event
* Made some tweaks and added a few events to help mongol succession events have a bit more of the intended impact.
* Hordes have been re-randomised (size of their armies)
* Added a temporary trigger exclusion to avoid having human rulers suffer disruption events if they are at sea. When we work o 1.06 this will be changed to have specific sea reas included in the individual area exclusions instead.
* Primary heir will no longer be inclined to break free from his liege
* Break free character checks for 5+ martial or intrigue now, instead of 5+ martial or stewardship
* Break free holy land extra event no longer oly fires during crusades (not sure why it had this restriction in the first place?)
* Characters with very low fertility will no longer sire bastards
* Infant mortality rate has been increased rather alot. Children are at risk until age 5, and particularly duing their first 2 years of life
* Mortality rate by natural causes has been increased. The clock starts ticking earlier and very old characters should now be quite unlikely.
* Illness is now somewhat more prevalent.
* Illness is now somewhat more likely to worsen into pneumonia
* Various illnesses are a lot more likely to result in death
* Rulers and a ruler's immediate offspring (ruler_child) are less likely to die or contract illness than other characters (they are pampered and protected somewhat more)
* Crusader and Excommunicated are now mutually exclusive traits.
* Tweaked some of the trait values for health and fertility. Most importantly, lepers will definitely no longer produce any offspring.
* Updated tyhe trait_names.csv to reflect this
* Rebalanced the education traits to make martial and church educations a bit more attractive, and stewardship less attractive (although all were tweaked) and also this addresses the shift to intrigue governing the demesne-size limit. Details are as follows:
o court_education attributes = { martial = 1 stewardship = 1 diplomacy = 1 intrigue = 1 }
o martial_education attributes = { martial = 2 stewardship = 0 diplomacy = 1 intrigue = 1 }
o ecclesiastical_education attributes = { martial = 0 stewardship = 1 diplomacy = 2 intrigue = 1 }
o naive_wirepuller attributes = { martial = -1 stewardship = -1 diplomacy = 0 intrigue = 1 }
o flamboyant_schemer attributes = { martial = 0 stewardship = 0 diplomacy = 1 intrigue = 2 }
o intricate_webweaver attributes = { martial = 1 stewardship = 1 diplomacy = 2 intrigue = 4 }
o illusive_shadow attributes = { martial = 1 stewardship = 1 diplomacy = 2 intrigue = 8 }
o amateurish_pettifogger attributes = { martial = -1 stewardship = 0 diplomacy = 1 intrigue = -1 }
o proven_dealbreaker attributes = { martial = 0 stewardship = 1 diplomacy = 2 intrigue = 1 }
o charismatic_negotiator attributes = { martial = 0 stewardship = 1 diplomacy = 4 intrigue = 2 }
o grey_eminence attributes = { martial = 0 stewardship = 1 diplomacy = 8 intrigue = 3 }
o hole_in_the_pocket attributes = { martial = 0 stewardship = -1 diplomacy = 1 intrigue = -2 }
o proven_accountant attributes = { martial = 0 stewardship = 2 diplomacy = 1 intrigue = 0 }
o fortune_builder attributes = { martial = 0 stewardship = 4 diplomacy = 2 intrigue = 1 }
o midas_touched attributes = { martial = 0 stewardship = 6 diplomacy = 3 intrigue = 1 }
o misguided_warrior attributes = { martial = 2 stewardship = -1 diplomacy = -1 intrigue = 0 health = 1 }
o tough_soldier attributes = { martial = 4 stewardship = 0 diplomacy = -1 intrigue = 1 health = 1 }
o knowledged_tactician attributes = { martial = 6 stewardship = 1 diplomacy = -1 intrigue = 2 health = 2 }
o brilliant_strategist attributes = { martial = 9 stewardship = 1 diplomacy = -1 intrigue = 3 health = 3 }
o detached_priest attributes = { martial = -1 stewardship = -1 diplomacy = 1 intrigue = 1 }
o martial_cleric attributes = { martial = 4 stewardship = 0 diplomacy = 2 intrigue = 2 }
o scholarly_theologian attributes = { martial = 0 stewardship = 2 diplomacy = 3 intrigue = 3 }
o mastermind_theologian attributes = { martial = 0 stewardship = 3 diplomacy = 4 intrigue = 5 }
* Updated the trait_names.csv to reflect this
* Tweaked base defence values slightly to reduce regiments getting wiped out quite as fast
* Tweaked base shock and morale values slightly to increase chance of battles resulting in one side breaking
* Large courts are now more likely to experience higher mortality rates in general.
* Crusades to non-Holy Land targets should occur slightly less frequently
* Crusades to Iberia should occur somewhat less frequently
* Many Crusades will end a little sooner once target is captured
* Catholic rulers will be a little slower to join new crusades
* You will no longer be spammed by the pope about joining a crusade if you are excommunicated
* "God urges you to take up the cross" will no longer trigger for heretics
* "Pope demands revoking of lay investiture" now will not trigger if character is heretic or excommunicated
* Added a new event to give occasional little boosts in piety to the pope, the pope's courtiers, and to bishops who are direct vassal of renowned kings
* Added a new event that no one expects, and that will do something with fear, surprise, ruthless efficiency and a fanatical devotion to the...er....
* Tweaked mtth to make province revolts end a little sooner than before.
* Alexandria has received a torrential downpour of rain that has resulted in rather drastic climatic change. Further changes being discussed (rebalancing gold values, and scenario set up of improvements and technology) will be reviewed in a coherant mannor for inclusion in a future 1.06 enhancement.
* Advanced roadnets now give a 2.5% reduction in build times in that province (half the bonus from a sawmill). Only half the bonus was given as there are some major other advantages to plains/advanced roadnets that already make it a very advantageous improvement.
* Tweaked many of the pillage values in provinceeffects.txt and provinceimprovements.txt
o All minor diseases: -2 pillage gold
o Plagues: -5 pillage gold
o Struggling: -5 gold and -20 piety
o Poor: -2 gold and -10 piety
o Properous: +10 gold and no piety loss
o Rich: +20 gold and no piety loss
o Library: -2 piety
o School: -2 piety
o Templar House: -2 piety
o University: -2 piety
o Moneylenders: +5 piety
o Monastery: -5 piety
o Church: -5 piety
o Large Church: -5 piety
o Domed Church: -5 piety
o Cathedral: -5 piety
o Court of Justice: -2 piety
* Changed the message you will see when creating a new title. Hopefully this will display correctly and remind you to save and reload if you gain a new title that was higher than any title you held before. I can't figure out a way to do this if you gain it as a peace condition, though, so you'll have to remember in that situation.
* Fixed text bug "Queen of of" in text.csv
* Byakhiam has completely rewritten and revised the trait events series to reduce the annoying spam for players as children in their courts mature, and yet still generate the desired end result.
* Added a new set of events to the trait series that will give some piety or prestige to your primary heir (as long as he isn't ruling). Big thanks to Jinnai for scripting them.
* ...and numerous other little tweaks.
1.05 RELEASE CANDIDATE B
Change Log
* Located and fixed a number of instances where "(" was used instead of "{" in scenario files and a couple of event files.
* Tweaked mortality rate a bit
* The finishing events of Nannies, Monks and Barons won't anymore fire when they shouldn't
* Percentages of the bundles changed to fit the plan, they were too low at first, now with 1 certain, 75% for second, 35% of third and 10% of fourth, which should turn out more closely as the desired values (25% 1 trait, 40% 2 traits, 25% 3 traits, 10% 4 traits)
* Fixed an error in the trait texts that was causing truncation of some text.
1.05 RELEASE CANDIDATE C
Change Log
* Chances of children dying have been reduced somewhat further
* The finishing events of Nannies, Monks and Barons won't anymore fire when they shouldn't
* Percentages of the bundles changed to fit the plan, they were too low at first, now with 1 certain, 75% for second, 35% of third and 10% of fourth, which should turn out more closely as the desired values (25% 1 trait, 40% 2 traits, 25% 3 traits, 10% 4 traits)
* Tweaked early childhood events MTTH down a little
* childhood upbringing now costs money instead of giving chance of stressed.
* Being raised by nobles uses Trusting as signifier
* Being raised end events MTTH lowered so they'd fire for anyone needing them
* AI ruler of Atholl now gets buildings from heaven, though God takes payment too
* Undead bishops (and other undead rulers) should be properly reburied now
* the traits stutter, leper and intestinal worm have been "removed" and replaced with "parental upbringing", "realm duress", and "rebelliousness" instead. They use the old trait names but have new functions so do not use them any longer in any events unless you are using them in their new context.
* the lisp trait has been changed to "speech impediment" and is now possible vua hereditry OR events (that used to give stutter).
* replaced traits.bmp graphic new icons for the 3 new trait names. HUGE THANKS TO GRATIANUS for whipping those up for us on such short notice.
* updated \db\traits.txt to reflect changes (includes all relationships, attributes, etc.)
* updated \config\trait_names.csv texts to reflect changes **** PLEASE CHECK YOUR TRANSLATIONS IN CASE I MADE ANY MISTAKES IMPORTING THEM **** In particulr there was some discussion re the french translations that I might have misunderstood; and I still need Italian translations for a few events.
* Updated *all* event files to reflect trait changes
* updated all scenario character files to reflect trait changes
* Changed all relevant childhood events to use new trait "Parental Upbringing"
* scripted a new 10-event series that WILL NEED BALANCING IN A BIG WAY but replaces two previous event series: the far way vassals breaking free event AND the entire Byzantine civil war event series which was broken due to a code issue with RND seeding that can't be corrected. The new events use the new rebelliousness and realm duress traits, and apply to ALL realms. Not only will the Byzantine civil war work properly, but the HRE and Magna Carta (and similar periods of civil war) are also modeled using exactly the same event set. Byak and I now jointly hold the record for longest and most complex event series ever scripted.
* HRE will now experience some trouble holding itself together.
* Byzantine empire will now experience staggered (and escalating) difficulties holding itself together instead of the previous case where it either became a big purple blob or utterly imploded.
* Law_events have been altered to give chance of squabbles over laws leading to rebelliousness in the realm
* Magna Carta event now has strong likelihood of giving 3 vassals rebelliousness
* large realms will be quite a bit harder to hold together than used to be the case
* being significantly over your demesne limit is now going to REALLY REALLY hurt if you're a large realm with lots of vassals and you aren't either extremely careful or amazingly lucky.
* Any weak ruler might be pressured by his vassals to start using Elective Law
* Byzantine-specific set is dead and buried
* "Manzikert" can now happen to any independent ruler, be wary of using disloyal, deceitful or rebellious vassals' forces
* The simple "this distant vassal is now independent" event is no more
* Removed Regency-specific civil war events
* A few events have beeon moved into more appropriate files
* Budivoj Nakonid, count of Lübeck, now starts 1066 scenario with appropriate amount of gold, piety and prestige (25/100/100)
* Harald Svendson Knytling, Duke of Slesvig, now starts 1066 scenario with appropriate amount of gold, piety and prestige (50/100/100)
* The duke of Braganza and King of Navarra now start 1066 with "Spanish-level" coffers (500 gold).
* Lodewijk has been changed to Ludvik as a possible name in the westernslavic male name list.
* Made some changes to 1187 scenario to resolve the "Beatrice" issue
1.05 RELEASE CANDIDATE D
Change Log
* After discovering that Chris (MrT) had forgotten that leper was hardcoded to disallow a character to lead a regiment, there was a very messy and brutal execution, followed by the leper and stutter traits being swapped...so NOW leper = parental upbringing (since character is <16 and can't lead a regiment anyway) and stutter = realm duress.
* Tweaked the realm duress to give less intrigue loss and more diplomacy loss to liege
* The correct duke of Braganza now starts 1066 with "Spanish-level" coffers (500 gold) and his flunky does not.
* Primary heir is now allowed to become rebellious, but he is alot less likely to than other characters and he is also less likely to spark a civil war.
* A rebelious vassal may resort to assassination rather than outright rebelion -- particularly primary heirs (and even moreso if elective and/or BYZA). (Still require French and Italian translations of the new text for this please)
* Tweaked mtth values and some modifiers to reduce the threat of civil war (as opposed to limited war) somewhat and made it quicker for liege to lose realm duress trait when at peace.
* Counts are somewhat less likely to get involved in civil wars than before
* Extremely high vassal prestige (in the 4000+ range) will now make civil wars slightly more likely
* Extremely high liege pretige (in the 2000+ range) now has greater effect on dissuading vassals to rebel
* Fixed the missing text string for the end of the childhood events if raising your child yourself.
* Added in a few translations missing from the previous candidate. A very special thanks to all the members who took time to help me with these (and all previous translations too)!
* Illness should be slightly less prevalent
* It now costs less gold to have your child raised (childhood trait events), but now you lose a bit of prestige as well.
* Some claims and whatnot were added to the Seljuks vs areas in Anatolia in 1066. In theory, that war should be abit more in line with what we're shooting for now.
* A few of the more remove HRE vassals are now inclined to be rebellious in 1066. Might need a bit of toning down if it makes early break up of HRE too likely.
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