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RELEASE 1.00 SEAL1 (14th of june 2020)for CK2 v3.3.3
INSTALLATION WILL REQUIRE A FULL DIRECTORY CLEAN-UP (renamed and removed files, event ID re-tag)
NOT SAVE-COMPATIBLE WITH PREVIOUS VERSIONS
CHANGELOG
MAJOR
revamped bandits events (smuggler's ring etc. ) and effects. Additional events involving your marshal
new claims mechanics and flavour (mechanics being rule locked behind a new game rule)
new way to apply stewardship bonus to taxes, making holdings, buildings, provinces matter much
changed some computation on population growth mechanics, among changes, the steward's "research technology" bringing possible bonus here.
brand new loading screens based on "Codex Manesse" graphics
made "Fortress" specialization more worthy (prison building, new special fortifications, balance)
Romanesque cathedrals are now wonders and so showed on map with a 3D model
MINOR and VARIOUS
new prison building and according decision to use that new accommodation. A prisoner can't be moved back from there. Various liberation/evasion options are less likely to happen and success
proselytize job map highlights now feature a distinct colour for heresies
debug event is now reduced to only one event (L3T.1), alternatively turning on/off the debug mod. Mind that beyond special actions and notifications, some MTTH are now affected by this too
new steward flavour (delegation)
AI with no tribal vassals won't enact tribal related laws
tribal laws can only bring gold (with opinion counterpart) to non tribal and never give troops to anyone
some renovated and new events pics
updated and added some icons (modifiers and target decisions)
Muslim school building "Madrasah" gets an additional level
cities get a city size marker automated building chain, showing the growth of the holding (3 levels)
some buildings cost both gold and prestige (prestige cost is displayed in the buildings' tooltips and triggers)
adapting some vanilla buildings to holdings specializations (capped by specialization)
new chains of buildings (perception and belfry)
new chains of buildings (main power buildings like episcopal palace, seigniorial residence... and their Muslim variations when needed
fortification buildings for cities and temples holdings (merely same as castles ones)
chancellor's "perform statecraft" job now can protect against claim fabrication
spymaster's "scheme" job can help spotting a foreign chancellor fabricating claims on you
new option to arrest and banish a chancellor fabricating a claim
added support for pre-scripted holding specialization for episcopal cities and monasteries for both vanilla and SWMH map
Romanesque cathedral burning may bring in pilgrims
addition of a Pilgrim inn/road house you can build in a province with a province relic
a province relic in itself don't bring taxes any-more (it didn't differed among religions)
addition of a "Mufti" council position for Muslim
new horse armours artefacts given as prize in Furusiyyas
some event optimisation and file clean-up
better event computation, code and files clean-up
filling missing texts and better texts
improved some English translations
BALANCE
realm capitals are now assigned on startup
AI may sometimes not attend to tournaments and furusiyyas
can't add a new holding slot in a province any-more
religious tolerance technology now worsen inter-religion opinion instead of improving it
put some limitations on using the extort tribute CB (theocracies can't use it, as well as feudal vs other feudal co-religionists)
building costs won't decrease overtime due to technology
improve ambition chains ("textile experience" and "the sword") are now more likely to happen (lessen the skill cap)
"cadastre" event chains are now more dynamic and triggered only, it is also more rewarding
tax laws for feudal and iqta are now capped by centralization levels, tax levels are lowered, levy slider don't bring taxes any-more
ask for/ask to lift excommunication actions now require some reasonable amount of prestige and piety to be performed
weaken chances a bit for "increase council power" faction
dynamic trade routes helps with troops reinforcement and technology spread
prosperous industry modifier is more worthy
general military: less raids, lower reinforcement speeds, naval attrition, armies are slightly slower, more expensive maintenance
the population buildings progression are a bit faster on first levels
trade-posts limits are now higher (vanilla has much more pre-built trade-posts than the limits, vastly disadvantaging emerging patrician houses)
general income and taxes changes
various changes to specialization buildings, tribal holdings
tweaked the demesne sizes for various ranks, tribal government type don't bring any-more demesne size bonus
you can't revoke a recently given title any-more (cool-down is 100years instead of 12months)
improved starting population levels for various areas and eras
changed some starting technologies for various areas and eras
BUGFIX
fixed relic not being consumed properly when starting the cathedral
fixed buying relic not always transferring the relic properly
non Christian capitals properly get a "Feudal city" (or equivalent) on startup
fixed some vanilla bugs
fixed my own bugs by the way
population bonus from specializations now apply correctly