Skip to content

SEAL1

Compare
Choose a tag to compare
@ArkoG ArkoG released this 14 Jun 15:06
· 220 commits to master since this release

RELEASE 1.00 SEAL1 (14th of june 2020) for CK2 v3.3.3

alt tag

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