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How to reproduce:
Start a new game with any ruler (I did all in 867 though I don't see how that could matter). Save the game.
Exit the game.
Reload into your game either by resume or manually.
Check the cost of building a new building in one of your holdings.
If you create a new game and THEN load into your game from that game, rules will work properly again however you must load it from a newly started game to avoid the bug.
Removing either 00_sane_basic_modifiers.txt or sane_00_game_rules.txt and then loading into my normal difficulty game resolves the issue of getting the -30% building costs.
At times like this I so wish (more than normal) that Steam Workshop wasn't a thing and everyone just used Nexus so that users could easilly go back and test older versions of mods to pinpoint the exact version that caused an issue and find a compatible version to run. Oh well that's a bit of an off-topic rant.
I also neglected to mention that before doing all these tests I unsubcribed and resubscribed from your mod to make sure I had it with 100% of the files and edits of the latest version as of this writing.
More seriously - I'll rework the event from the ground up, though I haven't seen that happen for me personally, like, ever. But I think I figured out a better way to make it work, and one that doesn't disturb / isn't visible to the player at all, and should have no possibilty of such shaenigans happening, either.
EDIT :
Done. Should be resolved?
Ai will not defend it's capital and will try to kill your stack at any cost(fort attrition the only exception). It will even embark just to use all possible routes to kill you untill you hide yourself.(do you know w3 map kodo tag? just like that).
Ai will not resupply, but will try to spread it's forces. Not like it helps early game.
At some point you can actually kill them one by one and main force will not bat an eye unless you are 1 block apart from them. probably due to almost zero supply.
There are rare instances of besieging at any cost(like once at 3year war).
Test location -Jerusalem. 885 year. Jihad+crusade(this is probably pdx bug, crusades enabled after my conquest of Jerusalem as shia heresy by kingdom tier holy war). If not for this bug i would not survived xD
Attacking AI is more aggressive in general, if it feels like its stronger, so yes, it will come at you and won't let you regroup if you try to sit your armies at the frontlines. Notice how you were pressured? Its trying to zone of control you so it can siege in peace, but you keep running by the border instead of withdrawing deeper into your country, and its hoping it can catch you - because if it catches you and you lose half your stack, it will then be free to do as it wishes.
Think about it - how many times have you seen players chase AI stacks across the world? Its the same deal - its potentially the best strategy sometimes, if an annoying one. And sometimes you screw up and reload when it fails. The AI doesn't have the luxury, unfortunately :P
Yes, AI will not defend its capital if its attacking and has good warscore, unless its forces are superior enough to yours to do that. This is indeed a problem in small wars between counts, where the capital alone can win you the war, but unfortunately paradox did not include a way to make AI behave differently in small wars compared to big ones, and if I have to choose between having mediocre AI in both scenarios, or good AI for big countries and barely passable for small ones - I will always choose the latter, because you never spend more than ten minutes as a count, anyway.
AI will not resupply in vanilla either, its just not as noticeable, because vanilla supply limits are abundant compared to levy sizes :)
Yes, you can sometimes kill them one by one, but this is because the AI evaluates joining that combat to just be an even bigger loss. Doubly so if its an ally army and not their own, which is often the case in crusades, and you had that + a jihad at the same time so :P
I don't think this is necessarily and issue with the recent changes, but something needs to be balanced around this. As it is right now there is no reason to ever raise taxes beyond crown authority. I think buildings should be nerfed with how much gold and levies they give. Additionally increasing the cost of levies or unraised MAA would help with the gold overflow.
I also saw some really large (game breaking) jumps in gold income for the major powers. France is neting about 350 pt, Byzantimes 500, Indians 550. My own income as novogod went from about 65 to 115.
Its not the "monthly income", its the surplus.
If you, say, make 150g a month, and spend 2/3 of that on various upkeeps, you will be making +50. If you suddenly get double that income (300g), with the same upkeep, you are now making +200, or four times as much, at least until you adjust your spendings.
CK3 vanilla is extremely starved for gold, and that's the majority of the reason behind AI not building, not getting proper-size retinues, and not hiring mercenaries - it just doesn't have the gold, and the player finds some via exploiting interactions and snowballs quickly.
Having 5000 gold in a chest somewhere doesn't mean much when building one measly castle holding can cost 1000, upgrading it 2000g, one big mercenary company can cost 2500g, and moving that empires' armies by boat can cost it hundreds extra per month.
You are meant to have a gold surplus, because you are meant to be able to do all these things, to a reasonable degree. And while players could previously spam ransoms, pope tax refunds and hook payments to get a good amount of gold, the AI couldn't really do that, so it fell far behind, comparatively speaking, and the gap would only get wider with time.
The AI does manage to spend it all, I have seen it go bankrupt many a time even, in big wars. So I see no reason why a player couldn't. Between building up, mercenaries, retinues (remember duchy buildings increase the upkeep...) etc.
I will give you an example - 8 Full retinues of gendarmes, by themselves, with 2 level 3 jousting fields, and with around -30% upkeep from barony buildings too, cost around 550 gold per month to reinforce, by themselves. 100k levies? Eat around 200 gold more. You embark that army? Enjoy 1500 gold upkeep per month while at sea.
Remember that loading this up in the middle of the game can shift balance dramatically, and I understand that. However, its a bit like irl tax increasing laws - there's not really a good time to pass them, just the bad and the worse.
The mechanical reasons behind the income increasing so much:
- AI realms tend to have most their vassals on low tax obligations... which is a paltry 2.5% in vanilla, whereas normal obligations are 10% base (in vanilla). Hence, the player, quite literally, usually got four times as much gold from their vassals as the AI. I think you can see why this was a problem.
(For the sake of comparison, the tax from feudal vassals by obligation level was 2.5%/10%/15%/25% base in vanilla, and is 10%/20%/30%/40% in the mod, in line with the levies.)
- Building income was increased by around 30% across the board (and cost by 20-25%).
So, its not the AI making too much gold - its just making as much as a decent player used to. "Give gold" interactions are now less overpowered in comparison - whereas previously they made up the majority of player income. Quite literally.
[11:11:05][jomini_effect.cpp:896]: Failed to read 'set_title_and_vassal_change_type' for 'create_title_and_vassal_change' at file: file: events/decisions_events/middle_east_decisions_events.txt line: 1167; create_rum_scripted_effect line: 58
And other things it sput out:
[11:11:06][jomini_dynamicdescription.cpp:66]: Unrecognized loc key sane_take_holy_vows_decision. sane_take_holy_vows_decision
[11:11:06][jomini_dynamicdescription.cpp:66]: Unrecognized loc key sane_take_holy_vows_decision_tooltip. sane_take_holy_vows_decision
[11:11:06][jomini_dynamicdescription.cpp:66]: Unrecognized loc key sane_take_holy_vows_decision_confirm. sane_take_holy_vows_decision
Not sure how critical those ones are, I would definitely give the whole error log file a good look through, though.
Also you mentioned something to the effect of "I'm not sure if PDS changed anything not in the patch notes", I recommend using WinMerge, it's free. It can compare files and merge changes with just a couple of clicks. Alternatively Compare It! and Beyond Compare have free trials you can cycle between.
You de-segment a lot of your changes from the vanilla files to their own, though, and that can throw a wrench in compare tools but you can opt into an earlier version and then copy and paste it, revert/opt out and compare new vs old and then add any unmentioned fixes or changes into areas you changed.
[11:11:05][jomini_effect.cpp:896]: Failed to read 'set_title_and_vassal_change_type' for 'create_title_and_vassal_change' at file: file: events/decisions_events/middle_east_decisions_events.txt line: 1167; create_rum_scripted_effect line: 58
^This one is actually not an error in the mod, but one in the vanilla game, from a file which the developers themselves forgot to change to the new system.
The localization one is irrelevant, since that particular decision is one only eligible to be taken by unlanded characters - and the player is always landed - so it doesn't have any to begin with. Hence I left it in without fixing. Thanks for pointing it out regardless.
Honestly, at least at this stage, I think its easier without these tools.
Indeed....
...Since I made no changes whatsoever the past few days (I'm preparing a big thing atm), it must be the damnable 1.1.2 "hotfix" at work! For some reason my mod doesn't even load in the first place with it in place.
EDIT : Should be fixed now?