- Update v1.16.2.3:
- Bugfixes
- Fixed an issue that caused a random crash
- Added a fix for an issue with the 'Collect Taxes' landless adventurer contract, where you could be stuck in traveling mode after finishing the contract
- Fixed an issue that could prevent players from continuing their game after closing the succession window
- Fixed an issue that caused the default faith icon for a new custom faith to be catholic cross - default will now be the icon of the faith you’re branching out from
- Fixed an issue for settled Nomads where Obedience still was a factor in faction commitment
- The “Request incursion†interaction now also considers Nomadic Turkic tribes
- “Found a New Empire†decision also works for Nomadic rulers now
- Localization
- Added missing localization for the new game difficulty rules that were introduced in 1.16.2.1
- Modding
- We’ve exposed the trigger for fertility equilibrium and made it possible to set HERD_GAIN_FROM_COUNTY_MULTIPLIER to 0
- Update v1.16.2.2:
- Resolved an issue causing crashes for some users in 1.16.2.1
- Update v1.16.2.1:
- Game Content
- Added a game rule to add Tibet as a Nomadic Region.
- Due to the ruler setup of the area, many nomadic rulers will start with Bodpa culture but a Tuyuhun Nomadic Capital
- Added Hard / Very Hard Difficulty game rule options
- The philosophy behind these changes is to try and compensate for what the AI can't or shouldn’t be able to do as efficiently as a player. For example: the AI doesn’t change Vassal Contracts very often, intentionally use Abductions to win wars/gain loads of money, use Marriages to pull realms into losing wars en masse, or mass construct economic buildings before hiring MaA, to name a few. We’ve tried to keep most of these changes as invisible as possible, instead of showing ‘Very Hard’ as a modifier in various tooltips (although it happens in some places out of necessity).
- Added the Hard difficulty which boosts AIs and changes some systemic behavior for players, aimed at providing a more challenging yet still balanced experience
- While AI realms are buffed, generally the game should progress similarly to the Normal game
- Changes for the AI:
- Buying and maintaining MaA is significantly easier
- Stress management is improved
- Constructing buildings and holdings is somewhat easier (not too much, or the player would be able to abuse it for their own gain!)
- Levies reinforce faster
- Improving opinion is faster
- Tyranny gain is reduced
- Mercenary use is cheaper
- Factions are slightly more lenient
- Revoking titles and retracting vassals is easier
- Activity costs are reduced
- Court Position management is significantly cheaper
- Agents are slightly more willing to join schemes vs. players
- Recruiting guests is significantly cheaper
- Amenities are significantly cheaper
- CB prestige costs are cheaper, especially vs. players
- Regular Mercenaries are more expensive
- Factions are somewhat less lenient (depending on vassal opinion)
- Revoking titles and retracting vassals is harder
- More vassals are inclined to join tyranny wars started by players, primarily guided by opinion
- Much less likely to randomly become a Conqueror
- Heavier penalties to arranging marriages based on number of existing alliances, lesser bonuses from desires alliance, etc.
- The player should be able to have one significant alliance, and one minor alliance. Gaining alliances at war will be almost impossible.
- Marrying with the intent of getting highly skilled courtiers or wanderers to join your court is now much harder, especially if your candidate is not your close family member. This should make it much harder to, for example, gain a great general or several fantastic knights the day before you go to war.
- Agents are slightly less willing to join schemes
- Tyranny gain from unfair Vassal Contract changes is significantly increased (see changes to Vassal Contract scoring in the balance section to see why this change is significant!)
- More resources are needed to reinforce armies for Adventurers & Nomads
- Gold gain from ransoming is lowered
- Religious heads are now less inclined to grant players gold
- Added the Very Hard Difficulty which significantly boosts AIs, changes systemic behavior, and applies some penalties to players, aimed at providing a much more challenging experience
- AI realms are going to be significantly more strong and stable, making the game progress differently
- Changes for the AI
- Everything from hard, but the bonuses are greater
- AI Rulers gain extra advantage when leading their own armies
- Changes for the Player
- Everything from hard, but the penalties are greater
- Hostile Scheme success chance starts at a much lower level
- Knight efficiency is reduced
- Added player only variants of the domain limit game rule
- This allows you to add -1, -2, or -3 domain limit to players only, making it a good compliment to the regular difficulty game rule
- Game Balance
- High and Extortionate tax obligations are now valued higher; you will have to offer more concessions to increase taxes without inducing tyranny
- Council Rights and Religious Protection is now scored extremely high; you will have to offer three concessions to get them
- You can now propose 4 vassal contract changes at once (up from 3).
- You are now allowed to propose a contract that is better for the Vassal than you as the Liege (necessary with the changes to Contract Option values)
- AI lieges now desire higher taxes over higher levy contributions
- AI vassals now dislike Scutage (you'll have to offer a concession)
- AI vassals now desire March status, Castellan Status, and Palatinate status
- Player Mongol Empires now get the Successor Khanate split during a Chaotic Succession.
- Made it significantly harder to abduct rulers or their subjects if you're at war with them.
- Similarly as with realm priests, you will no longer get gold when banishing byzantine bookkeepers.
- Reduced the damage per prowess that knights get to 50, down from 100.
- The automated armies companion now raises armies more aggressively.
- Bugfixes
- Fixed Adventurers only getting Criminal & Travel contracts in the Steppe
- Made it possible for adventurers with the Take The Custom Where It Comes perk to recruit cultural Nomadic MaAs.
- When the foreign merchant invited by the Summon Wealthy Visitors decision dies you will now get a toast.
- Players and non-obedient vassals will now get turned into tributaries when their liege migrates.
- Made the Life on the Saddle internal camp building upgrade accessible if you have a regiment of horse archers or heavy horse archers.
- Fixed an issue where you could click on buildings through the side panels in the Domicile window.
- Fixed out-of-sync on hotjoin due to outdated Domicile cache.
- Players can no longer close the travel planning window when planning their next travel during the Fight Corruption adventurer contract.
- Province graphics now refresh on game start even if just reloading a save.
- Fixed a bug where Steppe counties wouldn't show which season they were in within the county view.
- Fixed out-of-sync related to incorrect tax collector aptitude data when loading a save or starting a new game.
- Fixed an issue where the UI for obediency would show if the person in question was loyal to someone at all - and not just the player.
- Fixed an issue where the siege window would show the wrong holding in some cases.
- Fixed an issue where the hostage window wouldn’t have a filter window available.
- Fixed an issue where the initial character selection list wouldn’t sort until a new sort option was chosen.
- Fixed a bug where the player could get soft-locked when committing suicide.
- Fixed an issue where some mods uploaded to https://mods.paradoxplaza.com/ would not load correctly.
- Interface
- Tweaks and fixes for the Nomadic UI skin.
- The Decision view has been optimized and should no longer slow down the game when open.
- The Golden Lineage trait icon has been updated.
- Animation
- Reduced memory usage of map animals
- Update v1.16.2:
- Features​
- Added Golden Lineage trait for the Greatest of Khans and their descendants, replacing the GoK house modifier
- Added Ask to Join Confederation interaction, so players can hop into existing confederation on their own initiative
- Added a Confederation Member guest pool to activities, so the members of your Confederation will be invited to activities
- Added an important action to join your Tributaries’ wars
- Dominating a Title now bypasses existing truces
- Tribal era innovations now provide some Nomad specific bonuses
- Added a Reindeer internal yurt building that provides county fertility bonuses in Forest and Taiga terrain
- External yurt levels now have unique names
- Gives Mogyer Confederation the Confederation Elective succession law, and gives Almos Arpad the First King of the Confederation modifier
- Adds horse animations to the Warhorse story cycle, and diversifies background art
- Steppe-culture castle and city holdings will now use art associated with their geographical region, and the steppe will use MENA holding art
- Audits character window and event backgrounds for some general improvements, as well as specific steppe and tribal updates
- Steppe-culture non-nomads (feudal, clan etc.) use backgrounds appropriate to their geographical region, ex. Western backgrounds in France, Indian backgrounds in India
- Steppe-culture non-nomads use MENA backgrounds everywhere in the steppe if their location’s religion is Muslim, and otherwise: MENA backgrounds everywhere but the western steppe or Siberia (where they use Western backgrounds)
- Steppe-culture tribals and landless adventurers use nomadic backgrounds in most cases
- Tribals will use appropriate tribal-looking fallback backgrounds in more cases, rather than generic western feudal fallbacks
- Improves Mongol invasion events with some updated loc, music, animations, backgrounds
- Bugfixes​
- Government type and vassal stance filters no longer resets whenever a subject contract gets modified
- Fixed an issue where no courtiers were generated for landed characters because of a faulty check on filled council positions
- You can no longer mug herders
- Cumania will no longer be named Khazaria in 1066 and 1178 start dates
- Lowered the frequency of AIs asking for Paizas
- Recently Sacked modifier now has a mixed martial icon
- Added a 10-year cooldown to A Servant of WitchGodName event
- Greatest of Khans Domicile will no longer bypass locked domicile slots
- Iron Cavalry and Wolves of the Deep Steppe are not shown as potential to every culture in the game anymore
- Bring Under Tribute CB has correct info about which Tributary Contracts will be established
- Fixed tooltip for Herders County Fertility effects from the Seasons
- Adopt Feudal Ways decision - the check for Tribes of the North culture is no longer visible for everyone
- Organize Court task for Yeke Jarquchi Court Position now correctly increases Aptitude of other Court Positions
- The Skull Collection internal upgrade for the Court Yurt now properly affects the agent joining chance for Schemes.
- Schemes are no longer sometimes incorrectly invalidated when loading a save
- The Impose Obedience intent is no longer visible if you don't own Tours & Tournaments
- The Byzantine throne room will no longer appear in unrelated Steppe cultures
- Both Heavy Horse Archers and Horse Archers now count towards the Horse Breeders cultural tradition discount
- The Tribes of the North cultural tradition only requires the Khans of the Steppe DLC now
- The Steppe by Steppe achievement now takes into account the expanded areas of the Steppe through the Expand the Steppe decision
- The Peace of the Great Khan decision no longer turns your government into a Republic
- Opinion now properly affects the migration acceptance
- The Vassals Cannot Migrate current situation tooltip is now more clear
- Reactive advice for razing holdings as a nomad now takes the cooldown into consideration
- Added a new trigger for checking if a holding could be razed by a nomad to improve the reactive advice for razing holdings
- The Pleasure Dome building is always enabled after building it, even if your culture no longer has the Turkic or Mongolic heritage
- The tooltip for the stargazer now correctly states you need to not be a kurultai member, rather than just "is not a councilor"
- Added new defines for determining how many commanders are generated for mercenary and holy order titles
- Landless rulers no longer have a max dread of zero
- Fixed values displayed for contributed herd from herder tributaries in the realm subjects window
- Fixed a bug where co-monarchs' would show up as "co-co-co-co-co-co-co-co-co-co-co-co-co-co-co-co-[title]" when they were becoming an independent ruler
- Fixed information about culture heads determined by herd in the culture window
- Fixed a softlock when the travel planning window was open
- Fixed nomads being charged gold for reducing maa size and receiving double herd back in some cases
- Made the game rule for nomadic situations unique so they are findable by type
- Fixed crash when trying to update a null province's domicile location cache
- Fixed white screen soft lock when canceling from iron man save interface
- Claims now use the base name of a title
- Added cost icon to men-at-arms that are creatable because of a tributary contract
- Vassals being targeted by the migration interaction now defer to their liege as the interaction recipient
- Prevented men_at_arms_limit modifier to drop the max size of men-at-arms regiments below 0
- Improved levy contribution tooltip when inspecting vassal and tributary levy contributions in the realm window
- Vassals of tributaries now contribute levies to the tributary's suzerain
- Made levies income row visible for nomads since they can get levies from feudal tributaries and vassals
- Fixed calculation for adjusted county fertility decline
- Fixed noble family rating growing from house members outside realm
- Fixed many court positions randomly invalidating for nomads during migration or when the holders got wounded/ill/old
- Fixed a bug causing parts of some subject contracts to be reset when loading a save
- Fixed bookmark characters not always wearing what their bookmark showed them wearing
- Fixed the Cuman war mask not being selectable in the barbershop
- Made the confederation_member script list work properly
- Made visit settlement for adventurers work as it should in herder and nomad holdings
- Explicitly cancels a character's tributary contract once they become a vassal
- Cancels truces both ways when a tributary contract is cancelled
- A suzerain and a tributary are no longer referred to as 'liege' and 'vassal' in the subject contract window
- Improved the tooltips for the court position tasks 'blend cultures' and 'accommodate tributaries', so they describe in detail how much they will increase cultural acceptance
- Fixed issue in army window where there was a lot of lag opening the screen when you had a lot of special troops
- Suzerains who join defensive wars should not be listed as allies when starting offensive wars. Also properly excluded defensive-only allies when calculating military strength with clear attacker-defender relation
- Reduces incidents of peasant characters wearing rags while married to noble characters
- AI will now use Herd to ransom themselves
- Prevents priest characters in nomad flavor events from being deleted or moved to the pool after being hired
- Balance
- Limits Blood Brotherhood to same-gender characters, unless both are rulers or gender law is Equal
- Rebalanced Temujin’s conqueror event to give smaller immediate rewards, but recurring bonuses over the next few years
- Temujin’s conqueror event won’t give the Mongol Empire title, but clears the cooldown for Dominate Title
- Made it likely Temujin’s conqueror event will happen earlier, while he is ~30-40 years old
- Adds Herd effects to random conqueror events and their modifiers, making them more suitable for nomads
- Balanced MaA ai quality so that nomads will hire more diverse MaA types, and be less obsessed with Steppe Raiders
- Reduced the number of Confederations being formed and reduced the acceptance chance once they have 3 members.
- Low Prowess and Low Dominance decreases marriage acceptance for Nomads
- Player characters starting in regions that have Extra Nomads game rule turned on will always have Nomadic government (unless playing as a historically tribal culture in their area, such as Ethiopian in the Horn of Africa region)
- Readjusted the inspection tree for nomadic rulers, removing some settled elements and giving them access to more elements from the Adventurer variant of the tree instead
- Made levels 1 and 2 of the Herd Barter internal upgrade allow you to sell 10% of herd for a 10:1 exchange ratio, Levels 3 and 4 15% for 8:1, Levels 5 and 6 20% for 6:1
- Removed the option to sell more and earn more from the event you get after taking the Summoning Wealthy Visitors: Local Offers decision
- Non-nomadic characters targeted by the migration interaction are now much less willing to peaceably give up their lands
- Reduced herder fertility growth bonus from pastoralists and the communal ethos from 2 to 0.35 (roughly the same as one single province with steppe terrain)
- Reduced sources of knight effectiveness % from nomad yurt buildings
- Reduced duration of First King of the Confederation modifier and added title creation cost malus
- Potential GoK’s tributaries (and rulers below them) are prevented from joining the Great War of Defiance, reducing difficulty for the potential GoK in most circumstances
- AI are more likely to take the Become GoK decision when they are valid for it
- Adds vassal herd modifier to Disciplinarian Accolade
- Art​
- Added domicile building icon for reindeer yurt
- Added Golden Lineage trait icon
- Interface​
- Added a fix to the traits possibly pushing buttons out of the list widget
- Made trait overspill hide under button or bottom right box in character lists
- Fixes for culture names pushing interface
- Toast messages fired during succession are now properly animated and no longer half transparent
- Improved the Migration window when playing nomadic situations other than The Great Steppe such as the Sápmi
- Fixed issue causing subject opinion changes not to show in tooltips when modifying subject contracts for tributaries
- Separated barony and character modifiers in the UI for domicile buildings
- Updated the Dominance level indicators on the Nomad widget
- Localization​
- Added information about the change of Obedience acceptance in Legitimacy tooltips
- Improved display of edge case fail conditions for Negotiate Obedience interaction
- Lowered Eyelid options are now properly localized
- Updated the Domicile game concept to reflect their current succession behavior
- Improved the description of Sovereignty CB
- Fixed the localization for the disband_confederation effect
- Changed mention of vassal in tax tooltips to subject
- Fixed loc of Situation game concept
- Databases
- Renamed black horde to red horde which would be more suitable with cardinal direction color assignment
- User Modding​
- Added a new neighboring_top_overlords_connected_by_land ai_recipients list that targets overlords of neighbors that are connected to them by land (including through tributaries)
- Added define to control the maximum size of horde riders independent of maa modifiers that a character might have
- Update v1.16.1:
- Bugfixes
- Fixed Veils not being removable in the Barbershop
- Fixed the Stand and Fight tradition giving too much Heavy Cavalry toughness %
- Made sure that players always start with a minimum of 7 Courtiers (unless they're adventurers)
- Made it possible to launch the special Hungarian migration via Decision even if you're nomadic
- Fixed most instances of getting Chaotic Succession kurultai events because someone else in your family died
- Fixed a crash that could happen if a domicile is spawned without a valid location
- Fixed a crash that could happen if you manage to switch to an unplayable character
- Fixed the conditions for the MENA throne room to appear, that caused some Steppe cultures to use the Byzantine throne room instead
- Fixed the effects of the Peace of the Great Khan decision that caused some steppe counties to be turned into republics
- Balance
- Lowered efficiency of reinforcing MaA with Herd from 0.75 to 0.4 (1 MaA is now 2,5 Herd, up from 1,3)
- Lowered efficiency of reinforcing MaA with Gold for Nomads from 4 to 1.5 (1 MaA is now 0.66 Gold, up from 0.25)
- If suffering from a Chaotic Succession, it's now a 3/4 chance of receiving the Major consequences if you qualify for them (up from 1/4), and a 2/3 chance to suffer from medium consequences if you qualify for them
- Made the 'Realm Split' outcomes of Chaotic Succession more common
- Made non-nomads care about fewer positive Tributization modifiers, and made them less likely to want to willingly submit to nomads in general (tribals are slightly more likely than feudals)
- Added a -25 County Control penalty to Counties gained via the Demand Pastureland interaction
- Added Growth penalties to Herders and Settled Rulers during a Severe Drought (-0.5), White Zud (-2) and Cold Zud (-1) to make it harder to keep high fertility by releasing/demanding pasture land
- Increased the Fertility Decline from White Zud (40% to 80%) and Cold Zud (30% to 40%) for Nomadic rulers
- Reduced the Fertility Growth percentage during a White Zud (-40% to -80%) for Herders and Settled Rulers
- Added an immediate Fertility reduction for Herders when a bad season starts (-50 during a White Zud, -25 during a Cold Zud, -10 during a Severe Drought)
- Added County Control reduction when a bad season takes over for Nomadic rulers in all held counties: -25 for a White Zud and Havsarsan Zud, -10 for Cold Zud
- Added Herd loss during a White Zud for Nomadic rulers: 10% of their current herd during a White Zud, 20% during a Havsarsan Zud
- Increased the Herd Gain penalty for Nomadic rulers during a Severe Drought (-5% to -10%), White Zud (-10% to -40%) and Havsarsan Zud (-30% to -80%)
- Added Prestige loss to the failure outcome of the Steal Herd scheme
- Reduced the initial max success chance of the Steal Herd scheme (from 40 to 30)
- Reduced base acceptance for the Negotiate Obedience character interaction (from -50 to -95) and added a medium Prestige cost scaling with Dominance level
- Removed White Zud from the possible initial seasons on game starts, and rebalanced the chances for the others (40% Abundant Grazing, 20% Severe Drought, 20% Cold Zud, 20% Everlasting Summer)
- Reduced the base Prestige gain from a Great Nerge from 300 to 250
- Reduced the base Prestige gain from an Excellent Nerge from 400 to 350, and the Gold from 350 to 250
- Halved the values of all Herd gained through the Raid Intents and fixed the tooltips to reflect this: from 400% to 200% for Pillage, from 200% to 100% for Capture, from 600% to 300% for Plunder and from 400% to 200% for Adventure
- Reduced the base reluctance of the recipient for the Pledge Tribute character interaction (from -100 to -50)
- Added new Cultural Traditions to the Hunnic culture: Pastoralists, Horse Breeders and Recognition of Talent
- Lowered the exchange ratio obtained through the Summon Wealthy Visitors decision if the Herd Barter domicile building is constructed: from 6:1 to 10:1 in levels 1 and 2, from 4:1 to 8:1 for levels 3 and 4 and from 2:1 to 6:1 for levels 5 and 6
- Update v1.16.0.2:
- Memory optimizations to fix certain freezes and crashes
- Update v1.16.0.1:
- Fixes crashes which could occur when saves from older versions were present in the save game folder
- Fixes chaotic succession despite obedient kurultai
- Fixes player getting pulled into AI nerge event causing them to get maimed
- Fixes stutters on paused lategame saves with large realms