1. Update v1.16.2.3:
  2. Bugfixes
  3. Fixed an issue that caused a random crash
  4. 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
  5. Fixed an issue that could prevent players from continuing their game after closing the succession window
  6. 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
  7. Fixed an issue for settled Nomads where Obedience still was a factor in faction commitment
  8. The “Request incursion” interaction now also considers Nomadic Turkic tribes
  9. “Found a New Empire” decision also works for Nomadic rulers now
  10.  
  11. Localization
  12. Added missing localization for the new game difficulty rules that were introduced in 1.16.2.1
  13.  
  14. Modding
  15. We’ve exposed the trigger for fertility equilibrium and made it possible to set HERD_GAIN_FROM_COUNTY_MULTIPLIER to 0
  16.  
  17. Update v1.16.2.2:
  18. Resolved an issue causing crashes for some users in 1.16.2.1
  19.  
  20. Update v1.16.2.1:
  21. Game Content
  22. Added a game rule to add Tibet as a Nomadic Region.
  23. Due to the ruler setup of the area, many nomadic rulers will start with Bodpa culture but a Tuyuhun Nomadic Capital
  24. Added Hard / Very Hard Difficulty game rule options
  25. 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).
  26. Added the Hard difficulty which boosts AIs and changes some systemic behavior for players, aimed at providing a more challenging yet still balanced experience
  27. While AI realms are buffed, generally the game should progress similarly to the Normal game
  28. Changes for the AI:
  29. Buying and maintaining MaA is significantly easier
  30. Stress management is improved
  31. Constructing buildings and holdings is somewhat easier (not too much, or the player would be able to abuse it for their own gain!)
  32. Levies reinforce faster
  33. Improving opinion is faster
  34. Tyranny gain is reduced
  35. Mercenary use is cheaper
  36. Factions are slightly more lenient
  37. Revoking titles and retracting vassals is easier
  38. Activity costs are reduced
  39. Court Position management is significantly cheaper
  40. Agents are slightly more willing to join schemes vs. players
  41. Recruiting guests is significantly cheaper
  42. Amenities are significantly cheaper
  43. CB prestige costs are cheaper, especially vs. players
  44. Regular Mercenaries are more expensive
  45. Factions are somewhat less lenient (depending on vassal opinion)
  46. Revoking titles and retracting vassals is harder
  47. More vassals are inclined to join tyranny wars started by players, primarily guided by opinion
  48. Much less likely to randomly become a Conqueror
  49. Heavier penalties to arranging marriages based on number of existing alliances, lesser bonuses from desires alliance, etc.
  50. The player should be able to have one significant alliance, and one minor alliance. Gaining alliances at war will be almost impossible.
  51. 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.
  52. Agents are slightly less willing to join schemes
  53. 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!)
  54. More resources are needed to reinforce armies for Adventurers & Nomads
  55. Gold gain from ransoming is lowered
  56. Religious heads are now less inclined to grant players gold
  57. 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
  58. AI realms are going to be significantly more strong and stable, making the game progress differently
  59. Changes for the AI
  60. Everything from hard, but the bonuses are greater
  61. AI Rulers gain extra advantage when leading their own armies
  62.  
  63. Changes for the Player
  64. Everything from hard, but the penalties are greater
  65. Hostile Scheme success chance starts at a much lower level
  66. Knight efficiency is reduced
  67. Added player only variants of the domain limit game rule
  68. 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
  69.  
  70. Game Balance
  71. High and Extortionate tax obligations are now valued higher; you will have to offer more concessions to increase taxes without inducing tyranny
  72. Council Rights and Religious Protection is now scored extremely high; you will have to offer three concessions to get them
  73. You can now propose 4 vassal contract changes at once (up from 3).
  74. 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)
  75. AI lieges now desire higher taxes over higher levy contributions
  76. AI vassals now dislike Scutage (you'll have to offer a concession)
  77. AI vassals now desire March status, Castellan Status, and Palatinate status
  78. Player Mongol Empires now get the Successor Khanate split during a Chaotic Succession.
  79. Made it significantly harder to abduct rulers or their subjects if you're at war with them.
  80. Similarly as with realm priests, you will no longer get gold when banishing byzantine bookkeepers.
  81. Reduced the damage per prowess that knights get to 50, down from 100.
  82. The automated armies companion now raises armies more aggressively.
  83.  
  84. Bugfixes
  85. Fixed Adventurers only getting Criminal & Travel contracts in the Steppe
  86. Made it possible for adventurers with the Take The Custom Where It Comes perk to recruit cultural Nomadic MaAs.
  87. When the foreign merchant invited by the Summon Wealthy Visitors decision dies you will now get a toast.
  88. Players and non-obedient vassals will now get turned into tributaries when their liege migrates.
  89. Made the Life on the Saddle internal camp building upgrade accessible if you have a regiment of horse archers or heavy horse archers.
  90. Fixed an issue where you could click on buildings through the side panels in the Domicile window.
  91. Fixed out-of-sync on hotjoin due to outdated Domicile cache.
  92. Players can no longer close the travel planning window when planning their next travel during the Fight Corruption adventurer contract.
  93. Province graphics now refresh on game start even if just reloading a save.
  94. Fixed a bug where Steppe counties wouldn't show which season they were in within the county view.
  95. Fixed out-of-sync related to incorrect tax collector aptitude data when loading a save or starting a new game.
  96. 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.
  97. Fixed an issue where the siege window would show the wrong holding in some cases.
  98. Fixed an issue where the hostage window wouldn’t have a filter window available.
  99. Fixed an issue where the initial character selection list wouldn’t sort until a new sort option was chosen.
  100. Fixed a bug where the player could get soft-locked when committing suicide.
  101. Fixed an issue where some mods uploaded to https://mods.paradoxplaza.com/ would not load correctly.
  102.  
  103. Interface
  104. Tweaks and fixes for the Nomadic UI skin.
  105. The Decision view has been optimized and should no longer slow down the game when open.
  106. The Golden Lineage trait icon has been updated.
  107.  
  108. Animation
  109. Reduced memory usage of map animals
  110.  
  111. Update v1.16.2:
  112. Features​
  113. Added Golden Lineage trait for the Greatest of Khans and their descendants, replacing the GoK house modifier
  114. Added Ask to Join Confederation interaction, so players can hop into existing confederation on their own initiative
  115. Added a Confederation Member guest pool to activities, so the members of your Confederation will be invited to activities
  116. Added an important action to join your Tributaries’ wars
  117. Dominating a Title now bypasses existing truces
  118. Tribal era innovations now provide some Nomad specific bonuses
  119. Added a Reindeer internal yurt building that provides county fertility bonuses in Forest and Taiga terrain
  120. External yurt levels now have unique names
  121. Gives Mogyer Confederation the Confederation Elective succession law, and gives Almos Arpad the First King of the Confederation modifier
  122. Adds horse animations to the Warhorse story cycle, and diversifies background art
  123. Steppe-culture castle and city holdings will now use art associated with their geographical region, and the steppe will use MENA holding art
  124. Audits character window and event backgrounds for some general improvements, as well as specific steppe and tribal updates
  125. Steppe-culture non-nomads (feudal, clan etc.) use backgrounds appropriate to their geographical region, ex. Western backgrounds in France, Indian backgrounds in India
  126. 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)
  127. Steppe-culture tribals and landless adventurers use nomadic backgrounds in most cases
  128. Tribals will use appropriate tribal-looking fallback backgrounds in more cases, rather than generic western feudal fallbacks
  129. Improves Mongol invasion events with some updated loc, music, animations, backgrounds
  130.  
  131. Bugfixes​
  132. Government type and vassal stance filters no longer resets whenever a subject contract gets modified
  133. Fixed an issue where no courtiers were generated for landed characters because of a faulty check on filled council positions
  134. You can no longer mug herders
  135. Cumania will no longer be named Khazaria in 1066 and 1178 start dates
  136. Lowered the frequency of AIs asking for Paizas
  137. Recently Sacked modifier now has a mixed martial icon
  138. Added a 10-year cooldown to A Servant of WitchGodName event
  139. Greatest of Khans Domicile will no longer bypass locked domicile slots
  140. Iron Cavalry and Wolves of the Deep Steppe are not shown as potential to every culture in the game anymore
  141. Bring Under Tribute CB has correct info about which Tributary Contracts will be established
  142. Fixed tooltip for Herders County Fertility effects from the Seasons
  143. Adopt Feudal Ways decision - the check for Tribes of the North culture is no longer visible for everyone
  144. Organize Court task for Yeke Jarquchi Court Position now correctly increases Aptitude of other Court Positions
  145. The Skull Collection internal upgrade for the Court Yurt now properly affects the agent joining chance for Schemes.
  146. Schemes are no longer sometimes incorrectly invalidated when loading a save
  147. The Impose Obedience intent is no longer visible if you don't own Tours & Tournaments
  148. The Byzantine throne room will no longer appear in unrelated Steppe cultures
  149. Both Heavy Horse Archers and Horse Archers now count towards the Horse Breeders cultural tradition discount
  150. The Tribes of the North cultural tradition only requires the Khans of the Steppe DLC now
  151. The Steppe by Steppe achievement now takes into account the expanded areas of the Steppe through the Expand the Steppe decision
  152. The Peace of the Great Khan decision no longer turns your government into a Republic
  153. Opinion now properly affects the migration acceptance
  154. The Vassals Cannot Migrate current situation tooltip is now more clear
  155. Reactive advice for razing holdings as a nomad now takes the cooldown into consideration
  156. Added a new trigger for checking if a holding could be razed by a nomad to improve the reactive advice for razing holdings
  157. The Pleasure Dome building is always enabled after building it, even if your culture no longer has the Turkic or Mongolic heritage
  158. The tooltip for the stargazer now correctly states you need to not be a kurultai member, rather than just "is not a councilor"
  159. Added new defines for determining how many commanders are generated for mercenary and holy order titles
  160. Landless rulers no longer have a max dread of zero
  161. Fixed values displayed for contributed herd from herder tributaries in the realm subjects window
  162. 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
  163. Fixed information about culture heads determined by herd in the culture window
  164. Fixed a softlock when the travel planning window was open
  165. Fixed nomads being charged gold for reducing maa size and receiving double herd back in some cases
  166. Made the game rule for nomadic situations unique so they are findable by type
  167. Fixed crash when trying to update a null province's domicile location cache
  168. Fixed white screen soft lock when canceling from iron man save interface
  169. Claims now use the base name of a title
  170. Added cost icon to men-at-arms that are creatable because of a tributary contract
  171. Vassals being targeted by the migration interaction now defer to their liege as the interaction recipient
  172. Prevented men_at_arms_limit modifier to drop the max size of men-at-arms regiments below 0
  173. Improved levy contribution tooltip when inspecting vassal and tributary levy contributions in the realm window
  174. Vassals of tributaries now contribute levies to the tributary's suzerain
  175. Made levies income row visible for nomads since they can get levies from feudal tributaries and vassals
  176. Fixed calculation for adjusted county fertility decline
  177. Fixed noble family rating growing from house members outside realm
  178. Fixed many court positions randomly invalidating for nomads during migration or when the holders got wounded/ill/old
  179. Fixed a bug causing parts of some subject contracts to be reset when loading a save
  180. Fixed bookmark characters not always wearing what their bookmark showed them wearing
  181. Fixed the Cuman war mask not being selectable in the barbershop
  182. Made the confederation_member script list work properly
  183. Made visit settlement for adventurers work as it should in herder and nomad holdings
  184. Explicitly cancels a character's tributary contract once they become a vassal
  185. Cancels truces both ways when a tributary contract is cancelled
  186. A suzerain and a tributary are no longer referred to as 'liege' and 'vassal' in the subject contract window
  187. 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
  188. Fixed issue in army window where there was a lot of lag opening the screen when you had a lot of special troops
  189. 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
  190. Reduces incidents of peasant characters wearing rags while married to noble characters
  191. AI will now use Herd to ransom themselves
  192. Prevents priest characters in nomad flavor events from being deleted or moved to the pool after being hired
  193.  
  194. Balance
  195. Limits Blood Brotherhood to same-gender characters, unless both are rulers or gender law is Equal
  196. Rebalanced Temujin’s conqueror event to give smaller immediate rewards, but recurring bonuses over the next few years
  197. Temujin’s conqueror event won’t give the Mongol Empire title, but clears the cooldown for Dominate Title
  198. Made it likely Temujin’s conqueror event will happen earlier, while he is ~30-40 years old
  199. Adds Herd effects to random conqueror events and their modifiers, making them more suitable for nomads
  200. Balanced MaA ai quality so that nomads will hire more diverse MaA types, and be less obsessed with Steppe Raiders
  201. Reduced the number of Confederations being formed and reduced the acceptance chance once they have 3 members.
  202. Low Prowess and Low Dominance decreases marriage acceptance for Nomads
  203. 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)
  204. 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
  205. 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
  206. Removed the option to sell more and earn more from the event you get after taking the Summoning Wealthy Visitors: Local Offers decision
  207. Non-nomadic characters targeted by the migration interaction are now much less willing to peaceably give up their lands
  208. 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)
  209. Reduced sources of knight effectiveness % from nomad yurt buildings
  210. Reduced duration of First King of the Confederation modifier and added title creation cost malus
  211. 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
  212. AI are more likely to take the Become GoK decision when they are valid for it
  213. Adds vassal herd modifier to Disciplinarian Accolade
  214.  
  215. Art​
  216. Added domicile building icon for reindeer yurt
  217. Added Golden Lineage trait icon
  218.  
  219. Interface​
  220. Added a fix to the traits possibly pushing buttons out of the list widget
  221. Made trait overspill hide under button or bottom right box in character lists
  222. Fixes for culture names pushing interface
  223. Toast messages fired during succession are now properly animated and no longer half transparent
  224. Improved the Migration window when playing nomadic situations other than The Great Steppe such as the Sápmi
  225. Fixed issue causing subject opinion changes not to show in tooltips when modifying subject contracts for tributaries
  226. Separated barony and character modifiers in the UI for domicile buildings
  227. Updated the Dominance level indicators on the Nomad widget
  228.  
  229. Localization​
  230. Added information about the change of Obedience acceptance in Legitimacy tooltips
  231. Improved display of edge case fail conditions for Negotiate Obedience interaction
  232. Lowered Eyelid options are now properly localized
  233. Updated the Domicile game concept to reflect their current succession behavior
  234. Improved the description of Sovereignty CB
  235. Fixed the localization for the disband_confederation effect
  236. Changed mention of vassal in tax tooltips to subject
  237. Fixed loc of Situation game concept
  238.  
  239. Databases
  240. Renamed black horde to red horde which would be more suitable with cardinal direction color assignment
  241.  
  242. User Modding​
  243. 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)
  244. Added define to control the maximum size of horde riders independent of maa modifiers that a character might have
  245.  
  246. Update v1.16.1:
  247. Bugfixes
  248. Fixed Veils not being removable in the Barbershop
  249. Fixed the Stand and Fight tradition giving too much Heavy Cavalry toughness %
  250. Made sure that players always start with a minimum of 7 Courtiers (unless they're adventurers)
  251. Made it possible to launch the special Hungarian migration via Decision even if you're nomadic
  252. Fixed most instances of getting Chaotic Succession kurultai events because someone else in your family died
  253. Fixed a crash that could happen if a domicile is spawned without a valid location
  254. Fixed a crash that could happen if you manage to switch to an unplayable character
  255. Fixed the conditions for the MENA throne room to appear, that caused some Steppe cultures to use the Byzantine throne room instead
  256. Fixed the effects of the Peace of the Great Khan decision that caused some steppe counties to be turned into republics
  257.  
  258. Balance
  259. Lowered efficiency of reinforcing MaA with Herd from 0.75 to 0.4 (1 MaA is now 2,5 Herd, up from 1,3)
  260. 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)
  261. 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
  262. Made the 'Realm Split' outcomes of Chaotic Succession more common
  263. 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)
  264. Added a -25 County Control penalty to Counties gained via the Demand Pastureland interaction
  265. 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
  266. Increased the Fertility Decline from White Zud (40% to 80%) and Cold Zud (30% to 40%) for Nomadic rulers
  267. Reduced the Fertility Growth percentage during a White Zud (-40% to -80%) for Herders and Settled Rulers
  268. 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)
  269. 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
  270. Added Herd loss during a White Zud for Nomadic rulers: 10% of their current herd during a White Zud, 20% during a Havsarsan Zud
  271. 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%)
  272. Added Prestige loss to the failure outcome of the Steal Herd scheme
  273. Reduced the initial max success chance of the Steal Herd scheme (from 40 to 30)
  274. Reduced base acceptance for the Negotiate Obedience character interaction (from -50 to -95) and added a medium Prestige cost scaling with Dominance level
  275. 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)
  276. Reduced the base Prestige gain from a Great Nerge from 300 to 250
  277. Reduced the base Prestige gain from an Excellent Nerge from 400 to 350, and the Gold from 350 to 250
  278. 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
  279. Reduced the base reluctance of the recipient for the Pledge Tribute character interaction (from -100 to -50)
  280. Added new Cultural Traditions to the Hunnic culture: Pastoralists, Horse Breeders and Recognition of Talent
  281. 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
  282.  
  283. Update v1.16.0.2:
  284. Memory optimizations to fix certain freezes and crashes
  285.  
  286. Update v1.16.0.1:
  287. Fixes crashes which could occur when saves from older versions were present in the save game folder
  288. Fixes chaotic succession despite obedient kurultai
  289. Fixes player getting pulled into AI nerge event causing them to get maimed
  290. Fixes stutters on paused lategame saves with large realms