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A2025.3.22 Estate

Bilibili

[h3]Private Estate[/h3]
A portion of each major fiefdom (represented by a castle icon on the map) will be designated as private property.
These private properties can be sold to any character, as long as the other party signs an agreement on the right to use the private property with the holder of the fiefdom.
Each piece of private property will consume the development points of the fiefdom and also have an impact on the fiefdom. Most importantly, of course, it will bring profits to the owner of the private property.
The basic number of private properties will be determined by the character's administrative ability. Together with other modifiers, such as culture, skills, era modifiers, etc., it will ultimately determine the maximum number of private property buildings that can be constructed.
In each fiefdom, there will be a limit on the quantity of each type of private property building. It is impossible to construct an unlimited number of the same type of private property.
Private properties are also divided into those that can only be constructed in one's own fiefdom, those that can be constructed in others' fiefdoms, and those that can be constructed in both.
In someone else's fiefdom, the player can transfer the market they have built to the owner of the fiefdom at a price that is one-third of the construction cost. At this time, other characters may offer to buy your private property.
When a fiefdom is captured by someone else, your private property may be confiscated. Or the new owner of the fiefdom may negotiate terms with you, such as asking you to pay taxes and so on.

A2025.3.22 Estate

OK1 - When the attempt to establish a kingdom fails, the piety should still be deducted, and relevant failure prompts should be added.

OK2 - Just like the AI, when the player tries to establish a kingdom, a roll value determination should be made based on the relationship with the religious leader to decide whether to approve it.

OK3 - Fix the issue of the red error message that appears when the cabinet is promulgating a policy and the character happens to die at the same time.

OK4 - Add death prompts when cabinet and court officials die, and reset the policy progress to zero.

OK5 - Add the option to request the other lord to give up my claim.

OK6 - Fix the issue that it is ineffective when the player gives up their own claim.

OK7 - Cancel the setting of the de jure claim to avoid checking it every turn. Now, as a king, one can directly launch a de jure war on de jure territories.

OK8 - Add beneficiaries for invasions and de jure wars, and the beneficiaries can be changed.

OK9 - Once an offspring becomes a bishop, they can no longer inherit property and titles.

OK10 - Fix the issue that the vassal's support for a certain offspring is still shown even after the vassal's death.

OK11 - In the battlefield, for each lord invited to participate in the war, there is a 10% probability of losing 1 point of prestige.

OK12 - Fix some unreasonable triggering conditions of events.

OK13 - Address the issue that the AI's behavior of reducing the deed tax affects the player's vassals.

OK14 - After an estate is captured, an event of paying taxes for the estate will be triggered, which applies to both the player and AI characters.

OK15 - Fix the issue that the impact of the fiefdom's health on the outbreak of the plague is not taking effect.

OK16 - Newly conquered territories will have a loyalty penalty for half a year, which decreases monthly.

OK17 - The birthday gift event.

OK18 - The private property mechanism.

A2025.3.19

A2025.3.19 A new file must be opened!!!!!!!!
OK1 - Copywriting prompts for obtaining collectibles, addressing issues with red text.

OK2 - For character basics, change the starting age for the decrease in health from 40 years old to 25 years old.

OK3 - When the number of knights of the Holy Roman Emperor is less than 50, and a member state is invaded, only mercenaries will be provided.

OK4 - Fix the problem where, when a vassal of a member state of the Holy Roman Empire attacks another member state or vassal, the emperor also sends reinforcements.

OK5 - Optimize the production ID sequence.

OK6 - A major BUG where the data of dead characters is not read when loading a saved game, resulting in the disappearance of the characters!

OK7 - When a character is a minor, the duel challenge will not be triggered.

OK8 - The problem that the flag may disappear after changing the name of a fiefdom.

A2025.3.18

A2025.3.18 Must be new saved

OK1 - Fix the red error message issue that occurs when the standing battalion disperses.

OK2 - Reduce the probability of the event where court officials request a salary increase.

OK3 - After a character dies, it is not possible to interact in the character information interface.

OK4 - The red error message issue on the battlefield caused by temporary mercenaries.

OK5 - The problem that the new pope is not displayed after the death of the pope.

OK6 - Add options related to contraception and abstinence in "My Decisions".

OK7 - The Minister of Foreign Affairs adds the behavior of contract negotiation, which is used to increase the tax or military service proportion of vassals every year.

OK8 - Increase the probability of AI hosting competitions, and only fiefs with main buildings can host them.

A2025.3.17

A2025.3.17
OK1 - The issue of the ineffective execution of prisoners in jail.

OK2 - The issue of the possibility of childbearing when one is too old.

OK3 - Those at the king level or above cannot use the invasion mode of forcing others to become vassals.

OK4 - The problem that the duel button causes an error when selecting a new character.

OK5 - Members outside the Holy Roman Empire system can click the Holy Roman Empire button to open and view the Holy Roman Empire system.

OK6 - Fix the red text problem caused by the power of the cabinet.

OK7 - When a member state of the AI's Holy Roman Empire is invaded, the emperor has a probability of providing support.

OK8 - Independent lords can join the Holy Roman Empire.

OK9 - The fief expansion buildings cannot exceed the upper limit.

OK10 - The penalty correction for the fief exceeding the upper limit.

OK11 - When there is no main building, the private property event will not be triggered.

OK12 - Pregnancy ICON

A2025.3.16

[h2]A2025.3.16[/h2]

Here are some recent videos about function mechanisms.
Terrain and Weather Changes in Castle Buildings and Battlefields Collectors Mechanisms of the Holy Roman Empire


OK1 - Modification of the number of fiefs and exceeding the upper limit

OK2 - Add a button for allowing independence in the interaction interface

OK3 - The problem that when choosing to save the wife after a difficult childbirth, the child still survives

OK4 - Some unavailable buttons are still shown when selecting a character at the start of the game

OK5 - Players can become independent as vassals

OK6 - The BUG of the administrative skill increasing the directly-governed fiefs by +1, and as an adjustment, increase the upper limit of the number of private estates

OK7 - The wrong description of the shield skill and the problem of permanently holding a shield. Only the shield focus skill has this function

OK8 - The problem that the trait of being ambitious and increasing the directly-governed fiefs by +1 does not take effect

OK9 - Fix the problem that when clicking to skip a sword fight match, but waiting until the match ends, the player can obtain experience and bonus twice

OK10 - Reduce the experience gained from swordsmanship. It's too exaggerated that one can become a master swordsman in just 2 years now

OK11 - Add the function of changing the speed with the plus and minus keys on the numeric keypad in the sword fight scene

OK12 - The problem of UI interaction confusion in the main scene interface during the sword fight scene

OK13 - The icons of the Nordic trait and the pregnancy icon are missing

OK14 - Interact to let vassals or court officials change their religious beliefs

OK15 - Independent minor lords can seek the religious leader to be promoted in title

OK16 - In the god mode, the AI does not consider collectibles

OK17 - The BUG caused when spies search for information about collectibles

OK18 - The BUG caused by the event of unlocking cultural technology

OK19 - The land acquisition through duels by Nordics will not be affected by the relationship, and the related button will be moved to the character interface

OK20 - The problem of incorrect display after choosing a lord's vow task

OK21 - Fix the problem of the disordered display of cabinet tasks after loading a saved game

OK22 - When spurring children's education, some negative traits are missing from being removed

OK23 - The problem of the disappearance of the spurring and inspiring buttons

OK24 - The BUG related to the spy mechanism, where one's own self appears in the prison

OK25 - Implement the function of establishing a kingdom in the religious leader's papal court interface, and block some other functions that are currently unavailable