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.

[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.








