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Crusader Kings III News

Update 1.16.2.2

Hello everyone! We've got a very small hotfix today for a crashing issue players were reporting. This update should be fully compatible with existing saves and mods.

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Update 1.16.2.2 Changelog
  • Resolved an issue causing crashes for some users in 1.16.2.1

Crusader Kings 3 dev Paradox outlines repair plan after DLC gets mixed reviews

Between Civilization 7, Manor Lords, Tempest Rising, and so many more, if you're a developer, the world of strategy games is a tough one to inhabit right now. Standards are high. Competition is extensive. If players don't like your new update or latest DLC, they have plenty of other places to go. Crusader Kings 3 Khans of the Steppe, which introduces new governments and regions to the grand strategy game, has struggled somewhat on Steam so far. A month after it was released, the expansion has a 'mixed' rating from players, who cite some performance problems and balancing issues. But Paradox has a recovery plan. The developer explains how it manages feedback, and which changes it now will - and won't - be making to CK3.


Read the rest of the story...


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Update 1.16.2.1

Hello everyone! Today we're releasing Update 1.16.2.1, which brings a variety of tweaks, fixes, and balance changes. Most notably, this update introduces optional new difficulty levels (creatively named "Hard" and "Very Hard") that can be selected via game rules when starting a new campaign. This update should be fully compatible with existing 1.16.2 saves.

Check the changelog below for more information!

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Update 1.16.2.1 Changelog


[h2]Game Content[/h2]
  • 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


[h2]Game Balance[/h2]
  • 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.


[h2]Bugfixes[/h2]
  • 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.


[h2]Interface[/h2]
  • 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.


[h2]Animation[/h2]
  • Reduced memory usage of map animals


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As always, if you encounter any issues after today's update, please disable any mods and post a thread in the Bug Report board of our official forums. if the issue persists. We hope today's update improves your in-game experience!

Dev Diary #171 - Post-Release Support

Hello everyone! I’m Jacob, the Community Manager with Paradox Studio Black.

My role within the studio is to strengthen communication between us and you, the players, to ensure that we understand what you want from the game and that you understand what our intentions are for the future. While I’m just one part of the broader Community Team for Crusader Kings, I’m ultimately responsible for nearly every piece of public-facing communication we publish as a studio: dev diaries, feature breakdowns, chapter premiere videos, social media posts, etc. I’m also responsible for the reverse; every piece of feedback that ends up on a designer’s desk goes through me at some point in the process.

Today, I’m going to talk about the release of Khans of the Steppe and the feedback we’ve received from players, as well as how we’re addressing it. After that I’ll give a brief overview of how our development cycles work, what the hell Post-Release Support even is, and then cap it off with a quick look at what our next steps are as a studio.

I am a map gamer, so fair warning: There will graphs and charts in this dev diary.

State of Launch​

As you may or may not be aware, Khans of the Steppe and the 1.16 “Chamfron” Update were released on April 28th, and the initial response was fairly positive both from a technical perspective and a player sentiment one. However, we quickly noticed a spike in crash reports and commentary from players confirming this. Setting our lovely QA team to work, we quickly identified two major contributors to instability in 1.16 and pushed hotfixes to tackle both of them.

These fixes have led to a significant reduction in crash rates, but we’re still seeing elevated levels, so we’re still working to identify and resolve the causes of these crashes.

[Crash rate analytics since the release of Khans of the Steppe. The 1.16.0.2 hotfix (circled in red) made a big difference, but there’s still work to be done.]

While there was an immediate spike in negative reviews due to stability issues, the response at large to Khans of the Steppe was quite positive right out of the gate. When you spend months working on a specific project, it’s always an immense relief to see that it went well and players were having fun with the new content, so everyone at the studio was elated at the response!

Then the review score started dropping.

[Steam reviews for Khans of the Steppe. You can see the ratio of positive to negative reviews shrinking over time; In the “biz”, this is considered a Bad Thing. While the amount of people who leave reviews are a sliver of a fraction of the greater playerbase, this is still a valuable source of information for us.]

With all of our releases, we do a series of internal reports on the state of things at predefined intervals. There’s a Day 0 report, Day 1, Day 7, etc. While the Day 0 and Day 1 reports were initially positive, by the end of the week it became clear that there were outstanding problems that took some time to reach a breaking point for players.

So, what were those problems? In order to figure that out, we have to do some basic analysis of the reviews themselves. To begin, I took every negative review on Steam and put them into a spreadsheet where they’re arranged, translated (we try to assess feedback from as many languages as we possibly can), and categorized based on what their main complaint is.
(This isn’t the only way we analyze feedback, but reviews are fairly easy to explain so they make ideal content for demonstrating the point in this dev diary.)

Once everything has been neatly categorized (a task I find immensely soothing, for the record), I can generate a quick chart showing which complaints are dominating the conversation. The main cause of stability complaints in the reviews were already addressed or being investigated, so we can skip that category and take a look at the next one in the list: Balancing.

[Outside of stability issues, balancing concerns make up the majority of complaints about Khans of the Steppe.]

With my chart prepared, I can go to the design team and our Game Director to tell them “Players think the balancing is wonky, and here’s data to prove it.” From there, we can actually go through feedback to identify specific pain points and begin to address them in our first post-release support update (more on what that specific term means later).

If you’re only interested in what’s next for Khans of the Steppe, then I’ll summarize here and save you some time: We know that players have concerns with the DLC and we’re working to address as many of these concerns as we can within the time we have allotted for post-release support before anything else is pushed off to Realm Maintenance.

If you want to know more about how our communication pipeline from player to developer works, and how we act on what we hear from you, then read on! I intend to ramble for a bit longer.

Player Feedback​

In order to properly explain how we turn comments on the internet into changelog entries, I first need to talk about how we collect and parse feedback from all of our supported platforms.

[h2]Pre-Release Feedback​[/h2]
Our handling of player feedback for Khans of the Steppe started quite a while back, before the announcement of Chapter 4 in fact. Our preview dev diary back in February was published so far ahead of the normal schedule specifically so that we could gather information about player desires and expectations regarding a Nomad-focused DLC. The feedback we received from that DD is directly responsible for a variety of changes that made it into the release version of Khans of the Steppe, such as expanding the new Nomadic government type to certain non-steppe regions.

Additionally, we run a persistent closed beta program of roughly 100 people from our community. This includes members of various high-profile mod teams, historians, members of the community with a history of sending detailed and actionable feedback, and a small pile of content creators. The point of this program is to get direct player feedback on upcoming content as early into the development process of an update as we can (For Khans of the Steppe, this began roughly a year ago). As development progresses, more of the design is solidified and becomes more difficult to change in response to feedback, so this program is considered vital to us.

Once the development version has progressed far enough that we’re able to announce it publicly, we begin a fresh dev diary cycle. These serve to inform the playerbase of what we’re working on while giving us a chance to get broader opinions and suggestions about the upcoming content. Our companion videos that are released on our YouTube channel are also helpful here, since viewer retention stats can inform us which sections within a given dev diary are of particular interest to viewers.

[Retention graph for Dev Diary 166; the bump at the 11 minute mark shows that viewers were particularly interested in the “Blessings of the Blue Sky” segment]

Finally, in the last month or so before releasing Khans of the Steppe, we ran a separate preview group to get a final round of feedback. This is essentially a time-limited version of our persistent beta, and has a similar selection criteria for participation. During this stage, we essentially throw the flood gates open and pull in as many people as we think we can manage while maintaining some semblance of operational security. Mod team representation increases dramatically during this stage in order to give them a head start on compatibility patching their mods, and any content creator too slow to outrun our Influencer Relations Manager is also pulled into this time-limited program. Before you ask: Yes, that youtuber you’re thinking of is in this program. Yes, that one is too. Yes, them as well.

[A snippet from the aforementioned preview group. Yes, we run this through Discord.]

The goal here is to make sure that the content we’re working on matches the expectations of our players as closely as possible ahead of release; the persistent beta program allows us to do this in broader strokes while the DLC is still taking shape, and the preview program allows us to catch more issues that would have slipped through the net (as well as giving us a head start on our first post-release support update).

[h2]Post-Release Feedback[/h2]​
That’s all well and good, but what do we do about feedback after something is released?

After a major release, gathering immediate feedback from players is crucial to ensure that any critical issues that made it through testing phases are swiftly handled, and that our post-release support cycle is focused on addressing player pain points with the new content. We actively collect this feedback from a wide variety of places; our own forums, Facebook, Steam, YouTube, Twitter, Reddit, Discord, QQ Guild, Bilibili, Tieba, among others. Essentially, if it’s posted on a publicly visible platform, odds are that we’re going to see it one way or another.

[The pc-feedback channel on our official Discord server is one of several “primary” feedback channels we use. Voting systems make it easier to tell at a glance which posts are more important to the community there. Sadly, Reddit votes aren’t as useful for this purpose.]

To facilitate the collection of this amount of information, we have a set of Community Ambassadors (or “CAs”) who act as additional support for the bridge between our players and the development team.

One of the main responsibilities of our CAs revolves around collecting player sentiment and feedback, monitoring discussions, and identifying pressing issues that players report post-release. You’ve said it? They’ve probably read it. They help cast the net as far as possible to ensure no significant feedback slips through. After a major release drops, they immediately begin scouring for reactions then compile them into a detailed Day 1 post-release report for the studio.

[A snippet from the Day 1 report for Khans of the Steppe. These initial reports are crucial for identifying standout issues that need to be handled as soon as possible]

They condense hundreds of discussion threads, suggestions, and reports into a more digestible format to quickly identify what the community finds most pressing. As you can see above, crashing was the most prevalent issue highlighted in the Day 1 report, while balance issues weren’t widely reported until after the Day 1 report period.

Feedback gathered this way is used to determine what the priorities of the development team should be during the post-release cycle, which finally brings us to the namesake of this dev diary…

Post-Release Support​

Our studio is structured into various internal teams, with each one focusing on specific updates or expansions. We have a team for Khans of the Steppe, All Under Heaven, Coronations, and others we can’t discuss quite yet. Post-Release Support (PRS) is the final stage of development for a Major Update before the team assigned to that update is dissolved and its members moved to other teams within the studio.

The main objective of the PRS stage is to address any outstanding issue that may have slipped through the pre-development cycle. This includes fixing bugs, tweaking gameplay balances, and implementing various improvements or alterations to systems based on player feedback. The goal is to essentially “finalize” the DLC, but this doesn’t mean we cease work on the DLC outright. Any further updates or fixes that aren’t able to be implemented during the PRS stage go towards Realm Maintenance to be integrated into future updates rather than having their own dedicated release.

During a PRS stage, we step up our Quality Assurance (QA) efforts by bringing in additional specialists to assist with PRS. These specialists work closely with the development team to review bug reports and ensure that as many reported issues as possible are investigated, identified, and assigned to a member of the development team to be addressed. If you’re reporting bugs on our official forums during a PRS stage, these are the people replying to and tagging your posts.

[As an aside, the tags are there to signal to other members of the team that a post has been looked at; this reduces the chances of us wasting time by going over threads that are already being handled.]

Another important aspect of the PRS stage is taking care of issues that were “locked out” of the initial release for one reason or another. Two of the main reasons this could happen are feature freeze and loc freeze. During feature freeze, no new mechanics can be added to a DLC; anything that needs to be tacked on after feature freeze must target a future update. Similarly, a loc freeze means that no new player-facing text can be added, as localization into all of our supported languages takes a significant amount of time; any content that requires new or updated text after localization freeze must be scheduled for a future update. While these freezes mean that our response to feedback can sometimes be delayed, they ultimately help ensure that updates actually release when they’re intended to.

In most cases, the aforementioned future update will be one of the “point releases” during PRS. Each PRS stage typically has time allocated for two or three of these updates, with the expectation that we’ll need them to tackle issues that cropped up after feature/loc freeze or issues reported by the community. Additionally, we allocate time for hotfixes as necessary to allow emergency updates.

[It’s a bit messy to look at, but you can see here how certain commits by the development team are sent to different branches depending on their contents. We have a lot of internal development branches.]

Post-Release Support is an essential part of the development cycle in that it allows us to address player feedback as it’s submitted to us, but also to set the stage for future development by giving us a stronger idea of what players expect and want from the game.

Next Steps

So, what has the feedback we’ve gotten since Khans of the Steppe been about, and what do players want from the game?

Mainly, that the balancing is wonky and that our more dedicated players want the game to be harder. We’ve released Update 1.16.1 and 1.16.2 already to tackle the former, and I’ve been working directly with our Game Director to implement something to help us address the latter; this will take the form of Hard and Very Hard difficulty modes releasing alongside Update 1.16.2.1 sometime later this week.

[Highly experimental! Mostly untested! Probably imbalanced! Try it out later this week and tell us what you think.]

As we’ve said in the past, we want difficulty and challenge to be something that arise organically from how our mechanics interact, and think that giving flat buffs to the AI or penalties to the player for arbitrary reasons isn’t an ideal solution. That said, our community has made it clear that we’re not meeting our objective, and doing something is better than doing nothing. So while we intend to continue pursuing our goal of emergent challenge in the long term, we’re introducing these new difficulties for players who want the game to be harder right now.

[A small collection of some of the bonuses AI characters will receive in Hard/Very Hard difficulties.]

We’ve also heard quite a few people asking for a passive herd decay mechanic. To go ahead and rip the bandaid off: We’re not planning on implementing this. Put simply, the system wasn’t designed with this in mind and is instead built around discrete reductions. Too much of the game goes off the rails when it tries to deduct what doesn’t exist, and herd decay ultimately impacts AI rulers far more than it impacts players (compounding balance/difficulty concerns). With the PRS stage for Khans of the Steppe coming to an end, we don’t have the time or resources available to rework a core aspect of the DLC to this degree. Additional adjustments to this system are still possible in Realm Maintenance updates, but these are unlikely to fundamentally rework the system itself.

Aside from that, we’ve heard we still have bugs to squash! AI asking you for paizas should be significantly reduced in the next update, the steppe region map mode should be properly colored in again, etc etc etc. We’ll have a full changelog of what’s been fixed releasing alongside the update itself later this week.

After that, we’ll have a period of relative stability where mod authors can update their mods and players can finish a longer campaign without worrying about another update dropping and causing them grief. We’ll still be working on bugs and other issues that get reported (or already have been), but they’ll be packaged up alongside the release of our next piece of Chapter IV.

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While this is far from a comprehensive overview of development cycles, post-release support, or even feedback loops, I hope this gives you a stronger understanding of how these systems work at a glance. I’m always happy to talk at length about damn near anything involving Studio Black (as anyone subjected to one of my rants on our Discord can attest), so if you have any specifics you’d like to know more about then feel free to drop a comment and I’ll answer them as best I can!

That’s all we have for this week, but be sure to come back next Tuesday; we’ll be talking about the design vision for a small piece of content we’re working on called All Under Heaven.

Update 1.16.2

Hello everyone! Today we're releasing Update 1.16.2, which brings a broad range of feature tweaks, improvements, balance adjustments, and bug fixes.

Check the changelog below for more information!

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1.16.2 Changelog

[h2]Features​[/h2]
  • 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


[h2]Bugfixes[/h2]​
  • 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


[h2]Balance[/h2]​
  • 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


[h2]Art[/h2]​
  • Added domicile building icon for reindeer yurt
  • Added Golden Lineage trait icon


[h2]Interface[/h2]​
  • 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


[h2]Localization[/h2]​
  • 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


[h2]Databases[/h2]​
  • Renamed black horde to red horde which would be more suitable with cardinal direction color assignment


[h2]User Modding[/h2]​
  • 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


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As always, if you encounter any issues after today's update, please disable any mods and post a thread in the Bug Report board of our official forums. if the issue persists. We hope today's update improves your in-game experience!