Crusader Kings II

Crusader Kings II

The Great Trade League
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Opdatering: 22. sep. 2019 kl. 17:43

1.6.8.1
==Bugfixes and Optimization
- Removed the test code for Holo's event which nearly garanteed that it would happen.

Opdatering: 15. sep. 2019 kl. 19:11

1.6.8
==Changes and Balances
- The bloodline now reduce the Asset cost to rank up.
- The bloodline now also allow non-members to use the "Offer to buy goods" decision. It doesn't cost assets then but has a 6 months cooldown.
- The opinion malus for demanding gold from your Trade Master was shortened to 1 year.

Opdatering: 14. sep. 2019 kl. 20:53

1.6.7
==New features
- Added a decision to bribe the league in order to remove the antagonize/traitor flag.

==Changes and Balances
- If you asked the league for help with the resources system while not being a member, you can drop your end of the deal at the end of the event chain and keep all of the profits for yourself, this antagonize the league.
- Tribal and Nomadic characters are less likely to join the society.
- Improved the plot defense of a specific character so she doesn't get murdered in the middle of her quest chain.
- People who disabled the resource system will have the Bloodline requirement for it cleared.
- Buying goods from Caravans now count toward Trades done.

==Bugfixes and Optimization
- Prisoners cannot be chosen as cartographers anymore.
- Added checks to the Artisans power/decision to stay unavailable if you only have the materials required to craft something that require a DLC you do not have.
- Trade Masters should properly lose their title if you antagonize the society.

Opdatering: 22. jan. 2019 kl. 23:52

1.6.6
==Changes and Balances
- Improved the odds and lowered the prestige cost when personanly helping in the resource event.

==Bugfixes and Optimization
- Fixed the Trade Master decision that made them focus on investing trade goods in province. It wasn't limited to your own trade master.
- Prisoners do not meet the requirements to be cartographers from their cells anymore.

Opdatering: 11. dec. 2018 kl. 0:50

1.6.5
==Changes and Balances
- Nerfed the trade goods' modifiers to building cost and speed.

==Bugfixes and Optimization
- Fixed some missing brackets which broke some events.
- More attempts at fixing the cartographer.
-- It is back at using no attribute at all to avoid it doing random jobs of the other councilors or use their title name.
-- Added an event that force AI to pick councilors every years, as they barely ever did with the cartographer enabled.

Opdatering: 5. dec. 2018 kl. 23:52

1.6.4
==Changes and Balances
- If you have the right religious feature/gender/rule/law combinations when transforming into a merchant republic, its succession will be cognatic and/or enatic. Beware, Republics do not allow matrilineal marriages in most circonstances.
- Added a tooltip about the Bloodline in the society's Rank 4 tooltip.
- Added a tooltip at the end of the resource event chain that tell the estimated income it will create.
- Increased the income from the Stone/Grain/Meat resources.

==Bugfixes and Optimization
- Warehouses will properly be looted, the looters will not simply destroy the level 1-2 warehouse but leave its level 3 guards there.
- Replaced my on_action event that balance Paradox's forced influence on mission success by tweaking the scripted_effect itself instead of adding a new event. This should prevent any issues with mods that do not have Paradox's event.
- Tweaked the files for the Cartographer so it doesn't report the missing jobs related to my other mods in the error log. Also made its attribute "health", the game doesn't recognise it but it should prevent the cartographer from hunting heretics, I hope.
- Removed the duplicate stressed trait from one of the apprentice event.

Opdatering: 29. nov. 2018 kl. 18:16

1.6.3
==Changes and Balances
- Added a banner at the bottom of the councilor screen to tell people that to scroll down to see the new cartographer.

==Bugfixes and Optimization
- Some localization changes to the "deliver a trade goods" tooltip to make it clearer that it is in the intrigue menu.

Opdatering: 25. nov. 2018 kl. 22:52

1.6.2
==Bugfixes and Optimization
- Corrected a loophole that let people use the resource decision before the current search ended.

Opdatering: 23. nov. 2018 kl. 21:46

1.6.1
==Changes and Balances
- Changed the event picture used in the resource event about border frictions.

==Bugfixes and Optimization
- You'll receive the resource named in the event instead of one from a faulty flag received earlier in the event chain.
- The nomad's ability to move specific resources to their capital will now only be able to target provinces they own.
- Fixed something about my cartographer that made AIs unwilling to fill their entire council.
- Small tweak to the golden bloodline picture.
- Corrected some typos as usual.

Opdatering: 14. nov. 2018 kl. 19:17

1.6
==New features
- Holy Fury compatibility.
- The Cartographer -
-- A now Councillor position for your courtiers, doesn't grant any bonuses.
-- Can show the location the goods shipments/caravans, replacing the decision.
-- Can show the location of the natural resources.
- Resources system -
-- At start-up, several provinces will already have a resource in them.
-- The cartographer can show you the resource given to the owner by each provinces.
-- A new decision is available to every characters above baron rank to search for resources in their demesne provinces.
-- At the end of a long and expensive event chain, the province will receive a random resource based the terrain type/water access/trade route/nomadic. You can refuse it and keep searching for something else.
-- Members of the Great Trade League will receives goods, non-members will receive money, periodically.
-- Nomads will only receive the resource in their capital, those in empty provinces will be dormant. They can use a title decision on one empty province with meat/wool/hide/ivory to bring that resource to their capital.
- Rules -
-- Trade Masters are now enabled/disabled with a rule.
-- Trade Wars can now be enabled/disabled with a rule.
-- The Resources System can be enabled/disabled with a rule.
- Added a Bloodline, it require doing most of this mod's features on a single character.
- You can now attempt to buy goods from other characters. The chances of success depend on your offer, trader traits difference, Great Trade League rank difference and opinion.
- New mission to pick the business focus.
- New mission to send a caravan.

==Changes and Balances
- Apprentices now have some random flavor events that allow you to teach/remove their traits and the minor title is no longer limited to people with a stewardship education.
- Refusing to participate at the beginning of a Trade War will prevent you from getting the final event and the reward/penalty linked to it.
- Gave the society influence some "good" and "bad" years so it is less stable.
- Changed the cost of becoming a republic, but your liege may interfere. It may demand a bribe, declare you a traitor or give a claim to your republic's capital to some vassals.
- Added an option to the market events, that are not the buy/sell one, to ignore it and go to the regular buy or sell event.
- Lowered the chances of getting the the regular buy or sell event at the market first.
- Removed the 1-5 days delay between events when buying/selling.
- AIs will attempt to sell their goods more often if they have a lot of them.
- Lowered the society currency generation for Guild Masters.
- There won't be any kings/emperors in the society at the start.
- Capped the gold request from the Center of Trade.
- Added tax and trade value to the Center of Trade.
- Added an option to the center of trade maintenance event that appear if you do not have enough high quality goods to pay. It only tell you what goods are considered high quality, using it will do the same as not paying.
- Added a notification if the intruding thief steal your goods.
- Holo's artifacts are now equitable on the neck slot.
- Made Holo's rare one time per game event player only, as it should have been. Perhaps people will get to see it now.
- Sending caravans to province at war or with a Highways Robber Bands is riskier.
- Caravans now take longer to return the further away they are sent.
- Added goods descriptions on the crafting and investment events.
- Artisans Changes -
-- People with Jade Dragon can now craft weapons and royal jewelry with the artisans. (it was only for those with Monks and Mystics)
-- The artisans option to craft a weapon or ceremonial tool also give a Crate of Weapons and Armor, the option to create a Crate now give an armor artifact too.
-- A new event was added to the artisans crafting list, allowing to craft pottery and book. Making everything that isn't from the resource system craftable.
-- I have added all the recipes to the decision's tooltip.
- Warehouse Changes -
-- The warehouses are now buildings in your capital, no more dragons will swoop in and steal them, there is 3 levels:
--- Level 1 = The rented warehouse, with a negative income.
--- Level 2 = The regular warehouse warehouse, cancel the negative income.
--- Level 3 = The rented warehouse, small garrison bonus but a bigger negative income.
-- The higher the level, the more protection, as with the previous warehouse.
-- They can be destroyed by sieges, level 3 warehouse are less likely to be destroyed.
-- Added an intrigue decision to let you downgrade it from 3 to 2 if you want to save the taxes.
-- Added an intrigue and holding decision to destroy rented warehouses.
-- The max level warehouses that gave attribute points are now "decoration" for the warehouse, those can be still stolen and sold like before. Their attribute points are only active if your capital has a warehouse building.
-- As there were no stewardship dedicated warehouse artifact, a new warehouse decoration artifact now exist, which can be bought with assets.
-- The 4 non-stewardship decorations must be equipped to be active and only one may be active. The stewardship one require no equipping but you need to be a member of the society to activate it.

==Bugfixes and Optimization
- Your Trade Master won't give you their debt if they lose the title.
- Replaced the "doesn't have the trait incapable" or "is not a prisoner" with my own variant of "is_inaccessible_or_incapable_guilds_trigger = yes" to avoid issues with mods who doesn't have the default one.
- Gave the AI a single decision to spend trade goods, so it does not check all of their provinces every few months for every single goods.
- Referenced to the proper target for the localization when completing the "Get an apprentice" mission by appointing a courtier.
- Finally found where that "count" error was.
- Fixed the scaled caravan cost tooltip.
- More spellcheckings thanks to fco8.
- Found out why society influence was hell to balance. Paradox force extra influence with an on_action when a mission is cleared (despite influence already being added by the event itself) and I cannot really stop it. Added a modifier to that same on_action to counter it.