policy

  1. Location of kingdom policy names and policy description texts

    Hi, I would like to edit some kingdom policy names and their description. Where can I find the file to edit those? Thanks
  2. Helerek

    In Progress Citizenship policy

    Summary: Citizenship policy should compare Owner.Clan.Culture to Fief.Culture. Instead it compares it to King.Culture. Either description or script is wrong. How to fix? Replace the kingdom.rulingClan.Culture with fief.Culture, so it compared fief culture to owner clan culture and not owner clan...
  3. snuggans

    SP - General Please reconsider Serfdom policy

    can you please change the negative effect of Serfdom from -1 Militia to something else? literally anything else. and also remove -1 Militia from any other policy, it's just too debilitating to garrisons everywhere, it's contributing to fiefs frequently changing hands and making sieges...
  4. StaceMcGate

    Kingdom Relations/Voting 1.70

    1) Donating noble prisoners still generates relation gains with clans. -- This leads to cheese tactics in which the player can generate hundreds of points of relation gains with clans, far outpacing any other method of gaining relations with clans. Donating noble prisoners should only...
  5. CptMuppet

    Resolved "Citizenship" policy is not working as described in game.

    Summary: Description of "Citizenship" policy says that it gives "+0.5 Loyalty per day to settlements that have the same culture as their owner clan" and "-0.5 Loyalty per day to settlements with a different culture than its owner clan", but in practice it gives +0.5 Loyalty to all settlements...
  6. In Progress Council of the common, imperial towns policies : No effect on influence

    Summary: The policies Council of the commons and imperial towns are supposed to have an effect on influence but have none. How to Reproduce: Vote policies, no change in daily influence. Have you used cheats and if so which: Scene Name (if related): Media (Screenshots & Video)...
  7. StaceMcGate

    SP - General Kingdom relations and policy suggestions

    In this thread I'll be listing ideas on how to make the current Kingdom mechanics (as of 1.5.10) more dynamic and to be prevent the current homogenous state it currently is in Increasing relation gains and decreases - (Bug) As a ruler, your decisions have no gains or decreases despite the...
  8. Policy Question - Forgiveness of Debts

    HI Guys, just wondering what exactly is the effectiveness for the policy of Forgiveness of Debts. Settlement Loyalty is increased by 2 per day -- Totally got what it means. Settlement production is reduced by 5%. ????? -- I don't know what dose Settlement production truly mean. Is it the...
  9. Tintenkobold

    Resolved Bugs with policies

    I took some time to test policies and realized there are bugs and strange things in there. For example "noble retinues". It says clans with 4+ tier should receive +1 influence per day and gain +50 troop size. If I activate it, my influence decreases by -1. So either the description is wrong or...
  10. TheGioManDude

    SP - General Factions Should be different not only in name but also with regards to their Government, Culture, Polititcal and Societal Structures

    Currently, maybe for balance, all the factions in Calradia follow the same formula. Basically the feudal governing structure. But although this governing structure was prevalent in Europe, this was not the case for kingdoms and empires in Anatolia, Mezopotamia and the Caucasus. There could be...
  11. How does tribute work

    Does anyone know how Peace/Tribute currently work? Seems abit strange to me when we are winning the war on every point apart from 'casualty' and we are the one that's going to pay tribute if we propose peace. At the time of the screenshot, we also have waaay more prisoners than (3) listed...
  12. Resolved Noble retinues policy has wrong effect on party size

    Bug: Noble retinues policy has wrong effect. Possible Cause: [From 1.4.1 patch notes] Influence awards of some policies were adjusted to reduce influence inflation across kingdoms. Content of policy: Noble Retinues: Tier 5+ clans lose 1 influence per day and the party size of their leaders is...
  13. Council of commons does not give me any influence per turn.

    Summary: The council of commons policy does not give me any influence even though i have 4 fiefs with many notables. How to Reproduce: Basically join a kingdom, or make your own. Conquer something to get a fief and propose the council of commons policy, after that no changes to influence per...
  14. 150 influence removed to propose policy

    Summary: I lose 150 influence (dropping me to -100) when I propose a policy with me as the only clan in my kingdom How to Reproduce: Unable to reproduce the conditions, but it's consistent in my savegame. Wait till you have 50 influence, click propose, lose 150. Quest/Settlement Name (if...
  15. Lawspeakers

    This policy is awful. I'm in a clan and this passed without me being able to vote. Now I'm -40 influence. I can't start an army, I can't do anything. Raising your charm is *expensive*. I'm up to 75 and it's still considered low charm so I guess I'll just never be able to vote or assemble an...
  16. SP - Economy Nerf Khuzait But Also Don't

    Their military strenth is realistic in my opinion. They can be nerfed politically by not giving them some policies like Magistrates, Senate (suggest more below) Also nerfing bow and arrow slightly could help balancing khuzait
  17. SP - World Map Town Assimilation Must Be a Thing

    I know they dont want to change cultures of villages completely that's already been discussed. But A policy that decreases town loyalty 0.4 per day to bring some of your own people to the newly conquered lands would be nice One npc per Town and one for some villages (replacing already existing...
  18. Vidortan

    Resolved Kingdom Policy Fails Despite Having Majority of Votes

    When a policy is up for a vote, the majority sometimes will fail despite having more support. Why is this? I assume this is a bug.
  19. Cranky

    SP - General Policies, kingdom management, more diverse building system

    I'd love to see more diversity on policies system concerning: 1. Specific faction-culture, traits, skills based policies could be a way to make game a bit more challenging and replayable 2. Transformation in-line with age of the campaign e.g. concerning feudal system of society >> policies...
Back
Top Bottom