Hi all! We received reports that our recent patch caused problems with the Crusader Kings II: Europa Universalis IV Converter DLC, and may have affected several mods as well. Thanks for letting us know! We've launched hotfix patch 3.3.5.1 to address the issue. Link to the forum thread.
[ 2021-09-28 11:41:47 CET ] [ Original post ]
Hi all! We have a small update wed like to share with you about the subscription service for Crusader Kings II. There are many players out there who are only discovering CKII now, through our subscription service, and we wanted to give you something extra as a thank you. CKII subscribers can now unlock:
- A set of never before released key art and made these available as wallpapers. Available after having been subscribed 45 days. The link to these wallpapers can be shared with anyone.
- A customised Spotify list with tracks from the various Crusader Kings II soundtracks. Available after having been subscribed 75 days. The link to this playlist can be shared with anyone.
- A 24 % discount on Age of Wonders III, which can be used at any time while the subscription is active.
Regardless of whether you are a long time Crusader Kings fan or a recent subscriber, we are grateful for your continued support! To view or discuss on our forums check out the thread here. https://store.steampowered.com/app/1538960/Crusader_Kings_II__Expansion_Subscription/
[ 2021-09-16 10:01:00 CET ] [ Original post ]
Howdy all, Sorry for the surprise information after not hearing from us for a while, but we have some super cool stuff to tell you. We are glad to bring you the launch of a new subscription service to the Crusader Kings 2 Game experience! Crusader Kings II is now available via subscription, giving users a convenient way to enjoy all of the medieval plotting and politicking that has made Crusader Kings a beloved game for strategists and role players alike. Subscribers will have automatic access to every piece of Crusader Kings II content with no other purchases necessary. Things to look forward to in this Subscription Service:
- 13 major expansions, including the fierce Norse of The Old Gods, the eastern riches of Rajas of India and the scheming vassals of Conclave.
- 12 unit packs, including new army sprites for your medieval forces
- 14 music packs, including two heavy metal scores
- 10 portrait packs of clothing and faces for rulers around the world
- The Game Converter which lets you export your saved game to Europa Universalis IV.
- The Crusader Kings II Ruler Designer, so you can create your own starting monarch.
- and many more improvements to the core game experience.
[ 2021-02-18 17:50:32 CET ] [ Original post ]
Hello Kings & Queens! We have published a patch addressing the launch issues for MAC users, on OSX Big Sur. Crusader Kings II now handles Big Sur, so you can now dive again in-game with your preferred OS. Thanks for playing CK2!
[ 2021-02-08 12:27:41 CET ] [ Original post ]
The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publishers grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased for a suggested retail price of $49.99/ 41.99/ 49.99 on Steam! https://store.steampowered.com/app/1158310/Crusader_Kings_III/ Crusader Kings III is the newest entry in the fabled grand strategy franchise. Guide a royal house through history, governing land, culture, religion, military operations and more in this game of medieval empire and bloodline management. Scheme from the shadows or march your armies openly to expand your borders. Utilize diplomacy and family, leveraging relationships and influence, to protect your lineage. For if a suitable heir you do not produce, your line, and your playthrough, ends. A new trailer, telling the fate of a would-be conqueror, can be viewed here: [previewyoutube=xjn66Cl3pMA;full][/previewyoutube] Crusader Kings III features:
- A Tale of Lords and Lineage: Every character has their own unique history and personality traits which are reflected in their portraits and the decisions they make. Events and options in the game are largely determined by the type of lord you play as, and the personalities of others must be plied in the right ways to achieve your goals.
- Wide and Varied Lands: With a map ranging from Europe to Africa, Asia, and the Indian subcontinent, you can assume the role of a noble house from nearly any culture. From the Vikings of Scandinavia to the tribes of Africa and the hordes of the Asian Steppe, this is your medieval sandbox.
- A Truly Noble Life: Enjoy a rich tapestry of courtly medieval life - court spouses, hire counselors, and raise armies. Entertain wandering guests, cultivate the ideal heir to cement your line, and send your more troublesome offspring off to foster elsewhere. Set spymasters to scheming and pit neighboring houses against one another.
- Lineage Management: The spawn of your royal union are both the future of your house and a resource for cementing greater power. Use them to forge alliances in far off lands and press claims on sought-after realms, spreading your influence to the corners of the known world.
- Disputes Solved by the Sword: When diplomacy has run its course take what should be yours by rallying your vassals calling your men-at-arms. Crushing rebellions and laying siege to enemy castles can prove a quick path to honor. But remember that true strategy requires cunning...
- Statecraft From The Shadows: Sometimes a scheme, the most subtle of diplomacy, is the most effective - a knife in the dark, a secret to be leveraged, a spouse seduced...
- Saints and Sinners: Set the religious course of your kingdom, whether that be keeping the faith or embracing a heresy to better align with your goals. If all else fails, start your own religion!
- And More Medieval Menagerie: Holy Orders, crusades, peasant revolts, mercenaries for hire, northmen raiders, customizable rule sets and a beautiful new map to wage your campaign upon!
[ 2020-09-01 16:03:16 CET ] [ Original post ]
Join us today, 1st of September at 17:30 CEST, on Twitch for the Release Stream of Crusader Kings III!
Twitch - Paradox Interactive
[ 2020-09-01 12:01:55 CET ] [ Original post ]
Welcome to our August Update in which we discuss the development of Crusader Kings 3. In this last Monthly Update before release, we discuss Performance & AI, Modding, Legacies and Achievements! [previewyoutube=QMuM8geOnVQ;full][/previewyoutube] Don't forget to join our Official Discord to discuss the game with fans and devs. Want to deep dive in our developer diaries from August? Here are a few links!
- Dev Diary #36: Performance & AI
- Dev Diary #37: Modding
- Dev Diary #38: Legacies
- Dev Diary #39: Achievements
[ 2020-08-28 12:08:51 CET ] [ Original post ]
An all new ruler joins the Monarch's Journey!
Stefan the First-Crowned will be available to play in CK2 on Aug. 22 at 13:00 CEST!
Crusader Kings 2 - Free to Play
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
[ 2020-08-21 16:25:48 CET ] [ Original post ]
An all new ruler joins the Monarch's Journey!
Grand Mayor Botstain of Gotland will be available to play in CK2 on Aug. 11 at 13:00 CEST!
Crusader Kings 2 - Free to Play
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
[ 2020-08-07 16:17:25 CET ] [ Original post ]
Read the final winners of our Stories competition!
Have a look at the first places!
GamesOnHardMode (Most Comical) told the story of Duke Morcar of York!
Bianka B. (Most Dramatic) wrote "Matilda of Tuscany", an excellent AAR story!
Feast your eyes, click here!
[ 2020-07-27 15:34:35 CET ] [ Original post ]
Each Monday the Crusader Kings Team shares two of the winners of our Stories competition!
This week, let's have a look at the second places!
Alex T (Most Comical) came up with an extraordinary comic you don't want to miss!
Linnea S. (Most Dramatic) shared an excellent piece of artwork with a short story.
Feast your eyes, click here!
[ 2020-07-20 15:30:07 CET ] [ Original post ]
Each Monday the Crusader Kings Team shares two of the winners of our Stories competition!
This week we take a look at the third places with Daniel B / McDanny (Most Comical) and Matt The Immortal Ramsey (Most Dramatic)!
Read their Stories on [url=https://www.crusaderkings.com/news/crusader-kings-ii-stories-ck3b3-3rd-place
[ 2020-07-13 15:04:48 CET ] [ Original post ]
An all new ruler joins the Monarch's Journey!
Mindaugas will be available to play in CK2 on July. 11 at 13:00 CEST!
Crusader Kings 2 - Free to Play
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
[ 2020-07-10 15:04:07 CET ] [ Original post ]
Each Monday the Crusader Kings Team shares two of the winners of our Stories competition!
This week we take a look at the fourth places with Pedro 0 (Most Comical) and Jules BK (Most Dramatic)!
Read their Stories on crusaderkings.com
[ 2020-07-06 15:32:13 CET ] [ Original post ]
Each Monday the Crusader Kings Team shares two of the winners of our Stories competition!
This week we take a look at the fifth places with Haddock (Most Comical) and Lord Beckett (Most Dramatic)!
Read their Stories on crusaderkings.com
[ 2020-06-29 15:05:36 CET ] [ Original post ]
Welcome to our June Update in which we discuss the development of Crusader Kings 3. This month our team tells you everything about decisions, stress, event scripting and audio in the game! [previewyoutube=Cs-Uaj6davU;full][/previewyoutube] Don't forget to join our Official Discord to discuss the game with fans and devs: Want to deep dive in our developer diaries from June? Here are a few links!
- Dev Diary #29: Even the Smallest Decision - https://bit.ly/2ZakkTX
- Dev Diary #30: Event Scripting - https://bit.ly/2NxbKct
- Dev Diary #31: A Stressful Situation - https://bit.ly/3fXXA0e
- Dev Diary #32: Going Medieval on Audio - https://bit.ly/2Z4jojO
[ 2020-06-26 14:12:57 CET ] [ Original post ]
Complete your CK2 experience during the Summer sale, all our DLCs are 50% OFF!
You will find links to our various expansions below!
https://store.steampowered.com/app/210906/Expansion__Crusader_Kings_II_The_Republic/?curator_clanid=3952814
https://store.steampowered.com/app/210908/Expansion__Crusader_Kings_II_The_Old_Gods/?curator_clanid=3952814
https://store.steampowered.com/app/226667/Expansion__Crusader_Kings_II_Sons_of_Abraham/?curator_clanid=3952814
https://store.steampowered.com/app/279600/Expansion__Crusader_Kings_II_Rajas_of_India/?curator_clanid=3952814
https://store.steampowered.com/app/292982/Expansion__Crusader_Kings_II_Charlemagne/?curator_clanid=3952814
https://store.steampowered.com/app/329010/Expansion__Crusader_Kings_II_Way_of_Life/?curator_clanid=3952814
https://store.steampowered.com/app/354330/Expansion__Crusader_Kings_II_Horse_Lords/?curator_clanid=3952814
https://store.steampowered.com/app/394320/Expansion__Crusader_Kings_II_Conclave/?curator_clanid=3952814
https://store.steampowered.com/app/449980/Expansion__Crusader_Kings_II_The_Reapers_Due/?curator_clanid=3952814
https://store.steampowered.com/app/530780/Expansion__Crusader_Kings_II_Monks_and_Mystics/?curator_clanid=3952814
https://store.steampowered.com/app/640140/Expansion__Crusader_Kings_II_Jade_Dragon/?curator_clanid=3952814
https://store.steampowered.com/app/756660/Expansion__Crusader_Kings_II_Holy_Fury/?curator_clanid=3952814
[ 2020-06-25 17:27:41 CET ] [ Original post ]
The Crusader Kings Team has reviewed all entries and selected the winners of our Crusader Kings II Stories Competition. Here are the winners!
Their work will be published in a blog post on our official website every week, starting next week! We are looking forward to share these wonderful stories and art pieces!
The winners will have a key for the Royal Edition of Crusader Kings III sent to the email used to enter the competition upon the release of game!
Discover the winners
[ 2020-06-22 14:13:31 CET ] [ Original post ]
Our Crusader Kings II Stories competition is slowly drawing to an end!
Thank you for participating in our Crusader Kings Stories AAR competition.
Winners will be announced on our website on June 22, 16:00 CEST.
[ 2020-06-15 14:01:16 CET ] [ Original post ]
An all new ruler joins the Monarch's Journey!
Basarab I of Wallachia will be available to play in CK2 on June. 13 at 19:00 CET!
Crusader Kings 2 - Free to Play
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
[ 2020-06-12 15:16:30 CET ] [ Original post ]
Our Crusader Kings II Stories competition is now open!
Send us your tales from CK2 between June 1, 2020 16:00 CEST and June 15, 2020 16:00 CEST.
10 winners will receive a copy of Crusader Kings III, Royal Edition!
Read the full details HERE.
[ 2020-06-01 14:08:11 CET ] [ Original post ]
Here is the awaited (and massive) monthly update discussing the developer diaries published throughout the months of April & May! All the links our written and in-depth developer diaries are just after the video! [previewyoutube=3_lfUosrMAE;full][/previewyoutube] Dev Diary #20: Religion and Faith Dev Diary #21: Custom Faiths and Pagan Reformation Dev Diary #22: A Medieval Tapestry Dev Diary #23: Holy Orders Dev Diary #24: Heresies and Doctrines Dev Diary #25: Map Features and Map Modes Dev Diary #26: Map Scope Dev Diary #27: Cultures and Cultural Innovations Dev Diary #28: Art Focus Join our Official Discord and come discuss CK3!!!
[ 2020-05-29 14:00:33 CET ] [ Original post ]
Enjoy Paradox Interactive games at up to 80% discount this week-end!
Each of Crusader Kings II's DLCs are also 50% OFF.
Remember, our DLC Horse Lords is Free to Keep for a limited time until Saturday 19:00 CEST!
[url=https://pdxint.at/2Z5WeeN]Crusader Kings 2 DLCs 50% discount, and up to 80% on Paradox Interactive games!
https://store.steampowered.com/app/203770/Crusader_Kings_II/
[ 2020-05-16 14:06:35 CET ] [ Original post ]
An all new ruler joins the Monarch's Journey!
Liao Hongji (Yelu Hongji) will be available to play in CK2 on May 16 at 13:00 CEST!
Crusader Kings 2 - Free to Play
https://store.steampowered.com/app/354330/Expansion__Crusader_Kings_II_Horse_Lords/
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
[ 2020-05-15 14:23:43 CET ] [ Original post ]
Hi everyone!
We have released a very tiny hotfix mostly focusing on Linux users!
You can discuss it on the forums.
Full Changelog 3.3.3:
- Fixed a potential security issue.
- Added support for Linux to get access to the currently released rulers for the Monarch's Journey. The rulers for Linux won't be continuously updated however (nevertheless those unlocked will suffice to get all CK3 perks).
Cheers,
[ 2020-05-15 08:20:45 CET ] [ Original post ]
Crusader Kings III will take its throne on September 1, 2020! Now available for pre-order! The herald rides forth to make the announcement all have awaited. Court and commoners hold their breath in anticipation. Jealous rivals, thwarted in their plots, sulk in the shadows, for the glorious day is coming. Crusader Kings III, the heir to the crown of grand strategy gaming, will take its throne on September 1, 2020. Now available for pre-order, Crusader Kings III is a medieval grand strategy role-playing game from Paradox Development Studio. Guide a royal dynasty through the centuries. Claim new lands through diplomacy and marriage, or use your armies to conquer your neighbors or unite a divided realm. When swords and seduction fail, however, spies and poison may still be effective. [previewyoutube=hEJZ4EiXRlM;full][/previewyoutube] Crusader Kings III is the sequel to one of the worlds most beloved strategy games. Rich with new historical content and character options, it has never been easier to wrap yourself in the ermine cloaks of power, writing your own story of castles, knights, crusades, and murder. Features of Crusader Kings III include:
- Character Focused Gameplay: Every character you play or interact with has their own unique personality. Events and options in the game are largely determined by the type of person you are.
- Infinite Possibilities: Play as any noble house from Iceland to India, Finland to Central Africa over five centuries. Interact with wandering guests, stubborn children, devious spymasters and saintly holy men in an elaborate tapestry of medieval life.
- Waging War: Rally your vassals and raise your men-at-arms to besiege enemy castles or put down rebellions. Personal prowess on the battlefield can win you great honor, but strategic planning is the path to victory.
- Royal Marriages: Spread your dynastic DNA throughout the world, stamping your royal seal on the crests of kingdoms and duchies far and wide. Marry for power and raise children to press claims on new lands.
- Saints and Sinners: Keep faith with your religious leaders or perform great crimes in the interest of the state. When the going gets tough, you can always embrace a heresy or craft a new religion more in line with your characters priorities.
- Schemes and Skullduggery: Learn the secrets of your courtiers and vassals so you can blackmail them for their support. Seduce your way into a superiors good books, or plot the untimely demise of an unfortunate relative.
- Events Inspired By History: Experience great holy wars, peasant revolts, cadet branches of dynasties, heretics, superstition, castles, knights and wars over inheritance.
- 3D Character Portraits: Characters age and change appearance as their traits take a toll on their body. The higher the rank, the fancier the clothing.
- And much more: Holy Orders, mercenaries, pagan and Viking raiders, easily customized rule sets and a beautiful new map to play on.
[ 2020-05-14 16:12:35 CET ] [ Original post ]
An all new ruler joins the Monarch's Journey!
Kulin Kulinic will be available to play in CK2 on Apr. 18 at 19:00 CET!
Crusader Kings 2 - Free to Play
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
[ 2020-04-17 15:00:51 CET ] [ Original post ]
Welcome to our March Update in which we discuss the development of Crusader Kings 3. This month our team tells you everything about a plethora of subjects! On the menu: tutorials and in-game encyclopedia, governments types and raiding, declaring war and hiring mercenaries, and (finally) civil wars and factions! [previewyoutube=RM6fmu5xaVY;full][/previewyoutube] Dont forget to join our Official Discord to discuss the game with fans and devs! Want to deep dive in our developer diaries from March? Here are a few links!
- Dev Diary #16: Tutorials and Tooltips and Encyclopedias, Oh My!
- Dev Diary #17: Governments, Vassal Management, Laws, and Raiding
- Dev Diary #18: Men at Arms, Mercenaries and Casus Belli
- Dev Diary #19: Factions and Civil Wars
[ 2020-03-27 15:04:26 CET ] [ Original post ]
An all new ruler joins the Monarch's Journey!
Hethum I will be available to play in CK2 on Mar. 21 at 13:00 CET!
Crusader Kings 2 - Free to Play
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
[ 2020-03-20 15:00:39 CET ] [ Original post ]
Our February Video Update delves deeper into the Lifestyles System of Crusader Kings 3! Discover the 15 Perk Trees and Focuses, as well as some of the unlockable Schemes, Bonuses and Traits that will help you flesh out and guide your ruler! [previewyoutube=AFRbfRmPNYA;full][/previewyoutube] If you want to learn everything there is to know about these lifestyles, have a look at our written developer diaries during the month of February! Dev Diary #12: The Stewardship Lifestyle Dev Diary #13: The Learning Lifestyle Dev Diary #14: The Diplomacy Lifestyle Dev Diary #15: The Martial Lifestyle And if you have missed those of January focusing on Lifestyles here are links! Dev Diary #9: Lifestyles Dev Diary #10: Lifestyle Events Dev Diary #11: Seduction, Torture and the Intrigue Perk Trees Dont forget to join our Official Discord to discuss the game with fans and devs!
[ 2020-02-28 16:00:47 CET ] [ Original post ]
An all new ruler joins the Monarch's Journey!
Harald Hardrade will be available to play in CK2 on Feb. 22 at 13:00 CET!
Crusader Kings 2 - Free to Play
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
[ 2020-02-21 15:11:22 CET ] [ Original post ]
Join us for our series of Monthly Updates on Crusader Kings 3! This month we discussed the vastly improved Lifestyle System! Check out the links below if you want more details on the developer diaries published in January! [previewyoutube=BUFw3vqwrJU;full][/previewyoutube]
- Dev Diary #9: Lifestyles
- Dev Diary #10: Lifestyle Events
- Dev Diary #11: Seduction, Torture and the Intrigue Perk Trees
- Join our Official Discord and engage with our community!
[ 2020-01-31 13:32:02 CET ] [ Original post ]
An all new ruler joins the Monarch's Journey!
Arwa Al-Sulayhi will be available to play in CK2 on Jan. 25 at 19:00 CET!
https://store.steampowered.com/app/203778/Expansion__Crusader_Kings_II_Sword_of_Islam/
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
[ 2020-01-24 16:00:53 CET ] [ Original post ]
Get the DLC Sons of Abraham before Monday Jan27, and keep it for free, forever!
Crusader Kings II: Sons of Abraham is the fifth expansion for the critically praised strategy/RPG. Gameplay focuses on the Abrahamic religions; Christianity, Islam and Judaism.
Key Features:
Control the Papacy through the College of Cardinals
Ask the Pope for money and favors
Interact with the Holy Orders and see their influence grow
Go on a pilgrimage to one of the holy places
Experience hundreds of new religious events
https://store.steampowered.com/app/226667/Expansion__Crusader_Kings_II_Sons_of_Abraham/
[ 2020-01-23 18:10:48 CET ] [ Original post ]
An all new ruler joins the Monarch's Journey! Paul I Subic will be available to play in CK2 on Jan. 11 at 13:00 CET!
https://store.steampowered.com/app/203770/Crusader_Kings_II/
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
[ 2020-01-10 16:00:29 CET ] [ Original post ]
The sixth ruler of the Monarch's Journey, Louis II "the Stammerer" Karling, will be available to play in CK2 on Dec. 28 at 13:00 CET! This one will require the Sword of Islam DLC which is currently discounted!
https://store.steampowered.com/app/203778/Expansion__Crusader_Kings_II_Sword_of_Islam/
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
[ 2019-12-27 16:00:11 CET ] [ Original post ]
Join us for our second monthly update in which we discuss the development of Crusader Kings 3! In this video, Rod sits down with our developers to discuss schemes, councillors, personality traits, courts and much more! This video is coming in a little bit early as we are all about to leave on holidays. The next developer diary will be published on January 14! [previewyoutube=DGL5HHYcGeU;full][/previewyoutube] Dont forget to join our Official Discord to discuss the game with fans and devs! Missed a developer diary during the month of December? Here are links!
- Dev Diary #5: Schemes, Secrets and Hooks
- Dev Diary #6: Council, Powerful Vassals and Spouse Councillor
- Dev Diary #7: Characters and Portraits
- Dev Diary #8 - Courts, Guests, and Wanderers
[ 2019-12-20 13:01:03 CET ] [ Original post ]
The fifth ruler of the Monarch's Journey, Louis II "the Stammerer" Karling, will be available to play in CK2 on Dec. 14 at 19:00 CET! This one will require the Old Gods DLC!
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
https://store.steampowered.com/app/210908/Expansion__Crusader_Kings_II_The_Old_Gods/
[ 2019-12-13 12:07:25 CET ] [ Original post ]
Join us for our new series of Monthly Updates on Crusader Kings 3! In this new format we discuss the developer diaries published throughout the month and bring you community news! Check out the links below if you want more details on the developer diaries published in November! [previewyoutube=https://www.youtube.com/watch?zLU63GeKdfo;full][/previewyoutube]
- Dev Diary #1: Dynasties and Houses
- Dev Diary #2: The Medieval Map
- Dev Diary #3: War
- Dev Diary #4: Development and Buildings
- Join our Official Discord and engage with our community!
[ 2019-11-29 11:52:34 CET ] [ Original post ]
The fourth ruler of the Monarch's Journey, Konstantinos Angelos, will be available to play in CK2 on Nov. 30 at 13:00 CET!
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
https://store.steampowered.com/app/203770/Crusader_Kings_II/
[ 2019-11-28 16:00:23 CET ] [ Original post ]
Hear ye, hear ye! The Steam Award Nomination season is finally upon us!
Crusader Kings II has been alive for the past 7 years. Supported by 50+ patches ranging from bug fixes to massive updates and by 15+ DLCs, our game has brought forth stranger than life stories to a myriad of players! And though its heir has been announced, the game keeps on delivering bi-weekly challenges to player!
Celebrate the old grizzled king of Grand Strategy by voting for Crusader Kings as nominee in the Labour of Love category for the 2019 Steam Awards! Click here to vote!
[ 2019-11-26 19:00:06 CET ] [ Original post ]
The winds of Autumn are howling, kings and queens hide in their castles by the warmth of their hearths. And what for? Why, to peruse some discounted DLCs for Crusader Kings 2 during the Autumn Sale! All our DLCs are 50% OFF! You will find links to our various expansions below!
https://store.steampowered.com/app/210906/Expansion__Crusader_Kings_II_The_Republic/?curator_clanid=3952814
https://store.steampowered.com/app/210908/Expansion__Crusader_Kings_II_The_Old_Gods/?curator_clanid=3952814
https://store.steampowered.com/app/226667/Expansion__Crusader_Kings_II_Sons_of_Abraham/?curator_clanid=3952814
https://store.steampowered.com/app/279600/Expansion__Crusader_Kings_II_Rajas_of_India/?curator_clanid=3952814
https://store.steampowered.com/app/292982/Expansion__Crusader_Kings_II_Charlemagne/?curator_clanid=3952814
https://store.steampowered.com/app/329010/Expansion__Crusader_Kings_II_Way_of_Life/?curator_clanid=3952814
https://store.steampowered.com/app/354330/Expansion__Crusader_Kings_II_Horse_Lords/?curator_clanid=3952814
https://store.steampowered.com/app/394320/Expansion__Crusader_Kings_II_Conclave/?curator_clanid=3952814
https://store.steampowered.com/app/449980/Expansion__Crusader_Kings_II_The_Reapers_Due/?curator_clanid=3952814
https://store.steampowered.com/app/530780/Expansion__Crusader_Kings_II_Monks_and_Mystics/?curator_clanid=3952814
https://store.steampowered.com/app/640140/Expansion__Crusader_Kings_II_Jade_Dragon/?curator_clanid=3952814
https://store.steampowered.com/app/756660/Expansion__Crusader_Kings_II_Holy_Fury/?curator_clanid=3952814
[ 2019-11-26 18:01:03 CET ] [ Original post ]
The third ruler of the Monarch's Journey, Saad Mordechai, High Chief of Baghdad, will be available to play in CK2 on Nov. 16 at 13:00 CET!
It requires Sword of Islam which is currently Free to Keep this weekend, starting Nov. 15 at 19:00 CET! Launch Crusader Kings 2 to play as Saad Mordechai and earn yourselves rewards you can use in Crusader Kings 3!
https://store.steampowered.com/app/203778/Expansion__Crusader_Kings_II_Sword_of_Islam/
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
https://store.steampowered.com/app/203770/Crusader_Kings_II/
[ 2019-11-15 19:00:06 CET ] [ Original post ]
Kings and Queens! We are thrilled to announce that the first expansion of CK2, Sword of Islam, is yours to keep forever if you catch it between Nov. 15-18! Crusader Kings II: Sword of Islam, adds playable Muslim rulers to the game and many other features!
Key Features:
Muslim rulers now playable with an updated interface
Unlock over 20 features - New countries & titles
New Muslim Dynasty Decadence System
Story events such as: Shia vs. Sunni
https://store.steampowered.com/app/203778/Expansion__Crusader_Kings_II_Sword_of_Islam/
[ 2019-11-15 18:03:22 CET ] [ Original post ]
We have just released an opening video to an upcoming series about the development of Crusader Kings III. In this video, Game Director Henrik Fhraeus lays out his vision for the game, speaking about his history with the franchise and his aspirations for the upcoming grand strategy game. Future installments of this video series will include summaries of information revealed in the previous months Developer Diaries and community updates so you can follow along with the games development! Missed one of our Developer Diaries? Make sure to check our news section on our official website! They come out every Tuesday! And don't forget to follow to the Community Hub of Crusader Kings 3 to get notifications about the game on Steam! [previewyoutube=FsY4eBmI4D8;full][/previewyoutube]
[ 2019-11-13 17:00:09 CET ] [ Original post ]
The second ruler of the Monarch's Journey, Llewellyn II "the Great" Aberffraw, is now available to play in CKII! Launch Crusader Kings 2 to play as Llewellyn II "The Great" and earn yourselves rewards you can use in Crusader Kings 3!
As a reminder: the Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
https://store.steampowered.com/app/203770/Crusader_Kings_II/
[ 2019-11-04 15:42:19 CET ] [ Original post ]
Crusader Kings II now features the Monarchs Journey! The Monarchs Journey is a new way of exploring the world of Crusader Kings and will help you earn cosmetic add-ons for Crusader Kings III through Ruler Challenges.
The Ruler Challenges present you with a new realm with a specific objective to achieve. Whether you are a newcomer or a veteran The Monarchs Journey is your chance to (re)learn parts of the game, try new worlds and new ways of play in our infinite medieval sandbox!
Just login with your Paradox Account in the launcher and enjoy the base game of this cult grand strategy game and its new challenges NOW:
https://store.steampowered.com/app/203770/Crusader_Kings_II/
[ 2019-10-20 11:06:34 CET ] [ Original post ]
Crusader Kings III is the newest generation of Paradox Development Studios beloved medieval role-playing grand strategy game. Expand and improve your realm, whether a mighty kingdom or modest county. Use marriage, diplomacy and war to increase your power and prestige in a meticulously detailed map that stretches from Spain to India, Scandinavia to Central Africa.
[previewyoutube=YlOXhOxEum0;full][/previewyoutube]
But uneasy lies the head that wears a crown! Your cunning is your greatest weapon, and intelligence is the key to all successful strategy. Guard your life and the future of your dynasty, because enemies foreign and domestic envy your status. Engage in espionage, join political factions, punish heretics or use assassins to make sure your throne passes safely to the next generation.
https://store.steampowered.com/app/1158310/Crusader_Kings_III/
Crusader Kings III is the medieval strategy role-playing experience that you have been waiting for.
- Shape Your Dynasty: Guide unique characters through history, choosing lifestyles best suited to their personalities and your ambitions.
- Rewrite Medieval History: Dynasties will change and adapt to changes in family and politics, swimming in a rich world of religious faith and royal pageantry.
- Build a Mighty Kingdom: Use cold steel or warm words to expand your realm; war backed by cunning, and diplomacy that unites bloodlines.
- Experience High Drama: Stranger than fiction stories leap off the screen, as characters plot against you and events push you to extremes.
- Learn as You Go: Guided advice helps newcomers and veterans navigate a rich medieval world. In-game suggestions tip you off to paths you might not have considered.
- The Usual Crusader Kings Fun: Keep a stubborn council in line, scheme against your overbearing uncle or marry rich duchesses for their land and legacy.
[ 2019-10-19 09:04:50 CET ] [ Original post ]
We are thrilled to announce that to celebrate PDXCON Crusader Kings II is Free to Play! Here is your chance to get your hands on our cult medieval grand strategy game:
https://store.steampowered.com/app/203770/Crusader_Kings_II/
[ 2019-10-17 17:05:41 CET ] [ Original post ]
Today Dan and Matt tackle the treacherous ground of a republic as they attempt to bring their family to the top! Going for the 'Mr. Doge Elect' and 'Family Bliss' achievements!
Tune in from 16:00 - 18:00 CEST right here!
[ 2019-10-02 13:00:25 CET ] [ Original post ]
Today Steacy and Dan will be taking on the achievement By Jupiter! and attempting to reform the Hellenic faith. There will be those that will stand in their way, those that call them crazy and such people (sadly) may have to burn.
Now live on Twitch: https://www.twitch.tv/paradoxinteractive
Missed the stream? Watch the VOD here: https://www.twitch.tv/paradoxinteractive/videos
[ 2019-09-11 14:00:03 CET ] [ Original post ]
We will be live in 15 mins with Steacy and Matthew achievement hunting! Come along and join the fun!
https://www.twitch.tv/paradoxinteractive
[ 2019-06-19 13:45:23 CET ] [ Original post ]
The 3.2.1 patch is now live! No huge changes for this one just a few of those fixes that we are always working on :) Check out the details here: https://pdxint.at/2XoEt6P
[ 2019-06-04 11:21:54 CET ] [ Original post ]
The Paradox Interactive Strategy Weekend is on! Pick up tons of deals across a huge section of our games right now and all weekend on steam!
Dont miss out on great deals and savings - head to the store now: https://pdxint.at/2JMCtlp
[ 2019-05-31 15:08:14 CET ] [ Original post ]
In Europe Otto marches on the path to an Empire, Rival Caliphs battle for control of the Muslim world and the last remnants of the vikings stir to the north. Hundreds of other characters have their own stories to tell. A thousand possibilities await in the Iron Century.
Crusader Kings II: 3.2 Iron Century is a free update for everyone that owns Crusader Kings II, and it should be downloading through your Steam Client as we speak.
If you experience any issues or bugs. Please submit a ticket through support.paradoxplaza.com, or make a bug report in our offiial bug report forum!
We will not be able to collect bug reports from Steam unfortunately.
[quote]Please note that you will most likely have problems with your old save games! So if you have ongoing games you want to finish, make sure you do so on 3.1.1. You can find information on how to set your game to other versions here![/quote]
Crusader Kings II: 3.2 Iron Century Changelog - Checksum KLLL
###################
# Free Features
###################
- New Bookmark
- 'The Iron Century', set in 936
- New Cultures
- Sardinian
- Slovieni
- New Shiite Heresy
- Qarmatian
- Map Reworks
- Portugal and south-western Spain
- 2 New Navigable rivers
- 1 New Duchy
- 3 New Provinces
- Egypt
- The Nile has been made navigable
- 7 New Provinces
- 3 New Duchies
- Added 3D models for Hagia Sophia.
###################
# Interface
###################
- Changed the previous Great Work shortcut in the great Works view to B from P in order to be more consistent with other views.
- Fixed the Great Works ledger page being present even if the Game Rules were set to not include Great Works.
###################
# User modding
###################
- Added NUDGE_WONDER_MODEL_LAND and NUDGE_WONDER_MODEL_COAST Lua defines.
- Added destroy_wonder effect.
- Added set_wonder_model effect.
- Fixed the wonder view modifier text lacking a newline when used in single column mode.
- Resuming wonder no longer checks is_active triggers.
###################
# Database
###################
- Corrected the position of the docks in Ceredigion so that it is now connected to a body of water.
###################
# Bug Fixes
###################
- Non bastard children now correctly uses their biological father's base attributes, instead of the default value, when calculating their yearly chance to increase their base attributes when growing up.
- Corrected the positioning of the Notre Dame Great Work model.
- Adjusted the brightness of the Cathedral Great Work texture.
- Reduced the size of the Cathedral Great Work model by 20%.
- Fixed clicking on the minimap to move the camera not working properly with GUI scaling.
- Fixed assassination plot event description incorrectly using the word poisonous instead of venomous.
- Fixed the highway robber band event not targeting Great Works in the character's demesne before Great Works in neighboring provinces.
- Fixed a faulty trigger in the decision for converting to tribal holdings to castles.
- Fixed an issue with the event to convert Hagia Sophia, which would cause the Great Work to not be active for Muslim rulers.
- Fixed an issue that stopped the Golden Crown Feature from showing up in the list of available Features for a stage 4 Statue Great Work.
- Fixed building the Moat Pit Feature on a Great Fortress enabling the other moat Features to be built on any Great Fortress.
- Fixed building the Bells Feature on a Great Cathedral enabling the Golden Bells Feature to be built on any Great Cathedral.
- Fixed Great Works Features that require a stored relic to be active, being active just from any relic being stored in any Feature owned by the same owner.
- Fixed moat Features for the Great Fortress not being visible in the available Features tab until the Pit Moat Feature was built.
- Fixed a crash caused by corrupted Great Works in save games.
- Fixed court size modifiers on buildings in the capital province not being applied.
- Fixed tooltips on buildings outside of the capital province claiming that they should provice a court size modifier.
- Fixed the Hagia Sophia conversion event triggering even though its culture already matches your religion.
- Rename messages should no longer be listed in the message settings.
- Retinue size is now also calculated from character modifiers.
- Moved retinue size modifier in Palace Great Work to owner scope.
- Slightly reworked order of operations for calculating max retinue cap.
- Homosexual female lovers are no longer referred to as male.
- Made sure event about mystic dying has the right border decoration.
- Newly built Great Work features no longer always get statue descriptions.
[ 2019-05-28 13:41:16 CET ] [ Original post ]
Don't miss your chance to secure your spot at PDXCON this year at 20% OFF! The discount will end on the 31st of May so if you already know that you're joining us the time to act is now!
Get your ticket now: https://pdxint.at/2VMNcxG
[ 2019-05-24 13:38:40 CET ] [ Original post ]
In todays dev diary its what you have all been waiting for - the patch notes! Read all about the changes as well as a dive into some of the new decisions and bloodlines coming in Iron Century!
https://pdxint.at/2M4ehNn
[ 2019-05-24 10:52:01 CET ] [ Original post ]
In our final dev diary examining interesting rulers in Iron Century we take a look at some rulers outside the big two of Christendom and Islam.
https://pdxint.at/2M4h3lI
[ 2019-05-23 10:23:29 CET ] [ Original post ]
Today we take a tour of the Muslim world in Iron Century. From the Umayyad dynasty at the zenith of their power in Iberia to the setting sun of the Abbasids in the west its a dynamic time for Islam - and a great time to play in the region!
https://pdxint.at/2wdc6MJ
[ 2019-05-22 08:32:38 CET ] [ Original post ]
Today we take a tour of Europe in Iron Century taking a look at 5 of the key Christian rulers. Get a closer look at the situation and history around the startdate!
https://pdxint.at/2WUWAkz
[ 2019-05-21 10:02:42 CET ] [ Original post ]
In todays Dev Diary Snow Crystal dives into the some of the interesting characters in the new Iron Century bookmark! From Oslo to Baghdad check out all the dynamic and challenging new starts!
Check it out here: https://pdxint.at/2JzJ7vx
[ 2019-05-20 08:29:12 CET ] [ Original post ]
Prepare for the Iron Century!
The next free update for CK2 will add a brand new start date on 7th of August 936!
A thousand possibilities await in the Iron Century - read about it in today's DD: https://pdxint.at/2Q7AMzr
[ 2019-05-17 11:48:21 CET ] [ Original post ]
Crusader Kings II: 3.1.1 patch is now live!
This patch introduces the Great Works of Notre Dame and Haga Sofia, and a bunch of other things!
Please note that we, as usual, won't be able to collect bug reports from Steam. So if you experience any issues, please report it on our official bug report forum, or by submitting a ticket through support.paradoxplaza.com
[quote]#########################################
#########################################
################ 3.1.1 ##################
#########################################
#########################################
###################
# Free Features
###################
- Court Improvements
- Added a limit and expenses tied to court size.
- Added court size modifiers and court maintenance cost reduction to the Majesty Tech.
- Added court size modifiers and court maintenance cost reduction to the Great Fortress and the Royal Palace Great Works.
- Added court size modifier to some Great Work features: Tavern; Royal Apartments; Hidden Passageways; Travel Tunnels; and Royal Bedchamber.
- Added court maintenance cost reduction to the Great Work feature Trap Door.
- Added court size modifiers to Castle Town and Market Town buildings.
- Updated how courtiers are selected for involvement in a multitude of old events.
- Added a chance for courtiers to live it up with character modifiers.
- Added a chance for courtiers to have a livelier social life.
- Added a chance for courtiers to get more interesting skills.
- Added a new decision, "Ask Courtiers to Leave Court", to help quickly reduce court-size.
- Added an event where you are able to give a courtier a nickname.
- Added an event for large courts, where courtiers praise your hospitality.
- Added historical Great Work Hagia Sophia in Constantinople, including conversion events.
- Added historical Great Work Notre Dame in Paris.
- Added a new random event on sacking of a besieged barony, with corresponding character modifiers.
- Updated Game Rules:
- Added separate Historical Great Work game rule.
- Added game rule for the Court Size Limit (On/Off).
###################
# Balance
###################
- Narrow flank command modifier now has a stronger and more intuitive impact on the chance of generating or avoiding a narrow flank in battle.
- Narrow flanks now also apply their engagement limit of the flank during the skirmish phase of battles.
- When a combat tactic changes the phase for a flank then the opposing side now automatically gets forced to choose a new tactic even if their ongoing tactic still isn't due to expire yet.
- Inactive Great Works are no longer counted towards the Great Work stacking cost penalty.
- Tech levels at start were rebalanced to take into account historically more advanced regions.
- Trigger chances for Councilor job events were rebalanced to take into account attribute scores up to 22, instead of the previous 13.
- City and Temple Infrastructure Technologies were merged into one with a slightly lower tax bonus modifier (max 40%).
- Shipbuilding technology has been moved from the Military Advances to the Economy Advances.
- New Infantry and Cavalry Technologies increase morale (up to 40%) and defense (up to 60%) of Infantry and Cavalry units, respectively.
- New Skirmish and Melee Techniques affect the Attack value of troops (up to 60%) and decrease the probability of having generic bad tactics.
- Military Organization gives now only a low overall bonus to morale (up to 20%), but keeps its importance for Retinue Size and now also Reorganization speed (morale recovery) of armies.
- Defender bonus for infantry in Mountain was increased to the range of 50%-100% for defense, and 50%-100% for the attack of archers and light infantry.
- Defender bonuses were also slightly increased in Hills and created for Forest and Desert.
- Heavy Cavalry defensive values were slightly increased in the Skirmish and Melee phases, and lowered in the pursuit phase.
- Camel Calvary melee attack value was slightly decreased and pursuit value increased.
- Mongol sacking events now destroy two random building levels instead of one.
- The outcomes of trying to seduce someone using the Private Conversation decision, are now more carefully calculated.
###################
# Interface
###################
- Added a tooltip for explaining that the cost displayed in the Great Work outliner items are yearly costs.
- Removed the Great Work history entry for when a feature construction is started, as it was bloating the history view without providing much value.
- Made sure "string_coast" actually reads "coast" in the descriptions of coastal Great Works.
- Fixed a localization issue in the Infidel tax tooltip.
- Fixed an issue that prevented the low resolution version of the province view Great Work image from showing when switching from a province that did not have a Great Work to one that did have one.
- Fixed the low resolution version of the Great Works display in the province view getting misplaced if "The Reaper's Due" DLC wasn't active.
- Fixed the Great Works view text disappearing when GUI scaling was used.
- Fixed the hospital button in province view not working.
- Fixed Great Work ticking cost text in the outliner sometimes overlapping the stage numeral icon.
- Fixed active conditions not being displayed when hovering the image of a completed but inactive feature.
- Fixed the realm tree and dynasty tree sometimes going outside of their dedicated UI space when UI scaling was active.
- Fixed certain defensive upgrades printing an unlocalized string in the description of the Great Work it's attached to.
- Fixed Great Work feature names sometimes getting cut off before the UI ran out of space.
- Fixed the chat log sometimes overlapping the description text for shattered or random world in multiplayer setup.
- Fixed the outliner Great Work items only showing the cost of either stage or feature construction. The sum of these are now displayed instead.
- Added a tooltip for explaining that the cost displayed in the Great Work outliner items are yearly costs.
- Fixed an issue that made it look like the player would lose prestige from enforcing demands when in fact, the losing side lost the piety. - Fixed an issue that made it look like the player would lose prestige from enforcing demands when in fact, the losing side lost the piety.
###################
# User modding
###################
- Added scrolling support for InstantTextBoxes.
- Added support for custom text in Great Works province history via add_custom_history.
- Added has_full_court trigger.
- Added num_of_courtiers trigger.
- Added free_court_slots trigger.
- Added set_wonder_damaged effect.
- Added court_size_modifier and court_size_maintenance_cost_modifier modifiers.
- Added the following new defines; BASE_COURT_LIMIT_COUNT, BASE_COURT_LIMIT_DUKE, BASE_COURT_LIMIT_KING, BASE_COURT_LIMIT_EMPEROR, OVERSIZED_COURT_UPKEEP_COST.
- Added add_wonder effect.
- Added is_important_character_to trigger to check if a character is marked for special interest of another character.
- Added on_post_birth_stillbirth on action.
- Exposed hard coded UI variables for the wonder, score, chronicle, realm tree and dynasty tree views.
- The wonder view modifier summary now functions without the right hand text box.
- Fixed wonder and wonder upgrade localization only having access to the Root(character) scope instead of the usual four scopes.
- Fixed dynamic localization not getting parsed for minor title custom localization.
- Fixed the game falsely claiming that you cannot play as a theocracy in a tooltip on the character selection screen when the selected character was controlling a religion with investiture.
###################
# Database
###################
- Added Santarem as a city to Lisboa.
- Added some details to historical characters to better represent The Anarchy (English Succession War 1135-1153).
- Changed Kurs, Tukumns, Marienburg, Sambia, Scalovia, Poznanskie, Lower Silesia, Czersk terrain to Forest.
- Changed Cebta, Amorion, Devon, Adana, Tripoli, Acre, Tiberias, Jerusalem, Hebron, Kerak, Monreal, Beersheb, El-Arish, Porto, Lisboa, Braganza terrain to Hills.
- Changed Marrakech terrain to Plains.
- Changed Friesach terrain to Marsh.
- Changed Beirut terrain to Mountain.
- Corrected capital of the Duchy of Mudar to Rahbah.
- Corrected spouse or marriage dates for several historical characters.
- Corrected Duchy of Chur starting tech levels to be similar to those of the rest of Austria.
- Corrected the date range of the Capricorn zodiac sign so that it no longer overlaps with Aquarius.
###################
# Bug Fixes
###################
- The events about declaring war in the tutorial should now trigger in the right order.
- Zoroastrians can now hunt.
- You no longer congratulate yourself on a job well done with Great Works.
- You can no longer accuse yourself of committing zina.
- The Player no longer gets the offer to imprison a lover or spouse who has contracted syphilis but is already in prison.
- Your spouse will no longer complain about a lack of conversation, due to your hermetic pursuits, if they are in prison.
- You should no longer perform a sacrificial ritual on yourself as a satanist.
- The barber no longer tries to change women's headgear instead of giving them a haircut.
- Your Patriarch will no longer be referred to as your Matriarch.
- A Hindu taking a vow of celibacy will now speak of an appropriate god.
- HRE can now change held kingdoms to gavelkind or elective gavelkind.
- Assassin-events now takes random world into consideration.
- Characters will now stop antagonizing their target after entering Seclusion.
- Pope no longer gives bonus to claims against a holy order title because they are uncrowned.
- The trap upgrade will no longer kill off your whole court.
- Zoroastrians can no longer take decisions that are not valid in random world.
- The pope should now be more low-key with the torture and drinking features to Great Works.
- The dynamic_crusader_state title decision should now check for coast in the right scope.
- Retinue modifiers of the Royal Palace are now being applied properly.
- Hermetic members can no longer spam the Perform Scrying decision, causing them to end up with a multitude of visions (modifiers).
- When finishing a mission to build a temple you will now only get one notification no matter how many buildings you finish.
- Changed the effect of the Quabba Great Work feature.
- Event about an irritating courtier now takes the courtier's gender into account.
- You can no longer do penance while doing penance.
- You can now secretly convert to faith as Christian religion.
- Added script for Zoroastrian check in ROOTs_secret_religion_is_playable_trigger, a trigger that's used to check if the player's secret religion is enabled by a DLC.
- You can now secretly convert faith as a Christian.
- Forcefully taking an imprisoned character as concubine will now break their existing betrothal.
- A Town is Born (event where you get a new holding slot) can no longer trigger if you already have 7 slots in the province.
- Pyramids can now be built or held by characters with Coptic culture.
- Removed Heating Pipes and Hypocausts features from the Garden Great Work.
- Removed Torture Chamber from the Library and Garden Great Works.
- Removed Spikes upgrade from some Great Works, including the Library, the University, the Konark Sun Temple, and the Buddhist Temple.
- The pope will no longer refer to your pregnant wife's womb as "barren".
- The Great Work upgrade Hidden Burial will no longer be described as drawing a lot of attention.
- Imprisoned vassals will no longer ask for council positions.
- You will no longer get multiple "Blessed has Passed" events.
- Robin hood event that removes the modifier "highway_robber_band" should now remove the correct modifier.
- A friend is no longer referred to as your lover when you try to antagonize them.
- Clarified what conditions need to be met in order to build the Grand University Great Work.
- The State of a God upgrade will no longer change which god it is depicting each month.
- Viking bloodlines will now make sure that viking traits are retained after loading a savegame.
- Debutantes will no longer be referred to as being "ready for employment".
- Aztec Pyramids now have a description.
- Added information text to Great Work features that allow private conversations or artifact storing.
- Cured a French disease which caused the women to lose their ears.
- You can no longer ask yourself nicely to stop your own plot.
- Characters possessed using demonic power will no longer be so reluctant to then join your demon worshiping cult.
- Added localization for the the Bn Faithful cult title.
- Made sure the Eternal Flame Great Work feature actually increases Zunist/Reformed Zunist opinion.
- The pope will no longer consider you a selfish crusader no matter your stance if you are the top-contributer to a crusade.
- Orthodox baptism now has fitting text and tooltip.
- When a stillbirth happens, the mother is now the one that has a chance to get sick instead of it being the grandmother.
- If a character kills your spymaster you now have a reason to imprison them.
- The achievement "I shed blood of Saxon men" now looks at the correct counties.
- Muslim characters can now create claimant factions.
- Your influence over cardinals will no longer influence the pope's decisions regarding excommunication if you're Orthodox.
- Catholics will now be appropriately interested in a crusade targeting Egypt.
- Fixed it being possible to build Features on Great Works not owned by the player character.
- Fixed Great Work construction being paused on succession.
- Fixed crash that occured if a province's history contained an invalid Great Work or feature.
- Fixed a duel so that it looks at personal combat skill instead of martial.
- Fixed issue with the Assassins Society sometimes giving you a mission to murder yourself.
- Fixed a bug where percentage checks against nomad population would always fail if the population was too high.
- Fixed a crash that could occur when crusades were completed on save games created before version 3.0.
- Fixed issue with the Great Harbor work having an inverted build cost modifier at its last stage.
- Fixed an issue with the meritocracy religious doctrine for reformed pagan religions.
- Fixed an OOS that could occur when the AI unpaused a Great Work construction.
- Fixed a bug that was stopping tribal settlements from getting replaced when the player should be able to replace them.
- Fixed a bug that would sometimes make it impossible to pause construction of a Great Work feature.
- Fixed the private conversation event not triggering.
- Fixed the history of the Chalkidike province so that it once again has a proper owner.
- Fixed the "Construct a Great Work" ambition getting fulfilled as soon as a Great Work construction started.
- Fixed Great Work feature construction not pausing when the feature conditions for it being active was no longer met.
- Fixed the Konark Sun Temple and the Mausoleum at Halicarnassus not processing their history setups correctly.
- Fixed not being allowed to build Great Work plating features if there already is a plating feature on any Great Work.
- Fixed building the Hypocausts feature on a Great Work enabling the Heating Pipes feature to be built on any Great Work.
- Fixed Great Works not removing feature slots when looted.
- Fixed issue with double pregnancy reports being sent if your lover is also your concubine.
- Fixed an issue with Ashoka Bloodline not being able to use the invasion casus belli.
- Fixed multiple issues with Bells looted from the Grand Cathedral.
- Fixed several issues with "Store a Relic" decision and Relic Tomb.
- Fixed the firing of two city sacking events for Mongol Players.
- Fixed marriage issues with Suomenusko religion.
- Fixed a formating issue in one "Lost Book" event.
- Fixed a faulty trigger in the artifact setup, ensuring that the Gjallarhorn is more likely to start out in the Treasury of a character with Germanic religion (rather than any landed one).
- Fixed issue that was causing the old "Friend of a friend" event to never fire.
- Fixed issue where an unlanded feudal character would sometimes change their government to theocracy when granted a county.
- Fixed some missing localization entries in the Private Conversation events.
- Fixed decision importance setting not always persisting when the game was restarted.
- Fixed some Great Work features with dynamic names using the wrong Great Work type in localization.
- Fixed university Great Work description using "great work" instead of "university" as type.
- Fixed some Great Work features not having their effects applied/removed when their active state changed.
- Fixed the game unpausing when pressing "continue" on the "player lost connection" dialog while the pause menu was also open.
- Fixed Cathedral Great Works description localization failing to find the name of the owner's religion.
- You will no longer be stuck on a never ending hajj.
- A child will no longer end up with a lover.
- The immortality events will not trigger if the mystic dies.
- Allied crusader states no longer secedes from player's empire.
- Fixed some court events firing when the character is in the field commanding armies.
- Aleppo now becomes de jure part of the Principality of Antioch when it's formed.
- Fixed scopes used used in modifiers to decide probability of joining secret cult.
- You can no longer exploit the smith chain to earn lots of money through the refund.
- Fixed an interface crash related to imprisonment if the player character died at the same time.
- The Hashashins will no longer randomly kill their member's courtiers.
- You can no longer assign councillor as your Advisor without having unlocked that position.
- Fixed text overlap on option in event about your smith talking away their work time.
- Your new vassal will no longer try to pay homage to you when you're in seclusion.
- You will no longer humiliate and release yourself from prison.
- The pope will no longer admonish you for not joining a crusade even he hasn't made it to yet.[/quote]
[ 2019-05-16 11:20:05 CET ] [ Original post ]
Todays Dev Diary reveals the patch notes for Update 3.1.1! This mostly bug fixing patch also includes some great free changes to how courts work!
Check it out here: https://pdxint.at/2HatR4q
[ 2019-05-10 11:26:01 CET ] [ Original post ]
Be the first to witness new game reveals, mega games, seminars and of course LOTS of good strategy gaming! Get 20% OFF all through May as an Early Bird! Tickets will be going fast! Achtung Berlin!
https://www.youtube.com/watch?v=-v1OM9Dcrec
Buy your tickets here!
[ 2019-05-07 14:56:22 CET ] [ Original post ]
Today's Dev Diary focuses on the team's plans to improve the court system. Key to any game, your court is getting more dynamic and involved in the next update!
Click here to read the development diary by Heptopus
[quote]Useful links
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2019-05-03 12:00:04 CET ] [ Original post ]
In today's dev diary Tuscany talks about future changes to how technology and combat work. Expect more strategic decision making at both the micro and macro level!
Click here to read the development diary by Tuscany
[quote]Useful links
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2019-04-26 13:07:41 CET ] [ Original post ]
PDXCON2019 is coming and we couldnt be more excited to meet our community at the event - which takes place on October 18th - 20th, 2019. Tickets go on sale on May 7th, but weve got a secret to tell you
If you head over to the PDXCON 2019 website at https://pdxcon.paradoxplaza.com/ you can sign up to the mailing list. Anyone that signs up will be given 8 HOURS early access before the public availability of the tickets to buy before everyone else! Sign up now and keep your eyes on the news well be sending out because tickets will sell out.
[ 2019-04-18 15:32:27 CET ] [ Original post ]
In today's Dev Diary, Tuscany talks about the upcoming bug fixing patch!
Click here to read the development diary by Tuscany
[quote]Useful links
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2019-04-05 12:09:44 CET ] [ Original post ]
Save 75% on Crusader Kings II during this week's Midweek Madness*!
*Offer ends Friday at 10AM Pacific Time
[ 2019-04-02 17:05:00 CET ] [ Original post ]
The worlds favorite medieval grand strategy role-playing experience was updated today with Great Works, a new upgrade to Crusader Kings II. This update, free to all Crusader Kings II players, allows you to relive the era of cathedrals by investing your royal power in building great feats of architecture and wonders that will increase the prestige of all who build them.
True wonders will take decades to build, not to mention further improvements and expansions, but your majesty must demonstrate the material power of the realm.
- Build Great Works: Construct grand gardens, majestic cathedrals, celebrated universities, libraries and more, increasing the glory of your empire and bringing further bonuses to your rulers.
- Marvel at Historical Wonders: Control the great wonders of the world - Pyramids, the Pharos, the Apostolic Palace, and others - to increase your prestige. All are represented on the map itself.
- Upgrade and Improve Great Works: Your descendants will take up the reins to improve the wonders youve started. Make a cathedral an artistic masterpiece with gargoyles and stained glass. Make your special fortress an almost unconquerable center of your military power.
[ 2019-04-02 11:09:05 CET ] [ Original post ]
We know how you love patch notes - so here you are! Feast your eyes on the 3.1 Great Works patch notes.
Click here to read the development diary by Tuscany
[quote]Useful links
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2019-03-29 12:56:56 CET ] [ Original post ]
In this week's development diary we'll look at what historical wonders you will be able to find in the game following the free 3.1 Great Works update (coming soon)
Click here to read the development diary by Tuscany
[quote]Useful links
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2019-03-22 12:46:04 CET ] [ Original post ]
We have a long tradition of supporting modding - and Great Works is no different! Read all about how we will allow you to mod in your very own great works!
Click here to read the development diary by Tuscany
[quote]Useful links
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2019-03-15 15:11:36 CET ] [ Original post ]
We've been talking a lot about the upcoming wonders mechanic, coming for Crusader Kings II. We hereby declare that we will be releasing the free 3.1 Great Works update on April 2nd 2019
Click here to read the development diary by Tuscany
[quote]Useful links
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2019-03-08 13:28:32 CET ] [ Original post ]
This week we'll have yet another look at the new Wonders system, and especially how you can add certain upgrades to them for extra effect
Click here to read the development diary by Tuscany
[quote]Useful links
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2019-03-01 13:15:59 CET ] [ Original post ]
Last week we revealed the new wonders system for Crusader Kings II, and this week we'll take a closer look at them
Click here to read the development diary by Tuscany
[quote]Useful links
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2019-02-22 11:52:49 CET ] [ Original post ]
Let's take a moment to talk about the near future of Crusader Kings II, some changes to the team structure as well as introducing the team that is currently tasked with working on the game
Click the image to read the full dev diary from doomdark
[quote]Useful links
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2019-01-25 11:00:59 CET ] [ Original post ]
The 3.0.1.1 Patch that has been in open beta for a while has now been released for everyone. Anyone that opted in to the beta patch should be automatically moved to the regular release version of the game.
This is a minor patch with just a few fixes, nothing mind-blowing in here.
There should be no issues continuing saves from 3.0.1 in this patch level.
[quote]
#########################################
#########################################
################ 3.0.1.1 ################
#########################################
#########################################
###################
# User modding
###################
- Added unit_graphical_culture, unit_graphical_cultures override for unit models in culture database.
###################
# Bug Fixes
###################
- English portrait pack should now display properly in early start dates.
- Custom message settings should no longer be overwritten by default values at the start of the game.
- Fixed Legendary Journey not getting any progress the second time you start it.
[/quote]
Please do not report any issues with it in this thread. If you experience problems, please post in our official bug report forum
We will unfortunately not be able to collect bug reports from Steam. Apologies for any inconvenience caused.
Thank you!
[ 2019-01-17 14:28:19 CET ] [ Original post ]
Hello all,
It has been a wonderful year for CK2, and I hope you all agree. A lot of work was put into Holy Fury which from the reception seems to be time well spent. We are not quite ready to talk about the next year but when we are you will be the first to know. We will now present something with no further comment.
Happy holidays, we hope you have a great winter break and we will be back next year.
//The CK2 Team
Original Post
[quote]Useful links
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-12-14 12:52:02 CET ] [ Original post ]
The 3.0.1 update is now live! This should fix the Black Coat of Arms issue (this is actually not in the patchnotes below, but it should be fixed anyway) and much more.
[quote]
###################
# Balance
###################
- The "Made a Battlefield Sacrifice" character modifier now only stacks up to three times.
- Made the Chinese Imperial government ignore religious differences when marrying or taking a consort.
- Added Arberian cultural retinue and culture building
- Reduced the chance for the 'What is Love' event to fire
- Children's Crusade event troops now are disbanded once the Crusade ends.
- Further increased the morale malus applied on the Children's Crusade.
- Somewhat toned down the chance of Alexander and Ashoka's Bloodline event chain from firing and increased the required Prestige requirements to 15000 from 10000.
- Made the Pope somewhat less likely to accept Excommunication requests on behalf of AI rulers and significantly less likely to accept Excommunication requests from landless mercenaries/holy orders.
- Byzantine Elector AI behavior now takes more into consideration the candidate's martial/intrigue/diplomacy when determining whether to pick him or not.
- Reduced Born in the Purple and Despot weight in Imperial Elective.
- Toned down the Revolt Risk effect tied to one of the Forge Bloodline event chains.
- Added Typhon to the Hellenic Evil Gods list.
- Cosmopolitan Nature and Religious Tax Doctrine are no longer incompatible.
- Increased Just opinion given by Benevolent Bloodline, and added Kind opinion to it as well.
- After Early period, Hungarian portraits no longer use nomadic hairstyles.
- Reworked Crusader States into targeted title decisions, rather than random events.
- Slightly toned down the chance of Players being asked for Mass Conversions.
- Elder Stances are now more forgiving (0 to 60 is the base Opinion range for Pleased, rather than 25 to 75).
- Elder Electors are sorted more harshly when it comes to culture and religion (infidels and foreigners are less likely to be picked). The religious weights are only active if the current ruler does NOT belong to a Cosmopolitan religion.
- Forge Bloodline Prestige requirements have been significantly increased if your dynasty has already created a Forged Bloodline type (even if the player ruler does not own it personally).
- Adjusted AI weights when deciding a potential target for an Antipapal/Excommunicated for Coronation war.
- Forge Bloodline is no longer aborted automatically if the ruler becomes Content, it only happens when becoming Incapable.
- Added "Papal Friend" Bloodline, unlocked as a small Catholic ruler winning an Antipapal/Excommunication war vs the HRE.
- Adjusted some faulty quality numbers on some martial category books.
- Tweaked the AI chance of enbracing Outremer Culture should their liege already be Outremer.
- AI characters ruling the Latin Empire, Jerusalem and the Outremer will no longer convert to the local culture.
- Tweaked chance of the AI requesting a Mass Conversion depending on various circumstances and made it smarter when it comes to select a likely sponsor.
- Updated the old Holmgang events to have their outcomes calculated more logically.
- The Pope shouldn't try to start a new Crusade the moment his previous Crusade is cancelled
- Decreased the frequency of battle events a bit in general (mostly for the AI) and for some of the most lethal events.
- Significantly decreased the occurrence of those mass produced Dragon Amulets.
- If a real Crusade starts being prepared while the Children's Crusade is ongoing, the Children's Crusade will dissipate.
- Holding the minor title of commander now gives 10 Personal Combat Rating.
Added the following new settings to Alternate Start:
- Cultures Only random naming option
- Religions Only random naming option
###################
# Interface
###################
- Fixed a tooltip regarding concubines to include "or Consort" so it works for both genders.
- Fixed a minor text overlap in an option of a Crusade flavor event.
- Fixed a description of a Warrior Lodge-founded bloodline having too long a text.
- Fixed a missing name in the description of an upgraded weapon received in one of the Warrior Lodge Legendary Journey events.
- Shortened an option text in a battle event to avoid portrait overlap.
- Shortened event texts in some updated pilgrimage events to combat text overflow.
- Fixed issue where broken or unsupported saves would not be shown as disabled in the load game menu.
- Added new artifact icons for the mythological heart and blood artifacts.
- Fixed typoed version of the deity Dievas.
- Fixed text overlap which would sometimes occur in an option of an old Court Chaplain job event.
- Fixed issue with holding interaction window being partially or fully outside the game window when using UI-scaling.
- Fixed the name of the Recruitment decision for the Plaguebringers displaying the entire description of the society instead.
- Fixed a missing rank-name for female members at rank 1 of the secret Taoist society.
- Fixed missing pronoun-loc in Assassins blackmail event.
- Added a checkbox to toggle a title having a short name for the renaming title interface. "Tier of
[ 2018-12-05 15:03:50 CET ] [ Original post ]
A special development diary for Holy Fury. Today we shall talk about bugs. Yes. There were quite a few, and they were fun!
Click here to read the development diary by Tuscany
[quote]Useful links
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-11-23 16:58:33 CET ] [ Original post ]
The development team would just like to extend a big thank you to all of you! Click here to read more [quote]Useful links Crusader Kings Wiki Crusader Kings Development Diary Archive
[ 2018-11-16 12:52:52 CET ] [ Original post ]
As we continue our quest to backtrack and provide manuals for our older expansions, I give you The Reaper's Due long overdue manual! (Does that qualify as a pun?)
The manuals are available through a link on The Reaper's Due store page.
https://store.steampowered.com/app/449980/Expansion__Crusader_Kings_II_The_Reapers_Due/
[ 2018-11-15 16:43:33 CET ] [ Original post ]
Paradox Unleashes Its Holy Fury
Today, Crusader Kings II Gets Its Biggest Expansion Yet
STOCKHOLM - 13 November 2018 - The medieval battle for the soul of Europe takes center stage in Crusader Kings II: Holy Fury, the newest expansion to Paradox Development Studios beloved grand strategy role-playing game. The almost infinite playground of dynastic politics in the Middle Ages takes on new drama with the addition of pagan warrior lodges, where you must constantly prove your mettle, and heroic bloodlines that add glamor and prestige to the descendants of history making characters.
Holy Fury is available now for an MSRP of $19.99 at the Paradox Store and major online retailers.
Holy Fury adds special new challenges for experience players by adding Shattered and Random World starts for the game. Begin playing in Shattered world where no one controls more than one county and prove how clever you are on an even playing field. Or start in a Random World that includes ahistoric kingdoms, empires and religions - a world that resembles our own, but is entirely fictional.
https://www.youtube.com/watch?v=xDohBTt8j44
Other features in Crusader Kings II: Holy Fury include:
- Warrior Lodges: Join a Pagan warrior lodge and raid your way up the ranks, unlocking access to powerful allies and greater military skill.
- Dynamic Pagan Reformations: Choose the tenets and organizing principles of your new religion.
- Legendary Bloodlines: Descendants of great warrior heroes will have bonuses that match the accomplishments of their forefathers, including historical bloodlines of Charlemagne, Genghis Khan and others..
- Sway or Antagonize Your Neighbors: Try to win a reluctant vassal through charm and persuasion, or provoke someone you want to push into conflict.
- Sainthood: Pious Catholics can become canonized, passing on their glory to their descendants and making their resting place a site of great value
- Mass Baptism: Emulate Vladimir the Great and convert your pagan nation to Christianity or Islam, dragging your citizens and vassals to the altar with you.
- Coronations: Feudal kings and emperors must find clergy to crown them, since all power descends from the heavens.
- New Crusade Events: Deeper gameplay for the religious wars of the era.
- New Succession Laws: A Pagan Elder Council may have the final word in how a realm is divided among heirs, or a ruler may challenge his brother to combat to unify a realm.
- And much more: Changes to religion, custom names for people or objects, lists of people youve killed, and other small changes for flavor and variety.
[ 2018-11-13 16:59:55 CET ] [ Original post ]
IMPORTANT! Do not attempt to play an older save from an earlier version of the game in 3.0. If you want to finish an old game, please go here to learn how to play on a previous version of the game!
[quote]
**************************
***** 3.0 Holy Fury ****
**************************
Free Features
- Added army movement lock system. When a unit has progressed 50% with its movement into a County, the order cannot be canceled. While movement locked, further moves may be canceled or queued up. Army movement lock can be disabled via the game rules
- Redesigned the character screen to provide more space for traits and modifiers, as well as opening up space for a handful of new interface elements, including personal combat skill and a more distinct artifact modifier entry
- Elector window added to the law view for elective succession laws
- Added artifact history, keeping track of who has owned any given artifact
- Added region-based pilgrimage event pictures on old pilgrimage events.
- Added Religion Head Actions, letting you easily interact with the Religious Head to Request Claims, Request
Money, Request Divorce, Request Invasions, and Request Excommunications. Which of these are available depends on your religion
- Scripted granular AI behavior for religious heads when determining willingness to engage in special actions such as Request Claim, Request Money, Request Divorce, Request Invasion, Request Excommunication, and Lift Excommunication.
- Most organized religions will now attempt to defend their religious head if attacked by someone of a different religion
- Added Groomed/Uncouth traits to work as non-inheritable equivalents of Fair/Ugly.
- Added Harelip portrait effect.
- Added special crown artifacts tied to famous titles (Persia, Roman Empire, Holy Roman Empire) that show on portrait when worn.
- Added genetic lefthanded trait, increasing character's combat_rating.
- Added genetic freckles portrait effect (with variations) for some graphical_cultures (Norse, Celtic, Saxon and Uyghur)
- Added non-genetic sturdy trait (opposite of Robust and Frail), giving special portrait visual.
- Added fat and malnourished traits (with portrait graphics), that can be gained or lost depending on a character's lifestyle.
- Added extensive flavor events tied to pregnancy and pregnancy complications (mothers no longer suddenly die of childbirth out of nowhere), as well as some post-birth flavor.
- Revamped Issue Declaration of Repentance decision, resulting in the Pope asking one of several possible requests in exchange for lifting a ruler's excommunication.
- Desert portrait background frame tied to location rather than religion. Martial headgear visual tied to in_command status.
- All elective successions (Feudal Elective, Elective Gavelkind, Tanistry) have been unhardcoded and the AI behavior for them has been completely revamped, allowing electors to select their candidate in a clearer and more rational fashion.
- Added Imperial elective succession and government for the Byzantines and Romans. The Imperial Court and Commanders receive a variable voter strength, with the Emperor's close relatives and Commanders being all potential candidates.
- Added more mercenary bands for Africa
- Updated Game Rules:
- Split the 'Supernatural' game rule into two: 'Supernatural' which controls events such as the Demon Child, and 'Absurd' which controls events such as Chancellor Glitterhoof
- Added the 'Generate Families' Game Rule, with the purpose of filling in historical blanks when it comes to historical families. When set to 'on' (default) most characters who start without any recorded historical family will have a spouse and a few kids generated. This prevents early game-overs and kickstarts the marriage game to initiate earlier.
- Added an extra setting to the 'Chinese Interactions' game rule: Restricted, which restricts the diplomatic range of China to the eastern portion of the map permanently.
- Removed the "Restricted" setting from the 'Dueling' game rule, so it now only has two modes:
- "Default", requiring your target to be a logical one, and penalties are applied for dueling "unsuitable" targets (such as priests or non-warrior women).
- "Unrestriced", allowing you to duel almost anyone, while the heavier penalties for unsuitable targets are removed.
- Added the Exclave Independence Game Rule, with the purpose of eliminating disconnected land on succession. As long as the new ruler during a succession isnt at war, their exclaves should be set independent according to the setting. If the AI is at war during succession, they will try to remove exclaves once every year until such a time they are no longer at war (does not apply to Players). Settings:
- Off - The default option, no removal.
- Limited - Exclaves of Independent Rulers at peace will be removed on succession unless they are connected to the Capital area with gaps no larger than one County, via a naval path or part of the characters primary De Jure territory.
- Limited (Naval) - Exclaves of Independent Rulers at peace will be removed on succession unless they are connected to the Capital area with gaps no larger than one County, via a limited naval path (1000 distance units) or part of the characters primary De Jure territory.
- Significant - Exclaves of Independent Rulers at peace will be removed on succession unless they are connected via a naval path or part of the characters primary De Jure territory.
- Harsh - Exclaves of Independent Rulers at peace will be removed on succession unless as they are connected via a limited naval path (1000 distance units) or part of the characters primary De Jure.
- Total - Exclaves of Independent Rulers at peace will be removed on succession unless as they are connected via a limited naval path (1000 distance units). Disables Achievements.
- Revamped Crusades for Catholics and Fraticelli
- A new preparation phase added before the Crusades launch, where characters pledge to join the Crusade and the Pope try to gather as many Catholics/Fraticellis as possible to support the Crusade
- Added a new "pot" mechanic to the Crusades, which will spread out prestige, piety, gold and artifacts after a successful campaign, to all the most participating members of the Crusade
- A player can now have a dynasty member as their Beneficiary for the Crusades, which will be their recipient if the Crusade is successful
- The Crusade Titles will be split between the beneficiaries of all the most participating members of the Crusade, and the "Crusader King/Queen"
- The Crusader King/Queen is decided by the most participating member of the Crusade, it can either be the participating Crusader, their beneficiary or the official papal Crusade recipient
- If the player is the most participating Crusader and give away the titles to their Beneficiary, they get an event which will let them start playing as their Beneficiary, the new Crusader King/Queen
- Added new Crusade events
- A chance for Crusader States to appear
- The Shepherds Crusade has been reworked
- Holy Orders
- Holy Orders have their own government form to make them more distinct from normal Feudal characters
- Holy Orders will no longer stick around if they feel their liege is unfit to rule
- The Knights Hospitaller really wants an island
- Rebalanced the money borrowing from Holy Orders
- Revamped Dueling
- Personal Combat Rating now ranges roughly between 1-100 instead of the old 1-5.
- The outcomes of duels are calculated more carefully.
- Duel events have been completely rewritten.
- High enough Intrigue unlocks a special option that can be used to affect the outcome.
- Revamped Battle events
- Personally leading a flank of your army now gives the army a 10% morale boost
- Old battle events have been remade and rewritten.
- New battle events have been added, often to allow dueling on the battlefield.
- Outcomes are better calculated.
- Added blood and mud splatter portrait effects.
- Map Update to Africa
- 63 new provinces spread across the continent
- Reshaped all existing provinces for increased geographical and historical accuracy
- Updated the names of a large number of provinces and titles for increased historical accuracy
- 6 new cultures: Daju, Kanuri, Zaghawa, Hausa, Songhay, and Soninke
- Reworked North Africa
- New empire of Maghreb, consisting of the kingdoms of Maghreb (Mauretania) and Africa
- 5 new duchies
- Reworked West Africa
- 2 new kingdoms, Ghana and Songhay
- 4 new duchies
- Added the region of Central Africa
- New empire of Kanem-Bornu
- 2 new kingdoms, Kanem and Hausaland
- 7 new duchies
- Adjusted rivers to accomodate for the newly added Lake Chad
- Map Update to Poland
- General overhaul to the DeJure territory of the Kingdom of Poland
- Vistula (major) river tweaked to be more geographically accurate
- (Minor) river Oder tweaked for more geographical accuracy. (Minor) rivers Warta and Bug added
- 6 new provinces, mostly improving granularity in Mazovia and Lesser Poland
- All old provinces moved and reshaped for more consistency
- Some updated provincial Coats of Arms
- Map Update to Pomerania & Eastern Germany
- (Major) river Elbe tweaked to be more geographically accurate
- Province of Bytow added to the Duchy of Pomeralia and province of Neumark added to the Duchy of Pomerania (both now at 3 provinces each)
- Bohemian / Czech provinces moved down south a bit to be more geographically accurate
- New province of Lausitz in the Duchy of Meissen
- Reshaping of provinces neighbouring reshaped Elbe (especially Brandenbourg which is a bit less blobby now)
- Map Update to the Baltics
- Major overhaul to the Baltic region (mostly encompassing the Kingdom of Lithuania's DeJure territory)
- (Major) river Daugava moved and reshaped a bit for more accuracy
- Minor river crossings in Lithuania reshaped for more accuracy
- 7 provinces added to enhance pre-Livonian Order flavour
- New duchy of Latgale added
- All old provinces in the DeJure Lithuanian Kingdom's territory have been reshaped for more historical & cultural accuracy
- New kingdom of Estonia, formable by holding the duchies of Estonia and the new duchy of Kalava
- Map Update to Finland
- 8 new provinces in Finland, improving mobility and spread noticeably in the area
- 2 new duchies in Finland (Ostrobothnia and Savonia)
- 1 new province in Lapland, in the duchy of Kola
- Map Update to Upper Burgundy and the Swiss area
- 7 New Provinces added
- 2 New Duchies added
- County of Bourgogne split into 5 parts (Varais, Portois, Amous, Escuens and Montbeliard), all five moved into the new Duchy of Franche Comt
- Schwyz (old Grisons), Zurichgau (old Schwyz) and Thurgau (old St. Gallen) moved into new Duchy of Upper Swabia
- A part of the County of Lombardia has been cut off to make the new province Bellinzona
- A part of Montferrat and Savoy has been cut off to make the new province Aosta
- Map Update to Norway
- 6 New Provinces added
- 2 New Duchies added
- The new province Gudbrandsdal opens up a new pathway across the mountains to make it easier to get between the western and eastern parts of the country
- Map Update to Denmark
- 5 New Provinces added
- 2 New Duchies added
- New pathways across the Duchy of Sjlland
- Map Update to Sweden
- 6 New Provinces added
- 1 New Duchy added
- Map Update to Bavaria/Austria/Carinthia
- 13 New Provinces added
- 5 New Duchies added
- 1 New Kingdom added
- Brenner's Pass opened between Trent and Tyrol
- Map Update to Wallachia
- Overhaul to the Wallachian/Moldovian region
- Dniester major river moved to a more geographically accurate location
- 7 new provinces added to the DeJure kingdom of Wallachia
- 2 new duchies added to the DuJure kingdom of Wallachia (Oltenia & Bessarabia)
- Duchy of Wallachia renamed to "Muntenia"
- Duchy of Moldau renameed to "Moldovia"
- Map Update to the Pontic Steppe
- New empire of "Pontic Steppe" added in the eponymous geographical region
- Kingdoms of Khazaria, Alania and the new kingdom of Crimea make this DeJure empire
- New duchy (Wild Fields) added to k_crimea
- 3 new provinces added to the region
- Map Update to Russia
- Major overhaul of the whole russian sphere
- All major & minor rivers reshaped
- e_russia is now created through 5 kingdoms (Ruthenia, Novgorod, Vladimir, Chernigov & Galicia-Volhynia)
- 3 new kingdoms : Vladimir, Chernigov, Galicia-Volhynia
- k_rus renamed from "Rus" to "Novgorod"
- 4 new duchies (Cherven Cities, Karachev, Novosil, Murom)
- 37 new provinces added to the general area
- A few titular russian-tribes-themed duchies added for earlier startdates
- Map Update to Italy
- 9 New Provinces Added
- 1 New Duchy Added
- 1 New Kingdom Added
- Map Update to Volga Bulgaria
- 6 New Provinces Added
- 1 New Duchy Added
- Map Update to Iceland
- 2 New Provinces Added
- In 769 Iceland now starts populated by Irish theocracies, representing the papars. Norse characters will during the Viking Age get the opportunity to take it over.
- Map Update to the Steppes
- Major Overhaul of the Steppes and Permya
- 112 New Provinces Added
- 38 New Duchies Added
- 2 New Kingdoms Added
- 2 New Empires Added
- Map Update Anatolia & Georgia
- 11 New Provinces Added
- 5 New Duchies Added
- Map Update British Isles
- 18 New Provinces Added
- 3 New Duchies Added
- Map Update France
- 13 New Provinces Added
- 2 New Duchies Added
- Reworked Major Rivers in France
- Map Update to Iceland
- 2 new provinces
- Reworked the sea zones around iceland
- Updates to Icelandic history
- New titles
- Principality of Antioch, available for Catholic rulers in charge of Antioch
- The Hansa is now available for players through a decision
- A kingdom tier Swiss Confederacy is available through a decision
- New cultures
- Crimean Gothic
- Dalmatian
- Carantanian
- Coptic
Conclave:
- Added call in favor for succession support character interaction for elective succession laws.
Due to limitations in how long you can make Steam announcements I must ask you to go to our official forum for a full changelog including bug fixes, balance changes and more - Full changelog here!
[/quote]
Please post any issues with this update in our bug report forum! We will not be able to collect bug reports from Steam. Thank you and apologies for any inconvenience caused! Go to bug report forum!
[ 2018-11-13 15:57:58 CET ] [ Original post ]
Today we celebrate the first EP from Pagan Fury! Please follow them on Spotify and check out the bio page for a special surprise!
Go here to listen and collect your gift: https://pdxint.at/2Fbl7NN
[ 2018-11-09 13:12:14 CET ] [ Original post ]
In this, the last Development Diary before the release of our next Crusader Kings II expansion: Holy Fury we'll go along the traditional route and post the achievements being added, as well as some other cosmetic things
Click to read the full Dev Diary
[quote]Useful links
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-11-09 10:38:50 CET ] [ Original post ]
As we move closer to the release of Holy Fury the development diaries become longer and longer! Today we will discuss the rework of elective succession system!
Click here to read the development diary by Silfae
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-10-26 07:57:47 CET ] [ Original post ]
Delayed development diary! Friday, we talked about a nice quality of life update to the interface, AI behavior and some new additional flavor regarding the Papacy!
Click the image to read the development diary by Silfae
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-10-22 14:06:32 CET ] [ Original post ]
Will you walk under the light of the true god as the Old World crumbles under religious strife? Will you rise above and fend off the demons that assail you? Crusader Kings II: Holy Fury, available on November 13, 2018. https://www.youtube.com/watch?v=5WPTuvrUnEI&=&feature=youtu.be https://store.steampowered.com/app/756660/Expansion__Crusader_Kings_II_Holy_Fury/
[ 2018-10-12 16:02:58 CET ] [ Original post ]
New development diary! A few weeks ago we discussed historical Bloodlines, today we will cover the topic of custom Bloodlines! We also have an exciting announcement! Pagan Fury, the official band of Crusader Kings has released their first album!
Click here to read the development diary by Silfae
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-10-12 10:59:21 CET ] [ Original post ]
Today we will put Pagans aside, go back to good old Catholics, and explore one of the new features coming for them with Holy Fury: Coronation Ceremonies.
Click here to read the development diary by Silfae!
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-10-05 08:21:10 CET ] [ Original post ]
New Development Diary! Well, then... Holy Fury will make Hellenism playable.
Click to read the dev diary by Silfae
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-09-28 08:24:12 CET ] [ Original post ]
Previously you were able to revert back to earlier versions of Paradox Development Studios (PDS) games at will on Steam. These specific versions predate the enactment of the General Data Protection Regulation (GDPR) - hence they are not compliant with the new policy. In order to continue our endeavor to reach full GDPR compliance, we have designed a new system regarding the access to earlier versions of PDS titles: from the 1st of October 2018 onward all previous versions of PDS titles will be locked under a Steam password. After 1st October, you will need to log into the Paradox Plaza website with your Paradox Account to access the codes for previous branches of each game that you own. This will, however, require you to link your Steam account to your Paradox Account. In an effort to comply with the GDPR, this is something we need to put behind the Paradox logins as it requires agreement to the Privacy Policy and Terms of Use to adhere to the GDPR guidelines. To get the codes for previous versions:
- Go to https://accounts.paradoxplaza.com/games and log in (or create) your Paradox Account.
- You will have to link your Steam and Paradox accounts to see your games - where your codes will be listed.
- To link your Steam and Paradox Accounts: simply go to the Settings tab. Under Steam account click connect (you will then be redirected to Steam to confirm your action).
- With that done the Games tab on Paradox Plaza will show the list of codes needed to revert to previous versions.
- See below to revert to older versions under passlock.
- Go to your Steam Library and select your game of choice.
- Right-click and select Properties.
- Under the "BETAS" tab.
- Enter the relevant code retrieved from Paradox Plaza and click "CHECK CODE".
- Select the version you wish to play and wait for Steam launcher to finalize the switch.
- If the previous step fails, exit the game, right click properties, local files, Verify integrity of game files and wait for all files to be verified.
[ 2018-09-24 14:56:06 CET ] [ Original post ]
Here is a new development diary! This week we are going to take a look at the Saints, their potential Pagan counterparts, and how they will work in Holy Fury.
Click to read the Dev Diary by Snow Crystal
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-09-21 08:30:20 CET ] [ Original post ]
Development diary #100! Today we have many topics to cover! From duel reworks, to new battle events without forgetting more dynamic scars and tattoos!
Click here to read the Dev Diary by IsakMiller
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-09-14 09:05:35 CET ] [ Original post ]
Welcome to another development diary! This time around we will be focusing on the Sway and Antagonize actions in Holy Fury. These actions will allow you to build more personal relations with another character, increasing or reducing his opinion of you.
Click to read the Dev Diary by Silfae
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-09-07 08:58:54 CET ] [ Original post ]
This is one meaty development diary! Today we will delve into two of the largest features of Holy Fury, the Shattered World and the Random World systems! Each of them is aimed towards different players. Shattered World, perfect for those who want a leveled playing field. Random World, great for those who wish to explore an unfamiliar - yet fleshed out - world!
Click here to read the latest Dev Diary by rageair
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-08-31 13:43:10 CET ] [ Original post ]
New development diary! Today we will take a peek at Warrior Lodges! Perfect societies for rowdy pagan or tribal rulers enjoying brotherly camaraderie and the scent of battle – but in order to join a Warrior Lodge you will have to prove yourself to its members…
Click here to read the latest Dev Diary by IsakMiller
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-08-24 10:03:18 CET ] [ Original post ]
Here comes the latest development diary for Holy Fury! Today we will discuss one of the free patch additions: dynamic phenotype.
Click here to read the latest Dev Diary by Silfae
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-08-17 09:26:14 CET ] [ Original post ]
After Russia, Scandinavia and Italy, here comes a new map development diary! Today we will have a closer look at the changes brought to Africa!
Click here to read the latest Dev Diary by Servancour
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-08-10 08:46:53 CET ] [ Original post ]
New development diary! Today we will resume our overview of holy wars with the Iberian Reconquista and the Northern Crusades.
Click here to read the latest Dev Diary by Snow Crystal
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-08-03 08:04:28 CET ] [ Original post ]
Brace yourselves holy wars are coming! In this week’s development diary we will have a glance at three of the five Special Crusades for Holy Fury: the reworked Shepherds’ Crusade, the Children’s Crusade and the Fourth Crusade. That is a lot of crusades right there…
Click here to read the latest Dev Diary by Snow Crystal
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-07-27 08:35:22 CET ] [ Original post ]
The third rogue development diary of July is out! This week we’ll take a gander at Holy Orders! We’ve created new ways to interact with them and these will be part of the free patch coming along with Holy Fury.
Click here to read the latest Dev Diary by Snow Crystal
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-07-20 08:09:51 CET ] [ Original post ]
We are back with another development diary! This week, we will take a stroll in the Alps and Italy, looking at the changes brought to the map.
Click here to read the latest Dev Diary by Snow Crystal
[quote]Useful links
Official Website
Crusader Kings Wiki
Crusader Kings Development Diary Archive
[ 2018-07-13 08:08:27 CET ] [ Original post ]
Slightly delayed development diary! This one focuses on the improvements brought to the Scandinavian region! Map enthusiasts will surely enjoy it!
Click here to read the lastest Dev Diary by Snow Crystal
[quote]Useful links
Crusader Kings II Wiki
[ 2018-07-09 13:14:25 CET ] [ Original post ]
A small hotfix patch related to mod crashes has been released under the number 2.8.3.2!
Click here for more information
[quote]Useful links
Crusader Kings II Wiki
[/quote]
[ 2018-06-27 09:07:24 CET ] [ Original post ]
Sneaking NEW development diary as this Friday is a national holiday in Sweden! This week we'll delve into Pagan Reformation! With Holy Fury, reforming a Pagan faith is no longer a one-click type of deal. Instead you’ll be able to tailor the new religion to become exactly what you want it to be!
Click here to read the latest Dev Diary by rageair
[quote]Useful links
Crusader Kings II Wiki
[/quote]
[ 2018-06-21 11:44:43 CET ] [ Original post ]
Did you know?
Rodrigo Diaz de Vivar, was an acclaimed medieval military leader who served under two Castilian kings before being exiled by Alfonso VI due to a military mistake. During his exile, Rodrigo offered his services to the Moorish king Yusuf al-Mu'taman ibn Hud and was given the title “El Cid” (The Master). Fearing Rodrigo’s military prowess, king Alfonso recalled him from exile - yet El Cid had plans of his own: to conquer Valencia. Leading an army composed of Christians and Moors, Rodrigo succeed in his endeavor and became independent.
Challenge
For this week's challenge let’s not settle for the middle ground! Start with Rodrigo Diaz de Vivar on the 1st of January 1094 and unite the whole Iberian Peninsula under his banner! When you’re done, why not try to expand into France’s territory?
[ 2018-06-20 14:00:47 CET ] [ Original post ]
Once again we will scour the tomes in our cartographer’s office! In the last DD we visited the Baltics, in this one we’re heading further up north – to the land of the Finns, a land of a thousand lakes and bear-gods
Click to read the latest Dev Diary by rageair
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2018-03-23 13:50:29 CET ] [ Original post ]
As I mentioned in the last Dev Diary we are working our way through some of the more neglected areas of the map. This time around we are teasing the upcoming changes to the Baltics.
Click to read the latest Dev Diary by rageair
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2018-02-19 15:09:11 CET ] [ Original post ]
The CK2 Dev Diary is back! Without spoiling the theme of the upcoming expansion, we still want to give you something to look at and discuss.
Click to read the latest Dev Diary by rageair
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2018-01-29 14:50:15 CET ] [ Original post ]
Today's Deal: Save 75% on Crusader Kings II!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday at 10AM Pacific Time
[ 2017-12-12 18:00:00 CET ] [ Original post ]
In the last Dev Diary we told you that we were working on a patch, and also teased you that we were adding something you’d requested to it…find out what in today's Dev Diary.
Click to read the latest Dev Diary by rageair
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-12-04 16:35:44 CET ] [ Original post ]
Jade Dragon has been released, and work has started on a post-release patch. Today's Dev Diary is a short rundown on some known issues we will be addressing.
Click to read the latest Dev Diary by rageair
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-11-20 14:20:31 CET ] [ Original post ]
Expansion - Crusader Kings II: Jade Dragon, all new content for Crusader Kings II is Now Available on Steam!
Crusader Kings II: Jade Dragon allows you to interact with China for protection and technological marvels -- and possibly face their wrath in the form of rebels or full-scale invasions. New gameplay features including a new Tributary system, Chinese Mercenaries, and much more will make the Transoxiana and India regions come alive with new surprises and challenges for even the most seasoned despot.
[ 2017-11-16 18:20:00 CET ] [ Original post ]
Crack the Chinese Puzzle in Crusader Kings II: Jade Dragon
Paradox Challenges You to Defy the Empire Caravans have roamed the Silk Road for centuries, bringing wealth and knowledge from far away. Even the richest rajas of India are humbled by the stories of the mighty Chinese Emperor. Can you navigate the fickle desires of this distant ruler? Choose a life of subservience, in the hope of future rewards, or bide your time until your dynasty is strong enough to invade the Empire itself. Dare to take on new political challenges in Crusader Kings II: Jade Dragon. https://www.youtube.com/watch?v=q-3aFc3WwKY Jade Dragon is the newest expansion to Crusader Kings II, the beloved medieval strategy role-playing experience from Paradox Development Studios. In Jade Dragon, the riches and overwhelming power of China sits off map, but makes its presence known through tributaries, armies and demands. Features of Jade Dragon include:
- The Further East: A new “China Screen” lays out the status and desires of the Emperor of China, letting you keep tabs on what he wants and how to earn his grace and receive valuable boons - tokens of his affection.
- An Eventful History: Random events tip you off to major happenings in distant Cathay, letting you know when the Middle Kingdom might be shifting its center of gravity
- Taoism: A Chinese religion that gives bonuses to stewardship, but spreads very slowly.
- New Asian Tributary System: Submit to the Empire as a tributary, always keeping an eye on the waning power of the Emperor, so you can time your escape to freedom
- Ambitious Adventurers: Disgruntled princes or curious adventurers may leave China to seek their own fortune to the west.
- Amazing Riches: Collect wondrous new Chinese artifacts for your characters, and a new Silk Road system that adjusts returns based on China’s stability.
- Chinese Characters: New Chinese and Tibetan portraits and Chinese units bring the empire to life
- Eight New Casus Bellis: Fight!
[ 2017-11-16 14:29:55 CET ] [ Original post ]
With Jade Dragon arriving in mere days todays Dev Diary is a short one.
Click to read the latest Dev Diary by Doomdark
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-11-13 13:50:01 CET ] [ Original post ]
For today's DevDiary we are sharing two important things with you - the full Changelog and the Achievements for the upcoming update and DLC!
Click here to read the latest Dev Diary from Meneth
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-11-06 13:12:51 CET ] [ Original post ]
Today's Development Diary is going to be a short one. We'll have a look at what the 2.8 update has in store for our modding community Click here to read the latest Dev Diary from Meneth [quote]Useful links Official Website Crusader Kings II Wiki Crusader Kings II Development Diary Archive
[ 2017-10-30 12:21:17 CET ] [ Original post ]
STOCKHOLM - October 24 - In less than a month, desktop royalty will have the chance to test their resilience against the most majestic empire of the Middle Ages. On November 16, 2017, Paradox Development Studio will release Crusader Kings II: Jade Dragon, the latest expansion to the best-selling medieval grand strategy role-playing experience. The Emperor of China is powerful, but not invulnerable. Clever rulers can exploit the Emperor’s occasional generosity to build their own empire, carefully watching the news reports and changes in the Middle Kingdom so that they can best ride out the tides of history. Then, when the moment is right and you are confident in your strength, strike out and seize the Dragon Throne for yourself. Jade Dragon features include:
- The Further East: A new “China Screen” lays out the status and desires of the Emperor of China, letting you keep tabs on what he wants and how to earn his grace
- An Eventful History: Random events tip you off to major happenings in distant Cathay, letting you know when the Middle Kingdom might be shifting its center of gravity
- Taoism: A Chinese religion that gives bonuses to stewardship, but spreads very slowly.
- New Asian Tributary System: Submit to the Empire as a tributary, always keeping an eye on the waning power of the Emperor, so you can time your escape to freedom
- Ambitious Adventurers: Disgruntled princes or curious adventurers may leave China to seek their own fortune to the west.
- Amazing Riches: Collect wondrous new Chinese artifacts for your characters, and a new Silk Road system that adjusts returns based on China’s stability.
- Chinese Characters: New Chinese and Tibetan portraits and Chinese units bring the empire to life
- Eight New Casus Bellis: Fight!
[ 2017-10-24 13:06:44 CET ] [ Original post ]
Imagine your ruler growing up, educating themselves, learning the ways of the world and finding their own place in it and never being able to tell future generations about it? No more will this plague you my friend!
Click here to read the latest Dev Diary from IsakMiller
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-10-23 10:36:22 CET ] [ Original post ]
STOCKHOLM – 10 October 2017 – His most grand and royal eminence, the Emperor of China, has sent an ambassador with intelligence on what to expect once you make his acquaintance in Crusader Kings II: Jade Dragon. In a new feature video from Paradox Development Studio, Henrik Fahraeus, the Game Director for Crusader Kings II goes through some of the changes and new systems coming in Jade Dragon, the newest update to Paradox’s best-selling medieval strategy game.
https://www.youtube.com/watch?v=uuzBotxO-IY
Jade Dragon expands on Crusader Kings II by introducing the power of a meddling foreign emperor, whose great energies cannot be contained in China alone. Can you channel this imperial ambition to bolster your own kingdom? Maybe you will become strong enough to claim the Middle Kingdom for your own dynasty.
We're also happy to announce that Jade Dragon will be sold for a suggested retail price of $14.99. The expansion will be available later this fall.
Learn more HERE
[ 2017-10-10 13:06:13 CET ] [ Original post ]
Let's have another look at Tibet. We've already had one before, but hey! Can you really know enough?
Click here to read the latest Dev Diary from rageair
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-10-02 12:09:56 CET ] [ Original post ]
If being in the Emperor's good grace is not of highest priority to you, what interesting options are available to you then?
Click here to read the latest Dev Diary from Rageair
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-09-25 14:57:36 CET ] [ Original post ]
Save up to 75% on Grand Strategy titles from Paradox Interactive including Stellaris, Steel Division, Hearts of Iron IV, and more*!
*Offer ends Monday at 10AM Pacific Time
[ 2017-09-21 17:10:00 CET ] [ Original post ]
In the last update we improved upon the Hungarian region. Now, as our expansion focuses on the Eastern parts of the map, we'll update the Middle East a bit.
Click here to read the latest Dev Diary from Servancour
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-09-18 12:05:59 CET ] [ Original post ]
Good afternoon. I’m Magne “Meneth” Skjæran, programmer on CK2, and I’ve once more been let out of my cage to write a dev diary for you guys. In the past I’ve written diaries about modding, optimization, quality of life, and some filler diaries over the summer, and today I’m returning to one of those topics: quality of life.
Back in 2.7, we added a number of quality of life improvements, which I had the honor of writing the dev diaries about. These changes proved hugely popular, so we thought we’d try to repeat it for 2.8. Our first step towards this was the Rally Points feature that will be included in Jade Dragon, but we decided to also add a bunch of free functionality.
So without further ado, let’s get started.
If you’ve ever had multiple artifacts of the same type, you have almost certainly felt the tedium involved in replacing an equipped artifact. First you had to unequip it, and only then could you equip something else into the slot.
We’ve simplified this by making “Equip” available even if a slot is filled; it’ll simply unequip whatever is in the slot first to make room. For mods that have slots that can take more items than one, it’ll unequip the first item it finds that uses that slot.
Another common frustration with artifacts is that the amazing weapon you just spent a fortune on can simply randomly disappear during succession. We’ve now eliminated destruction on succession for all equipped artifacts. Only artifacts that aren’t equipped now have a chance of being destroyed. Note that this does not apply when artifacts are inherited by a character’s liege as a last resort; then even equipped artifacts can perish.
One last frustration with regards to artifact is that upon succession, your heir just ignores what you had equipped, and instead what they already had equipped takes precedence. We’ve now changed this so that your heir will attempt to equip anything you had equipped, unequipping their own equipment if necessary to make room.
Now let’s move onto a different topic: the character screen.
I’m afraid it still looks the same, but we’ve made it slightly nicer to work with.
First of all, when you select a landed character, their realm will get glowing borders on the map, making it much easier to tell where that quarrelsome duke is actually located.
Further, we’ve long had a variety of status icons. Back in 2.7, we made the “prison” icon take you to whoever is keeping the character captive. We’ve now applied the same idea to a few other status icons:
- Job action: This will now pan to where the councillor is performing the action
- Guardian: This will now take you to the guardian’s character screen
- Leading troops: This will now pan to the army in question, and select it if it is one of yours
- The character portrait itself: If you click the character you’ve selected once more, you’ll now pan to their location
One brand-new addition to the character screen is the “Restrict Marriage” checkbox. Some of you may have already seen this on last week’s stream. For your children and grandchildren, you can now choose to disable the marriage AI so that they don’t get into marriages you don’t want. However, note that they may still marry by event, so you better not wait too long to arrange a proper marriage. To help you do that, you can now also arrange marriages on their behalf as long as “Restrict Marriage” can be enabled. Since this is an incredibly powerful tool, it does come with some restrictions. First of all, it can only be used on your children and grandchildren. Second, they have to be your vassals or below, or courtiers in your court or that of a vassal or below. Third, they cannot have been landed for more than 10 years. After being landed for such a long time they no longer accept their parent or grandparent interfering with their marriage. Overall, this removes one of the big reasons why players often refrain from landing their children, and provides the control you need to ensure the continued greatness of your dynasty.
We’ve also added the line of succession to every title screen, showing you who stands to inherit, instead of having to search for the characters based on the title’s tooltip. Note that this art is not final; it’s simply an example of my amazing programmer art.
Finally, we have one last change: The Proselytize council action has been made easier to use. It now highlights provinces of the wrong religion in blue, and puts what religion it is in the tooltip if you hover over it. Foreign rulers that you can convert are now also highlighted in red. This system can also be used by modders to define any color scheme they want based on the target province and the ruler ordering the job action. That’s all for today. If you have other ideas for quality of life improvements we would be happy to hear them, but we cannot promise that we will have the time to implement any of them in 2.8. Read the original post [quote]Useful links Official Website Crusader Kings II Wiki Crusader Kings II Development Diary Archive
[ 2017-09-11 12:00:38 CET ] [ Original post ]
“Jade Dragon” Pushes Borders Eastward with New Features Spanning India and Transoxiana
STOCKHOLM — Aug. 24, 2017 — Paradox Interactive, a stately pleasure palace devoted to ambitious rulers from all corners of the globe, announces a new expansion coming soon to Crusader Kings II. In “Jade Dragon,” the richest empire on earth looks to the west, seeking subjects and adventure.
In Crusader Kings II: Jade Dragon, Paradox Development Studio introduces the Empire of China as an off-map influence that can give great rewards or great dangers to those whose realms lie in the shadow of the Dragon. Flatter the Emperor with gifts of gold or concubines. Ask favors from the mighty prince. Stay on the good side of his appointed marshals on your borders.
What’s the old saying about crisis being both “danger” and “opportunity”?
Paradox hopes you are not too Jaded to enjoy a new trailer:
https://www.youtube.com/watch?v=yHGKl7Ggctk
Features coming in Crusader Kings II: Jade Dragon include:
- The Imperial Majesty Request: A new “China Screen” lays out the status and desires of the Emperor of China, letting you keep tabs on what he wants and how to earn his grace
- Kow-tow For Now: Submit to the Empire as a tributary, always keeping an eye on the waning power of the Emperor, so you can time your escape to freedom
- Adventure in the Great Wide Somewhere: Disgruntled princes or curious adventurers may leave China to seek their own fortune to the west.
- Booty and the East: Collect wondrous new Chinese artifacts for your characters, and explore a new Silk Road system that adjusts returns based on China’s stability.
- Rally Points: Instruct your levies to automatically gather up exactly where you want them.
- Dictionary of Chinese Characters: New Chinese and Tibetan portraits and Chinese units bring the empire to life
- Eight New Casus Bellis: You can never have enough
[ 2017-08-24 14:02:42 CET ] [ Original post ]
################### # Balance ################### - When a Secret Religious Cult reveals itself, all members will join in the conversion instead of just the ones in the same realm - The AI is now more often unsuccessful in recruiting new members to Secret Religious Cults - Priests, Zealous characters and Paranoid characters are now much less likely to join a secret cult - Characters accused of Apostasy (with the modifier) can no longer Induce Sympathy, Induct or Invite characters to Secret Cults - The cooldown between inviting/inducting characters into Secret Cults increased to 10 years from 5 - The AI is now less likely to recruit/induct characters into cults if they are in a realm without a player - Lowered the maximum amount of members the AI can recruit into Secret Religious Cults to a more modest number (from 370 to 91) - Characters in Secret Religious Cults can now only use Prepare Grounds in counties they or their vassals own - The AI is now much less inclined to create a secret religious cult just because their liege is a player - Diplomatic immunity now also prevents release from prison, banishment, and execution ################### # AI Improvements ################### - When one AI tells another "get your ass over here" the other AI is now willing to cancel a siege it only just started to actually get "over here" - The AI will no longer think that just because going back to Rome with its army briefly seemed like a good idea, it should continue going there even if it becomes apparent going to Rome is a terrible idea - The AI will no longer decide that gathering up to join its allies is a terrible idea just because there's nothing to siege in that friendly province ################### # Bugfixes ################### - Fixed an issue where targets of Tainted Touch would get the effects of Soul Corruption rather than the caster - Fixed giving someone multiple gifts on the same day causing the opinion bonus to stack, then disappear entirely on the next day - Fixed one way government type could switch away from Tribal on succession for no apparent reason - Fixed epidemics in some cases never ending due to being stuck on islands - Fixed the Black Death in some cases never ending due to the end date not working - If a Secret Religious Cult ends up without a Grandmaster, they will now disband - Characters not in a society can low lose suspicion level - When revealing your Secret Cults your suspicion level is reset - No longer possible to sacrifice the same person to Satan multiple times - Fixed councillor modifiers not being applied on the very first day of a campaign
[ 2017-08-15 11:37:23 CET ] [ Original post ]
Hello folks!
The Swedish summer vacations are drawing to a close and I’m back and eager to talk some more Crusader Kings! What better way to kick off the end of summer than by revealing the theme of the next expansion? Yes my friends, it’s China! Now, before you get all emotional one way or the other, we’re not actually going to expand the map farther east. We considered doing that, long and hard, but eventually decided on a different approach that would not strain performance and stability beyond reason. As I mentioned in Dev Diary #51, it bothers me that the eastern edge of the map just cuts off in such an unnatural way. Playing in the Orient, you should always feel like you’re in the shadow of the Dragon. It should be an interesting and dynamic region right in the center of the Old World. So, we came up with the idea of adding China as a political entity even though you cannot actually see most of its territory.
There is a new screen you can open up, which, if you’re within range of China, allows you to interact with the Emperor in various interesting ways. China can grant many wonderful boons if you’re in the emperor’s good graces, but, depending on the current status and policy of the Dragon Throne, the emperor can also decide you’d better show some respect and become a tributary state. When there is turmoil in China, displaced or fleeing armies can arrive on the map and cause all kinds of trouble. China can even seize and rule actual provinces, but the emperor leaves the governing of such areas to the Governor of the Western Protectorate (or, to be a stickler, the “Protectorate General to Pacify the West”.) Potentially, this on-map part of China can grow enormously powerful, but you should not have to worry too much as long as you enjoy the emperor’s grace…
That’s going to be all for now. I’m sure you have a million questions, but you’ll have to wait for the upcoming dev diaries. :)
Meanwhile, remember to tune in to our CK2 livestreams between 16 to 18:00 CET!
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-08-07 11:19:07 CET ] [ Original post ]
Hi, please see the below thread for a statement from Paradox Interactive's CEO, Fredrik Wester: https://forum.paradoxplaza.com/forum/index.php?threads/pricing-change-rollback-information-thread-latest-news-here.1031635/
[ 2017-06-22 20:11:14 CET ] [ Original post ]
Greetings!
Today I’d like to talk to you about a part of the game that we’ve chosen to overhaul and improve - the Tributary system! Introduced in Horse Lords, the ‘Make Tributary’ CB allowed you to go to war with a neighboring realm to make them pay you 40% of their income until the death of your current character. It was quite a simple system that didn’t always fit the intended purpose very well, so we decided to make it more advanced and capable of diverse use!
Tributaries can now come in a lot of flavors, as they are entirely definable in a new ‘tributary_types’ file. You define a name and then you set the parameters for how you would like the Tributary to work. You are able to customize a lot of things, for example; the various tribute percentages, if the Tributary should be set free on death or if the Suzerain must defend the Tributary in wars.
With this new system we have lots of ideas on where we could add new types of Tributaries, i.e. Permanent Tributaries or Nomad Tributaries. If you have any ideas for a type of Tributary (and when it would make sense to have it/when to gain access to the CB) feel free to post a suggestion in this thread!
To demonstrate, here’s the script for an example Tributary type:
example = { # name used for that type of tributary. "default" is the standard type, replacing the old tributaries, and "none" is reserved and should not be used
tributary_name = TRIBUTARY_DEFAULT_NAME # localization string used for tributaries of that type (ie "Tributary" for the default type, "Permanent Tributary" for the Permanent type, etc)
tributary_plural = TRIBUTARY_DEFAULT_PLURAL # localization string used for tributaries of that type, when there is more than one (ie "Tributaries" for the default type, "Permanent Tributaries" for the Permanent type, etc)
suzerain_name = SUZERAIN_DEFAULT_NAME # localization string used for suzerains of that tributary type (ie "Suzerain" for the default type, "Permanent Suzerain" for the Permanent type, etc)
tribute_name = TRIBUTARY_DEFAULT_TRIBUTE # localization string used for "paying $TRIBUTE$" for that tributary type
breaks_at_suzerain_death = yes # yes/no value determining if the tributary relationship is dissolved when the suzerain dies.
breaks_at_tributary_death = no # yes/no value determining if the tributary relationship is dissolved when the tributary dies
suzerain_must_defend = no # yes/no value determining if the suzerain is forced to accept calls to arms from tributary in defensive wars (wars were the tributary is the defender)
# if they decline anyway, they will lose the tributary and an amount of prestige defined in defines.lua, called SUZERAIN_DEFENDER_CALL_DECLINE_COST
tributary_can_be_summoned = yes # yes/no value determining if the suzerain can calls the tributaries to war (as tribal vassals / allies)
tributary_must_defend = yes # yes/no value determining if the tributaries are forced to accept defensive calls to arms
tributaries_can_infight = yes # yes/no value determining if the tributaries can fight against each others, if both tributaries are of the same type
# if tributaries are of different types, they will always be allowed to fight each other, even if they have the same suzerain
suzerain_can_join_infighting = yes # yes/no value determining if the suzerain can join a tributary in a war against another
tributaries_can_unite = no # yes/no value determining if, when trying to break, the tributaries can band together against the suzerain, à la major revolt
breaks_on_realm_change=yes # yes/no value determining if the tributary relationship is dissolved when the tributary's titles change realms
cbs_against_suzerain = { # list of CBs tributaries can use against their suzerain
free_tributary_cb
}
income_tribute_percentage = { # how much of their monthly income the tributary must pay to their suzerain.
# THIS IS ONLY EVALUATED WHEN THE TRIBUTARY RELATIONSHIP IS FORMED
# and is not reevaluated afterwards
# this value is an MTTH and should compute a value between 0 and 1, inclusive
# in case the total is less than 0, it will be counted as 0
# in case the total is more than 1, it will be counted as 1
# current scope is the tributary, FROM is the suzerain
value = 0.10
additive_modifier = {
value = 0.05
FROM = {
is_merchant_republic = yes
}
}
}
reinforce_tribute_percentage = { # How much of the tributary's reinforcement rate will go to the suzerain's instead.
# THIS IS ONLY EVALUATED WHEN THE TRIBUTARY RELATIONSHIP IS FORMED
# and is not reevaluated afterwards
# this value is an MTTH and should compute a value between 0 and 1, inclusive
# in case the total is less than 0, it will be counted as 0
# in case the total is more than 1, it will be counted as 1
# current scope is the tributary, FROM is the suzerain
# this is applied by subtracting the percentage, as is, from the tributary's reinforcement rate
# and adding a scaled (based on demesne size= version of the percentage to the suzerain
# So, for example, the tributary loses 10% of reinforcement rate, but the suzerain gains 10% * (tributary's demesne size) / (suzerain's demesne size)
value = 0.10
additive_modifier = {
value = 0.05
FROM = {
is_merchant_republic = yes
}
}
}
prestige_to_suzerain = { # how much of prestige the suzerain gains every month per tributary (of that type) he holds
# this value is an MTTH and the raw value will be added to the suzerain's prestige every month.
# current scope is the suzerain, FROM is the tributary
value = 0
}
prestige_to_tributary = { # how much prestige the tributary gains every month
# this value is an MTTH and the raw value will be added to the tributary's prestige every month.
# to make them lose prestige, return a negative value
# current scope is the tributary, FROM is the suzerain
value = 0
}
piety_to_suzerain = { # how much of piety the suzerain gains every month per tributary (of that type) he holds
# this value is an MTTH and the raw value will be added to the suzerain's piety every month.
# current scope is the suzerain, FROM is the tributary
value = 0
}
piety_to_tributary = { # how much of piety a tributary gains every month
# this value is an MTTH and the raw value will be added to the tributary's piety every month.
# to make them lose piety, return a negative value
# current scope is the tributary, FROM is the suzerain
value = 0
}
}
I’d also like to expand upon something we touched upon in the last DD; the new ‘unjust conquest’ CB (now renamed to Border Dispute). When declaring a Border Dispute over a County you first and foremost have to pay an upfront cost of Piety and Gold scaled to your tier (in the case of Pagans, prestige is used), but you also take an opinion hit from both your religious head (if you have one) as well as any landed characters of the targeted religious group in both your realm and the one you’re attacking. Note that these opinion modifiers stack! This makes the border Dispute CB dangerous to use on characters of your own religion, especially if you have a religious head capable of excommunicating you. You will primarily want to use this CB to expand early on when drawing the ire of your co-religionists is worth the risk, or against characters not of your religion.
Example is of an Irish Count wanting to conquer another Irish Count.
Note that Muslims, Nomads and in certain cases Pagans do not have access to this CB, as their current CB’s are already superior. It is also possible to turn the CB off entirely by using Game Rules.
Note that we’ve also decided to leave Fabricate Claim as it is right now.
//rageair
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-05-29 12:14:08 CET ] [ Original post ]
Greetings all!
One of the great things about meeting our dear players - you folks - in real life (such as at PDXCON) is getting to hear such a lot of constructive, persuasive suggestions for improvements. For example, two things that were brought up last week were how annoying the “Fabricate Claim” job is, and the fact that Siege Assaults are rather overpowered when you have the numbers to just blitz down even heavily fortified Holdings. So, we decided to experiment with some changes…
First off, we’re going to deemphasize the “Fabricate Claim” job by giving all playable entities (including Christians) a form of “Unjustified War” Casus Belli that will allow you to seize a single County for an upfront cost of Piety, Prestige or Gold (depending on your Religion and Government Form.) Ideally, I’d also like to replace the “Fabricate Claim” job with something else (maybe something to do with foreign embassies and arranging marriages, or something to do with Laws. Suggestions are welcome!) However, we might decide leave it there as it is (it does still have some uses.)
Next, we’re adding a Game Rule for Siege Assaults. The options are “Unlimited”, which works like before, “On”, which disables Assaults against Holdings at Fort Level 6 or above, and “Off”, which disables Assaults entirely. We’re currently playing around with these changes, so the exact rules for the “On” setting might change. On a related note, the time it takes to siege down Holdings is also being tweaked, to make it quicker overall but also making the Fort Level matter more.
When we sat down and talked about the above tweaks, we also decided to (rather dramatically) increase the “Ticking Warscore” rate for the attackers in wars. This necessitated splitting some defines (CONTESTED_TITLE_OCCUPIED_WARSCORE_BONUS, etc) into defender and attacker versions.
We are still evaluating how well these changes turned out. It’s likely we’ll tweak some numbers (or even backtrack on something.) So far though, it appears quite promising, positively altering the “rhythm” of warfare!
That’s all for now, stay tuned for the CK2 livestream, starting at 16:00 CET today. Until next time!
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-05-22 11:51:16 CET ] [ Original post ]
Hi folks!
PDXCON 2017 is over and it was fantastic to meet so many of you! I got a lot of interesting suggestions and feedback on our games, including, of course, CK2. So, a special thank you goes out to those of you who were there!
Now then, let’s talk a bit about those ugly gray areas on the map; the wastelands. Aesthetically, I’ve never liked the gray color of wasteland provinces in the non-Terrain map modes, so I took some time to change it so that wasteland is now always shown as Terrain, regardless of map mode (we might add options for this in the settings. Let me know what you think!)
Northern Siberia and the Sahara deserve to be wasteland; it’s difficult to do anything more about that (we’ve already twisted and manipulated the map projection, etc.) However, the Himalayas and the vast Tibetan plateau are a different story… Though mountainous, the region contains many important population centers and religious sites and has a rich history of interaction with China, India and Central Asia. In essence, the only reason it’s a “wasteland” in CK2 is that we haven’t prioritized doing it justice.
Tibet, 1066. Note that any green Coat of Arms are placeholders.
I’ve never been happy with the way the eastern edge of the map feels like the edge of the world when, in fact, it should be a dynamic hub connecting at least four major civilizations (China, India, the Steppe Nomads and the Islamic world.) Well, the time to do something about that is now! In our working build, we have added the necessary provinces, new cultures (Bodpa, Tangut and Nepalese), new religions (Bön and Khurmazta), and title history for the entire region.
The Himalayan mountains, 867.
The Bön religion is a pagan faith which functionally has many similarities with the Romuvan and Buddhist religions: It is very hard to convert, has access to Gavelkind, and unlike other pagan faiths it can not be reformed (though this might change in the future.) Instead, it starts off with the ability to designate heirs, just like Buddhists. It has also got a Patron Deity system like that of the Hindus and the “defensive” Pagans.
Purang, one of the Bön religion's Holy Sites.
In addition, we are looking over the great Muslim conquerors (Sabuktigin, Seljuq and Timur) to make sure they usually rise, toning down the Indian Holy Orders and making them creatable (rather than existing from the start.) We also plan to add or expand on adventurers for more generic conquests into and out of the subcontinent especially.
There is more, but that would be revealing too much too soon. :) Stay tuned for the next dev diary, and, as always, remember to check out the CK2 livestreams later today, starting at 16:00 CET!
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-05-15 12:28:49 CET ] [ Original post ]
Today's Deal: Save 75% on Crusader Kings II!*
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*Offer ends Tuesday at 10AM Pacific Time
[ 2017-05-14 17:00:00 CET ] [ Original post ]
Greetings!
The weather is slowly recovering from the chaotic mixture of snow/rain/hail/sun that has plagued the Swedish April and work is starting on the next, yet undisclosed, expansion! The next expansion is going to have a specific theme which most features will be focused around (we can unfortunately not go into any detail in this DD), though we also want to add some features that can be of use regardless of who or where you choose to play. One of these is planned to be a ‘Casus Belli Expansion’, where we want to add new and oft-requested CBs to the game. The Focus is going to be on CBs that enhance the early and late game (as well as a few more roleplay-focused CBs). While this is by no means a final list, it’s what we’ve made so far:
Forced Vassalization
This is a CB that can be used against neighboring realms to force them to become your vassal. To avoid making it too powerful it’s quite heavily limited, only realms that are of a lower tier, under 30 realm size and where the ruler is of either your culture group or religion are valid targets. It also has a direct cost (prestige). For example; this can allow England to, with time, extend ‘protection’ to the smaller Welsh and Irish realms.
De Jure Duchy Claim
This CB was added to try to avoid situations where massive realms would fight over one single county, essentially destroying their armies for near no gain. Players often think these types of wars aren’t worth fighting, and do not usually declare them themselves - instead they turn to Holy Wars or invite duchy claimants to expand in a more meaningful way. This CB provides interesting opportunity for conquest at the point where you form your first Kingdom or Empire. Any vassals present in conquered lands are preserved, and this CB also comes with a prestige cost.
Ducal County Conquest
At the very start of a game you might be stuck waiting for fabricated claims a very, very long time if you’re unlucky. This CB is available to Count and Duke tier characters, and allows you to go to war over any County that are part of a Duchy you hold land in, as long as the Duchy has no holder. The CB has a cost of prestige and gold, making it similar to a fabricated claim (as that’s essentially what it is). As an example, this gives count-tier characters in Ireland and the HRE an alternate way to claim a Duke-tier title, presuming that you can save up enough prestige and money.
Great Conquest
Unless you are playing as a Muslim, Nomad or Tribal-cultured ruler (who have access to invasions) you have no real way to expand in a meaningful way when you are playing as the ruler of a very large realm. While we still want expansion to be difficult, we also want to give players more static opportunities to expand. This CB is available to very powerful realms (at least 200 realm size) and can be used to claim an entire Kingdom from another character. Though the catch is that you have to fight someone that is as strong or stronger than you are, and using the CB itself costs a massive amount of prestige and piety.
Free Hostages
A long-requested CB, this allows you to go to war against a character in order to free any kidnapped concubines or wives, and release certain characters from prison (i.e. friends and dynastants). Rescued characters will, most often, be moved back to your court. It will also take hostages in turn, imprisoning a random close member of the target’s family!
It’s currently not possible to attack anyone who holds a close dynastic member in their prison (i.e. your child), is this something you’d like to see changed specifically for use with this CB? Otherwise it'll be of use primarily for freeing concubines (something that has been requested for a long time!).
Note that these CBs are by no means finished, and are currently being tested internally. Feel free to comment and feedback on them though, and also feel free to tell us what CBs you would like to see added!
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-05-08 11:29:08 CET ] [ Original post ]
Good evening, everyone. I’m Magne “Meneth” Skjæran, one of the programmers on CK2. In the past I’ve written dev diaries about modding, optimization, and quality of life improvements, and I'm writing this somewhat belated (due to technical issues) dev diary.
Today, I return to the topic of modding, and how we work to make life easier for modders. As a former modder, this is a topic I care quite a lot about.
If you’re anything like me, what you really want is statistics. How many people use mods, and which mods are the most popular. Luckily I come armed with exactly that.
As you might know, whenever you play CK2, the game collects some pieces of information about your setup. Things like what version of the game you’re playing, if you’re playing single player or multiplayer, what mods you’re using, and similar. This is all aggregated so that we can see overall trends and consider what areas might need some extra attention.
For mods, the main thing the telemetry provides is how many people use mods overall, and what mods these people use. My data will all be from users who played yesterday; anyone who during yesterday started the game with one or more mods is counted exactly once as a “mod user”, and counted once for each mod they used.
All told, 42% of everyone who played the game yesterday was using at least one mod. This could be anything from a small UI tweak, to a total conversion mod.
On average, anyone using a mod was using 4.24 mods. Once you start using mods, most people are not content with just one.
Further, here’s the 20 most popular mods, and how many percent of mod users (not overall users; multiply by 42% to get that number) that use them:
[LIST=1]
There’s also a few large mods beyond AGoT in the top 20. CK2Plus even manages to take two spots on the list by including a mod that toggles the existence of India, while being pretty much tied with the Historical Immersion Project; some days HIP leads, other days CK2+ does. The rest of the mods are smaller, adding small pieces of focused functionality. Both types of mods we’re always trying to help by making the game more moddable. One changelog entry I think a lot of modders will find useful is this, which will be included in 2.8: - Most effects and triggers that take a number can now take a variable name instead, and will grab the variable from the current scope. E.G., "wealth = test_variable" This should allow mods to do far more interesting things with variables than is currently possible. As a final note, modding is something we on the CK2 team take very seriously. Mods have the ability to add a lot of interesting alternative ways to play the game, and therefore helps keep the game fresh even for veteran users. In general, improvements to moddability also opens up new possibilities for our content designers, or can save them time by making their work simpler. We’re therefore constantly considering how we can ensure new additions to the game are moddable, and we often go back and tweak existing functionality to open it further to modding. We would love to hear your thoughts on what we could do better in this regard. Read the original post [quote]Useful links Official Website Crusader Kings II Wiki Crusader Kings II Development Diary Archive
[ 2017-04-24 17:28:22 CET ] [ Original post ]
Following an extensive period of public testing, patch 2.7.1 [BPAH] is now live for everyone!
#########################################
#########################################
################ 2.7.1.0 ################
#########################################
#########################################
###################
# Expansion Features
###################
MONKS AND MYSTICS:
- Added a Rank 2 power for Monastic Orders: Spiritual Guidance
- Added a Rank 3 power for Monastic Orders: Teach Virtue
- Added a Rank 4 power for Monastic Orders: Convert County
- Added Demon Hunter events that fire for Known Demon Worshipers
- Hermetic Ingredients are now used in a multitude of event options to enhance the outcome or reduce the penalty
- Added an event that allows Monastic Order members to rid themselves of heretical books
- Hunt Apostates now involves a lot more branding irons, stakes and fire
###################
# Free Features
###################
- Optimized access to diplomatic status and opinions
- Added a message to make it more clear that artifacts get lost / destroyed during inheritance
- Secret religious societies are now available to virtually all religions
- You can now ask to join your liege's wars if you want to help ensure they win
- Added a game rule to toggle Secret Cults
- When your Lord Spiritual finds a heretical scripture and converts to a heresy, you now have to option to secretly adopt the religion
- You can now gift artifacts
- The old tutorial has now been entirely removed. The Tutorial button now takes you to the Learning Scenario instead
###################
# Balance
###################
- When incapable and asking for help to commit suicide, an ambitious heir is more likely to say 'Yes'
- A secondary holding in a province will now count for the purpose of looting; if you have a holding in a neighboring province you'll get the loot
- The "plot to revoke title" plot can no longer be used while in a major revolt
- The cost of abduction now scales based on the tier character you are abducting - unlanded characters cost 50, Barons cost 150 and Counts cost 300
- Abducting someone now makes them unhappy with you, and a failed or successful abduction attempt will make it harder to abduct that person in the future.
- Known devil worshippers can now be the target of Holy Wars of characters of their religion
- Performing dark magic as a devil worshipper can now lead to the corruption of body and mind, which has side effects such as stutters and poor health
- Reduced the chance of event 'Song of Anguish' (MNM.20060) to trigger
- Added a few non-learning traits that can affect your performance in the Grand Debate
- Several Hermetic artifacts can now also be used by characters with very high learning
- Assassins can no longer intimidate a ruler for a favor if they have intimidated said ruler recently
- Assassins will have a harder time intimidating rulers more powerful than themselves
- Buffed the Monastic Order power "Invite Holy Ascetic" slightly
- The 'Drill Commander' event can no longer improve your commanders past 20 martial if they already have at least one tactic trait
- Unrestricted vassal wars no longer gives an opinion bonus.
- The opinion bonus from the Commander title sliced in half (from 10 to 5).
- Massive update to Faction balance!
- The AI will now no longer join the Increase Council Power faction if they like their Liege 50 or more (down from 80 or more).
- Voter AI's will now be more likely to join Increase Council Power factions the more faction laws are set to 'Ruler', the steps are 2, 4 and 6.
- Non-Voter AI's will be less likely to join Increase Council Power factions the more faction laws are set to 'Council', the steps are 2, 4 and 6.
- The Increase Council Power faction has had its effect doubled (it now enacts two laws).
- The Increase Council Power faction now also revokes one level of 'Vassal Wars' laws.
- The AI is more inclined to join the Increase Council Power faction if their liege has enacted a 'Vassal War' law.
- The AI no longer wants to institute Elective Monarchy unless all council powers are enacted (except for Council Authority).
- The AI is less likely to join the Elective faction if their liege has Gavelkind succession.
- The AI is less likely to join the Elective faction unless their liege is a tyrant.
- The independence faction is more attractive to the AI if their liege is a Tyrant.
- The AI in now more inclined to start and join the Gavelkind faction.
- Discontent Councilors are very inclined to join the Gavelkind faction if the liege does not have all council powers enacted, if all powers are enacted they will prefer the Elective faction.
- The AI is now much more likely to stay by their backed Claimants.
- The AI is slightly more inclined to start factions backing women.
- Having bad opinion of your liege now makes the AI more likely to back a claimant.
- The AI is way more likely to back claimants that are part of their Society.
- The AI is way more likely to back a claimant if their liege is a tyrant.
- The AI is way more likely to back a claimant if they hate their liege.
- Culture is now less of a factor for the AI when backing claimants.
- The AI might join claimant factions even if they themselves have a claim on the same title, but it is still rare.
- The AI will now not back claimants if they like their liege by 40 or more (used to be 50 or more).
- Being a Sayyid/Mirza now only matters if the claimant is also Muslim.
- Having better opinion of the proposed Claimant now matters much more for the AI.
- More traits now affect the AI chances of joining the Claimant faction.
- The AI is now less likely to start another Claimant faction war if their liege is already fighting in another Claimant faction war.
- The Overthrow Liege faction is now unattractive to the AI if it is backing a claimant already.
- The AI will no longer form the Overthrow Liege faction if their liege is not a tyrant.
- The AI will now only use the Overthrow Liege faction if they hate their liege (-40 or lower for most AI's).
- The Overthrow Liege faction will now also enact two Council Power laws upon success.
- The Overthrow Liege faction will now only institute Elective monarchy if all Council Power laws are set to 'Council'.
- The Overthrow Liege faction now revokes any active vassal war laws.
- Religious Heads/Holy Orders/Mercenaries will now leave their titles behind if they agree to flip religion through a secret cult
- The standard soul corruption pulse event for devil worshipers is now less likely to give you Major soul corruption, but the chance now increases the higher visibility you have
- Rebalanced a few Devil Worshiper quests, you now get less visibility if they are quest targets
###################
# AI Improvements
###################
- Fixed the AI in some cases being able to cancel the movement of retreating armies
- Fixed the AI breaking betrothals in a lot of cases where it had no reason to
- Fixed the AI sometimes using favors on betrothals and marriages even when there's no need to
- Fixed the AI considering wars where it isn't the main defender when figuring out whether it should peace out of offensive wars
- Fixed the AI considering the same war multiple times when figuring out whether it should peace out of offensive wars
###################
# Interface
###################
- The interface for transferring subunits between two units no longer uses drag-and-drop, but instead uses buttons once more
- Fixed a number of relation types (E.G., "lover") not being localised based on gender in the languages that need that (E.G., French)
- Fixed terrain modifiers showing up as blank modifiers (for example, in the supply tooltip)
- Executing an unrelated interaction will no longer cause council consideration to reset
- Fixed the modifier for the 3rd Satanist rank not being capitalized correctly
- Artifacts will now be equipped by default upon obtaining them, assuming the holder is able to equip it
- Fixed the cultural buildings showing up as "nobuilding" in the tech view
- Fixed the portraits for wars in the lower-right corner not always updating when something changes them (E.G., imprisonment or coming of age). They should now always update within one day
- Fixed the pause option for message settings always being disabled in the pop-up, even when actually set to enabled
- Fixed the pause option for combat results using the "other characters" setting rather than the "close family members" setting when set to pop up
- Societies can now be looked at when observing the game
- 3D objects for castles, cities and churches now have levels, as they were meant to.
- The level is computed by using the number of buildings in the main settlement of the province
- They are controlled by values in defines.lua: CITY_MAIN_BUILDING_LEVEL_2 and CITY_MAIN_BUILDING_LEVEL_3
- Longer names should now be visible in the council job view
- Fixed so that long army names do not go out of bounds in ally orders
- It is now possible to search for characters' secret religion in the Character Finder. Will only return characters the player know is of the specified secret religion. Also added a "Has Secret Religion" filter that'll only show characters you know to have a secret religion
- When you can rank up in your society you now get a separate alert that takes you to the Society screen, rather than being part of the "important decision" alert and taking you to the Intrigue screen
- The ally order tooltip will now tell you when the AI is too busy with another war to help you
- Fixed hidden character modifiers being visible on the title screen
- No longer possible to give ally orders to other players, since nothing makes them obey them anyway
- Fixed nation adjectives not getting properly localised in some cases
- Council job selection now resets if your councilor dies or is replaced while you're assigning them a job
- Fixed the notification when a settlement is finished saying "A Tribal has finished [...]" rather than "A Tribal holding has finished [...]"
- The "claim" console command now gives feedback on whether or not it worked
- The button that toggles all DLC in the launcher now toggles all mods if that's the currently selected tab
- You no longer get the alerts for commander titles if you have "auto assign commanders" enabled
###################
# User modding
###################
- Fixed the game failing to find government unique title names at times. Now it'll never return the default name if a non-default one is defined. It now also tries without the tier string before it tries without the government string, so if you were to define "city_title" and "king_title", the former will be used
- "add_law" can now take parameters: "cooldown" and "opinion_effect". "cooldown" simply works as a way to specify that there's no cooldown, like add_law_w_cooldown does. "opinion_effect" can be used to specify that the opinion effect of passing the law shouldn't be applied. E.G., the anger/happiness at succession law changes, or at tribal organization changes. Existing script still works as before. Example of new syntax:
add_law = {
law = true_cognatic_succession
cooldown = no
opinion_effect = no
}
- Messed up localisation is now less likely to crash the game
- FROM in on_character_convert_religion and on_character_convert_culture is no longer a temp character, but instead the culture/religion itself. This only provides access to comparing to the culture/religion (or group). It should also still work to set cultures/religions and such. Please report any issues encountered with it. This change also means that it should now be possible to reference the previous characters outside "immediate" and similar without the game crashing
- same_society_as trigger will no longer be true when both characters are not part of a society.
- Added the command line argument -scriptlog to enable log triggers and effects without enabling script asserts.
- Added artifact backgrounds (arti_bg.dds, arti_bg_glow.dds, arti_bg_small.dds, and arti_bg_glow_small.dds) to gfx/inventory/artifacts to make it easier for modders to make their own artifacts that follow the style of the vanilla artifacts
- Added society icon backgrounds (society_symbol_bg_stone.dds and society_symbol_bg_wood.dds) to gfx/inventory/societies to make it easier for modders to make their own societies that follow the style of the vanilla societies
- Added a better secret religion system, now based around a code attribute rather than traits. Characters can have up to one secret religion. If the character ends up as their secret religion, their secret religion is cleared. This can be set and accessed via script:
- Added triggers "secret_religion", "true_religion", "secret_religion_group", and "true_religion_group". True religion being defined as your secret religion if you have one, otherwise your public religion
- The religion triggers (religion, secret_religion, true_religion, and the group versions) can now optionally take a "target_type" determining which religion of the target they check against. E.G., religion = { target = ROOT target_type = secret } will check if the scoped character's public religion is the same as ROOT's private religion. The valid types are "public", "secret", and "true". The default is to use the same as the type being checked; religion default to public, secret_religion to secret, true_religion to true. A religion (group) name as the right-hand-side works for all the triggers
- Effect set_secret_religion takes a religion or a scope. It optionally takes a target type (true/secret/public), but defaults to secret
- Added trigger has_secret_religion which takes "yes" or "no"
- Added set_secret_religion and clear_secret_religion effects
- The "religion" and "set_secret_religion" effects optionally take a religion type (true/secret/public) to determine which to use when a scope is referenced. "religion" defaults to public, while "set_secret_religion" defaults to "secret"
- Added "secret_religion" console command that sets a character's secret religion. Defaults to the player's character
- Who can see a character's secret religion is defined in 00_religions.txt
- Added a can_see_secret_religion trigger. Takes a scope, and checks if the character scope you're currently in can see the target character's secret religion
- Societies can now have an associated religion, which is accessible from script in the same way as character or province religion, including on the right-hand-side of triggers and effects. This is scripted with for example "associated_religion = catholic". It has no effect beyond being accessible via script
- Added a convert_to_secret_religion effect. Takes "yes" or a character scope. Sets your public religion to your secret religion, or the target character's secret religion if a scope is used
- Added a on_character_convert_secret_religion on_action
- Added SecretReligion and TrueReligion localisation promotions so that [This.SecretReligion.GetName] and similar work
- Added a dynamic secret religious society system that significantly reduces the work involved in making a religious cult society
- All religions except those specifically excluded get a secret religious society generated. The attributes of this society is defined by a template in 00_societies.txt
- Most the sections in society definitions now provide the society itself as a scope (FROM)
- Societies can now have an associated religion (defined with associated_religion = religiontag). This means that scopes can now be used where religions could be used, such as the right-hand-side of the "religion" trigger or effect. It also means that the "religion" trigger and similar can be used within a society scope
- Added a secret_religious_cult scope, which will scope to the cult associated with the character's secret religion. Also works in religion and province scopes. This can also be used on the right-hand-side of effects and triggers
- is_rank_full can now take a society scope rather than just a society name
- Added a "secret_religion" history effect
- Added an on_artifact_inheritance on_action
- Scope: ROOT is the character, FROM is the artifact, FROMFROM is the old holder
- Fixed bugs in artifact_owner and original_artifact_owner scope changes
- Added tooltips for artifact_owner and original_artifact_owner scope changes
- Added "owner" and "original_owner" as valid scope changes for artifacts
- Added on_society_created and on_society_destroyed on_actions
- Fixed scoping to saved society and artifact event targets not working
- Added religion_scope, secret_religion_scope, true_religion_scope, and culture_scope as scopes. These scope to the religion/culture of the character/province/society (only religion for societies) currently scoped to. Can be saved as event targets
- Added a save_conversion folder in "common" which handles converting obsolete objects in saves. Currently handles religions and societies
- Added a clear_flags_with_prefix effect. Works in character, province, title, and artifact scopes
- Fixed the society rank tooltip not having FROM defined. FROM is now the society grand master, as with other society tooltips
- Fixed troops spawned to unlanded characters not getting any tech bonus. They now get the tech from the province they spawned in. If a "home" province is defined, they'll use that province's tech instead
- Added "fallback_text" for custom loc. If none of the triggered texts return true, this will be used instead if defined. The fallback text cannot have a trigger, and only one can exist
- Fixed the error log complaining if you use "set_mother = 0"
- Added is_interested_in_any_society =
Please report any bugs in the bug report forum!
We will not be collecting bug reports from this thread. Thank you!
[ 2017-04-24 11:49:42 CET ] [ Original post ]
Greetings!
Today I'd like to share the full 2.7.1 patch notes with you. We've been hard at work fixing issues and implementing suggestions since the release of MnM, and we will hopefully be able to release this patch as an Open Beta later this week! Enjoy!
Full Patch Notes:
#########################################
#########################################
################ 2.7.1.0 ################
#########################################
#########################################
###################
# Expansion Features
###################
MONKS AND MYSTICS:
- Added a Rank 2 power for Monastic Orders: Spiritual Guidance
- Added a Rank 3 power for Monastic Orders: Teach Virtue
- Added a Rank 4 power for Monastic Orders: Convert County
- Added Demon Hunter events that fire for Known Demon Worshipers
- Hermetic Ingredients are now used in a multitude of event options to enhance the outcome or reduce the penalty
- Added an event that allows Monastic Order members to rid themselves of heretical books
- Hunt Apostates is now involves a lot more branding irons, stakes and fire
###################
# Free Features
###################
- Optimized access to diplomatic status and opinions
- Added a message to make it more clear that artifacts get lost / destroyed during inheritance
- Secret religious societies are now available to virtually all religions
- You can now ask to join your liege's wars if you want to help ensure they win
- Added a game rule to toggle Secret Cults
- When your Lord Spiritual finds a heretical scripture and converts to a heresy, you now have to option to secretly adopt the religion
###################
# Balance
###################
- When incapable and asking for help to commit suicide, an ambitious heir is more likely to say 'Yes'
- A secondary holding in a province will now count for the purpose of looting; if you have a holding in a neighboring province you'll get the loot
- The "plot to revoke title" plot can no longer be used while in a major revolt
- The cost of abduction now scales based on the tier character you are abducting - unlanded characters cost 50, Barons cost 150 and Counts cost 300
- Abducting someone now makes them unhappy with you, and a failed or successful abduction attempt will make it harder to abduct that person in the future.
- Known devil worshippers can now be the target of Holy Wars of characters of their religion
- Performing dark magic as a devil worshipper can now lead to the corruption of body and mind, which has side effects such as stutters and poor health
- Reduced the chance of event 'Song of Anguish' (MNM.20060) to trigger
- Added a few non-learning traits that can affect your performance in the Grand Debate
- Several Hermetic artifacts can now also be used by characters with very high learning
- Assassins can no longer intimidate a ruler for a favor if they have intimidated said ruler recently
- Assassins will have a harder time intimidating rulers more powerful than themselves
- Buffed the Monastic Order power "Invite Holy Ascetic" slightly
- The 'Drill Commander' event can no longer improve your commanders past 20 martial if they already have at least one tactic trait
- Unrestricted vassal wars no longer gives an opinion bonus.
- The opinion bonus from the Commander title sliced in half (from 10 to 5).
- Massive update to Faction balance!
- The AI will now no longer join the Increase Council Power faction if they like their Liege 50 or more (down from 80 or more).
- Voter AI's will now be more likely to join Increase Council Power factions the more faction laws are set to 'Ruler', the steps are 2, 4 and 6.
- Non-Voter AI's will be less likely to join Increase Council Power factions the more faction laws are set to 'Council', the steps are 2, 4 and 6.
- The Increase Council Power faction has had its effect doubled (it now enacts two laws).
- The Increase Council Power faction now also revokes one level of 'Vassal Wars' laws.
- The AI is more inclined to join the Increase Council Power faction if their liege has enacted a 'Vassal War' law.
- The AI no longer wants to institute Elective Monarchy unless all council powers are enacted (except for Council Authority).
- The AI is less likely to join the Elective faction if their liege has Gavelkind succession.
- The AI is less likely to join the Elective faction unless their liege is a tyrant.
- The independence faction is more attractive to the AI if their liege is a Tyrant.
- The AI in now more inclined to start and join the Gavelkind faction.
- Discontent Councilors are very inclined to join the Gavelkind faction if the liege does not have all council powers enacted, if all powers are enacted they will prefer the Elective faction.
- The AI is now much more likely to stay by their backed Claimants.
- The AI is slightly more inclined to start factions backing women.
- Having bad opinion of your liege now makes the AI more likely to back a claimant.
- The AI is way more likely to back claimants that are part of their Society.
- The AI is way more likely to back a claimant if their liege is a tyrant.
- The AI is way more likely to back a claimant if they hate their liege.
- Culture is now less of a factor for the AI when backing claimants.
- The AI might join claimant factions even if they themselves have a claim on the same title, but it is still rare.
- The AI will now not back claimants if they like their liege by 40 or more (used to be 50 or more).
- Being a Sayyid/Mirza now only matters if the claimant is also Muslim.
- Having better opinion of the proposed Claimant now matters much more for the AI.
- More traits now affect the AI chances of joining the Claimant faction.
- The AI is now less likely to start another Claimant faction war if their liege is already fighting in another Claimant faction war.
- The Overthrow Liege faction is now unattractive to the AI if it is backing a claimant already.
- The AI will no longer form the Overthrow Liege faction if their liege is not a tyrant.
- The AI will now only use the Overthrow Liege faction if they hate their liege (-40 or lower for most AI's).
- The Overthrow Liege faction will now also enact two Council Power laws upon success.
- The Overthrow Liege faction will now only institute Elective monarchy if all Council Power laws are set to 'Council'.
- The Overthrow Liege faction now revokes any active vassal war laws.
###################
# AI Improvements
###################
- Fixed the AI in some cases being able to cancel the movement of retreating armies
- Fixed the AI breaking betrothals in a lot of cases where it had no reason to
- Fixed the AI sometimes using favors on betrothals and marriages even when there's no need to
- Fixed the AI considering wars where it isn't the main defender when figuring out whether it should peace out of offensive wars
- Fixed the AI considering the same war multiple times when figuring out whether it should peace out of offensive wars
###################
# Interface
###################
- The interface for transferring subunits between two units no longer uses drag-and-drop, but instead uses buttons once more
- Fixed a number of relation types (E.G., "lover") not being localised based on gender in the languages that need that (E.G., French)
- Fixed terrain modifiers showing up as blank modifiers (for example, in the supply tooltip)
- Executing an unrelated interaction will no longer cause council consideration to reset
- Fixed the modifier for the 3rd Satanist rank not being capitalized correctly
- Artifacts will now be equipped by default upon obtaining them, assuming the holder is able to equip it
- Fixed the cultural buildings showing up as "nobuilding" in the tech view
- Fixed the portraits for wars in the lower-right corner not always updating when something changes them (E.G., imprisonment or coming of age). They should now always update within one day
- Fixed the pause option for message settings always being disabled in the pop-up, even when actually set to enabled
- Fixed the pause option for combat results using the "other characters" setting rather than the "close family members" setting when set to pop up
- Societies can now be looked at when observing the game
- 3D objects for castles, cities and churches now have levels, as they were meant to.
- The level is computed by using the number of buildings in the main settlement of the province
- They are controlled by values in defines.lua: CITY_MAIN_BUILDING_LEVEL_2 and CITY_MAIN_BUILDING_LEVEL_3
- Longer names should now be visible in the council job view
- Fixed so that long army names do not go out of bounds in ally orders
- It is now possible to search for characters' secret religion in the Character Finder. Will only return characters the player know is of the specified secret religion. Also added a "Has Secret Religion" filter that'll only show characters you know to have a secret religion
- When you can rank up in your society you now get a separate alert that takes you to the Society screen, rather than being part of the "important decision" alert and taking you to the Intrigue screen
- The ally order tooltip will now tell you when the AI is too busy with another war to help you
- Fixed hidden character modifiers being visible on the title screen
- No longer possible to give ally orders to other players, since nothing makes them obey them anyway
- Fixed nation adjectives not getting properly localised in some cases
- Council job selection now resets if your councilor dies or is replaced while you're assigning them a job
- Fixed the notification when a settlement is finished saying "A Tribal has finished [...]" rather than "A Tribal holding has finished [...]"
- The "claim" console command now gives feedback on whether or not it worked
- The button that toggles all DLC in the launcher now toggles all mods if that's the currently selected tab
###################
# User modding
###################
- Fixed the game failing to find government unique title names at times. Now it'll never return the default name if a non-default one is defined. It now also tries without the tier string before it tries without the government string, so if you were to define "city_title" and "king_title", the former will be used
- "add_law" can now take parameters: "cooldown" and "opinion_effect". "cooldown" simply works as a way to specify that there's no cooldown, like add_law_w_cooldown does. "opinion_effect" can be used to specify that the opinion effect of passing the law shouldn't be applied. E.G., the anger/happiness at succession law changes, or at tribal organization changes. Existing script still works as before. Example of new syntax:
add_law = {
law = true_cognatic_succession
cooldown = no
opinion_effect = no
}
- Messed up localisation is now less likely to crash the game
- FROM in on_character_convert_religion and on_character_convert_culture is no longer a temp character, but instead the culture/religion itself. This only provides access to comparing to the culture/religion (or group). It should also still work to set cultures/religions and such. Please report any issues encountered with it. This change also means that it should now be possible to reference the previous characters outside "immediate" and similar without the game crashing
- same_society_as trigger will no longer be true when both characters are not part of a society.
- Added the command line argument -scriptlog to enable log triggers and effects without enabling script asserts.
- Added artifact backgrounds (arti_bg.dds, arti_bg_glow.dds, arti_bg_small.dds, and arti_bg_glow_small.dds) to gfx/inventory/artifacts to make it easier for modders to make their own artifacts that follow the style of the vanilla artifacts
- Added society icon backgrounds (society_symbol_bg_stone.dds and society_symbol_bg_wood.dds) to gfx/inventory/societies to make it easier for modders to make their own societies that follow the style of the vanilla societies
- Added a better secret religion system, now based around a code attribute rather than traits. Characters can have up to one secret religion. If the character ends up as their secret religion, their secret religion is cleared. This can be set and accessed via script:
- Added triggers "secret_religion", "true_religion", "secret_religion_group", and "true_religion_group". True religion being defined as your secret religion if you have one, otherwise your public religion
- The religion triggers (religion, secret_religion, true_religion, and the group versions) can now optionally take a "target_type" determining which religion of the target they check against. E.G., religion = { target = ROOT target_type = secret } will check if the scoped character's public religion is the same as ROOT's private religion. The valid types are "public", "secret", and "true". The default is to use the same as the type being checked; religion default to public, secret_religion to secret, true_religion to true. A religion (group) name as the right-hand-side works for all the triggers
- Effect set_secret_religion takes a religion or a scope. It optionally takes a target type (true/secret/public), but defaults to secret
- Added trigger has_secret_religion which takes "yes" or "no"
- Added set_secret_religion and clear_secret_religion effects
- The "religion" and "set_secret_religion" effects optionally take a religion type (true/secret/public) to determine which to use when a scope is referenced. "religion" defaults to public, while "set_secret_religion" defaults to "secret"
- Added "secret_religion" console command that sets a character's secret religion. Defaults to the player's character
- Who can see a character's secret religion is defined in 00_religions.txt
- Added a can_see_secret_religion trigger. Takes a scope, and checks if the character scope you're currently in can see the target character's secret religion
- Societies can now have an associated religion, which is accessible from script in the same way as character or province religion, including on the right-hand-side of triggers and effects. This is scripted with for example "associated_religion = catholic". It has no effect beyond being accessible via script
- Added a convert_to_secret_religion effect. Takes "yes" or a character scope. Sets your public religion to your secret religion, or the target character's secret religion if a scope is used
- Added a on_character_convert_secret_religion on_action
- Added SecretReligion and TrueReligion localisation promotions so that [This.SecretReligion.GetName] and similar work
- Added a dynamic secret religious society system that significantly reduces the work involved in making a religious cult society
- All religions except those specifically excluded get a secret religious society generated. The attributes of this society is defined by a template in 00_societies.txt
- Most the sections in society definitions now provide the society itself as a scope (FROM)
- Societies can now have an associated religion (defined with associated_religion = religiontag). This means that scopes can now be used where religions could be used, such as the right-hand-side of the "religion" trigger or effect. It also means that the "religion" trigger and similar can be used within a society scope
- Added a secret_religious_cult scope, which will scope to the cult associated with the character's secret religion. Also works in religion and province scopes. This can also be used on the right-hand-side of effects and triggers
- is_rank_full can now take a society scope rather than just a society name
- Added a "secret_religion" history effect
- Added an on_artifact_inheritance on_action
- Scope: ROOT is the character, FROM is the artifact, FROMFROM is the old holder
- Fixed bugs in artifact_owner and original_artifact_owner scope changes
- Added tooltips for artifact_owner and original_artifact_owner scope changes
- Added "owner" and "original_owner" as valid scope changes for artifacts
- Added on_society_created and on_society_destroyed on_actions
- Fixed scoping to saved society and artifact event targets not working
- Added religion_scope, secret_religion_scope, true_religion_scope, and culture_scope as scopes. These scope to the religion/culture of the character/province/society (only religion for societies) currently scoped to. Can be saved as event targets
- Added a save_conversion folder in "common" which handles converting obsolete objects in saves. Currently handles religions and societies
- Added a clear_flags_with_prefix effect. Works in character, province, title, and artifact scopes
- Fixed the society rank tooltip not having FROM defined. FROM is now the society grand master, as with other society tooltips
- Fixed troops spawned to unlanded characters not getting any tech bonus. They now get the tech from the province they spawned in. If a "home" province is defined, they'll use that province's tech instead
- Added "fallback_text" for custom loc. If none of the triggered texts return true, this will be used instead if defined. The fallback text cannot have a trigger, and only one can exist
- Fixed the error log complaining if you use "set_mother = 0"
- Added is_interested_in_any_society =
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-04-03 15:25:56 CET ] [ Original post ]
Greetings!
Today I’d like to talk about the revamp of Secret Religious Cults that we’ve been working on for the past few weeks. At the launch of Monks and Mystics the system was entirely trait-based, i.e. if you were a Catholic in secrecy you would have a ‘Secretly Catholic’ trait. This system was clunky and hard to work with, so we decided to instead go for a code solution where both the ‘traits’ and the Cults themselves are automatically generated. Yes - this means that all religions (as long as they are present in the game at any start date) now have an associated Secret Religious Cult!
We also changed how the Secret Religion itself is displayed, instead of being a trait it is now displayed next to the characters real religion - as can be seen here:
You can also search for characters that are of the same secret religion as you using the new filter ‘Has Secret Religion’ in the Character Finder. If you do, their secret religion is displayed next to their age:
Another thing that we improved is the participation of your fellow members when you’re part of a Secret Religious Cult. They will now much more actively seek out to induce sympathy, induct and recruit other characters to the cult - for better or worse. To balance this increase in recruitment we’ve made it much harder to induct characters who are Zealous or of King/Empire tier. Also, your top priority should be to induct the Court Chaplain of the top liege, lest this will happen to you...
To provide ample opportunity for you to convert in secret we’ve added a whole bunch of new decisions to take, as well as a couple of new options in existing events. You can, for example, choose to convert in secret to the religion of a spouse, concubine or friend. You can also choose to secretly convert to the religion of one of your demesne provinces, or if you happen to own a Holy Site (of an existing, living, religion), secretly convert that way as well.
Not relating to Secret Religious Cults, but rather secrecy in general - if you as a Devil Worshiper isn’t careful enough, it’s possible for you to get attacked by Demon Hunters! This should motivate any dark cultists to stay in the shadows and not reveal themselves by blatantly using their power. As implied it’ll also be possible, if you aren’t careful, to reveal yourself as a Devil Worshiper by using your powers too often (especially if you are independent, as there’s no Court Chaplain that can hunt you down normally!). Note that there are many different Demon hunters that can track you down, and you might even have repeated run-ins with some of them...
Now I’ll hand over the keyboard to Magne “Meneth” Skjæran for a moment to talk about how moddable this new Secret Religious Cult system is:
We’ve designed this new secret religion system from the ground up to be highly moddable. One of our main goals was to reduce the amount of work involved in creating new societies, benefiting both our content designers, and modders in general.
To achieve this, the system is built around a rudimentary dynamic society system. This system is currently only available for religions. What this system allows is defining one or more society templates, which can then be instantiated by religions. This allows separate localisation for each religion’s cult, members, currency, etc., but means that the core of the society only has to be defined once.
We’ve also made a number of other script changes to make secret religions and cults easy to reference. For example, societies can now have a religion associated, and can be used in most places where you can reference a religion. They can now also be saved as event targets, as can religions and cultures. Secret religious societies in particular are especially easy to scope to; the identifier “secret_religious_cult” will now grab the secret religious cult of a character’s secret religion (or if you’re in a religion scope, it’s secret religious cult), and can generally be used anywhere that’d take a society or religion.
There’s also a number of new triggers and effects associated with secret religions, meaning you can now easily tell what someone’s “true religion” is for example, defined simply as their secret religion if they have one, and otherwise their public religion.
To sum it all up, here’s the relevant modding changelog items:
- FROM in on_character_convert_religion and on_character_convert_culture is no longer a temp character, but instead the culture/religion itself. This only provides access to comparing to the culture/religion (or group). It should also still work to set cultures/religions and such. Please report any issues encountered with it. This change also means that it should now be possible to reference the previous characters outside "immediate" and similar without the game crashing
- same_society_as trigger will no longer be true when both characters are not part of a society.
- Added society icon backgrounds (society_symbol_bg_stone.dds and society_symbol_bg_wood.dds) to gfx/inventory/societies to make it easier for modders to make their own societies that follow the style of the vanilla societies
- Added a better secret religion system, now based around a code attribute rather than traits. Characters can have up to one secret religion. If the character ends up as their secret religion, their secret religion is cleared. This can be set and accessed via script:
- Added triggers "secret_religion", "true_religion", "secret_religion_group", and "true_religion_group". True religion being defined as your secret religion if you have one, otherwise your public religion
- The religion triggers (religion, secret_religion, true_religion, and the group versions) can now optionally take a "target_type" determining which religion of the target they check against. E.G., religion = { target = ROOT target_type = secret } will check if the scoped character's public religion is the same as ROOT's private religion. The valid types are "public", "secret", and "true". The default is to use the same as the type being checked; religion default to public, secret_religion to secret, true_religion to true. A religion (group) name as the right-hand-side works for all the triggers
- Effect set_secret_religion takes a religion or a scope. It optionally takes a target type (true/secret/public), but defaults to secret
- Added trigger has_secret_religion which takes "yes" or "no"
- Added set_secret_religion and clear_secret_religion effects
- The "religion" and "set_secret_religion" effects optionally take a religion type (true/secret/public) to determine which to use when a scope is referenced. "religion" defaults to public, while "set_secret_religion" defaults to "secret"
- Added "secret_religion" console command that sets a character's secret religion. Defaults to the player's character
- Who can see a character's secret religion is defined in 00_religions.txt
- Added a can_see_secret_religion trigger. Takes a scope, and checks if the character scope you're currently in can see the target character's secret religion
- Societies can now have an associated religion, which is accessible from script in the same way as character or province religion, including on the right-hand-side of triggers and effects. This is scripted with for example "associated_religion = catholic". It has no effect beyond being accessible via script
- Added a convert_to_secret_religion effect. Takes "yes" or a character scope. Sets your public religion to your secret religion, or the target character's secret religion if a scope is used
- Added a on_character_convert_secret_religion on_action
- Added SecretReligion and TrueReligion localisation promotions so that [This.SecretReligion.GetName] and similar work
- Added a dynamic secret religious society system that significantly reduces the work involved in making a religious cult society
- All religions except those specifically excluded get a secret religious society generated. The attributes of this society is defined by a template in 00_societies.txt
- Most the sections in society definitions now provide the society itself as a scope (FROM)
- Societies can now have an associated religion (defined with associated_religion = religiontag). This means that scopes can now be used where religons could be used, such as the right-hand-side of the "religion" trigger or effect. It also means that the "religion" trigger and similar can be used within a society scope
- Added a secret_religious_cult scope, which will scope to the cult associated with the character's secret religion. Also works in religion and province scopes. This can also be used on the right-hand-side of effects and triggers
- is_rank_full can now take a society scope rather than just a society name
- Added a "secret_religion" history effect
- Added on_society_created and on_society_destroyed on_actions
- Fixed scoping to saved society and artifact event targets not working
- Added religion_scope, secret_religion_scope, true_religion_scope, and culture_scope as scopes. These scope to the religion/culture of the character/province/society (only religion for societies) currently scoped to. Can be saved as event targets
- Added a save_conversion folder in "common" which handles convering obsolete objects in saves. Currently handles religions and societies
- Added a clear_flags_with_prefix effect. Works in character, province, title, and artifact scopes
- Fixed the society rank tooltip not having FROM defined. FROM is now the society grand master, as with other society tooltips
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-03-27 09:41:19 CET ] [ Original post ]
Hi Guys! We've just released another small patch in order to fix some important issues. We are still working on 2.7.1 which will contain some bigger changes based on the feedback we've gathered from you so far. ########################################################## ######################## 2.7.0.2 ######################### ########################################################## ################### # Bugfixes ################### - Fixed custom localization crashing the game - "Next/previous holding" in the holding build view will now also take you to your hospitals, not just regular holdings, trade posts, and forts - Fixed Anglo-Saxons and female Germans using the wrong age portraits - Messed up localisation is now less likely to crash the game - Fixed the French version of the game crashing if you gained a specific character modifier (again) Please do not report any issues with this patch in this thread. If you experience bugs, report them as proper bug reports in our bug report forum. Thank you!
[ 2017-03-24 07:15:23 CET ] [ Original post ]
Greetings!
In today’s Dev Diary we would like to present some of the information we gathered from the CK2 survey we did some time ago. The survey is based on a sample size of between 4000-5000 answers per data point. Note that we have not measured what you thought of any free features that came in the major patches, but rather this survey focused on the paid features of our various DLC’s. I won’t present all of it in this DD, but I will bring up some interesting points that might amuse you!
Amount of survey takers that both Owns and Plays a given DLC:
Sword of Islam - 90.8%
Legacy of Rome - 92,36%
Sunset Invasion - 71,54%
The Republic - 89.32%
The Old Gods - 96,17%
Sons of Abraham - 91,92%
Rajas of India - 82,29%
Charlemagne - 91,66%
Way of Life - 92,97%
Horse Lords - 82,91%
Conclave - 81,57%
Reaper’s Due - 79,29%
The DLC’s that built the most hype before they were released:
The Old Gods
The DLC’s that built the least hype:
The Reaper’s Due
Way of Life
While many DLC’s built a lot of interest before they were released, these three stand out from the crowd.
Sunset Invasion
The DLC’s that exceeded your expectations the most:
This leaves the Sunset Invasion as the only DLC that did not manage to build much interest.
The Reaper’s Due
And the other side of the coin, the DLC’s that did not live up to your expectations:
The Old Gods
This means that while The Old Gods is the overall winner, The Reaper’s Due had the most people being completely blown away.
Sunset Invasion
The DLC’s that has content you use the most often:
This leaves the Sunset Invasion as the only DLC where for a lot of players it did not live up to the initial impression.
Way of Life
The DLC’s that has content you use the least often:
The Reaper’s Due
The Old Gods
Sunset Invasion
The most AND least well received feature, per DLC:
Rajas of India
Sword of Islam
Sword of Islam
The additions that you rate the highest in a new DLC:
Legacy of Rome
(Note that there were only 2 data points for this DLC, Restoring Rome actually scored quite high, but retinues has it beat by a landslide)
Sunset Invasion
The Republic
The Old Gods
Sons of Abraham
Rajas of India
Charlemagne
Way of Life
(Note that once again there were only 2 data points for this DLC)
Horse Lords
Conclave
Reaper’s Due
[LIST=1]
We hope that this was interesting to you, even though it’s in a heavily condensed format - hopefully we’ll be able to present even more survey results in the future!
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-03-20 12:14:52 CET ] [ Original post ]
Hi Guys! We've just released a small bugfix patch for you. We are also working on 2.7.1 which will contain some bigger changes based on the feedback we've gathered from you so far. ########################################################## ######################## 2.7.0.1 ######################### ########################################################## ################### # Free Features ################### - Made "add_artifact" and "destroy_artifact" console commands available in release ################### # User modding ################### - Fixed variable names no longer working as the second key for the variable effects and triggers. E.G., subtract_variable = { which = "A" which = "B" } - Fixed an issue causing the any_friend scope not to work ################### # Bugfixes ################### - Fixed the council UI having an empty job action slot without Monks and Mystics - Fixed the "direct vassals" map-mode being colored incorrectly - Fixed a crash involving holdings in the outliner - Fixed a rare freeze involving character interactions requiring you to be at peace - Fixed a long-standing OOS caused by nomadic title ID mismatch - Fixed an issue when the ai was evaluating the decision to found a secret religious cult - Fixed an issue with Patricians not being able to join the Hermetic Society if they had no other titles beside that of their house - The "gender equality - all" game rule no longer causes a penalty at game start for changing succession law - Fixed an OOS resulting from different computers finding a different "shortest" path between two provinces - Fixed the distance used for trade province cost in some cases using a sub-optimal path. This means that from now on some trade posts will be slightly cheaper - Fixed monastic orders Miaphysite, Hindu, Jain & Buddhist not generating society currency from character stats - Fixed the French version of the game crashing if you gained a specific character modifier - Fixed a division by 0 crash - Fixed an issue with the German Portraits now showing the lower part of the headgear correctly - Fixed an issue where the Request To Rank Up within a society could get stuck in waiting if you left the society before your request was approved, or if the leader of your society died before approving it - Fixed it being impossible to recreate destroyed titles Please do not report any issues with this patch in this thread. If you experience bugs, report them as proper bug reports in our bug report forum. Thank you!
[ 2017-03-16 12:43:47 CET ] [ Original post ]
Hi folks, I hope you all had a nice weekend!
Monks and Mystics has now been out for almost a week and we’ve been busy checking out your feedback and bug reports. As usual, some adjustments and additions will be made to the game in the upcoming patch 2.7.1, which should be ready in a few weeks (sorry, can’t be more specific than that.) It’s going to be a fairly substantial update… I can’t share the full patch log yet, but I can tell you about some of the bigger things we’re doing.
First off, there will be more risks and drawbacks to being a Devil Worshipper. As has been pointed out, they are a powerful type of Society and the rewards are great while the risks for members are rather low. Among other things, there will be more viciousness between members, a greater risk of discovery, and you’ll run the risk of giving your neighbors a reason to declare Holy War on you.
The Hunt Apostates is also being juiced up. The Court Chaplain will now be able to find more than just extremely suspicious characters and the penalties for being branded have been increased. For example, you now also gain a revocation reason on the target. When an apostate is dragged into your throne room, you now get to choose one of three options; let them go free, imprison them or burn them at the stake (something that the AI favors). It’s also possible, albeit rare, for your Court Chaplain to catch characters who are only a bit suspicious, secret members of another religion or - if the Court Chaplain isn’t the most talented - innocent.
Next up, the Hermetics will be given a proper use for all those strange Ingredients they can pick up. You will be presented with opportunities to spend various resources in order to improve the outcomes (or negate the negative effects) of a multitude of - mainly - Hermetic events.
Another issue related to Societies is that the subversive religious cults are too invisible. The AI will now handle both creating and running the Secret Religious Cults more effectively. Right now, it can feel as if you are the lone actor in the society, but with the patch your fellow AI members will make an effort to contribute. Also, the general costs of certain actions (like evoking sympathy) have been drastically reduced in order to make running the Society more manageable. We also aim to make the secret religious cult system more dynamic.
Then there’s the ability to give artifacts to other characters; it might not be something you folks have clamored for, but it was originally planned to be included in the expansion. It is a fairly simple action that gives you an opinion bonus from the more or less grateful recipient (similar to “Send Gift”.) You can only give away artifacts that are considered valuable by the recipient, so no Christian relics to pagans, etc (this is scripted in a new trigger in the artifacts).
Lastly, I think you will appreciate the Faction balancing and fixing that Alexander Oltner has been working on for a while on the side. No longer should you see everyone turn into Elective Monarchies and keep that succession law forever. AI characters will now also actually join Claimant factions as members. On a related note, the AI is now better at appointing powerful vassals to the Council.
- Massive update to Faction balance!
- The AI will now no longer join the Increase Council Power faction if they like their Liege 50 or more (down from 80 or more).
- Voter AI's will now be more likely to join Increase Council Power factions the more faction laws are set to 'Ruler', the steps are 2, 4 and 6.
- Non-Voter AI's will be less likely to join Increase Council Power factions the more faction laws are set to 'Council', the steps are 2, 4 and 6.
- The Increase Council Power faction has had its effect doubled (it now enacts two laws).
- The Increase Council Power faction now also revokes one level of 'Vassal Wars' laws.
- The AI is more inclined to join the Increase Council Power faction if their liege has enacted a 'Vassal War' law.
- The AI no longer wants to institute Elective Monarchy unless all council powers are enacted (except for Council Authority).
- The AI is less likely to join the Elective faction if their liege has Gavelkind succession.
- The AI is less likely to join the Elective faction unless their liege is a tyrant.
- The independence faction is more attractive to the AI if their liege is a Tyrant.
- The AI in now more inclined to start and join the Gavelkind faction.
- Discontent Councilors are very inclined to join the Gavelkind faction if the liege does not have all council powers enacted, if all powers are enacted they will prefer the Elective faction.
- The AI is now much more likely to stay by their backed Claimants.
- The AI is slightly more inclined to start factions backing women.
- Having bad opinion of your liege now makes the AI more likely to back a claimant.
- The AI is way more likely to back claimants that are part of their Society.
- The AI is way more likely to back a claimant if their liege is a tyrant.
- The AI is way more likely to back a claimant if they hate their liege.
- Culture is now less of a factor for the AI when backing claimants.
- The AI might join claimant factions even if they themselves have a claim on the same title, but it is still rare.
- The AI will now not back claimants if they like their liege by 40 or more (used to be 50 or more).
- Being a Sayyid/Mirza now only matters if the claimant is also Muslim.
- Having better opinion of the proposed Claimant now matters much more for the AI.
- More traits now affect the AI chances of joining the Claimant faction.
- The AI is now less likely to start another Claimant faction war if their liege is already fighting in another Claimant faction war.
- The Overthrow Liege faction is now unattractive to the AI if it is backing a claimant already.
- The AI will no longer form the Overthrow Liege faction if their liege is not a tyrant.
- The AI will now only use the Overthrow Liege faction if they hate their liege (-40 or lower for most AI's).
- The Overthrow Liege faction will now also enact two Council Power laws upon success.
- The Overthrow Liege faction will now only institute Elective monarchy if all Council Power laws are set to 'Council'.
- The Overthrow Liege faction now revokes any active vassal war laws.
That’s all for now. Next week, there will either be a dev diary on the feature survey results or another one on the subject of patch 2.7.1. Oh, and don’t miss today’s CK2 livestreams, starting at 16:00 CET!
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-03-13 11:48:55 CET ] [ Original post ]
Save 75% on Crusader Kings II during this week's Midweek Madness*!
*Offer ends Friday at 10AM Pacific Time
[ 2017-03-07 18:05:00 CET ] [ Original post ]
Crusader Kings II: Monks and Mystics, all new content for Crusader Kings II is Now Available on Steam!
In Monks and Mystics, your characters can follow new paths in their search for religious enlightenment and holy blessing, joining sacred societies or secret brotherhoods that open new opportunities for role-playing and story-telling in one of the most popular historical strategy games ever made.
[ 2017-03-07 16:05:00 CET ] [ Original post ]
STOCKHOM – 07 March 2017 – In a world ruled by fear of the afterlife, the wise person takes good care of their soul. Do good works. Build new churches. Defend the faith against heretics, heathens and the corruption that lurks in the heart of all. But what if there were more to the spiritual world than charity and chants? What if you could unlock the secrets of the universe – or turn your back on God entirely? Are you ready to gamble your eternal soul in Crusader Kings II: Monks and Mystics?
Monks and Mystics is the newest expansion to Paradox Development Studio’s beloved classic Crusader Kings II. In this new add-on, your ruler has the chance to join religious societies to improve their standing with both humankind and God (or the gods). Join a monastic order and pursue traditional virtues and learning, or seek out the kind of knowledge only available to those skilled in alchemy and astrology. You can even join underground religious cults to weaken the church or pray to elemental forces of darkness to unlock new and terrible powers.
https://www.youtube.com/watch?v=LU2LZm9bd6c
Monks and Mystics features include:
- Monastic Orders: Special societies devoted to religious learning and pious behavior for most of the world’s faiths
- Secret Societies: Assassins, underground religious orders and devil worshipers operate in the shadows to undermine the established order
- Relics and Treasures: Find religious relics, craft masterwork weapons or commission spectacular jewelry to add to the glory and power of your realm
- New Councilor Commands: No more idle advisers, as your councilors can put their skills to work while just sitting around at court
[ 2017-03-07 13:59:54 CET ] [ Original post ]
Hi! We just release Update 2.7! Read the full notes here Report any problems experienced with the new update in our bug report forum here!
[ 2017-03-07 13:26:07 CET ] [ Original post ]
Hello!
As per our traditions tomorrows expansion, Monks and Mystics, will be accompanied by a free update. And we have now reached version 2.7.
Our testing shows that it should be possible to continue save games from 2.6.x in 2.7.0. But as per usual we strongly recommend that you finish off any ongoing games in the previous patch level before you update your game to avoid unpleasant surprises. This is especially important if you are achievement hunting in ironman.
To play on a previous patch level:
- Right click Crusader Kings II in Steam and select properties. - Go to the tab named BETAS and select the desired patch level in the dropdown list - Close the window and let the game update [Quote] ################### # Free Features ################### - Religious Cults: - Gone are the days when you are forced to abandon the old ways, as you are able to falsely confess to a new religion while still keeping true to your faith in secret - When you convert, you can choose to secretly still worship your old religion - With enough Prestige, a ruler with a secret religion can create a cult to recruit more members - Powers include the ability to: - Evoke Sympathy for your secret religion in other rulers - Induct rulers to your secret religion - Openly Adopt Faith to openly convert to your secret religion, forcing other members within your realm to do the same - Treasury: - Rulers now possess a treasury, a place in which to store collected artifacts and items - Several old items that used to be Character Modifiers have been replaced with actual artifacts and will instead be placed within the Treasury - Map Update: - The Ural mountains are now impassable - Removed the duplicate island of Kolguyev, in the Barents Sea - The most northern part of the Onega is now properly filled with water - The mountains in southern Abyssinia no longer stretches onto the frame of the map - Fixed an issue in the lower part of the river Don, where the river bed would go above water level - Removed a bunch of trees that were placed in major rivers - The terrain around lake Balkhash has been smoothed, to avoid sharp/rough edges - The terrain around lake Baikal has also been smoothed, no longer will the steep cliffs surround the lake - The Indus and the Ganges have both been cleaned up: - The terrain now matches the actual river - Smaller rivers no longer flow so far into the major rivers - The borders of the rivers has been made smoother to avoid sharp/rough edges - The Danube has been redrawn, to better respresent its actual location (!) - The county of Constantinople is now only located on the western side of the Bosphorus, merging the eastern side into the county of Nikomedeia, connected with a strait - The duchies of Samos and Cibyrrhaeot are now de jure part of the kingdom of Anatolia, rather than Greece - The duchies of Trebizond and Armeniacon is now de jure part of the kingdom of Trebizond, rather than Anatolia - Removed the kingdom of Taurica - The duchy of Crimea is now de jure kingdom of Khazaria - The duchy of Cherson is now de jure kingdom of Khazaria - The coastal counties of Croatia and Serbia have been adjusted and moved slightly to better represent their actual locations - The eastern counties of Hungary and the surrounding area has been moved and adjusted in order to properly place the kingdom within the Carpathian mountains - Changed the name of b_mirabel to "Majdal Yaba" - b_mirabel will be named "Mirabel" if ruled by most European cultures - b_mirabel will be named "Antipatris" if ruled by Byzantine cultures - The county of Tobruk is now only located along the coast - Moved the northern part of c_dalarna to c_herjedalen - Moved k_venice to de jure e_italy - Improved the character finder: - Added a "Reset Browser Filters" button - Added a "Diplo Range" filter - Added a "Join Court" filter - Characters that will join your court if bribed now get a yellow hand rather than a red thumbs down - Added functionality for saving and loading a set of filters. Allowing for up to four slots of different configurations. These persist across campaigns - The "Great House" character filter now includes the option "Not Mine" to avoid characters of your dynasty to to appear in the search - Improved the game rules screen: - Now possible to filter the rules by a variety of groups - Now possible to save and load sets of rule options - Updated the Intrigue interface: - Now shows 7 decisions rather than 4 - Decisions can now be marked as important/not important, allowing you to decide what decisions you want alerts for - Your plot and backed plots has been moved to a tab of its own - Backed plots now show their target - Known plots have "Join Plot" and "End Plot" buttons - Auto-stop Plots has been moved to the "Known Plots" tab - Now shows 6 prisoners/threats at a time instead of 5 - The plot choice list now shows 6 plots at a time instead of 5 - Added an on-map Combat Indicator: - The indicator will show if a battle will happen in a county as a result of the movements of adjacent units - The indicator will highlight any defensiv bonuses, river crossing or strait crossing - Added an "Embark All" button when having multiple armies selected. It loads as many of the selected units as possible onto ships - Added alert for councillors having no job assigned to them - Remastered the volume of all existing songs and sound effects for an improved soundscape CONCLAVE: - When selecting councillors, you will now be able to see what voting archetype they're likely to pick - You can now send law changes to consideration by the council - The council view tells you how your councilors are voting (or would vote) on a law change And more... (click here to read it all)[/quote] We hope you will enjoy this update!
[ 2017-03-06 11:59:35 CET ] [ Original post ]
Greetings forumites!
As monks and mystics enter our courts it's also time for our armies to dress up in their appropriate armor and our rulers to wear their cultural clothing. This time we're bringing the both portraits and units for both the Germans and the English.
English Portrait Pack
Once William the Conqueror had asserted his claim on England the Norman culture took hold, a culture that would evolve with the Anglo-Saxons into the English culture.
English Unit Pack
The English, as descended from Anglo-Saxon and Norman culture will now have their own units with appropriate heraldry and gear. Will they be the ones to unify the British isles?
German Portrait Pack
Whether a part of the HRE under the Kaiser or as a lone German kingdom it will now be possible to have the appropriate Germanic clothing.. and beard!
German Unit Pack
The Germans, from princes, arch-bishops up to the kings and even kaisers will now don their own armor and appropriately show off their heraldry on the battlefields.
[ 2017-03-03 14:57:29 CET ] [ Original post ]
Salutations!
As was announced last week, Monk and Mystics will be released on March 7th. Which is only a week away! If you haven’t already, mark the date in your calendars. But to make the wait easier for you, I thought I’d share the details of the accompanying Content Pack.
The Monks and Mystics Content Pack includes two sets of portraits (which you may have seen already in the CK2 Monday Streams), along with fitting Unit Packs. First is the German Portraits. While named German, they will apply to the entire Central Germanic culture group.
The German Unit Pack:
Next up is the English Portraits. Since English is only present in the later bookmarks of the game, we made the portraits also apply for Normans, to make sure that you can play with them without having to start very late.
And the English Unit Pack:
An important note is that the Content Pack will be bundled with Monks and Mystics and automatically included when you buy the expansion.
I’ll also provide you with the remainder of the changelog that I didn’t give you in the dev diary of last week. There are a few AI improvements in there, to accompany the new AI Orders, along with a huge list of new modding stuff for all the new features and mechanics. And of course, the usual bug fixing.
Read the Changelog here! (it's too big for Steam)
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-02-27 11:51:56 CET ] [ Original post ]
Paradox Calls You to Take the Orders on March 7
STOCKHOLM – 23 February 2017 – Paradox Interactive and Paradox Development Studio have set a release date for the newest expansion to its celebrated medieval role-playing grand strategy game. Crusader Kings II: Monks & Mystics will be leaving the abbey on March 7, 2017 and will be found at Steam and the Paradox Store for $14.99/€14.99.
Monks & Mystics expands the religious side of Crusader Kings II, letting characters join monastic orders, forbidden death cults and even worship Satan in the search for greater power. Perform great charitable acts or feats of infamy as you climb the ranks of your chosen religious community.
Crusader Kings Game Director, Henrik Fåhraeus, talks us through some insights into this latest expansion via a brand new video Developer Diary below:
https://www.youtube.com/watch?v=ri1TOhK6syw
Features of Monks & Mystics include:
- Monastic Orders: Join the Benedictines, Dominicans or other monastic society and increase your prestige while doing homage to God.
- Secret Religious Societies: Hold a secret faith in your heart and slowly increase your religion’s power, climbing from discouraged minority to official faith.
- Devil Worship and Alchemy: Join those who perform Black Masses and dark crimes, or use your intelligence to seek out the hidden mysteries of the universe
- Treasury and Relics: Collect religious relics of the saints to raise your status and increase your power, or craft masterworks of weapons or jewelry that increase your prestige and prowess
- New Councilor Actions: Even councilors that aren’t active in your realm will be using their skills to increase the wealth and stability of your kingdom
- And much more
[ 2017-02-23 14:08:16 CET ] [ Original post ]
Greetings fellow crusaders!
This dev diary will be rather short, as I won’t be talking about anything new and exciting. With us getting ever closer to a release (and before you ask: no, I will not tell you when it might be just yet), I thought it might be a good time to start highlighting some of the stuff we have in our changelog.
First off, some balance changes:
###################
# Balance
###################
- Minor clan revolt troops are no longer inherited, and the leader of the uprising now has more money, prestige, population and manpower as well as two sons to succeed him
- If you grant a title and all titles below it to a child while following a religion that uses bishops, the temples will now have bishops generated rather than not get handed to the recipient
- "Cultural Bonds" no longer causes an alliance, but instead allows other independent characters of the conqueror's culture to join them in defensive wars. The AI is likely to do this if their opinion of the defender is positive and they're not busy with wars of their own
- Allowed vassals to press de jure claims against their fellow vassals again (though the AI won't)
- You'll now lose some Threat if dying causes you to lose land
- When the holder of a viceroyalty dies, they'll now be replaced in wars by their regular heir, not their liege
- The "Ask to Leave Court" diplomatic interaction will now cause the character's spouses to leave as well, and has the same requirements of the spouses as the character being asked to leave
- Increased the duration of the "War Taxes" modifier to five years (up from three), for completing the "Build a War Chest" Ambition
- Overthrow Ruler will now give the ruler a claim on the title if they accept the demands
- No longer possible to usurp titles from the vassals of a revolting vassal
- Capitals can now be moved every 50 years rather than once per lifetime. Nomads still get to move it every 10 years
- Merchant Republics with too few patricians will no longer draft people who are heir to a title to become patricians, since this risks disinheriting them
- No longer possible to ask to join a war against someone you have a non-aggression pact with
- The "make my court/vassals speak English" events can now trigger if one's a vassal of Britannia rather than England, and can trigger for the king/emperor as well, not just their vassals
- The prestige you get from being a consort now scales with the tier of your spouse. Reduced the prestige to half. Now it ranges from 0.5/month from a baron to 2.5/month from an emperor
- The capital duchy of a title, if held by the title holder, will under elective/tanistry law now always follow that title's succession, even if your heir is not playable for you. Counties, baronies, and other duchies will still revert to primogeniture in that case
- Now possible to give temple holdings to children if that does not risk disinheriting them
- No longer possible to appoint someone to your council when they're part of a faction that's sent you an ultimatum; this could be exploited to have them leave the faction, giving you an easy win in the faction war, or invalidating it entirely
- When non-primary war participants die, their primary heir will now stay in the war if the inherited title ends up as their primary title, and it'd be possible for them to ask to join the war, or be called in by the war leader
- When eating your prisoners, you can now attract a non-serious disease
- No longer possible to join or start factions while you have a truce with your liege
- Landed characters now pick a plot if they have none considerably more often; on average after 12 months
Not too much to add. Most of them should speak for themselves. Overall some nice changes and fixes.
To go along all of the quality of life additions we’ve made for 2.7, there are a bunch of smaller changes for the interface as well. Most of these should make the game slightly more user-friendly and easier to use:
###################
# Interface
###################
- The levy tooltip now shows all modifiers to levy size rather than just the influence of martial and the location of the holding compared to one's capital
- The council job actions now say their name at the top of the tooltip even if the councilor is currently performing the action
- "Favorite map mode" buttons will now be highlighted if the associated map mode is selected via the regular button rather than the custom button
- The game will no longer occasionally change the selected tab for no apparent reason on the character screen if you have a non-ruler selected
- When part of a faction revolt, the faction leader's units will look allied rather than neutral
- Updated the "Grant Viceroyalty" interaction to include the "Include Vassal Titles" checkbox
- Added support for accented ASCII characters and similar (E.G., é, å, ü) in the Character Finder's search field
- The holding view will now show the influence of stewardship on the holding's tax income, and the income summary in the province view will acount for the stewardship bonus
- Updated the Focus window to avoid some cases were it wouldn't explain why you are unable to select a given focus
- Reaper's Due: The Hospital icon in the province view will now open the hospital buildings screen if the province has a hospital. If it does not, it will toggle the Extended Province View
- The main menu music will now start playing if you unmute it using the main menu settings, even if you started the game with music muted
- Fixed game rule titles sometimes going across two lines on the game rule screen for some languages
- Updated the dynasty view for the Indian religions, as they would use the Christian dynasty ornament
- Clicking the Nomad Agitation alert will now select the relevant province, not just pan to it
- Made the list of titles in the character view slightly wider
- The event where you ask your court physician to save your sickly child will now show the child's portrait
- Known/backed plots now show their plot power in the UI entry itself, not just the tooltip
- Clicking a council job action again will now cancel the job assignment
- Recalling someone from their council action while having a job selected for assignment will now cancel job assignment
- The border highlighting of selected CBs now takes precedence over selected provinces or titles
- Updated the condition tooltips for the decisions "Mend the Great Schism" and "Restore the Roman Empire" to shorten the tooltip and make them easier to read
- Now only possible to hit "Ready" in multiplayer when the save has finished loading
- Fixed the character UI not fully updating if the character died while you were looking at them. Before this would result in the plot button still being available, as well as a number of other issues
- The realm peace tooltip will now tell you how long it has been since you used realm peace if it is on cooldown
- Build Time and Build Cost modifiers now show as percentages (E.G., -10.0% instead of -0.1)
- Added a unique skin for the Republic view when playing as Indian
- Added a sound for gaining a new trait
- Event options will now list both trait icons and affected character portraits
- Fixed the "Call to Arms" text sometimes not fitting the letter window
- Changed the color of the mosaic at the top of the Muslim Clan/Nomad interface, to make it different from the Council interface
- The tooltip for religion in the province window now provides the same info as the religion tooltip in the character religion
- The title shields on the law page now no longer change order when you click any of them, instead making the selected one bigger
- Interface shortcuts that require the SHIFT key to be used now more clearly indicate that's the case. In the past a capital letter shortcut meant SHIFT was used, but now it'll say for example "SHIFT+A" rather than just "A"
- Removed "Show Commanders" choice in the Minor Titles View and changed the "Show Honorary Titles" to "Show Commanders Only" to only display commanders
- Added new option to the Minor Titles View "Auto-assign Commanders", which will replace a commander automatically with the best available candidate whenever a commander dies
- You no longer have to resign a commander first in order to replace them in the minor titles view
- Switched the placement of the title shield and the voter stance for the council in the My/Liege Council tab, to keep consistency with other portraits
- Fixed clicking on someone's primary title sometimes not taking you to their capital
- Clicking on a character's plot on the character screen will now take you to the target of the plot
- Fixed the decision to donate to the Knights of the Sun not having an icon
- The religion screen will no longer show the title of the religious head if there is no religious head
- The "Mod" and "Version" checkboxes in the multiplayer browser have been clarified to "Same Mods" and "Same Version"
- Moved the scrollbar slightly in the different law tabs, to make them somewhat easier to see
- Removed the "double" click sound you would get when clicking a province if the Extended Province View was opened already
- Added a sound effect when turning the pages in the Chronicle
- Added indicators for good and bad childhood traits in the Education Focus picker
- Removed the additional important minor title portraits at top of the Council View
- Made so the prisoner icon is now clickable and takes you to the imprisoner
- Improved the tooltip for the "Revoke Vassal Title" plot
- Updated character tooltip so it mentions whether you have educator/guardian (with name and location) and removed redundant tooltip that gave the same information
- Educate character interaction tooltip now use Conclave description if Conclave is enabled
This is not the full changelog, mind you. There are still plenty of bug fixes and other things in the changelog that isn't listed here.
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-02-20 12:18:08 CET ] [ Original post ]
Greetings everyone!
Today I’m here to talk about one of my favorite parts of our games (a very important one too) and something I’ve been working on. I’m going to talk about the map.
Looking at the work [USER=18587]@Trin Tragula[/USER] does for the map on EU4, I started thinking. Why don’t we do something similar to CK2? So I went looking at the map for various possible improvements. I have not added anything new in terms of provinces or areas. Instead, I wanted to focus on improving the existing map and give it some needed polish.
The CK2 map is not perfect, so there are a quite a few places to look at. But I wanted to start with the terrain and topology. As there several places on the map that, frankly, look out of place. As such, I swooped the map of the most hideous offenders. Several lakes and most major rivers are now much smoother, avoiding ugly and sharp edges. The Ural Mountains are now mostly impassable.
Below you can see a few examples.
Ural mountains:
Lake Baikal, old and new:
The Ganges, old and new:
I also took this opportunity to make some smaller de jure adjustments (I know that not everyone will agree with me on these). These are done for gameplay reasons and considerations. The largest change will be for the kingdom of Cumania. Which I broke off slightly by giving the duchies of Itil and Sarkel to Khazaria, along with Crimea and Cherson (so Taurica no longer holds any de jure land).
A small shift in the kingdoms of the ERE. Greece is a very large kingdom, so I made it slightly smaller by moving Samos and Cibyrrhaeot to Anatolia, and in turn, made Anatolia stay close to the same size by making the duchies of Trebizond and Armeniacon de jure to the kingdom of Trebizond.
Last, and definitely not least. Let’s take a look at Hungary and the Danube. The first thing I did was to redraw parts of the Danube to make it more accurate (as we all know, the old Danube was not quite where it was supposed to be). It now flows much closer to its actual location. The counties along the river have been adjusted accordingly. Pecs, for example, is now located on the correct side of it. The rest of Hungary has also been adjusted so that the kingdom is placed within the Carpathians.
Instead of taking my word for it, you can see for yourself in the screenshot below, in which you can see the updated coast of Croatia as well.
Old Danube for comparison
Does this make the map perfect? No. But I do think it’s a step in the right direction and an improvement over the previous one.
Let me know what you think!
[quote]Complete list of changes
- The Ural mountains are now impassable
- Removed the duplicate island of Kolguyev, in the Barents Sea
- The most northern part of the Onega is now properly filled with water
- The mountains in southern Abyssinia no longer stretches onto the frame of the map
- Fixed an issue in the lower part of the river Don, where the river bed would go above water level
- Removed a bunch of trees that were placed in major rivers
- The terrain around lake Balkhash has been smoothed, to avoid sharp/rough edges
- The terrain around lake Baikal has also been smoothed, no longer will the steep cliffs surround the lake
- The Indus and the Ganges have both been cleaned up:
- The terrain now matches the actual river
- Smaller rivers no longer flow so far into the major rivers
- The borders of the rivers has been made smoother to avoid sharp/rough edges
- The Danube has been redrawn, to better represent its actual location (!)
- The county of Constantinople is now only located on the western side of the Bosphorus, merging the eastern side into the county of Nikaea, connected with a strait
- The duchies of Samos and Cibyrrhaeot are now de jure part of the kingdom of Anatolia, rather than Greece
- The duchies of Trebizond and Armeniacon is now de jure part of the kingdom of Trebizond, rather than Anatolia
- Removed the kingdom of Taurica
- The duchy of Crimea is now de jure kingdom of Khazaria
- The duchy of Cherson is now de jure kingdom of Khazaria
- The coastal counties of Croatia and Serbia have been adjusted and moved slightly to better represent their actual locations
- The eastern counties of Hungary and the surrounding area has been moved and adjusted in order to properly place the kingdom within the Carpathian mountains
- Changed the name of b_mirabel to "Majdal Yaba"
- b_mirabel will be named "Mirabel" if ruled by most European cultures
- b_mirabel will be named "Antipatris" if ruled by Byzantine cultures
- The county of Tobruk is now only located along the coast
- Moved the northern part of c_dalarna to c_herjedalen
- Moved k_venice to de jure e_italy
[/quote]
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-02-06 11:28:05 CET ] [ Original post ]
Hello everyone, I’m Gwenael Tranvouez, the Tech Lead on CK2, and I’m here to introduce a new feature for this Dev Diary.
Don’t you hate it when you’re start a war against a neighbour, counting on your allies to come and help and they all decide the best idea is to attach to your army so that you’ll take attrition? So do we!
So we’ve taken another leaf from EU4’s big book of tricks and we’ve added Ally Orders. When you lead a war, you can tell other participants what to do:
- Hunt down enemy armies
- Or focus on sieging provinces.
- Attach to a specific army
- Siege a specific province
The last two are given through a new button on the unit or province screen:
As long as they’re in the war, your allies will try their best to fulfill your wishes, reverting to their default behavior when unable to comply. Unless, of course, they got bigger fish to fry, such as a big revolt in their own territory, or their own war to focus on. The tooltip for AI units also mention what orders their owners have:
We’ve also improved the AI’s goal selection in wars, and general pathing so they’re more useful to have around in general. That's it for this week. Read the original post [quote]Useful links Official Website Crusader Kings II Wiki Crusader Kings II Development Diary Archive
[ 2017-01-30 10:42:07 CET ] [ Original post ]
Good afternoon. I’m Magne Skjæran, and when you last heard from me I was talking about our quality of life improvements to the Intrigue screen. I’ve had a great time on the CK2 team since then, and today I’ve got the opportunity to share with you further quality of improvements we’ve made. Some were already done or mostly done when that dev diary were written, while some were in the works, and a handful inspired by comments from members of the community to the dev diary itself. I’d like to thank everyone who suggested further improvements; while not all were implemented, they were at the very least considered.
Today’s quality of life changes are to many different parts of the game rather than having a singular focus. There’s quite a few of them, so we better get started.
First up is a feature inspired by EU4: a battle indicator.
This will show up whenever a unit entering a province (or two units, if they’re entering the same province) will cause a battle to occur. Hovering over it will show the date it starts, and what two realms will be fighting. If any bonuses or penalties apply (terrain or river/strait/naval landing), this will be shown as well as who it will be applied to.
This should help ensure that you don’t end up in combat without expecting it, though note that it does obey the fog of war rules, so it won’t warn you if an unseen enemy is approaching the province you’re entering!
Next up, the garrison tooltip is now more helpful.
Before it’d only show the garrison, but now it also shows the levy, and the garrison+levy since this is the number you have to beat in order to actually be able to siege the holding:
Further, we’ve added an “Embark All” button for when you’ve got multiple units selected, even if they’re spread across many different provinces. This will load as many as possible of the units selected onto the fleets in their provinces, then select the loaded fleets so you can easily merge them together:
The game rules screen has also seen some improvement. First of all, the game rules are now categorized, allowing you to select an individual category so that you can easily find the rule you’re looking for. Second, you now have four save slots for game rules, allowing you to have different pre-sets for easy switching between campaigns:
Mirroring our “prisoner filters” feature, we’ve also made some improvements to the Character Finder.
First, we’ve added a “reset filters” button just like the prisoner filter screen has.
Second, like we’ve done for the game rules, we’ve added the ability to save up to four character finder configurations.
Third, we’ve added the ability to filter by diplomatic range.
Fourth, we’ve added the ability to filter by whether characters will join your court.
Fifth, the icon indicating whether characters will join your court will now show if giving them a bribe gift would be enough to change their response from “no” to “yes”.
Sixth, the “Great House” filter now also lets you filter out anyone of your dynasty rather than just the inverse.
Fun fact that most people don’t seem to know: You’ve always been able to search for claims; just put in the name of the title you want to find claimants for.
Note that the art is a work in progress; the final version will definitely not have buttons floating outside the window:
Further, for owners of Conclave we’ve improved the councilor selection screen a little bit. Each candidate will now have an icon representing their likely voting pattern, and hovering over it will show everything making each possible pattern less or more likely. Note that since the act of appointing someone will change a number of factors, the most likely position isn’t completely guaranteed to be the position they take, but since the factors changed are almost entirely positive it is exceedingly rare to end up with a worse position than indicated:
Another nice feature for Conclave owners is the ability to send laws to council consideration. This will show you how your council would vote without you having to have an actual vote. If you’re satisfied with the result, you can then start the actual vote from the same screen:
Also new on this screen is that it shows how the members of the council are voting, and hovering over the icon will show why they’re voting that way, making it simpler to figure out how you can influence their vote:
Beyond this, there’s one more Conclave QoL improvement: the childhood education screen will now show you which traits the child has got that positively or negatively influence the different education choices, so you no longer need to cross-reference the child’s traits with the description of each education choice:
One more small improvement has also been made to the Intrigue screen. Known and backed plots will now show their plot power on the plot entry itself rather than requiring you to hover over the plot:
Another new feature I know many fans, me included, have long wanted is the ability to randomize the name of newborn children. This has now been added, with four options: Randomize (uses the culture’s naming list), Name after Parent, Name after Grandparent, and Name after Random Ancestor. Note that the art for this is not yet done; the final version won’t look like this:
Now there’s only one last QoL change I’d like to illustrate: commander auto-assignment.
The Minor Titles tab now has a checkbox to auto-assign commanders. This will ensure you always have all your commander slots filled out with the best commanders available in your court. It will of course obey your restrictions on councillors to not lead armies.
To also make commander assignment a bit easier, the old “show commanders” checkbox has been changed to “show only commanders”. Since commanders are at the very bottom of the list anyway, hiding them didn’t make too much sense:
As I said, this is the last QoL change I wanted to illustrate, but it doesn’t cover every QoL change we’ve made. There’s numerous other small improvements made, and this I thought best to simply copy from the changelog rather than spend yet more pages illustrating. So here’s close to all QoL changes from the changelog:
- Reaper's Due: The Hospital icon in the province view will now open the hospital buildings screen if the province has a hospital. If it does not, it will toggle the Extended Province View
- Clicking the Nomad Agitation alert will now select the relevant province, not just pan to it
- The event where you ask your court physician to save your sickly child will now show the child's portrait
- Clicking a council action again will now cancel job assignment
- Recalling someone from their council action while having a job selected for assignment will now cancel job assignment
- The border highlighting of selected CBs now takes precedence over selected provinces or titles
- Fixed retinues in getting split apart into sub-units upon succession if the dynastic successor and the successor for the primary title aren't the same person
- Fixed scrollbars not being visible in some cases where they should be
- Updated the condition tooltips for the decisions "Mend the Great Schism" and "Restore the Roman Empire" to shorten the tooltip and make them easier to read
- Now only possible to hit "Ready" in multiplayer when the save has finished loading
- Fixed the character UI not fully updating if the character died while you were looking at them. Before this would result in the plot button still being available, as well as a number of other issues
- Build Time and Build Cost modifiers now show as percentages (E.G., -10.0% instead of -0.1)
- Fixed the Declare War interaction not telling you when realm peace is stopping you from declaring war; instead being grayed out with no explanation
- Fixed the "pause" message setting having no effect for the close family and special interest characters
- Fixed the "pause" message setting not working for low priority and log alerts. It will still do nothing for disabled alerts
- Event options will now list both trait icons and affected character portraits
- Added alert for councillors having no job assigned to them
- The tooltip for religion in the province window now provides the same info as the religion tooltip in the character religion
- The title shields on the law page now no longer change order when you click any of them, instead making the selected one bigger
- Fixed councillor actions continuing to be greyed out if the reassignment cooldown expires while the council screen is open
- Fixed the predicted morale gain for units almost always being very slightly wrong
- Fixed clicking on someone's primary title sometimes not taking you to their capital
- Clicking on a character's plot on the character screen will now take you to the target of the plot
- Made so prisoner icon is now clickable and takes you to the imprisoner
- The "Mod" and "Version" checkboxes in the multiplayer browser have been clarified to "Same Mods" and "Same Version"
- Improved the tooltip for the "Revoke Vassal Title" plot
It is possible I’ve missed some, or that some things you’d consider a QoL change I simply considered a “bug fix”, but this should certainly cover most.
And with that, I leave you for today. Hopefully you enjoyed this DD as much as I enjoyed writing it.
If you have any questions, I’ll be happy to answer them in this thread, though note that I can rarely say all that much about potential future features, but I can give my thoughts on why I (or someone else) implemented something a specific way.
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-01-23 11:53:31 CET ] [ Original post ]
Hi everyone!
I hope you all had a good time during the Holidays. I know I did, but now it’s time to don the crown, strap on the sword and get back to work on Crusader Kings II (and my other game, of course...) Now, what better way to start off the new year than with a bit of harmless witchery? In the terribly long eras before the great thinkers of the Age of Reason would have us replace magic with science, the “occult” was of course seen as a normal part of life, and society lived in fear of curses and evil spells. But… just because you’re superstitious does not mean the witches aren’t out to get you! Just like today, the desperate and the unscrupulous would seek power by any means necessary, including the worship of demons and evil spirits...
This brings us to my favorite Society in the upcoming expansion Monks and Mystics; the Demon Worshippers. These brothers and sisters of the left-hand path come in several varieties: Abrahamics get “Lucifer’s Own”, Tengri pagans get the “Plaguebringers”, the Indian faiths are afflicted with a particularly nasty type of Kali worship, Baltic, Slavic and Finnic pagans get “The Cold Ones” (evil shamans) and Germanic Pagans have those who curry the favor of Hel and of powerful jotuns. Regardless of religious context, they are all united in their self-serving, utterly ruthless quest for power in the world of the living, and care little for their fate in the afterlife. As they advance through the ranks, Demon Worshippers get powers like “Dark Divorce”, “Summon Familiar” and “Tainted Touch” (a health curse.) Through their network of agents, they can also attempt to abduct relatively low ranking characters. Now, a lot of the content for the Demon Worshippers is hard to explain in terms of placebo effects and natural phenomena, so if you don’t care for the supernatural I suggest simply not joining those Societies (because rooting out their covens and persecuting them through your Court Chaplain is reasonably historical and adds flavor to the game.) However, if you really don’t want them around, you can turn them off through a Game Rule.
Next up are the infamous Assassins, a Shiite Muslim Society that - unsurprisingly - specializes in murder. The elusive Assassins consider themselves the true followers of Allah, and will do anything to further the advances of Shia Islam and protect their fellow believers. Consisting of loyal warriors as well as competent spies, wielding manipulation and social skills as expertly as a dagger, they specialize in asymmetrical warfare, striking hard at the heart of their enemies. Their special powers include intimidation and murder. For example, they can get a Favor with someone (if you have the Conclave expansion) by leaving a dagger on their pillow. At higher ranks, they can also mark someone for death, so that lower ranked members will get that murder as a mission. Since this Society is also a political entity and a Holy Order of sorts, the Grandmaster gets the power to raise special troops.
There is more to say about these Societies; their other powers, missions and semi-random events, but I don’t want to spoil it all. Oh, and if you have the Way of Life expansion, you can use “Spy On” to find out if a character is a member of a secret Society like the above...
There won’t be a CK2 stream today, but stay tuned for something next week (and a new dev diary, of course)!
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2017-01-09 11:03:42 CET ] [ Original post ]
Hello again, everyone! Doomdark was going to tell you more about Societies this week, but he’s [S]locked in the dungeon[/S] too busy, so I have [S]seized power[/S] taken on this duty. So let’s talk about Monks.
In Monks and Mystics, we have added 8 Monastic Order Societies. There are two Catholic orders, the Benedictines and the Dominicans, while the Orthodox, Miaphysites, Nestorians, Hindus, Buddhists, and Jains each have their own order. Now, while actual Monks and Priests can of course join these Societies and are likely to advance more quickly through the ranks, it’s quite possible for secular characters to join these orders as lay members / patrons and reach the highest ranks.
Life in the Monastic orders is focused on learning, piety, and good deeds. Typically members will be expected to use the Theology focus (if you have the Way of Life expansion), perform Charity, help build new Temples, go on Pilgrimages, and engage in prayer or meditation.
Time spent in self-reflection does have its upsides though; through these acts characters will tend to better themselves, losing negative traits like vices and gaining more godly virtues. Not to mention that time spent reading and then debating the meaning of books is helpful in increasing Learning and Diplomacy skills. At the highest levels, members can also Council other characters in their realm, to encourage them to end their sinful ways.
Dominicans: Religious province conversion significantly faster, and a bonus to the “Hunt Heretics” counciler job.
Benedictines: Can get rid of “Slothful” and gain “Diligent” by donating money.
Hindus: Higher Fertility and Health.
Buddhists: revolt risk reduction.
Jains: opinion bonus with other Jains.
Miaphysites, Orthodox and Nestorians: More income from Temple vassals.
All: Chance of losing many negative traits and gaining positive ones over time.
new dharmic pilgrimage chain
That's all for now, and indeed that'll all the DDs for this year as we'll be on holiday for the next couple of weeks! But we'll be back on the 9th of January to talk about more Societies. And if you need to hear more about MnM, I believe we'll be showing some gameplay in our Three Kings stream in under an hour (1700 CET)
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-12-19 15:21:52 CET ] [ Original post ]
Hello all, it’s been a while, but it’s my turn to write a Dev Diary again! Today I’m going to tell you about the Treasury system we’re adding in 2.7. This system itself is part of the free patch. However, a lot of the content for it is part of Monks and Mystics.
The Treasury is where characters store their items, such as weapons, artifacts, or holy relics. In many ways items are much like Character Modifiers which you are likely already familiar with, but Character Modifiers are a fairly limited and not entirely clear system. With the new Treasury system we have greater control over how they work and when they are active as well as more UI space to display and explain them. Not only that, this system allows items to be inheritable and stealable.
We hope that seeing your character’s items as physical object rather than just a number on their character sheet will offer greater immersion, especially for player who like to focus on role-playing. Sure, in the past you could find a nice axe to increase your personal combat skill, but it was just another number - now you’ll see a gleaming axe, ready to hew the limbs from your foes!
this is not quite final artwork, but it should be similar to what we end up with
As an example, say your Character has found the Holy Grail - you will now see the Grail in your Treasury with a picture and a description as well as the effects of owning it. Further, if some Norseman comes along and raids your castle, there’s a chance that he’ll make off with your Precious Grail - however, since he’s not a Christian your most holy relic is nothing more than a fancy cup to him.
As well as the items you can find or make while playing, we have also added a system to place some Artifacts into character’s Treasuries when a new game is started. These are mostly placed at random to keep things interesting, but there are also a few historical artifacts given to famous characters.
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-12-12 14:52:03 CET ] [ Original post ]
Hi everyone!
It’s time to spill the beans on some actual content in the upcoming expansion Monks and Mystics, which we announced last Friday at our Fan Gathering (I hope all the good folks who showed up had a fun time - I sure did!)
The genesis for this expansion came about a long time ago, when I started thinking about secret societies and conspiracies and wrote it down as one of several outlines for a couple of “mini-expansions”. Now, for various reasons we never went ahead with that expansion model and most of the ideas have, by now, been used in bigger expansions. However, the concept of fraternities stuck and the time is now auspicious!
The core feature of Monks and Mystics is something we simply call “Societies”. Societies are groups of like-minded characters who are working together for personal and mutual profit. Some Societies are perfectly legit (that’s the “Monks” part in Monks and Mystics); others are perhaps viewed with some suspicion (e.g. Alchemists) but are hardly criminal. Finally, there is the subversive kind, of which the Demon Worshippers are certainly the worst. (Such shadowy and outright evil cults can be actively combated through a new job that can be given to the Court Chaplain.)
The basic loop goes like this; you put out word that you’d like to join a specific Society. After a while (immediately, for open Societies), you will be approached and offered membership as a novice. At this lowest rank, you usually don’t get many new abilities (but if the Society is secret you can now at least see the leader and the other members.) Now and then, you will be given missions that will further the goals of the Society. If you complete them, it will give you more power within the Society, which should eventually allow you to “level up” in Rank. The new Rank will give you access to at least one new special ability. Using these abilities (they are basically just a special type of Decision) can also increase your power within the Society, and so it goes, all the way up to being the leader of the whole Society.
Of course, members of the same Society tend to like each other, and will sometimes (depending on the nature of the Society) even be obedient towards members of higher rank; or at least not hostile. This creates a whole new way of discouraging factions and pave the way for loyal vassals (or even a loyal Pope!)
That’s all for now. In a later dev diary I will go through the actual Societies and talk about their particular powers and abilities...
Be sure to check out the funny teaser trailer for Monks and Mystics, and remember the Livestreams later today, where Emil and Steven’s quest for the best German cookie continues, followed by the Norman adventures of Chris, David and yours truly (Henrik "Doomdark" Fåhraeus, not BjornB)!
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-12-05 13:24:13 CET ] [ Original post ]
Let’s Talk About Sects. Monks and Mystics Coming to CK2
Newest Expansion to Crusader Kings Increases Your Faith
STOCKHOLM – 2 December 2016 – The bells of the abbey summon monks to prayer while, a continent away, the faithful are summoned by a muezzin’s call. Religious practice imposes a schedule on the chaos of medieval life, and the routine adds harmony to a divided realm.
Routine and harmony. We can’t have that, can we?
https://www.youtube.com/watch?v=XWEMq0JiB0Y
Monks and Mystics is the latest expansion to Crusader Kings II, the hit medieval grand strategy role-playing game from Paradox Development Studio. In Monks and Mystics, the religious aspect of the game is further explored with new mechanics and character associations that can tie a faith closer together or render it asunder.
The major feature of Monks and Mystics is the addition of Societies – secret and otherwise. Characters can join monastic orders, secret cults and Gnostic heresies. As the society gains members, it gains power and prestige for its leaders. Societies open new actions for characters and can lead to new event paths.
Monks and Mystics includes:
Monastic Orders: With lay offices available to non-clerical characters, monastic orders will increase your character’s piety - but they have expectations.
Cults: Gnostic heresies may flourish and its is rumored that the worship of Satan continues in the darkened fringes of the world
Climb the Ranks: Characters work their way up the ladder of Societies, unlocking new abilities and triggering new event chains
Hunt for Heretics: Send your chaplain out to find secret societies that undermine the holy church and your realm. But what if the hunter is guilty himself?
Other New Councillor Actions: Your councillors have a fourth action that will make them more powerful and integral to sound rulership
And much more: Assassins, archaeological expeditions, holy relics, great treasures and more
Crusader Kings II: Monks and Mystics is coming soon to major digital retailers, including the Paradox Store.
[ 2016-12-02 15:23:53 CET ] [ Original post ]
Good afternoon. I’m Magne Skjæran, and you might remember me from my modding and optimization dev diary at the end of summer. My last day at Paradox was a few days after that, but since I had a great time working there this summer, I returned to the CK2 team about a month ago to work on the game part-time.
Today I will be covering a topic that’s been briefly mentioned earlier in the Easing Executions dev diary: quality of life changes in regards to the intrigue screen and plotting.
While the image shown in that dev diary was a mockup, the planned changes have now been implemented. However, the actual art isn’t done yet, so most images in this dev diary are touched up based on mockups rather than showing my programmer art. There is after all a reason I work as a programmer rather than an artist.
So let’s go through all the changes we’ve made to the Intrigue screen in detail:
I’ve numbered the changed aspects.
First, at #1, we’ve got the new decisions menu. It now shows 6 decisions at once rather than the old 4, making it easier to find what you’re looking for.
At #2, you can see that each decision now has a button allowing you to mark it as important or not important, thus allowing you to control which decisions you get alerts for. Marking a decision as important will change the background to gold, enable alerts, and move it to the top of the list. The last bit only happens once you exit and return to the decisions screen, since decisions jumping around when you click on them would be rather annoying.
#3 is a button allowing you to reset the priority settings to default.
What decisions are important is saved across campaigns, so you won’t have to mark decisions as important or not important every single game.
Further, at #4, we have a new tab: My Plots. This mostly just moves the plot functionality out of the way to give more space to the decisions list, but it does have one new addition: you can now clearly see who the target of each backed plot is, shown at #5.
Next, let’s go to the Prisoners screen:
At #1, 2, and 3 you can see the new prisoner mass actions. These allow you to release, ransom, or execute all prisoners currently shown on the screen, except those that have been marked as locked using the button you see at #4.
Further, prisoners can now be filtered by the eight different criteria you see at and below #6. This can then of course be reset back to being unfiltered using the button at #5.
A minor change is that this tab now fits 6 prisoners at once rather than 5.
When using the mass actions you’ll be asked to confirm and told about the ramifications of your actions:
This ensures you’re never caught unawares by tyranny or similar.
Next up, Known Plots:
Here there’s two new additions. At #1, we’ve got a new button that lets you ask the plotter to end their plot, saving you a few clicks.
At #2 we’ve got a new feature: if you know about a plot and you’re in the group of people that’s possible to invite, you can ask to join. The AI will always accept this, while if you’re playing multiplayer the other player can refuse if they want to.
The “auto stop plots” button has also been moved to only show up within this tab.
As to the Threats tab there’s nothing new there except for six threats being shown at once rather than five.
That’s it for the Intrigue screen, but we still have a couple of tidbits related to plotting left.
When invited to a plot you’ll now be able to see who the target is, saving you from having to use the character or title finder in order to figure it out.
Finally, when a plotter tries and fails to kill your spymaster due to them discovering their plot, you now have the option to keep the plot a secret, which is ideal for cases where you would rather join the plot than expose it.
That sums up all the changes we’ve made to make the intrigue aspects of the game simpler to interact with, and providing you the information you need to make decisions. Hopefully you’ve found this dev diary as intriguing to read as it was to write!
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-11-28 15:03:00 CET ] [ Original post ]
Hello all! As some of you may know, Paradox spent the last 4 days in Malta and now we are back in Stockholm [S]exhausted[/S] refreshed and re-energised, and ready to get back to work! Speaking of work, the topic of this Diary is the new Council jobs we are adding in the upcoming
please excuse the lack of unique art for the new jobs, it will be there
Chancellor - Perform Statecraft. This job increases the speed at which your Threat decays, and can fire events which improve relations with random vassals, neighbours, or your liege if you have one. If you have a specific character you want better relations with, the Improve Diplomatic Relations job will be more useful, but for general improvements Statecraft should be your choice.
Marshal - Organize the Army. This job lowers the upkeep cost of your Retinue (Or Horde), and can fire events to train existing or find new commanders.
Steward - Administer Realm. This job increases the speed of Cultural conversion in your realm’s provinces, and can fire events adding economic bonuses to any province. If you own Reaper’s Due, Prosperity throughout the Realm will also increase faster.
Spymaster - Sabotage. This is the exception I mentioned earlier. For owners of the
While it’s not in yet, we hope to add a button right there to start the voting process so that you don’t need to switch back to the laws tab once you have your votes arranged.
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-11-21 14:37:54 CET ] [ Original post ]
Greetings!
After showing Doomdark some of the subliminal messages in a few tracks by Judas Priest and delving into deeper studies of other groups and media, I decided that I needed a break and put my mind into something else for now. So... a perfect opportunity for me to write a new Dev Diary! I would love to talk about some of my findings so far but I need to do more research to be sure that what I have discovered is true.
For this entry I’ll talk about something both I and other people have wanted me to do with Crusader Kings II for a long time:
Mixing!
What kind of sorcery is this?
This is a process that you’re usually doing at the end of production which I was able to do for Stellaris & Hearts of Iron IV, but never got to do for Crusader Kings II for the simple reason that it was released before I started working at Paradox. :)
It means that I have gone through all current audio assets and adjusted the overall audio volume for them. Later on I mixed and adjusted all the different audio assets ingame, so for example all the ambient sound effects are lower in the background until you zoom in. Also, interface sound effects play at a pleasant volume and do not interrupt the music. I can also reveal that I have mixed all music in the game, including all the separate Music DLCs, which means that now you don’t have to worry about the Metal music exploding your speakers when you turn on the game.
So, in brief this means it will feel like a new experience for you once you start the game with the new mix. Perhaps you will start hearing audio you have never noticed before, and discover that the notification sound effects are a bit “softer”.
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-11-14 11:02:16 CET ] [ Original post ]
By the grace of God, I am finally back and able to pen another development diary, though my hands are still unsteady from the shocking things I saw while in hiding. I think it best to simply recount my harrowing experiences of the last few weeks. For those with eyes to see and ears to hear, there is much to be learned from my travails.
For many months, I had felt that something strange was going on at the office. In hindsight, the signs were all there; colleagues naming their daughters “Sophia”, hushed talk of “secret knowledge” and Dan “podcat” Lind suddenly breaking off his presentation of the next Hearts of Iron IV expansion in order to explain how the Creator is just an “evil emanation of the original Monad”. But it wasn’t until Björn “Metal King” Iversen took me aside to listen to the subliminal messages in various Judas Priest tracks that I finally realized the truth: the company had been infiltrated by Sethian Gnostics! I recognized some of the messages from the Second Treatise of the Great Seth and the Gospel of Judas...
I suddenly did not want to help Björn record any more death sounds. Who knows how many souls he has helped “liberate” from this earthly prison in his infernal studio? He eyed me with suspicion when I assured him that I had already achieved Gnosis. Beating a hasty retreat, I was forced to skulk in various unused meeting rooms for a full week until I could finally make my escape. While in hiding, I witnessed many disturbing sights; people wearing inverted pentagrams and muttering to themselves, a secret follower of Mahomet performing an odd prayer ritual, various outlandish and no doubt fraternal handshakes, and worst of all; a vile heathen festival in the lunchroom involving spiderwebs, skulls and a bloody brew spewing smoke.
The rot runs deep. There are worse things afoot than mere Gnostic heretics... I fear there are several other corrupt sects burrowing like ticks within our ranks. How could this happen? What malign stars have aligned in the skies above our afflicted nation? Dark heresiarchs are at work in the Realm, pulling strings from the shadows and inducting naïve game developers into their subversive cabals. Who can feel safe in these dark times?
I have written the Holy See with a plea for aid. My sole hope lies in the Holy Father, Pope Francis, though I wonder if he is made of stern enough stuff to unleash the Hounds of God, for I fear only the Dominicans can save us now, as they did in the times of Cardinal Torquemada, bless his soul...
May God send us a light, for the darkness surrounds us!
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-11-07 13:20:08 CET ] [ Original post ]
It’s Monday again, and you know what that means: a Dev Diary! It’s time to start talking about new features in an upcoming DLC which I can’t name yet. For DDs we prefer to talk about things we’ve already implemented, but this
Ideally we’ll also have a lock button on characters so they can be excluded from mass actions, and radio buttons would likely be better than our traditional dropdown lists.
That’s it for now, I did warn you I would make some short DDs sometimes!
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-10-17 11:13:31 CET ] [ Original post ]
Hi all!
We're now releasing the 2.6.2 patch together with improvements and fixes for the EU4-CK2 converter.
Warning: Using modding traits from 2.6.1 or earlier since the new 2.6.2 traits will break them.
2.6.2 summary
The 2.6.2 patch has been in Open Beta for a while so that we would keep the performance on a good level and we now feel ready to release it. The patch includes new event chains, game rules and bug fixes.
Save games from 2.6.1 should work fine, but as always we can't guarantee that it works 100%.
Converter changes summary
While the converter has been getting updates from time to time to account for new things added in EU4 expansions it is not always making full use of the newer features both in CK2 and EU4. The EU4 1.18 Prussia Patch adds institutions and overhauls technology penalties, again prompting the need to update the converter. We have used this as an opportunity to fix old issues and account for newer features added to the games.
Functionality has been added to adopt your EU4 game to the status of your CK2 one in matters such as dynamic provincial development, government ranks, making the CK2 heresies and religions use the new religion features of EU. Time has also been spent to fix old issues like missing flags for rebels, errors in province mappings, and missing descriptions for the converter religions.
Enjoy!
2.6.2 Patch notes
##########################################################
######################### 2.6.2 ##########################
##########################################################
###################
# Expansion Features
###################
The Reaper's Due:
- More Cat and Dog events
- Added a new Game Rule for non-epidemic disease frequency
- Added a new Game Rule allowing you to keep punished prisoners imprisoned
- Suicide event chain, with special outcomes for immortal characters
- Added new event chain, Play Chess with Death
- Added new event chain, Mask of the Red Death
- Added new event chain, Immortal Rival
- Added new events for Immortal suspicions
- Devouring the Head of a religion not your own may give Sympathy towards it. You are what you eat.
Conclave:
- Added a new targeted decision to change the focus of your ward to Faith, for when you want to change the ward's religion without changing the culture
- Added Vassal War Declaration laws
The Old Gods:
- Added a new decision for Slavic, Romuva, Suomenusko and West African pagans to pick a patron deity along with patron deity events
- Added Moral Authority modifiers for when Head of religion is sacrificed
- All Pagan religions may gain a trait when partaking in their Great Holy Wars, if available
Horse Lords:
- Added a new Game Rule for Nomad Stability
Sunset Invasion:
- Added another option to Aztec Invasion: Delayed Random
###################
# Free Features
###################
- Added a new Game Rule for "Titles Named After Dynasties"
- Added a new Game Rule for "Cultural Title Names"
- Added a new Game Rule for De Jure Requirements
- Added a new Game Rule for the Turkic Conquerors Sabuktigin, Seljuk and Timur
- Added a new Game Rule for "Demesne Size"
- Added a new Game Rule for "Vassal Limit"
- Added a new Game Rule for "Grant Independence"
- Added a new Game Rule decreasing the restrictions on whom you may duel
- Added another option to Mongol Invasion: Delayed Random
- Blot events now have more of an effect when a Head of religion is sacrificed
- Made Romuva counties and characters extra resistant to conversion
- Added Zoroastrian crusader trait
- Added Jewish crusader trait
- Added another option to Supernatural Events to allow the AI to receive them
- Female raiders may now become Sea Queens rather than Kings!
- Cannibal and having Lover's Pox are now traits
###################
# Balance
###################
- Antipope vassalage can no longer be transfered to vassals
- The moral authority from religious head's piety is now capped
- No longer possible to create an antipope if the Pope is your vassal
- Nomad vassals of nomads no longer care when you retract someone's vassal
- The Nomad Subjugation CB will no longer result in vassals getting the "defender against infidels" opinion modifier unless the attacker is a different religion from the defender
- When a barony is destroyed (E.G., due to pillaging nomads), all claims on it are removed
- Temporary titles (E.G., revolt titles) are no longer considered when it comes to monthly prestige and piety
- Mystics bringing promises of eternal life are more likely to be frauds
- AI characters are now less likely to risk mutilation in order to cure a disease, especially if the condition isn't life-threatening
- Made it a bit easier for Sabuktigin of the Ghaznavids to appear
- Provinces may change culture sooner if recently depopulated
- Characters under 16 no longer get gout
- Landed characters can no longer be heirs in Merchant Republics
- Mercenaries will now try to spawn in a friendly province if the capital has hostile units in it, rather than the first province it finds without hostile units
- Ancestor worship dull event now just adds dull rather than removing genius/quick
- Characters may only gain Health from a Hajj once
- Improved the various invitation decisions; the characters created will be guaranteed to be competent within the area you expect them to be
- You now get a popup when inviting someone, in order to more easily track who they are (you can also assign invited soldiers directly as commanders)
- Increased the Carousing party timer from 90 to 200 to avoid spam
- You now have a chance to gain the sympathy trait for your previous religion when using the decision "Convert to Local Religion"
- You can no longer use the decision "Convert to Local Religion" if you are zealous
- If a Muslim Invasion is invalidated, the piety will be refunded
- Immortals who become incapable are much more likely to wake up as a lunatic
- Added special text for cannibals who find a human head on their bed
- Now possible to ask one's liege to press one's claim even if the liege council isn't allowed to vote on war declaration
- Courtiers who have minor titles, friends, lovers, consorts or rivals are now excluded from the court pruning system
- Immortal characters are now immune to pruning
- Fewer lunatics from syphilitic
- If your close kin is eaten by a cannibal, you now get an opinion modifier to allow rightful imprisonment, should the character be your vassal
- The Clever Ambush tactic can now also be triggered by leaders with the genius or shrewd traits
###################
# AI Improvements
###################
- With matrilineal marriages turned off, female rulers should prefer to marry members of the same dynasty, if there are any available
- Fixed the AI in some cases repeatedly requesting vassalization of other AIs that'll never accept
- Fixed the AI in some cases repeatedly requesting concubines from other AIs that'll never accept
- Fixed the AI breaking betrothals if the recipient is in revolt
###################
# Interface
###################
- Added government flavor for landed Mercenaries
- Attached units, and units that have attached units, now have icons next to their name in the army tooltip - To show if and how units are attached to each other
- No longer possible to assign commanders to empty flanks
- Ensured that when inviting plotters, the yellow hand won't show when giving a gift wouldn't be enough due to the character hitting the opinion cap
- Hovering over a major river with a navy selected will no longer show it as traversable if you're unable to traverse rivers
- The Ruler Designer no longer shows the wrong title for women on the attribute page
- The Ruler Designer no longer shows beards as available for women
- Added notification events for councillors going in/out of seclusion
- The high threat alert now shows the # of months it'll take to reach 0 threat at your current threat decay rate
- DLC requirements for decisions, laws, etc. are now properly displayed (E.G., Conclave bypassing some of the requirements for Seniority succession)
- The College of Cardinals is now visible even if your religious liege is an anti-pope, though adding campaign funds is disabled
- Moved the alert for advisor titles being grantable to the "council not full" alert from the "special minor titles" alert. The alert now takes you to the Conclave council page if Conclave is enabled
- Fixed the Important Honorary Titles list being partially obscured by embellishments for republics
- The Ask Liege to Press Claim interaction is now no longer shown for your liege, since this caused confusion; it only works when interacting with who you want them to declare war on
- It is now possible to change flank commanders during sieges
- The map mode buttons in the load interface are updated correctly
- When loading a save that has a map mode that is not available in the load interface, the load interface will show the realm map mode, but after loading the save game will restore the map mode the game was using at save time
- The increase/decrease campaign fund buttons now tell you the modifier keys to increase/decrease funds by 10/50/100
- Fixed councillors in some cases being shown as idle in the outliner when they were leading troops
- Increased the max zoom level by 2/3, allowing you to see the whole map at once
- Removed several character interactions from the right-click menu when they couldn't apply
- Increased the space for the county name in the province view, to allow for longer county names to fit the interface
###################
# User modding
###################
- Added define "AUTHORITY_FROM_PIETY_CAP" to cap the moral authority bonus from piety of the religion's leader
- Added "immortal_age" to the create_character effect to set the age at which a character became immortal
- Fixed a mod-related crash when getting a random death sound for characters with very high ID numbers.
- Traits can now be hidden from others. Adding "hidden_from_others = yes" will make it invisible in all parts of the UI, except for the person with the trait
- Traits can now be hidden from everyone except those who have the trait. Adding "same_trait_visibility = yes" will make it invisible in all parts of the UI, except for players with the same trait
- Added define "PRUNE_MINIMAL_AGE" to set the minimal age for courtiers to be considered for pruning
- Added define "MAX_ZOOM_LEVEL" which sets how far out it is possible to zoom
* Fixed ai chances for torture decisions
- Added [GetNoneE] to get the ending e for feminine version of adjective/nouns in french
- Added define "HEALTH_IMMUNITY_TO_PRUNING" to determine a health above which courtiers are immuned to pruning
- Added [GetNoneEOpp] to invert the result from [GetNoneE]
- Added (back?) "GetHerHimCap", "GetObjectPronounCap", "GetHerHimOppCap", and "GetObjectPronounOppCap" to get the capitalized version
- Fixed issues where creating custom trade routes led to some paths being permanently disabled. This fix also changed a behavior in scripting the paths. For a path of a trade route to successfully connect to another path it now requires the end province to be the same as the start province of another path. Previously paths could be connected to an arbitrary province along the path
- Added support for customizable localisation
- hidden_effect and hidden_trigger can now be used as aliases for hidden_tooltip in effect and trigger fields respectively.
- Added 'hard_to_convert' field to religions
- Added trigger 'is_hard_to_convert'
###################
# Database
###################
- Made Jérôme of house Jerome-Karling the count of Saintois in 769, husband to Ermentrude, due to her father being dead since 765
- Switched to English exonyms for various base title names
- Added wiki links for Ralph the Staller and his son Ralph the Gael
###################
# Bugfixes
###################
- Fixed an incorrect scope in event 4110
- Fixed an issue were a reincarnated character would mess up the dynasty tree
- Added Roman as a 'used_for_random = no' culture
- Patricians can now use the decision to 'Shut the Gates'
- Patricians can now use the decision to seek a Court Physician
- Regrowing lost limbs now removes phantom pain
- Fixed Scaled Opinion Modifiers not being saved
- Units no longer disappear if merged while embarked on fleets
- Kali Puja feast now grants some prosperity in you capital like the other feasts
- Fixed so allies can't be called to war against enemies who have the ally's liege on their side
- Special disease clearing events now also remove illness modifiers
- Fixed a few improper uses of "reign" in text
- AI less likely to revoke shieldmaidens
- When a lowborn man marries a noble woman, he will now immediately found a new dynasty
- Remade event TOG.6001 - in which children get the 'Saoshyant Descendant' trait - from a MTTH event to be a triggered event and to make sure that all children get the trait properly
- Event where liege is notified about outcome regarding physician's book will no longer trigger if the physician has died
- You can no longer cancel your retreat if one day has passed since you gave the order, solves problem with army being wiped out due to not being able to retreat
- Event 100170 no longer introduces lovers or concubines as strangers
- Most era picker characters are no longer over their demesne or vassal limit
- Playing a female ruler with the war focus now always allows you to duel, and unlocked challenging women to duel for certain cultures, religions and game rules
- Members of a coalition will not join a coalition war if they are at war with any member of the coalition
- Fixed case where betrothed can marry alert showed up when interaction was invalid
- Fixed so looters no longer are looters and hostile when becoming landless
- Fixed OOS happening when titles are granted or stolen from vassals
- Nomad no longer creates multiple dynamic nomadic titles when selecting between bookmarks
- Fixed a rare case of holy war being invalidated when the liege grants one the counties being target to a vassal
- Fixed rare case of game crashing when removing units
- Fixed some errors and did some improvements for unplayable Republics in game setup screen
- Fixed cases where upgrading tribal holding would create invalid settlements
- Custom rulers no longer start with a discontent council
- Added opinion bonus for councillors added through the female councillor events
- Zoroastrians and Messalians can now seduce their close family members
- Zoroastrians and Messalians no longer get two separate decisions to send their Son-Husbands and Daughter-Wives into hiding
- Fixed Swords of Islam localisation to adapt to new gender equality game rule
- Fixed some once in a lifetime features to have a cooldown instead (subjugation CBs, grand tournaments, known murderer opinion penalty)
- Hid bad tooltip in RoI.221
- Toned down the chance of the "death in the bedroom" event (30101) for immortal characters
- Immortals are never too old to be berserkers
- Fixed an issue where dejure lieges were not saved for titles which had no original dejure liege
- You can no longer appoint yourself as a Shieldmaiden
- Fixed the graphics for the trait "Sympathy for Zoroastrianism" being slightly cut off
- Event TOG.403, were the vikings encounter the Aztecs, will no longer trigger if you have set the Sunset Invasion game rule to "Off"
- The gamebook song "Guy de Roses Quandary" will now play correctly when you have the "Context Sensitive Music" option enabled
- WoL event about your hunting dog maiming someone now has a neater tooltip
- Disabled some new traits in the ruler designer, such as diseases and religion specific traits
- Bees treatments uses correct name
- Can no longer get unlimited health from hajj
- The seclusion chain about inspecting the tunnels no longer stops half-way through
- Fixed missing reference in an espionage_events.9
- Made it so that being cured of diseases during pilgrimage now applies to the new diseases as well
- Fixed a syntax error in an execution method
- Fixed a scope issue in prosperity events
- Fixed issue with missing event target in old teenage infatuation event
- Fixed some minor issues in Reapers flavor events
- Fixed ill trait being applied to vassals regardless of dlc in the poisoned during feast event
- Fixed an issue where glorious monument was not torn down after a successful siege, causing it to repeatedly award money to raiders
- Fixed wrong desc being used in seduction event WoL.421
- Added some limits on modifier removals in food shortage events
- Fixed issue with non-genetic traits being opposites with genetic ones
- Fixed ill trait being applied without Reapers dlc check in old hunting event
- AI Rulers with nahuatl culture (aztecs) won't convert to local culture
- Edited graphical factors for units so that Cataphracts and Elephant models appear
- Fixed it sometimes not being possible to call in council support due to the character owning council support to someone no longer on the council
- Fixed it not being possible to ask to join your ally's war if they're a different religion
- Characters whose claims are being pressed can no longer be invited to your court
- Tribal barons created via "Create New Vassal" now get a dynasty generated
- Defenders of an inherited holy war will leave the war if inheritor is of another religion
- Defenders of any inherited war will leave the war if they are in a defensive pact against the inheritor
- Fixed the intrigue view not having tooltips anymore
- Fixed a crash when loading various savegames in the loadscreen before settling on one and actually playing
[SIZE=14px]- Children and other characters unfit to lead troop will no longer lead siege defense[/SIZE]
- Added heaps of missing notification events
- Title grant to vassal of vassals vassal now transfers vassal to correct liege
- Cleaned up seclusion exit event
- CBs with on_demand_reverse_title now properly removes claim from losing attacker.
- Fixed an issue where titular titles could be usurped if they had titular dejure vassals
- Fixed an issue with the random seed for on_navy_returns_with_loot.
- Fixed randomization problem in death/heir text
- Patricians can no longer give the "Designated Heir" honorary title to landed characters
- Fixed the name of an incorrect picture being used for the Aztec government flavor
EU4-CK2 Converter Patch notes
Patch notes
Unit types are now based on capital region instead of tech. group
Display "CONVERTING" while converting
Doesn't add Aztecs if Aztec Invasion game rule is set to off
Addes female monarch names for converter countries
Added descs for the Manichean and Mazdaki religions
Added the suggested missing titles
Added some more country mappings.
Added some regions to the unit type conversion table.
Government ranks are now affected by imperial administration laws
Added normal_or_historical_nations flag set to no in the mod file
Updated the sunset invasion scenario.
EU4 converter now converts prosperity (by redistributing the prosperity value according to number of buildings in CK2 provinces)
All cores from unused nations are now properly removed
Removed unused files
Fixed issue with duplicate Saxon cultures
Alan is now in the correct culture group
Fixed Minor National Idea issues (from the CK2 Forum Compilation Thread)
Fixed minor issues with religions
Fixed some errors in coverter province table.
High americans now have their own units
Rome now becomes the capital when converting the Roman Empire
Added European Tribal national ideas.
Gave Mongol empire less crazy province setup
Added some high american missions
Removed some duplicate strings.
United HRE can now be created with Conclave enabled
Removed extra files from the Roman Empire and some other things that are part of EU4 as well since a while back.
Added Rebel Entries (and flags) for All Heresies
Converter Religions and Heresies will now have more diverse bonuses and more will use EU4 mechanics when possible.
All Converter Religions and Heresies will now have a syncretic faith bonus.
Added institution spread criteria specific to converter games.
Added starting spread of feudalism criteria specific to converter games.
Mapped some CK2 things (heresies among others) to slightly different tags in EU4 to avoid collisions with similarly named things in EU4.
Immortal trait now converted to Immortal ruler personality
Muslims now get Vassals instead of only Personal Unions
Ruler birth dates for CK2 games later than EU4 start date are now also changed to match that date
Exported nations now always have a minimum of five female monarch names Messalian and Cathar countries can now get female leaders.
Dynamic fort placement in CK2->EU4 converted games.
Moved culture graphics conversion to culture_gfx_table.csv from the code.
Fixed some religion conversion issues in the EU4 converter
The HRE main religion will now get set to the Emperor's religion if the starting bookmark has it different from the religion database, as well as setting religious peace enabled.
Added uses_church_aspects trigger. - Added uses_fervor trigger. - Added uses_patriarch_authority trigger. - Added uses_piety trigger. - Added uses_papacy trigger. - Added uses_blessings trigger. - Added uses_karma trigger. - Added uses_syncretic_faiths trigger. Added uses_cults trigger. - Added uses_personal_deities trigger.
Replaced some religion event triggers with the new triggers added by Marko. I have been pretty restrictive and only done this to events that could actually benefit from it.
CKII->EUIV Converter: Converted countries that used to have default national ideas now have custom ideas.
Official forum post
[ 2016-10-11 12:06:37 CET ] [ Original post ]
Hello and welcome back to this second part about the Converter update which will be released tomorrow.
As I mentioned in the replies last week, Immortal rulers from CK2 now get the Immortal Ruler Personality in EU4 and will not die of old age. You can also pick “Immortal” in the EU4 Nation Designer, although it is rather expensive. Rulers cannot become Immortal during gameplay in EU4 though.
Ideas for European Tribals - because before every tribal country got standard, boring ideas. Now they can become fearsome warriors!
european_tribal_ideas = {
start = {
hostile_attrition = 1
merchants = 1
}
bonus = { war_exhaustion_cost = -0.10 }
trigger = {
capital_scope = {
continent = europe
}
OR = {
government = tribal_despotism
government = tribal_kingdom
government = tribal_federation
government = tribal_democracy
}
}
free = yes
deep_roots = {
defensiveness = 0.1
}
warriors_grit = {
shock_damage_received = -0.1
}
ruthless_raiders = {
leader_land_shock = 1
loot_amount = 0.10
}
ancestral_pride = {
war_exhaustion_cost = -0.10
}
arctolatry = {
infantry_power = 0.1
}
side_by_side = {
land_morale = 0.1
}
hero_of_the_legends = {
free_leader_pool = 1
}
}
Improved religions: Now is a better time than ever to convert over your favorite heresy. All converted religions have received new effects, new unique graphical icons and also make use of religious systems such as Fervor and Aspects. Some effort has been made to update the EU4 events to account for these new religions by checking for the religion rules rather than the specific religion where it makes sense. E.g. checking for fervor rather than Reformed for fervor events.
That covers the largest Converter changes, but there have been plenty of little fixes and tweaks which you can read about below:
Functionality has been added to adopt your EU4 game to the status of your CK2 one in matters such as dynamic provincial development, government ranks, making the CK2 heresies and religions use the new religion features of EU. Time has also been spent to fix old issues like missing flags for rebels, errors in province mappings, and missing descriptions for the converter religions.
Patch notes
Unit types are now based on capital region instead of tech. group
Display "CONVERTING" while converting
Doesn't add Aztecs if Aztec Invasion game rule is set to off
Addes female monarch names for converter countries
Added descs for the Manichean and Mazdaki religions
Added the suggested missing titles
Added some more country mappings.
Added some regions to the unit type conversion table.
Government ranks are now affected by imperial administration laws
Added normal_or_historical_nations flag set to no in the mod file
Updated the sunset invasion scenario.
EU4 converter now converts prosperity (by redistributing the prosperity value according to number of buildings in CK2 provinces)
All cores from unused nations are now properly removed
Removed unused files
Fixed issue with duplicate Saxon cultures
Alan is now in the correct culture group
Fixed Minor National Idea issues (from the CK2 Forum Compilation Thread)
Fixed minor issues with religions
Fixed some errors in coverter province table.
High americans now have their own units
Rome now becomes the capital when converting the Roman Empire
Added European Tribal national ideas.
Gave Mongol empire less crazy province setup
Added some high american missions
Removed some duplicate strings.
United HRE can now be created with Conclave enabled
Removed extra files from the Roman Empire and some other things that are part of EU4 as well since a while back.
Added Rebel Entries (and flags) for All Heresies
Converter Religions and Heresies will now have more diverse bonuses and more will use EU4 mechanics when possible.
All Converter Religions and Heresies will now have a syncretic faith bonus.
Added institution spread criteria specific to converter games.
Added starting spread of feudalism criteria specific to converter games.
Mapped some CK2 things (heresies among others) to slightly different tags in EU4 to avoid collisions with similarly named things in EU4.
Immortal trait now converted to Immortal ruler personality
Muslims now get Vassals instead of only Personal Unions
Ruler birth dates for CK2 games later than EU4 start date are now also changed to match that date
Exported nations now always have a minimum of five female monarch names Messalian and Cathar countries can now get female leaders.
Dynamic fort placement in CK2->EU4 converted games.
Moved culture graphics conversion to culture_gfx_table.csv from the code.
Fixed some religion conversion issues in the EU4 converter
The HRE main religion will now get set to the Emperor's religion if the starting bookmark has it different from the religion database, as well as setting religious peace enabled.
Added uses_church_aspects trigger. - Added uses_fervor trigger. - Added uses_patriarch_authority trigger. - Added uses_piety trigger. - Added uses_papacy trigger. - Added uses_blessings trigger. - Added uses_karma trigger. - Added uses_syncretic_faiths trigger. Added uses_cults trigger. - Added uses_personal_deities trigger.
Replaced some religion event triggers with the new triggers added by Marko. I have been pretty restrictive and only done this to events that could actually benefit from it.
CKII->EUIV Converter: Converted countries that used to have default national ideas now have custom ideas.
As well as the Converter, we'll also release the full version of 2.6.2 tomorrow. We managed to fix the performance problem we had during the beta, fix a few minor bugs, correct the province name box length update some French and German localisation, and add a popup and pause setting to Call to Arms. We'll post the complete patch notes tomorrow when the patch goes live.
That’s all for now, we hope you enjoy the updated Converter when it is released tomorrow! And in the meantime, don't miss today's Medieval Monday livestream with Emil and Steven - 16:00CEST on https://www.twitch.tv/paradoxinteractive
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-10-10 11:11:18 CET ] [ Original post ]
Hello all, and welcome back to another CK2 Development Diary. If you didn’t notice last week, we now do CK DDs on Mondays to match up with the Medieval Monday stream. Anyway, getting on to the point of this DD: We’ve been updating the Converter!
Development in EU4 will now be based on the state of the world in CK2. Holdings, Buildings, Hospitals and Prosperity all count when determining if your capital should be the new Paris or not. The development of the default 1444 EU4 provinces (within the converted area) will be redistributed in a way that makes sense for your world.
Dynamic fort placement. No longer will forts be placed exactly as they were in the default 1444 setup, instead forts will be placed in strategically appropriate areas for each nation.
Revamped Tech Groups. Now, as Tech Group no longer actually affect your technology cost (that’s handled by institutions), your group will be based on the geographical area of your capital. This is then used to improve your experience in many ways, i.e. through custom idea generation!
Dynamic ideas. No longer will your nation simply have the ‘National Ideas’ set, instead a unique one will be generated for you based on your situation in EU4. These idea sets will give you appropriate ideas, so no naval ideas if you are landlocked or just have one port.
Institutions have been revamped to account for the vastly different world that is a converted game. The institutions will spread in a much more dynamic way, and no longer discriminates in favor of Europe (especially not if India or the Middle East manage to get a high Development converted over!). Institutions such as the Printing Press do not necessarily have to spawn in Germany, either.
Converter-centric idea picking for the AI. With most converted games missing a Portugal, and in some cases even a Castille or England, the AI has been readjusted to dynamically assume these positions. One nation will try to assume the role of Portugal - be it Iceland, Scotland, Korea or Majapahit you won’t know until you play!
Traits now convert over from CK2. Did you have a midas touched genius ruler or a possessed imbecile lunatic ruler? No matter what, you will recognize them by their traits in EU4.
Improved Sunset Invasion setup. For all of you who wanted the New world empires to be even mightier we’ve improved the High Americans with new missions and unique units. High American units tend to have many Fire pips, so beware their power!
The Converter will be updated alongside the release of Rights of Man on the 11th. That’s all for now, but I have even more Converter stuff to talk about next week.
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-10-03 10:12:12 CET ] [ Original post ]
What’s this, a dev diary on a Monday?! Yes, it’s true, we’ve moved them to Mondays so they’ll coincide with CK2 streams. The Reaper’s Due has been out for a while now, and I am very pleased with how both it and the free update were received (I wasn’t sure the focus on Death would be so universally appreciated!) As Game Director, I rarely have time to do much coding and scripting anymore, but I did help out with the optimizations and several of the Game Rules. The game is in safe hands though; the current CK2-team has done an amazing job so far!
Work has now commenced on the next expansion and I can already reveal it’s going to be something a bit similar to Way of Life, which I believe I actually mentioned in my previous dev diary. I also promised optimizations, AI improvements and quality of life stuff. Well, the optimizations are done for now, so the next major free update will feature AI and GUI improvements, which brings me to today’s topic; usability.
Now, we are aiming to tweak several interfaces and while I cannot go into much detail yet, I can say that I’d especially like to address the following main areas:
- Plotting (quality of life)
- Prisoner management
- Guardian vs Educator (clarity)
- More space for Traits and Character Modifiers
[ 2016-09-26 10:44:13 CET ] [ Original post ]
Hello and welcome back to another CK2 Development Diary. The 2.6.2 update looms rather near now, and if everything goes to plan it should be released on Thursday. I’ll start out with the bad news; due to some unforeseen problems one of the game rules I mentioned last week will not be included with this patch: The Multiplayer Assassination rule. However, we do have two other game rules for you which you may find interesting: [olist]
The Gender Equality gamerule and laws revealed a few problems with Muslim events always assuming Muslim rulers would be male, so we’re spend a bit of time adding the appropriate checks which should result in a more flavourful Muslim experience. As well as this, there are plenty of small fixes and additions to many other things, but I’ll let you explore the game and/or the patchnotes to discover them for yourselves.
Full patch notes in original thread (These are works in progress, when the patch is released we’ll post a final version) And, last of all, from next week onwards we’ll be posting CK2 DDs on Mondays instead of Tuesdays.
[ 2016-09-20 12:42:33 CET ] [ Original post ]
Hello all, it’s time for a CK2 DD once again. Now before I get into the meat of this one, I want to let you know that DDs between DLCs are going to be shorter than the big feature-explainers I could write during Reaper’s, so don’t be surprised if some are brief.
Moving on, work on 2.6.2 continues well, and I’ll post the patch notes when it’s closer to being done, but some fixes that may interest people include:
- AI Characters are much less likely to take Experimental treatments for minor illnesses, which means you should see less maimed or insane character about in the world.
- Patricians can now properly Go into Seclusion and Search for Court Physicians.
- Characters under 16 no longer get gout.
- Supernatural events can be set to Unrestricted, allowing the AI to have fun with them too.
- Both Mongol and Aztec invasions can be set to “Delayed Random” where they will show up at random but not before the year 1000 and not before the game has been played for 50 years.
- Turkic Conquerors can be set to Historical/Random/Off.
- Way of Life users can set Dueling to Normal/RestrictedUnrestricted.
- Both Vassal and Demesne limits can be set to Normal/Unlimited/50%/25%
- Grant Independence can be set to Normal/Unrestricted.
- Assassinate plots in MP can be set to Normal/No Players/No Players + Heirs/No Player Dynasty.
Plus, all Pagan religion now have their own Valhalla-bound equivalent:
Characters in Seclusion may find they have an uninvited guest:
Immortal characters are now a lot more likely to wake up from Incapacitating head wounds, and there is no longer an age limit on said event for Immortals. Even non-depressed Immortals who find that life Eternal isn’t all that great may now attempt to end their life. Not only that, it’s also possible that Immortal characters may find they are not the only people to have found Eternal life, and that their brethren are not the most welcoming types:
say one thing for Rurik Rurikid, say he's lucky And that's it for now, see you next week! Read the original post [quote]Useful links Official Website Crusader Kings II Wiki Crusader Kings II Development Diary Archive
[ 2016-09-13 11:52:01 CET ] [ Original post ]
Hello all, it’s time for another CK2 development diary. We’re still working on making 2.6.2, and while of course there’s some bugfixing going on, for the most part we’re just adding bonus content. Which is fun!
We are working in a strict priority order, so naturally the first thing to be added was more pet events:
With the vital stuff out of the way, we moved on to more of The Reaper’s Due’s core focus, mortality and death:
We’ve also added some new game rules, such as making regular illnesses less common if desired, keeping prisoners in jail after torture, or disabling titles being named after dynasties or changing due to the culture of the holder.
There’s not much else to show at the moment, but there’ll be more next week. For something else to talk about now, I can reveal some of the new statistics data we’ve been getting about RD and the gamerules.
Of the 50,000 players in the last 24 hours:
90-95% of RD players are using the new Death sounds and have ingame sound on.
96% of players allow the AI to use the Intrigue focus.
92.6% of players allow the AI to use the Seduction focus.
93% of players have kept assassination plot only.
84% of players have Defensive pacts on.
76.3% of players have Shattered Retreat on.
Right now I can only see the numbers for default settings or not, but that will change as our stats people make newer and fancier graphs, and these seem like the most interesting stats for now. Next week, more new 2.6.2 content news!
[ 2016-09-07 07:38:25 CET ] [ Original post ]
Greetings! If you are reading this you have survived the [S]outbreak[/S] launch of The Reaper’s Due. Perhaps you now feel a stirring of hope; can society rebuild? But no, the DLC was too virulent and has spread too far, it is now endemic to CK2 and cannot be cured, there is no hope.
Certain death aside, we are very happy with the reception of Reaper’s Due and the reactions it’s getting. We have had a few problems, but our Code Physicians have been working hard on a cure and if all goes well we’ll be releasing a hotfix today. It’ll cover the education bug non-Conclave owners have, the lack of music when the Context sensitive option is used, and various other things:
##########################################################
########## 2.6.1.1 The Reaper's Due ###########
##########################################################
###################
# Bugfixes
###################
- Fixes songs from the base game being disabled in contextual songs
- If the contextual song doesn't find a song to play, a song will now be chosen by ignoring the contextual song system
- Fixed children not getting their education trait upon becoming adults when you don't have Conclave
- Can no longer call ally into war against their own liege
- You can now get the achievement 'Papal Mache' by killing a Caliph, as implied by the description
- Epidemic diseases no longer stall if you are infected while you have a non-serious symptom
- The "desires a matrilineal marriage" AI modifier no longer happens when matrilineal marriages are disabled
- Horse doctors got a little better
- Incapable people no longer steal your food in seclusion
- characters will not accuse their liege during witch hunts since they have to approve them
- Vassals will no longer refuse their liege's marriage or betrothal offers to get a "better alliance"
- No longer will you get upset about your spouse/parent's grave getting robbed if you were the robber
- Removed the possibility to search for partial titles for performance reasons
- Eunuchs may only select the Groom an Heir ambition if they have a living child
- Fixed several cases of when a Christian Holy Order built a new castle, you would be notified that Beit Dejan was built, instead of the actual castle
- Court physicians now always ask their own liege for money.
- Generic reincarnation event requires your heir to be your child
- Added some more ai factors for when head of religion wants to blame Jews for the plague
- Fixed some broken text in reincarnation event
- The priest generated by event 3021 now has an education
- Murderers are now immune to prune (prevents the red skull from leading nowhere)
- Characters who are marked as special interest by the player, or immune to pruning are no longer killed by the court cleanser
- Fixed in issue with prisoners being able to complain to their liege that the chancellor was looking inappropriately at his wife
- Added the sayyid trait to al-Hadi (id 188648), son of Al-Mansur
- Crash fix that occurred in some mods using custom maps.
- Fixed an issue were you would be notified of eating your own close dynasty members
- Fixed 867 Sápmi setup
- Event WoL.6120 will now only trigger for adult characters
- Further reduced odds of under 16s getting cancer
- Rulers are now willing to negotiate non-aggression pacts with their vassals
- Fixed so infidel penalty is applied properly for betrothal/marriage
- Modded game rules should now be loaded properly.
- Fixed so call ally alert no longer shows if it's a war against your ally's liege
- Fixed a crash when using custom maps
After this, we’ll be working on the 2.6.2 patch which will, as well as general fixing, add some more events and content we thought up too late to do for the release or that have been suggested on this and other forums post-release -and on that note, please continue to suggest new Game Rules. But 2.6.2 details are for future DDs, that’s all for now!
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-08-30 09:34:45 CET ] [ Original post ]
STOCKHOLM - August 25, 2016 - Few things are more contagious than the stories people tell about Crusader Kings II. Tales of intrigue, piety, conquest and murderous sibling rivalry have circled the internet for over four years. Today, Paradox Development Studio adds the world’s greatest pandemic to the mix in The Reaper’s Due, the latest expansion to its best-selling medieval grand strategy-roleplaying game.
The Reaper’s Due adds a host of new mechanics centered on the Black Death and other world shaping epidemics. Lock your gates to keep the plague from infecting your court, even if it means cutting yourself off from your suffering citizens. Peace and good management will see your provinces reward you with greater wealth and manpower, but rampant disease may depopulate your countryside.
https://www.youtube.com/watch?v=u08K9uvRM3E
The Reaper’s Due introduces many new systems and features to what is already the richest medieval tapestry in gaming:
- The Black Death: New additions to epidemic system include this super destructive disease and a new map mode that track the expansion of deadly illnesses.
- Court Physicians: This new position for learned courtiers opens up a series of events tied to the diagnosis and treatment of diseases with medieval tech.
- Hospitals: Slow down the spread of epidemics by investing in these outposts that care for the sick and infirm.
- Prosperity and Depopulation: Watch your provinces thrive under your careful attention and degrade under the pressures of diseases run amok.
- Seclusion: Take a page from the Masque of the Red Death and hide yourself away with your court as plagues ravage the countryside.
And even more: New physical traits, new events chain and a host of smaller changes.
Are you a clever enough ruler to make it through one of humanity’s darkest moments? Invest wisely and avoid the plague, or shut yourself off and take advantage of the destruction later. The choice, as always, is yours.
http://store.steampowered.com/app/449980/
Free update patch 2.6
And as per usual the expansion is accompanied by a free patch that should have been downloaded by your Steam client already. You can read the patch notes here!
The Reaper’s Due Content Pack
Also a new content pack has been released and is available . You can see a preview of the content here!
http://store.steampowered.com/app/449981/
Full Plate Metal Music Pack!
From Tobias Gustavsson, composer of “Viking Metal” and “Guns, Drums and Steel”, five completely original compositions have been created to add intensity to your Crusader Kings experience, with inspirations drawn from Viking music, the Main Theme, Nordic culture, and – of course – heavy metal. You can get it right here!
http://store.steampowered.com/app/472070/
[ 2016-08-25 13:18:59 CET ] [ Original post ]
Hi all! 2.6.1 is finally out for you to enjoy. The release of the expansion The Reaper's Due, content pack and Full Plate Metal will be within an hour. FYI: 2.6.0 + 2.6.1 were merged together and are released at the same time (now), that's the reason behind calling the patch "2.6.1". Important information: Older save games should work with 2.6 but if you want to be really safe you should finish off any games in 2.5.2 before updating [quote]How to revert patch level: Right click CK2 in Steam, choose "Properties", click "Betas" tab, select 2.5.2 in the dropdown list and let it update[/quote]. ########################################################## ############ 2.6 The Reaper's Due 2016-08-25 ############# ########################################################## ################### # Free Features ################### - Game Rules have been added to the game - Whenever you start a new game, you can change the rules to customize your experience: - Major Epidemic (requires 'The Reaper's Due'): Dynamic/Delayed Dynamic/Historical/Deadly - Gender Equality: Default/Historical/All - Mongol Invasion: Historical/Random/off - Aztec Invasion (requires 'Sunset Invasion'): 14th Century/Random/Off - Shattered Retreat: On/Off - Defensive Pacts: On/Off - Dynamic De Jure Drift: Default/Restricted/Off - De Jure Assimilation Duration: Very Short/Short/Default/Long - Supernatural Events: On/Off - Culture Conversion: Default/Restricted/Faster Melting Pots/Slower Conversion/Combination - Religious Conversion Speed: Default/Slower - Raiding: Historical/Unrestricted/Off - Adventurers: Normal/Rare/None - Interfaith Marriages: Restricted/Open - Matrilineal Marriages: On/Off - Custom Realms (requires 'Charlemagne'): On/Off - Story Events (requires 'Charlemagne'): On/Off - Vassal Republics: Restricted/Unrestricted - Vassal Theocracies: Restricted/Unrestricted - Invitation to Court: Default/Open - Diplomatic Range: On/Restricted/Off - Regencies: On/Off - Provincial Revolts: Normal/Rare/None - Defensive Attrition: On/Tribal Only/Off - Pagan Reformation: Allowed/Disallowed/Players Only - Assassination: Plots Only/Direct Action - AI Seduction (requires 'Way of Life'): On/Off - AI Intrigue (requires 'Way of Life'): On/Off - Provincial Revolt: Normal/Rare/None - The old succession screen has been replaced with one that is much more elaborate! - The graphics and layout of the screen has been improved. - A flavorful text will tell your more of the deceased character and what they will be remembered by. - A picture representing the characters death has been added. - You will now hear your own death sound when dying. - Added events through which one can get female councillors, the women can either be talented relatives, vassals or strangers - Added a 'Release Tributary' decision - Added a decision to Recruit prisoners - Added a decision to ask characters to leave your court (at the cost of prestige) - Added decisions for Hindu Merchant Republics to claim the Vaishya caste - Added a confirmation event whenever you expel a holy order to avoid expelling them by mistake - Added a Continue button to the launcher, which boots the game into your latest save - Added loads of new nicknames - Added more autosave intervals: every 10, 25, 50, and 100 years - Changed and optimized compression to improve Ironman saving (and saving in general) times. Unfortunately this means save files are also bigger. For reference, saving my test case file went from 29s to less than 6s. - There is now an event informing the world when a Crusade/Jihad etc ends inconclusively - Skilled or ambitious female vassals may now demand a seat on the council - Added an event to rename "Middle Francia" to "Austrasia" if no longer held by a Karling Way of Life: - Added a bunch of new events for the War Focus (Way of Life) where you can get leader traits and teach them to your commanders - Added a bunch of events for the Theology focus where you retreat into solitude to pray and reflect upon your life - The Family Focus can now also remove rivalries between close family members The Old Gods: - Added some stronger versions of the Viking trait, Ravager and Sea King, which can be gain from further raiding. - Added targeted decision 'Appoint Shieldmaiden' for Norse pagan rulers, which grants eligible female character the trait 'Shieldmaiden' as well as access to the Commander minor title - Shieldmaiden training events - Combat events where a Shieldmaiden can save her liege on the battlefield - Event chain for befriending a Shieldmaiden - Added two decisions for defensive pagans - one to worship the ancestors, where a sacrifice can lead to different outcomes in a chosen area, and one to summon a band of devout warriors when getting invaded by religious enemies. There is more! Much more, but they don't fit in here, so please click here to continue reading...
[ 2016-08-25 12:21:45 CET ] [ Original post ]
Hello all, welcome to the final pre-release Reaper’s Due dev diary. As you might imagine, there is not a lot left to say at this point, so I’m simply going to tell you about the new Achievements and then post the 2.6 patch notes. It’s been a lot of fun making this DLC, and we all hope you have even more fun playing with dying horribly in it!
Hospitable - Build a Hospital.
Aptly Named - Die from the Black Death.
I Got Better - Survive from the Black Death.
Scarrrrrred for Life - Become One-Eyed, One-Legged and One-Handed.
Typhoid Mary - Contract three symptoms.
There Can Be Only One - Become immortal.
Eternity Denied - Kill a character with the Immortal trait.
Not So Bad - Survive the End Times.
No Solicitors - Go into Seclusion.
An Honest Mistake - From Seclusion, kick someone out who did not have the plague.
Close Call - From Seclusion, kick someone out who had the plague.
Papal Mache - Have elephants trample the Pope/Caliph.
you might notice the old "What doesn't kill you" name here, it was changed to Scarrrrrred and became a bit more piratey.
I’ll post the patch notes in sections first and then in full in the following post so I can both keep this post short and allow you to read them in a larger format if desired.
Don't forget you can see the Reapers Due content pack renders over here too!
...Due to Steam's limitation on text length this post was cut short. Please click the link below to read it in full.
Read the original post
[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-08-23 10:54:53 CET ] [ Original post ]
For those eager to know why they should fear the reaper in the upcoming expansion, Game Director Henrik Fåhraeus details what kind of grisly demises you can expect from horrendous world events such as the Black Plague in this video developer diary: https://www.youtube.com/watch?v=PQQqBIOgVRw
[ 2016-08-22 15:48:32 CET ] [ Original post ]
Hello all, it’s DD time again! As you hopefully know, it’s only a little over 2 weeks until Reaper’s Due is released (on the 25th), and you’ve seen pretty much all the new features by this point. As such, I don’t have any big reveals this week, so instead I will just tell you about a few assorted small features and share some of the 2.6 patchnotes with you. So, without further ado:
Reaper’s Due
As well as 2.6 making the Indian Reincarnation events work slightly better, RD includes a rare Reincarnation event which anyone can get, provided they have Fantasy Content turned on.
Parents now have some reaction events to their children being born, especially to their first child, and additional events if it is sickly.
When characters become Ill, it is possible they will suffer from a Mild, Normal, Severe, or Incapacitating version of their Illness. In the latter case they will be bedridden and will require a Regent for the duration of their Illness.
2.6
I mentioned we might do this in an earlier DD, but Nomad’s Pillage decision is now on a separate Alert to avoid accidentally Settling.
You can now zoom the camera out even further, allowing the entire map to be seen at once.
As mentioned in a non-DD thread, AI-called Crusades will be much more likely to target areas adjacent to provinces of their religion-group if they have no targets with Crusade weights set.
I thought those were interesting enough to mention, but here’s the entire “Balance” section of the 2.6 patchnotes:
[quote]
###################
# Balance
###################
- Alliances and Call To Arms
- Restored manual call to arms
- Call to arms from allies can be declined again
- Added defines to enable/disable auto call to arms and possibility to decline them
- Added major opinion penalties to alliance breakers
- Added temporary alliance-breaker modifier (gives -5 diplomacy)
- Made alliance-breaker and truce-breaker temporary modifiers duration scriptable
- AI will consider dissolving alliances with alliance breakers
- AI is unlikely to accept alliances from alliance-breakers
- Fixed a bug that prevented vassals from joining wars against tyrants. Expect revocation wars to be more risky! (can be disabled through the define VASSALS_UNITE_AGAINST_TYRANNY)
- Can no longer call ally to war if ally has NAP with defender
- Alliance breaks with attacker if you accept call to arms from defender
- Flanders is now properly part of France
- Norse, Pictish, Visigothic, and Saxon cultures no longer split if controlled by a powerful ruler, or if their head of religion is of their culture
- CROWDED_THRESHOLD_MODIFIER lowered to 25
- Head injury in battle now has a chance to cause disfigured rather than incapable if your have Reapers
- many "active" minor titles, such as designated regent, cannot be held by incapable characters
- Alania is now Tribal from the Old Gods start point onwards
- k_hungary no longer requires a Magyar province to form
- Increased the troop count of the Shia uprising to make it succeed slightly more often
- AI holders of k_france will no longer create k_aquitaine unless they are close to forming Francia
- Gave Berber culture 'allow_looting = yes' and 'seafarer = yes'
- Added requirement for lvl 4 hillfort/market city when upgrading Tribal holdings as a non-tribal
- The AI now makes use of Tribal Armies
- AI Nomads can now acquire warhorses
- Increased the Steal Population effect on the Humiliate CB from 10% to 25%
- Increased the impact and deadliness of most Epidemic traits
- Updated the 'Funeral Procession' event with better rewards in the options
- Extort Subjects now available when at war
- Donate to Liege now available when liege is at war
- The 'Groom an Heir' ambition no longer requires you to be married
- Updated final 'Ambitious positive' event to be slightly more interesting
- When declining the papal request to switch to Papal Investiture, the Pope may now excommunicate you
- Rank 2 and 3 education outcomes are now more common
- Become King ambition now only lets chancellors fabricate one kingdom claim
- AI no longer calls all allies into war, but only tries to get more than 1.25 times the opponent's strength
- Changed age to set childhood focus to 6 so you can also choose an educator at the same time
- Pagan nomads no longer suffer from pagan defensive attrition (made it a define called NOMAD_SUFFER_PAGAN_ATTRITION)
- It's now possible to demand religious conversion of landless courtiers even while at war
- Moved the Theology and Hunting focus events to 'on_focus_pulse'
- Seduction Focus: The rebuff opinion modifier no longer lasts forever
- Boosted the opinion effects of giving gifts and of the "Improve Relations" councillor job
- Even with the law that allows revocation and retraction from religious enemies, their religious brethren among your vassals will now still be upset
- You no longer get Pagan homeland attrition if you're allies
- Made Agnatic the normal default gender succession law again, except in Christian realms or when you have equality laws, or the new game rule
- Blocked barons from having Agnatic-Cognatic succession (it's an inheritance mess)
- Rulers of all religions are now allowed to convert to the attacker's religion during holy wars, if their Moral Authority is much lower
- The Family Focus (Way of Life) can now also remove rivalries between close family members
- Exiled characters should no longer join courts of characters in seclusion, or court of the banisher's vassal
- Characters can no longer escape from House Arrest
- Monthly prestige/piety province modifiers are now added to the character
- Most of the minor titles can now be made available for female characters as well, provided the correct laws or game rules are in place
- Frail now has a small health penalty
- When a Tyranny war is lost while the Conclave DLC is enabled, the title revocation law will be revoked
- Intrigue Focus: Spy On: Nerfed the chances of abduction and murder unless you are a Master Schemer
- Added 1 Health to the Theology Focus
- AI Nomads will now Tribalize if they push too far outside the steppe IF they don't hold much territory in the steppe region + not many castles/cities
- When Nomads Tribalise they now culture/religion convert new provinces based on population/manpower
- When a Nomad Tribalizes a custom kingdom will be created if they would end up as duke rank or lower
- Nomads who Tribalize now get a small amount of event troops
- Changed the Eunuch Councilor events so that they are slightly better and show up in the event option so you can click them and check their stats before deciding
- Carousing Focus: You can now invite people to a new party 90 days after the last one (down from 500 days)
- Raised chance of reincarnation events for Indian religion group
- Changed the Jewish Councilor events so that they are slightly better and show up in the event option so you can click them and check their stats
- Lowered the war contribution that all theocracies and holy orders get as attackers in Great Holy Wars
- Powerful vassals will now only be angry that they haven't been given a position on the council if they're eligible for such a position, or they've recently been fired from the council
- Horse Lords: Unlocked the 'Perform Sky Burial' decision for non-Nomadic rulers of the Mazdan religious group
- Tanistry is now available without Late Feudal Administration, both for Feudal and Tribal Celtics
- Fixed firing Advisors applying the "Revoked Honorary Title" opinion modifier on top of the "Fired from Council" opinion modifiers
- Merchant republics can now always move their capital to a city if their current capital is a castle
- Reintroduced the Bankruptcy character modifier, which reduces army morale by 25% when a ruler has negative wealth
- Councilors who have promised council support to someone will now vote their conscience if the person they're supporting is abstaining
- Commanders can now only be relieved via the Relieve Commander interaction and the Minor Titles screen, which unlike the Revoke Honorary Title interaction, do not incur an opinion penalty
- Retreating enemy armies are no longer considered hostile for the purpose of disbanding units
- Adjusted the 'opinion_unfaithful_husband' opinion modifier
- Adjusted the 'acknowledged_bastard' opinion modifier
- Doubled the positive opinion modifiers from granting landed titles to someone
- Vassals are now grateful when you build buildings in their Holdings
- Viceroyalty succession now overrides all succession law opinion modifiers for that title, since succession law has no effect
- If succession law affects both the youngest and oldest child, and someone is both, they now always get the best opinion modifier
- Fixed heirs not getting positive opinion modifiers from succession laws (E.G., oldest_child_opinion in primogeniture)
- Visigothic culture will no longer split when in a powerful Visigoth realm
- Ladies can now gain the viking trait(s)
- Switching religious branch as an Indian religion will now also switch that of your close kin (if non-zealous)
- The Magyars have a significantly larger army in the 867 invasion of Hungary, they will now win more often than not
- Hungarians led by the Árpád dynasty will always want to settle in Hungary if they have the chance
- When the historical Magyars settle in Hungary, more provinces will convert to Hungarian
- Dynamic mercenaries are no longer prevented from marrying
- Even Malcontent voters will now vote for additional council power laws, as it means they'll have more to say 'no' about
- Prisoners from major revolts can now be executed and released
- Significantly increased the chance of vassals joining Grand Tournaments/Furusiyyas
- Reduced the number of unnecessary courtiers generated; should somewhat improve performance
- Redid the Varangian Guard events from MTTH events to yearly pulse events
- Added AI weights to event HL.10531, where a mercenary leader would accept or decline an invitation to a feast, to make it less random
- Moved event SoA.5219 to yearly pulse from MTTH
- Increased the prestige gain from 'Groomed to Perfection'
- Moved the SoA 'wicked priest' events to the bi-yearly pulse from MTTH
- Retreating from battles and sieges now starts the day after you right-click, so that you can cancel it on the same day if you misclick
- Tribals who are Tengri/Altaic will now raise more Light Cavalry and less Heavy Infantry in their summoned Tribal Armies
- William now starts with slightly more Heavy Infantry in "The Stamford Bridge" bookmark, to give him a higher chance of gaining England
- Rulers can now change crown laws every 50 years, rather than once per lifetime (cooldown still removed on death)
- Opinion of predecessor is now also inherited in elective government types if the successor is a close relative of, or in the same dynasty as, the old ruler
- Crusades on titles without a crusade weight are now less likely if said title is not adjacent to territory of the crusader's religion
- Now possible to ask one's liege to press one's claim even if the liege council isn't allowed to vote on war declaration
- Courtiers who have minor titles, friends, lovers, consorts or rivals are now excluded from the court pruning system
- Immortal characters are now immune to pruning
- If subjugation wars are invalidated, the 'once per lifetime' subjugation is now refunded
- If a Muslim Invasion is invalidated, the piety will be refunded
Horse Lords:
- When conquering Nomad land (empty provinces) as a non-Nomadic character, the following will happen:
- A basic Tribal holding will be constructed
- The Nomad culture and religion will be preserved in the province
- A 'Nomad Agitation' province modifier will be added, slightly increasing provincial revolt risk
- On succession, if a character holds provinces with Nomad Agitation they will automatically secede from the realm unless one of the following is true:
- A Castle or City holding has been constructed in the province
- (Only if Tribal) At least 2 buildings have been constructed in the province's Tribal Holding
- Provinces that secede because of Nomad Agitation will spawn a new Nomad ruler as per the culture/s of the released province/s
- If a newly seceded Nomad Ruler borders a Nomad of the same culture, they will join them as a Clan Chief
- If a Nomad conquers a province with Nomad Agitation, the modifier will be removed
- Raiding Adventurers can now properly invade & claim land from Nomads
- If they are the same culture as the target, they will become a Nomadic Clan Chief
- If they aren't the same culture they will become a Tribal Vassal
- Now when you choose to 'Settle as Tribal' as a Nomadic realm your Clan Chiefs will settle along with you
- The 'Pillage Holding' decision has been remade, it will now pillage the selected holding progressively (once every 6 months) until it's destroyed
- When a holding is destroyed from pillaging you get an event containing some flavor
- You can now pillage several holdings in the same province at once
- You can at any time choose to 'Stop Pillaging' a holding by using a targeted decision
- The Revolt Risk associated with pillaging is now capped at 30%
- Claiming a pillaged province as a non-nomad now clears the revolt risk (other penalties still apply)
- The revolts that spawn from pillaged provinces are now significant (no more 60-man whack-a-mole uprisings)
- You can no longer choose to pillage enemy holdings manually, instead it's triggered by event (gain gold or prestige)
- When choosing to settle as a Nomad the provinces that flip to your culture will now try to border each other
- The AI logic for when Nomads want to settle has been changed slightly, certain Nomad personalities will take longer to settle
- If a settling Nomad has only one vassal of king-tier, they will now usurp that character's kingdom rather than create a custom empire
- The Silk Road has received the following changes:
- The Silk Road has been extended by adding a new branch from Lut - passing through Rayy and Tabriz - to Trebizond
- The southern part of the Silk Road has been updated to also pass through Dhofar, Socotra, Busaso and Taizz on the way to Alexandria
- Increased the base wealth of the Silk Road to 122 from 100, to account for added provinces
[/quote]
That's all for now, but if you haven't already seen them, be sure to check out the various preview videos which are starting to appear on Youtube. Next week I will post the rest of the changes as well as showing the new Steam Achievements.
Finally, here's some eyecandy to remind you of your impending demise
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-08-16 10:38:10 CET ] [ Original post ]
Deadly New Expansion to Launch on August 25 with New Patch
Paradox Interactive, a publisher and developer whose games have serious reaper-cussions, today announced the release date for The Reaper’s Due, the upcoming expansion for the medieval grand strategy game Crusader Kings II. Featuring new disease and medicine mechanics and a whole host of deadly new challenges for players’ in-game nobles, The Reaper’s Due will be available on Windows, Mac, and Linux PCs on August 25, 2016.
This expansion will return the Black Death to its rightful place in the center of medieval history, and add new systems that reward sound realm management and planning.
But, as with all expansions from Paradox, The Reaper’s Due will launch with a new content patch for Crusader Kings II, updating the game for all players, whether they purchase The Reaper’s Due or not.
Among the changes coming in the new patch will be:
- New custom rules options at start up for epidemics, invasions, legal changes and so on, so you get the Middle Ages that you want.
- New options to auto-save the game at different time intervals
- A new interface for better understanding the death and succession of rulers
- Adjustments to how alliances work, including AI attitudes to disloyal allies
- Major improvements to game optimization
- “Continue” button on game launcher to get you to your map even faster • New mod triggers to account for The Reaper’s Due content • Tons and tons of balance and gameplay tweaks, plus new events
[ 2016-08-02 14:39:20 CET ] [ Original post ]
Hello everyone! I’m Virvatuli, one of the Content Designers on The Reaper’s Due, which also happens to be my very first project here at Paradox. It’s been so much fun working on this DLC and I hope you’ll have even more fun playing it! In this week’s DD (another first for me), I will reveal one of Reaper’s most important features. Oh, okay, it might not be that important, but at least it’s my personal favourite and pet project. Ladies and gentlemen, I give you cats.
For the longest time, there’s been a issue regarding the representation of pets in Crusader Kings 2. In the realm of companion animals, there has been a worrisome lack of diversity. Most of you who play Way of Life have probably had a loyal hunting dog, there have been some events regarding birds of prey, and a lucky few Conclave players might have encountered a tiny rodent friend. Sadly, that has been pretty much it on the pet front. To rectify this serious problem we’ve added some additional furry and feathered friends in The Reaper’s Due. As we did, of course we couldn’t leave out the best animal of them all: our Feline Overlords, Befurred Ninjas, Gods of the Internet.
In the new DLC you can befriend a cat in a number of ways. However, as any Dwarf Fortress player or real-life cat lover knows, you do not adopt a cat. A cat adopts you. Once your feline friend has decided that you’re the one and only slave for it, you will receive a fancy “Pet Cat” character modifier (unless you scare it away, you horrible person). It will give your character +1 health, as the cat brings you so much happiness, and +1 intrigue, because we all know that cat owners are a bit more clever than everyone else (hey, it’s science!).
However, most things can become troublesome in excess, even your love for felines. In every cat owner’s life there comes a time when you ask yourself if you shouldn’t get just one more. At some point, the answer is probably no, at least if you don’t want to scare off all of your friends and repulse the courtiers.
Unless you want to become even sneakier, that is. Then go ahead and become a Crazy Cat Lady, or a Crazy Cat Lord, if that’s how you identify.
At first thought, one might think that cats would be a very insignificant aspect of a medieval ruler’s life, however, when the Plague comes around to visit this changes drastically. Most of you probably know that the Black Death was likely spread by fleas on rats. Sadly this fact is unknown to ye olde peasant, and when people start to die, some of them might point fingers to our furry protectors. Believe it or not, there are some people who do not like cats. It’s crazy, I know, but trust me on this. How will you deal with their growing fears? Do remember, if you don’t have cats, you’ll have plenty of rats…
This sneak peak of cats is all you’ll get for now. Don’t worry though, The Reaper’s Due is out on the 25th of August and then you can experience cats for yourself in all their whiskered glory. Next week Darkrenown will talk about more assorted features. Now I need to get back to scripting, there’re still some cat-related subjects which need further exploration… Adieu!
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-08-02 14:29:59 CET ] [ Original post ]
Hello and welcome back to another DD about
All of these options, besides Consume, release the victim afterwards as they are considered to be their punishment, and while you choose the category you do not choose the exact method. Needless to say, your former prisoner will not think kindly of you after any of these punishments, and in the more extreme cases their close family may also be outraged.
Of course, sometimes a mere punishment is not enough and you simply have to Execute your prisoner. Well, we have added content for this eventuality too! You still simply press the Execute button, as before, but the actual execution method employed is chosen from a list based on your location/culture/religion/traits as well as the imprison reason you have on your prisoner, their religion/gender/traits, and things. Different execution methods come with different death reasons, and as you may have heard in an earlier DD, different death sounds. We have 31 execution methods, including Hanging, Crushing, Sawing, and Bear. It’s all in an easily moddable file too, just in case modders think we have been insufficiently creative.
I should also mention that with the 2.6 patch it is no longer possible to escape from House arrest unless someone with the Intrigue focus breaks you out, so if for some reason you want to be nice to your prisoners they are no longer virtually guaranteed to escape.
Since Death is a big theme for
That’s all for now. Next week I’ll be back at work and writing these “live” again, so I’ll decide the topic closer to the time. It's quite possible the subject will be cats though.
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-07-26 11:58:28 CET ] [ Original post ]
Hello and welcome back to another dev diary about
here we wish for affection and offer up a feast
With Defensive Pagans covered, let’s move into their more Offensive cousins, the Norse. The first change here is relatively simple, and some of you guessed it from the Trait icons I showed in an earlier DD, but there are now two improved versions of the Viking trait: Ravager and Sea King. These are gained from continuing to sack holdings while raiding after the Viking trait has been gained and come with larger bonuses.
A couple of minor yet neat changes:
Finally, Norse religion rulers now have a decision to appoint female characters in their realm with good Martial skill and appropriate traits as Shieldmaidens. These warrior women can act as bodyguards and/or can be set as commanders for your armies regardless of your gender laws. Shieldmaidens have a number of events relating to both their actions in battle and their training for said battles, and if a player happens to end up as a landed lady they can experience the Shieldmaiden content from the other side.
Now leaving Pagans behind, but staying with cool women, we’ve added a couple of ways to get more female advisors. Firstly, close relatives of a ruler with high stats may ask to be given a job. Secondly, a talented woman may show up in your court and offer her services to you. In either case if you accept they will take up a council position, but you will get an opinion penalty with your vassals - if you have Conclave the size of the penalty is reduced if you have increased your Gender Equality laws. These events do not fire if your gamerules/gender laws/religion/culture allow women to be appointed normally, since in that case you could simply hire them if you want to.
That’s all for this week, next week Doomdark will talk about the future of CK2 beyond
[ 2016-07-05 11:37:01 CET ] [ Original post ]
Hello all, it’s time for another DD about [Strike]ZombieInvasion[/Strike]
We have also added several events relating to life with missing body parts:
a disfigured ruler holds a masquerade ball
the loss of a hand is a severe blow to a famous warrior
That’s all for now, next week I am not certain which DD we will show, either I will talk about some extra Pagan features we’ve added, or Doomdark will give you some of his thoughts about CK2. It will be a surprize!
*= DLC contains no zombies
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
[ 2016-06-28 13:37:49 CET ] [ Original post ]
Hello all, once again I am here to tell you about the horrors wonders of
These events are somewhat rare, and each possible doom has several ways to resolve it, for better or for worse, so we hope you will find them rather interesting should they appear.
The other chain we have added is The quest for Eternal Life. Much as I encouraged you to do in an earlier DD, characters in CK may find themselves contemplating their mortality, and as rulers of realms they have rather more resources available to them than you or I. The quest for Eternal Life is long, dangerous, and prone to failure, but when the possible reward is the ability to defy Death… well, you can see why people may undertake it anyway.
That’s all for now, next week I will go into detail about our new Maimed traits.
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Developer Diary Archives[/quote]
[ 2016-06-21 11:07:03 CET ] [ Original post ]
Hello again. Last week I told you about the horrors of the Plague and your inevitable death, but so you don’t fall into total despair I’ll tell you some steps you can take to delay giving the Reaper his due.
The first and most immediate defense against Epidemics is to go into Seclusion. This is somewhat similar to going into Hiding, but in this case you Seclude your entire court in your castle (or capital holding of your choice). Seclusion is a very effective way to stop disease getting into your castle… provided, of course, that you don’t bring in anyone who is already infected. While in Seclusion there are unique events which deal with such things as; interpersonal conflict or bonding, angry people outside who want in, food shortages, murder, and maybe even a little cannibalism. Only a little! Happy DD, happy DD…
Another, longer term defense is to build Hospitals. Hospitals are a new holding type, built in the same way as Trade posts or Forts. Their primary effect is to make the chance of an Epidemic breaking out or spreading to the province less likely. Hospitals can have several buildings built within them, which mostly serve to increase the Disease Defense level, but Leper Colonies can also lower revolt risk.
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Developer Diary Archives[/quote]
[ 2016-05-31 11:47:13 CET ] [ Original post ]
Hello and welcome to another Developer Diary about getting sick and dying! Previously I talked about this in the personal sense, but today I will tell you what we have done to Epidemics.
In our upcoming but still unannounced DLC, we have added many more scriptable values to Epidemic diseases which allows us to do many more interesting things with them. I’ll skip the technical details here, but Epidemics can now spread along the Silk road when present, and are more likely to spread to rich and coastal provinces while being less likely to spread to poorer inland areas. Different Epidemics can have different speeds and likelihoods of spreading, as well as different maximum provinces they can spread to and durations to last for.
Epidemics also have another effect now, they can cause Depopulation in a province. Depopulation is a modifier on the province which reduces tax incomes, levy/garrison sizes, and supply limits. Different diseases have different chances of causing Depopulation, and the effects can remain long after the diseases have died out.
Of course, I can’t talk about Epidemics without mentioning The Black Death, since it was a somewhat notable event in the CK2 period. In the past, the Plague hasn’t been too impressive, but now… well now we have made some changes:
while it's possible for the Plague to come from central asia and bypass India, in this instance it arrived in the North-east of the subcontinent and spread throughout it and outwards. Meanwhile, England has Smallpox.
As well as making The Black Death larger and more deadly, we felt it was a shame you’d have to play until 1300 to experience it. So, in our generosity we made The Black Death more dynamic and there is now a chance for a major outbreak to occur 200 years into any game, regardless of startpoint (and the 1300 outbreak of course remains possible too). After a major outbreak has happened the disease becomes endemic and may break out again, but likely on a smaller scale. I should note that the dynamic Plague is a Game Rule, so if you want to restrict the first outbreak to 1300+ it’s still possible.
Is it all doom and gloom in this DLC? Well no, not entirely. As I mentioned previously, Court Physicians will try to treat your illnesses, and you will also be able to build Hospitals, and/or go into Seclusion to attempt to avoid infection - but those are topics for a future DD. Until then, contemplate your mortality.
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Developer Diary Archives[/quote]
[ 2016-05-24 14:44:13 CET ] [ Original post ]
Hi!
It is my turn to write a DD for CK2 and it is about something that perhaps we don’t mention that often: Audio.
Or more specific for this entry; Death Screams & SFX.
For the new expansion I got an important task, it was to create new sound effects for executing characters and also create assets for other ways different characters can die in the game such as falling off a balcony or being mauled by a bear.
So basically for this task I did a bunch of research to see how cruel people were back in the days and how “creative” they could be when executing people.
I needed to create a lot of “gore” sound effects so to achieve this I went out and did some grocery shopping.
The leek and celery were to recreate some “sweet” and intense bone cracking sound effects while the pepper and salad were to create a “slow crushing” sound effect.
The big problem for this task was a major one; Screams. And a lot of them.
So I took the opportunity to do some internal auditions and invited co-workers to the torture chamber aka sound studio.
Another challenge was to get people to sound like they are… dying? I got to do a lot of “dummy” recordings where you could hear me die in different ways, and some of these recordings made their way into the expansion as well, so my co-workers could get to “dub” me or have some kind of a reference.
I’ll not tell you who is dying, that is up to you to guess. m/
Here we have a female version of being impaled:
https://www.youtube.com/watch?v=08Tdun5nhUo
Here is a version from the Spanish method of garroting:
https://www.youtube.com/watch?v=L37MOstNKIM
There could be a few hunting accidents:
https://www.youtube.com/watch?v=79_YnsBioGs
https://www.youtube.com/watch?v=dNB9J_TLnAs
Or sometimes people went kind of extreme with burning people:
https://www.youtube.com/watch?v=f0fHNZm4BTk
Few causes when people were thrown down into a nasty pit:
https://www.youtube.com/watch?v=5ebJ0PtimBw
Or just want people to suffer really hard before dying:
https://www.youtube.com/watch?v=Smzvpm5YBeA
A bonus video of our dear CEO trying out for a role:
https://www.youtube.com/watch?v=FBgfkrMGWvw
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[quote]Useful links
Official Website
Crusader Kings II Wiki
Developer Diary Archives[/quote]
[ 2016-05-17 11:10:25 CET ] [ Original post ]
Well people, what do you know? I needed a break from the Stellaris crunch, so here’s an unscheduled dev diary! All the hubbub about Defensive Pacts and Shattered Retreats got me thinking about an old ambition I’ve had to improve the game set-up screens in order to allow players to customize their experience without having to resort to modding. The idea is inspired by games like Civilization and the Second Wave DLC for XCOM: Enemy Unknown, which allow players to change various advanced options and settings for a different experience in the game. I really like such options and typically make good use of them myself.
Now, of course there is such a thing as “the way the game was meant to be played”. That is, how the designers made the game and like to play it themselves. However, variety is the spice of life, and after 11 Crusader Kings II expansions things are not as clear-cut anymore. It’s actually pretty funny that I’ve been using a small personal mod for CK2 for awhile myself. There are some downsides to modding and using mods though:
- It requires awareness that it’s possible, and where to find existing mods. The modding scene is a jungle.
- It takes a modicum of extra effort and skill.
- It might not feel quite legitimate (it can feel a bit like cheating) and you might not get any Achievements.
- Mods typically do not have the same level of support as the base game. Many become fossilized or are otherwise problematic.
- Sandbox vs Ironman
- Shattered Retreats: On/Off
- Defensive Pacts: On/Off
- Gender Equality: Default/Historical/AllPlayers
- Sunset Invasion: 13th Century/Random/Off
- Mongol Invasion: Historical/Random/Off
- Raiding: Historical/Unrestricted/None
- Epidemics: Dynamic/Historical/Deadly
- “Supernatural” Events: On/Off
- Adventurers: Normal/Rare/None
- Provincial Revolts: Normal/Rare/None
- Regencies: On/Off
- De Jure Drift: Default/Restricted/Off
- Dynamic Kingdoms and Empires: On/Off
- Diplomatic Range: On/Off
Our new rule system is itself fully moddable, so that modders can use the same system with pretty much any options they might want!
I look forward to your thoughts and comments. Are there any rule variations you think we’ve missed, or that you would really like to see? [quote]Useful links Official Website Crusader Kings II Wiki Developer Diary Archives[/quote]
[ 2016-04-26 11:55:15 CET ] [ Original post ]
Hi again folks!
We are still discussing how to proceed with the dev diaries for CK2 and what we can and cannot talk about before the next expansion is actually announced. So, we shall see what next week will bring… One thing I can talk about though, is something that has been a bone of contention since the release of the the previous expansion, Conclave. I’m thinking of the “Call to Arms” mechanic that we cut from the game. As you know, since the Conclave update, allies are automatically dragged into wars and given no option to refuse. Now, I have explained why we did it and what we hoped this would achieve in another post, but the fact of the matter is, it was a poor decision. That’s why we are going to add the old system back, though with some adjustments… Declining a Call now has very serious consequences:
- The Alliance and the Non-Aggression Pact are broken.
- You lose half your current Prestige, plus 200 (same as truce breaking.)
- Adds an “Alliance Breaker” Character modifier lasting 15 years that lowers the opinions of all vassals by -10 and all foreign rulers by -25.
- You get a -50 opinion penalty with the calling ruler and his or her close family (including the spouse that allowed the alliance in the first place.)
On a somewhat related note, we will also add an action to break a Non-Aggression Pact. It has similar effects to breaking an alliance, but slightly less severe. It also adds a one-year truce. That’s about that… Now then, as some of you might know, these days we actually have a dedicated Audio Director at Paradox; a fact I think you’re soon going to notice even in good old CK2. I’ll leave you with this sample of his depraved work. https://www.youtube.com/watch?v=XaK2QIfVl3w That’s all for now. Next week… who knows? :) Read original post [quote]Useful links Official Website Crusader Kings II Wiki Developer Diary Archives[/quote]
[ 2016-04-05 11:52:20 CET ] [ Original post ]
Hi folks!
We interrupt the regular program for this short broadcast from the Game Director. That is, me. I was planning to talk about something completely different (and admittedly of more substance), but we decided to hold on off on that for a bit. Instead, bear with me as I wax slightly philosophical and delve into the twin personalities of Crusader Kings. Now, that might sound like a diagnosis of mental illness, but it’s actually a beautiful thing that makes the game unique. I often think of Crusader Kings as a potted plant. The pot is the strategy game and the plant is the role-playing aspects, and every time you play the game, the plant grows differently, pruned by player actions… like a Bonsai Tree.
The pot and the soil cannot be neglected, for the roots of the plant - the “story engine” - need to be contained and nurtured by sound rules and balanced mechanics. Strategy games provide fertile soil indeed for captivating drama through their most defining features; freedom of action and conflict. Engaging conflict among a multitude of players and AI actors is really the key to the success of Crusader Kings II, for it causes such amusing stories to emerge and grow.
It should come as no surprise, though, that hybrid games like this tend to attract two rather different kinds of players; those who seek domination through mental acuity and those who are mostly in it for the ride (and everything in between, of course.) This poses an interesting challenge for us, the developers, because we have to expand on the game in ways that will suit both types. As you know, we have wavered back and forth between almost pure RPG expansions like Way of Life and strategic expansions, like Conclave, but we can never seem to please everyone (which is, of course, why we love mods and modders so much!)
Is there a point to all this? Not really, but perhaps you can guess what kind the next expansion will be…
That’s all for now! There should be some actual revelations next time, so stay tuned. :)
[quote]Useful links
Official Website
Crusader Kings II Wiki
Developer Diary Archives[/quote]
[ 2016-03-29 16:32:04 CET ] [ Original post ]
Hello all. I decided that my thoughts on phones last week didn’t really count as a DD, so we are still on #2.This week I’m going to talk about a new set of features we’ve made for the upcoming but as of yet unannounced DLC: Symptoms, diseases, and doctors.
Firstly, doctors, or more accurately, Court Physicians. Court Physician is a new minor title which you can give out to a well-learned person which makes them responsible for diagnosing and treating illnesses in your court.
Now, symptoms! No longer will you simply become “Ill” through an event, instead you will receive one of a variety of symptoms and over time you could become sicker, either you will gain more symptoms or they will evolve into a full blown disease, or perhaps you simply just had a cough and it will pass in time. When you first get a symptom if you have a Court Physician they will first attempt to diagnose what the cause is, and then administer a treatment - if their diagnosis was correct it’s more likely the treatment will be successful.
Here we can see the unfortunate Doge Orso becoming unwell:
The full list of symptoms is: Cough, Fever, Diarrhea, Vomiting, Headache, Chest Pain, Rash, Cramps, Abdominal pain, Fatigue, Malaise.
Depending on a number of factors your symptoms may well manifest into a disease. We’ve added some more diseases too: Flu, Dysentery, Gout, Food Poisoning (not a disease exactly), Rabies, and Cancer.
As we can see, Cassio was right, Orso did have Food Poisoning! I skipped over a few more symptoms appearing, and here they are removed and replaced with the Food Poisoning trait.
At this point your Court Physician will call on you again to offer further treatment. This part is a bit more involved, and depending on the skill and traits of your Court Physician they can offer you up to 4 choices of treatment method: Experimental, Mystic, Proven, or Cautious:
- Experimental treatments tend to involve radical methods and/or surgery and very much depend on the skill of your Court Physician. Results will likely be very good or very bad depending on how it goes.
- Mystical treatments are offered by Court Physicians with the Mystic trait and often involves an appeal to a higher power. Because of the capricious nature of spirits, or possibly due to the mind-altering substances used to contact them, Mystical treatments may result in strange outcomes, and can even result in a change of personality in the patient. The power of faith is strong though, and when Mystical treatment goes well it can go very well indeed.
- Proven treatments represent the tried and true methods which are well-known to work (at least for a given value of “work”). They rarely go too badly wrong, but equally they do not have a huge effect when they go right.
- Cautious treatments are very safe, but often do little more than make you more comfortable. They will almost always be successful, but have a fairly minor effect.
Here Orso has the choice of Experimental or Proven treatments, or of doing nothing. Since Food Poisoning isn't terribly serious, it would make sense to take the Proven treatment rather than risk the Experimental method, but Cassio is a pretty good Court Physician, so he might well succeed. So, which should I pick? [S]If anyone would like to vote on the matter, start your post with "Experimental", or "Proven" and in a short while I will count the votes and post what happens.[/S] Well Experimental has won by a landslide, let's see how it goes:
Oh dear. Cassio's experimental surgery seems to have been a total success, but the anesthesia didn't fully take hold... And that’s basically it, we hope that people with
[ 2016-03-22 13:29:24 CET ] [ Original post ]
Hi all!
I want to present our new team for the upcoming CK2 expansion. It changed quite a lot since the last expansion so it might be interesting for you to hear a bit about who are currently working on the project. You might recognize some people while others are completely new.
- Anona: I am the project lead, which means I prioritize bugs, tasks, and other requests to us while keeping track of deadlines, following up budget and listening to various stakeholders in the project. I’m very excited for the upcoming expansion! If you want to hear me die, listen here (thanks to our audio guy!).
- Moah: I’m Tech Lead on CK2, and I joined the team as a programmer for the Conclave expansion. I’m in charge of adding new features, both directly to the game, and for Content Designers to use, and to make sure we don’t get crashes or other code-related bugs. Before joining Paradox, I’d been playing CK2 and EU4 for a while, so I’m really excited to be here.
- Markuso: I am a Content Designer, I mainly create as many new events as possible when not busy fixing bugs or implementing some quality of life improvements through script.
- IsakMiller: I’m one of the recent additions to the team, along with Virvatuli. I am a Content Designer, very happy to have joined the team, and eager to see our events in the expansion.
- Virvatuli: I started working at Paradox last Tuesday as a Content Designer alongside IsakMiller. During our first week on the job we’ve done plenty of obscure research, written some witty events and tried to not get lost in the office.
- Rageair, I work as embedded QA on the CK2 project and have done so since Horse Lords. I'm very passionate about the game and played it a lot even before I started at Paradox, though now I play it even more than I used to! My primary concern is to find, categorize and judge the severity of bugs, though I also help out with other things on the side. For example, I helped design the layout of the new Law Screen in Conclave.
- Grimjotun: I’m the artist, responsible for the visual parts. I’m fairly new at Paradox but I’ve been in the game industry for a long time.
- Servancour: I’m working as embedded QA on CK2. I’ve been working at Paradox for over two years and mainly been working on CK2 for that time. Which also happens to be my favorite game, so I know pretty much everything there is to know about all obscure mechanics in the game.
- Darkrenown: I’m a Content Designer, and people may know me from HoI3 and V2 expansions, HoI4, or the wondrous creations of the Mothland and Secret bears. Now I’m working on CK2 for the first time (besides a very brief stint pre-release!) and am charged with making sure new stuff fits together well and is fun. You can also hear me die. While I’m here I’m also going to repeat the changes 2.5.2 made to Defensive Pacts, because not everyone seems to have noticed how they have changed:
[ 2016-03-08 17:03:19 CET ] [ Original post ]
We've just released the 2.5.2 patch publicly on the live branch!
In the patch we're including a rework of Coalitions into Defensive Pacts, Battle and Retreat changes as well as a lot of minor fixes, for example adding a "Next song"-button, and mod fixes.
[quote]
Major:
- Reworked Coalitions into Defensive Pacts:
- Renamed Infamy to Threat, and Coalition to Defensive Pact
- Defensive Pacts are entirely Defensive and will never launch Offensive wars against the target
- Coalition/Defensive Pact Mapmode now only shows the Defensive Pacts against selected Realms
- Split up defensive pacts based on religious groups
- Threat level controls the size of realms which are allowed to join defensive pacts to protect themselves from a threat
- Threat level controls how far away realms can be in order to join in defensive pacts
- AI Realms with equal or greater troop strength than a target will never join Defensive Pacts against them
- Your own religious group have a lower defensive pact distance
- As a Realm's threat increases, the different Defensive Pacts will be willing to work together to contain them.
- Updated Threat alert tooltip with detailed information
- Maximum Threat from a single source capped at 100%
- Maximum threat from a province capped at 15%
- Minimum threat from a province set to 2%
- Minimum monthly threat decay set to 0.21%
- Maximum monthly threat decay set to 0.4%
- Claims for yourself now only gives 85% threat.
- Claims for someone else now only gives 50% threat.
- Dejure claim for yourself now only gives 50% threat.
- Dejure claim for someone else now only gives 30% threat.
- Liberate nomad duchy generates only 75% of threat
- Battle and Retreat changes:
- Made battles give 25% more warscore, to get battle warscore closer to what it was before the casualty reduction
- Won battle vs hosts give twice the warscore
- Shattered retreat no longer count distance through sea or wasteland
- Added attrition during shattered retreat
- Shattered armies ignore leader attrition reduction
- Shattered retreat now considers province size (through movement cost) when computing distance to target
- Looters who shatter won't be able to loot that province's owner for a while anymore
- Looters will shatter to their boats if they can
- Total Warscore from battles capped at 75% for attacker
- Shattered retreat favors slightly coastal provinces adjacent to boats you can embark in
- Added faction to force abdication of kings and emperors
- Fixed game over caused by daughters running away and becoming mercenaries
- Added events for skilled educators to influence children during adolescence
- Added a button for playing the next song
- Added a setting for ignoring context sensitive music (ie regardless of culture and if being in war or not).
- Added additional favor events
- Added Groom an Heir ambition
- Fixed instant OOS between different platforms
- AI no longer transforms matrilineal betrothal into regular marriages (and vice versa)
- No longer possible to break betrothal set up as from a favor
- Added new law, Council Authority
- Added character modifier Rejecting Seduction Attempts
- Characters with Rejecting Seduction Attempts can not be targeted by the seduce decision
- Added options to seduction targets to ask seducers to go away
...and lots of smaller updates. Read full patch notes here![/quote]
[ 2016-03-03 13:25:05 CET ] [ Original post ]
Hello all! I promise I will go back to writing more interesting Dev Diaries soon, but there is not much to talk about this week. Currently we are gathering feeding from the 2.5.2 beta (go try it if you haven't yet!) and working to fix some outstanding issues before finalizing the patch.
Other than that, I can reveal we have started planning a new DLC, so you can expect to start hearing details about that in the coming weeks. That's really all I can say at the moment!
[ 2016-03-01 13:27:12 CET ] [ Original post ]
Important information! We will not be collecting bug reports or feedback from Steam. If you want to report problems with this patch or feedback on it you need to do so on our official forums. Go to official post containing patch notes [quote] How to opt in to the open beta: To enable it, go to Steam, right click Crusader Kings II in your library -> Properties -> Betas -> Choose beta from the dropdown list. Make sure Steam updates the game correctly (sometimes you need to verify game cache or restart Steam when switching between branches). The launcher will say 2.5.2 if properly updated. [/quote] Thank you for your patience while we worked on this patch. We hope you will enjoy it.
[ 2016-02-25 08:37:12 CET ] [ Original post ]
Hello all! I'm afraid I don't have much to talk about today as we're still working on the 2.5.2 patch I mentioned last week. We were hoping to have it out by now, but ran into some unexpected issues. However, on the plus side as soon as we have things working as we want, we'll be releasing it as a public beta for everyone to try out.
However, here are the current patchnotes to keep you interested.
[quote]Useful links
Official Website
Crusader Kings II Wiki
Developer Diary Archives[/quote]
[ 2016-02-23 12:49:32 CET ] [ Original post ]
Hello all, welcome to another CK2 DD. First up, please note that I am NOT Doomdark, people confuse us sometimes. With that key point covered, let’s move onto the meat of this diary: The upcoming 2.5.2 patch! We have made several changes to some key areas that we’ve gotten a lot of feedback on recently, the most important of which is of course Seduction!
Characters who have someone trying to seduce them now have the option to let the seducer know they are not interested (based on things like their traits and their opinion of their spouse) which will block all further seduction attempts for some time, both by the original seducer and anyone else.
We have also acted decisively on the issue of Infamy and Coalitions. Sparing no effort, we have renamed these features to Threat and Defensive Pacts, which we feel should resolve all known problems with them.
Oh ok, that isn’t all we did. Coalitions received such an extensive rework that we felt a new name was required. Perhaps the most important change is that Defensive Pacts are now separated by religious groups, so for example if the Byzantines act in a Threatening fashion they might a face a Christian Pact in Europe and a Muslim Pact in the Middle East, and at first the two Pacts won’t care if one attacks the other and only defend members of their own Pact. At higher levels of Threat, however, Pacts of other religious groups will band together when any one of them is attacked. At the highest levels even your co-religionists may feel the need to join forces against you.
Threat also affects both the size of Realms which can join a Pact against you, and the how far away from you they can be. Finally, AI nations will never join a Defensive Pact against a Realm whom they have equal or greater troop strength than.
As the new name might suggest, Defensive Pacts are entirely defensive in nature, members of a Pact can never call each other into an offensive war against the target (unless they are allies, as normal). These changes, we hope, will bring the Feature Formally Known As Coalition more in line with its intended purpose of countering huge, rapid growth without feeling as unfair or arbitrary.
2.5.2 also contains some other improvements and some new content and features. The patch notes will reveal full details, but a few more highlights include:
- Improvements to Shattered Retreats.
- Increased Warscore from battles slightly in general and majorly against hosts.
- Capped total possible Warscore from battles for Attackers at 75%
- Raiders who are defeated in battle will not return to raid you for some time.
- Added a Next Song button, and a setting to disable the context restrictions on music.
- Added faction to force abdication of kings and emperors.
- Added new events for skilled educators to give traits to their wards.
[ 2016-02-16 12:47:17 CET ] [ Original post ]
Greetings!
It’s been a week since release and a lot of people have been playing Conclave. As usual, we have carefully listened to feedback from our players, and as Doomdark explained last week, we’ve been looking into ways of improving the design and implementation of certain features. The two main areas of concern are Coalitions and Shattered Retreats, and we are currently testing the revised solutions. Read more about these changes in Conclave: The Near Future.
On top of this, we’ve been looking to improve the experience in Conclave further. Here’s a selection of new features:
- A new favor use where a vassal can get pardoned by the liege.
- A new faction that can unite vassals against tyrannical rulers, change succession law and put the most liked (or the least disliked) vassal on the throne.
- Clarity, balancing and some new non-congenital traits in the Education system.
- More events related to favors.
- A next song button.
- An option to ignore the music scripts and play all songs randomly (Christmas carols all year long!)
[ 2016-02-09 12:28:46 CET ] [ Original post ]
The Steam Lunar New Year Sale continues today with great deals on thousands of games!* Check back every day to see new front-page features, or follow the Lunar New Year adventure story to explore the Steam catalog.
*Discounts end February 12th at 10am Pacific unless otherwise listed.
[ 2016-02-06 18:34:00 CET ] [ Original post ]
Save 75% on Crusader Kings II during this week's Midweek Madness*!
*Offer ends Friday at 10:00 AM Pacific Time
[ 2016-02-02 18:05:00 CET ] [ Original post ]
Crusader Kings II Expansion Now Available
Once upon a time there was a king. He had amassed a large kingdom through the assistance and guidance of his wise councilors. Their skill, martial prowess and intelligence were guided by total loyalty to the king’s royal will. But these men, all drawn from the most powerful nobles in the realm, were not immortal. Now their equally powerful children hold their fathers’ seats, and they seem to have ideas of their own.
Crusader Kings II: Conclave, the newest expansion to Paradox Development Studio’s critically acclaimed medieval grand-strategy game, is now available at major digital retailers and the Paradox store. This expansion focuses on the internal dynamics of managing a realm with powerful vassals demanding to be heard on the royal council. How much power can you give to your advisors before you stop feeling like a king?
https://www.youtube.com/watch?v=ohrZxcLESmg
Conclave also includes:
- new realm laws to fine tune the future and culture of your country (including female inheritance)
- fine tuning of how much money or gold you expect from your vassals
- new diplomatic system returns royal marriages to the center of medieval politics
- changes to the military game, including renting your soldiers out as mercenaries
And, we're releasing a new content pack - the cleverly named Crusader Kings II: Conclave Content Pack, to bring you new cosmetic changes to your game including world wonders, new portraits for some nations, and some new unit designs. It is sold separately.
And, as usual, whether you buy Conclave or not, the release is accompanied by a free, major patch that will improve Crusader Kings II for everyone.
So raise your banners. The council is in session.
Full Patch Notes 2.5.1
[quote]Useful links
Official Website
Crusader Kings II Wiki
Developer Diary Archives[/quote]
[ 2016-02-02 14:09:52 CET ] [ Original post ]
- CKII Linux [48.38 M]
- Crusader Kings II: Dynasty CoA Pack 1
- Crusader Kings II: Mongol Graphics Pack
- Crusader Kings II: Songs of Albion
- Crusader Kings II: Songs of Faith
- Crusader Kings II: Ruler Designer
- Crusader Kings II: Songs of the Holy Land
- Crusader Kings II: Sword of Islam
- Crusader Kings II: African Unit Pack
- Crusader Kings II: Songs of the Caliph
- Crusader Kings II: Dynasty Shields II
- Crusader Kings II: Legacy of Rome
- Crusader Kings II: Byzantine Unit Pack
- Crusader Kings II: Mediterranean Portraits
- Crusader Kings II: Russian Unit Pack
- Crusader Kings II: Russian Portraits
- Crusader Kings II: Songs of Byzantium
- Crusader Kings II: Sunset Invasion
- Crusader Kings II: Songs of the Rus
- Crusader Kings II: Norse Portraits
- Crusader Kings II: Norse Unit Pack
- Crusader Kings II: The Republic
- Crusader Kings II: Songs of Prosperity
- Crusader Kings II: The Old Gods
- Crusader Kings II: Hymns to the Old Gods
- Crusader Kings II: Celtic Unit Pack
- Crusader Kings II: Celtic Portraits
- Crusader Kings II: Dynasty Shield III
- Crusader Kings II: Europa Universalis IV Converter
- Crusader Kings II Customization Pack DLC
- Crusader Kings II: Sons of Abraham
- Crusader Kings II: Military Orders Unit Pack
- Crusader Kings II: Warriors of Faith Unit Pack
- Crusader Kings II: Hymns of Abraham
- Crusader Kings II: Songs of Yuletide
- Crusader Kings II: Saxon Unit Pack
- Crusader Kings II: Finno-Ugric Unit Pack
- Crusader Kings II: Rajas of India
- Crusader Kings II: Turkish Unit Pack
- Crusader Kings II: Turkish Portraits
- Crusader Kings II: Songs of India
- Crusader Kings II: Persian Unit Pack
- Crusader Kings II: Persian Portraits
- Crusader Kings II: Charlemagne
- Crusader Kings II: Early Western Clothing Pack
- Crusader Kings II: Early Eastern Clothing Pack
- Crusader Kings II: Dynasty Shields Charlemagne
- Crusader Kings II: The Song of Roland Ebook
- Crusader Kings II: Way of Life
- Crusader Kings II: Iberian Unit Pack
- Crusader Kings II: Iberian Portraits
- Crusader Kings II: Tales of Treachery EBook
- Crusader Kings II: Horse Lords
- Crusader Kings II: Horse Lords Content Pack
- Crusader Kings II: Orchestral House Lords
- Crusader Kings II: Conclave
- Crusader Kings II: Conclave Content Pack
- Crusader Kings II: Viking Metal
- Crusader Kings II: The Reaper's Due
- Crusader Kings II: The Reaper's Due Content Pack
- Crusader Kings II: Full Plate Metal
- Crusader Kings II: Monks and Mystics
- Crusader Kings II: South Indian Portraits 5 Year Anniversary Gift
A good lord will always need friends to support him. But beware, as loyal vassals can quickly turn to bitter rivals, and some might not be as reliable as they seem... Stand ready, and increase your prestige until the world whispers your name in awe. Do you have what it takes to become a Crusader King?
Crusader Kings II explores one of the defining periods in world history in an experience crafted by the masters of Grand Strategy. Medieval Europe is brought to life in this epic game of knights, schemes, and thrones...
Key features:
- Start a game at any point between 1066 and 1337 and play until 1453
- Pick a Christian lord and make sure his dynasty survives as you play a succession of his descendants through the ages
- Gain Prestige for every successive character you play, furthering the glory of your Dynasty
- Expand your feudal domain - and keep it from falling apart
- Unravel the plots of your courtiers and vassals, each with their own opinions and agendas
- Take up the Cross and fight the Moor, the Heathen and the Heretic.
- Defend against the onslaught of the Mongol Horde
- Struggle with the Pope for control of the bishops
- Relive the Middle Ages with up to 32 other players in a competitive multiplayer mode
- OS: Ubuntu 16.04 x64
- Processor: IntelR PentiumR IV 2.4 GHz or AMD 3500+Memory: 4 GB Hard disk space: 2 Gb Video Card: ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce> 9600 or higher. 1024MB graphics memory required.
- Memory: 4 GB Hard disk space: 2 Gb Video Card: ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce> 9600 or higher. 1024MB graphics memory required.
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