Crusader Kings 2

tl;dr there need to be Cersei mechanics

This should be rare.

However, the rumors about incestuous noble/clergy, esp. from great houses, do a lot of damage to their reputation, on the whole house. So the game should have more mechanics about incest rumors, then, we can have some, but quite rare, real incest.*

*: Does not apply to Zoroastrians and Messalians.
 
This should be rare.

However, the rumors about incestuous noble/clergy, esp. from great houses, do a lot of damage to their reputation, on the whole house. So the game should have more mechanics about incest rumors, then, we can have some, but quite rare, real incest.*

*: Does not apply to Zoroastrians and Messalians.

Yeah incest outside of Zoroastrianism and Messalianism doesn't carry with it a lot of trouble. I think the game automatically assigns a -5 or -10 opinion for everyone of your faith if you marry your sibling/parent/whatever via cheating, hwich is frankly pretty tame. Historically there was one French duke or something in the 1400s who attempted to marry his sister and forged papal approval, and he got himself into quite a bit of trouble with that, obviously.

And incest rumors would be great. Incest was really a very, very easy way to throw some mud at someone or a group of people.
 
Yeah incest outside of Zoroastrianism and Messalianism doesn't carry with it a lot of trouble. I think the game automatically assigns a -5 or -10 opinion for everyone of your faith if you marry your sibling/parent/whatever via cheating, hwich is frankly pretty tame. Historically there was one French duke or something in the 1400s who attempted to marry his sister and forged papal approval, and he got himself into quite a bit of trouble with that, obviously.

And incest rumors would be great. Incest was really a very, very easy way to throw some mud at someone or a group of people.

http://en.wikipedia.org/wiki/John_V,_Count_of_Armagnac
 
To be fair, there are a lot of Johns, and Armagnac isn't particularly important.
 
And here's the dev diary for WoL, make of it what you will. Most of it we already know, I suppose. DOes seem that the number of focuses/foci is hardcoded, though.

Link: http://forum.paradoxplaza.com/forum/showthread.php?822500-Crusader-Kings-II-Way-of-Life-Dev-Diary

Hi everyone!

I’m Tobias Bodlund, Scripter on the Crusader Kings II team, and I’d like to wish you all welcome to the Way of Life dev diary.

With this being a rather small expansion compared to most and release being less than one week away now, we will only have this one dev diary for Way of Life. So sit back and enjoy!

The scope for this expansion is not about opening a new period in history or new areas to conquer - rather, it’s about going deeper into the characters’ personal pursuits and how they navigate (or manipulate) relationships with other characters.

When designing this expansion, we also wanted to allow the players to choose to some degree what direction their characters will take on a personal level, without therefore locking them into a certain area of the game.

The way we decided to do this is through a new concept called Focus. Focuses are the core concept of the Way of Life expansion. When you start your game, you will be able to choose a focus for your character, and this focus will affect the availability and frequency of certain types of events associated with that focus, as well as unlock certain decisions and actions that you can perform towards other characters.

View attachment 120087

There are also direct bonuses that apply to your character just from choosing a focus. Every focus is conceptually tied to a character attribute (two for each attribute), and the most common bonus is an increase in those attributes.

These are the focuses you can choose from:
  • Family - engage with your family and make sure that they get along.
  • Carousing - allows you to invite people to private parties, good for making new friends and generally having a good time.
  • War - taking an interest in war, it allows you to fight duels, among other things.
  • Hunting - opens up new hunting-related events, and is now a requirement for some hunting decisions.
  • Rulership - ruling your realm, dealing with administration.
  • Business - dealing with mayors, founding a trade route, building things.
  • Intrigue - allows you to spy on people, slander them, and liberate imprisoned or abducted family members.
  • Seduction - set your target and strive to make them yours.
  • Scholarship - pursue your chosen path of research.
  • Theology - required for pilgrimages, opens up various new religious events (including for pagans) as well as affecting the frequency of other religious events.

Some of the focuses have conditions that must be fulfilled before you can choose them. For example, you can’t choose the seduction focus if you are celibate, or the hunting focus if you are Jain.

View attachment 120086

Only rulers can have focuses (and AI rulers will of course also use them). After five years, you will be able to switch to another focus if you so wish. Note, however, that some of the longer event chains may interrupt if you choose to abandon that focus (effectively turning your back on whatever path you were pursuing).

We’ve also added a number of interesting things to the free patch that accompanies this expansion.

Firstly, diplomacy and other actions that directly affect other characters are now accessed through right-clicking the character portrait of the person you want to interact with. This places actions such as legitimizing bastards, straightening up your decadent relatives etc in the same place as diplomacy in the interface (and the new Way of Life actions involving things such as seduction, carousing and spying are also placed here, if you own the expansion).

Modders will be pleased at several powerful new scripting features that we’ve added. One is the new type of decision that we are introducing. They are scripted as “targetted_decision” and can be used to target another character, with fully scriptable triggers and effects. This has been used to create the new actions involving seduction etc in the expansion - but it also effectively allows modders to script almost any kind of character interaction that they need.

View attachment 120085

Another new modding feature is the possibility to save event targets in a temporary custom scope. Any scope (character, province, title) can be saved in this way, only expiring with end of the current chain of events. This should simplify scripting of some more complex chains of events. Naturally, these custom scopes can also be used in the event texts.

Event texts, yes… it is now also possible to set several texts for any event, with triggers to select the appropriate one. This works very similarly to triggered event options. It works for both event titles and the event description. This means you can handle several alternate cases with only one event, where previously you’d need to create a different event for each case if you wanted the text to differ for different cultures, for example.

That's it about the major new modding features. As usual, the free patch will also contain a large number of minor bugfixes as well as improvements to performance and gameplay.

Full patch notes will be published this Friday, and the release date for Way of Life is December 16.
 
From a review of the screenies, it looks like they're changing the character screen and have removed ambitions.
 
From a review of the screenies, it looks like they're changing the character screen and have removed ambitions.

Ambitions are still there - on the screens, below where the culture of the character is displayed, the circular icon to the right is the focus, while the one to the left is the ambition.
 
I really hope the mods I play reduce the focus changing time. Intrigue and seduction don't seem like they need a whole lot of time spent to accomplish your goals. Like I doubt rescuing a kidnapped child would take more than a year.
 
For those who don't follow the forums, and for anybody who cares, it's been discovered that an Iberian portrait DLC will be accompanying WoL.



I lurk on the CKII reddit so every now and then I see people posting events from HIP/VIET (not always mine, mind you). It is interesting when they don't realize it's from the mod and they think it's vanilla.


Was expecting Glarthir.
Psst. Over here.

:run:

I do have a two event chain about him in Immersion.

And I want to add in a proper Glarthir event chain soon.

I love you.

Glad to be of service.
 
Are any of the portrait DLCs actually worth it? The screenshots make them look so ugly, I can't tell if people just have bad graphics cards or what.
 
They're used (sometimes vitally) for some mods, which make everything them lot better. Most vanilla portraits suck anyway so it's kind of just a lot of eyesores until you install a mod.
 
Are any of the portrait DLCs actually worth it? The screenshots make them look so ugly, I can't tell if people just have bad graphics cards or what.

I'm fine with them all (even the oft-hated Mediterranean portrait packs), if only because they add in more variety. YMMV on whether they're worth it, it's really a subjective thing with a wide variety of opinions for each portrait set. Best to get them - and any other cosmetic DLCs you want - on a sale, of course.

And, of course, a lot of mods including but not limited to my own, *cough*CPR*cough* use them and in some cases while not necessarily it's probably immersion-helping - for instance if you play Elder Kings not having the African portraits for the Redguards, well, is kinda immersion breaking.


At the minimum, I recommend the African and Mongol portrait sets - it's really immersion-breaking seeing the African and Mongols look like swarthy Indo-Arabs.
 
The lead portrait artist (?) changed a while back IIRC (Mediterranean was first by the new guy) and the new artist IMO isn't as good, which is the cause of the difference. I think.
 
Well, I suppose I might as well copypasta my usual comments on the portrait DLCs here:

Mongol: Easily the best, as it's the only portrait set made by the guy who made the vanilla Western/Muslim portraits, so it is aesethically consistent in a way; unfortunately it's not used that much in vanilla
African: Pretty good, but doesn't differentiate between West and East Africans and does rely on some stereotyping with the facepaint
Russian: Men look like elves, people don't always like the females, but otherwise okay for me
Mediterranean: I personally don't think they look like dead/aliens/zombies/whatever as others argue, but rather the problem is that the faces lack variety so they mostly end up looking like tired Sopranos or something, but otherwise I'm fine with it
Norse: I don't understand why people like this the most other than the Mongols, I personally find its quality comparable to the Russians; the detail with the beards and facial features is good, but the skin tone is a weird sort of bluish-purple that I find worse than the dark one in the Mediterranean people tend to criticize
Celtic: The best of the non-Mongol and non-African ones made before Crak'd came along, in my opinion. Women are close to vanilla's, and the men are fine, although there are some minor graphical glitches with it.
Turkish: I like 'em. The artist who did it, Crak'd, was/is a modder and is known for being extremely meticulous in his research. With the Turkish portrait sets other than them being a bit too dark, I think he did a good jiob trying to find a balance between the gigantic variety of looks on the steppes.
Persians: Also made by the Crak'd guy.
Early Clothing Packs: Also made by Crak'd. Not really useful if you don't have TOG or CM, obviously. They are a nice touch, but aren't wholly necessary per se.

The lead portrait artist (?) changed a while back IIRC (Mediterranean was first by the new guy) and the new artist IMO isn't as good, which is the cause of the difference. I think.

The Turkish, Persian, Indian, and early clothing packs were made by Crakedtoothgrin, I believe, who was/is a modder when PI seemed to comission some stuff from him.
 
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