Crusader Kings 2

New dev diary out for The Republic. Linky here: http://forum.paradoxplaza.com/forum...public-Developer-Diary-4-Events-and-Decisions

For those who don't want to see the link, here's the full text:

Here is the last dev diary for The Republic, and as Doomdark mentioned in the last one, I'll be talking a bit about events and decisions.

As you'll be competing with four other Patrician families in your Republic, we have tried to make things a bit more interesting by introducing vendetta events. If you have poor relations with the head of one of the other families, there is a chance that this will trigger an event that starts a family feud. This feud will take on a life of its own and continue from generation to generation. Even if your family members can't remember what started the feud all those years ago, they'll still know that those Morosini dogs can't be trusted as far as they can throw them – and the feeling will be mutual!

There are a number of ways for this feud to end, of course, and not all of them involve the complete eradication of one of the rival families. Some events, including a Romeo & Juliet inspired chain, will give you an option to end the vendetta peacefully as long as both parties agree to bury the hatchet.

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With the inclusion of Trade Posts, we have also added two new decisions. As a Patrician, you may petition the Doge to grant you some Trade Posts from a rival family – but only if that family has completely eclipsed you in the number of Trade Posts owned. Likewise, if you are the Doge you can also attempt to usurp control over the assets of a rival family (for the betterment of the Republic, of course), but if you are successful this could ruffle many feathers.

As the leader of a Patrician family, you have somewhat less control than a feudal noble would over who the male members of your dynasty marry. New events can see them marrying anything from a bar wench to the daughter of a wealthy merchant. Finally, for added flavor we have also made several new random trade events for Patrician families. These generally deal with their budding trade empires, and some are positive, while others are less so.

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That's that about The Republic. Many of you are probably curious about patch 1.09, so here are the highlights:

  • Ultimogeniture Succession: the youngest child inherits
  • Tanistry: A version of Feudal Elective where the electors must pick a member of your dynasty, but will tend to pick distant relatives, preferably old claimants
  • Grant Independence Diplomatic option
  • Automatic cultural renaming of titles in your realm. So you'll automatically see Smyrna turn into Izmir if held by Turks, etc.
  • Added 1241 Bookmark - "The Mongols"
  • The Reign length opinion modifers are now dependent on how long a character has been the liege of someone, not how long the primary title has been held
  • All merc regiments now grow in max size over time
  • Added more mercenary bands: Finns, Lapps, Abyssinians, Nubians, Lithuanians, Scots, Irish and Alans


We'll be posting the full patch notes in another thread very soon.
 
Leviathan07 said:
As for the mediterranean faces on those screenshots... the hats and clothes are cool but the faces look like Sesame Street muppets. :(

This.
 
I like the sound of the 1.09 update.

Personally, I don't think the faces are that bad; they're better than the Russian ones at least. And the hats are nice.
 
I actually like the faces. They might be a tad bit too dark skinned compared to "reality" (but I won't get into that here - the PI forums are more than alive with the sound of music senseless arguing about these details), but I actually like them. Actually I think they look almost as good as the vanilla portraits.

But that's just my opinion.
 
Well, you're blunt, but not too specific. Clarify?
 
I've heard stories from the PI forums how the republic's CBs allow them to conquer whole swaths easily, like how one guy as King of Ireland made a duchy-tier republich which conquered Wales, most of England, and parts of Scotland for him within a few decades. One possible cause is because republics are s****ing gold so they use it to hire tons of mercenaries.
 
I've heard stories from the PI forums how the republic's CBs allow them to conquer whole swaths easily, like how one guy as King of Ireland made a duchy-tier republich which conquered Wales, most of England, and parts of Scotland for him within a few decades. One possible cause is because republics are s****ing gold so they use it to hire tons of mercenaries.

It's a whole combination of factors.

All told, you probably earn 3-4 times as much profit as a Republic (between higher city income, higher vassal income, trade post income, and expenses to pay family members).

You tend to rely on mercenary armies, and you don't need to disband a mercenary army before declaring war - so you can fight a whole series of wars without re-gathering your forces for every one.

My first shot at the new DLC I deliberately tried to go conquest-crazy, and I ended up ruling almost all of Italy, Spain, and North Africa within 50 years of game start. Going to have to deliberately handicap for future games if nothing is changed in patches.

You have free CBs for almost every coastal city in the game, plus for counties in which you control a coastal city.

Your "rival" families really are more help than hindrance - it's pathetically easy to conduct plots that result in you seizing one of their trading posts (and 10+ gold per year income) for free. It's also not too hard to just assassinate the particularly old rivals, so your opposition are relatively young (thus, low respect; thus, you don't have to spend much if anything on your election fund).

Put it all together, and you have a situation where a min-maxing Republic player can basically conquer territory as fast as he can march through it... and pretty soon can afford to have 2 or 3 armies marching.
 
I can see an MP game where one guy is a republic and 2-3 others are allied kings.
 
I meant from a logical and not gameplay perspective.
 
I think the big three issues to be addressed are this:
1. All-mercenary armies are too strong if you can afford to pay them. Republics can. There needs to be some sort of nerf that forces you to actually rely more on your levies, even as a republic. Or, alternatively, something that forces all-mercenary armies to have a very large numerical edge.

2. The seize trade post plot is too strong / too easy. It needs to have a much tougher threshold for the no-cost seizure.

3. It's too easy to buy elections in a large Republic. It's a flat 10 gold per 50 respect, regardless of Republic income. That's fine if your only earning 100-200 gold per year (you might have to throw a hefty 25%+ of your total income back in to the re-election fund if you want to make sure your house remains in control). It's laughable if you're earning 100-200 gold per month - you just save up for half a year every couple decades.
 
CK2 is ridiculously bad about scaling inflation. Stuff in general needs to have a percentage multiplier, based on how much money you're making.
 
Make republics are not too hard. :D

republics up north

Spoiler :
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republics down south including 2 more in the extra sea zones near India

Spoiler :
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Hey cybrxkhan, does CPR work with 1.09 and the Med portraits?
 
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