Crusader Kings 2

New CKII dev diary, kinda brief but touches on a couple of important things.

Link: https://forum.paradoxplaza.com/forum/index.php?threads/weekly-dev-diary-3.857919/

Spoiler :

So that time of the week again and its time for me to make something up to write about. Today I decided to talk about regions and forts, two new concepts in Crusader Kings II.

First, regions isn't something that is going to affect you directly but it works somewhat like how it have done in the Europa Universalis Games. It's an area on the map that denotes a region with a name and it's mostly used to improve on our localization of things, such as hunting for tigers in India or hunting a deer in western Europe. So no longer will you find Tigers in the woods of Poland if you manage to move your capital of your Indian Empire out of the subcontinent. You can see these regions by opening up a province and click on the new region icon to get an outline of the region. It's also possible to search for regions in the old title finder.

View attachment 128701

Next is a gameplay feature you will actually interact a bit more actively in. It's called forts which is an additional type of holding you can build in provinces next to the normal ones and trade posts. Because of this we had to extend the province view with a window you can open and close which will show "extra holding slots" which will contain the trade post and fort slots. The fort can be built anywhere from your own territory even enemy provinces that you have under your control. Their biggest advantage is that they are fortifications that you can build up really fast and very cheaply. The main point of them being to let you build up a region as your march towards a big neighbor which will let you slow down their advance but at the same time let you set up forward positions in the enemy territory.

View attachment 128690

They do have some added bonuses though beyond that, for instance in Tribal land where you have the homeland attrition bonus, that bonus will be removed from the province as long as you have a fort there to supply your troops with. There is also a feature for the forts that is too related to the expansion so I can't delve into that any deeper.


And again here's some more random changelogs
Spoiler :
- Fixed crash when a war is invalidated because of no defender
- Fixed the "hostile against everyone" bug
- Fixed bug where the AI would keep their units attached to characters they no longer participate in a war with.
- Added alert for having high prio minor titles available to grant.
- Fixed various provinces in India that had no rulers scripted for some start dates.
- Monks and other people living in celibacy will no longer try to arrange stealth marriages if ruled by a patrician.
- Defensive religions now properly also give defensive modifiers for Camel Cavalry and Elephants.



TL;DR:
  • Map is now also divided into regions, will mainly be used for localization and events rather than any actual mechanic per se
  • Forts are extra holdings, sorta like trade posts, that can be built in your territory or enemy territory you control.
  • Forts also have another important role in the upcoming DLC that will be kept secret for now
 
On the forums the devs offhandedly mentioned that female rulers will now be able to lead armies in the upcoming patch, and this has unsurprisingly caused your typical PI forum fistfights, with those in favor calling those against it woman-hating sexists who ignore real history with their narrow-minded worldview, and those against it saying those in favor are supporting some radical feminist fantasy of history based on cherry picked examples. Though I am slightly leaning towards the anti camp, what do the more civilized and rational posters here think?

I'm fine if women are allowed to lead armies in special circumstances (like if they have 16+ martial or a special Amazon trait or something), or help in commanding defense of sieges, but I am not quite sure about letting every female ruler be able to basically fight in battles.

If you're independent, who the hell is there to tell you you can't lead your own damn troops? And even if you're a vassal, it seems unlikely that your liege would tell you "no I don't want another commander" if they're short on commanders. Plus, don't you need a special honorary title to lead troops now? It seems extremely unlikely there are going to be very many random countesses or duchesses leading their lord's troops based on how the system is currently set up, and the people with the most martial will always have command anyway.
 
New expansion is called Horse Lords, focuses on the nomadic peoples of the steppes. So I guess my prediction that the expansion would either be steppe or rpg related were right.

Announcement:

Spoiler :

New "Horse Lords" Expansion Coming to Crusader Kings II

STOCKHOLM – June 2, 2015 – The sound of hoof beats echoes across the plain, and you can see the dust kicked up by their approach hours before the first arrow falls. You have heard about this demonic army of master horsemen for years, laying waste to everything before them. Sheikhs and Caliphs and Tsars have failed to stop their progress. The tumult can only mean one thing.

The Horse Lords are coming to Crusader Kings II.

The nomadic invasions of the Mongol and Turkic steppe tribes transformed the history of Europe, the Near East and much of Asia. Genghiz Khan built the largest contiguous land empire the world has ever seen. And now Paradox Development Studios brings you the clan politics, the mighty hordes and the migratory push for new lands that will bring this exciting and vibrant culture to life.

We hope this new trailer gets you ready to saddle up and join the invasion:



With an expanded map, revised interface and new rules for successions and trade, Horse Lordswill immerse you in a world very different from the fixed settlements of Europe and challenge you to become the Great Khan – the Ruler of the Sky.

Features in the coming Horse Lords expansion include:
Nomadic rule: Distinct from the tribal governments already in game, nomads need lots of space and resist the trappings of settlement
Clan politics: Rule a clan within a nomadic tribe, split clans that get too large, fight for dominance, and proclaim feuds and blood oaths
Muster Hordes: Raise vast armies of horsemen and archers, mobilizing your entire population to ride forth and conquer
Silk Road: This rich trade network can bring great wealth to whomever controls the cities along the route – but it’s especially ripe for pillaging.
Larger Map: The Central Asian plains have been expanded
Tributaries: New diplomatic relationship for nomad states forces defeated enemies to keep the Khan’s coffers filled.
Forts: build temporary fortifications to hold a province under your sway for just long enough for you to finish the war.
Horse Lords is the eighth major expansion to Crusader Kings II and will be coming to major digital retailers very soon. In the meantime, prepare to meet the Great Khan on the field of battle; your stone walls won’t help you.



Dev diary on steppe hordes in general:

Spoiler :

Copy-Past for the ones at work:
It's time for the weekly dev diary and this time it's a biggie, as we proudly announce Horse Lords, the new Crusader Kings II expansion! So what makes the proud rulers of the endless steppes unique? Well, in short, their relative lack of permanent settlements. This expansion gives the nomadic peoples of the steppes a unique type of gameplay which is not centered around Castles, Temples and Cities at all. Playing as a Nomad, you are allowed to conquer and even own normal Holdings, but they are worth little to you except as vassal cash cows. What you really care about is more grazing land for your sheep and horses. Thus, nomad hordes simply have a total population, which grows relative to how many empty Holding slots exist in your provinces (steppe provinces are best, but some other terrain types are also acceptable).
Crusader Kings II - Nomad Population.jpg
A large fraction of your total Population counts as your Manpower, which is used to raise your regiments (much like the Retinue system.) Of course, if all your fighting men are dead, it will be a while before your Manpower replenishes! War on the steppes is fast and fluid; you only occupy an empty province for as long as one of your armies is standing there, or if you build a fort there to lock it down... and even then, you do not get much war score from the open wastes.
Crusader Kings II - The Empty Steppe.jpg
This brings us to the one Holding that actually means a lot to the hordes; their capital. Each nomad clan can only one of this special holding type, but there are more upgrades for it than any of the regular types, and these improvements have more unique effects too... To really defeat a nomad horde, you need to occupy their capital (or decisively beat them in battle, of course.) However, Nomads are allowed to move their capital around often; and that means they actually pull up stakes, 'buildings' and all, and move the whole thing to another location!
Crusader Kings II - Raising Hordes.jpg
Another special twist to the nomadic hordes is that even in defeat, they are still dangerous. Should a horde lose its last province, the tribe will still exist, and may use its remaining armies to conquer another land in which to settle. Naturally, nomads can choose to settle on a more permanent basis, by completely switching over to a Feudal, Tribal or Republican lifestyle. This is done by special decision, reminiscent of how Tribes work.
Now, as the astute among you might have wondered, Crusader Kings is largely about managing your turbulent vassals, so what replaces that important gameplay aspect for the Nomads? The answer to that, my friends, is the Clans, and that will be the subject of next week's dev diary! Until then...



Tl;dr:
- KKHHHAAAAANNN
- Silk Road
- Some new provinces in Central Asia (NOT East Asia, no matter what the China fanboys think)
 
Interesting!
 
Clans should make the Dothraki Sea very interesting in the GoT mod, for sure.
 
Well, I can see why they did the Indian expansion, but this one does make more sense, I agree.
 
I don't know why they didn't do this earlier instead of the silly Rahjas of India expansion.

When the devs were teasing TOG I thought for a while that it would be a steppe-focused expansion.

But hey, better late than never. I can now hopefully get my Khitan.
 
Well, if you start with your clothes off, then you can certainly get your Khitan.
 
Well, seeing as it's rulers-only to begin with, I doubt you'd see that many women commanders. And frankly, reigning women leading armies is not particularly unusual for the era (the examples are relatively few, but that's out of a small sample size to begin with - not that many reigning queens and female regents). Wives of rulers sometime did it, too.

I missed the rulers-only thing, I don't know how. In that case, there should be a special honorific to replicate Joan d'Arc (after all she wasn't a queen).

Overall, I'm pretty fine with this. I started up a game as Toulouse and have been a particularly aggressive Cathar ruler, seems like this is already enabled for that faith.



Also watching the nomad expansion with interest.
 
Cue the Mongoltage for this DLC

Link to video.


Anyways, my viceroy of France is a genius apparently.

He is governing his lands from a county in the kingdom of Nubia. Said county is literally at the edge of the map.
 
New dev diary on the clans. Seems a tad bit similar to the Patrician system for the Republics, but with interesting twists. Also, you can now see a bit of the new provinces in the screenshots, so Tarim Basin and stuff to the east of the Kirgiz are confirmed new additions.

Link: https://forum.paradoxplaza.com/forum/index.php?threads/weekly-dev-diary-5-clan-management.860536/

Spoiler :

Hi again folks! It's a big day today with the release of the Common Sense expansion for EUIV! Naturally, we are releasing a patch for CKII in tandem, in order to keep the save game converter up-to-date.

Patch Notes here:
Spoiler :

- Updated government calculation to be up to date with EU4 1.12
- Fixed the localisation issues on Mac and Linux with country names
- Ibadi is now its own main religion like it should be

NOTE: We are aware of an issue on Mac and Linux caused by EU4's recent engine upgrade, which broke EU4's ability to find the exported games from CK2. For now, you have to manually copy the exported save from eu4_export/mod to EU4's mod folder but this will be fixed ASAP by the EU4 team.


Now then, this time I thought I'd talk about the internal dynamics of the nomadic hordes. As I mentioned last time, Nomads use population and manpower rather than relying on levies and taxes from Holdings, so they tend to have a lot fewer normal vassals than other realms. To compensate for this, Nomad hordes rely on a variable number of member Clans instead. The Clans are similar to regular vassals in some respects, except that they also employ Manpower and Population (oh, and you are allowed to play as a vassal Clan too, of course), and each Clan has a special opinion called Clan Sentiment of the other Clans, separate from that of its chief. As a horde grows, it will be encouraged to increase the number of member Clans. Likewise, you can have too many Clans for the amount of available land.

View attachment 129483

Effective management of the Clans takes some effort due to their infighting and Sentiments. We have added a new screen to give you a proper overview of the situation. Red lines between the Clans indicate an ongoing "Blood Feud" and green lines a "Blood Oath". A Clan can only have one "blood brother" Clan, but many feuds. Feuds are started either by simple declaration, or by raiding one of the other Clans in the realm... Yes, even though you might all be serving same Khan, nothing stops you from raiding a fellow Clan's land! Blood Oaths are similar to marriage alliances; they last as long as both of the Clan Chiefs are alive, but they are only type of alliance that allows you to call another Clan to war in internal wars (and that includes the Khan!) Blood Feuds are much more persistent and can only be settled with a payment of blood money... or by the other Clan's extinction.

Another twist to the Oath and Feud status is that actions taken against one Clan will affect the Sentiment of its enemy or blood brother, as appropriate. For example, an oath-bound Clan will also become hostile to whomever is raiding you, and will dislike any clans you are in Feud with for as long as the Oath lasts. Feuding parties are allowed to freely declare outright wars against each other, fighting over the grazing lands in a single county.

View attachment 129482

Clans can be a bit tricky to manage, not just because of their own infighting but also because they don't follow any system of laws like the Feudal realms do; they are more about frankly expecting and demanding things from their Khan. If they view the Khan as weak and pathetic they are quite prone to attempt to have him replaced with another Clan chief (usually through membership in a special Faction.)

Apart from proposing Blood Oaths and declaring Feuds, the Khan also has access to a number of special actions against the other Clans. He can demand that they split in order to maintain balance within the tribe, or even absorb them; unless they refuse, of course! Clans are also free to adopt the religion of another Clan, should they like it better for some reason (steppe nomads are fairly open-minded about religious matters.)

I am sure there is more I should mention about Clan management, but since I really need to get back to work, I'll leave you with this. :) Next time; Tributaries, Nomad succession and dynamic mercenaries!
 
Spoiler :
11AF35CF26B8C7A34266D46EDA9AEB3FFCEBD5F4


So is this salvageable at all, or should I try to convert or something?
Also, is there a way to usurp the caliph title? The Caliph is my vassal

EDIT: Well, this turned out pretty okay
Spoiler :
6668F41ED51A7CBE2CBA985A1147ABCCBFD5AAE8

I would still prefer to be Caliph myself, though
(Also aaaaaarrrghhh vassal limit (Ck2 ruined))
 
Clearly your problem is not having enough dip, which is usually everyone's problem.
 
New dev diary on new tributary system and dynamic mercenaries:

Lilnk:https://forum.paradoxplaza.com/foru...ekly-dev-diary-6-tributaries-and-more.863594/

Spoiler :

Greetings, fellow gamers! Today's Horse Lords dev diary is about Tributary states, Succession in Nomad realms and Dynamic Mercenaries... but let us start with Tributary states!

The Crusader Kings vassalage system has served us fairly well, but in our design discussions, we often return to the problem of "degree"; that is, what are the terms of the contract, exactly? How tight should the contract be in non-Feudal realms, etc. Various improvements have been suggested, such as a "vassalage strength" value (a bit similar to Crown Authority, but for each vassal.) However, most of these ideas stumble on their complexity and the required amount of micro-management. When we were talking about the Nomads of the steppes, though, we really needed a looser type of subordination than outright vassalage. That is why we decided to introduce the concept of Tributaries (which we originally conceived of as a Nomad-only power, but soon chose to make available to all rulers as long as you have the expansion.)

View attachment 130096

In Horse Lords, there are two new Casus Bellis related to Tributaries; "Make Tributary" and "Free Tributary" (doing exactly what they sound like.) On the map, the names of Tributary states are no longer shown, though they retain their own colors in the Realms map mode. Tributaries pay a monthly tax to their suzerain and cannot refuse the suzerain's call to wars. However, the suzerain is also expected to protect their tributaries. Apart from this, tributaries are still autonomous. A tributary can only have one suzerain (though the suzerain can be a regular vassal of another ruler's.) The tributary status ends on the death of either ruler, and tributaries can declare wars to free themselves, of course...

Now, let us return to the steppes and talk a bit about their unique form of succession... In reality, this was a complex matter that could be represented in many different ways, but since we already have various elective forms of succession, we decided to make it a bit less direct and more distinct (and no, it is not the horrible Ultimogeniture.:)) In short, among Nomads, the most prestigious son or brother inherits. Minors can inherit Clan rule, but not the tribal Khaganate. Prestige, you say? But isn't that a bit boring? Yes, the player should get some control over the choice of heir. That's why we are introducing the concept of Dynamic Mercenaries.

View attachment 130095

What you do, as a Nomad ruler, is send out your most promising sons and brothers to prove their mettle in the wide world. They will then take some of your Manpower and appear as a Mercenary Band, available for hire by rulers in the general region. As they earn money, the size of their regiment will increase. There are various new events for them as they experience adventures in the court of their employer, on distant battlefields, etc. You will receive notifications about the more significant escapades, and if you happen to be their employer, you are also likely to get some fascinating interactions. In general, dynamic mercenaries tend to increase their skills and gain Prestige, but it is, of course, also a dangerous life... The idea is to foster a strong heir by letting them prove their worth and gain enough Prestige to succeed you.

View attachment 130094

The system with dynamic mercenaries is currently locked to Nomads only, but it is very easy to mod and we are likely to expand on it in future expansions. That's all for now folks. Next week; the Silk Road and Raiding Adventurers!


TL;DR:
  • Tributary system not limited to nomads, but only available if you have the expansion; tribute states are autonomous but have to pay monthly tax and join suzerain's wars
  • Nomad inheritance goes to the brother or son with the most prestige
  • Nomad rulers can send brothers or sons out to the world to start their own dynamic mercenary groups in order to gain prestige; there will be events for the leaders of these groups or their employer
  • Devs intend to expand on this dynamic mercenary system in the future
  • Next dev diary on Silk Road shenanigans and raiding adventurers
 
Republics can't revoke titles except sometimes, and anything having to do with them and revoking is always really screwy.
 
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