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Posted by Rock, Paper, Shotgun Mar 27 2014 12:00 GMT
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I really appreciate the efforts a the voiceover man in this launch trailer for the new Crusader Kings expansion, Rajas a India. He’s doing his very best t' make the game sound exciting 'n dramatic, even as the camera pans slowly across colourful cartography 'n static menu screens.

Except, as we players a Paradox’s medieval soap opera know, this be exciting. ye don’t need t' say it in a dramatic voice: Rajas a India adds the Indian subcontinent, three new religions, 'n a lot a new ways t' commit lusty barbarism.

… [visit site t' read more]


Posted by Rock, Paper, Shotgun Mar 20 2014 10:00 GMT
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Rajas a India be the next gargantuan expansion for 2012-2013′s best strategy game, Crusader Kings II. yer date with the Rajas be set for March 25th, which best give ye just enough time t' buy something nice t' wear 'n book a table at that fancy restaurant that everybody keeps going on about. I’ve already gathered a wealth a information about what t' expect, as well as thoughts on the expanded map, 'n new faiths 'n cultures. The ten minute video below contains much a the same information, delivered directly from the mind 'n mouth a Henrik Fåhraeus, the man who made the Middle Ages.

… [visit site t' read more]


Posted by Rock, Paper, Shotgun Jan 28 2014 14:00 GMT
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I don’t think anyone at Paradox expected Crusader Kings II t' spread into India with quite as much gusto as it will this March. The next expansion adds around 50% t' the world map, with almost 400 new provinces, three new religions 'n a continent’s worth a new events, including the possibility a chained ‘reincarnation’ plotlines. As always with these generous chunks a DLC, a free patch will be released alongside the expansion 'n it will contain a surprisingly hefty amount a content, including the entirety a the expanded map, 'n Steam matchmaking 'n Workshop support. While it may not have the immediate appeal a the Old Gods t' many (Vikings vs Buddhists anyone?), Rajas be the biggest expansion since. More details below.

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Posted by Rock, Paper, Shotgun Jan 06 2014 17:00 GMT
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Crusader Kings 2 be one a me personal favourites a 2013, as it be in 2012, but it didn’t have a place in our calendar. It could been included using the Trojan Horse a DLC, as XCOM did thanks t' Enemy Within, but it’s hard t' pick out the stand-out expansion for CK II. Even The Old Gods, which expanded the timeframe, felt like part a the whole rather than a distinct bottle a rum. That be part a the brilliance a the design, but it also makes it much harder t' say ‘Crusader Kings II: Old Gods’ be one a the games a 2013 rather than simply saying, ‘Crusader Kings II be one a the games a the year. Again.” Here’s why I think that argument be valid.

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Posted by Rock, Paper, Shotgun Nov 18 2013 16:00 GMT
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If ye enter in t' Crusader Kings 2 with a plan t' win, ye’re going t' be frustrated. It’s a complex turn-based strategy game set during the Middle Ages in Europe, with an overwhelming array a options available whether ye start as a mighty King or a lowly Count. If ye approach it as a role-playing game though, with an interest only in being interesting, then it’s an accessible, surprising delight t' muddle yer way through 'n craft yer own stories.

That’s why any new expansion t' the game be so exciting; every added layer a detail gives ye a new role t' perform. Sons a Abraham focuses on expanding the Jewish 'n Muslim faiths. It’s out now 'n there’s a new developer diary below.(more…)


Posted by Rock, Paper, Shotgun Oct 22 2013 18:00 GMT
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Apparently, Crusader Kings II be still missing something, which seems unlikely considering the amount a content that each major expansion has added. The Old Gods took the cake* – Forseti loves a slice a Battenberg – adding a couple a centuries t' play with, a host a religions 'n new raiding mechanics mechanics. That’s not the end a the road though. It seems the one God 'n the diverse groups that claim t' know the sea dog best be a little jealous a the Old Gods 'n the Sons a Abraham expansion be hoping t' make the sea dog feel better by honouring “the big three in Medieval Europe: Christianity, Judaism 'n Islam”. More details below.

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Posted by Valve Aug 13 2013 13:25 GMT
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2013-08-13: v1.11
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GAMEPLAY
- Added auto-invite function t' plots
- Added auto AVAST! plot functionality under intrigue tab.
- Added Siege leader trait
- Added so bastard dynasties be generated when the first bastard be born.
- Fixed so holy orders can use their special units in a defensive war where they be the primary defender.
- Fixed CTD occured when starting between 1184-1185
- Fixed Duke Dafydd II a Gwynedd invalid state in history files
- Slowed down fleet movement
- Increased movement time for armies onto or off fleets

INTERFACE
- Added Favorite IP table t' multiplayer menu
- Added an approve button for laws so ye can change yer mind later if ye initially ignored the law.
- Fixed so ye can see what characters has had a plot proposal sent t' them.
- Now support t' select ship-exclusive using ALT key.

MODDING:
- it be now possible t' read additional data into existing landed titles in mods
- it be now possible t' read additional data into existing religions in mods
- Added 'intermarry' parameter t' religions, so ye can specify if crew tend t' marry those a specific other religions
- Exported EXTRA_NR_OF_CHILDREN_FOR_PLAYERS t' defines
- Fixed custom tooltip trigger 'n effect always returning true
- Exported ARMY_LOAD_UNLOAD_MOVE_COST t' defines

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Posted by Rock, Paper, Shotgun Jul 30 2013 14:00 GMT
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Paradox have sounded the news bugle t' announce that Crusader Kings II, the game that has continued t' expand 'n consume me days throughout 2013, be refusing t' abdicate it be crown. A polite ruler would step aside t' make room for the next in line t' the throne, but CK II has never been polite. It’s a devious, murderous omnicidal lord 'n it will never visit Davey Jone's locker. Today’s grand strategy news be this – Europa Universalis IV will couple with Crusader Kings II via a save-game converter.

Fans a Crusader Kings II will be able t' maintain the empires they have established 'n guide them through the age a exploration in an all-new strategic experience, continuing their personal stories a expansion 'n conquest.

There’s a very good chance I won’t be playing anything else ever.

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Posted by Rock, Paper, Shotgun Jul 12 2013 20:00 GMT
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Jim be basically the J. Jonah Jameson a RPS: I be handsomely making sweet news for ye lads when he stormed into the forbidden RPS chatroom a mystery, slammed his fists on the desk with the rage that only an editor can muster, 'n demanded I find some mods. “It’s the weekend!”, he angrily typed. “If there ye don’t find at least three mods by the end a the day that the readers can play, ye can go 'n beg VG247 forra job.” 'n then he stormed out, muttering about page impressions, tea, 'n robots. Luckily I’ve been on a bit a a modding binge a late, so I have a few interesting things for ye. Do ye have Arma 3 installed? That’s nice.(more…)


Posted by Valve Jul 04 2013 12:02 GMT
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2013-07-04: v1.103
-----------------------

INTERFACE:
- Fixed incorrect AI reasoning text string "X be me lover"
- Fixed a tooltip bug in the effect 'gender_succ'
- Corrected some text bugs
- It be no longer possible t' start building Theodosian walls outside a Constantinople
- Wikipedia links best now work on linux

GAMEPLAY:
- Changed the way levies reinforce (t' fix a rounding bug.) This will overall reduce levy reinforcement rates a bit.
- Tech spread no longer gets stuck at 5
- Patricians with no landed holdings now correctly pillage some random courtiers (which they can, for example, marry)
- Euboia be no longer "Ocean" terrain
- Westfriesland be no longer "Ocean" terrain
- ye can no longer become a truce breaker from failed imprisonments or title revokations, or wars from events, plots or factions
- 867: Gave Almos, the ruler a the Magyars, 'n his son Arpad scripted traits
- 867: Slightly strengthened the initial Magyar army
- Kingdoms with a king can now also de jure drift into empires
- Independent kingdoms can no longer drift out a their de jure empires
- Added Zoroastrian Crusade target weights t' appropriate titles
- Human played vassals a the Magyars now pillage t' keep their Ukrainian lands when Hungary forms
- Added level three Castle Fortifications t' Constantinople
- Boosted the heavy infantry morale bonus given by the Aztec Jaguar Warrior Lodge
- Fixed a crash with deleted characters in a title's previous holder list
- The Seljuks now appear a bit further south, in Dashhowuz rather than Kyzylorda
- Fixed a bug where creating a kingdom or empire would not always initialize Crown Laws correctly
- Fixed raised armies being counted twice for max troops calculations used by some interfaces 'n some AI calculations
- Fixed an issue with save game corruption after loading a game 'n saving before unpausing

AI:
- Fixed a bug where patrician AI would go braindead for a long time after resign/reload
- Fixed an issue where, in many cases, under Gavelkind the AI would not create a second duchy even t' form a kingdom
- Fixed a bug in the diplo AI where it would consider other lowborn characters t' be it be own dynasty
- Tweaked cross-religion Pagan marriage acceptance

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Posted by Valve Jun 25 2013 13:21 GMT
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2013-06-25: v1.102
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INTERFACE:
- Removed the erroneous warning text about disinheriting a dynasty member when granting the sea dog a temple holding, for non-Christians
- West Africans now use the Mongol on-map shields
- Diplo View: Crusades/Jihads/Great Holy Wars be now listed before they can be used (with a tooltip why ye can't use them)
- Added some more random Coat a Arms elements (more work t' come)
- Fixed an issue where the wrong temple icon could be shown in the province view
- Fixed an issue with the displaying a strong claims for pagans 'n Zoroastrians

GAMEPLAY:
- Fixed bug where Arsenal building could be deleted on succession
- The decision for creating Hungary now takes away the Ukrainian part a their realm
- Zoroastrians can now properly use their Crusade CB
- 1066: Rebalanced William's, Harold's 'n Harald's starting forces
- Fixed a bug where Crown Laws would not carry over into created kingdoms 'n empires
- Fixed some bugs with True Cognatic succession
- ye no longer pillage messages about adventurers who be not actually declaring war
- ye must now be in the West African culture group t' recruit the Ghanan Band
- Slashed some unnecessary memory usage for living characters
- Fixed bug where ye sometimes raised two runestones in honor a yer father
- The event where a female courtier initiates romance with the wench liege now properly checks their opinion a each other
- Expanded the Justanid dynasty a Gilan
- Fixes 'n additions t' several Norwegian dynasties
- The Imperial Reconquest CB now also applies t' the Kingdom a Asturias
- Fixed a bug where the order a holdings in provinces did not remain consistent when stepping back 'n forth in history
- Varangians will now only come back Orthodox if it be the Byzantine ruler's religion
- Diseases now actually trigger before 1066
- Fixed a rare crash issue with invalid coat a arms for Muslim held titles
- Some slight memory 'n speed optimizations
- Lund be now a temple holding
- Marshals can no longer interfere with their own efforts t' train troops in a province
- Court Chaplains no longer claim characters be heretics if they be already branded as such
- The opinion modifiers given by events 3243 'n 4148 no longer instantly disappear
- Added the Dál gCais dynasty
- Expanded the Morgannwg dynasty
- Fixes t' Gwerthrynion dynasty crew
- 867: Corrected the character Hrolf, the first duke a Normandy
- 1066: Corrected an issue with Gurgan 'n Dailam not being part a the Seljuk empire
- Loosened up the culture requirements for the formation a the kingdoms a Rus 'n Finland
- Follow-up events best now trigger properly when yer wife be impregnated by a lover
- Added the three winning submissions from the Event Contest
- Piety from buildings be now given t' both the owner 'n his/the wench liege
- Moved the duchy a Hayya from Abyssinia t' Nubia
- Fixed a bug where the liege would always inherit a courtier's booty
- Improved the booty inheritance check t' look for siblings 'n grandchildren if necessary
- No longer possible t' invite a concubine t' yer court
- The Blot 'n Nerge decisions be now high priority, giving players a heads up when they be available
- Landless Popes can now call crusades
- Titles with free duchy revocation (the ERE) can now also revoke the de jure capital county freely

AI:
- Will no longer declare war on it be current "player heir", or vice versa
- Will not flip culture t' Swedish, Danish or Norwegian culture if in a vast Norse empire
- Will now execute claimants whose claim be currently pressed in a war against it
- Doges 'n patricians be now more likely t' build in their cities
- Pagans now willing t' accept cross-religion marriages with other pagans if it likes ye enough
- Will now accept marriage offers for courtiers a the right religion, even if the ruler be a a hostile religion
- Female rulers or heirs less likely t' marry non-matrilineally, unless they really like ye
- More likely t' revoke it be de jure capital title

MODDING:
- Added Enatic 'n Enatic-Cognatic Succession code support (laws not available without slight modding)
- Added 'can_hold_temples' t' religions (like Muslims can hold temple holdings)
- The history command 'raise_troops' now raises them with full morale
- Added 'merge' field t' the 'spawn_unit' effect
- Added 'can_use_gui' t' CB types
- Added liege_prestige, allowing buildings t' give prestige t' it be owner 'n his/the wench liege

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Posted by Valve Jun 12 2013 14:08 GMT
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2013-06-12: v1.101 MEFB
-----------------------

MAJOR:
- Added a "Retract Vassal" interaction
- Disallowed destruction a non-titular titles under Gavelkind

INTERFACE:
- Added lots a portrait fixes from the "CK2 Portrait Fixes" mod by zebez
- Adjusted the random CoA colors 'n color choices
- Scripted a lot a CoAs for various dynasties
- The CoAs a titles named after a dynasty now match the dynasty CoA
- Bishops no longer wear pope hats, but the pope does
- Livonia now has the correct pagan flag
- Buildings requiring a coastal province now show up in the tech tooltip even if the capital be not coastal
- Fixed some tooltips in the settlement view not showing building levels with the name
- Nicknames be now shown for heads a religion
- The 'Grant Independence' action be no longer even shown if the recipient be not yer vassal
- The 'Prepare Invasion' action be now shown but grayed out if ye be at war with the recipient
- Added missing Bektashi religion description
- Endgame screen now shows correct score for characters
- Added missing name a the Reformed Aztec Church title
- Tweaked the religion colors t' make them more distinct
- Corrected some event text typos

GAMEPLAY:
- Norse Pagans can no longer employ the coastal conquest CB against other pagans (neighboring counties can still be taken though)
- The Subjugation CB can now only be used once per lifetime instead a every 10 years. (Unless ye have the 'Become King' ambition.)
- Characters with the "Become King" ambition 'n access t' the subjugation CB can no longer move their capital out a the de jure kingdom
- Subjugated rulers a another religion now pillage a smaller opinion bonus vs the winner, lasting for a shorter time
- Fixed a bug with many vassalizing casus bellis where the target's own counties would be seized when they best not be
- Tengri Pagans be now limited t' Agnatic succession
- The Jomsvikings now reform if the Norse reformation takes place
- Fixed an issue where the primary heir under Gavelkind would not inherit the capital county
- West African pagans can now also raid
- Lowered the spawn rate a TOG rebels by 20%
- Added the "Ghanan Band" mercenary company
- Slavic, Baltic 'n Finnish Pagans now pillage a bonus t' their levy sizes, at the cost a their garrison bonus
- Fixed a problem with the decadence invasion event
- Fixed a bug with decadence revolts ending strangely on the attacking ruler's death
- Court Chaplain job events no longer restricted t' men for pagans
- Made the Chancellor job t' improve relations more effective
- Mercenary ships will no longer spawn in major rivers
- The Viking trait can now only be gained by adults
- Heirs returning from the Varangian Guard t' take the throne a their dead father can no longer pillage the same event twice
- Piast the Wheelwright 'n his son be now a the Piast dynasty
- Pagan festivals can now only be held in summer as intended
- City Shipyards now produce slightly more galleys than their Castle 'n Temple counterparts
- Fixed a bug where banishing landed vassals would not take all their titles
- Under Gavelkind, yer oldest son will no longer ask for titles
- Added additional names 'n dynasties for Roman characters created in the Ruler Designer
- Added an earlier king a Ireland t' make Irish liberation revolts possible
- 867: Strengthened the coastal Baltic, Slavic 'n Finnish tribes with better Holdings
- 867: Slightly strengthened the initial forces a Ivar 'n Halfdan
- 867: The Karling kingdoms be now on Agnatic succession
- 867: Moved Uglich from the Meryas t' the Vyatichi
- 867: Byzantium be now properly on Primogeniture, not Gavelkind
- 867: The Duchy a Meath now exists, called "Tara" by the Irish
- 867: Made some important vassals t' the King a Italy Italian culture t' prolong the survival a the culture 'n ensure more internal troubles
- 867: Adjusted the initial political 'n dynastic setup among the Baltic tribes t' make them more resilient
- The vassal opinion for free investiture law now correctly only applies for Catholics
- Build cost 'n time be now affected by yer capital tech, not the average tech in yer realm
- Ignoring pagan defensive attrition be now controlled by yer capital tech, not by the average tech in yer realm
- Own fort level no longer affects ability t' navigate major rivers
- Tweaked the AI bonuses on Hard 'n Very Hard difficulty settings
- Successful non-claimant adventurers be now known as "the Conqueror"
- Fixed a bug with weird dynasty names for the commanders a Liberation rebels
- Castrating or blinding a prisoner now removes the righteous imprisonment cause when they be released
- The ambition t' gain a council position now only increases a skill the first time it be successful
- The generic Pagan religion now has a description 'n holy sites
- Added the Hellenic religion
- The events when certain cities be sacked now properly trigger for the Mongol Empire
- The event when ye raise a runestone as a zealous Reformed Norse character no longer treats ye as a Christian
- Captured Rebel leaders now have a "Broken Spirit" modifier, making them pretty useless
- Fixed a bug where Gavelkind could produce republics
- Fixed a general bug with multiple kingdom inheritance that could produce republics
- The decision t' create the Kingdom a Leon now makes it a de jure part a the Empire a Hispania
- Trade posts be no longer counted towards the Prepared Invasion realm size limits
- Fixed a bug with being able t' semi-grant invalid duchies 'n kingdoms t' yer heir under Gavelkind
- Heathen priests can now inherit titles
- Mayors 'n heathen priests will now marry if they be heirs t' other titles
- Lack a Piety rumor event now only triggers for Christian lieges as intended
- Trade post garrisons now give less retinue cap increase
- Moved the counties a Loon 'n Julich from de jure Cologne t' Luxemburg
- Technology points be now gained by own demesne when containing buildings that give technology points
- Baltic cultures can now also form the Wendish Empire
- Finnic cultures can now also form the Russian Empire
- Finnic cultures can now also form the Scandinavian Empire
- North Germanic cultures can now also form the Empire a Britannia
- 867: Greater Poland be no longer a republic after a resign
- Norse Patricians be now correctly on Seniority succession

AI:
- Will not convert t' Norman culture if in a vast Norse empire
- Higher prio on building temple towns
- Adjusted propensity t' backstab brothers a the faith who be primary parties in holy wars
- Behaviour be now affected subtly by the difficulty settings
- Tweaked max field army sizes a bit
- Will not agree t' concubinage for title claimants

MODDING:
- Exported BASE_REVOLT_CHANCE_MOD 'n TOG_REVOLT_CHANCE_MOD t' defines
- Added a 'can_appear' field t' dynasties t' prevent for example the Seljuks from appearing before their event

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Posted by Rock, Paper, Shotgun May 30 2013 13:00 GMT
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The Old Gods expansion for Crusader Kings II be out now. It costs £9.99 'n for a few short hours, the base game be actually cheaper than it be expansion thanks t' a 75% price reduction. The Old Gods moves the start date back a couple a centuries 'n adds playable pagans, among other things. I’ve played CK II more than any other game in the last 12 months 'n it’s going t' end up at or near the top a the list over the next 12 as well. That’s at least in part thanks t' the DLC, which has opened up new features, factions 'n play styles. I shall be playing with the Old Gods tonight. I hope they’re friendly.

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Posted by Kotaku May 29 2013 03:00 GMT
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They don't use expensive pre-rendered cinematics. They don't license famous old songs. They don't play on TV during the NBA playoffs. But that doesn't matter. Niche PC publisher Paradox Interactive still makes the best video game trailers in the world regardless. Above, ye can see their latest, for the very hardcore, very PC game Crusader Kings II (well, it be new expansion, The Old Gods). it be an expansion about Vikings, so, metal, yeah. BEARD. Below be some other Paradox trailers. I have laughed heartily more, 'n forwarded these t' more mateys, than anything I've ever seen on a stage at E3. 'n isn't that half the battle when it comes t' these things?

Posted by Valve May 28 2013 10:57 GMT
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2013-05-28: v1.10
-----------------------

MAJOR:
- Completely revised technology system
- Revised buildings t' fit the new tech system
- Added a Raiding 'n Loot system
- Revised the Religious Authority system, with Holy Sites for all religions
- Major rivers, navigable by Norse Pagans
- Norse pagans can prepare invasions
- Pagans 'n Zoroastrians can take concubines
- Multiplayer best now work between all three platforms (Windows, OSX 'n Linux)
- Added new "The Mongols" bookmark set in 1220
- Added the County 'n Duchy a Amalfi (merchant republic)
- Added "Steppe" terrain

INTERFACE:
- Revised many shields, courtesy a Txini
- Added court search option t' character finder, which lists only characters in yer court
- Can now mark characters as special interest from the character view
- If a character a special interest dies, they will now be removed from characters a special interest
- Landed characters a special interest who visit Davey Jone's locker will now pass on their special interest status t' their heir
- Dead spouses be now shown with the old previous/next spouse buttons
- Updated the tutorial
- Outliner: Clicking a family palace now opens the republic view
- Republic View: Fixed a glitch with the trade post limit tooltip
- Character View: Landed councillors 'n foreign prisoners be no longer listed under yer court tab
- Succession View: Added some religion specific death texts
- Ransom Prisoner now works when ye select the prisoner through the normal interface too
- The "Ask t' Ransom Prisoner" interaction no longer shows up when it best not
- Diplo View: Fixed a glitch with the prestige from marriage icon
- Diplo View: If arranging a marriage in yer own court, the female will always be regarded as "yer" party, for correct prestige
- Bulgarians now use western slavic graphics instead a eastern
- Can no longer see the Release Prisoner interaction if the prisoner be not yours
- Can no longer see the Exile Prisoner interaction if the prisoner be not yours
- Fixed a glitch with white text in the tooltip for the 'religion_authority' effect
- Fixed bug with missing sound 'transferregimentship'
- Event spawned regiments now have names
- Added delayed tooltips t' explain tribal 'n titular titles in the Title View
- Fixed a refresh issue with on-map province names
- Fixed a refresh issue with on-map CoAs
- Fixed some trigger tooltips
- Fixed several issues with missing parameters 'n wrong strings in succession marriage 'n betrothal interaction texts
- Fixed a misleading tooltip in independence faction revolter war score
- Revised some message categories t' pillage the correct event window frames
- Improved the tooltip on the diplo relations map mode
- The cultural title names be now updated correctly even before ye start a game
- Adjusted diplomatic colors in Scandinavia
- The Polish counties now all have reddish political color instead a bright green
- Improved the create 'n usurp title tooltip so it shows more info even if some requirements be false

GAMEPLAY:
- Fixed multiple crash issues
- Fixed some "out a sync" issues with multiplayer
- Some further speed optimizations
- Liege levies now have 0 morale when raised
- Bastards may now marry normally. If they have children, they will start a new dynasty.
- Birth rates have been reduced a lot
- Independent dukes a certain cultures be now called kings (a "Petty" kingdoms)
- ye now need more than 50% a the de jure counties t' usurp or create a title
- Added a special event for the rise a the Shi'a Caliphate
- Increased the max distance t' hire mercs
- ye be now allowed t' switch commanders if no crown law applies
- Reworked the penalty for overrunning yer max demesne size so it does not crush small demesnes completely
- Prisoners who be close relatives t' the main participants be now automatically released after a war
- ye now only pillage a "mercy" opinion bonus with yer vassals for releasing a vassal ruler
- Fixed a bug where mercenaries would sometimes be raised in a wasteland province
- Fixed a bug where the military view sound would play repeatedly if window be kept open
- Catholic Holy Orders will no longer fight other Christians unless they be a heresy a Catholicism
- Fixed a bug where the 'Chancellor be looking at me wife' event had a 99%+ chance t' fire each year.
- Revised many cultural first names
- Only Christian prelates care about traits like Chaste, Celibate 'n Lustful
- Demand Conversion now also converts the court a the recipient
- Revised Gavelkind succession t' work better 'n be smarter about titles that characters already hold
- Prevented Gavelkind exploit where ye could grant yer oldest child 'n heir extra titles before succession
- Fixed a bug where ye be allowed t' send off imprisoned children t' be educated in other courts
- No longer able t' grant honorary titles t' vassals a vassals that be currently in revolt
- Made the events where people claim they would make a better councillor rarer
- Fixed a potential problem with Patricians moving t' another court for no reason
- Primogeniture: Fixed a bug where living mothers could inherit ahead a younger sons
- Increased the minimum religious authority required t' ask for invasions 'n excommunication
- Vassal religious heads can now grant the invasion CB
- Fixed an issue where ye would vassalize the pope in wars over Rome if he had minor holdings there
- Fixed a bug where the laws would not always pillage updated along with the government type
- Increased the chance a getting the inbred traits
- Fixed a problem with laws not being validated on religion change
- Most randomly generated men now start out lowborn
- Tweaked dynasty name generation for newly landed Lowborn characters
- Improved choice a exile for married characters
- Shared revolter occupation war score now works when the liege be the attacker too
- Corrected the region around the Aral Sea
- Added a duchy a Samarkand
- Fixed a bug with the surrender effect a Holy Wars
- Posthumously born children a Doges no longer pillage a claim on the Republic
- Fixed a bug where the presence a live Zoroastrians in the game would mess up various Mongol events
- Fixed a glitch where newly activated titles could be labelled Theocracies
- Can no longer offer vassalization t' someone ye have granted independence
- Moved the duchies a Tabriz 'n Azerbaijan de jure into the kingdom a Persia
- Added an event where powerful vassals can choose independence after a successful Decadence invasion
- Added an Empire a Italia
- Added de jure Empire a Tartaria
- Added de jure Wendish Empire
- Added de jure empire a Carpathia
- Added de jure empires a Mali 'n Abyssinia
- Gave the Pechenegs a kingdom tier title
- The kingdom a Italy be now a de jure part a the HRE in 1066
- Outsiders can now ask t' join "other" claimant wars
- Added a Muslim Caliphal subjugation CB, much like the pagan one
- Simplified 'n improved the Tribal Invasion CB
- Tribal titles can no longer de jure assimilate duchies 'n kingdoms
- Tribal titles be now destroyed if held by someone with normal titles a the same or higher tier
- Added a number a tribal tags, mostly intended for the 867 start
- The event "Comet Sighted" can now actually fire
- Fixed an issue where counties 'n minor baronies could given a null holder
- Fixed some issues with the outcome a claimants getting king+ tier titles
- Fixed an issue with the outcome a usurpation 'n grant title event effects for the primary title a a holder with multiple highest tier titles
- Fixed an issue with newly activated titles getting the wrong government type
- Non-pagan Temple type characters no longer inherit claims
- Added new ambition: "Become King a X". Cannot be cancelled.
- No longer allowed t' land eunuchs with feudal holdings
- Fixed a bug preventing a complete victory against a landless enemy with only fleets
- Blocked the whole event chain leading up t' bastard children for muslims
- Added vassal Opinions a a liege who lets a guardian a the right or wrong culture educate their heir
- Fixed a rather bad error in combat with the defensive religious bonus
- When the primary title be taken from a Caliph, the Caliphate best now go with it if the taker can hold it
- Fixed some bugs with the creation triggers for the Sunni 'n Shi'a Caliphates 'n the Latin Empire
- Higher tier bishops be no longer generated with dynasties either
- Now allowed t' pick a lowborn character t' play in the lobby, if he will pillage a dynasty as soon as the game starts
- Added Bolghar 'n Khazar cultures
- Fixed a bug with culture-less holders being created for baronies that had had a scripted holder before being taken out a circulation
- Gave the Volga Finnic tribes some new duchies
- Added two now cultures: Mordvin 'n Samoyed
- Revised province cultures in the Finnic areas
- Added an Avar culture
- Independence faction leaders be no longer imprisoned on white peace
- Added creation condition t' the kingdom a Hungary
- Reshuffled some de jure provinces around Lithuania 'n created the duchy a Grodno
- Fixed a bug with regnal numbers 'n moving back in history past the first holder a a title
- No longer allowed t' grant independence t' de jure vassals a yer own religion
- Inactive titles no longer pillage holders automatically until explicity activated
- The Holy Orders be now properly deactivated with no rulers until they appear
- The Mongols be now properly deactivated with no rulers until they appear
- The Aztecs be now properly deactivated with no rulers until they appear
- Open Elective realms now only pillage Lowborn rulers 'n courtiers
- The arriving Mongol Khans be now Batu 'n Hulegu
- Fixed a bug with dead Caliphs no longer being styled "Caliph"
- Fixed a slight bug in the claimant faction ultimatum decision
- Split the Swedish county a Småland 'n adjusted the history files
- Added the county a Bar (split from Verdun), with history courtesy a Voy
- Fixed some issues with the trigger 'revolt_risk' 'n made sure it be used correctly everywhere
- Added Slavic Pagan religion
- Added some more straits t' Rügen 'n the Western Isles
- Made Venice a single county de jure kingdom
- Cut the strait t' Venezia
- Adjusted the Nubian region de jure
- Adjusted culture 'n religion history in Cilicia
- Moved c_viviers (Vivarais) from d_toulouse t' d_dauphine
- Slightly adjusted the border around Uppland, Västmanland 'n Gästrikland
- De jure change: Sarpa t' Azov 'n Kasogs t' Alania
- De jure change: Portucale t' Portugal
- De jure change: Hedmark t' Ostlandet
- De jure change: Foix t' Toulouse
- De jure change: Nice t' Provence
- De jure change: The kingdom a Wallachia no longer part a the ERE
- De jure change: Armenia Minor t' Anatolia 'n renamed "Cilicia"
- De jure change: New duchy a Jazira
- De jure change: Al Bichri t' Syria
- De jure change: Cut the Duchy a Oxford. Gave it be counties t' Essex/Bedford 'n Hwicce/Gloucester.
- De jure change: Qwivir t' Hamadan
- De jure change: Dailam t' Tabaristan
- De jure change: Bjarmia t' Perm
- De jure change: Tyumen t' Cumania
- De jure change: Aktobe t' Cumania
- Increased the Permian province sizes for aesthetic reasons
- The Pomeranians be now Slavic Pagans
- 1066: Fixed a bug with the county a Pavia
- Changed name a Maghreb culture t' Berber
- The names a Interesting Muslims best now be displayed correctly
- Dead sons best no longer participate in Family Feuds
- Added title history for the Byzantine Empire going back all the way t' Augustus
- Added Saladin as an Interesting Character in "The Third Crusade" bookmark
- Added Khagans Batu 'n Hulegu as Interesting Characters in "Rise a the Hansa" bookmark
- Added Wikipedia links t' numerous characters
- Adjusted position a Reykjavik on the map
- Fixes t' the Von Sayn dynasty
- Added unique council titles for Greek rulers
- Baldwin V a Jerusalem now has the correct dynasty
- Province owners will no longer burn down Trade Posts belonging t' a vassal's vassal
- Added missing Sayyid trait t' Ummayad characters
- Alexander Nevsky now has some scripted traits
- Ezzelino III da Romano now has some scripted traits
- mateys 'n Rivals events best now be a bit more common
- Added Margraves a Susa
- Various changes 'n fixes t' several Welsh characters
- Corrections 'n additions t' House Maelienydd
- House Ua Flaithbertaig / Ua Briáin Seóla dynasty filled out
- Additions t' House a Mathrafal Powys
- Fixes t' the Trpimirovic dynasty
- Character 455520 be no longer female
- Gaston the Crusader no longer gets his nickname on birth
- Additions t' the de Holland dynasty
- Fixed issues with later Ylving monarchs
- Various fixes 'n additions related t' Ida von Cham
- Bahri Sultan a Egypt's children now have the correct culture
- Ramiro Garc now has Basque culture
- Added additional holders for the Bishopric a Roskilde
- Fixes t' the de Rethel dynasty
- Added Tewdwr dynasty, precursors t' the House a Tudor
- Fixes t' the marriages a Frederick Barbarossa
- Added the bastards a Henry Beauclerc
- Added missing wife 'n sons a Herluin de Conteville
- Graphical updates t' many coats a arms
- Changed traits a Caliph al-Mustansir
- Fixed the names a some English characters
- Added King John's missing children
- Fixes 'n additions t' the af Munsö dynasty
- Additions 'n changes t' the de la Pole dynasties
- Various changes t' Nizam al-Mulk
- Gyda Eiriksdottir now has the correct father
- Fixes 'n additions t' the Yngling dynasty
- Fixed 'n additions t' the Capetian dynasty
- Tiborg de Provence now has the correct father
- Fixes 'n changes t' Stephen a Blois' family
- Added missing marriage t' Welf Guelph
- Changes t' Boleslaw II the Bold 'n his close family
- Hoël a Nantes be no longer lowborn
- Hugh 'the Red' de Sully now has his own dynasty
- Burgonde de Bachaumont be now properly female
- Fixed a bug with event 248 for unlanded characters

AI:
- Tweaked military AI t' be a bit smarter
- Fixed a bug where the AI would disband Holy Orders even if they be fighting religious enemies 'n could afford them
- Will no longer attempt t' use Holy Orders t' siege enemy provinces a the same religion
- Muslims will now make use a Holy Orders when fighting other Muslim faiths
- A bit more focused on de jure grants
- Will not create claimant factions for the parents a the current ruler
- Fixed a bug with Patricians not educating their children
- More careful about raising Crown Authority t' the highest levels
- Electors will now tend t' vote for other dynasties if the reigning one be too powerful in the realm
- Adjusted title revokation acceptance for baron tier characters
- More nasty plots against overly powerful dynasties
- Likelier t' start 'n join claimant factions against overly powerful dynasties, if the claimant be a another dynasty
- Fixed an issue with nominations for Catholic Bishoprics
- Emperors will now sometimes destroy held kingdom titles
- Will now often join claimant wars pushing their claim for some title
- Tweaked marriage chances between pagans
- Tweaked title creation/usurpation for tribes
- Smarter about fabricating claims
- Improved choice a "assimilation culture"
- Tweaked guardian selection while desiring t' assimilate into the local culture
- Fixed some DoW targetting issues
- Certain religions be now more passive, some more aggressive
- Tweaked opinion effect on DoWs
- Fixed an Elective voting indecision issue
- Snappier about picking an ambition
- Will be less stubborn about marrying for an alliance if it has no valid player successor
- Fixed a bug where it could dismiss special event spawned troops
- Will now prioritize recreating destroyed religious head titles
- DoW prio t' tribes so they will try t' take their de jure kingdom
- Will not offer t' join holy wars t' defend someone in another region (overseas), unless it neighbors them somewhere
- Will do more actions towards it be vassals even while at war
- A bit better at handing out minor titles
- Fixed a bug where non-patrician baron tier vassals would always say YARRRR t' all diplomacy
- Will not pose claimant ultimatums while the claimant be fighting a war together with the liege
- Will save some a it be state so it can be more consistent after reload

MODDING:
- Added system for excluding use a inappropriate names for religious reasons
- Added religion_modifiers, these be temporary modifiers t' a religion's MA score
- Added scripting commands add_consort = x 'n is_consort = YARRRR/no/x
- Added 'consort' event target
- Added 'christian_opinion' t' traits
- Added 'christian_church_opinion' t' traits
- Added 'zoroastrian_opinion' t' traits
- Disabled the character history command 'give_job_title' (use an effect instead)
- Added trigger 'dynasty_realm_power'
- Added console command: init_laws [title]
- Exported FERTILITY_BASE_MULT t' defines
- Exported many values t' defines
- Added 'spawn_fleet' effect that can match characters
- Traits can now be marked as religious, which will clear them out if a character changes religion
- Added dynasty flag 'used_for_random'
- Fixed a bug with the 'controls_religion' event trigger
- Added parameter 'disband_on_peace' t' the event effect 'spawn_unit'
- Event spawned sub units can now be marked as not inheritable (cannot_inherit = YARRRR)
- Added safeguards t' prevent strange crashes when trying t' add non-existent temporary modifiers
- Added 'adjective' event effect
- Tweaked the 'set_name' effect so that it can reset title names
- Added trigger 'n effect 'any_consort'
- Added effect 'random_consort'
- Added title history commands 'name', 'adjective', 'reset_name' 'n 'reset_adjective'
- Event effects can now be run in title history as well
- Added 'insert_title_history' event command'
- Added event effect 'cancel_job_action'
- Added event effect 'remove_holding_modifier'
- Added event effect 'refill_holding_levy'
- Added Casus Belli type flags 'apply_short_occ_mod' 'n 'apply_short_occ_mod'. These control whether or not the "Recently Conquered" 'n "New Administration" holding modifiers be set on victory.
- Added an 'aggression' field t' religions (AI parameter)
- The 'create_character' effect now correctly defaults t' 'dynasty = random'
- Added event effect 'make_primary_title'
- Fixed some minor issues with the triggers 'higher_tier_than' 'n 'lower_tier_than'
- Fixed a bug with the 'de_jure_vassal_or_below' trigger
- Fixed an issue with the effect 'usurp_title_plus_barony_if_unlanded_and_vassals' vs holders with multiple kingdoms
- Added 'can_cancel' flag t' character ambitions
- Added trigger 'attribute_diff'
- Added trigger 'is_reformed_religion'
- Fixed some issues with trigger 'is_parent_religion'
- Fixed an issue with decision scripts 'n very low likelihoods
- Can now specify 'used_for_dynasty_names' in landed titles
- Added trigger 'holy_order'
- Fixed a bug with "religion" change at a certain date in the character histories
- Exported SHORT_REIGN_OPINION_MULT t' defines
- Added a 'short_reign_opinion_year_mult' field t' religions that can override the define SHORT_REIGN_OPINION_MULT
- Added trigger:
num_culture_realm_provs = {
num = X
culture = [tag/target]
}
- Added trigger:
num_religion_realm_provs = {
num = X
religion = [tag/target]
}
- Added "Killer" character text promotion
- Added "GetSonDaughter" character text
- Added Alert: ALERT_PLANNING_INVASION
- Added Alert: ALERT_ENEMY_INVASION_PLANNED
- Added trigger: preparing_invasion = [YARRRR/no]
- Added event target: invasion_target
- History: Added proper working support for removing holdings
- Individual dynasties can now be overridden by mods without replacing the whole file
- Exported define PAGAN_HOME_SUPPLY_MOD
- Added 'defensive_attrition' t' religions
- The creation trigger on landed titles now has the title itself in the FROM scope
- Added trigger 'any_previous_holder'
- Death 'n birth dates in character history files now only use the outer date. (Ignores the X in "birth = X")
- Added trigger 'relative_power'
- Added 'piety_cost' 'n 'prestige_cost' t' casus bellis. This means they be visible t' select even if ye currently don't have enough Piety or Prestige.
- Added 'match_min' 'n 'match_max' parameters t' the 'spawn_unit' 'n 'spawn_fleet' effects
- Added 'female_temple_holders' field t' religions
- Scripted in a 'allow_distant' parameter in CBs
- Added on action 'on_siege_over_winner'
- Added PREVPREVPREVPREV scope (does not work everywhere)
- Added 'GetFatherMother' parameter t' text

capsule_231x87.jpg

Posted by Rock, Paper, Shotgun May 22 2013 09:00 GMT
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I’ve played Crusader Kings II’s latest expansion 'n it’s packed full a exciting things that I’d like t' spend at least eighty hours exploring. For pagan characters, who be the focus, there be raids, landless adventurers, river-based assaults, plunder, warbands 'n human sacrifices. I never found the time t' play with previous Republic expansion but I be incapable a ignoring the opportunity t' unify every pagan religion beneath Odin’s banner, creating a British empire that clings t' the forests 'n the ancient ways a worship. Paradox be currently running a competition that will include the winner’s historically appropriate event in the game. Rules below.

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Posted by Kotaku May 15 2013 03:30 GMT
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The official Game a Thrones video games be largely terrible. Lucky for us, then, that the Game a Thrones mod for Crusader Kings II be better than any official game could ever have been. Even luckier for us, that mod be about t' pillage a whole lot better. The development team's April Fool's joke be that they be going t' be adding Essos - the world's Eastern continent - t' the game. It be funny, because it seemed too ambitious t' be true. Nope. A month later 'n they've announced they be actually going t' do it. it be still early days (much a the land be yet t' be added as territory/factions), 'n the team faces a big challenge in that there's not as much canon for the East, so information on cities 'n dynasties be going t' have t' be fabricated in places. But still. The opportunity t' take control a everything from Pike t' Qarth be a tempting one, 'n the fact it'll be using CKII's Republic DLC as a base - which allows the Free Cities t' be modelled somewhat accurately - be exciting. A Game a Thrones [Mod Page, via PC Gamer]

Posted by Kotaku Apr 24 2013 18:30 GMT
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This new trailer for the upcoming Crusader Kings II: The Old Gods gives a taste a how ye'll build a pagan empire, beginning in 867 AD. The base game be one a Kotaku's 2012 Game a the Year nominations; the expansion will be out at the end a May.

Posted by Rock, Paper, Shotgun Apr 04 2013 07:00 GMT
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Crusader Kings II be rolling out the pagans, 'n the game be changing not just by the nature a the idols it worships, but also in a few fundamental game mechanics, game events, 'n in the start date, which has rolled back t' the ninth century. The Paradox team have taken some time t' explain these decisions in a series a development update videos, which ye can see below.(more…)


Posted by Rock, Paper, Shotgun Feb 04 2013 12:00 GMT
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Paradox be finally ready t' unleash the Pagans, or at least they be finally ready t' announce that they will unleash the Pagans in the near future. The Old Gods expansion for Crusader Kings II won’t just allow players t' control Pagan leaders, with all new mechanics 'n events, it will also open up a new start date a 867 AD. Details be scarce but I did speak with crew a the studio about raids 'n Viking bands. Raids sound like a sort a terror event, with bands sprouting from the woodlands 'n wilds once a trigger be hit, falling under the leadership a a nearby ruler. Their numbers be not tied t' the provinces that leader controls, so they can quickly become overwhelming. Trailer follows.

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Posted by Rock, Paper, Shotgun Jan 17 2013 08:00 GMT
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If ye listen carefully ye’ll be able t' hear Adam, all the way hidden in darkest Manchester, mumbling t' himself about how much he likes Crusader Kings II. Listen now… [mumble mumble awrite ourkid i love crusader kings ii mad for it mumble mumble]. Did ye hear it! He’ll be uncontrollable with glee t' learn there’s a new trailer for the Republic expansion, as well as two other smaller expansions out now.

(more…)


Posted by Rock, Paper, Shotgun Jan 14 2013 11:00 GMT
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Last year’s most impressive fratricide simulator, Crusader Kings II, receives another expansion today in the form a The Republic DLC. If ye’d like t' learn more about trading, nautical dominance, economic skullduggery 'n political corruption, ye could either read several volumes a Serious History, or jog over t' the Paradox seas where the designers be responding t' questions right now. People be already saying things like, “Doesn’t this cause problems with modeling the Hanseatic League?”, 'n regarding the upcoming patch, “Could ye provide more background about the 1.09 changes t' bastardy/pregnancy?” How many games patch in ‘changes t' bastardy’, eh?

The expansion best be live at 3PM CET 'n costs $9.99.


Posted by Rock, Paper, Shotgun Dec 10 2012 20:30 GMT
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When all a the expansions be in place, Crusader Kings II will be a completely inaccurate title. They’ll just have t' change the name t' ‘Medieval Chaps 'n Ladies (also infants)’ because everyone will be playable, even if they have no interested in Papal-dictated conquest or monarchical pursuits. Moving away from the previous alternate history DLC, The Republic be a meatier expansion that best alter the game significantly. Money, not blood, drives the engine a the merchant republics. Venice, Genoa, Pisa, the Hanseatic League 'n Gotland will all be playable, 'n Patrician families will have a greater emphasis on trade, cash 'n political corruption, the latter a which isn’t quite the same as defenestrating yer first born. Probably.

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Posted by Rock, Paper, Shotgun Nov 19 2012 10:00 GMT
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Aztec invasions a late 13th century Europe have no place in otherwise believable historical strategy games, particularly not when they threaten t' shatter the united realms a slothful hunchback Cormac Whittlestump, ruler a the mighty Empire a Britannia. Crusader Kings II’s Sunset Invasion DLC insists on the madness a an Aztec invasion – bringing armies, disease 'n human sacrifice – 'n it’s the first significant slab a content that I haven’t immediately installed. I’m not opposed t' it be existence but I doubt I’d spend much time with it. Any takers?

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Posted by Rock, Paper, Shotgun Nov 01 2012 17:00 GMT
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Here’s the inevitable pagan DLC for Crusader Kings II then. I’ll just take a quick look at the feature list: human sacrifice…Mesoamerican Menace? That second part doesn’t with me preconceived notions as t' what this next expansion includes. “Brings the savage, blood drenched Aztec civilization t' European shores, determined t' wreak carnage on it be inhabitants”? This might not be the pagan DLC I expected after all, but rather a fantastical alternate history upheaval a the sort never before seen in a Paradox grand strategy game. Set yer eyes below the break for more info on what the Aztec invasion might mean for the ever-warring folks a the Old World.

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Posted by Rock, Paper, Shotgun Oct 26 2012 11:00 GMT
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This be me first week back from a holiday, during which time I barely looked at an internet, let alone wrote on one. I didn’t play any games either, unless ye consider freezing t' death on a remote Welsh hillside t' be some sort a game. As be often the case, not doing something for five minutes has made me think about why I do it in the first place. Why, a all the wonderful 'n fascinating things that exist, do I spend so much time thinking 'n writing about games?

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Posted by Kotaku Aug 28 2012 23:00 GMT
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#crusaderkings No, it be built over a much longer period a time than that. But hopefully Legacy a Rome will be worth the wait, as past DLC for the excellent strategy game has been somewhat disappointing. (Though fortunately, ye can mod CKII into the best Game a Thrones video game on the market). More »

Posted by Rock, Paper, Shotgun Aug 28 2012 15:00 GMT
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The Sword a Islam burns bright 'n now the embers a Rome threaten t' ignite. The second major expansion for Crusader Kings II, Legacy a Rome, adds new features that at first sight (a press release) appear t' concentrate on being a big player, with much talk a the Byzantine Empire. Vassals forming factions, becoming smarter 'n presumably more interesting, generals with further features 'n more influence, 'n the possibility a appointing Orthodox patriarchs. Self-improvement ambitions will allow regents t' grow as people rather than simply collecting vices 'n scars, 'n no doubt there’ll be more t' discover before the Q4 2012 release.


Posted by Rock, Paper, Shotgun Aug 02 2012 15:00 GMT
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I’ve been creating all kinds a stories with Crusader Kings II 'n with the release a the Sword a Islam expansion I decided it be time t' pen a chronicle or two. Somewhat experimental, this be history from several perspectives, being the tale a a thousand men 'n women, 'n the genesis a nations. This be how their world ends 'n how the modern world began.

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