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CK2 Dev Diary# 23: More rules, less lunatics

Hello all, it’s time for a CK2 DD once again. Now before I get into the meat of this one, I want to let you know that DDs between DLCs are going to be shorter than the big feature-explainers I could write during Reaper’s, so don’t be surprised if some are brief.

Moving on, work on 2.6.2 continues well, and I’ll post the patch notes when it’s closer to being done, but some fixes that may interest people include:
  • AI Characters are much less likely to take Experimental treatments for minor illnesses, which means you should see less maimed or insane character about in the world.
  • Patricians can now properly Go into Seclusion and Search for Court Physicians.
  • Characters under 16 no longer get gout.

We have added more Game Rules:
  • Supernatural events can be set to Unrestricted, allowing the AI to have fun with them too.
  • Both Mongol and Aztec invasions can be set to “Delayed Random” where they will show up at random but not before the year 1000 and not before the game has been played for 50 years.
  • Turkic Conquerors can be set to Historical/Random/Off.
  • Way of Life users can set Dueling to Normal/Restricted/Unrestricted.
  • Both Vassal and Demesne limits can be set to Normal/Unlimited/50%/25%
  • Grant Independence can be set to Normal/Unrestricted.
  • Assassinate plots in MP can be set to Normal/No Players/No Players + Heirs/No Player Dynasty.

We have also continued to add more Content, including:

The various Defensive Pagan faiths now allow you to pick a Patron Deity granting a bonus to certain stats, and allowing access to certain new events:
pagan_pick_patron_diety.png

pagan_events.png


Plus, all Pagan religion now have their own Valhalla-bound equivalent:
shield.jpg


Characters in Seclusion may find they have an uninvited guest:
red_death.jpg


Immortal characters are now a lot more likely to wake up from Incapacitating head wounds, and there is no longer an age limit on said event for Immortals.
Even non-depressed Immortals who find that life Eternal isn’t all that great may now attempt to end their life.
Not only that, it’s also possible that Immortal characters may find they are not the only people to have found Eternal life, and that their brethren are not the most welcoming types:
rivals.jpg

say one thing for Rurik Rurikid, say he's lucky

And that's it for now, see you next week!
 
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Would Tengri need them and how appropriate it would be? Tengri did get Ancestor Worship and have the cavalry bonus.

If anything Tengri needs more events. All pagans have ancestor worship, and cavalry bonuses (EU4?) are not a good substitute for a feast or patron deities. Turkic Tengris worshiped the Sky God, in addition to their local pantheons. Did I mention Tengris don't even have feasts? Playing as a Reformed Tengri Feudal ruler is honestly boring in terms of religion. Ancestor worship was a nice add on, but as an offensive pagan, it really could use a boost

Hell, even West African has patron deities, and look how diverse that religion is. It combines the various Mande beliefs with Berber ones.
 
Issue with Tengri is that most rulers are nomadic and that by itself gives it's perks but some of them could certainly transfer over to settled Tengri too. As said elsewhere, most obvious example are CM Avars which can only get cavalry via "Raise Tribal Army" (which was altered for Tengri/Altaic) but otherwise lack holdings to get cavalry due to lack of Steppe terrain.

I do think that only getting Sky Burial as nomadic is bit silly (at least extend it to Tribals too, extra prestige never hurts) and lack of regular feast is outright stupid for settled Tengri (Again, nomadic have wargames and whatnot).

Of course, allowing settled Tengri to retain either "Choose warhorse" or "Nomad wargames" would help here. Perhaps "warhorse" for tribals (helps prestige) and "wargames" for feudal to show other pitiful people how even settled Tengri rulers have better methods than pathetic Grand tournaments or Furisiyaas.

All this would make Tengri quite distinct in my opinion.

Based on screenshot regarding deities, I assume we get something like +1 martial, -1 something else along with events.

I guess something like that could be given to reformed Zun too but only in regards to martial/stewardship. In this one, ruler could select how he emulates the great Zun, either as fiery destructive fire (+1 martial) or protective warmth (+1 diplomacy or stewardship) with associated events.

This would give Zuns a gimped version of Patron deities. Not that they really need much extra in terms of things but it would be nice touch.
 
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Maccabee is more akin to a dynasty ; actually, it is simply that.
No, the Maccabees belonged to the Hasmonean dynasty. Let me quote Wikipedia:
The name Maccabee was a personal epithet of Judah, and the later generations were not his direct descendants. One explanation of the name's origins is that it derives from the Aramaic "makkaba", "the hammer", in recognition of Judah's ferocity in battle.
 
Have you considered adding a Berber Raider trait for the Berbers that have been active with their maritime raiding?
This could be an equivalent to the Viking counterpart.

I've been having a lot of fun with the Cretan Berber duchy, but wished I could get a trait to signal that my character is considered an infamous Mediterranean Pirate :D
Corsair trait?
 
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Please add an option to turn off "De Jure Assimilation" in game settings. To turn it off at all. Thank you.

Is already in.
 
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Good feedback. Various typos have been fixed. At this point we can't add any more gamerules or content to 2.6.2, but I've noted down several suggestions I liked for next time.

I forgot to quote the messages as I read them, but:
I don't see how you could gain scurvy without being on a ship, so a reproducible case of getting that would be good.
It's WAD that not all mystics are immortal, some know the secrets without wanting eternal life.

I hope the old education system pre-Conclave and rebellion system pre-Rajas of India is among them. They have been mentioned a dozen of times alreadt through the last few DDs
 
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Awwww yeah, so much love for the Lithuanians lately! I can't wait! Makes me wonder if you guys have a few of us on the dev team. Needless to say, though, this news makes me one happy Lugan. :3

Also nice to know half the world probably won't be wearing those creepy masks anymore (not that there's anything inherently wrong with the creepy masks but the AI REALLY seemed to dig those experimental treatments).

Man, this post makes it feel like Christmas is coming early. :D
 
Should Norse be split from Germanic religion? If you want to reform Germanic faith you have to go take land in Scandinavia. It would be more realistic if Germanic were for north Germany and the provinces needed are in the vicinity while reforming the Norse religion would require only certain Scandinavian provinces.
I think the entire discussion about this points towards the illogicality of the Holy Site system, this is especially the case with the Norse religion itself - you can't reform if you're in India, for example, even if you're the last bastion of Norse paganism in the world and hold a territory the size of Europe itself. The Holy Site system also leads to Norse being rather easy to reform in theory (all of the Holy Sites are on the coast except Braunschweig), whereas all other religions have Holy Sites far from their lands or very spread out at the very least.
 
I know the question did come up already but I have to ask again because there was no answer.
Does this game rule only alters the The Seljuk Turks and The Ghaznavids or do we get a random Timur?

RULE_TURKIC_INVASIONS_HISTORICAL_DESC;The great Central Asian Turkic conquerors Sabuktigin, Seljuk and Timur will tend to rise in their historical timeframes.
RULE_TURKIC_INVASIONS_RANDOM_DESC;Sabuktigin, Seljuk and Timur can appear in a wider time span.
RULE_TURKIC_INVASIONS_OFF_DESC;The great Turkic conquerors will never rise.
 
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RULE_TURKIC_INVASIONS_HISTORICAL_DESC;The great Central Asian Turkic conquerors Sabuktigin, Seljuk and Timur will tend to rise in their historical timeframes.
RULE_TURKIC_INVASIONS_RANDOM_DESC;Sabuktigin, Seljuk and Timur can appear in a wider time span.
RULE_TURKIC_INVASIONS_OFF_DESC;The great Turkic conquerors will never rise.
And what happens with the requirements? Does timur need a mongol court? And does his troop number scale better, so he doesn't get crushed because his enemy has one ally?
 
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Is it possible to give conquers troops equal to, for example, the levy of the entire de jure kingdom of Persia, regardless of who owns what parts of it? That could make someone lile Seljuk highly effective against smaller regional powers, but not so much against a unified empire.
 
I know I am anoing but will they still appear in the right order when set on random? Will there be time between them?

Looking at it, Sabuktigin and Seljuk can spawn between 809 and 1200 while on random, seems to be no blocker between them but there is none on historical either, and Timur can appear any time after 1200.
 
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Looking at it, Sabuktigin and Seljuk can spawn between 809 and 1200 while on random, seems to be no blocker between them but there is none on historical either, and Timur can appear any time after 1200.
Interesting. Thanks for the info. I will definitely try this game rule out, great to have it.