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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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I am well aware that the Saxons went to Britain and that the faiths for all intents and purposes are the same. However, I assume that if the faiths were split the Norse would come away with the "raid and go overseas" part (due to that being traditionally associated with the Vikings) and the Germanic/Saxon faith would therefore end up more landlocked than the Norse faith (potentially for no better reason than to make them somewhat different), which likely would mean entirely landlocked.
To make them somewhat different? But why would you want them to be different? Especially where it's in an unhistorical manner. Why should paradox put work in to make their game less historically accurate?

Wait, so no patron deities for the Norse and the Aztecs?
Or tengri.
 
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I think the idea was that you'd stay unreformed for the bonuses as long as possible, then when the missionaries start hitting the point where people of your faith start listening to them, you'd strike back by retaking those holy sites, showing that your gods are stronger, then reform the faith so that it is harder for the missionaries to succeed.

Unfortunately, the bonuses didn't prove to be enough of an incentive to stay unreformed versus the benefits of reforming or converting (and giving up unique mechanics like raiding), so rushing to reform is the standard strategy.

Also if you wait that long you get run the hell over.
 
tengri_warrior;Skylord;;;;;;;;;;;;;x
tengri_warrior_desc;The epitome of a Steppe Warrior, this character has fought for the glory of Tengrism.;;;;;;;;;;;;;x
romuvas_own;Baltic Defender;;;;;;;;;;;;;x
romuvas_own_desc;This character has fought to defend the Holy Forrest.;;;;;;;;;;;;;x
ukkos_shield;Ukko's Hammer;;;;;;;;;;;;;x
ukkos_shield_desc;Striking like the lightning of Ukko, this character has fought for the Suomenusko faith.;;;;;;;;;;;;;x
eagle_warrior;Eagle Knight;;;;;;;;;;;;;x
eagle_warrior_desc;The life of Aztec warriors is one of constant battle, and the Eagle Knights are the bravest and most fearsome. Their primary purpose is to capture prisoners to be sacrificed to their Gods.;;;;;;;;;;;;;x
peruns_chosen;Perun's Chosen;;;;;;;;;;;;;x
peruns_chosen_desc;The axes of Perun's Chosen hew the enemies of the Slavic faith with the power of His lightning.;;;;;;;;;;;;;x
nyames_shield;Nyame's Shield;;;;;;;;;;;;;x
nyames_shield_desc;This character is one of the chosen warriors who fight for the West African faith.;;;;;;;;;;;;;x
sun_warrior;Warrior of the Sun;;;;;;;;;;;;;x
sun_warrior_desc;The Warriors of the Sun strike with all the fiery power of Zun Himself.;;;;;;;;;;;;;x



I like the idea, but not for this patch at least.


It should be spelled forest, not forrest.
 
To make them somewhat different? But why would you want them to be different? Especially where it's in an unhistorical manner. Why should paradox put work in to make their game less historically accurate?

I believe I mentioned that it might not be something that was worthy of dev time. I also mentioned that the faiths should be very similar even if they were split, and that they technically are the same.

The way I see it, there are three options regarding a potential split of Norse/Germanic:

1. Don't split the Norse/Germanic faith. Takes the least (no) time, is closest to history, and is probably what will happen, particularly as the current faith is rather fleshed out and there probably are other areas worthy of attention, especially since there already have been numerous occasions when choices regarding fleshing out/creating pagan faiths have been met with quite a bit of discontent from people who are tired of the Norse/Germanic getting a lot of nice stuff and some stuff being given to historical footnotes (the Zunists).

2. Split them but keep them identical. That would be a lot of work just adding checks for germanic_pagan/germanic_pagan_reformed to various things and possibly rewriting a few event options. Seems rather unlikely to be the choice, though I imagine that some of the people who have been complaining about the uniqueness of the Norse/Germanic faith vs. the defensive pagans would find that slightly amusing (though less preferrable than focusing on the defensive pagans).

3. Split them and make them somewhat different. Since the Norse would be what people associate with the Vikings and overseas expansion (never mind the Anglo-Saxons), I find it hard to imagine that the Norse would lose any naval/overseas expansion stuff (particularly as it was designed for playing as a Viking in the 867 start, for the most part), while the Germanics in such a hypothetical scenario probably would lose it in favour of being more land-based because that would be the easiest way to differentiate the faiths if that was desired beyond renaming a few gods here and there.


TL;DR: I doubt the Norse/Germanic faith will be split in an official capacity, but if that happens and they don't end up identical I assume that the split would cause them to lose the stuff people generally associate with the Vikings.
 
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Well the problem is that saxon actually don't get a lot of the stuff norse does because a lot of germanics mechanics are actually locked into culture norse rather than the religion. Such as berzerkers, varangians, the start of the viking age event and so on.
 
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Since you're adding more game settings, might as well give us an in-game way of removing the annoying restriction on non-feudal counts and dukes. If it invalidates Ironman, fine. I just don't want to have to edit files every time there's a new patch.
 
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.
 
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@Darkrenown are we gonna be getting a 2.6.4? I think there are a bunch of smaller content like game rules that could perhaps use some continuous development. Not to mention there does seem to be a number of deeper underlying issues that are cropping up in some of the larger mods development cycle that we have not quite been able to nut out yet.
 
Since you're adding more game settings, might as well give us an in-game way of removing the annoying restriction on non-feudal counts and dukes. If it invalidates Ironman, fine. I just don't want to have to edit files every time there's a new patch.
Do you mean the limits on what percentage of your realm can be controlled by republic and theocracies? Because there's already rules for those in the game.
 
Awsome that you guys are adding more content post patch!

What i was wondering, can you adjust game rules midgame? I havent tried this, out of fear of breaking the ironman game. Would be nice to know with new rules coming in, thanks.
 
@Darkrenown are we gonna be getting a 2.6.4? I think there are a bunch of smaller content like game rules that could perhaps use some continuous development. Not to mention there does seem to be a number of deeper underlying issues that are cropping up in some of the larger mods development cycle that we have not quite been able to nut out yet.

Skipping 2.6.3? :p I think the most likely thing is 2.6.2 will be it until 2.7, but it depends how a number of things go.

Awsome that you guys are adding more content post patch!

What i was wondering, can you adjust game rules midgame? I havent tried this, out of fear of breaking the ironman game. Would be nice to know with new rules coming in, thanks.

You cannot, short of editing your save file.
 
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May I ask why?

How would I stop my vassal from waging wars.

As Silversweeper said, without Conclave as before with crown authority. With Conclave through the Enforce Realm Peace button on the my council tab.

If it doesn't allow you to enforce realm peace and the tooltip says, "the council is not allowed to enforce peace" that's because it's only available for realms with the empowered council law enabled.

Remembering that when you use Realm Peace, what it doesn't tell you, is that it will get you a -40 tyranny penalty with any aggressors whose war you stopped.

As to why they removed crown authority there can be only guesses, biased guesses at that because I always disliked crown authority.

I think a lot of it had to do with it was needed for the entire implementation of the Conclave council mechanics. The council and the liege needed more laws to favor for to trouble you over then just the tax obligations. I mean really only title revocation, realm peace, and access to succession types were tied up in the old crown law. And it just wasn't as good all tied up into one set of laws imo. Crown authority was always a modern label by Paradox, simply to simulate the crown's power and then they found a better way to simulate it.

As a game mechanic it didn't work as well simply because you could get high crown authority to get primo then switch back, or absolute to get imperial then switch back.
 
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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.
Well scurvy was mostly present at sea but could happen to anyone with a bad enough diet, it was called soemthing else back then though and people never figured out it was the same disease until much later.

Would Tengri need them and how appropriate it would be? Tengri did get Ancestor Worship and have the cavalry bonus.
Never said it was, just pointed out that tengri is the third non defensive pagan.
 
Ok, true, but what I meant was the event is triggered by being in command and at sea, so it should never happen outside of that :)
 
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I know this is completely ahistorical, so probably you might have to have a rule to turn it on or off, but:
Could we possibly have an event fire for whomever owns Rome that they decide to follow "Roman mythology" and abandon Christianity?
Same perhaps for whomever owns the former Hellenic state, that they decide to follow "Greek mythology"?
 
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I know this is completely ahistorical, so probably you might have to have a rule to turn it on or off, but:
Could we possibly have an event fire for whomever owns Rome that they decide to follow "Roman mythology" and abandon Christianity?
Same perhaps for whomever owns the former Hellenic state, that they decide to follow "Greek mythology"?
Hellenic Paganism is in the game for historical characters only, and PDS have stated multiple times they don't intend it to be playable in the base game. But there are mods that give you this option :)
 
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