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Doomdark

Chief Creative Officer
Paradox Staff
61 Badges
Apr 3, 2000
5.436
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Hi everyone!

I hope you all had a good time during the Holidays. I know I did, but now it’s time to don the crown, strap on the sword and get back to work on Crusader Kings II (and my other game, of course...) Now, what better way to start off the new year than with a bit of harmless witchery? In the terribly long eras before the great thinkers of the Age of Reason would have us replace magic with science, the “occult” was of course seen as a normal part of life, and society lived in fear of curses and evil spells. But… just because you’re superstitious does not mean the witches aren’t out to get you! Just like today, the desperate and the unscrupulous would seek power by any means necessary, including the worship of demons and evil spirits...

society_1.png

This brings us to my favorite Society in the upcoming expansion Monks and Mystics; the Demon Worshippers. These brothers and sisters of the left-hand path come in several varieties: Abrahamics get “Lucifer’s Own”, Tengri pagans get the “Plaguebringers”, the Indian faiths are afflicted with a particularly nasty type of Kali worship, Baltic, Slavic and Finnic pagans get “The Cold Ones” (evil shamans) and Germanic Pagans have those who curry the favor of Hel and of powerful jotuns. Regardless of religious context, they are all united in their self-serving, utterly ruthless quest for power in the world of the living, and care little for their fate in the afterlife. As they advance through the ranks, Demon Worshippers get powers like “Dark Divorce”, “Summon Familiar” and “Tainted Touch” (a health curse.) Through their network of agents, they can also attempt to abduct relatively low ranking characters. Now, a lot of the content for the Demon Worshippers is hard to explain in terms of placebo effects and natural phenomena, so if you don’t care for the supernatural I suggest simply not joining those Societies (because rooting out their covens and persecuting them through your Court Chaplain is reasonably historical and adds flavor to the game.) However, if you really don’t want them around, you can turn them off through a Game Rule.

society_1_power.png

Next up are the infamous Assassins, a Shiite Muslim Society that - unsurprisingly - specializes in murder. The elusive Assassins consider themselves the true followers of Allah, and will do anything to further the advances of Shia Islam and protect their fellow believers. Consisting of loyal warriors as well as competent spies, wielding manipulation and social skills as expertly as a dagger, they specialize in asymmetrical warfare, striking hard at the heart of their enemies. Their special powers include intimidation and murder. For example, they can get a Favor with someone (if you have the Conclave expansion) by leaving a dagger on their pillow. At higher ranks, they can also mark someone for death, so that lower ranked members will get that murder as a mission. Since this Society is also a political entity and a Holy Order of sorts, the Grandmaster gets the power to raise special troops.

society_2.png

There is more to say about these Societies; their other powers, missions and semi-random events, but I don’t want to spoil it all. Oh, and if you have the Way of Life expansion, you can use “Spy On” to find out if a character is a member of a secret Society like the above...

There won’t be a CK2 stream today, but stay tuned for something next week (and a new dev diary, of course)!
 
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MMm are there any new scripting effects coming with these special abilities from societies that are being opened up for modders?

Oh yes... it's easy as cake to mod in new Societies with powers and missions.
 
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What I mean, are there any new script effects that are coming? For instance does the assassins society use simply event troops or do they have a new command that works more akin to a mercenary company?

There are plenty of new effects and triggers but you'll have to wait for the patch notes. :)
 
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if I were to create a mod which adds Knights Templar society, can I tie it to the existing Knights Templar Holy Order, and get this ability to raise special troops?

We are currently looking into this possibility. We shall see.
 
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So will every character be a member of a society? As a player, would there be situations where I wouldn't want to be in a society for any reason other than 'I just can't be bothered to interact with it'?

No, society membership will be a minority thing.
 
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Oooo, while I understand that sometimes ideas need to be cut, I'm still interested in the process that led to ditching them, how far into trying to implementation they got before being scrapped, and so on. The behind the scenes work and thought processes for projects are always interesting to me... can you share any of these? unless these are just things that have just been pushed back to the next DLC?

We might talk about cut stuff in the post-release DD, but since the base Societies system is coming in the patch we might also add them later so we don't want to reveal them too soon.

I understood that reference before EA ruined it.

Will societies be able to reveal themselves when they feel sufficiently powerful? For instance, if a Secret Shi'ite gains near enough the equivalent of the Arabian Empire, can they proclaim "HAHA! I was a Shi'ite all along!"

More specifically: can Devil Cults do this?

Devil cults cannot do this, Secret religions can do something like it though - but details will need to wait until a later DD.

Are societies global, realm based, or some global some realm based?

Societies are global.

Hi, so I am not aware that this question has been answered yet, as I saw it earlier in the comments. Are the Assassins going to be renamed to there respected name of "Hashashin," or are we the community going to have to mod that?

That's more of a derogatory name that became widespread. You're free to mod it, of course, but we're going to stick with Assassins, which is equally incorrect historically I suppose but nicely descriptive.
 
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I started to write further explanation, but on reflection I'll just repeat that if you prefer Hashashin you are free to mod it.
 
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Will it be possible to have realm based societies? If not will it be moddable to have them? I like the idea of having a society that conspires against their liege for their own interests.

Kinda...You could, for example, make a society that only people in k_france could join, or even make a society which only people in the same realm as the grandmaster could join, but they are not dynamic - you would need to setup dozens/hundreds of societies so people in each realm could have one to join. It seems rather messy and you might be better off making a faction instead. You could also just have a global society, but have the faction's powers only affect characters in the same realm - e.g. everyone joins the same Conspiring Bastards society, but they can only do things to people in the same realm as them.
 
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And yet they have their own Crusader trait in the 2.6 files, "Ares' Own".
That was more for modders than anything else and only takes a few minutes to do. Making an entire society with events and powers and art work etc that will never be used is a stupid thing to think would be made as it would take a lot of time only to never be used. If modders use the hellenic religion then they would be the ones to make the society not Paradox.
 
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I never said it was likely, just that they've already added stuff to a religion that was previously just there as historical flavor so it's not completely out of the realm of possibility.
It really is out of the realm of possibility, there is a huge difference between a 5 minute job to help out the modders vs implementing hours upon hours of work that will never be used in vanilla
 
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