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CK2 Dev Diary #39 - As you wish...

Hello everyone, I’m Gwenael Tranvouez, the Tech Lead on CK2, and I’m here to introduce a new feature for this Dev Diary.

Don’t you hate it when you’re start a war against a neighbour, counting on your allies to come and help and they all decide the best idea is to attach to your army so that you’ll take attrition? So do we!

So we’ve taken another leaf from EU4’s big book of tricks and we’ve added Ally Orders. When you lead a war, you can tell other participants what to do:
  • Hunt down enemy armies
  • Or focus on sieging provinces.
  • Attach to a specific army
  • Siege a specific province
The first two orders are given through a new tab in the military screen, which also summarizes what orders all your allies have:

AllyOrderTab.jpg


The last two are given through a new button on the unit or province screen:

UnitViewAllyOrder.jpg

ProvinceViewAllyOrder.jpg


As long as they’re in the war, your allies will try their best to fulfill your wishes, reverting to their default behavior when unable to comply. Unless, of course, they got bigger fish to fry, such as a big revolt in their own territory, or their own war to focus on.

The tooltip for AI units also mention what orders their owners have:

UnitTooltipAllyOrder.jpg


We’ve also improved the AI’s goal selection in wars, and general pathing so they’re more useful to have around in general.

That's it for this week.
 
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If this works for tribes, it will make wars so much easier to manage. Nothing is more annoying then watching your tribe vassal armies just wait around.
 
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On a similar note, you can only attach your army to allied armies whose owners aren't of lower rank than you. Any chance this could get modified while we're changing these mechanics? I get why an AI emperor wouldn't want to attach their army to a player count (though I wonder if this new patch means we'll be able to order them to do that?), but why would I, as the human player, be able to attach my troops to whatever allied army I see fit?
 
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All of the hype for this change it has been needed

We’ve also improved the AI’s goal selection in wars, and general pathing so they’re more useful to have around in general.

Anything been done to how poorly they see or avoid attrition choking provinces?

That's good news. Still I miss some information about the expansion and societies :(

The entire DLC isn't just about societies honestly the ability to actually make allies useful in war shouldn't be pouted at.
 
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Can players do this for other players in multiplayer?
No, this is only for AI allies. It is expected that you actually talk to your human allies :)

Just to be clear, @Moah, since you didn't say: is this patch content or part of the DLC?
This is part of the DLC.

Then, when the leader is an AI, would it give orders to a player?
No, this is more of a quality of life feature for players with AI allies in wars.

I'd guess it wouldn't... But my question would be: will AI leaders also coordinate their AI allies, making some wars more rational, esp. the Crusades?
AI already have a system to coordinate, where the war leader would decide on goals and assign ally armies to them. This didn't work as well when the player was leading the war (an AI would decide on goals for all other AI) because players do not value the same things as AIs.
 
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On a similar note, you can only attach your army to allied armies whose owners aren't of lower rank than you. Any chance this could get modified while we're changing these mechanics? I get why an AI emperor wouldn't want to attach their army to a player count (though I wonder if this new patch means we'll be able to order them to do that?), but why would I, as the human player, be able to attach my troops to whatever allied army I see fit?

If you're a count then you cannot order an emperor around. He is the leader in the war, not you.

But yeah, a count ordering an emperor around + your avatar. The mentality and logic fit together perfectly.
 
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Is there any chance we could get the ability to assign commanders to somewhere on this page? It logically fits on the Military page far more than it does in its current placement on a subtab of the Council page.

Say, perhaps as tech lead, you might know the answer to a question I asked last week, that Meneth didn't know the answer to:
is there any chance there might be some clarification to the expanded army interface with regards to subcommanders, and what it is they actually do and how they work? I never really could figure out that mechanic.
His response was
I honestly have no idea how that works either.
It would be really nice to know the answer to that.
 
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Surprised features like this and 'ask to leave court' took so long to implement. Seem like common sense additions. Happy they are finally being added though. Hopefully more of this to come, assassination icon linking to assassination target etc
Ask to leave court was probably just something that fell between the chairs, as for this it relates tot eh AI so it can potentially be quite a lot of work to make it work right.
 
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is there any chance there might be some clarification to the expanded army interface with regards to subcommanders, and what it is they actually do and how they work? I never really could figure out that mechanic.

These days, being able to appoint a subcommander is a somewhat obsolete mechanic. Since we only have a limited number of commander slots available, you don't want to waste them by having a commander appointed to a subunit.

While I don't remember exactly how it works at the top of my head, the short version would be something like this:
A flank leader will provide his stats and bonuses to the entire flank and all units in that flank. He is also the one that affects the chances of what your next tactic will be.

The leader of a subunit however, only provides his stats and bonuses to that single unit. Allowing you to stack the bonuses for a subunit from two commanders. Back from when you had all of your vassals as your commanders, this would allow you to provide further bonuses to specific subunits. Say if someone is a really good cavalry leader, you might want to appoint him the leader of a very cavalry focused subunit, rather than the entire flank.

Does that make any sense?

And as I mentioned, I don't remember the exact details. Memory is after all, a curious thing.
 
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It would be really nice to know the answer to that.
It applies the sub-commanders bonuses to those troops. So if you have one holding which accounts for a large portion of a flank and your commander has Brave and Patient, but you have another commander who has Cruel and Defender. That sub unit would get all 4 bonuses, but the rest of the flank gets just the Brave and Patient bonuses.
 
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These days, being able to appoint a subcommander is a somewhat obsolete mechanic. Since we only have a limited number of commander slots available, you don't want to waste them by having a commander appointed to a subunit.

While I don't remember exactly how it works at the top of my head, the short version would be something like this:
A flank leader will provide his stats and bonuses to the entire flank and all units in that flank. He is also the one that affects the chances of what your next tactic will be.

The leader of a subunit however, only provides his stats and bonuses to that single unit. Allowing you to stack the bonuses for a subunit from two commanders. Back from when you had all of your vassals as your commanders, this would allow you to provide further bonuses to specific subunits. Say if someone is a really good cavalry leader, you might want to appoint him the leader of a very cavalry focused subunit, rather than the entire flank.

Does that make any sense?

And as I mentioned, I don't remember the exact details. Memory is after all, a curious thing.
That's actually pretty interesting. Are there any thoughts on adjusting the mechanic to work with the limited commander slot mechanic?
 
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Anything that makes the AI less derpy when at war is nice. Maybe we'll see a few more successful crusades without player interference!
 
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