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CK2 Dev Diary #98 - Catholicism what? Constantinople where? Charlemagne who?

Greetings!

Today I’d like to cover one of the largest features of Holy Fury - a feature we’ve internally dubbed the ‘Alternate Start’ system!

This system consists of two separate sub-features, the Shattered World system and the Random World system. Each of these two systems are aimed towards different players - Shattered World is perfect for those who want a level playing field, while Random World will appeal to those of you that wish to explore an unfamiliar, yet fleshed out world complete with its own history and quirks.

These two features are accessed from either the Era Picker directly, or when choosing bookmarks through Custom Setup. You are free to choose any date to start, and the date you choose can even affect how a setup might look like. Choosing the 867 start date while using the default settings of Random World will tend to produce many more pagans and tribal realms, for example.

EraButtons.png

CustomSelectors.png


The Shattered World system allows you to break the world up into its constituent parts, be it Counties, Duchies or a mix of the two. It provides a balanced start, and allows for a sprawling new world to rise from the tiny disparate realms that start out within it.

ShatteredWorldSettings.png


To provide exactly the type of challenge that you seek, there are numerous parameters that control anything from Holding Slots to Technology.
For those seeking to recreate the world as it was, the Historical settings (which are selected by default) are what you want.
If you desire an entirely level playing field, you can set all provinces to have exactly 3 holding slots, for everyone to be Feudal, for technology to be the same everywhere, for Primogeniture to be the default succession law, and for each character to be exactly 30 years old with three children, OR…
If you just want a crazy game full of surprises, you could set all the parameters to Random or even Full Random. Who knows, maybe you’ll find yourself inhabiting an Iceland that has four 7-slot provinces, as a 65 year old matriarch following a religion based entirely around human sacrifice!
Naturally you’re free to mix and match these settings to your liking, perhaps you’d like a modicum of craziness in your otherwise balanced game? Hopefully you’ll find the settings to you liking!

Some players believe that there’s not enough challenge when starting out in a Shattered World (cough, @Meneth ) so for those of you that desire an opposition that is more than your match, we’ve got a setting for you! The ‘Great Conquerors’ setting allow you to spawn up to twelve special characters evenly across the map. These characters will wield special weapons, carry legendary blood in their veins and use especially powerful CB’s to rapidly conquer land much in the same way you would expect a player to. Naturally you can also choose to not have any Great Conquerors in your game, though I recommend starting with at least four of them!
GreatConqueror.png


Another setting that we have available for those who don’t want to wait around for too long until they can go to war is the ‘Consolidation Casus Belli’ setting. This setting unlocks a generic county conquest CB for everyone, without any particular cost. You can choose to have this CB active for 25 years, 100 years or indefinitely - and you can naturally choose to not have it active at all if you so wish. To avoid confusion, while this CB is active, the Border Dispute CB from Jade Dragon will be temporarily disabled (but return as the Consolidation CB becomes unavailable).

Now, on to the feature of the two which I find the most interesting - Random World!

This feature is truly a treasure trove for those of us who love exploring new and exciting worlds, while still preserving the familiarity of a game which we know and enjoy. With the parameters at hand you can tailor a world that tries to closely mimic the world we know, or you can choose to let it deviate fully!

In Random World you can choose to randomize almost everything; placements, names, functions and graphics of religions, cultures, titles, characters, governments and much more! While Shattered World and Random World do share a subset of settings, Random World undeniably has access to a more granular setup. If you want your game to be analogous to history you can choose to enable features such as ‘Holy Roman Empire’ or ‘Byzantine Empire’, for example - these settings will ensure that, somewhere in the world, something akin to those elements will exist. It won’t necessarily be too familiar though, there might indeed exist a large Elective Empire similar to the HRE - but they might just be located in Africa, adhering to a religion that promotes indiscriminate human sacrifice...

Random World Settings.png


As I mentioned before, at the core of a Random World lies a few main things; a dynamic religion, culture, de jure and ruler setup. Let's start with religion!

Religion is a very central aspect of the game, and thus it wouldn’t be overly exciting to generate a random world where the existing default religions are randomly placed (even though you can choose to do that, and having a Bön pagan Scandinavia or a Catholic India is undeniably fun - no question about that). Depending on the settings you choose, religions will be more or less altered - you can randomize the spread, features, naming and icon of religions. There’s even a way for you to preview religions before starting the game, and if you wish you can even customize their features right there and then!
Random World Religious Customization.png


The culture system is a bit more simplistic simply by the fact that cultures don’t generally have many gameplay features to speak of - in this system it’s mainly about the naming and spread of cultures.
Example Culture Spread.png


The De Jure setup randomization is a fairly sophisticated system. We’ve put a lot of thought and effort in making the resulting borders be as sensible as possible. We’ve for example taken extra care to ensure that the De Jure doesn’t jump wildly between islands, or seem generally disconnected or ‘snakey’. It generally provides an appropriate challenge when you wish to form a Kingdom or Empire!
Random World De Jure Kingdoms.png


The spread and placement of Governments can also be randomized. After all, why should nomads be limited to the steppe, and what’s saying that Europe should be high-tech and fully feudalized? I can tell you that it’s quite an experience playing a Nomad in Italy!
Random World Governments.png


Technology will naturally be randomized as well. The ‘baseline’ will depend on the year you choose to create your Random World in, the earlier, the less technology overall.

Now, here’s a few examples of Random Worlds, using an assortment of different settings!

This random World is generated with a generous amount of Dukes and Kings - this means that there are going to exist many more unified realms upon generation. A plethora of smaller kingdoms surround the centerpiece - an HRE inspired realm following a religion focused wholly on self-fulfilment without any formal leadership.
Random World Example 1.png


This world keeps most everything ‘historical’, except for the government and De Jure setup. The French nomads are of particular interest.
Random World Example 2 - Historical Cultures and Religions.png


This Random World I had to share for one very specific reason. At its core, it’s a nice and interesting world with several scattered kingdoms, and a major empire in North Africa keeping the peace. If you haven’t figured it out by your own yet - the random names are by-and-large based upon names from cultural namelists and dynasties, which in certain cases result in very fun names.
Example3.png


Persia has a very distinct religion, with very fitting features to boot.
memelard.png


And here’s one final Random World - a large Sacrosanct Empire looms in northern Russia and the polar circle, blocking the western tribes off from reaching the civilized east. In Europe many different faiths vie for dominance, from the unyielding and adventurous Dulanites in the Spanish region to the warmongering but syncretic Cult of Jahaira in the German region and beyond.
Example4.png


Worth noting is that I’ve not been able to cover all of the various settings that these features will have. There’s plenty of granularity, and you’ll be able to control most things in minute detail should you wish to do so. I encourage you to experiment with the settings! You never know what you might find...

We hope that these features will provide you with hours of entertainment, and that you get to generate the world that you wish to play in the most!
 

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I'll raise you one better. Why is Constantinople?

Seriously though the CK2 dev team are the only team I trust to put full effort into making DLC worth it. You guys have basically created a fantasy world generator.

I wonder if people would honestly pay for a Fantasy content DLC. no mechanics, just events and other types of content revolving around soft fantasy elements. I'm not sure if it should include other races than human, etc, but it should definitely be more fantasy focused than the events we have now, from say reaper's. etc.

upvote if you would buy something like that (assuming good quality)
or downvote if you wouldn't. I would, if the option to turn it off via rules exists, so i can turn it on or off whenever i desire.
 
I wonder if people would honestly pay for a Fantasy content DLC. no mechanics, just events and other types of content revolving around soft fantasy elements. I'm not sure if it should include other races than human, etc, but it should definitely be more fantasy focused than the events we have now, from say reaper's. etc.

upvote if you would buy something like that (assuming good quality)
or downvote if you wouldn't. I would, if the option to turn it off via rules exists, so i can turn it on or off whenever i desire.
I think I'd buy it with the caveat that I'd want it to cost somewhere between a full DLC and a graphics/music pack.
 
I wonder if people would honestly pay for a Fantasy content DLC. no mechanics, just events and other types of content revolving around soft fantasy elements. I'm not sure if it should include other races than human, etc, but it should definitely be more fantasy focused than the events we have now, from say reaper's. etc.

upvote if you would buy something like that (assuming good quality)
or downvote if you wouldn't. I would, if the option to turn it off via rules exists, so i can turn it on or off whenever i desire.

I would love if we got a subterranean/planar invasion DLC, with an underground map, or a map of other planes (see it as "layers"). Admittedly mostly so that the Warhammer mod can have a more "native" solution to the Skaven, or to create different planes in Forgotten Realms or Elder Kings. :p
...Actually, that could even allow an American continent mod. A separate landmass/map with few possibilities of contact with the old world. Could work like Empire Total war "theaters".
 
I wonder if people would honestly pay for a Fantasy content DLC. no mechanics, just events and other types of content revolving around soft fantasy elements. I'm not sure if it should include other races than human, etc, but it should definitely be more fantasy focused than the events we have now, from say reaper's. etc.

I mean, they gave us Sunset Invasion and Monks & Mystics...
 
There is a reason such a thing never happened in reality. It's basically almost impossible. Even if by some random miracle in 1000 BC an entire tribe consisting of native Nigerians went on a trip through the Sahara and then through the entire middle east, the European primordial forest into Germany to settle there. Not counting the hostile environment, new diseases, very hostile native tribes that are actually used to living in Europe - you know like having winters unlike in Nigeria? Even if they somehow managed to overcome all this - this tribe of maximum a few hundred members would assimilate to the thousands and thousands of native Europeans eventually. Natural selection again would play a huge part. They would have troubles getting vitamin D, even native Scandinavians pale as a wall had to eat tons of fish to compensate for the their environment. So say hello to mr. Rickets disease! Yeah, nah mate.
Migrations on a larger scale are even more preposterous. Especially in prehistory where a population not native to a certain environment would be at a HUGE disadvantage against the actual natives.
It's almost impossible that an entire culture group of ethnical Indians ended up in Iberia for example. (That's how Paradox would actually display it) - while for example white Europeans would be settled in the middle east and the Chinese in Africa. It would be completely random and completely ridiculous and would make the entire world seem like a joke to me personally. I couldn't take such a game seriously, so if this is going to be the case and we won't have a say where certain cultures - read ethnicities will spawn then I really can't say I'm looking forward to this feature.

See also Roanoke and the Dutch shipwrecks on the northern Australian coast ( https://www.theaustralian.com.au/na...a/news-story/87a6266b188827a281f0c151ffc022d6 ). Basically, within 8-10 generations of interbreeding the original skin tones and colorations will be almost completely wiped out, there will be always be a genetic link but the physical evidence will be very hard to spot (eg freckles in the descendants of the original Nanda peioples).

FWIW I created my own total conversion mod (The Dawn of Civilization) that ostensibly covers the period from 70,000 BC to the dawn of empires. Time is naturally very compressed, the entire span of history takes place in about 400 years of in game time, but even then it is neat to see skin tones and ethnicity change over time. Thanks to CK2's (internally hardcoded) genetic rules each new generation has a one third chance of looking like the mother, one third chance looking like the father and one third looking like a "merged" ethnicity, which in most cases is by default Turkish. 3-4 generations of this yields fair skinned individuals who look a lot like the "target" culture, with the occasional dark skinned throwback or Turkish mulatto thrown into the mix.

My guess is that IRL that is pretty much what you would expect if any population migrated from Africa to say Bohemia - within 3-4 generations they would be mixed mulattoes, within another 3-4 they would be almost fully assimilated, after around 10 generations (say 300 years) they would be pretty much indistinguishable from the locals, except for say curly hair or thicker eyebrows.
 
Not sure if I'm too late to get dev responses or not, haven't commented in a dev diary before, but here goes.

Bit of a double question here, how, if at all does the Random World option affect China and the Silk Road? Are those left entirely alone, or could you see different trade routes spawn, or even different dynasties in control of China?

I'm guessing it has no effect (China getting a free pass to power for EU4 is the bane of my althistory megacampaigns >.<) but hoping we might see some ahistory seep in to these aspects.
 
I wonder if people would honestly pay for a Fantasy content DLC. no mechanics, just events and other types of content revolving around soft fantasy elements. I'm not sure if it should include other races than human, etc, but it should definitely be more fantasy focused than the events we have now, from say reaper's. etc.

upvote if you would buy something like that (assuming good quality)
or downvote if you wouldn't. I would, if the option to turn it off via rules exists, so i can turn it on or off whenever i desire.

I would actually like to see a DLC like that. One that just runs with all the Medieval legends and makes them true. Actual dragons appearing in events the actual danger of having your child stolen by Fairies, marrying an Elf woman, vampires and night demons preying on characters while they sleep....
Like a sort of story pack, like they have in Stellaris.
 
Please can you make Random world actually Random world in geography ? It doesn't make much sense to have just renamed kingdoms here and there in the same map .
Why not randomize the world like done for the original New world in Europa Universalis IV?
 
Please can you make Random world actually Random world in geography ? It doesn't make much sense to have just renamed kingdoms here and there in the same map .
Why not randomize the world like done for the original New world in Europa Universalis IV?
Because it a) takes a lot more work and b) has never worked very well.
 
You can explicitly disallow cultures or religions from being used in alternate start generation. So you can have a modded map with modded cultures and religions ontop of the vanilla ones, then set your mod cultures and religions as not being used in the alternate start and then only generate worlds with the vanilla ones on your map.
Nice. I think I certainly will spend a hundred hours or two in this, thank you :D
 
Cool features in general but not for me. The game hasn't gotten stale enough for me quite yet. I don't need shattered worlds and fantasy land masses to "keep things fresh."
 
I notice that Ireland's shape has been made to look more realistic, nice ;).

Also had a question about the random world generator, not quite sure if it has been asked already or not (apologies if it has), but does it allow achievements while using it, or is it like the ruler designer which does not?
 
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I notice that Ireland's shape has been made to look more realistic, nice ;).

Also had a question about the random world generator, not quite sure if it has been asked already or not (apologies if it has), but is does it allow achievements while using it, or is it like the ruler designer which does not?
It has specific achievements made for it, but you can't get normal ones.
 
Would be cool if this "random world generator" also made new continents and lands like the EU4 ones does with the new world. Otherwise cool stuff for A-Historical players!