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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 think there are too many places ending in "Land". I mean the use of calling something whateverland is pretty unique to the Scandinavians and english, so seeing so many places called "hadrydamyland" or whatever seems off.

And many -istans... Heimbachistan sounds funny.
 
I think there are too many places ending in "Land". I mean the use of calling something whateverland is pretty unique to the Scandinavians and english, so seeing so many places called "hadrydamyland" or whatever seems off.
More unique to Germanic languages then anything, but still better than just have -a at the end...
 
How moddable are the random world generation and shattered world settings?
 
We will have control over this feature? For example, yeah, i like random world generators being supported, but what if we can create our own worlds via a feature like this? That would be amazing.

Its complicated to do? It would made the work of modders easier and would contribute to more activity on the community because most of us would be sharing our custom worlds on the internet.

If not, its a missed opportunity.
 
Sounds promising for some more games
But i'll join the people asking for a real random map generator built-in...

Dont get me wrong... i like playing in europe and did this for thousand hours... but also love alternate worlds:)
 
Please, god, let this DLC be released soon. I made an oath months ago to not play ck2 until it came out, and it's gettng really hard to abide by it. Seriously, this is harder than nofap!
 
To any and all Devs . . . what's the most crazy and fun experience you've had using this system? You guys must already have some great stories of your own.
I think I've mentioned this somewhere else... but I once convinced the other Devs to let me reform the pagan religion they were all playing as - naturally I chose Divine Marriage + Polygamy, that game quickly descended into madness...

Can we convert these games to EUIV?
You can convert games run using Random/Shattered World, though the system isn't really built around supporting it. It will work flawlessly when using historical cultures/religions, but if you're not it'll revert them back to their vanilla equivalent in EU4.

So big, shooting-the-moon question here BUT... does it only work with the Game/Map as is or could the coding theoretically work with Total Conversion mods like AtEFF and Elder Kings?
It should theoretically work with any map or mod, provided it has everything set up properly (the duchy structure, cultures, religions, etc).


And finally, regarding the duck/goose debate - it's a duck. In fact, it's based upon the very same 'confused duck' placeholder image you might have seen in some of the previous Dev Diaries. There might even be more of them... somewhere.
 
I think I've mentioned this somewhere else... but I once convinced the other Devs to let me reform the pagan religion they were all playing as - naturally I chose Divine Marriage + Polygamy, that game quickly descended into madness...

So that game was on either a random or shattered world? Good to know. Also, hearing how gonzo things get when Divine Marriage and Polygamy combine is a great incentive for me to preorder Holy Fury.

It should theoretically work with any map or mod, provided it has everything set up properly (the duchy structure, cultures, religions, etc).

Does it provide useful error messages when it doesn't work (like "duchy system load fail" when the duchy structure is messed up), or does it just spit out garbage?
 
And yet, white people in equatorial Africa and Indians in Scandinavia haven't suddenly switched skin tones :thinking:

Environment plays a role in the relationships of genetics, and generally people will darken nearer the equator and lighten nearer the poles. But these are adaptations over millennia of genetic inheritance and change, and who knows how long people have settled into their regions in random worlds. Or if they've been settled for a while, and received a lot of outside genetic influence. Or any number of reasons.
Yes, but people haven't moved that much in history if you look at the genetical map of the world today evidently, and if then it's a relatively recent change. Why would a random map have no black people in Africa if they tried to be even a little bit plausible? Just because it's a random map doesn't mean it has to be unrealistic.
 
And finally, regarding the duck/goose debate - it's a duck. In fact, it's based upon the very same 'confused duck' placeholder image you might have seen in some of the previous Dev Diaries. There might even be more of them... somewhere.

I think we can All Agree this was the most important question you could have answered, thanks a lot
Duck_You.png
 
This is amazing, it’s kind of what I’ve been dreaming of for years! Endless variety!

Just one question, you’ve shown the succession laws slider in one of the images, along with female ruler percentage, which got me thinking. Is there any chance that this means you can change the gender laws as well? Specifically so that absolute cognitive or enatic succession is the default, or allowed unrestrictedly?

Thanks for all your hard work!
 
Does it provide useful error messages when it doesn't work (like "duchy system load fail" when the duchy structure is messed up), or does it just spit out garbage?
Generally all you'll need is to have a functioning mod already to use it, any other tweaks will be to what part of the random generation rules you use or tweak as some are vanilla specific. We've included lots of text info files in the folders detailing how to use the new features modding wise so modders can get it up and running, and of course the user mod section of the forum can have questions posted in it as usual :)