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CK2 Dev Diary - The Rules of the Game

Well people, what do you know? I needed a break from the Stellaris crunch, so here’s an unscheduled dev diary! All the hubbub about Defensive Pacts and Shattered Retreats got me thinking about an old ambition I’ve had to improve the game set-up screens in order to allow players to customize their experience without having to resort to modding. The idea is inspired by games like Civilization and the Second Wave DLC for XCOM: Enemy Unknown, which allow players to change various advanced options and settings for a different experience in the game. I really like such options and typically make good use of them myself.

Now, of course there is such a thing as “the way the game was meant to be played”. That is, how the designers made the game and like to play it themselves. However, variety is the spice of life, and after 11 Crusader Kings II expansions things are not as clear-cut anymore. It’s actually pretty funny that I’ve been using a small personal mod for CK2 for awhile myself. There are some downsides to modding and using mods though:
  • It requires awareness that it’s possible, and where to find existing mods. The modding scene is a jungle.
  • It takes a modicum of extra effort and skill.
  • It might not feel quite legitimate (it can feel a bit like cheating) and you might not get any Achievements.
  • Mods typically do not have the same level of support as the base game. Many become fossilized or are otherwise problematic.
For these reasons especially, I think that adding a bunch of Paradox-approved, fully supported in-game rule variations is a good idea. Thus, when you start a new game, you are now presented with several interesting options. Most of them are simple flavor variations, but some are more fundamental and will disable Achievements in Ironman mode. Here’s the list of options we are currently showing in the new screen (still a work in progress though):
  • Sandbox vs Ironman
  • Shattered Retreats: On/Off
  • Defensive Pacts: On/Off
  • Gender Equality: Default/Historical/All/Players
  • Sunset Invasion: 13th Century/Random/Off
  • Mongol Invasion: Historical/Random/Off
  • Raiding: Historical/Unrestricted/None
  • Epidemics: Dynamic/Historical/Deadly
  • “Supernatural” Events: On/Off
  • Adventurers: Normal/Rare/None
  • Provincial Revolts: Normal/Rare/None
  • Regencies: On/Off
  • De Jure Drift: Default/Restricted/Off
  • Dynamic Kingdoms and Empires: On/Off
  • Diplomatic Range: On/Off
Red options disable Achievements.

Crusader Kings II - Rules 01.jpg


Our new rule system is itself fully moddable, so that modders can use the same system with pretty much any options they might want!

Crusader Kings II - Rules 02.jpg


I look forward to your thoughts and comments. Are there any rule variations you think we’ve missed, or that you would really like to see?
 
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Great news, have really looked forward to an update like this...

- It would be nice also to be able to decide the "Amount" of the Diplomatic Range - should it be harsh/historical or more mild. Personally I sometimes think the Diplomatic Range is a bit too wideranged, and I guess some others think about it in another way.

- It would also be good to have an option setting about the Chronicle! Should it hold every battle you have been in and every decision you have made, or should it only be used for the MAJOR things.

Btw. what is the Bears thing? And what "Supernatural" Events are we talking about? Are they already in the game, or do they come with the new patch/dlc? This far, I haven't seen any events that can be described as supernatural.
 
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Won't some of these options that are left in grey still have large effects on the relative difficulty and thus effect on the game?

Particularly the disease entry, and de jure drift?

I'm not quite sure what you mean by "dynamic kingdoms", but assuming it's founding a custom kingdom/empire, then this could have quite a sizable impact as well.


On a different note - I notice that your screenshot suggests that Ironman is disabled, but achievements are enabled?

"Sandbox" should disable achievements as well.
 
And what "Supernatural" Events are we talking about? Are they already in the game, or do they come with the new patch/dlc? This far, I haven't seen any events that can be described as supernatural.
I take it you have been a Cthulu-killimg werewolf who fights dragons yet
 
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Great news, have really looked forward to an update like this...

- It would be nice also to be able to decide the "Amount" of the Diplomatic Range - should it be harsh/historical or more mild. Personally I sometimes think the Diplomatic Range is a bit too wideranged, and I guess some others think about it in another way.

- It would also be good to have an option setting about the Chronicle! Should it hold every battle you have been in and every decision you have made, or should it only be used for the MAJOR things.

Btw. what is the Bears thing? And what "Supernatural" Events are we talking about? Are they already in the game, or do they come with the new patch/dlc? This far, I haven't seen any events that can be described as supernatural.

Lunatics fighting Cthulhu comes to mind.

Maybe the "devil spawn" chain of events might come under supernatural, since you eventually get a "Voice of Satan" "possessed" individual.
 
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very nice DD

nice option would be to hide the stats or to be able to represent them differently (like with stars or something like a bandwidth) > I ofcourse have made the simple Hidden Stats-mod, but the bandwidth thing is out of my league and as far as i know not moddable

also to be able to represent opinions differently (like with stars or something like a bandwidth)
 
Great news, have really looked forward to an update like this...

- It would be nice also to be able to decide the "Amount" of the Diplomatic Range - should it be harsh/historical or more mild. Personally I sometimes think the Diplomatic Range is a bit too wideranged, and I guess some others think about it in another way.

- It would also be good to have an option setting about the Chronicle! Should it hold every battle you have been in and every decision you have made, or should it only be used for the MAJOR things.

Btw. what is the Bears thing? And what "Supernatural" Events are we talking about? Are they already in the game, or do they come with the new patch/dlc? This far, I haven't seen any events that can be described as supernatural.
You should spend more time playing as a possessed lunatic.
 
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Well people, what do you know? I needed a break from the Stellaris crunch, so here’s an unscheduled dev diary! All the hubbub about Defensive Pacts and Shattered Retreats got me thinking about an old ambition I’ve had to improve the game set-up screens in order to allow players to customize their experience without having to resort to modding. The idea is inspired by games like Civilization and the Second Wave DLC for XCOM: Enemy Unknown, which allow players to change various advanced options and settings for a different experience in the game. I really like such options and typically make good use of them myself.

Now, of course there is such a thing as “the way the game was meant to be played”. That is, how the designers made the game and like to play it themselves. However, variety is the spice of life, and after 11 Crusader Kings II expansions things are not as clear-cut anymore. It’s actually pretty funny that I’ve been using a small personal mod for CK2 for awhile myself. There are some downsides to modding and using mods though:
  • It requires awareness that it’s possible, and where to find existing mods. The modding scene is a jungle.
  • It takes a modicum of extra effort and skill.
  • It might not feel quite legitimate (it can feel a bit like cheating) and you might not get any Achievements.
  • Mods typically do not have the same level of support as the base game. Many become fossilized or are otherwise problematic.
For these reasons especially, I think that adding a bunch of Paradox-approved, fully supported in-game rule variations is a good idea. Thus, when you start a new game, you are now presented with several interesting options. Most of them are simple flavor variations, but some are more fundamental and will disable Achievements in Ironman mode. Here’s the list of options we are currently showing in the new screen (still a work in progress though):
  • Sandbox vs Ironman
  • Shattered Retreats: On/Off
  • Defensive Pacts: On/Off
  • Gender Equality: Default/Historical/All/Players
  • Sunset Invasion: 13th Century/Random/Off
  • Mongol Invasion: Historical/Random/Off
  • Raiding: Historical/Unrestricted/None
  • Epidemics: Dynamic/Historical/Deadly
  • “Supernatural” Events: On/Off
  • Adventurers: Normal/Rare/None
  • Provincial Revolts: Normal/Rare/None
  • Regencies: On/Off
  • De Jure Drift: Default/Restricted/Off
  • Dynamic Kingdoms and Empires: On/Off
  • Diplomatic Range: On/Off
Red options disable Achievements.

View attachment 173389

Our new rule system is itself fully moddable, so that modders can use the same system with pretty much any options they might want!

View attachment 173388

I look forward to your thoughts and comments. Are there any rule variations you think we’ve missed, or that you would really like to see?

As long as it disables the achievements, it doesn't interest me.

I would be okay for a compromise about disabling certain achievement for certain options though. But not for defensive pacts. They only slow the game down. I'm actually surprised that you would not deactivate the achievements for shattered retreats off, even though that is what makes the game REALLY harder.

What you could simply do is make "gold achievements", and "silver achievements". The same achievements, but with or without the mandatory options
 
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No, platypuses, English uses English plurals. Spellcheck on here doesn't underline platypuses while it does underline platypodes and platypi.
Just like how it's octopuses, not octopi, because it's English, not Latin or Greek.
http://www.merriam-webster.com/dictionary/platypi

According to merriam-webster, "platypi" is a valid plural for "platypus" in english, and I personally find "platypuses" horrible, so I'll keep using platypi. I've also grown fond of Dominus Novus correcting me every time ;)
 
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Could the shattered retreat option also have an option "All retreat" ?
Because if you order your army to retreat, they will not be in shaterred state and be hunt down like before while I clearly ask my army to run, run far far away (not that far but not just in the next province).


They only slow the game down. I'm actually surprised that you would not deactivate the achievements for shattered retreats off, even though that is what makes the game REALLY harder.

Somehow I find that shattered retreats makes the game easier. Main reason : unless in MP you have no reason to hunt the enemy army, no reason at all.
 
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Awesome! May I add a suggestion?
For children education (with Conclave): Default/Descendants only/Random (so I don't have to pick education twice for every child in the court).
 
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Railroading On/off
which enables/disables the special events for Charlemagne and Karloman and similar when they get to cheat the rules to railroad historical outcomes.

But yeah India on/off would be good too? (Red because India affects the silk road and hence the middle east economic strength).


Edit: Also Max Province holdings: Default / 7 with 7 allowing a maximum of 7 holdings in all provinces.
 
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Unexpected... and amazing!

Another example of Paradox listening to customers. Love you guys!

Indeed and now finally most of the GAME IS RUINED/GAME IS BROKEN complaints will stop, thank the goddess!

Sounds like a great idea, but how about being able to disable infamy and coalitions? Which at least for me are the worst mechanic that has been introduced in the (otherwise brilliant and fantastic :)) game.

Coalitions are defensive pacts, I assume if you turned them off infamy would go as well as it's useless without the pacts unless it just influenced opinion or something.
 
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Awesome! May I add a suggestion?
For children education (with Conclave): Default/Descendants only/Random (so I don't have to pick education twice for every child in the court).
I also hate that I'm expected to do this now! The AI should be allowed to pick themselves, but perhaps enable the popups about picking focuses for any kids you set as special interest, so you can still take part when you want to
 
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Interesting, great addition.

One question springs to mind, though: does anybody know where we can read up on how dynamic kingdoms and empires work? It's the only feature in the list that doesn't ring any bells to me.

I.e. I have an ongoing game started on an earlier date, it seems like something needed so that 3 centuries in the game, should I expect new factions on the map that are not just impacted by the drift feature? I don't see the same factions on the map, but then again, I haven't played a single game for so much "game-time" for a long time, so haven't had the chance to see this feature in action.