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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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  • 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
This sounds amazing but leaves many questions?

What happens when regencies are off? You simply have normal control as though you were an adult?

Do provincial revolts refer to pheasant revolts?

What defines dynamic kingdoms?

My mind honestly begins to go insane when contemplating what this game could produce with diplomatic range turned off.

And although I personally don't mind Defensive Pacts being required for Ironman I bet that is still going to ruffle a few feathers.
 
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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.

Nothings coming to mind for me either, it's entirely possible that this is going to be part of the new expansion that we so far know very little about though.
 
And although I personally don't mind Defensive Pacts being required for Ironman I bet that is still going to ruffle a few feathers.

Achivements are optional and pretty meaningless though when you think about it, all they really are is bragging rights since they don't unlock stuff.
 
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Nice. Does that mean we'll be able to get Achievs even with mods?
The supernatural option... I hope all those dragons I saw in Thüringia (as the Chroncle says) now have their own events! And the crucified giantesses, colorful snakes...
Can we change such options in a ongoing game? Or only for fresh starts?

Also, as you're around, I'd like to make a suggestion. Do you see this?
ArkZLfL.jpg


How about adding this feature to this screen, regarding invite to court?
dVrVaK4.jpg
 
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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

We're still discussing this.
 
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I propose an additional option, as so much else, inspired by the success of EU4

Memel: Historical/Square/Random

But on a serious note @Doomdark I really want to know what that small mod you're using changes.
 
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Achivements are optional and pretty meaningless though when you think about it, all they really are is bragging rights since they don't unlock stuff.

For me they are worth the sense of accomplishment. Some of them are quite hard and it is an accomplishment when they are finished even if you don't brag to anyone.
 
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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.

My problem is, it "levels" too much everything. Sorry if I'm not here, what I mean is, you can't hope to fight off a blob invasion by destroying their army in one decisive battle in a mountain with a temporary boost of mercenaries.
 
For me they are worth the sense of accomplishment. Some of them are quite hard and it is an accomplishment when they are finished even if you don't brag to anyone.

You do realize that you can set whatever achievement that you want for yourself, as a way to direct your games? The only limit is your own imagination.

So in that regard, he is actually right, the only use of achievements is that it gives people something to brag about
 
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