• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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?
 
Last edited by a moderator:
  • 578
  • 70
  • 3
Reactions:
I don't want to start a new dispute, but there is one moment. Why is coalition necessary to earn achievements? It is very controversial mechanic. Some people, like me, want to play without it, some people want to play with it. It seems that first group fall under achievements restriction. I think that both of SR and Coalition must not influence achievements system.

But, anyway, that all sounds good. Well done, Paradox team.
 
  • 6
  • 3
Reactions:
It's restricted to only allow de jure drift for bordering titles. So no horrible border gore on the de jure map.

Regarding this is it possible for you to split the de jure drift options for kingdoms and empires. I like the idea of stopping Kingdoms assimilating non bordering provinces but feel like empires should be able to (since your holding a much wider realm). Would also be great if we could set the timing for drift (i.e. 50 or 100 years).
 
  • 2
Reactions:
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
Excuse me, are you using some portrait mod?? I love those slavic helmets.
 
Truly a great idea.

Aye.
 
I don't want to start a new dispute, but there is one moment. Why is coalition necessary to earn achievements? It is very controversial mechanic. Some people, like me, want to play without it, some people want to play with it. It seems that first group fall under achievements restriction. I think that both of SR and Coalition must not influence achievements system.

But, anyway, that all sounds good. Well done, Paradox team.

Because it makes a significant, but welcome, change to how the game responds?

After all, the game with a mechanic to slow down blobbing and make the AI respond to fast conquest and without such a mechanic will play very, very differently, and a lot of achievements will be relatively different in how difficult they are.
 
  • 2
Reactions:
A sillier idea than my ones for pagan reformation and crusade starts, but it could be fun to have a heresy slider to affect how often heresy choices pop up and how likely the AI is to take it. Might be hard to implement though depending on how those work.

Heresy: Normal/Rampant

Could have lots of fun in a game where the AI keeps switching to heresy no matter what the moral authority is.
 
  • 1
Reactions:
Secret Bears should be required to earn achievements.
 
  • 10
  • 1
  • 1
Reactions:
As someone who stopped playing the game due to the shattered retreat mechanic, I'm super glad disabling it will allow achievements in Ironman mode. (assuming they don't change that beforehand)
 
  • 2
Reactions:
Because it makes a significant, but welcome, change to how the game responds?

After all, the game with a mechanic to slow down blobbing and make the AI respond to fast conquest and without such a mechanic will play very, very differently, and a lot of achievements will be relatively different in how difficult they are.
SR mechanic made us play the game and fight wars differently than without it. So, this mechanic will be free to turn off. I think Coalition pretty much of that kind. It surely make different gameplay. Thats why, I think, coalition also need to be free to turn off.
 
  • 1
Reactions:
I hear you, but I think the time to implement that feature would be better spent optimizing the game instead.

Of course optimizing the game is very important, but may I suggest a possibility to 'put off India'?
Instead of removing India from the map or so, instead remove all the holdings and characters. For the Crusader Kings Star Wars mod we have a lot of provinces that are still not yet occupied with characters and holdings and the like; and these provinces are therefore not interact able, thus speeding up the whole proces.
Maybe instead of making it an ingame option, make it an option you select before actually starting the game.
 
  • 4
  • 2
Reactions: