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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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"Please speak only for yourself"? Pot, kettle. Kettle, pot. You two should get on like a house on fire.

Point out where in my post I said I couldn't handle rebellions or keep them from happening in the first place? I SAID that they were too frequent and bloody irritating with the addition of the Council Power faction, i.e. Goddamned Bats, not Demonic Spiders. I also think it's entirely illogical and immersion-breaking for non-council members especially to start factions for something they don't even benefit from (help out with, I can believe, but the option to create the faction should only be available to councillors).

One of my preferred solutions would be to institute a substantial cooldown after a failed faction revolt where the faction cannot be created. In RP terms the king proved he will not tolerate the demand and has the power to back it up, and people are too cowed to try again for a while. In return, Increase Council Power becomes available to councillors, and ONLY councillors, regardless of the war declaration law.

That's why we're wanting pre RoI factions back. They were not toothless and annoying. They could actually win on occasion and because of how they were set up with everyone being an independent revolter you would lose land to nearby ai empires and kingdoms something that currently just doesn't happen. I don't remember the last time I lost land once I got properly into a game.

I really want them to steal the system from the game of thrones mod were people can sit out of civil wars and switch sides through the war but I doubt they'll go that far.
 
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Maybe:
NA-pacts between dynasty members - on/only closed relatives/off
Allow viceroys to changes laws of viceroyalties - on/off
Allow to call kings peace - only with council/always
 
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there turning EU4 into crusader kings. crusader kings into eu4. xD. nahh just cross sharing futures. now i want ship combat!
 
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That's why we're wanting pre RoI factions back. They were not toothless and annoying. They could actually win on occasion and because of how they were set up with everyone being an independent revolter you would lose land to nearby ai empires and kingdoms something that currently just doesn't happen. I don't remember the last time I lost land once I got properly into a game.

I really want them to steal the system from the game of thrones mod were people can sit out of civil wars and switch sides through the war but I doubt they'll go that far.
Actually I think you will find they quite strong post RoI. There were numerous threads about them and it was shown how they could easily win every single time. Unfortunately - IMO - they were nerfed too much and we now have the current state of affairs where if you learn the mechanics, they will never pose a threat. But that is where balance comes in.

Should factions be able to crush you with almost no effort, or should you be able to put them in a box with almost no effort. Currently there is no option for being able to pick between the two, and you can't have both in the game. Divided up factions was not a good thing and uniting them under one banner was an improvement and they were quite vicious(although I quite enjoyed them) on release. But even back then before the changes, I showed that you could crush a large scale faction revolt quickly. Which led to changes.

Unfortunately I don't think you could implement the addition of the old factions and the new in the current version. You might be able to increase things like reinforcement troops for rebels and other changes though.
 
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Actually I think you will find they quite strong post RoI. There were numerous threads about them and it was shown how they could easily win every single time. Unfortunately - IMO - they were nerfed too much and we now have the current state of affairs where if you learn the mechanics, they will never pose a threat. But that is where balance comes in.

Should factions be able to crush you with almost no effort, or should you be able to put them in a box with almost no effort. Currently there is no option for being able to pick between the two, and you can't have both in the game. Divided up factions was not a good thing and uniting them under one banner was an improvement and they were quite vicious(although I quite enjoyed them) on release. But even back then before the changes, I showed that you could crush a large scale faction revolt quickly. Which led to changes.

Unfortunately I don't think you could implement the addition of the old factions and the new in the current version. You might be able to increase things like reinforcement troops for rebels and other changes though.

I don't remember much of early post RoI. My pc was crap at the time so I got hit hard by the performance and stopped playing for a while. Though I believe you when they say they were a bit op and then got ubernerfed because that's the way pdx and so many other devs "fix" things sadly. If it's the current system of a single leader with factions having some threat I wouldn't complain either. Anyway for some actual difficulty holding together an empire or large kingdom would be nice.
 
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Brilliant idea.

Haven't read through the thread, so don't know if anyone else has suggested this, but ... for goodness sake, make it possible to change the names of dynasty characters in-game - not just newborns, but all dynasty characters.
Ideal for recreating my favourite Fallout 3 vault.
Gaaary!?
 
de Jure Claims: Default/Duchy/Kingdom

This setting would set the highest level of de Jure claim ability. (Which would, unless I'm wrong, solve the HRE/Flanders mess since they are pressing a de Jure Empire claim, right?)
 
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Interfaith marriages are a must-have, as others have said. Un-hardcoding this would be awesome, although the marriages shouldn't happen frequently.

This one might take some work to implement, but I'd like to see Terra Incognita: On/Off which would prevent you from seeing land outside your immediate area. So Irish counts would know of the British Isles and northern France, but not be able to check in on how the Abbasids were doing. This would make Crusades and raiding way more interesting as you wouldn't know what you were going to find.

Inspired by CK2: AI Marriage Allowance: One Rank/Lowborns Excluded/All. This would prevent the AI from marrying their children to characters with more than one rank's difference, or prevent them from marrying lowborns. This would allow more alliances instead of everyone marrying characters without families.

I'd also like to see Choose Dynasty Member to Play As: Yes/No so that if your third cousin is set to inherit your titles you can choose to play as your son instead, despite him not being in direct succession (assuming he owns other lands, of course).

Grant Independence Always Allowed: Yes/No would let you give independence to your de jure vassals, something you aren't allowed to do now.

As someone suggested earlier: Diplo-range: Unlimited/High/Normal/Low

EDIT: Another fun option (that would also take some work) could be Event Options Determined by Traits: Yes/No which would require you to roleplay based on traits.

I think an Elective Options category would be nice too, although I'm not sure exactly what the choices would be; Elective Options: Opinion of Current Ruler/Opinion of Heir/Self-Serving, with the first option making the character more likely to pick the ruler's choice if he likes the ruler, the second choice making the character pick an heir based on opinions, and the last option making the character pick the ruler based solely on how well that character would fit their needs (i.e., picking a ruler that owes them favors, picking a weak ruler if they're looking to be independent, picking a strong ruler to take down other vassals, etc.)
 
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@Doomdark
With regard to India, or other changes of similar nature, why not put a toggle in the launcher? That way those who want to play without can just load up the game with the different history files, and India itself as a wasteland on the map.
 
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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!

Thank you for the unexpected.

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?

I read all 326 posts in the DD but because I am not feeling well, I might have missed something. If I repeat or ask for something already in play, I apologize. The two things I'd like to talk about are both De Jure related; both are brought to the table but not expanded how I envision them to be. With that said, let's begin with:
  • De Jure Drift: Default/Restricted/Off
In addition to this define, can we also have the option to determine the title level it is allowed? Here is my brief bullet point showing what I mean:
  • De Jure Drift: Default/County/Kingdom/Empire
The default de jure beginning at the Duchy title level is self-explanatory. Te others should be as well. My preferred play options would be: De Jure Resticted County-level drift enabled.

The second De Jure option-set I'd like to see expanded upon is one raised by others: De Jure maps at the beginning. Others have the historical/fantasy aspects covered so the expansion of options I'd love to see are as follows:

  • De Jure Map: 769/867/1066
(the dates might be off but it is meant to correspond to the two expansions)

It would be extremely fun and different to play a campaign in 1066 with the de jure map of 867 enabled or play a campaign starting in the Charlemagne era but with 867 de jure enabled. Other combinations would tickle fancies as well.

The only other thing I'd mention is concerning the Melting pot culture events. For these my bullet point would look like this:

  • Melting Pot Events: Default/Off/AI only

One other note: I disbelieve in achievements, so which options would or would not enable or disable them I have no feedback. I'd leave that decision in your team's hands.
 
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@Doomdark
With regard to India, or other changes of similar nature, why not put a toggle in the launcher? That way those who want to play without can just load up the game with the different history files, and India itself as a wasteland on the map.
This is a pretty balanced solution, I think.