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Hello folks, and welcome to the first entry in the development diary for Crusader Kings II!

I am Henrik Fåhraeus, project lead on this sequel to the original Crusader Kings (on which I worked as co-designer.) Crusader Kings was a game quite different from our other franchises, in that the focus was on the powerful people of the era rather than on countries. You played a ruler, got married, had kids and watched them grow up to stab you in the back. As such, Crusader Kings was a bit of a role-playing game, while still retaining the strategy game elements of our other titles. Personally, I loved the combination, and, judging by the clamor for a sequel, it appears many others did as well. We are still proud of Crusader Kings, but time waits for no man, and the game is getting on in years...

As it happens, Crusader Kings II is coming along nicely, and, starting with this one, you should be seeing monthly CKII development diaries coming your way (on the first Thursday of the month). With Crusader Kings II, we are not trying to reinvent the wheel. Rather, we want to build on the strengths of the original game and fully realize its potential. That is not to say that Crusader Kings II will be the same game with new graphics, but it should feel instantly familiar to CK players.

What makes CK unique among our games is its character system and its RPG-like elements. The role of the player is clear since there is a ruler, a character, to identify with. The player is the king, and it's good to be the king! In Crusader Kings II, we aim to really hone in on the importance of characters - their personalities, interests and interactions - and to tone down the relevance of "countries". The sum total of the Prestige your successive rulers have gathered throughout the game determines your final score; not the size of your realm at game end. Of course, a major source of Prestige is the power of your family, your Dynasty. In fact, die without an heir from your dynasty and it's time to INSERT COIN.

The core gameplay, then, revolves around increasing the power of your dynasty and ensuring that you always have a legal heir with strong enough support. The death of your current ruler is the moment of truth: who will support the legal heir? Have you even managed to ensure one? Will anyone contest the succession? Unlike Crusader Kings, where your vassals would declare war on you simply because they disliked you (regardless, even, of their chance of success), in Crusader Kings II they are much more likely to bide their time and cause trouble during a succession crisis. The key is to choose the best Succession Law... For example, Gavelkind is almost guaranteed to be safe from succession crises. On the other hand, Gavelkind will divide your titles equally among your sons, splintering the realm and potentially decreasing your power.

I mentioned toning down the concept of countries. Here are some highlights: there is no Infamy/Badboy. Neither do characters have "loyalty", and neither is there a persistent relations value between countries. CKII is all about the characters, their opinions of each other, and their clash of interests. Therefore, we have merged the aforementioned concepts into a single opinion value between -100 and 100. I.e. what one character feels about another character... and why. The value is a sum of modifiers, like "Friend of Father's: +5", "Granted a Duchy: +30", "Betrayed Alliance: -20", etc.

Of course, characters will have traits, genetics and neat portraits like in Crusader Kings and EU:Rome. If you want to breed a dynasty of redheaded Harkonnen look-alikes, go ahead (with my blessing). Oh, and characters will age visibly; I shall leave you with a screenshot demonstrating the effect!

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Next month: Barons - why Vladimir hated Leto
 

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Great development diary! Look forward to seeing more of what your building here. :)
 
I love Paradox but I would like to note some concerns after replaying CK in a joint AAR (here:http://forums.penny-arcade.com/showthread.php?t=124521)

1.) Bad Boy/Infamy as such wasn't a problem. It was a problem that it didn't attach to the _person_. Getting rid of it does not strike me as a good idea. It just seems that the relationships were wrong
2.) I hope the scales on such items aren't so coarse grained. Add a duchy to a jerk that hates you and he'll probably still hate you or even view you as weak (negative modifier). I hate in games of this type where you can buy off people that have, in theory anyway, a personal distaste for you.
3.) Counties make sense in the end game. Duchies, Kingdoms, et al almost never do. If your going to keep the historical counties then when we grant them can you remind us what we are granting (associated counties?)
4.) Duchies and Kingdoms without county claims in the area should expire more readily. The King of England in the above AAR was in only in Poland for almost a hundred years. This stuff happens in almost every game.
5.) Per (4) it might be handy to deal with honorary and pretender titles.
6.) When a vassal leaves please _always_ tell us what left. If you have a big country finding those new brown provinces can be a pain.
7.) Make the peace settlements more explicit as to whether the settlement will result in lord remaining a vassal of whoever.
8.) Personally holding lands that are scattered over half of Europe in the beginning of the game should be _hard_. Could a communications tech be used to express distance from capital to vassals and personal holdings? Being friends with a count in Poland when you are King of France should be rare. Holding Sens and Damascus should be _really_ hard.

I like your general aim, but I want to make sure some of the tactical ground is covered.
 
Finally, the sequel to my personal favorite among all paradox games is shaping up...
...and there is another information feed I'll have to follow. Luckily, in this regard, my hunger is endless.
 
Lo, the dev diaries have begun! O joyful day! :D

Sounds fantastic so far, and the new portraits look very very nice. If there's enough variety of features involved, the game should look exceedingly pretty. The changes to relationships sound brilliant as well - much more fluid and interesting than badboy. Basically, I've nothing to add except another "bravo". :)
 
hello folks, and welcome to the first entry in the development diary for crusader kings ii!

I am henrik fåhraeus, project lead on this sequel to the original crusader kings (on which i worked as co-designer.) crusader kings was a game quite different from our other franchises, in that the focus was on the powerful people of the era rather than on countries. You played a ruler, got married, had kids and watched them grow up to stab you in the back. As such, crusader kings was a bit of a role-playing game, while still retaining the strategy game elements of our other titles. Personally, i loved the combination, and, judging by the clamor for a sequel, it appears many others did as well. We are still proud of crusader kings, but time waits for no man, and the game is getting on in years...

As it happens, crusader kings ii is coming along nicely, and, starting with this one, you should be seeing monthly ckii development diaries coming your way (on the first thursday of the month). With crusader kings ii, we are not trying to reinvent the wheel. Rather, we want to build on the strengths of the original game and fully realize its potential. That is not to say that crusader kings ii will be the same game with new graphics, but it should feel instantly familiar to ck players.

What makes ck unique among our games is its character system and its rpg-like elements. The role of the player is clear since there is a ruler, a character, to identify with. The player is the king, and it's good to be the king! In crusader kings ii, we aim to really hone in on the importance of characters - their personalities, interests and interactions - and to tone down the relevance of "countries". The sum total of the prestige your successive rulers have gathered throughout the game determines your final score; not the size of your realm at game end. Of course, a major source of prestige is the power of your family, your dynasty. In fact, die without an heir from your dynasty and it's time to insert coin.

The core gameplay, then, revolves around increasing the power of your dynasty and ensuring that you always have a legal heir with strong enough support. The death of your current ruler is the moment of truth: Who will support the legal heir? Have you even managed to ensure one? Will anyone contest the succession? Unlike crusader kings, where your vassals would declare war on you simply because they disliked you (regardless, even, of their chance of success), in crusader kings ii they are much more likely to bide their time and cause trouble during a succession crisis. The key is to choose the best succession law... For example, gavelkind is almost guaranteed to be safe from succession crises. On the other hand, gavelkind will divide your titles equally among your sons, splintering the realm and potentially decreasing your power.

I mentioned toning down the concept of countries. Here are some highlights: There is no infamy/badboy. Neither do characters have "loyalty", and neither is there a persistent relations value between countries. Ckii is all about the characters, their opinions of each other, and their clash of interests. Therefore, we have merged the aforementioned concepts into a single opinion value between -100 and 100. I.e. What one character feels about another character... And why. The value is a sum of modifiers, like "friend of father's: +5", "granted a duchy: +30", "betrayed alliance: -20", etc.

Of course, characters will have traits, genetics and neat portraits like in crusader kings and eu:rome. If you want to breed a dynasty of redheaded harkonnen look-alikes, go ahead (with my blessing). Oh, and characters will age visibly; i shall leave you with a screenshot demonstrating the effect!



next month: Barons - why vladimir hated leto

next month:
next month


:(
 
With Crusader Kings II, we are not trying to reinvent the wheel. Rather, we want to build on the strengths of the original game and fully realize its potential.

Thank you for choosing this development philosophy. It's all I needed to know - now I can relax and wait with a calm heart. Bene rem gere!
 
Mmmm yeah. CK2 dev diary does my dayoff good.
 
Woot :)

I didn't expect a Dev Diary that soon. Could it be that CK2 will be relased in 2011 already?

Very nice aging effect, something many people felt lacking with the original CK. Good to see that Paradox is aware of the most wanted improvements ;)
 
Excellent! And we get one every month! The aging effect really is great feature, like everyone have said.
 
The portraits are a bit more realistic than I had hoped....But that's not very important compared to the gameplay you described. :D

I like the new portrait! The realism is great, IMHO. :D
 
Good stuff. Does this mean stability will be changing as well? I must say I'm not partial to a 7-point scale to describe the general well-being of a duchy, kingdom, etc. A rich state can still be unstable; in fact, the loyalty of the nobility/clergy would probably be the most important element of stablilty in the realm.

Man, that photo of Vladimir gives me the shakes every time I see it. Not because he's supposed to be hideous but because that film was an affront to the book. In that vein, can we now recruit Sardaukar for our red-headed dynsasty?
 
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