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Hello everyone!

I'm Tobias Bodlund, Scripter on the Crusader Kings II team, and I bid you all welcome to this week's dev diary for Crusader kings II: Charlemagne.

Autumn is coming in Sweden but the birds are still singing, though sometimes out of tune.

Today we'll be discussing some new changes that affect how you rule your realm. Some of these things are obviously patch content, while some are locked to having the Charlemagne expansion.

The first thing we've done is to add a vassal limit. This is exactly what it sounds like - a limit to how many vassals a ruler can have without receiving penalties. Every vassal of count tier or above will count against this limit. The vassal limit will be higher for rulers of higher tiers, and for rulers with higher diplomacy skill. Another factor that increases the limit is your dynasty's prestige. You can also affect your vassal limit by changing your Centralization Law (this touches on an important new law mechanic - more on this later in this dev diary).

So what are the penalties of going over your vassal limit? Well, you will immediately get a penalty to the taxes and levies for all your vassals. This penalty increases exponentially, and if you go far enough over the limit you will get no vassal taxes or levies at all.

The second danger of being over the limit is that when your ruler dies, there is a chance of any vassal simply becoming independent instead of swearing fealty to your heir. The risk of this happening increases the higher over the limit you are. Vassals who are geographically more distant from your capital are the ones who are most likely to declare independence.

cm_dd_3_laws_2.png

We've also made a very important change to how laws depend on technology. Many laws are now unlocked by advancing your Legalism technology. Higher levels in this tech are needed to unlock higher levels of Centralization, Crown Authority, Levy and Taxation laws and Viceroy laws (again, just keep reading to find out more about this). This means that you will see a big difference in the tools available to organize your realm early game vs late game.

With these changes, Legalism no longer directly increases your demesne size limit, this modifier has been removed. Also, the short reign penalty modifier has been moved to the Majesty tech.

So, what does the Centralization Law do now? Well, firstly, it's a demesne law and so applies to your entire realm. Secondly, it has five tiers, going from fully decentralized to fully centralized. Lower centralization grants you a bonus to Vassal Limit, while high Centralization grants a bonus to Demesne Size Limit and a penalty to Vassal Limit. This presents the player with an interesting choice - do you want to focus on a larger, less centralized realm or on a stronger personal demesne but having a harder time of organizing your many vassals?

How legalism unlocks laws will be moddable to a large extent.

Now, to viceroys... With the Charlemagne DLC, it will be possible for a non-tribal emperor tier character to appoint viceroys to rule any kingdom or duchy titles that the emperor himself holds. This is effectively a lifetime governorship, where the viceroy becomes a vassal of the empire. Any landed vassal of count tier or above can be granted a viceroyalty. However, the viceroy does not own the title, but rather rules in his liege's name. When he dies, the title goes back to the liege. For all other purposes, the viceroy functions as a normal vassal. One character can hold several viceroyalties.

cm_dd3_viceroy.png

The ability to appoint viceroys is unlocked by the Legalism tech, and kingdom viceroyalties are unlocked much earlier than duchy viceroyalties.

Viceroys will gain an opinion bonus to the liege who grants the title, so should usually be quite loyal. However, should a viceroy mount a successful rebellion or otherwise become independent he will gain the granted kingdom or duchy as a permanent title.

We have also made some changes to regencies. The essence of it is that a character's regent is now more of a conscious actor, and will not automatically act in the liege's interest. A regent who dislikes you will be somewhat likely to make things difficult for you, and certain types of personality traits will also be likely to cause problems. Diplomatic actions may be blocked if the regent does not approve, for example. A friendly regent is your best bet for getting things done your way, but there are also other considerations. Any regent is likely to prefer seeing you married to someone of their own religion and culture, for example.

cm_dd3_regent.png

Since choosing your regent has now become much more important, you will be able to name a regent beforehand, via "Award Honorary Title" in a character's diplomacy interface. Your Designated Regent is officially recognized as the one chosen to take the reins if a regency is required.

In addition to the things mentioned, there are a number of smaller changes intended to make ruling your realm more interesting, and some intended to just make it easier. One example of this is the possibility for a councilmember to help you assign recently acquired titles for you if you have a lot of them.

In the final dev diary next week we will be talking about the new tribal mechanics. See you then!
 
Will there be a mechanic, similar to the Byzantine Themata mod, that encourages giving of Viceregal titles to the dynastic heir of the last holder? Perhaps it could give an Opinion bonus, but if the title remains in one family too long it can cause serious repercussion to give it to another one.
 
I doubt it. With this new Paradox system of a vassal cap, viceroys appear to be necessary for territorial expansion beyond a certain point. By putting Viceroys in the DLC and changing the vassal mechanics, Paradox is/would be condemning players without the DLC to a maximum expansion range, meaning they couldn't do a WC if they so desired.

Viceroys count against the vassal limit, so even if the vassal limit prevents WC (which it won't - vassal kings aren't unmanageable) then viceroys won't help.

They will (on stated features) make vassal management in large empires materially easier (all viceroys shall be old and content).
 
Why would viceroys be needed for WC? You can give multiple titles to the same person.

I don't know whether they would or not. What I am saying is that if a feature is useful to the player and makes the game easier, that means it will be a paid feature, not a free feature. This is how Paradox DLC operates.
 
Its how they should operate. Its hard to tell where they're gonna draw the lines. Sure all maps are being updated to take tribal holdings but will tribal holdings be playable with out it? I believe its been stated that the new sun bros religion is Charlemagne specific if for no other reason than because it doesn't exist in any other start date. Upgrading titles will probably be a paid feature. All the new cultures and culture specific buildings and retinues (huge missed selling point if they don't have their own) will be new start date specific.

Viceroys is a tough one though. The legalism overhaul is a patch feature and viceroys are unlocked through the new tech line for it. This implies that it will probably be a free addition.
 
Viceroys sound slightly OP. I love them, but I want to see Viceroys be able to start a plot to make the title hereditary. A difficult one, you'd need to be a genius level intrigue master, but I'd like to see the plot any way.
 
Are there really that many CK2 players who don't buy the DLC, though? Most of us play the game quite a bit, and I've bought all the big DLCs as soon as they come out.

From what I gather, most people tend to wait until sales.
 
So, we won't be able to have high and absolute crown authority in early game and have to research them? That is absurd.

The likes of Roman Empire should be able to do it at least. Late Roman Empire was an extremely centralized state with absolute crown authority (speaking in the game terms) and had been like that since the 3rd century Diocletian's reforms, minus a few hiccups like fall of the western portion of the empire and barbarians, as well as Praetorian Prefectures. It would be weird if they were such a powerful centrally-controlled absolute monarchy from 284 AD to 769 AD, and then suddenly forgot within a split-second what absolute monarchies are and how they work.

Besides, some kingdoms and empires need high crown authorities to survive in 769/867 AD. If they have to wait for two centuries before they are able to get them, it makes for strangely restrictive gameplay.
 
So, we won't be able to have high and absolute crown authority in early game and have to research them? That is absurd.

The likes of Roman Empire should be able to do it at least. Late Roman Empire was an extremely centralized state with absolute crown authority (speaking in the game terms) and had been like that since the 3rd century Diocletian's reforms, minus a few hiccups like fall of the western portion of the empire and barbarians, as well as Praetorian Prefectures. It would be weird if they were such a powerful centrally-controlled absolute monarchy from 284 AD to 769 AD, and then suddenly forgot within a split-second what absolute monarchies are and how they work.

Besides, some kingdoms and empires need high crown authorities to survive in 769/867 AD. If they have to wait for two centuries before they are able to get them, it makes for strangely restrictive gameplay.

Restrictive? I think challenging.


Anyway I am happy they are adding viceroys as I don't like using vassal Kings for some people for role playing purposes. Viceroys are a nice compromise.
 
Something tells me that Byzantium will still be the High Crown Authority, High Centralization, Primogeniture BPCB (Big Purple Cataphract Blob) we all know and love/hate.
 
So, we won't be able to have high and absolute crown authority in early game and have to research them? That is absurd.
Doesn't necessarily mean no one will have it, just that you can't switch to it without the tech. Similar to how it's already with succession and CA, where there are low CA realms with primo, even though you can't switch to it.
 
The second danger of being over the limit is that when your ruler dies, there is a chance of any vassal simply becoming independent instead of swearing fealty to your heir. The risk of this happening increases the higher over the limit you are. Vassals who are geographically more distant from your capital are the ones who are most likely to declare independence.

Is this calcuated from the father's perspective or the son's? Imagine I got Jerusalem in a crusade as France, and I ship off my son to govern a duchy there, and I have too many vassals, there's a chance I end up with most of France and the Jerusalem dutchy, but without the rest of Jerusalem's land?