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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!
 
Am I assuming correctly that Viceroys will be in the DLC, not in the free patch, and thus elevating the DLC to something that actually introduce more features that improves gameplay?

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.
 
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.
So there are still no new features in the DLC, thus no reason to buy it?
 
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.

Why would they be so "necessary"?
From what I understand, there's not much difference between a feudal vassal and a viceroy, except that you get to nominate the successor. They still count for the vassal limit, and "compress" demesne under them the same as vassals. So while they'll probably be easier to manage, they don't seem that crucial to realm management to me. Have I missed something?
 
Well you kind of need to give king-level titles now, be it a kingdom or a viceroyalty. I'm guessing that viceroys won't have the -25 vassal king opinion penalty. Also you can appoint content viceroys every single time one dies so basically they are always happy. Having an ambitious vassal king can be a hassle if he's strong enough. With viceroys it's not going to happen.
 
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Why would they be so "necessary"?
From what I understand, there's not much difference between a feudal vassal and a viceroy, except that you get to nominate the successor. They still count for the vassal limit, and "compress" demesne under them the same as vassals. So while they'll probably be easier to manage, they don't seem that crucial to realm management to me. Have I missed something?

How do we mod viceroys in the history files if they are DLC only...? And viceroys are a crown law... A crown law DLC only...?
 
So, viceroyalties are a lot like LoR's retinues: convenient, easy to use(maybe too easy), but not really necessary. Very likely that they are DLC-only material, then :)

How do we mod viceroys in the history files if they are DLC only...? And viceroys are a crown law... A crown law DLC only...?
Viceroys are automatically converted to vassals when the files are read at the start of a DLC-less game? And the crown law requires the DLC to be issued. Ugly, but not so different than the Retinue Tab always showing 0 Max without LoR.
 
Why would they be so "necessary"?
From what I understand, there's not much difference between a feudal vassal and a viceroy, except that you get to nominate the successor. They still count for the vassal limit, and "compress" demesne under them the same as vassals. So while they'll probably be easier to manage, they don't seem that crucial to realm management to me. Have I missed something?

Which means you can make them all content and avoid ambitious ones, highly desirable.
 
Why would they be so "necessary"?
From what I understand, there's not much difference between a feudal vassal and a viceroy, except that you get to nominate the successor. They still count for the vassal limit, and "compress" demesne under them the same as vassals. So while they'll probably be easier to manage, they don't seem that crucial to realm management to me. Have I missed something?

Nevermind, you are correct in your judgement. I don't know what I was thinking in reality. It does not exclude continuous expansion.
 
Paradox is no fool Viceroy and regency is in the dlc. Which I perfectly fine with.

Regencies are confirmed for the patch I think... ;)

So, viceroyalties are a lot like LoR's retinues: convenient, easy to use(maybe too easy), but not really necessary. Very likely that they are DLC-only material, then :)


Viceroys are automatically converted to vassals when the files are read at the start of a DLC-less game? And the crown law requires the DLC to be issued. Ugly, but not so different than the Retinue Tab always showing 0 Max without LoR.

You know that the Devs disliked that retuines are DLC only? Why should they do the same thing again?
 
Regencies are confirmed for the patch I think... ;)



You know that the Devs disliked that retuines are DLC only? Why should they do the same thing again?

you know all the cool features can't be in the patch they did that with legacy of Rome It was a Shallow DLC because of that. I can bet money tribal mechanic Going to be in the DLC too.
 
you know all the cool features can't be in the patch they did that with legacy of Rome It was a Shallow DLC because of that.

I don't want all features in the patch... But Viceroys looks more like a patch feature because it would be similiar to retuines... ;) And no Legacy of Rome wasn't bad because to much features were in the patch...
 
You know that the Devs disliked that retuines are DLC only? Why should they do the same thing again?

Were I to hazard a guess, I'd say "because the commercial branch of the studio tells them to".

But, no, I wasn't aware that there has been explicit criticism from the devs against the DLC-only retinues. Good to know, there might be hope then :)

you know all the cool features can't be in the patch they did that with legacy of Rome It was a Shallow DLC because of that. I can bet money tribal mechanic Going to be in the DLC too.
In the "Premiere" video, I believe it has been mentioned that tribal mechanics are technically in the patch, but since the later start dates won't see many tribal realms around, it won't be as noticeable without the DLC.
 
Were I to hazard a guess, I'd say "because the commercial branch of the studio tells them to".

In the "Premiere" video, I believe it has been mentioned that tribal mechanics are technically in the patch, but since the later start dates won't see many tribal realms around, it won't be as noticeable without the DLC.
If you have the Old Gods it would still be noticeable.
 
These changes sound awesome! The only thing I'm a little apprehensive about is having Diplomacy affect your vassal limit. In my games at least high Diplomacy is already very useful - this change makes Diplomacy even more of a go-to skill. How about making use of Learning - either have the limit tied to that or the average of Diplomacy and Learning.