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Doomdark

Chief Creative Officer
Paradox Staff
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Apr 3, 2000
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It's time again, to fan the flames of speculation, chagrin and wonderment!

This week, I'll speak of buildings. In Crusader Kings, as you probably remember, you could build improvements in your counties; things like a library, a road network or money lenders. These would unlock as technology advanced in the county, and, once built, would improve stuff like taxation, defensibility and levy size. Crusader Kings II, not to be outdone by its predecessor, has a very similar system, except you do not build improvements per county, but per Holding (i.e. the baronies within a county. In Crusader Kings II, your Demesne does not consist of a number of counties, but of Holdings.)

You can click on any Holding in the game to inspect which improvements it has, the size and composition of its levy and garrison, its fortification level and its base tax. If the Holding is part of your own demesne, you can build new improvements there (if any are available and you can afford them.) Castle, City and Church type holdings have different sets of buildings consistent with their role (remember, for example, that Cities are burgher dominated, rich, with sizable ship levies, and so on.) Not only that, but many cultures have their own slightly different sets of buildings. Thus, some Mongol Castle improvements will increase the number of Horse Archers, whereas the corresponding German type would increase the number of Knights.

Another nifty feature of the Holding View is that you can change the name of the Holding if its lord is your subject - this has no effect on the gameplay, of course, but it's still fun (especially in multiplayer.) Naturally, you can also rename counties.

Crusader_Kings_2_DevDiary_111013.png

That's all for now. Until next week!
 
Will we be able to choose which Holding serves as our capital, or will it default to the richest holding similar to the first game?

Also, how will the game handle naming new holdings? Will it have unique suggested names for us, perhaps using context like the county name + a set of culture specific generic town suffixes (like 'ville', 'shire','field' for English)?

You can move your capital at will (with a cooldown.) The names are all prescripted, eight per county.
 
I read somewhere that your demense can be in counties you do not own. How are taxes/scutage/troops solved in that case? Let's say I'm the HRE and the count of Holland is my vassal and I own a castle in the county of Holland. Does the count of Holland receive taxes and troops from my holding?

No, he does not, but he will not be happy with the situation.
 
"Base tax" - what does that mean? Base tax as in EU3?

Well, similar at least. It's just the income that the Holding provides, nominally.


Is the levy type connected to the building, the province culture, or the holder? If a mongol horde ends up conquering syria, will the buildings change to mongol instantly? Or will the mongols suddenly end up with arab-style armies instead of horse archers? If so, how do you change it to your own type of levy?

If I go crusadin' and grab a mongol province (perhaps one of the syrian ones I mentioned), will I suddenly be able to field a horse archer army?

There is a basic levy that everyone gets, but buildings of the wrong culture are automatically destroyed under certain conditions.
 
Will it be possible for certain holdings be tied to higher titles? For instance can the lordship of Constantinople be tied to the title of the byzantine emperor?

No. But it's scripted as their preferred capital.
 
thats all awesome!! i assume events/decisions will change important counties names on cultural changes?
as for the culture thing, are there any differences or benefits say welsh over english? or is it just the big mongol/european/arabic groups thats have special qualities?

It's mostly the big culture groups.
 
Ok that sounds good.

Another question would be: how well can city settlements be fortified? Some, like the aforementioned byzantine capital, had nearly-impregnable defenses, so I hope that it will be possible to heavily fortify cities too and not just castles.

PS Getting more and more excited with each dev diary, I'm really curious what else will be in that game by the time it ships in February.

Cities can also be fortified of course, but not quite up to the level of military Holdings (castles).
 
By the way, since you can only hold castle holdings (you can only hold castles as baronies.. right?), not cities or churches in your demense, what will happen if I end up with a claim to a city/church barony, or revoke a title to gain one? Will it change type, with special building being destroyed? Or is it even possible?

You can have the other types in your demesne as well, but they will not provide their full income.
 
Does the AI cheat (ie. not have to worry about money...)?

No, it does not.

When you're at war, do you lay siege on the county or a particular holding? If someone else owns a holding in your county, how can you capture that holding?

You besiege hostile Holdings one at the time. If someone else has a holding in your de jure county, you have a reason to declare war (casus belli.)
 
So just to be sure, you could theoretically not capture a whole county but still end the war with some enemy holdings of this county under your control?

Yes, but depending on which casus belli you used, you might not be allowed to keep them anyway.
 
It would be nice to be able to decide on your primary title, yeah, and not have to go through something akin to CK1-lameness of granting that title to your primary heir and cheat-killing your current character with "Die" in the console so the heir will get the current titles as secondary ones.

Assuming equal level titles, your primary one is wherever your capital is located, so you can change it by moving the capital.

If we ever get playable Muslims I'm going to be the Sultan of Swing :D

Doomdark used that name as the OE in our EUIII MP once :)