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The game is released, the reviews are in, and the response so far has been overwhelmingly positive. It's been a long road, and a few of you might be interested to know the dirty secrets of the development process here at Paradox... Also, what we have in store for you in the future. So don't get scared by the wall of text; get comfy, pop a Valium and chill out to the "Tron: Legacy" soundtrack as I tell you the story of Crusader Kings II.

On paper, Crusader Kings II was an 18 month project, the same as Hearts of Iron 3. In comparison, Victoria II and EU:Rome were made in 12 months, and Sengoku eight. With the varying number of team members in different phases of the projects, these figures are a bit misleading but should still give you an inkling of the relative budgets. The idea was simple: take the original Crusader Kings design, cut out the chaff, remake the game in the Clausewitz engine and make it our most polished release ever. (To be clear, we did not port anything from the old code base; we didn't even look at it.) We were very wary of adding more new features than we could handle (*cough* HoI3 *cough*.) Thus, the design document was divided into core, major and minor features. The major and minor features were modular and ordered by priority, so that we could simply start cutting the least important ones if it looked we would not have time to do them properly. In fact, we expected to have to cut some of them, and yes, we thought that some would eventually make good DLC.

Now, there are a lot of negative opinions about DLC among gamers these days. In some cases, it's justified; some DLC material just isn't worth the money. However, I've never understood the argument that "it should have been in the game from the start". Everything should apparently have been in the game, including an onion peeler and a self-aware AI. There are so many obvious problems with long development cycles that anyone should be able to understand that this argument is simply nonsense. It's far better to make a fun and balanced game with all the core features working properly than to either release a buggy bloated mess or a game with a huge budget (and thus a huge risk) and hefty price tag that's already outdated on release after five years of development.

So what did we cut from Crusader Kings II? Basically, this:
  • A medieval style chronicle with annual entries
  • Trade post holdings built by the republics (Venice, Genoa, etc)
  • Hiring ships from the great republics
  • Relics that can be found, looted, and used to build cathedrals
  • Loads of very rare narrative events (like "The Gates of Hell") with multi-generational effects
  • A viceroy/drots/great seneschal council position for each kingdom held
  • Cadet branches of dynasties
  • Adventures - younger sons raising an army and going off to conquer something on their own

Will all these things become DLC? Probably not, but some likely will, and others might be patched in for free (or, well, basically paid for by those who do buy our DLC.) Note that playable non-Christians, republics and theocracies were never planned (though always considered good material for expansions.)

A few areas of the game went off on a tangent from the original design as development progressed. For example, the map turned out much prettier and more advanced than I had envisioned, thanks to the efforts of Tegus (Fredrik Zetterman.) Also, things like the vassal and dynasty trees, the Wikipedia links and the panning map in the lobby (courtesy of Johan Lerström) were not in the design doc. As always, there are also parts of the game that I am not 100% happy with. Plots could be more dynamic and have a better interface, the marriage interfaces are a bit clunky, the general GUI can be intimidating to newcomers and battles are not interactive. On the whole though, it all turned out pretty much as intended.

So, what are we planning for the future? Crusader Kings II will have many major DLC packs that are actually more like small expansions. Every time we release a major DLC, we will also release a major free content patch. I cannot say exactly when we will be adding what, but here are some things you can expect for free in the coming months:

  • Enhanced, more focused Crusades with a "contribution" score
  • Causes of Death
  • Asking to join an ongoing war
  • Lots of more plots and ambitions
  • Events, events, and more events
  • Improved GUI where it's needed the most (plots, marriages)
  • Flexible de jure liege structure
  • More de jure kingdoms

Of course, we will also be fixing bugs, plugging exploits and improving the interface, the AI and game balance. Oh, and unleash some DLC...

Thank you all for the positive response and for buying the game, ensuring that we can keep making the games you want to play. :)
 
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fascinating insights and a great idea to do a post-release dev diary

purely for myself, I think the state of the game on release was awesome & great fun to play. One delight from CK1 was making up your own narrative to loop together the usually pretty random sequence of events that occured, CK2 has some of this, but even better the cause-effect-something happens loops are actually in the game. The best is the annoyance 20-40 years on of some idiot son you exiled, breeding somewhere, and his heir returning to claim your throne.

Its a game you can play in so many ways. Well down the medieval food chain in a region with relatively settled relations, it can be an exercise in family management and low level intrigue. Or you can opt in at a level/place where the game is more about the relations (ie wars and plots) between states.
 
I do appreciate the frank communication with the community and look forward to the usual great support from Paradox.
Considering the way Paradox usually releases raw gems and polishes them to quality, I look forward to see what can be done with a polished base product.
 
I should probably add that I actually thought that the way support for EUIII has been handled is a pretty good model. The way that regular expansions have kept a 5 year old game current is really quite impressive, it's what Guild Wars wished it could do :) ! It will be interesting to see how the new model of support compares.
 
I love you.

Edit: In a platonic way, ofc.
Edit 2: My inner teenage girl would like to stand in font of your office and shriek like she was on a Beetles concert. Fortunately, my outer 35 year old man is very lazy and prefer to just post on your forum.
Which I think you'll agree, is much less embarrassing for all of us.

Thank you for an outstanding game.
 
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I was excited for this, but expected A House Divided to consume most of my paradox gaming. How very wrong I was. Thank you for this phenomenal release, and I'm looking forward to the DLC.
 
Great post. Thats one of the reasons I love Paradox. This relation devs-gamers.

Now.. just give me the Adventures and I can drop all rpgs in my PC.

Oh, and what about making the medieval-style Chronics dynastical instead of annual ? (each time a member dies, for eg, a medieval parchment with the character great deeds rolls on the screen - its an idea!)
 
This game is a jewel, a fantastic example of what I think is key to the Paradox strategy games: letting a player live his own story and build history in as immersive a way as possible. We are a niche, and these games may never be the next COD or somethin', but looking at the games we get and the community, I think we are a very fortunate niche. Looking forward to the new features, both paid and free.
 
Sounds great. Thank you and looking forward to all this.
 
Nope. In 1.03b only Invasion AI have been boosted but vassals fight rebels only after they capture 1 ore more holds(or counties, can't remember). But never before that, so you have to fight each and every rebellion manually.

No, you don't. If I'm busy, and I think my vassals can handle it, I leave them to it. If it's a vassal who could have handled rebels anyway, losing that single holding isn't going to be the deciding factor on if he wins. In my Apulia (now kingdom of Sicily) game, I was leading my armies in Tunisia (jerks thought they could take Sicily back for the Muslims, after I's converted it!). An 850ish rebel stack popped up in Messina. When they'd taken the capitol, my vassal duke (and son) smacked them down for me.

Depends on your circumstances, of course, but rebels in CK2 aren't always an emergency you need to deal with right away, or at all. Even if they capture a whole county it's not usually that big of a deal, if it's not my own demesne.
 
I agree, this sounds great. Thanks for the tale and good luck with the future development. I loved all the cut features and I'm willing to pay dear money to have them developed. My sugestion for a DLC is more focus on technologies, with names for each tech level as in CK1 and more diverse effects than only like a "+1% attack". One more time: Great Job!
 
Some very pleasant perspectives here indeed, maybe this thread could be stickied for a while seeing that it had already fallen on page three only four hours after the last post was made.
 
Awesome. If one there is two things that paradox shines through brighter than the rest. Is that they make the most amazing games and that they actually talk to their customers like if they're normal people, and doesn't just hide stuff in case it could make people angry.

Infact I would pay between 5-10 euroes for stuff that got cut. Especially with the events. It might seem minor. But long events with a story to tell you makes me just glee with happyness!
 
Who said honesty didn't pay off? Seriously, this is the best PI game that I played (sadly, I have other things to do, like school).

I'm expecting the "Flexible de jure liege structure" as I would really like to see if you could handle multiple vassalage, plots and mariage are a must and sons personal adventures are very interesting. I would also like the entire timeline covered with the wars and events of the era (which is a difficult thing to ask) but you are right. If you couldn't have all those stuff, you were better by releasing only what was WAD. I hope you will do the same thing for your future games and... keep up the good work!
 
Lately, I've been finding it hard to spend any significant amount of time on games. Between a busy work schedule and family life, games just don't do it for me as much as they used to. CK2 is the first game in a while that has really captured my imagination and desire to work at learning its nuances. It's an incredibly polished game and I'm happy to see that it has been receiving excellent reviews and (hopefully) garnering a healthy amount of sales for PI.

As for DLC, I don't really have a problem with it when it comes from a good developer/publisher. As an old school gamer, the thought of paid DLC can rub me the wrong way at times but, in this case, PI clearly put a lot of effort and thought into this game, so any DLC is welcomed because I know it will be more than superficial fluff.

Kudos on the successful release and great game.
 
I really like the ideas of a yearly chronicle and the cause of death additions, as well as anything that would add to plots or ambitions (seems like when you're a king the only thing you can plot is your wife's death; would be nice to plot for rival kingdoms or assassinations of 'unruly' vassals. Maybe an ambition for an elderly ruler to go on a Crusade or make good with their Pope, as they're getting on in years and want to make it into Heaven).

This game is, in my opinion, already fantastic. So any DLC is icing on the cake (and all cakes are better with icing). So you can mark me down for purchasing the DLCs, as long as they bring something new and entertaining to the game. Whether it's expanded gameplay or (my personal hope) adding to the story of your Dynasty with cadet houses, more narrative moments, and more ways for the characters to interact with one another.

Some other ideas I'd LOVE to see implemented:
- Ability to create your own empire (once you have three or so kingships).
- A relationship bonus that extends throughout your dynasty; sure having the King die and the prince take over is unnerving, but if that family has ruled for 200 years, I feel that the stability of a continuous monarchy would keep people happy. (Could also be a negative bonus if the family has a history of Tyranny and oppression).
- Ambitions and plots against your vassals; seems the plots/ambitions system only works looking up.
- More details as to WHY a marriage is 'undesirable' seems next to impossible to marry off my daughters and second sons (even heirs sometimes) to characters of equal rank. Are they afraid I might use them to invade? Are they worried about my enemies becoming theirs? Is their princess already betrothed? I feel France would jump at the chance to marry me into their war with the Holy Roman Empire, but they want a 'more desirable marriage', Who are they waiting for, the Pope?

Thank you for an excellent game. This is what I've wanted to see in strategy games for a while; underlings with names and power struggles within nations. All the intrigue makes the experience more thrilling and entertaining to play.