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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release a buggy bloated mess or a game with a huge budget (and thus a huge risk) and hefty price tag that's already outdated on release after five years of development.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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  • 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

Wet dream right there.
 
Some sort of naval combat system? It's very annoying that you can't do anything when you see an enemy fleet next to your coast.

Do you have any examples for that time-era other then a few ERE (Byzatium empire) ones ?
If ever, it should be high on a tech level only late in game/sophisticated realm.
I dont know any real good reason (historical relevant), besides blockading cities from sea or such.
 
Do you have any examples for that time-era other then a few ERE (Byzatium empire) ones ?
If ever, it should be high on a tech level only late in game/sophisticated realm.
I dont know any real good reason (historical relevant), besides blockading cities from sea or such.

To be honest I don't know what kind of naval battles were fought during the Middle Ages, but surely they did fight some?
 
There are very few games that I would consider buying DLC for, as I am one of those negative people who see most DLC as a waste of money, and publishers ripping off content that should have been in the game in the first place. Your game is not one of those. I find this game intriguing, and for the most part complete. I am sad that I cannot play as a muslim, but to do the research on another culture probably would have delayed this game by more than half a year. I give you the Kudos you deserve, and I would even be willing to buy DLC which coming from me is a rare accomplishment.
 
To be honest I don't know what kind of naval battles were fought during the Middle Ages, but surely they did fight some?

Yes, there are notable examples of naval battles in the middle ages, although it's mostly in the east and Mediterranean. However; there wasn't anything truly impressive or massive in the middle ages, aside from some coastal raiding and what have you. Personally, I think since they bothered to even add ships in, they should add naval combat, though I would have left ship management out all-together and used a system similar to CK1's.
 
Do you have any examples for that time-era other then a few ERE (Byzatium empire) ones ?
If ever, it should be high on a tech level only late in game/sophisticated realm.
I dont know any real good reason (historical relevant), besides blockading cities from sea or such.

http://en.wikipedia.org/wiki/Battle_of_Sluys Was a pretty important naval battle, and the only one i ever really learnt about in History class, but there are quite a few Western European examples.

200 ships a side and 20k casualties sounds pretty impressive to me :)
 
Great. I didnt know there was even a Wikipedia category for this:
http://en.wikipedia.org/wiki/Category:Naval_battles_of_the_Middle_Ages


A problem i see is balancing, as besieging/blockading could be abused and annoying.
Another problem will be simulating river travel, vikings, raids etc. and i think it would be used far more often in the game than in reality.

The whole issue had been discussed in length long before release, but i'm sorry, too lazy to search the appropriate threads.
 
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Please, please, please take great care in how DLC applies for MULTIPLAYER GAMES!. Ideally Someone with te DLC should be able to use it in multiplayer when other players don't have it and not break the game or out of sync it!
Johan explicitly said, months ago, this would be taken care of. If player A has a DLC that enables them to play Muslims, for instance, and player B does not, then they can play together but only player A can play a Muslim power.
 
Hey, I just have one complaint. You talked badly of Hearts Of Iron 3. Ok, the game has its flaws, but for all the haters and bashers there were complaining, not a single one came back to HoI2. You couldn't, the game was so much better IMO.
 
I was a Total War junkie for years...don't get me wrong, I still like to fire up a huge 3d battle on occasion, but the original Medieval game was always my favorite due to the RPG / Character focus. I only discovered the original CK a year ago which I have played obsessively and which led me to this glorious game. Refreshing to find a developer that seems to listen to their players and willing to give a polished well made game that will include much free content and reasonably priced DLC that I will gladly pay for. So much unlike Creative Assembly, who's games become ever more dumbed down cash guzzling worthless DLC machines with flashy graphics and shit for content.

Congratulations, Paradox, on a well made game. This is easily my favorite game ever made. I'm so happy to see a developer / publisher willing to make smart deep games and not surrender to the trends that sheep such as EA, SEGA, and others follow.
 
Naming this DD 'post-mortem' is a bit gloomy! I'd rather say the game was just BORN ;)

but post-natal is generally followed by the actual word depression so it wouldnt be any happier.
While the game is alive and well, the Development is dead, lived out its life and gone on, so id say post-mortem works well as its a dev diary, not a game diary