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Hello everyone! So finally we address the Elephant in the room, specifically the War Elephant in the upcoming Crusader Kings II: Rajas of India expansion.

When making an expansion based on India we simply couldn't ignore the elephantry that they fielded. These giants will help your Indian rulers to conquer and stampede over any opposition you face, being the heaviest cavalry you can field in Crusader Kings 2. These beasts of war will be mostly available from retinues but there will also be cultural buildings that will produce them for you. They will only exist in very limited numbers compared to other troop types but will have a devastating effect on the battlefield during the melee phase. The Indian general that makes sure to use his unique set of tactics available for these units will without a doubt be victorious.

We also fixed so that the Arabic cultures can field their own camel warriors to face the heathens with.

View attachment ck2_2.png
Showing off their mighty War Elephant Retinues

The old troop type system was very limiting, not allowing for a lot of creativity, and we had nowhere to place the new war elephants in the user interface, it was already over-crowded with the other troop types. So what we did was remake the Horse Archer with a fully script-able troop type known as Special Troops. These now represent Horse Archers, Camel Warriors and the mighty War Elephants. It will be even possible to field Camel Warriors and War Elephants in the same army in your grand pan Arabic-Indian Empire if you so desire. The most important thing is that now modders can utilize this to make their mods even more diverse and interesting, allowing them to add troop types ranging from Wizards to gunpowder troops.

View attachment ck2_3.png
The breakdown of special troops, everything is quite similar to
before except for the numbering of the horse archers.


What is the actual difference for the modders from the previous system then? Well Korbah made an excellent diagram he posted on the beta forum which I am going to borrow from him.

View attachment hkjhkjh.jpg

Previously the troop types were hard-coded in place which gave very little option with what you could actually do with them. Each regiment always had six entries: Light Infantry, Heavy Infantry, Archers, Pikemen, Light Cavalry, Heavy Cavalry and Horse Archers. This meant an army would always consist of a composition of these troop types. The new system removes the Horse Archers and replaces it with the special troop type, meaning it can be anything and every regiment can have a different composition of troop types and still function as a unified army. The only limit on this is that a regiment can only have one special troop type, so one holding can not produce several different special troop types and mercenaries and retinues can only have one special troop type assigned to them.


With the India expansion the world grows immensely giving us a good opportunity to add some common tactical problems that commanders of the time faced. First we gave the Indian subcontinent the jungle terrain type which will harshly increase your attrition and defense bonuses. But the other problem is supplies, it won't be a simple task to just walk across all of Europe with every single soldier you started with alive. You will now have to combat starvation as you march far away from your home. This means that Norse Vikings armies will have starved to death before even reaching India.

How it works is that while you are nearby your realm or your top-liege's realm your soldiers will fill up on supplies to keep themselves fed. These supplies will always last for 31 days. When they step too far away into neutral territory they will start to starve for supplies and have a ticking attrition that goes up slowly for each day. A good martial leader can of course counter-act it to a certain point. When you do finally reach the enemy territory, the troops will start foraging from their surrounding area to keep themselves supplied. The foraging builds on the pillaging from the loot bar except it goes a lot slower. When the soldiers can't take more from the loot bar they will start to starve again in 31 days. This will balance the rulers of Europe to invade their neighbors instead of happily jump over the Egypt and start carving their piece of India. Instead they will have to put a bit effort into it if they want to actually reach India.

So yes we will see a Norse India eventually, but it will be quite an achievement.


There has been some big issues with what people have dubbed "North Korea Mode", making the game way too easy to play and removing the entire feudal point of the game. So we have made playing this way a lot less rewarding by reducing the amount of levies and income they actually get from doing this. It is of course still completely possible to play like this if you still want to, but you will be a bankrupt France with only 400 troops while the strong HRE will be raising a lot more troops than that. Small counts and dukes who go over their demense limit just a little bit will be a bit penalized but not to the same degree.

Bonus: Crusader Kings II: Rajas of India Interview with Project Lead Henrik Fahraeus
http://news.softpedia.com/news/Excl...ith-Project-Lead-Henrik-Fahraeus-429067.shtml
 
Will West Africa also get Jungle terrain?

West Africa hasn't even got functioning mechanics so I doubt it.

Really like the idea of Special Units. And if there isn't an M1 Abrams mod (including bankrupting fuel costs) running within a week or two of this expansion; someone is asleep at the switch.:p
 
Greeks would probably get a Kataphractoi special unit.
I have doubts that they'll introduce special units that can represented by the existing LI/HI/LC/HC unit types instead. It's more that both light and heavy cavalry retinues need some serious rebalancing (for example reducing the bonuses they get to +30%). Same goes to longbowmen.
 
Been busy with the Eu4 mp but I will try to answer as many questions as soon as I possibly can. I will start with this one.

Will land you control via siege count as 'your' land for supply purposes? So you could strategically siege a supply rout through enemy territory?

Yes, any holding controlled by you or your top liege count as in supply. After won siege, the holdings count as controlled but not owned.
 
I wonder does this mean certain cultures can get more than one type of special unit, only they have to choose which to specialise in in the holding menu.

In vanilla, no but it would be moddable to do.
 
I was wondering, how will the new special units be accounted for when it comes to combat mechanics? If I'm not mistaken, certain tactics fire when certain compositions are achieved within a flank. Will there be new tactics featured to accommodate the new unit types, and if so, will tactics be moddable in case a special unit does not exactly fall into an A/LI/HC/HA/LC/P category?
 
Instead they will have to put a bit effort into it if they want to actually reach India.

From the read it just seems like a player can take his army from Scandinavia to India with no problem just by making sure they stop to forage every now and then?
 
Been busy with the Eu4 mp but I will try to answer as many questions as soon as I possibly can. I will start with this one.



Yes, any holding controlled by you or your top liege count as in supply. After won siege, the holdings count as controlled but not owned.

Just so I understand this, I could with a smaller army cut off a larger one and watch as attrition destroys it?
 
I do have a few concerns about the new attrition system.

First off, since boats are faster than travelling by foot, this increases the relative force-projection power of the Norse, who can take shortcuts through rivers, and thus get places faster and take less attrition.

Second, unless armies taking starvation attrition cannot be reinforced (and to a lesser extent, even then), it seems like an indirect (and possibly unintentional) buff to reinforcing units (retinues, mercenaries, and holy orders) and nerf to non-reinforcing units (event armies and levies). Assuming they they're allowed to reinforce while taking attrition, reinforcing units will be able to go farther before taking appreciable amounts of attrition and recover from it once they get to their destination.
 
From the read it just seems like a player can take his army from Scandinavia to India with no problem just by making sure they stop to forage every now and then?

Sounds good enough to me. You're still taking a risk by stopping in the middle of an empire to pillage stuff, and you might also run into large armies if you cross countries that are at war.
 
I do have a few concerns about the new attrition system.

First off, since boats are faster than travelling by foot, this increases the relative force-projection power of the Norse, who can take shortcuts through rivers, and thus get places faster and take less attrition.

Second, unless armies taking starvation attrition cannot be reinforced (and to a lesser extent, even then), it seems like an indirect (and possibly unintentional) buff to reinforcing units (retinues, mercenaries, and holy orders) and nerf to non-reinforcing units (event armies and levies). Assuming they they're allowed to reinforce while taking attrition, reinforcing units will be able to go farther before taking appreciable amounts of attrition and recover from it once they get to their destination.

After the 2.0 nerf mercenaries, retinues and holy orders are WAY more important than levies, and I'm wondering whether this is going to make them even more so?

You can only forage in enemy territory.

If they're set up to raid the territory they enter immediately becomes enemy territory. :)
 
This supply system seems good. Not too complicated but gets at the crux that an army had to stay on the move in enemy territory.

I wonder though how it will interact with sieges. 31 days isn't enough time to take a castle. Is it supposed to be obligatory to assault? Are siege times going to be reduced to compensate for the extra casualties?
 
Whoa! So much rage because one exploit will be removed. I once tried steamrolling in NK mode and immediately had bad conscience for what I did...

Exploiters' logic: "FEUDALISM IS BROKEN, NK MODE JUSTIFIED."

Hopefully at some point they'll also patch money farming exploits :D

PS. Great dev diary, Groogy! :)
 
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