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Goosecreature

Content Design Lead Stellaris
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Mar 2, 2012
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The arduous duty great privilege of writing this week's Dev Diary has fallen to me, and in a desperate but vain attempt to fill Doomdark's shoes, I am here to talk a bit about the various options that are open to pagans when waging war.

View attachment CKII_ToG_DD_03_Prepared_Invasion.jpg

Prepared Invasions
Norse Pagans, or Vikings as they are known to the common man, have the unique ability to launch Prepared Invasions against non-pagans. This undertaking can only be done by small to middling Viking realms, and the target of your invasion can't be too small or too big (it needs to have between 9 and 40 holdings).

The way this works is that you declare your intention to invade a particular realm. This will cost you a lot of prestige (which can be gained through looting, as explained in the previous Dev Diary), and you'll have two years to prepare before going to war. During this time warriors from across the Norse lands will flock to your banner, hungry for loot and plunder. Needless to say, if you fail to declare war before these two years are up, you will lose face.

View attachment CKII_ToG_DD_03_King_Ambition.jpg

Subjugation
Pagans won't shy away from fighting each other, and all pagan rulers may make use of the new Subjugation casus belli. This lets them attack other pagans within a specified target kingdom, but it can only be used every ten years unless your ruler has the new ”Become King” ambition. If you are the victor of a Subjugation war, you will vassalize all lords within the target kingdom.

Pagan Conquest
Pagans can always declare war for control over a single neighboring county, and in addition to this, Norse Pagans may also go to war for any coastal county.

Tribal Invasion
This casus belli can only be used by independent Altaic (Turkish and Mongol) and Magyar pagan rulers, and it targets entire kingdoms in what amounts to massive horde invasions. You may have been on the receiving end of these before, but now you'll finally get a chance to unleash them yourself as you ride in from the steppes to carve out an empire.

View attachment CKII_ToG_DD_03_Peace_Too_Long.jpg


And finally, a few more items that have a significant impact on pagans and how they wage war:

Non-pagans suffer from a significantly smaller supply limit when in pagan territory, which limits their ability to march massive armies towards the heathen homelands at the start of the game. This penalty will eventually be removed as you progress through the Military Organization technologies.

As was touched upon in the last Dev Diary, Norse and Tengri pagans lose prestige if they have been at peace for too long. The Suomenusko, Romuva and Slavic pagans are less focused on offensive warfare and do not have this penalty. In addition, their warriors enjoy several defensive bonuses, especially when fighting in provinces with their own religion.

That's all for now!
 
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still, it does bring up a question though - how will these "warriors from across the Norse lands will flock to your banner, hungry for loot and plunder" be represented? A steadily growing scripted army without maintenance and/or attrition? Or a DOW-onset free scripted semi-random army?

Events will occur continuously where you are granted troops and ships for the invasion as warriors trickle in.
 
Does this means that, when Norse pagans will progressively convert to Christianism (yeah dudes, I don't fear anything! Just look at my dreadfull Frankish face: :mad:) there will be less and less adventurers coming to the European coasts, so leading the Norse leaders to progressively abandon their raids?
As Norse rulers convert, they will stop raiding, yes. If you are a Christian lord, it will certainly be to your benefit if you can make them abandon their heathen ways.

Doesn't that present a risk equivalent to what happened with the republics, this time all along Brittish, Irish, Frankish and German/East pagan coasts?
We want the Vikings to strike at the coasts and sometimes, if they are able, to actually settle down and take the coastal provinces for themselves, as they historically did in Normandy and elsewhere. But they aren't nearly powerful enough to take and hold all the coasts you mentioned, at least not for any significant length of time...
 
I think it is connected to research: technology research got am major overhaul in TOG after all.
It is a genetic trait, so that would make little sense.
Since it is a lightbulb and half the trait icons in the game are puns, it is most likely called "Bright". I imagine it increases Learning and Stewardship by a few points, and perhaps Diplomacy and Intrigue as well.
Though also increasing tech growth a bit is also a possibility, but I don't think having that as a genetic trait would make much sense.
 
He's talking about the Khazar Jews. And about them, Paradox has already said no to it. For one, it's too much content to add in a new religion, for two, it's controversial.
You can murder children. I don't see how including Jews, which historically had a very important role in banking and other areas of trade, is more controversial than that.
And I think most people would be happy having Jews represented via events and possibly some courtiers. Plenty of mods have done similar, so it clearly isn't that much work.
 
Love it!

Not sure about the penalty for remaining in peace for too long, though. Being a Viking was a profession some Norsemen took up, and only some Vikings were conquerors. While generally an excellent warrior-people, most were in fact traders. So I think that penalty should disappear after a certain point.

Plus, I would love to see this tie into the Varangian Guard and Constantinople. There should be an event or something for this, where joining the Varangians (even for a short while) gives you a personal trait similar to 'Crusader'.

The penalty will disappear if you convert to another religion or reform the Norse faith.

And you can expect plenty of new Varangian Guard related events. :)
 
Given the lightbulb, my bet is for the trait to be named 'Brilliant'.
I think "bright" would be more fitting.

Who does the 'you' in the second sentence refer to? That is, do the penalties go away as the pagans' tech increases, or as the non-pagans' tech goes up? I'm assuming the latter, but I could be wrong.
I'd assume the latter, seeing as pagans are referred to as "they".