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So that time of the week again and its time for me to make something up to write about. Today I decided to talk about regions and forts, two new concepts in Crusader Kings II.

First, regions isn't something that is going to affect you directly but it works somewhat like how it have done in the Europa Universalis Games. It's an area on the map that denotes a region with a name and it's mostly used to improve on our localization of things, such as hunting for tigers in India or hunting a deer in western Europe. So no longer will you find Tigers in the woods of Poland if you manage to move your capital of your Indian Empire out of the subcontinent. You can see these regions by opening up a province and click on the new region icon to get an outline of the region. It's also possible to search for regions in the old title finder.

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Next is a gameplay feature you will actually interact a bit more actively in. It's called forts which is an additional type of holding you can build in provinces next to the normal ones and trade posts. Because of this we had to extend the province view with a window you can open and close which will show "extra holding slots" which will contain the trade post and fort slots. The fort can be built anywhere from your own territory even enemy provinces that you have under your control. Their biggest advantage is that they are fortifications that you can build up really fast and very cheaply. The main point of them being to let you build up a region as your march towards a big neighbor which will let you slow down their advance but at the same time let you set up forward positions in the enemy territory.

ck2_12.jpg


They do have some added bonuses though beyond that, for instance in Tribal land where you have the homeland attrition bonus, that bonus will be removed from the province as long as you have a fort there to supply your troops with. There is also a feature for the forts that is too related to the expansion so I can't delve into that any deeper.


And again here's some more random changelogs
- Fixed crash when a war is invalidated because of no defender
- Fixed the "hostile against everyone" bug
- Fixed bug where the AI would keep their units attached to characters they no longer participate in a war with.
- Added alert for having high prio minor titles available to grant.
- Fixed various provinces in India that had no rulers scripted for some start dates.
- Monks and other people living in celibacy will no longer try to arrange stealth marriages if ruled by a patrician.
- Defensive religions now properly also give defensive modifiers for Camel Cavalry and Elephants.
 
Hang on a second, trade posts inside the extra holding window?

Will we finally have a trading mechanic which is not restricted to veneza/republic DLC?
 
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What about making attrition on the steppes extremely harsh for a foreign conqueror who hasn't built a fort? Like, I just want anything to stop those stupid Greeks from conquering Samarkand by the year 1000.

And regions which have poor ground water availability shouldn't have forts available, because you can't built a castle if you don't have a well. This is actually very important in regions like the Middle East.
 
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Hang on a second, trade posts inside the extra holding window?

Will we finally have a trading mechanic which is not restricted to veneza/republic DLC?

If you look closely enough you will see the button is disabled.
 
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How about cultural buildings vs regions?
I mean Camel archers look silly in Finland, even if it has bedouine ruler.
 
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What about making attrition on the steppes extremely harsh for a foreign conqueror who hasn't built a fort? Like, I just want anything to stop those stupid Greeks from conquering Samarkand by the year 1000.

And regions which have poor ground water availability shouldn't have forts available, because you can't built a castle if you don't have a well. This is actually very important in regions like the Middle East.
I agree on the increased attrition on steppes. It's wierd that when invading slavs you lose people like crazy but if you invade tengri you can march you doomatck around fine.
As for the middleeast thing, there should really be a summer attrition period there like the winter one in the north.
 
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How about cultural buildings vs regions?
I mean Camel archers look silly in Finland, even if it has bedouine ruler.
Perhaps we'll have several cultural retinues so that some can be region limited?
 
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First, a question: with the changes shown in DD #2 about targeted province decisions (A.K.A "Change capital holding"), will the county titles be seperated from their capital barony title? Will a character be able to hold a county title without holding the capital barony?

Second, a suggestion: with the additions of forts (plus the DD #2's targeted province decision), I think the addition of a command allowing us to choose what barony to siege would be awesome. A province being a rather large chunk of land, I find it rather illogical to have to siege it in a specific order. Say I'm at war with a character who owns multiple baronies in one county, I'd like to siege his holdings before his vassals'. Or if I'm playing a raider, I'd find it more profitable to target cities and trading posts than castles.

Well, that's about it. Thanks for your time. Awesome work.
 
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Fort Holdings are removed when the participant leaves the war, unless the Fort Holdings are in provinces they own themselves (a.k.a. in lands they took from signing a peace deal). They are also destroyed whenever they are sieged down.
Is that all forts are destroyed at the end of the war even those in your own territory? Can they also only be built during wars? Then it doesn't seem all that ahistorical any more.

Because, as the earliest model for the eu4 fort mechanic shows, the local keeps in the hands of the feudal lords are the permanent fort structures in the ck2 era, and the early eu4 one. In fact the ring fort is the cradle of the feudal system. You icon for several cultures castles is quite obviously a ring fort.
 
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Well tribal lands would have a lot more undeveloped forest, grassland and bogland which would increase attrition. It would be also much easier to defend. If they establish a rule where you cannot move beyond a fort with a province in it without sieging it down, it could be the case for tribal homelands too.
 
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Is that all forts are destroyed at the end of the war even those in your own territory? Can they also only be built during wars? Then it doesn't seem all that ahistorical any more.

That or any fort built in a vassals province should cause him to desire controll of that fort.

The question he is answering is specifically about forts in enemy territories and what happens to them at the end of wars. Which you would notice if you re-reads the question ;)
 
Ah, yes... the government parliament from EU4, the fort mechanic from CK2. You are rehearsing the stuff for Rome 2. Keep up the good work.
 
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I sense the use of Level 10000000 forts in the AGOT mod (for provinces such as the Bloody Gate...)

Is that all forts are destroyed at the end of the war even those in your own territory? Can they also only be built during wars? Then it doesn't seem all that ahistorical any more.
No, you keep the forts that are in provinces you control. But at the end of the war, if you have forts in enemy provinces that are not annexed in the peace deal, they are destroyed.

What do you mean? I take a camel to work everyday.
You mean you smoke a cigarette before going to work ? :D
 
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Anyone else getting the impression they are running out of things to talk about that won't give away the topic of the expansion? :D
ye not gonna lie, this one felt pretty bare bones tbh.

"we've made localisation work better". ok ye thats good i guess, but im not gonna buy dlc for that, seems like more of a bug fix to me....

"and we've added forts!" oh cool!, new feature. Give us some details then.

"No"
 
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If you look closely enough you will see the button is disabled.

Do you mean... that it's disabled... for feudal kings?? :D

Can you upgrade forts in a similar way than trade posts? 100ish garrison looks very small for the late game.

Glad to see the good old berserk bug is over (hostile to everyone).
 
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