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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.

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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.
 
WHAT? Impassable provinces unless the fortress is siwged? I assume this only applies in lands hostile to you, yes?

Also does the fort not "having levels" mean forts haven't buildings?

And as I asked before, if a province changes owner (i.e. A county changes count) either by succession, usurpation, or event, does the fort automatically changes owner, is it destroyed or what else?

And, to apg, in my experience overlapping continents might cause misbehaviours when scoping to/ executing commands to them.
 
A fort with building would really really be no diffrent from a castle.
 
Oh I think I somehow I think there came a misunderstanding in reference to forts. Yes you can walk past them. My no was in reference to about how you get prickled by a hedgehog. Actually pet hedgehogs don't prick you, mine at least want to cuddle with you all time.


PS: Also forts are perfectly scriptable, just like any other holding.
 
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Oh I think I somehow I think there came a misunderstanding in reference to forts. Yes you can walk past them. My no was in reference to about how you get prickled by a hedgehog. Actually pet hedgehogs don't prick you, mine at least want to cuddle with you all time.


PS: Also forts are perfectly scriptable, just like any other holding.

Dang... I got my hopes up and everything. Only Secret Bears will remedy this. :p
 
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Oh I think I somehow I think there came a misunderstanding in reference to forts. Yes you can walk past them. My no was in reference to about how you get prickled by a hedgehog. Actually pet hedgehogs don't prick you, mine at least want to cuddle with you all time.


PS: Also forts are perfectly scriptable, just like any other holding.
While I still don't approve of forts have you considered having lower hostile supply limit in provinces with forts? To represent that the troops stationed there will be raiding enemy supply lines?
 
Oh I think I somehow I think there came a misunderstanding in reference to forts. Yes you can walk past them. My no was in reference to about how you get prickled by a hedgehog. Actually pet hedgehogs don't prick you, mine at least want to cuddle with you all time.


PS: Also forts are perfectly scriptable, just like any other holding.

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What is it with all the mad max pictures?
 
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Im a little obsessed right now, dont judge.

I like Mad Max....
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... as long as you stop referring to my posts as mediocre....of course....
 
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Great news about the addition of forts, now the player now take the war to the pagan regions of the map and via the supply line forts would provide, not lose all their troops to either General Mud or General Winter.

When I saw the disabled trade post holding on the Münster province screen, I was thinking that perhaps the upcoming DLC will feature inland republics among the other locked features. I could be wrong though, and it's a sign of something else.
 
so what can the forts do related to a possible CK2 DLC ?
probably a military change. Maybe something related to retinues ?

anyway good DD even if lacking contents I think. But we shall see enough content soon enough

(also sad to see "west african region" - hints that west africa wasn't changed :()
 
@Groogy: Now that there's another holding to siege, have siege speeds been rebalanced? One of the issues with the late game is that due to high technology, it could take years to siege one holding within a county without assaulting.

How does destroying forts affect war score? Are there certain CBs where destroying forts nets you more war score or is chasing around the enemy stack and sieging down the target's counties still the way to go?
 
Will we be able to mod things with respect to regions? Specifically, I'm thinking whether you can have cultural unit buildings be specific to regions rather than culture, if you wanted, so that, say, everyone in India could build Elephant buildings if they wanted, but no one outside of India?
Or region wide plagues...
 
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Seems like that is indeed the case. And it seems like it will be the new obvious way of waging war against Nomads. Capture a province, built a fort, move on. Creating a supply line safe zone to march through

Makes sense again non-nomad tribals (say Slavs) but seems pretty dubious against steppe nomads or desert Bedouin/Tuareg.
 
Silly Groogy, we have tigers in Poland! :rolleyes:
in zoo

well...you "had' tigers in poland. The first ones were spotted around 1942 :p
 
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