• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Hi all! I am Karolus Magnus, programmer at Crusader Kings II. Now is finally the time for my first dev diary! Today I will be talking about the Silk Road and Raiding Adventurers.

With Horse Lords we are adding in an addition to the trade system which is the major trade route of the Silk Road that stretched all the way from Cathay to the Italian States. It does not require you to be a Patrician or Republic however to utilize this system. As long as you own the provinces yourself you are allowed to build Trade Posts along the trade route no matter what government form you are. You can upgrade these trade posts to make the Silk Road worth even more.

dd_trade_post.jpg

However the Silk Road is much more dangerous to deal with than normal coastal trade posts as it relies on safe passage through land. If a war breaks out and a part of the trade route is caught in the conflict, the trade will be cut from that province and onwards for that branch. The trade will instead go through any other branch and result in them receiving more of the trade than they normally would. The Silk route can be viewed from the Economic mapmode but also in more detail from the Trade zone mapmode.

dd_trade_route.jpg

Next feature is Raiding Adventurers. This system was made to better represent the Normans in Northern France and Sicily in how they settled in foreign land. It is also used for nomads who lose their home. The Germanic raiding adventurers spawn with ships, but even nomads who do not get ships can travel far, as these raiders unlike others can raid in any province (except the provinces of the one who conquered your home lands).

Raiding adventurers will use the money they gain from raiding to recruit more troops, and when they have grown to a certain level, they will try to become landed. A ruler can offer to settle these raiding adventurers, giving them coastal or border provinces. They might however refuse to be settled if they do not like the lands that you are offering. Ambitious raiding adventurers will usually not be settled unless they are given a duchy. If no such offer is made however, they will eventually start a war on one of the rulers they have raided, targeting a duchy.

dd_settle.jpg


The same Settle Adventurer interaction can be used to settle the dynamic mercenaries we already covered, if you have managed to make them your friend. Settled raiding adventurers will become Feudal or Iqta depending on their religion, and also be disinherited from the nomad realm from which they came from.

One of the benefits of settling a raiding adventurer is that the provinces that are given away will be blocked from raided again in the near future.

dd_settled.jpg

Raiding adventurers that do not spawn from being conquered as well as dynamic mercenaries will get the Adventurer trait that makes the character much more ambitious and military capable. So even if they give you several benefits to settle, they can become dangerous for your future generations.

dd_adventurer.jpg


That's all for this week! Next week we are going to go through map and culture revisions and new events!
 
Not sure if someone asked this before, but will all nomads (and perhaps even tribals) have the hungarian-style Adopt Feudalism (one that abandons your nomad/tribal holdings and makes you feudal)?

I feel this would make Germanic Prepared Invasions actually viable instead of useless.
 
  • 1
Reactions:
I hope the nomads on the steppes do not have an option to feudalize, as it would make no historical sense whatever. But it should be much easier, even unavoidable for nomads who have strayed too deep into sedentary lands to become settled feudal folk. This isn't really a matter of administrative reform as it's pictured in EU4, rather it's a matter of an entire nation transitioning from pastoral nomadism to a farming lifestyle. The geography of the steppes didn't really allow for such a transition to occur, not before the early modern agricultural innovations in the 1500s at least.
 
Last edited:
  • 1
Reactions:
I hope the nomads on the steppes do not have an option to feudalize, as it would make no historical sense whatever. But it should be much easier, even unavoidable for nomads who have strayed too deep into sedentary lands to become settled feudal folk. This isn't really a matter of administrative reform as it's pictured in EU4, rather it's a matter of an entire nation transitioning from pastoral nomadism to a farming lifestyle. The geography of the steppes didn't really allow for such a transition to occur, not before the early modern agricultural innovations in the 1500s at least.
It was stated that as part of feudalisation you had to abandon all your steppe provinces to another clan. So it would not be profitable for steppe based factions to feudalise.
 
The things is that with those 1000 years, it will be impossible to have the kind of events that fired in 476 modelled in the same way as those that fired in 1066. I'm not talking about how things evolve (and even that will not be accurate as the tools that the rulers and people of the time had won't be accessible due to using the 1066-system), I'm talking about the base mechanic present before you even unpause the game. The core.

Ah right, so in effect even if you were able to say lump on a later mod with your earlier one your saying saying the game will just be to unbalanced?
 
Ah right, so in effect even if you were able to say lump on a later mod with your earlier one your saying saying the game will just be to unbalanced?
Unbalanced, yes, but unaccurate and weird is more approporiate. Having different bookmarks for completely different periods, 476 and 1066 for instance would require completely different core game mechanics.
 
  • 1
Reactions:
I hope the nomads on the steppes do not have an option to feudalize, as it would make no historical sense whatever. But it should be much easier, even unavoidable for nomads who have strayed too deep into sedentary lands to become settled feudal folk. This isn't really a matter of administrative reform as it's pictured in EU4, rather it's a matter of an entire nation transitioning from pastoral nomadism to a farming lifestyle. The geography of the steppes didn't really allow for such a transition to occur, not before the early modern agricultural innovations in the 1500s at least.

Arguably the Khazars were well on their way to feudalizing before they were destroyed by the Rus'.
 
Sorry I was a bit unclear about that. They will get the Kingdom of Hungary if settled in the Carpathian basin only. What I meant was that even if a nomad should in some cases get a duchy when becoming feudal, they will always get the kingdom if it is in the Carpathian basin.

Not all provinces change culture. But some do. The capital will change culture, and a number of provinces depending on your civilian population will as well.
Will the culture change happen before or after the New Administration province modifier is applied?

I did some further investigation and I was wrong with the diplo range. That has not been changed. But the troop-spawning effect has been improved so if the location is invalid when spawning a unit, it will try to find another unit owned by the same character on the map and spawn them there.
Will this also apply to decadence revolters? Currently, it is possible for them to hire mercs, which end up spawning at ANY/ALL, resulting in the revolt lasting for decades as they have troops that cannot be engaged.
 
It was stated that as part of feudalisation you had to abandon all your steppe provinces to another clan. So it would not be profitable for steppe based factions to feudalise.

OTOH wouldn't that depend on the region they end up in? In a developed region nomads should be more tempted to settle down, than in a less developed region.
Not to mention that, didn't certain tribes end up settling elsewhere, because they lost their position on the steppes.
 
Last edited:
  • 2
  • 1
Reactions:
OTOH wouldn't that depend on the region they end up in? In a developed region omads should be more tempted to settle down, than in a less developed region.
Not to mention that, didn't certain tribes end up settling elsewhere, because they lost their position on the steppes.

I think it means you can't feudalise when holding just steppe provinces.
 
  • 1
Reactions:
It was stated that as part of feudalisation you had to abandon all your steppe provinces to another clan. So it would not be profitable for steppe based factions to feudalise.
Depends on the territory. My Khazar realm could really use the Byzantine heartlands as a new bastion of the Jewish faith.
 
I hope the nomads on the steppes do not have an option to feudalize, as it would make no historical sense whatever. But it should be much easier, even unavoidable for nomads who have strayed too deep into sedentary lands to become settled feudal folk. This isn't really a matter of administrative reform as it's pictured in EU4, rather it's a matter of an entire nation transitioning from pastoral nomadism to a farming lifestyle. The geography of the steppes didn't really allow for such a transition to occur, not before the early modern agricultural innovations in the 1500s at least.
Well the steppes can be feudalize if a feudal or tribal power takes steppe provinces and manage to convert them. Then again since those'll be steppe I'm guessing those holding will be burned down and return to nomadic soon enough.
 
is adding of silk road prelude to have complete inland trade republic/prov specific resources giving bonuses (gems/gold for money, superior horses for cavalry bonus, rare wood for building/money/ships ....etc).
 
is adding of silk road prelude to have complete inland trade republic/prov specific resources giving bonuses (gems/gold for money, superior horses for cavalry bonus, rare wood for building/money/ships ....etc).

There isn't really any way for us to tell unless a Dev admits that. We can hope but there is no guarantee that it will ever happen
 
  • 1
Reactions:
There isn't really any way for us to tell unless a Dev admits that. We can hope but there is no guarantee that it will ever happen
Well if the conditions to build the Silk Road posts can be modded, one could set up new minor roads in the other regions and mod in a custom government to somewhat represent an inland republic, I suppose.