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The game is released, the reviews are in, and the response so far has been overwhelmingly positive. It's been a long road, and a few of you might be interested to know the dirty secrets of the development process here at Paradox... Also, what we have in store for you in the future. So don't get scared by the wall of text; get comfy, pop a Valium and chill out to the "Tron: Legacy" soundtrack as I tell you the story of Crusader Kings II.

On paper, Crusader Kings II was an 18 month project, the same as Hearts of Iron 3. In comparison, Victoria II and EU:Rome were made in 12 months, and Sengoku eight. With the varying number of team members in different phases of the projects, these figures are a bit misleading but should still give you an inkling of the relative budgets. The idea was simple: take the original Crusader Kings design, cut out the chaff, remake the game in the Clausewitz engine and make it our most polished release ever. (To be clear, we did not port anything from the old code base; we didn't even look at it.) We were very wary of adding more new features than we could handle (*cough* HoI3 *cough*.) Thus, the design document was divided into core, major and minor features. The major and minor features were modular and ordered by priority, so that we could simply start cutting the least important ones if it looked we would not have time to do them properly. In fact, we expected to have to cut some of them, and yes, we thought that some would eventually make good DLC.

Now, there are a lot of negative opinions about DLC among gamers these days. In some cases, it's justified; some DLC material just isn't worth the money. However, I've never understood the argument that "it should have been in the game from the start". Everything should apparently have been in the game, including an onion peeler and a self-aware AI. There are so many obvious problems with long development cycles that anyone should be able to understand that this argument is simply nonsense. It's far better to make a fun and balanced game with all the core features working properly than to either release a buggy bloated mess or a game with a huge budget (and thus a huge risk) and hefty price tag that's already outdated on release after five years of development.

So what did we cut from Crusader Kings II? Basically, this:
  • A medieval style chronicle with annual entries
  • Trade post holdings built by the republics (Venice, Genoa, etc)
  • Hiring ships from the great republics
  • Relics that can be found, looted, and used to build cathedrals
  • Loads of very rare narrative events (like "The Gates of Hell") with multi-generational effects
  • A viceroy/drots/great seneschal council position for each kingdom held
  • Cadet branches of dynasties
  • Adventures - younger sons raising an army and going off to conquer something on their own

Will all these things become DLC? Probably not, but some likely will, and others might be patched in for free (or, well, basically paid for by those who do buy our DLC.) Note that playable non-Christians, republics and theocracies were never planned (though always considered good material for expansions.)

A few areas of the game went off on a tangent from the original design as development progressed. For example, the map turned out much prettier and more advanced than I had envisioned, thanks to the efforts of Tegus (Fredrik Zetterman.) Also, things like the vassal and dynasty trees, the Wikipedia links and the panning map in the lobby (courtesy of Johan Lerström) were not in the design doc. As always, there are also parts of the game that I am not 100% happy with. Plots could be more dynamic and have a better interface, the marriage interfaces are a bit clunky, the general GUI can be intimidating to newcomers and battles are not interactive. On the whole though, it all turned out pretty much as intended.

So, what are we planning for the future? Crusader Kings II will have many major DLC packs that are actually more like small expansions. Every time we release a major DLC, we will also release a major free content patch. I cannot say exactly when we will be adding what, but here are some things you can expect for free in the coming months:

  • Enhanced, more focused Crusades with a "contribution" score
  • Causes of Death
  • Asking to join an ongoing war
  • Lots of more plots and ambitions
  • Events, events, and more events
  • Improved GUI where it's needed the most (plots, marriages)
  • Flexible de jure liege structure
  • More de jure kingdoms

Of course, we will also be fixing bugs, plugging exploits and improving the interface, the AI and game balance. Oh, and unleash some DLC...

Thank you all for the positive response and for buying the game, ensuring that we can keep making the games you want to play. :)
 
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This sounds awesome:) This is by far the most engaging Paradox game I have played, and I can't wait to see where you take it. If it gets even half the post-launch attention that EU3 did I would be ecstatic. And updates to the GUI for free sounds very nice. Currently there are a few things that just doesn't feel as polished as the rest. On that note, PLEASE make it so whenever an event has a chance of giving you a trait, it will actually tell you what that trait does. I know you probably learn it by experience, but it is SO frustrating for a new player:)
 
I would love to see all of those cut features make into the game by patch or DLC if possible, and I like the coming "for free" features too. I welcome all of it!

But what I want to see the most is more flavor for the various realms, cultures, and characters. I would like to see culture-specific buildings for those cultures that don't have them yet, more variety for portraits by culture (if cosmetic DLC is part of the plan), and events that make playing on one part of the map feel very different from playing a different leader.
 
I would love to see all of those cut features make into the game by patch or DLC if possible, and I like the coming "for free" features too. I welcome all of it!

But what I want to see the most is more flavor for the various realms, cultures, and characters. I would like to see culture-specific buildings for those cultures that don't have them yet, more variety for portraits by culture (if cosmetic DLC is part of the plan), and events that make playing on one part of the map feel very different from playing a different leader.

+ 1
 
Still, I'm going to put my 2 cents in and request more mercenary "stuff," including the possibility of hiring mercenaries of some kind when you are in an area that is currently set up with no mercenaries for your religion. I'd like to be able to hire some as Abyssinia when I'm sitting on 1000 gold. :)

I'd like to see mercenary bands come in variable sizes and costs. It would be nice if counts could hire smaller, cheaper bands.
 
Dear Paradox,

I don't know if I love you or hate you.

January and the first half of February were some of the most painful days of my life, sitting on the edge of one's seat for that long is just not good for one's heart nor one's lower back. Now, I finally have my nice shiny present and then you say there is more coming! Yeah!!! Now, I am back on the edge of my seat in pain. I suppose I have both the envious trait and the ambitious trait, because I am never satisfied.

Sincerely,
A big PI fan

p.s. In all seriousness, thank you for an excellent game. CK2 is something to be truly proud of already, and I look forward to all of your future developments.
 
I tip my hat to superior customer bonding.

I love this game and love Paradox and also the fans for making so many contributions to my gaming experience.

This is definitely the way it should be done :)
 
Yes yes yes yes yes yes yes yes yes yes yes

This all sounds fantastic.

"Flexible de jure liege structure
More de jure kingdoms"
Yes Yes Yes Yes Yes!!!

"A medieval style chronicle with annual entries"
YES YES YES YES YES YES!!

And the rest
YESYESYESYES
 
WOW I cannot believe how much LOVE CKII is going to get in the future. It's like more than HOI III, Vicky II and Sogoku put together. ;) I'm really glad to see you are going to hit on the "EXPLOITS" and help the GUI with marriages and such. My suggestion on Matrilineal marriages should they be fixed is make sure that mostly CRAPPY characters will accept them if you should give us a button for those. I just can't see a lowly courtier being used to draw in the good ones. The good ones should only want to marry good ones who have at least some type of royalty trait and blood. I hope something can be done about using the exploit of "invite to court" to get the good ones also and then never helping them get their claims. I think there should be a TIME LIMIT of 12 months after coming to your court to aquire their claim and if not they become thumbs down and leave your court either back to where they came or to another with a cooldown of 60 months until you can invite them again. :)

At any rate even with those niggling exploits this is a wonderfully great game (mainly because I don't use them but would like the temptation removed, you know us humans and temptation.? Adam and the Apple an Samson & Deliah? hehe) I have spent the better part of the last 2-1/2 weeks since release playing and trying to understand this game. Only Medieval Total War origional game and The Guild series lasted that long and more. ;) I can hardly wait to see what you do to EU:ROME II ;)
 
Thank you for your very open and clear explanation and intentions. Something to look forward to for sure.

All credit to you guys for an excellently planned, programmed and delivered piece of software.

Very enjoyable, satisfying and well worth the investment - short and long term.

+1. Agree with CptDrake!
Paradox is demonstrating a very good example of customer service and I applaud you for this!!!
Thank you!!!!!
 
and battles are not interactive. On the whole though, it all turned out pretty much as intended.

First, I have to say - great, GREAT job, Doomdark and PI!
I enjoyed the other Paradox games but this one really made me a fan - not only because of the gameplay elements, and the historical care, but also for keeping it modder-friendly and -now, with this dev diary- the commitment of improving the game with expansions and free-content in the next patches.
Way to go!:)

Oh, the quote is just something that caught my eye.
At the very beginning of the development cycle, I did wonder if battles would be more interactive... Nice to know this was something you would have liked as well.


I can hardly wait to see what you do to EU:ROME II ;)
Knowing that Rome is one of Doomdark's favorite period, I would love that too - as long as it gets the same love and level of polish as CKII (and I wouldn't mind the character driven RPG side of CKII there too :p)
 
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Fantastic stuff! I for one would love to see more plots, particularly for vassals to conspire against their leige.

I think this is the most polished Paradox new release I have ever played, and seeing that I loved CK this game is a dream come true. And now Doomdark comes on just a couple of weeks after launch and says how he wants to make it even better!

Bring it on. You've won me over; I'll pay for your DLC!
 
what is the difference between DLC and expansion? Could all the DLC be pooled together in one expansion? I don't understand

well, with most game publishers, DLC is something small, which arguably could have been included in the launch version.

expansions, at least they used to be, typically larger, more changes and additions, almost a new game itself