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It's time for another cycle of developer diaries on Crusader Kings II and I thought I'd begin by talking about the new start date and giving you a broad overview of the upcoming expansion; The Old Gods. Yes, we're pushing back the earliest possible start date to 867 AD. This is a special bookmark that comes with the expansion (and you will not be able to start at dates between 867 and 1066 without modding.)

Europe is a very different place in 867... Many of the familiar countries have not yet come into being. There is no Hungary, no Poland, no Russian principalities and the British Isles and Scandinavia are full of petty kingdoms. The Carolingians still rule the Franks, but the great Empire of Charlemagne has been divided between four of his descendants. In the Byzantine Empire, a new dynasty has just risen - the House of Makedon - destined to restore some of its former glory. The Muslims are in the middle of a drawn-out crisis as the once enormous Abbasid Caliphate has fractured, with a succession of Caliphs being murdered by their own Turkish generals.

CKII_ToG_DD_01_Europe_867.png

Most importantly, however, the North and East are completely dominated by bustling tribes of unrepentant heathens who remain less than impressed with the White Christ. Why debase yourself before a dead man on a cross when you can loot the riches of his fat clergy instead? Just as the fury of the Northmen descends on the undefended shores of Europe, other, equally pagan threats are on the rise in the steppes of Tartaria. Like the Avars before them, the feared Magyar horse lords are pushing into Europe from beyond the Carpathians. Why is all this more important than the affairs of Christians and Muslims? Because with The Old Gods, all these heathens are finally playable! (But you probably knew that already. :D )

CKII_ToG_DD_01_Magyar_Invasion.png

Playing a pagan chieftain is at least as different as playing a Muslim. Not only that, there are significant differences between the various heathen religions. Some are aggressive in nature, like the Norse and Tengri beliefs, and some are more defensive, like the Finno-Ugric faith. For example, the warlike Norse will suffer a prestige loss for being at peace for too long, and will need to wage war or set sail to pillage and loot. The Finns don't have this problem, but on the other hand, their vassals will dislike having their troops raised (like Christians). Some faiths get defensive bonuses and larger garrisons in their homelands, some don't, etc. However, they can all potentially be reformed to withstand the allure of the new religions.

CKII_ToG_DD_01_The_Great_Heathen_Army.png

In the coming weeks, I will explain the different religions in detail. I will, of course, also talk about other new features, like traversible rivers, new cultures, Zoroastrians, Adventurers, and much more. Stay tuned, and here are some more screenshots to tease and titillate!

CKII_ToG_DD_01_Loot_and_Pillage.pngCKII_ToG_DD_01_Varangians.pngCKII_ToG_DD_01_The_Last_Zoroastrians.png



[video=youtube;V-edUnWQgyM]http://www.youtube.com/watch?v=V-edUnWQgyM[/video]

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About polygamy. Look at the characters view: 'Concubines'! Maybe that will permit alliances between chieftains and kings? Would be so cool! Doomdark will have to explain about this!

When PI follows the historical trail here concubines will be the Roman / Visigoths / Lombarts way for coupling a woman and a men when marriage isnt an option, not allowed or not wanted. In Roman days concubism was almost as accepted as a regulair marriage, mainly because various peoples in the realm were not allowed to marry. The differance between concubism and marriage is ofcourse the duration: till death do us part, versus I dont feel like it anymore.

Polygamy was not allowed in the republic, but was in various pagan tribes. Even some carolingians married two sisters for example.

I was asking because the multiple wifes in the Muslim states makes such a big differance in playstyle.
 
When PI follows the historical trail here concubines will be the Roman / Visigoths / Lombarts way for coupling a woman and a men when marriage isnt an option, not allowed or not wanted. In Roman days concubism was almost as accepted as a regulair marriage, mainly because various peoples in the realm were not allowed to marry. The differance between concubism and marriage is ofcourse the duration: till death do us part, versus I dont feel like it anymore.

Polygamy was not allowed in the republic, but was in various pagan tribes. Even some carolingians married two sisters for example.

I was asking because the multiple wifes in the Muslim states makes such a big differance in playstyle.

Yes, but those multiple wifes also flood the game with characters. I would very much like it if they didn't introduce another mechanism that makes this issue worse.
 
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I don't like the aspect of Satrap, too!
He seems too much "Arabic" to me, but as he is of the religion of Aura Mazda that is he is an ancient Persian and should be more "whitish" and similar to a Viking that a Arabic in that date.

In fact, they would rather look like Mediterranean faces. But as for every other (real-life) people, the colour is very variable, thanks to history, so I don't think that's real important.
 
1) Þing system, where a King can't simply (legally) kill anyone he wants or banish anyone he wants, nor any lord for that matter, without subjecting them to the þing. Executions shouldnt be legal, but Outlawry yes. Then you could have a plot to find and kill the outlaw in a duel (or ambush). Outlawry would be equivalent of "banishing", but you'd have the plot option to search him and kill him without entailing any further possible lawsuits in the þing(see point number 2). You should also be able to get blood money for the killing of your kin in a þing, instead of asking for full outlawry to the guy.
2) Blood Feuds : If a guy kills some kinsman of yours illegally, you'd have the right to put him up in the þing and ask for his outlawry or payment of blood money. You should also have the option to act behind the law and kill him by plot, although that would give his kinsmen the right to try and kill you if it is found out, creating a blood feud.

This has been discussed here for 'usual' realms instead of Norse societies.

I believe this would be very interesting to introduce a form of (in)justice linked to plots, attempts to kill, claims and their discovery.
Evidently, the result of trial would have to be linked to relationship, prestige, wealth and diplomacy, permitting fines, banishment, execution, title annulations and so on...

Would make CK2 still much more Machiavellian. The truth is they didn't waited for him...
 
This is so awesome!
 
Is the pagan interface identical for all pagans? Which interface do the Zoroasrians use? It seems like their dynasty has a pagan shield but the hodings use western CoAs.
 
Will we have new sprites for armies? I see new models for ships, but not for land armies. And I'm looking forward to see the inevitable pagan faces DLC :)
 
I suppose the Caspian sea has become navigable right?
 
This has been discussed here for 'usual' realms instead of Norse societies.

I believe this would be very interesting to introduce a form of (in)justice linked to plots, attempts to kill, claims and their discovery.
Evidently, the result of trial would have to be linked to relationship, prestige, wealth and diplomacy, permitting fines, banishment, execution, title annulations and so on...

Would make CK2 still much more Machiavellian. The truth is they didn't waited for him...

True! I think the þing system is one of the most alluring thing of all norse society :) Just look at the Saga of the Confederates. Everything has a legal implication and can be considered "legitimate" or "illegitimate" in norse society. Killing a guy without proper trial would make the guy risk a lawsuit with the other guy's kin. And even so, killing a man was hardly ever a simple matter, because his close kin were obliged to avenge him, either out of the law or inside it. It would give CKII a great twist and can be relatively easily impleneted with traits and events :)
 
I... No, no we will not; further more if your character converts to it, you immediately lose. :p

Of course we do.

It's actually not so obvious considering Zoroastrianism isn't a pagan religion.
 
Looks awesome, especially the navigable rivers, which I'm sure will be essential for Norse players. I'm going to be that awkward person though and say that Devon should be part of Wessex by 867. If Devon is included for gameplay reasons like with the populated Iceland then the region should be called 'Dumnonia' and get renamed to Cornwall if it loses Devon, because the Kings of the region were Kings of Dumnonia not Cornwall. They only adopted a solely Cornish identity when Devon was lost to Wessex.
 
Will Estonians finally get their own culture and proper names?

Yes, I am also very interested in this. I originally created a mod for this but it was too much work to keep it up to date with the patches.

This is the relevant part from the culture file of the mod:

Code:
ugricbaltic = {
	graphical_culture = ugricgfx
		
	color = { 0.3 0.7 0.7 }

	male_names = {
		Aare Aas Agu Ahas Ainus Ait Ald Alk Allik Alo Amb Ambur Are Aro Astel Atko Edu Hain Heatõiv Hein Helm Helmetõiv Hommik Humal 
		Hõimulemb Hüüp Ilmar Ilme Ilo Järv Kaal Kaaren Kahr Kahru Kahrulemb Kail Kalev Kali Kalju Kange Kare Karu Kaur Kiire Kiur Kivi Kobras Koit Kuld 
		Kuus Kõu Kärmas Kärme Lehis Lemb Lembit Lemm Lemmik Lemming Loit Lõõm Malev Mart Maru Mehine Meri Mõte Mägi Oda Oja Org Ots Ott Piho 
		Pikne Päev Rahu Rahulik Raju Saar Sepp Sirge Sulev Susi Tabaja Tarvas Tasuja Teras Terav Toom Tore Tugev Tugi Tuglas Tuhat Tuju Tuli Tume Tunne 
		Tõeleid Tõivulemb Tõll Tõmmu Tõnn Tõrges Tõsine Uhke Uku Usk Usklik Vagur Vahe Valev Vapper Varmas Vasar Veli Vend Vesse Võim Võtteli Vägi Väin Väits 
		Väle Välk Õige Õigemeel Õlut Öö Ülev Ülg
	}
	female_names = {
		Aas Ahke Aim And Annik Aotõiv Arm Armas Aru Arukas Aul Aulemb Ebe Eha Ehe Ehm Elo Ere Haab Heameel Hele Helemeel Heli Helin 
		Hius Hurmas Hõbe Häbelik Häitse Hämar Hüvalemb Hüvameel Idu Igapäiv Iher Ihes Ilm Ilmalemb Ilp Ilu Ilus Juus Kaal Kaja Kallis Kaunis Kiil Kirgas Kuma 
		Kõiv Lagle Lahke Laine Lauge Laul Lee Leebe Leek Leelo Lible Liblik Liiv Lill Luule Lääs Maasikas Malbe Mari Mesi Niin Niit Nisu Nurm Nõmm 
		Paju Pihel Puna Pune Päike Päivi Pärg Pärl Pääsu Rõõmus Rääk Sale Salm Salme Siig Suvi Sõsar Sõõr Säde Sära Talv Tee Tera Terane Tume 
		Täht Udu Valge Verev Viis Vili Virb Virge Virmaline Virve Õde Õis Õnn Öö Ülane
	}
	from_dynasty_suffix = "lane" # I hope suffixing still works. It was undocumented at the time I created the mod.

	modifier = default_culture_modifier
}

I also changed localization from "Ugric-Baltic" to "Estonian" and "Finno-Ugric" to "Finnic".