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Hey folks, it is dev diary day and time to talk a bit about rebels and adventurers! Let's start off with the rebels; as you know, the old rebels are a nuisance but they are easily defeated and even if they hold a county for a long time, defection is rare. Sure, they sometimes kill a local ruler, but even that is uncommon. This is a shame, especially since we have explored better ways of handling rebels in the In Nomine expansion to Europa Universalis III and in Victoria II. So, for The Old Gods, we are replacing the old simplistic system with proper rebels with a cause (if you don't have the expansion, you will be stuck with the old system.) There are three new types of rebels: peasants, heretics and "liberators". As before, they can appear if the revolt risk is higher than 0 in a county. If the county is of a heretic religion, heretic rebels may appear. If the county is in a kingdom occupied by foreigners, liberators may rise up. If the other two types are not suitable, it's going to be a peasant revolt.

CKII_ToG_DD_06_Peasant_Revolt.jpg

The new types of rebels all have a leader with a temporary title. They start at war with the ruler of the realm in which they appear, but they are hostile to everyone. Fighting them is like fighting a normal war; you get war score for crushing their army. If peasant or heretic rebels win, the county will be taken and becomes independent under their leader. Liberators are more dangerous; they tend to rise up with the best and largest forces, and they are after the entire de jure kingdom. However, they typically tend to settle for a few counties and the title to the kingdom itself. The system is fully moddable and it is pretty straightforward to add new rebel types.

CKII_ToG_DD_06_Claimant_Adventure.jpg

This brings us to adventurers. The concept is quite similar to the rebels, but adventures are started by existing characters and can target distant lands. There are two main types; claimants with no titles who stand to inherit nothing, and men of major dynasties with no claims but high martial and diplomatic skill. In both cases, the adventurer lets it be known that he is starting an adventure and gathering a host (both his current liege(s) and the target ruler are notified). After a year or two, he is given a temporary duchy title, an army, and a fleet. War is declared, and he goes after the target. Claimants, of course, will try to press their claim, but the other type simply target a juicy duchy somewhere and go off to seize it (like the d'Hautevilles took southern Italy). A savvy player who is targetted may of course assassinate the adventurer before he arrives with his army... Characters of certain cultures are more likely to go off on claimless adventures, e.g. Normans and Norse.

CKII_ToG_DD_06_Conquest_Adventure.jpg

Speaking of Norse and Norman, another thing I believe we haven't mentioned yet are the new cultures we've added: Norse, Bolghar, Khazar, Mordvin, Samoyed and Avar. In 867, all Scandinavians are of the Norse culture, but there are events that will initiate a split into Swedish, Danish and Norwegian. Independent Norse rulers outside Scandinavia will not be affected. Determined players can also choose to stay Norse and attempt to educate children of vassals to stick to this culture. Similarly, there are events for the appearance of Norman culture, which is formed by Norse conquerors in Frankish, Breton or Occitan lands. (Yes, we could have done this for any number of cultures in the game, but it is quite a lot of work. It is, of course, also fully moddable.)

CKII_ToG_DD_06_Cultural_Divergence.jpg

That sums it up for today! Next Wednesday will see the last dev diary for The Old Gods expansion and will feature the new technology system and what other tidbits remain.

Bonus, in case you missed it ;)

Crusader Kings II: The Old Gods Video Dev Diary 2 - Rebels
[video=youtube;eo7ttCKInYM]https://www.youtube.com/watch?v=eo7ttCKInYM[/video]

 
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Seriously though, imo, we should go through the event contest route. Most likely there's no special mechanics planned for non-Norse, sadly. Though, earlier I proposed faster assimilating of other cultures for Slavs, bigger defensive bonus for Balts (and no defense bonus for other pagans) and trade income bonus for Finns. That would make sense historically and allow for a different style of gameplay for each of them.

It's not even that. I am well aware that sadly the Slavs will most likely be hopelessly shallow comparing to the Norse or Zoroastrians. It's the fact that no one even bothers to answer any questions relating to Slavs despite such big interest among the community, including several threads.

ALso, considering that the Obodrites managed to successfully hold off the HRE up to the mid-12th century, such defensive bonus should be also a Slavic thing.
 
Will the liberators be based on the over liege culture or the local ruler culture? That is it, if I rule foreign lands but allow the local nobility to stay in power, would the liberator rebels still rise?
 
It's not even that. I am well aware that sadly the Slavs will most likely be hopelessly shallow comparing to the Norse or Zoroastrians. It's the fact that no one even bothers to answer any questions relating to Slavs despite such big interest among the community, including several threads.

ALso, considering that the Obodrites managed to successfully hold off the HRE up to the mid-12th century, such defensive bonus should be also a Slavic thing.

Sounds like you're accusing PDS of discrimination, while you are basically doing the same thing...

What about Finnish, Baltic or even West African paganism, or tengri, heck, even Greek paganism? Are you even concerned about them, because all you do is ranting on and on about Slavs? All I'm saying is that every pagan religion should be given the same amount of thought as others. Rest is up for modding :)
 
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ALso, considering that the Obodrites managed to successfully hold off the HRE up to the mid-12th century, such defensive bonus should be also a Slavic thing.
Isin't it though? I thought they explicly stated that Norse and Tengri pagans are offensive while Slavic and Soumenesko(spelling?) are defensive, so I guess you they start with some kind of defensive tech advantage.
 
Having a more detailed rebellion system seem very welcome to me. IMHO liberator rebellions should be more common in secondary, tertiary etc. kingdoms and not your primary one, even when in all cases your a foreigner. I'm not saying that it shouldn't happen in a primary kingdom, but maybe increase this chance for secondary etc. kingdoms.

Also the adventurer system looks very promising too. Being able to play as one could potentially be fun too, but this might not be possible.
 
Can some of the peasant revolt leaders in Ireland/Britain be Celtic Pagan pl0x?
#

For someone that kept complaining about mis-representation of his area, you've certainly got a thing for making Britain mis-represented...

Celtic Paganism as anything more than a couple of festivals and some personal religion (not even de facto village or town religion) is essentially dead. It has been so for hundreds of years at even 867, with the British Isles having been Christianised quite effectively.
I would expect the peasant rebels to rise with the culture and religion of the province, not some crazy "dead" religion.

It'd be like expecting a peasant revolt in Constantinople or Rome to re-create Hellenic pantheism, or a revolt in Medina to recreate pre-islamic pagan cults.
 
That's Icelandic, not Norse.

Try:

"Norræn siðr skal aldregi deyja, aldregi!" and you might fool someone ;)

Man gotta love when someone on the internet complains about your grammar being too correct.