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Hello everyone!

I'm Tobias Bodlund, Scripter on the Crusader Kings II team, and I bid you all welcome to this week's dev diary for Crusader kings II: Charlemagne.

Autumn is coming in Sweden but the birds are still singing, though sometimes out of tune.

Today we'll be discussing some new changes that affect how you rule your realm. Some of these things are obviously patch content, while some are locked to having the Charlemagne expansion.

The first thing we've done is to add a vassal limit. This is exactly what it sounds like - a limit to how many vassals a ruler can have without receiving penalties. Every vassal of count tier or above will count against this limit. The vassal limit will be higher for rulers of higher tiers, and for rulers with higher diplomacy skill. Another factor that increases the limit is your dynasty's prestige. You can also affect your vassal limit by changing your Centralization Law (this touches on an important new law mechanic - more on this later in this dev diary).

So what are the penalties of going over your vassal limit? Well, you will immediately get a penalty to the taxes and levies for all your vassals. This penalty increases exponentially, and if you go far enough over the limit you will get no vassal taxes or levies at all.

The second danger of being over the limit is that when your ruler dies, there is a chance of any vassal simply becoming independent instead of swearing fealty to your heir. The risk of this happening increases the higher over the limit you are. Vassals who are geographically more distant from your capital are the ones who are most likely to declare independence.

cm_dd_3_laws_2.png

We've also made a very important change to how laws depend on technology. Many laws are now unlocked by advancing your Legalism technology. Higher levels in this tech are needed to unlock higher levels of Centralization, Crown Authority, Levy and Taxation laws and Viceroy laws (again, just keep reading to find out more about this). This means that you will see a big difference in the tools available to organize your realm early game vs late game.

With these changes, Legalism no longer directly increases your demesne size limit, this modifier has been removed. Also, the short reign penalty modifier has been moved to the Majesty tech.

So, what does the Centralization Law do now? Well, firstly, it's a demesne law and so applies to your entire realm. Secondly, it has five tiers, going from fully decentralized to fully centralized. Lower centralization grants you a bonus to Vassal Limit, while high Centralization grants a bonus to Demesne Size Limit and a penalty to Vassal Limit. This presents the player with an interesting choice - do you want to focus on a larger, less centralized realm or on a stronger personal demesne but having a harder time of organizing your many vassals?

How legalism unlocks laws will be moddable to a large extent.

Now, to viceroys... With the Charlemagne DLC, it will be possible for a non-tribal emperor tier character to appoint viceroys to rule any kingdom or duchy titles that the emperor himself holds. This is effectively a lifetime governorship, where the viceroy becomes a vassal of the empire. Any landed vassal of count tier or above can be granted a viceroyalty. However, the viceroy does not own the title, but rather rules in his liege's name. When he dies, the title goes back to the liege. For all other purposes, the viceroy functions as a normal vassal. One character can hold several viceroyalties.

cm_dd3_viceroy.png

The ability to appoint viceroys is unlocked by the Legalism tech, and kingdom viceroyalties are unlocked much earlier than duchy viceroyalties.

Viceroys will gain an opinion bonus to the liege who grants the title, so should usually be quite loyal. However, should a viceroy mount a successful rebellion or otherwise become independent he will gain the granted kingdom or duchy as a permanent title.

We have also made some changes to regencies. The essence of it is that a character's regent is now more of a conscious actor, and will not automatically act in the liege's interest. A regent who dislikes you will be somewhat likely to make things difficult for you, and certain types of personality traits will also be likely to cause problems. Diplomatic actions may be blocked if the regent does not approve, for example. A friendly regent is your best bet for getting things done your way, but there are also other considerations. Any regent is likely to prefer seeing you married to someone of their own religion and culture, for example.

cm_dd3_regent.png

Since choosing your regent has now become much more important, you will be able to name a regent beforehand, via "Award Honorary Title" in a character's diplomacy interface. Your Designated Regent is officially recognized as the one chosen to take the reins if a regency is required.

In addition to the things mentioned, there are a number of smaller changes intended to make ruling your realm more interesting, and some intended to just make it easier. One example of this is the possibility for a councilmember to help you assign recently acquired titles for you if you have a lot of them.

In the final dev diary next week we will be talking about the new tribal mechanics. See you then!
 
The vassal will become independent without any war starting and without the ruller gaining a casus belli. However, if the vassal is your de jure vassal you can still use the existing De Jure casus belli to reclaim the lands.
WTF? How is that realistic and legitimate? I want to play a historical game and not a game with arbitrary MMO-like mechanics...

Barcelona did it to Carolingian France.
 
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Think of it less as 'going independent' and more 'refusing to swear fealty to a new lord'. Feudalism! It's not without its problems.
 
Two questions:
If you are playing as a vassal on the outskirts of an Empire and the ruler, who is over the vassal limit dies, do you get a pop up to decide whether to become independent if you are too far from the capital or will it automatically make you independent no matter what?

If you are the designated regent for your liege will there be new events or plots that allow us to take power and wield it?
 
So when is Paradox teaming up with the GoTmod team? 99% of what is available in that mod, decisions wise, events wise, traits wise etc. All of that is so much more fleshed out than base CK2 + expansions. Imagine if you had the variety of a mod like that made by professionals such as Paradox themselves. I'd love to be able to tumble around with my prisoners at will, have a personal family-tied sword, train my children in a special, seperate from martial combat trait, be a huge authorative person whom is also crude and ruthless....
 
Think of it less as 'going independent' and more 'refusing to swear fealty to a new lord'. Feudalism! It's not without its problems.
IMO you can't just 'refuse to swear fealty to a new lord' without bearing any consequences. If you chose to do so, your former ruler (or his son or whoever :)) should get the CB. Preferably subjugate, as someone mentioned above.
 
So when is Paradox teaming up with the GoTmod team? 99% of what is available in that mod, decisions wise, events wise, traits wise etc. All of that is so much more fleshed out than base CK2 + expansions. Imagine if you had the variety of a mod like that made by professionals such as Paradox themselves. I'd love to be able to tumble around with my prisoners at will, have a personal family-tied sword, train my children in a special, seperate from martial combat trait, be a huge authorative person whom is also crude and ruthless....

Not everyone like the changes of this mods... And Most of there features are fine for GoT but not for CK2. GoT is not the middle ages...
 
1 Yes. Both duchy and kingdom viceroyalties.
2 No.
3 There is no faction or plot to dethrone a viceroy as a vassal.
4 As much as you as the emperor allow them to (or as much as the viceroy manages to get despite your efforts).
a, b, c: The viceroy can do all of these.

Thank you for answering my questions. I'm looking forward to the next expansion.
 
So when is Paradox teaming up with the GoTmod team? 99% of what is available in that mod, decisions wise, events wise, traits wise etc. All of that is so much more fleshed out than base CK2 + expansions. Imagine if you had the variety of a mod like that made by professionals such as Paradox themselves. I'd love to be able to tumble around with my prisoners at will, have a personal family-tied sword, train my children in a special, seperate from martial combat trait, be a huge authorative person whom is also crude and ruthless....

They should team up with them to do what exactly? Make a GoT-game?

Not all of the cooler GoT additions/mechanics are appropriate in the main game for obvious reasons :p
 
They should team up with them to do what exactly? Make a GoT-game?

Not all of the cooler GoT additions/mechanics are appropriate in the main game for obvious reasons :p

Here are so many people who use GoT exemples for claims how the middle ages worked... :rolleyes:
 
I was looking for a reason to buy this DLC, I think I finally found several. I liked every part of this diary, and it is what made me decide in favor of buying the DLC. I'm also surprised it hasn't been mentioned more (every second post or so) judging by how many Byzantinophiles there are in this forum (or at least how vocal they are!), but there's finally a very good, easy way to model Byzantium! That alone would make me buy Charlemagne
 
*delurks*

It looks like no-one has noticed what is by far the biggest and most important improvement with this DLC, one which more than justifies the price all on its own.

Look again at that third screenshot - "Kaiserin Bertha of the Holy Roman Empire"

Kaiserin Bertha of the Holy Roman Empire.

I've been waiting two years for that leading "the"! I thought this day would never come.

It's still missing on the first screenshot though.

*relurks*
 
*delurks*

It looks like no-one has noticed what is by far the biggest and most important improvement with this DLC, one which more than justifies the price all on its own.

Look again at that third screenshot - "Kaiserin Bertha of the Holy Roman Empire"

Kaiserin Bertha of the Holy Roman Empire.

I've been waiting two years for that leading "the"! I thought this day would never come.

It's still missing on the first screenshot though.

*relurks*

It's missing on the first screen because Bey Toruntay of the Delhi don't make any sense...It would be like Earl Earnest of the Buckingham or King John of the England... But of the Holy Roman Empire, or of the Byzantine Empire makes sense.
 
It's missing on the first screen because Bey Toruntay of the Delhi don't make any sense...It would be like Earl Earnest of the Buckingham or King John of the England... But of the Holy Roman Empire, or of the Byzantine Empire makes sense.

I meant the screenshot of the HRE's crown laws - it still shows as "Imperial Laws of Holy Roman Empire" there, no "the" in sight (which is what you get in the current version of CK2)!
 
- Only emperors can have viceroy-laws
Can this be modded?
If we enable Vice-Dukes for Kingdoms will the AI freak out and try to make Viceroyal Kings and break the entire Feudalism System?
 
The second danger of being over the limit is that when your ruler dies, there is a chance of any vassal simply becoming independent instead of swearing fealty to your heir. The risk of this happening increases the higher over the limit you are. Vassals who are geographically more distant from your capital are the ones who are most likely to declare independence.

Pretty borders now?
 
*delurks*

It looks like no-one has noticed what is by far the biggest and most important improvement with this DLC, one which more than justifies the price all on its own.

Look again at that third screenshot - "Kaiserin Bertha of the Holy Roman Empire"

Kaiserin Bertha of the Holy Roman Empire.

I've been waiting two years for that leading "the"! I thought this day would never come.

It's still missing on the first screenshot though.

*relurks*

Put your faith in the One, True King of Angmar