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Conclave Dev Diary #1

Hi folks, I hope you have all had a nice and relaxing holiday! However, just in case you didn’t, let me take the edge off your existential angst with some soothing talk about the next expansion for Crusader Kings II; a little thing we eventually decided to call Conclave...

As you know, most of CK2’s expansions have “widened” the gameplay by unlocking new regions of the map and making various religions playable. You can now start the game in widely different cultural spheres for a great variety of different experiences; “Fifty Shades of Dark”, if you will. Meanwhile, we have gradually improved the core gameplay in patches (e.g. the technology system), but rarely in any radical way. Whenever we did try to “deepen” the core gameplay in an expansion, it often turned out to be a mistake: The Retinue mechanic of Legacy of Rome should, for example, have been a part of the base game so we could have kept building upon it.

Even so, it is high time that we addressed some of the major shortcomings of the strategy game that underpins the RPG experience. In particular, CK2 suffers from a kind of inverse difficulty progression; it is hard in the beginning and easy in the mid-to-late game. This is a great shame, because one of the main points of the whole feudal hierarchy mechanic - the need to rely on vassals - was to make it hard to maintain stable large Realms. So, my first and foremost intention with Conclave was to increase the challenge of the mid-to-late game. This was the general plan of action:

  • Reduce the “positive opinion inflation” of vassals vs their liege. (We ended up cutting many important positive opinion modifiers in half.)
  • Highlight the most powerful vassals by making them strongly desire a Council seat.
  • Give the Council more power without reducing player agency. (You are free to disregard the Council’s suggestions, but this will have ramifications on Factions. More on this later...)
  • Introduce Infamy and Coalitions against aggressively expanding Realms.
  • Improve the alliance mechanic to make it a more intentional choice. (A royal marriage is now simply a non-aggression pact. Alliance is the second step, but still requires a marriage.)
  • Improve the diplomatic AI in order to contain “blobs” (with the help of the above Alliance and Coalition systems.)
  • Bring the military AI to a whole new level.
  • Make it harder to quickly win wars through one or two major engagements. (Hence, we reduced the bloodiness of battles overall, introduced “shattered retreats” and made armies reinforce in friendly territory.)
Crusader Kings II - Conclave - Obligations.jpg


Thus, the features of Conclave and the accompanying patch are a combination of internal and external measures to make blobbing harder. This intention had ripple effects on other mechanics. For example, malcontents now tend to gang up into fewer but more powerful Factions, and we reworked the Law Screen while we were adding the new Council Power laws.

Crusader Kings II - Conclave - Council.jpg


We also took this opportunity to address an unrelated weakness in the game, namely the education of children. If you have the expansion, that whole experience should now be more interesting…

That’s all for now, stay tuned for the details!
 
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I do not approve of these accusations of me! I would never do such to the awesome and dedicated people of this community :rolleyes:
It's not an accusation. Just an admiration for your dedication. A subtle one.
No need to get all hedgehog-y.
 
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Groogy, I noticed that the last screenshot that character has indulgent wastrel AND misguided warrior... am I seeing that right? :eek:
 
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This needs to be done carefully Henrik/Devs. You need to balance taking things away from the user and giving things to the user. Deciding to cut many positive opinion modifiers in half will make it harder to gain positive opinion from vassals, this should mean that vassals who are very loyal should contribute more to the realm, or have more of a closer relationship to the liege than the current vassal liege relationship. I want to be able to closely interact with my high opinion vassals, ask them to do tasks for the realm, etc. Making it harder to keep vassals happy without rewarding users who do so is a bad idea. My inner circle of vassals/council should be able join my plots easier, contribute max troops easier, passively scheme for my sake, and have some unique special events etc. I keep them happy so they dont kill me and thats it? The user needs to gain something more significant to warrant the purchase of this dlc.

As far as alliances go, changes are indeed needed. There have been many cases in which you will constantly accept an ally and join their wars (prestige penalty hits hard if you dont), maybe 10 or 11 wars, then you have a major revolt or other war in which you badly need support, you ask for help (this being the only time you have asked) then get rejected with the
"i cant join your wars at this time" stock excuse. A greater effort needs to be put on the AI remembering the amount of times you assisted them and how much you've contributed, and they need to use that to gauge if they should assist. If they are in other wars, or have a low amount of troops/funds at that time, a specific response should be given by the ally as reasoning, if they still dont want to contribute troops/money and continue to refuse your call to arms, you should be able to break the alliance or have some special events to improve the alliance.

Now onto the point of councils. By keeping a happy council, the user should gain special interactions/events similar to what i mentioned in the first paragraph. I should be able to develop a close relationship with my council if i wish, and see it actually affect things in my realm. I dont want them solely strong arming me over and over for more power, or to push their idiotic policies. I want options basically. I understand that neglecting my council and acting cruel to them will harm me, but i dont want that to be the only interaction i have with my council, I want the ability to interact with them positively and keep a trusted cabinet of advisers. Council members should actually provide advice as councils normally do, things like problems in your realm that need improvement, maximization of taxes or levies, suppression of heresies and relationship with the papacy/acceptance of the main religion are all common things that should be advised upon and done by the council.

I dont see any reason to reduce the bloodiness. Its quite common for the time period we are playing in. Major battles turn the tide of the war and in fact might be the be all end all of an incursion. Making it slightly harder to quickly win wars through one or two major engagements is fine, dont make it impossible though.

This is a good opportunity to patch some UI and quality of life issues, there are cases where clicking on a persons face in certain screens doesn't pull there face up for view. The go to location button needs to highlight the province in which the person is located, it seems to just hover over a bunch of provinces and its hard to tell the location of that person in a quick glance. Cases of a completed/cancelled betrothal still showing up should be removed, same with incorrect dials that claim you can call people into a war when in fact you cannot and the option is grayed out. AI is generally hit or miss, landholding female dynasty members will marry normally most of the time, causing land to leave your dynasty, allies will raise troops the one time they might support you, then never move the troops or do anything significant with them, why bother raising them in that case? Vassals under Elective Monarchy will exhibit strange voting behavior in relation to the factions they are in. They'll support your claim to the throne against huge odds, but wont vote for you. Succession Voting AI seems pretty bad in general. They'll vote without any rhyme or reason, join factions completely contradicting their vote, and put your realm in jeopardy constantly.

Finally, a greater effort needs to made in remembering the contributions of your family. If my father was a great ruler who had vassals that loved him, and I, as his son exhibit many of the same traits, if not improved traits. I shouldn't have some enormously negative vassal opinion from the start. The reign of my father should play some minor role and provide some modifier to vassal opinion. If i raised a lowborn family into nobility, that family should have an immensely positive opinion of my dynasty for 2-3 generations, the opinion shouldn't just fade away when the character who granted the title dies. Raising a lowborn into nobility is a huge thing and incredible gift, there is no way that would be forgotten after the death of one person.

I hope some of these things are taken into account. CK2 is an excellent game and improvements in this manner will only strengthen its excellence.
 
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Are you serious? I never thought anyone would care about such a minor thing.

The Paradox team-members are as passionate as anyone in the community about the game/project they work on. The minor/little things in a game are what brings the game to the next level and sometimes the little things get less credit than they deserve. Input by community members who care for those little things is appreciated a lot by anyone passionate about their work.

In one of the older DD's, you and I had a difference of opinion on art and script placement and we talked our differences out. Believe it or not, I bet that the dev team paid just as much attention to that as they do when deep historical discussions break out over mechanics.
 
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I think you guys messed up on the alert art. In the vanilla alerts the stain glass goes into the focal item but in the new ones it doesn't. It makes them look like they pop out more. You can easily fix it by just adding a few black lines into the focal item.
Wait, what was the issue here that Groogy fixed? I don't quite follow.
 
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Oh, ye mighty lord! Groog the Bear, hear our cry! Even the Allfather pales in comparison to your divine mandate! What is the ETA?!
Soon my child, soon.
 
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Wait, what was the issue here that Groogy fixed? I don't quite follow.
@klopkr noticed the style of the icons weren't consistent. So I told our artist about it. I for certain didn't fix it or else it would all be pink, a smiley or really poorly drawn horse. (in the beginning of Horse Lords me and Carolus Magnus painted horses all over the interface, nice little trivia)
 
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The save we used when playing is a tad bit old, back when we had some issues with the education traits.
Say, speaking of traits, I'm just wondering if any of the personality traits might have been adjusted as well?
 
Kinda makes you wanna jump on a boat and go to England doesn't it @Birken?
 
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Got my play list ready for when we go out raiding again.

tXg2vwy.png


:cool:
 
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You are getting new songs and they're great! I'm listening to them through the steam music player while working.
Awesome news, thank you!
I am most envious. :)
Got my play list ready for when we go out raiding again.

tXg2vwy.png


:cool:
-_-

ETA for the release of those songs would greatly help.
 
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