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CK2 Dev Diary - The Rules of the Game

Well people, what do you know? I needed a break from the Stellaris crunch, so here’s an unscheduled dev diary! All the hubbub about Defensive Pacts and Shattered Retreats got me thinking about an old ambition I’ve had to improve the game set-up screens in order to allow players to customize their experience without having to resort to modding. The idea is inspired by games like Civilization and the Second Wave DLC for XCOM: Enemy Unknown, which allow players to change various advanced options and settings for a different experience in the game. I really like such options and typically make good use of them myself.

Now, of course there is such a thing as “the way the game was meant to be played”. That is, how the designers made the game and like to play it themselves. However, variety is the spice of life, and after 11 Crusader Kings II expansions things are not as clear-cut anymore. It’s actually pretty funny that I’ve been using a small personal mod for CK2 for awhile myself. There are some downsides to modding and using mods though:
  • It requires awareness that it’s possible, and where to find existing mods. The modding scene is a jungle.
  • It takes a modicum of extra effort and skill.
  • It might not feel quite legitimate (it can feel a bit like cheating) and you might not get any Achievements.
  • Mods typically do not have the same level of support as the base game. Many become fossilized or are otherwise problematic.
For these reasons especially, I think that adding a bunch of Paradox-approved, fully supported in-game rule variations is a good idea. Thus, when you start a new game, you are now presented with several interesting options. Most of them are simple flavor variations, but some are more fundamental and will disable Achievements in Ironman mode. Here’s the list of options we are currently showing in the new screen (still a work in progress though):
  • Sandbox vs Ironman
  • Shattered Retreats: On/Off
  • Defensive Pacts: On/Off
  • Gender Equality: Default/Historical/All/Players
  • Sunset Invasion: 13th Century/Random/Off
  • Mongol Invasion: Historical/Random/Off
  • Raiding: Historical/Unrestricted/None
  • Epidemics: Dynamic/Historical/Deadly
  • “Supernatural” Events: On/Off
  • Adventurers: Normal/Rare/None
  • Provincial Revolts: Normal/Rare/None
  • Regencies: On/Off
  • De Jure Drift: Default/Restricted/Off
  • Dynamic Kingdoms and Empires: On/Off
  • Diplomatic Range: On/Off
Red options disable Achievements.

Crusader Kings II - Rules 01.jpg


Our new rule system is itself fully moddable, so that modders can use the same system with pretty much any options they might want!

Crusader Kings II - Rules 02.jpg


I look forward to your thoughts and comments. Are there any rule variations you think we’ve missed, or that you would really like to see?
 
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I think we need some fancy second-wave-type name for that wonderful feature.
 
You mention that these options will be fully moddable, but I have a question about modding from the other direction. How straightforward will this be to add into existing mods? Particularly, how will the game distinguish between elements turned on or off? Will it be a simple flag like "supernatural = yes" on an event or will it require checks in triggers or whatever to see which options are selected?
 
However, when real biologists say "octopodes", they typically only refer to multiple species of octopus. Multiple individual specimens would be called octopuses. I propose we can extend that custom to platypus as well. Saying platypi or octopi in an attempt to sound more "correct" than your fellow speaker is just bad.
Obvious we now need a new entry to the game rules:
"Platypus Plural: Platypuses / Platypi / Platypodes / Random"
 
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Obvious we now need a new entry to the game rules:
"Platypus Plural: Platypuses / Platypi / Platypodes / Random"
Something went wrong with your quote there... You quoted me, but it refers to a comment by TheDarkMaster.
Otherwise, I obviously agree!
 
I'm English and its definitely Octopi not Octopuses... think Platypi is also correct
Yes, but are you Greek? I mean, we've just dissected that whole story entirely. We know it's not linguistically correct.
 
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How about an option turn of pagan reformation or at least restrict to player only, in some starts tengri reforms way too easy, and I prefer the pagan religions to be a bit more historical myself?

Like Pagan Reformation: Enabled/Historical/Player Only
 
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Being able to disable certain parts of the world such as India would be very helpful for us playing on less powerful machines (also being able to play on a flat world map but that would probably fit better under graphics settings)
 
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Does this "Dynamic kingdoms and empires" make it possible for AI to create those as well? Now, unless you edit the game files or use my minimod I published in Steam workshop, AI must have RIDICULOUS amounts of prestige if they want to create a custom kingdom or empire, virtually making it impossible. Will this update also patch that thing?
 
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Nice. I would also like to have option to disable matrilinear marriages. They are ahistorical and I don't like them. They should result with creating new cadet branch dynasty. For example like Maria Theresa married prince of Lotharingia so their children were from new dynasty Habsburg-Lotharingien. We don't have cadet branches for now so I would like to have matrilinear marriages disabled entirely.
Well, game over due to the RNG deciding it doesn't want you to have male children is always fun...
 
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Yes, but are you Greek? I mean, we've just dissected that whole story entirely. We know it's not linguistically correct.

Yes I only just saw this, never realised that before. However English contains many hybrid words (Television, Homosexual, Neuroscience etc.) and given that we are talking about a god dam duck-otter with a posion sting anyway I think having it be a non-hybrid word is more incorrect (also Octopi are weird too) :)
 
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You mention that these options will be fully moddable, but I have a question about modding from the other direction. How straightforward will this be to add into existing mods? Particularly, how will the game distinguish between elements turned on or off? Will it be a simple flag like "supernatural = yes" on an event or will it require checks in triggers or whatever to see which options are selected?

You will have a trigger of the form:
has_game_rule = {
name = supernatural
value = off​
}

This allows modders to create their own rules, and to have more values than just "yes / no."

The problem with having a simple flag is it doesn't work very well when your possibilities are a list such as "random" "historical" and "deadly"
 
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Another start rule I thought of that would be nice to have:

Crusade Starts: Dynamic (what we have now)/Historical (they only start based on the date & reacting to christian crusades starting)/ Open (enabled from the beginning, even on the earliest start dates)
 
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Yes I only just saw this, never realised that before. However English contains many hybrid words (Television, Homosexual, Neuroscience etc.) and given that we are talking about a god dam duck-otter with a posion sting anyway I think having it be a non-hybrid word is more incorrect (also Octopi are weird too) :)
Well, my problem is that it started out right (-uses), but then people who thought they were being smart made it wrong. But I see your point :)
 
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Well to be fair, if you already have one, you got it with the full game, so in "gold", which means you should automatically have the silver one.

But yes, it would add a lot to the list.

Unfortunately, I'm not sure that would be possible. Sure, when you achieve a "gold" achievement, it would be simple to also get the "silver" one. (for double the spam :p) But I don't know if it can be applied retroactively. I don't think SteamWorks supports that kind of auto-update, and AFAIK the game doesn't know which achievements you already got on steam (E.g. the achievement browser in EU4 don't mark achievements you've gotten from other games as completed.)

Overall, it would be ideal to differentiate which options were required on a achievement-to-achievement basis.