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CK2 Dev Diary #33: Let's Talk About Sects

Hi everyone!

It’s time to spill the beans on some actual content in the upcoming expansion Monks and Mystics, which we announced last Friday at our Fan Gathering (I hope all the good folks who showed up had a fun time - I sure did!)

The genesis for this expansion came about a long time ago, when I started thinking about secret societies and conspiracies and wrote it down as one of several outlines for a couple of “mini-expansions”. Now, for various reasons we never went ahead with that expansion model and most of the ideas have, by now, been used in bigger expansions. However, the concept of fraternities stuck and the time is now auspicious!

The core feature of Monks and Mystics is something we simply call “Societies”. Societies are groups of like-minded characters who are working together for personal and mutual profit. Some Societies are perfectly legit (that’s the “Monks” part in Monks and Mystics); others are perhaps viewed with some suspicion (e.g. Alchemists) but are hardly criminal. Finally, there is the subversive kind, of which the Demon Worshippers are certainly the worst. (Such shadowy and outright evil cults can be actively combated through a new job that can be given to the Court Chaplain.)

The basic loop goes like this; you put out word that you’d like to join a specific Society. After a while (immediately, for open Societies), you will be approached and offered membership as a novice. At this lowest rank, you usually don’t get many new abilities (but if the Society is secret you can now at least see the leader and the other members.) Now and then, you will be given missions that will further the goals of the Society. If you complete them, it will give you more power within the Society, which should eventually allow you to “level up” in Rank. The new Rank will give you access to at least one new special ability. Using these abilities (they are basically just a special type of Decision) can also increase your power within the Society, and so it goes, all the way up to being the leader of the whole Society.

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Of course, members of the same Society tend to like each other, and will sometimes (depending on the nature of the Society) even be obedient towards members of higher rank; or at least not hostile. This creates a whole new way of discouraging factions and pave the way for loyal vassals (or even a loyal Pope!)

That’s all for now. In a later dev diary I will go through the actual Societies and talk about their particular powers and abilities...

Be sure to check out the funny teaser trailer for Monks and Mystics, and remember the Livestreams later today, where Emil and Steven’s quest for the best German cookie continues, followed by the Norman adventures of Chris, David and yours truly!

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Shall we clear the air here and confirm my suspicion that we won't actually be able to create these societies?

Also these monastic orders will be abstract right represented by UI and titular or minor titles?

This will be fun don't get me wrong, I just always felt like there was a place in this game for some sort of monastery side holding.

- will you finally add rule that will exclude explicitly supernatural stuff ( devil son, immortality ) from "supernatural" events that could be reasonably explained ( werewolfs, old god etc )?

They already have that rule, or are you implying it is broken?
 
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They already have that rule, or are you implying it is broken?
He is talking about the difference between supernatural events that can be seen as people simply attributing events or crazy people and actual supernatural events. Many people like the first but not the second so the rule is useless for them since it either allows or blocks both.
 
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I don't know, Paradox! Why are you suddenly producing all of these fantastical nonsense DLCs? Secret societies and cults exist, but it's not as if they have a commanding influence on the world in any way. That's just conspiracy stuff. Next you'll be alleging that these secret societies meddle in video game development as well. No evidence for it. Nope, none at all. Don't bother looking for it. Especially don't publish any of this supposed evidence. Our esteemed and ancient, uh, 'organisation' suggests that you quietly go back to making naval battles and Aztec invasions. Otherwise, well, any number of bad things could happen...

May the Father of Understanding guide you.
 
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I see there is a new kind of event interface. Will there be key bindings for the Agree and Decline? The lack of (even moddable) key bindings for regular 1-4-option event popups is a huge quality of life loss and I would hate to see even more of that.
 
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I was ever a little disappointed (since theocracies remain unplayable), but now I am truly look forward to 2.7 version!
 
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Can I put forward the argument for the fianna/díbergaig then from Ireland and Scotland, which were similar to adolescent mannerbund elsewhere.

- They were a right of initiation into adulthood for warriors.
- Each member had to wear a peculiar hairstyle called a cúlán.
- Their devotions were semi-pagan.
- They were termed maicc báis by the church (sons of death).
- The church utterly detested them.
- They were known to tattoo a name of a rival upon their forehead and pursue them until they killed their target.
- They engaged in rape, pillage, arson theft which they called wolfing until they inherited land or married.
- They sometimes employed by secular rulers to defend borders, pursue grievances (like assassinations of rivals), or as a mercenary band/household.

This could possibly be abstracted for all tribal rulers. Every tribal/nomad ruler with a military education could be a member of one of a number of mannerbund/fian-bands of their culture. On acceding to the throne you maintain an associate membership with one of these groups. By building prestige, allowing favours (such as letting the fian predate your land, causing unrest, or avenge their feuds on one of your courtiers) you rise through the ranks of the fian-group/mannerbund. There are different rewards for each level. For instance, assassination plots get boosted (their pursuing feuds), a decision to raise the group in defensive/offensive wars for a prestige cost and finally, they join your household as a retinue.
 
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mystiku politiku
 
Oh boy, I can't wait to become an imortal, Satan worshipping cannibal, who regularly eats his own sons and sacrifices his virgin daughters to Lucifer.
 
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Are they all present at the start of the game or do some spring up over time? Can you found your own?
 
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He is talking about the difference between supernatural events that can be seen as people simply attributing events or crazy people and actual supernatural events. Many people like the first but not the second so the rule is useless for them since it either allows or blocks both.

I'd like this too if only because I want the whining about fantasy in their realism soup to stop.

I hope I can use Dark Power to send plagues at my rivals houses too, that'll be fun.
 
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I personally am struggling to find too many ideas for societies we could make...

The Maesters are the mundane option. Various magical groups also could work, such as the green seers.

More importantly, though, it looks like they have a system for magic built into this DLC.
 
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The Ruinous Powers will be pleased!

All hail the Changer of Ways! Glory to the Plaguefather! Exaltations to She Who Thirsts! KILL FOR KHORNE!
 
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@Doomdark is there any chance while your messing with the event UI, that you could please look to adding the option of having more than four options. We in the Warhammer mod would appreciate this greatly :D

Secondly, how moddable are the societies, and will we be able to construct a.i open societies that can be interacted with?
 
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