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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.

benedictine_mission.png


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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Interesting to see a new graphic design for that event. I wonder if all events will be changed to a new format.

Concerning societies, those that interest me the most at the moment are the open religious and general ones, as it will be interesting to see how much of an impact they will have.
 
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.
Green Seers are not really an organised group of people who band together though are they. I am thinking more along the lines of Faith Militant and Faceless Men but hey who knows
 
Will there be Illuminati type societies? Can societies have goals of bringing down realms or dynasties?
Please, please, please this!
 
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Remeber when Paradox said "We wont make naval warfare dlc because it would be unrealistic" but it seems they dont give a shit about realism anymore. I mean cmon devil worshipping, "summon a familiar" and all that other supernatural crap ? Yeah sure, thats "realistic" but god forbid they add something useful like naval warfare or rework the imperial system.
 
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@Doomdark any chance that you will tell us what content pack should we expect? Or any chance that you will add an option to change the characters names during coronations or while changing religion?
 
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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.
"Suddenly releasing"
Released one Aztec invasion a long time ago as a mini fun dlc. Releases sect dlc. Oh wow, they sure are releasing these fantasy dlcs left and right suddenly!
 
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@Doomdark any chance that you will tell us what content pack should we expect? Or any chance that you will add an option to change the characters names during coronations or while changing religion?
Regal names might be nice, but I'm not sure it was very common.

Remeber when Paradox said "We wont make naval warfare dlc because it would be unrealistic" but it seems they dont give a **** about realism anymore. I mean cmon devil worshipping, "summon a familiar" and all that other supernatural crap ? Yeah sure, thats "realistic" but god forbid they add something useful like naval warfare or rework the imperial system.
I like realism myself, but these things are able to be turned off in the game options. Something for everyone, you know?
 
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Sect-specific plots would be cool, with an interplay between sect and classical feudal mechanics: Type and target of plot defined by the sect you are in, only sect members can join the plot but have the same plot power modifier they have from their feudal rank and position. Thus you would be incentivized to shuffle fellow sect members into powerful positions in order to overcome the small pool of potential plot backers!

Monk orders could have plots for making one of them the pope, declaring something/someone to be holy or declaring them godless.

Demon worshipers could have all kinds of crazy plots, and I think these should be high risk, high reward. If discovered, you would also be busted as a demon worshiper with the consequences of that, but there should be somewhat reduced chance of plot members spilling it and potentially very powerful rewards.
Some plot ideas:
Kidnapping and sacrificing someone to a demon. Would increase the Black Magic level of all those involved in the plot, with more magic gained for targets of high rank similar to ransoms. Considering a version that only "borrows":rolleyes: blood instead of killing the target.
Inflict someone with a disease or curse.
Possess the pope (difficult).
Forcefully convert someone, using black magic.
Go public as a new religion. Plot leader would become religious leader and have some form of alliance (maybe slightly different from feudal alliance) with other members. This would be necessary for survival, as they would be even more hated than heresies by established religions and members would be spread out in different realms, vulnerable to both uprisings and their liege.


Edit: Starting to think of it, this sounds so cool I might just try my hand at modding and making this a thing if it's not included.
 
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Remeber when Paradox said "We wont make naval warfare dlc because it would be unrealistic" but it seems they dont give a **** about realism anymore. I mean cmon devil worshipping, "summon a familiar" and all that other supernatural crap ? Yeah sure, thats "realistic" but god forbid they add something usefull like naval warfare or rework the imperial system.
I don't believe that's the reason, or its atleast not the main reason now. It's because they would have to rework the engine. Naval combat can come with CK3 it a dlc
 
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"Suddenly releasing"
Released one Aztec invasion a long time ago as a mini fun dlc. Releases sect dlc. Oh wow, they sure are releasing these fantasy dlcs left and right suddenly!
I'm not really sure how much more obvious I need to make the joke...
 
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The expansion is looking good! It adds lots of possibilities, both for vanilla and mods.

Hopefully there will be nice special abilities for everyone even with Supernatural events turned off.
 
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I wonder how demonspawn will interact with demon worshipping cults
 
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Remeber when Paradox said "We wont make naval warfare dlc because it would be unrealistic" but it seems they dont give a **** about realism anymore. I mean cmon devil worshipping, "summon a familiar" and all that other supernatural crap ? Yeah sure, thats "realistic" but god forbid they add something useful like naval warfare or rework the imperial system.
+1
 
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Geheimsnacht even more so - finally they can overhaul the very barebones mechanics for secret chaos cults, or maybe even add secret vampires to the game :O

As for Geheimsnacht, I'm most interested in how much these new features could help flesh out most of the 'normal' religions that have a lot of variance within them that are too major to be represented by a trait but not extreme enough to count as outright heresies.
 
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I hope that the new mechanics will be useful for modders. For example, giving ways to have in magicka for Elder Kings without needing a bunch of hacky maintenance systems.
 
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I am not that interested in the black magic one in the base game; though I am 100% fine with magic in fantasy settings ala Game of Thrones or Warhammer. I am fine with this one because I see far more possibilities for the historical applications of the Open and Closed societies(hello secret plots to strike for independence) I do have a number of questions though @Doomdark :

1.) can we tell people to join certain orders? Say telling a 2nd son to join a particular Monastic Order?

2.) Can we mod it so that there are certain requirements to joining the society? such as have to be female? have to be of a certain culture?

3.) Can there be goals and objectives of different societies? Such as forming a secret society to get independence for Wales?

4.) Can the societies have relations with other societies? For example, two guilds in Venice getting into a trade war between one another.
 
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