• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!

devil_power.png
 
  • 136
  • 17
  • 12
Reactions:
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.
Paradox never, I repeat, never, said that. They said they did not add it because it was hard to do it right. It was the forumites who debated endlessly over whether naval battles existed or not.
 
  • 20
  • 2
  • 2
Reactions:
If we assume that CKII exists in the same world as Stellaris, then maybe all the supernatural events are just extraterrestrial meddling...
 
  • 7
Reactions:
Interesting to see a new graphic design for that event. I wonder if all events will be changed to a new format.

Those are new Mission events, old events look the same as ever.

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.

No one said Devil worshipers having actual powers is realistic, so no need to argue against that. I do think most people will find them fun since I can see most people keep supernatural events turned on. On the other hand, the problem with adding naval combat is neither the game or the AI is built around it and it'd be more than a DLC's amount of work to add it.

Will we be able to become demon worshippers ourselves?

Sure.
 
  • 17
  • 15
  • 4
Reactions:
Is the short reign penalty going to be fixed in the next patch?
 
Order of the dragon here I come!!!!
 
  • 1
Reactions:
More importantly, though, it looks like they have a system for magic built into this DLC.

I'm thinking that "Dark Power" is the demon worshiper version of piety, but that could be wrong.
 
  • 7
Reactions:
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 is so interesting. Would you mind sharing any source on this? I could not find anything in the fast google search.
 
There is something for everyone. :)
Does this mean that all the religions are getting their own unique sects (Norse is going to get several, obviously), or there will be "cloned" sects that certain religions will get instead of getting unique flavor? There are still religions on the map that barely have any flavor, after all.

No one said Devil worshipers having actual powers is realistic, so no need to argue against that. I do think most people will find them fun since I can see most people keep supernatural events turned on. On the other hand, the problem with adding naval combat is neither the game or the AI is built around it and it'd be more than a DLC's amount of work to add it.
I'm going to second the request for dividing the supernatural game rule between supernatural and "supernatural" events. Your current data is skewed, as people might be leaving them on for the "supernatural" events, and having the supernatural events as an unavoidable side effect.
 
  • 7
Reactions:
Gnostics were mentioned a while back (Sethian gnostics, specifically) they are presumably going to be discussed further in later DDs, there's no reason to think they just vanished.
 
  • 3
  • 1
Reactions:
wow, 5 minutes reading through your posts guys and I have found so much useful information! thanks everyone! as you can see... i am just a newbie, but here I come :D been getting anxious that I won't be able to learn anything. (I seriously have anxiety but that's such a problem for me that I need to take Viagra Soft each time when such a problem occurs otherwise my wife would leave me) :D
 
Last edited:
  • 1
Reactions:
With all the sects and violins-excuse me, heresies-being promised here, I hope there wiill also be an Inquisition too...
 
  • 3
Reactions:
For people saying demon worship, familairs etc. is omg wtf unrealistic gto, come on seriously. It's the feudal age in Europe, people saw daemons and witches everywhere in everything. Plus this is a flavour/RP DLC, you might get your naval combat in the last DLC which I assume will be feature based. (And hey I woulden't mind naval combat either, just, I like the idea of having more RP stuff to do).
 
  • 7
  • 2
Reactions:
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.

View attachment 222358

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!

View attachment 222359
Demon worship? Actual magic? Would you please get back to real history?
Also will there be game rules separating the new actually supernatural events from the old ambiguous ones?
 
Last edited:
  • 13
  • 12
Reactions: