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Crusader Kings 3 Dev Diary #53 - Northern Lords Content Rundown Welcome comrades, to a very odd diary for me to be writing! Today, we’re going to be taking a look at what new scripted content we’ve added for CK3: the Northern Lords, and, since...
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The 'juniorest' of the devs, called Wokeg, is also baby's first socialist.
Hmm.
Tackling the Norse was always going to be an interesting affair, since, mechanically, they’re pretty well covered for many things already, though most especially warfare and raiding.
This is why they will go to hell for lying.
When leading raiding expeditions, rulers with the longboats innovation may occasionally get events allowing them to stop and trade with the locals. This gives them some loot, and a ceasefire with their target (or their target’s liege) if accepted.
Good addition on both sides. The annoyance of constant raiders in a powerful, centralised and stable realm with coastal regions that can barely be sieged out by vikings...now gone. Hopefully.
I really didn’t anticipate how much both QA and the public would enjoy getting more complex raiding options, though, and if I could go back and expand on any one feature, man, this’d be it.
Why else would anyone play the vikings if not for raiding?
One thing that the Swedish AI really, really loves to do in the base title is collect holiday homes. Ireland, France, Spain, Sardinia, Stoke-on-Trent… if it’s vaguely near a coast, Sweden wants a piece of that action. Preferably just a small piece. For the collection.
This is quite true. Sweden as seen in this AAR have a holiday home in Anglesey. They relocate to South Wales after a while but they never develope or expand much. I think this is pretty spot on insight on their own AI. Well done.
As lords in Scandinavia lose their last holding, they’re added to a pile of other such rulers, from which we select someone every X years. Then, looking down a list of major areas of Norse colonial interest (two lists, technically: one for the west, one for the east), we check to see how the Norse are doing. If we find somewhere in the lists where the Norse presence is either gone or else negligible, we grab one of our landless Scandinavian warlords and send them off to conquer anew.
Should lead to interesting maps without ugly maps, the goal of every paradox game.
the Apocalyptic Scandinavian Adventurers game rule
Zombie mode confirmed. I told you so MrCapiatlist.
several perfectly sane settings and one that leads to mass border-gore and terrifying Viking emigres marauding across Europe.
Let the modders get their teeth into this one...
the weighting system for selecting adventurers also prioritises player relations, meaning that, if you’re playing within Scandinavia and throw a rival out of their lands entirely, you may not have quite seen the last of ‘em...
Now that could be fun indeed. Someone needs to do an AAR where that happens, repeatedly. Like a Saturday morning cartoon (from before I was born).
the monsters that the smallfolk tell themselves stalk the forests at night...
The dreaded moose. Not sure Ged can outwrestle one of them.
an explorer fresh from the depths of the Atlantic
Fluff, but interesting.
we wanted the Jomsvikings to be, basically, bastards.
They’re religious fundamentalists and they’re unhappy that no one is quite as serious as them about the old ways: everyone’s either in a rush to reform, which is heresy, or a rush to convert away, which is apostasy.
They take it on themselves to roam the Baltic and other areas, rewarding the pious and stealing from literally everyone else, and will continue making a nuisance of themselves against all comers until Jomsberg itself is burnt to the ground.
Lovely.
They're back, and much the same as in CK2. Uses the knight leveling mechanisms, so can get pretty strong.
Needless to say, we’re also quite happy to be bringing gender-neutral shieldmaidenry to CK for the first time with the alternate version, the shieldswain, accessible for female-dominated Norse pagans.
This is quite good too. More AAR fodder.
Secure the High Kingdom of the North Sea
what Canute the Great could no
Our portrayal of the High Kingdom is thus very much alternate history, but it’s still somewhat plplausible.
Unreformed tribals get an easy conversion to feudalism and a modifier that not only helps them live long enough to use it, it makes it so that you lose minimal power transitioning out of tribal.
Reformed pagans get a modifier that makes it markedly easier to convert other reformed faiths, letting them propagate their faith around the realm with impunity.
Everyone else gets a strong hook on every powerful vassal with a positive opinion of them which is, understandably, both profitable and stabilising.
Needless to say, no matter which path you go, you get a cool nickname.
Very powerful decision. England (including Cornwall), Denmark and the hebrides. And Ross, just for a bit of border gore.
choose where the heart of the Rus’ truly lays, setting the de jure capital for Russia
Now that is a fascinating option. Annoying that there is no EUIV port to see the effects of that throughout the centuries.
Elevate the Kingdom of Mann & the Isles
Oh boi, have I seen some mixed opinions on this’un! Elevating Mann gives you so many bonuses scattered all over the place, most of them extremely good, and it’s easily one of the more powerful decisions in the title (which, given it has to catch the Isle of Mann up as a major world player, it sorta has to be). Your whole dynasty gets to raid for a hundred years despite it making you feudal (something we otherwise heavily restrict), you get a large pirate army with many free Men-at-Arms, you get lots of renown, and the Isle of Mann is made into an absolute powerhouse of a cocounty.
This grants insane perks. Building on Mann costs fifty percent less, and build time is rescued by 200%!!!
Build tall indeed. The one island will be outproducing the entire continent with those numbers.
even rulers not of the faith can hold great blots to please their blot-faith vassals and lands, though they must be careful not to upset their co-faithists. Particularly if they plan to indulge the blot’s most vicious customs.
Hilarious.
Shit, theyve found me! I'll be back in touch once I deal with the-