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it has allready been translated and discussed in an earlier topic, try looking for it
 
its in the sticky: "previews and interviews"
 
Interesting article... he knows a lot more than I have expected (maybe he kept an open connection to Snowball)

Edit: make that a looot more...heck, even the economical side is covered...Do you want a rough translation?
 
yes sir.
 
Well, the first page is interesting, but nothing new. There is an interesting analysis of the game from the point of view of "raison d'etat" si "real politik", that defined the old empire-building strategies, replaced by the "Non nobis, Domine! Non nobis, sed nomini tuo ad gloriam!" Templar motto. It seems there are three muslim caliphates (Almohads, Egyptians and Selgiukids), all controled by the AI, as the italian republics and the hanseatic leagues (don't know if this is changed in the last version)

The second page brings some strange notions, like "beheadings", ordered only by the monarchs. The loyalty of your heirs must be secured; even if the first born son will be the next ruler, you have to give your other sons generous feuds, so not to start civil wars. But because your main heir will have his brothers as vassals will not make civil wars obsolete, so be prepared to defend against your whole family. The legal rights and the prestige of your king can provoke conflicts, if they don't have a real foundation. Women can't become rulers, but the marriages can secure prestige and even end wars.

Your vassals are placed in three categories: dukes, counts and bishops. While the last two own the provinces (I suspect through simulation and not direct play), the dukes control a larger domain, control many counts, being able to raise armies, resolving the internal affairs of their "state", joining you in wars. All these categories have ratings concerning experience, loyalty, military capacity, piety and influence on the troops' morale, and, moreover, their own life, able to marry, die and even, with the blessing of the monarch, being able to make their feud into an hereditary realm.

An interesting option is the possibility of knighting your heirs, divorce, extra-marital relations and bastards, naming your favourite son as ruler or having handicaped children. An ambitious vassal can marry your daughter; you can also marry their daughters to raise loyalty and maybe inherit a part of their land. The loyalty of your vassals must be assured in any way you can, otherwise you might lose whole regions (the vassal and his whole family can walk away from you). You can provoke his treason, but you can also bribe him to come back and swear a new oath of fidelity. Oh, you can also remove them (I guess that through assasination or taking advantage of their sudden death, in a military conflict, by refusing to give away the feud to anyone else.

Second part coming out... :)
 
Interesting!:) Keep it coming! And thank you for doing this.:)
 
But there are risks as well if you deposess a noble of his land: the loyalty of the other vassals will decrease, you'll lose prestige and the chances are you'll get lost in all kinds of civil wars or internal strife.

The Church plays a fundamental role in the game, even if teologically, there are other forces, as the byzantine emperor or the HRE, that tend to control the existing ecleziastical apparatus. The pope can excomunicate, sell indulgences and proclaim crusades. In the case of a success, the rich oriental provinces are at your disposal, either by direct control, or by becoming vassalships. A successful crusade can mean a great increase in piety and prestige. You can also opt for an indirect participation and appoint a noble (duke) to lead his army into battle, a strong and resourceful man which back home would be a constant threat. His death among the heathens might even bring his lands to you.

The crusading troops won't enter in winter cantonaments, their means subsistence being provided by the pope. The 5 religious orders (templars, hospitalers, teutons, Santiago, Calatrava) will pop up after certain historical events and will action as papal forces, being sent to help in any crusade initiated by the pope, not only in the Orient, but also in the Baltic zone, Spanish Reconquista and even against the mongol invasions of 1241.

The economical system of CK: the main income represents the taxations imposed on the vassals; an economical unit includes four classes: nobles, clerics, townfolks and peasants. These are extremly well presented and individualized, each having its own statistical graph (loyalty, economical power and taxation level). If the first and last notions are clear, the economical power deserves a little more attention, because it reflects the economical preponderance of the class, its income. The monarch's goal is to raise the income of the townfolks and peasants, categories that easily accept taxes, because making clerics and nobles accept such contributions might bring internal struggles, hard to put down. It's all about the balance of power.

The tech tree has four main branches (military, commercial, industrial and cultural), each having 5 steps in each century. Each level from every branch must be achieved in order to meet the requirements of the next century. You can no longer research just a branch, having to juggle everything to keep on track.

Instead of a national mobilization, like in EU2, we have the contingents of nobles, raised and financed from their own feuds. The detachement is raised at county level and its troops' composition depends on culture, technological achievement and the preponderence of a social group. Of course, the military force of the noble is limited; if you call the troops too often, you'll gather less and less troops, with less loyalty than before. A viable option might be the mercenary troops, but this depends upon your economical prosperity. There are four types of troops: cavalry, infantry, archers and artillery. The battles are similar to the ones of EU2 but keep in mind that prolonged conflicts have deep and dangerous political and economical consequences.
 
Go figure! A romanian knows about the game more than most of us, but I'll still have to order GK from abroad... :rolleyes:
 
Alexandru H. said:
If you want something else about the game, check MrT's presentation in the AARland Gazette . It will give some more answers...

Thanks again Alexandru.


MRT said:
The player's primary focus in Crusader Kings is the survival of his dynasty "his ?blood line", if you will. While increasing the size and importance of one's demesne is a good way to do this, it is by no means the only way. What is critical in the game, though, is that your dynasty survives - in some form - or your game is over. You will begin the game as the head of a dynasty - be it king, duke or count (or hierarchical equivalent, depending on what part of Europe you choose as your homeland) - with a demesne of a size appropriate to your station, and with a court that is peopled with a number of courtiers. You must then ensure your survival by appointing advisors, by finding yourself a spouse (unless you happen to have one at the beginning of the game), and by siring the next generation of your family - for when your first character dies, you assume the role of his successor. If you fail in this task and your bloodline comes to an end, your game is over.

This is quite a departure form Paradox's previous games where the designers "directed historical" approach had files that predetermined who would rule each nation, when they would assume their crowns, and when they would die. Instead, think of CK as a game that contains a "snapshot" of the major personages at the beginning of a scenario and from there evolves based on the course and success of your actions. From then until the end of the game, very little will occur that is absolutely "true" to history.

That brings me to the dynamic events system. Other than a handful of major, global events that are scripted to be "faithful" to the history of the era, most of the events in CK are of a "dynamically directed" random nature. You won't find events like EU2's French "Wars of Religion" series that force you along an historic path - or opt for a limited number of alternative choices. For players interested in a game that is more along the lines of a historic simulation, these sorts of things could be scripted by the Scenarios & Modifications community - and likely will. Rather, CK will interact with your decisions to challenge and entertain you in a myriad of unpredictable ways.

The events in CK are rarely time-dependent, there being almost nothing scripted to happen to a particular country on any particular date. Instead, the events are triggered and/or affected by certain conditions - be it a type of law, the existence or lack of a certain province improvement, a certain social setting, or whatever. I can't give you more details yet, but I can assure you that they can keep you on your toes and give you a real feel for many of the challenges faced by the rulers of the era.

I can't wait for the game. This game looks great :)
 
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WOW!:D I'm really thankfull that MrT took his time to write this summary!:) Lots of new information! Goodie, good!:D
 
Nikolai said:
WOW!:D I'm really thankfull that MrT took his time to write this summary!:) Lots of new information! Goodie, good!:D
I think very little (if any) that I wrote is not already common knowledge (or Johan will have my head :eek: ) but I'm not sure that it has been put all together in one place quite like that. As you can tell, I'm enthusiastic about the potential of the game and I feel that one excellent decision has been to take a step back from trying to faithfully reproduce historical outcomes and focus more intently than ever on making a highly entertaining game for the player, while still providing the Scenario & Mod community the tools they would need in order to produce a historic simulation if that is their wish. Further, I think CK will eclipse EU2 as an MP game and shudder to think of some of the wars that will be happening over the modem in the coming days and months.
 
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Most of it was new, but not everything.:) Some game info was new, and of course your personal view of the game and its potential. That's enough new for me!:D But I don't think it was too much new for Johan to swallow. I hope so for your sake at least...:wacko:
 
MrT said:
I think very little (if any) that I wrote is not already common knowledge (or Johan will have my head :eek: ) but I'm not sure that it has been put all together in one place quite like that. As you can tell, I'm enthusiastic about the potential of the game and I feel that one excellent decision has been to take a step back from trying to faithfully reproduce historical outcomes and focus more intently than ever on making a highly entertaining game for the player, while still providing the Scenario & Mod community the tools they would need in order to produce a historic simulation if that is their wish. Further, I think CK will eclipse EU2 as an MP game and shudder to think of some of the wars that will be happening over the modem in the coming days and months.

The new bits are that you can appoint chancellors etc. from your courtiers (that I'm 95% sure of) and that there are tournaments that can/will be held - there was a question asked on this recently and I'm 75% sure either no answer or no clear answer was given on it. Still, its not quite going to bring the burning of CDs to a halt. Very interesting, thanks for the article-type-thingmyjig.
 
T,

You keep bringing up MP and I'm going to have to find someone who can hack into your computer... :D

Alexandru,

Thank you. A lot there I'd never heard.

A bit perturbed by the way crusading troops are to be handled, particularly with respect to winter cantonments, but I suppose there has to be some bonus for them and a morale advantage just won't work, particularly as the Muslims were not all that daunted or impressed by the Franks in their mountains of iron.