• 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.
Plz, plz, maek CKII, it teh roxxoorz game, pwnage bestest! Plz, I am gonna droolez all over teh shwoobles!

On the serious note, it would make me very happy. Of all the Paradox games I bought, I play CK the most.
 
Wow, it's interesting that since its release people have been demanding CK2 every couple of months, yet there are no news of it, and it's been 4 years. Paradox pleeassse.

Although on the otherhand there were a lot of useful improvements made by Johan to the game.
 
Saber said:
Wow, it's interesting that since its release people have been demanding CK2 every couple of months, yet there are no news of it, and it's been 4 years. Paradox pleeassse.

Although on the otherhand there were a lot of useful improvements made by Johan to the game.

To be fair, this statement can be applied to every Paradox game except Rome and Diplomacy.
 
timetogetaway said:
Mini-games related to spymaster/court intrigue comes in the form of events. Additional RPG or social sim elements comes in the form of events.

Yes, events are a way to badly represent something that the engine doesn't know how to handle.

It's why spymaster/court intrigue and rpg social/sim doesn't really exist in CK. There are just an ersatz to evocate them.
All is random, and the courtier IA never choose to acte. They just act randomly, without any logic.
 
Calanctus said:
They're not "essential," because plenty of strategy games do without them. EU2 and CK have no industrial development model. It's outside of the period. CK doesn't even have trade, and while I would like to see trade implemented in a future installment of the series, I can't say it's not a strategy game because it lacks a real economic dimension.

Fond of events, aren't you? ;) There's a lot you can do with them, but events are not a mini-game (how do you "win" at events?) and often they are an inelegant brute force solution. I would rather see these things integrated organically into the game.

Why do you say that? Do you think that trade was some wondrous invention that people did not discover until after the Middle Ages?

No, I am saying that mini-games would be very out of place in CK, but as it is I highly doubt they will add them to the game (if they make a CK II), so we can agree to disagree!
 
It's why spymaster/court intrigue and rpg social/sim doesn't really exist in CK. There are just an ersatz to evocate them.
All is random, and the courtier IA never choose to acte. They just act randomly, without any logic.

I disagress. It can be done via events, especially with DV. I'm working on a mod which will adress to it.
 
Random events

performer said:
I disagress. It can be done via events, especially with DV. I'm working on a mod which will adress to it.


Well, the only thing that I don't like about the events are the fact that they don't always do what they say they are going to do.

For instance, my character's spouse was given a random event that she pick up some latest fad.

I chose to pay almost 3 gold pieces for her to pursue this fad and in return she would get a new character trait and my kingdom would get an advancement in 'Musical Instruments'.

She got the character trait, but my kingdom didn't get the technology advancement. Needless to say, I was a bit upset because 3 gold pieces is a lot of money!!


Random events are great, but only when they actually do what they say they are going to do!!!
 
ManOnTheMoon said:
Well, the only thing that I don't like about the events are the fact that they don't always do what they say they are going to do.

For instance, my character's spouse was given a random event that she pick up some latest fad.

I chose to pay almost 3 gold pieces for her to pursue this fad and in return she would get a new character trait and my kingdom would get an advancement in 'Musical Instruments'.

She got the character trait, but my kingdom didn't get the technology advancement. Needless to say, I was a bit upset because 3 gold pieces is a lot of money!!

That is because there only is a 5% change that you get this advancement

Code:
# event 6201

action_a = {
		effect = { type = trigger for = spouse value = 6210 }
		effect = { type = random_list
			60 = { type = add_trait value = selfish }
			40 = { type = add_trait value = proud }
		}
		effect = { type = random chance = 25 
			effect = { type = remove_trait value = stress_symptom }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait for = spouse value = generous }
		}
		[COLOR=Lime]effect = { type = random chance = 5
			effect = { type = add_next_advance value = sculptures [/COLOR] }
		}
	}
 
Veldmaarschalk said:
That is because there only is a 5% change that you get this advancement


Well! That explains it then :) :)
I wish that the random event popup window mentioned that or I wouldn't have thrown away that gold!!

BTW, Musical instruments is a level II advancement. When that random event occured, I did not have the level I advancement.

If I was awarded that Level II advancement, would I have automatically been given the Level I advancement at the same time?
 
Can level II advances no spread to provinces without the earlier advance anyway?

On the subject of a Sequel however, ive given it alot of thought since the first time a considered posting on this thread and ive come to a conclusion, what i'd want CKII to be is almost exactly what CK is but with a few minor quibbles fix'd,
- not crashing quite so often.
- to start with Caunte rather than William.
- to acknowledge that William never ruled a stable or accepting of the Normans England.
- greatly expanded succession laws and a representation of the Witenagemot.
- beautiful characters.
but as for the gameplay, direction, progression, interface and type of events i reckon paradox got it pretty much spot on when the made the first. CK doesnt need to be reworked significantly because its almost perfect as it is so no worries.
certainly it doesn't need mini-games or exciting military and economic models.
 
Advances can spread regardless of level, but can only be researched level-by-level.

It is quite possible to get an L2 advancement by spreading, but if you want to research L3 you need to finish researching L1 first. Knowing the latter level does not give the earlier ones.
 
There are a number of things I'd like to see in CKII, but I think the lead issues I have with CK+DV all have to do with dynasty-management.

People back then did not automatically get married at age 16, and stay married to the same person until death did them part. Some people were betrothed as children - which you can't do in CK+DV. Some people married much later in life, and some never married at all - which you can do in CK+DV, but there's no reason to, and all the AI characters seem to get married at 16. Some people got divorced and remarried - which you can't do in CK+DV, although you can try killing your wife outright.

The Church imposed careful rules on who could get married and who couldn't, based on degrees of consanguinity. This sometimes made it very hard to find an eligible bride, although on the other hand it sometimes helped when you wanted an excuse for divorce. None of that shows up in CK+DV.

People tended to choose marriage partners from nearby countries. It was unusual when the King of France ended up marrying a Russian princess. Minor noblemen from England did not routinely marry Serbian girls, as seems to happen in CK+DV.

Characters in CK+DV seem to produce very big families. (Okay, that's probably going to get tweaked in the final patch and it's easy to compensate for it by event. Infant mortality for the win.)

Build some more depth into the evolution of dynasties - and into the variety of laws of succession, too - and I think the game would be improved.

Oh, and get rid of that constraint whereby you lose the game if someone not of your male-line dynasty inherits. Real-world dynasties tended not to last more than a few generations, but the realm continued on . . . possibly with some time of unrest during the transition.
 
jordarkelf said:
Advances can spread regardless of level, but can only be researched level-by-level.

It is quite possible to get an L2 advancement by spreading, but if you want to research L3 you need to finish researching L1 first. Knowing the latter level does not give the earlier ones.

That sounds logical!

Since we're on the topic of advancements, I have a question that has been nagging at me:

When I chose a path of advancement to research (for instance Farming Techniques) with the little red dot, the game doesn't seem to pay attention to that. Instead, my country discovers advancements that I am not researching at all.

What good does selecting an advancement path do when the game seems to do what it wants? :)

Thanks!
 
Well you should only *discover* whatever you're researching, but most discoveries will be made through spread. And that is essentially random (depends on what your neighbours know of course -- and keep in mind trade routes).
 
Jon F. Zeigler said:
Oh, and get rid of that constraint whereby you lose the game if someone not of your male-line dynasty inherits. Real-world dynasties tended not to last more than a few generations, but the realm continued on . . . possibly with some time of unrest during the transition.

Yeah, as I said once upon a time, elsewhere.

I do think that a recognition on p'dox's part that a player is bound to a state in CK would be good. Rather than pushing the player into ahistorical play (keeping one dynasty alive/in power over the entire period), it'd be interesting to just play the state and seeing various dynasties come and go. You'd be able to try to keep a dynasty in power (and incur the benefits of a stable legitimized rule) or let your daughter's son inherit and face the troubles that new dynasties faced.

After all, the AI plays states, not dynasties.
 
I'd rather see the AI place more emphasis on the dynasty.

The fact that you are playing a dynasty and not a country in CK is a great part of the charm.

I would love it if the AI would be able to tactically marriage to consolidate lands, assassinate his cousins etc. so he gets in line of inheritance, and do everything else players do to get an unfair advantage over the AI.
 
jordarkelf said:
I'd rather see the AI place more emphasis on the dynasty.

The fact that you are playing a dynasty and not a country in CK is a great part of the charm.

I would love it if the AI would be able to tactically marriage to consolidate lands, assassinate his cousins etc. so he gets in line of inheritance, and do everything else players do to get an unfair advantage over the AI.

See I disagree as the basic premise is for you to act in a totally ahistoric manner. While you shouldn't want your dynasty to die out, it shouldn't involve replacing every non-dynastic power with members of your own dynasty / assassinating heirs that aren't dynasty members...or easily changing the succession laws to guarantee your dynasty's succession. And a country cousin arrives to take the throne of France? :wacko:

Also, in line with the game's current design, salic law is the only law that really makes sense unless you adopt house rules/rp (which is pretty much what I always do when playing CK).

That said, the supposed change (supposed as I've never had the case) that if you lose your main title, you get switched to another title holder of your dynasty (in DV) is a good move. Then you get an ebb and flow, hypothetically.