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I'll go along with the fact CK is very unique. The main points about it are the characters, dynasties and the many relationships between the different factions. In that vein I can give you a few examples of strategy games that have characters, or a multitude of relationships between different factions.

EU Rome had some CK elements, I liked the guild 2 as well but I wouldn't say it was for the same reasons as CK, it was more about medieval life. Indeed there are a few Rome titles from different companies that have character elements, but very few games that deal in dynasties or give each province their own driving AI.

Some space strategy games had character elements, moo2 springs to mind, though I am sure there are others I am missing. Space Empires 5 almost did a fair job with large scale AI alliances, (acting as a council of sorts) but that was so buggy last time I played. I am comparing a council type alliance to a kingdom in this case.

Though it didn't deal in characters, I liked superpower 2 for the multitude of relationships and treaties between the different countries, though that game was bugged after a certain point and the economy just crashed. It was improved greatly if you made a few tweaks to what the AI saw as important, I ended up having several polarizing game regions (think religions only based on government type.)

Other than that I am sadly out of ideas, as I would love a strategy game that had AI characters governing regions each with their own agenda, and complex diplomacy - CK2 for instance *cough cough* vote for it on facebook! *cough* :).
 
I'd also recomend Medieval Total War II, but make sure to get good mods on it, which can totaly transform the game experience.

One, and probably the best, is Stainless Steel, which gives it a more CK-like feel, more traits, dynasty building to a good extent, as family members and generals and their traits and choices make a big impact on your game play. (You can have anything from a crazy king, to a homosexual crusader :D )

you can find Stainless steel at http://www.twcenter.net/forums/forumdisplay.php?f=314
 
I'ld say Stardocks upcoming 'Elemental War of Magic' has some similarities with the dynastie system. Your sovereign can get offspring and these can build diplomatic relations with other kingdoms and can also marry. This could also lead to family feuds and so on. Your sovereign also has traits but i don't know yet if those can be inherited or not, since game is still in its Beta.
But the idea sounds a little bit like CK in a fantasy world.
 
I've heard of all the games being suggested in this thread. Crusader Kings is the only game that I truly really love. There's no comparison imo.

Until Crusader Kings II... :eek: :rolleyes: :cool:
 
I'ld say Stardocks upcoming 'Elemental War of Magic' has some similarities with the dynastie system. Your sovereign can get offspring and these can build diplomatic relations with other kingdoms and can also marry. This could also lead to family feuds and so on. Your sovereign also has traits but i don't know yet if those can be inherited or not, since game is still in its Beta.
But the idea sounds a little bit like CK in a fantasy world.

Thanks to you I've spent more money. :mad: I pre-ordered the collector's edition of this. Now my time will be divided between Elemental and Vicky 2.
 
Thanks to you I've spent more money. :mad: I pre-ordered the collector's edition of this. Now my time will be divided between Elemental and Vicky 2.

Hehe, I pre-ordered that ages ago. The beta is finally shaping into a real game. It's great!
 
EU: Rome is the most similar.
 
King of Dragon Pass is probably the game I'd equate most with CK. It's a very difficult game to describe, since it combines elements of strategy, role playing, and even those old choose-your-own-adventure books. Broadly speaking; you play as the chief of a clan of celtic/nordic tribe which has recently emigrated en masse to a place called Dragon Pass. Many other tribes from your ancient homelands have also moved to this area due to troubles back home, and you have to try and build a new life in this strange and dangerous land.

One of the neat things the game does is automatically record every action and decision the player takes into an historical log. I'll paste a bit from the log of my current game, so you can see for yourselves some of the things that happen in the game:

1330
The god-talkers forecast that our market would be unprofitable this year.

Our explorers discovered rocks that shine in the dark, which could be used to make valuable amulets.

Humakti warriors said we should give them permission to enter our tula and fight the undead. We granted it, and sacrificed to Humakt. They praised us as a wise and honorable clan. They tramped around our lands for many days, but did not find the creatures they were looking for. They were good guests, though, and did little to disturb us.

We stole 26 cows from the Orlevings.

One of our carls, Korlmar, was killed by the Orleving warriors Kestald and Orngerin, who said they were avenging kinfolk. The Orlevings rebuffed our request for wergild.

We sent Elusu with gifts to the Antorlings.

Jostharl, of the Konthasos clan, asked us to give him cattle, because we owed him a favor. We did as he asked.

We raided the Orlevings. We drove the Orlevings from the battlefield, and were able to plunder their tula.

The Orladnasti raided us for 13 cows while we were raiding.

We saw a rainbow; the people were cheered by this good omen. With this blessing, we sought to build friendships. The chief and thanes of the Boskovi clan pledged their friendship to us.

We found fused lumps of iron in the hills nearby.

1331
The god-talkers predicted that other clans would form bad opinions of us, no matter how generous we were.

Verlain, of the Hiord clan, asked us to give him grain, because we owed him a favor. We did as he asked. Our carls were glad to see that we gave Verlain only what custom demanded — no less, and certainly no more.

We were raided by the horse nomads. We were driven from the battlefield and looted.

Farad led a caravan to trade with the Boskovi.

Korlaman spoke for the warriors when he said that they were stretched too thin, and that more fighters were needed. We sent Farad on a mission to find the best warriors available.

Yinkin cultists came and asked for our help against the Tanaharts, who they had found out were raising dogs. We sacrificed to Yinkin on their behalf. The god-talkers said that Yinkin had received our sacrifice. The alynx god’s cultists were well pleased. Soon we heard that the Yinkin people were successful in their raid against the Tanaharts, and that the dogs were slain.

Our scouts found a strange clan of beast folk who were like ducks. Tempering mercy with shrewdness, we exacted payment from the ducks, whose larders were heavy.

Acting as our emissary, Elusu sought an alliance with the Boskovi. Elusu said to them, “It would be generous of you to help us in a time of need.” Their chief, Gustand, agreed that our two clans should be allies. “Generosity is the prerogative of chiefs and kings,” Gustand said, “and I am glad to extend to you our bounty and protection.”

Someone killed some of our horses. The weaponthanes were despondent, for by allowing this to happen we had shamed our patron god. We conducted a divination. The spirits of our ancestors said that this crime was committed by the Varmandi. The people were not surprised to hear this, for they were feuding with us. We made the claim before their clan ring. They denied that they had slain our horses. Colymar, who argued our case with them, thought they were lying.

The Boskovi came to ask that we trade our iron to them. We arranged a trade agreement with them. We crafted a trade agreement with the Boskovi, which let them get first pick of our iron each year.

Orstanor led a delegation of weaponthanes to complain that the carls were being favored over them. We thought their grievances exaggerated, and tried to make them see this, too. They agreed that they may have tried too hard to make their point, and that things weren’t as bad as they’d made them out.

Korlmhy, a Uroxi warrior of the Lysang clan, said that one of us was a secret killer and a worshipper of the Chaos god Thanatar. He wanted to interrogate everyone. The clan ring interrogated the people instead. Everyone denies being a Chaos cultist. No one seems to be lying. But Korlmhy scolds you: “Of course you think they’re innocent. Whoever it is has been lying to you forever! You’re either stupid, or deliberately harboring Chaos! Others will know of your treachery!” He stomped away.

The ducks delivered their annual tribute of food.

We were unable to conduct a raid against the Varmandi due to a winter storm.

We gave gifts to the Lonisi so that we could cross their tula.

We raided the Varmandi and eluded their patrols. Minaryth realized that the enemy were being attacked by Orlanth’s spirits of retribution, the impests, who must have meant to punish them for breaking Orlanth’s sacred vows. Minaryth disappeared from the field after saying he would accomplish some great feat. We had to assume he was dead. We drove the Varmandi from the battlefield, and were able to plunder their tula.

Emissaries of the Old Owl clan sought our support in the Orlanth and Aroka heroquest. Many weeks later, news reached us of the triumph at Orlanth’s holy place. The Old Owl’s Wind Lord returned from the Godplane, and announced that he had become one with Orlanth, and had torn Heler from Aroka’s belly. Scarcely had these words passed his lips when the skies darkened and rain pelted down onto the hard, dry earth.

1332
Humakt warned us to raid before we were attacked ourselves.

Outlaws stole sheep from us. Without pause, we pursued the criminals. Without mercy, we slew them.

We raided the Orlevings. We drove the Orlevings from the battlefield, and were able to plunder their tula. We took 7 Orleving auxiliaries captive.

We were able to ransom the prisoners.

We were raided by the Orlevings. The Orleving clan burned 2 steads. We were driven from the battlefield and looted. They burned 6 more steads.

One of our exploration parties found gems in a cliff on our tula.

Kentvent of the Boskovi came seeking our help in a raid against the Orlevings. “The Orleving storehouses are like a tantalizing fruit, ripe for the picking,” said Kentvent. We sent a full complement of warriors to aid them. Thanks to our aid, the Boskovi drove the Orlevings from the field. We were pleased with the loot we gained.

Dorasa, the ranking Uralda priestess of the Tedanling clan, wanted to marry our melancholy young weaponthane Dorasor, but he was reluctant. We conducted a divination. The spirits of our ancestors said that we had unnecessarily disturbed them from their revels in the Halls of the Dead. Any fool could see that the clan ring had the right to make matches for its young people. We refused the match. The carls were displeased that we would not get the gift she had promised to the clan, but the warriors were pleased that the clan ring would not force their fellow into an unhappy marriage. We could see that Dorasa and her entourage were disappointed by our refusal.

Olende, a trader from the Boskovi, offered us 10 cows worth of goods every year in exchange for rough gems. We refused their offer.

Koreng began the Elmal Guards the Stead heroquest. Orlanth left on his great quest, and Koreng stayed to guard the stead. A Chaos creature called the Eater of Skin came and attacked. Koreng thrust his spear at it. The spear pierced the creature’s eye, and it screamed in anger. The creature ripped at Koreng with one of its seven mouths, and tore open Koreng’s chest. Koreng became bright, in order to blind the Eater of Skin. The creature reared back, shrieking. It tore at Koreng, tearing his arm from its socket. Koreng easily slew the sightless creature with his other arm, and the people rejoiced. Our worshippers, back in the ritual ground, had a chance to help Koreng knit himself back together. We gave of our tears, weeping and wailing, so that our tears soaked the ritual ground. Koreng knitted himself back together and everyone, whether from the Undaroli clan or the Storm Tribe, rejoiced. More Chaos enemies came, including the Author of Sores. Koreng buffeted her with the wind of Orlanth’s sword. The Author of Sores groaned; her sores closed up, and she did not like this, for the sores were the source of her power. She caused the skin of Koreng’s legs to pop open, so that he could hardly stand. Koreng lanced her with a spear. The Author of Sores shook and howled. Green muck oozed from the creature’s body, and it fell upon Koreng melting whatever flesh it touched. Koreng chopped at her legs. The creature caused the scalp to crawl from Koreng’s head, and then bite at him as if it were a rabid animal. But Koreng had sliced off her lower limbs, so the Author of Sores died; and the people rejoiced. Once again, our worshippers were given a chance to help Koreng knit himself back together. We gave of our tears, weeping and wailing, so that our tears soaked the ritual ground. Koreng knitted himself back together and everyone, whether from the Undaroli clan or the Storm Tribe, rejoiced. Then came the Maker of Bad Growth, another Chaos enemy. Koreng burned him with his brightness. The creature caused Koreng’s face to swell until it fell from the front of his skull, and writhed upon the ground. Koreng let the wind of Orlanth’s sword make him small. The Maker of Bad Growth shrank until small, and leapt into Koreng’s mouth. The Maker of Bad Growth then burrowed its way out again, through the back of Koreng’s neck. Koreng threw his spear into its ghastly mouth. The spear came back out through its neck, and the monster writhed on the spear like a drunken puppet. Then the Maker of Bad Growth turned the spear into a serpent, and the serpent bit Koreng, so that the poison of growth ran through his body. But the hole in its neck grew wider and wider until its head fell off. After that, the Maker of Bad Growth died, which made the people breathe easier. For the third time, our worshippers were given a chance to help Koreng knit himself back together. We gave of our tears, weeping and wailing, so that our tears soaked the ritual ground. Koreng knitted himself back together and everyone, whether from the Undaroli clan or the Storm Tribe, rejoiced. Koreng was approached by a lost love, who urged him to run away, and forget guarding the Storm Tribe’s stead. Koreng said, “I loved you once, but I love you no longer.” Koreng rebuffed his old love, who turned out to be a Chaos creature called the Teller of Lies. In frustration, the Teller of Lies departed. A blind oracle told Koreng that Orlanth was dead, and that he should take the crown of the Storm Tribe, in order to protect it. Koreng said, “I would not be loyal to Orlanth if I believed him so easily defeated.” Unable to shake Koreng’s steadfast loyalty, the Teller of Lies could do nothing but slink away. The next day, the Emperor came, but this time Koreng knew his visitor was the Teller of Lies. Koreng gave the Teller of Lies a magnificent horse, and said it housed his soul. Koreng promised to serve Chaos. Teller of Lies was so pleased, and so hungry, that it devoured the horse Koreng had given him. But Koreng had tricked it; the horse was not his soul, but was also Koreng in his bright entirety. Now Koreng was inside the Teller of Lies, and could see that inside the Chaos servant was Nothing. Its ever-shifting forms masked only emptiness. Armed with this knowledge, Elmal tore it apart from the inside, using the sharpened edges of the shield Orlanth had given him. And the Teller of Lies, revealed as Nothing, was destroyed. When next we looked at our horses, we found that many fine new steeds had appeared, brought by Elmal devotees from other clans.

Uralda cultists offered to perform a ritual to benefit our herds. We accepted their offer, and gave them gifts. They thanked us for the gifts. They gathered up our cows and then walked around them seven times, whisking them with the Holy Tail. After performing a lowing dance, they pronounced the ritual complete. They departed, to the cheers and good wishes of the carls.

The big wall of text near the end is the log of a hero-quest - a magical re-enactment of the ancient myths from long ago. There are maybe a dozen of these quests, and completing them can bring mystical benefits to your clan. Failure can have terrible results, including the death of the person attempting the quest.
 
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Thanks to you I've spent more money. :mad: I pre-ordered the collector's edition of this. Now my time will be divided between Elemental and Vicky 2.

Looks interesting!

I've always wanted a "Fantasy Dynasty" type of game that has humans, elves, wizards, knights, etc. With that, include many RPG elements interwoven with a healthy complexity of a war/diplomacy game, and that would be my dream game.
 
There's a new Sims game coming out that seems interesting for being a Sims game.

http://www.gamespot.com/news/6272142.html?tag=latestheadlines;title;3

I was wondering when the Sims would do something like this. I'm pretty sure it's not going to be as deep as CK, since it's all glaze and no stuffing. But, then again I could be wrong.

I remember playing the 1st Sims to see what all the fuss was about, it didn't really catch my fancy. Although, I do remember walling up people in my house with no exits so they would be my best buddies for life!! With that train of thought, does that mean the more people you put in your dungeon the happier your character will be? :p
 
http://www.conflictofnations.com/

this one is pretty ck/mtw2 like
I tried it but a mouse pointing problem really annoys me
but seems interesting : traits, rich diplomacy/peace options, religions, family tree etc
notice that it is focused on eastern europe only
 
http://www.conflictofnations.com/

this one is pretty ck/mtw2 like
I tried it but a mouse pointing problem really annoys me
but seems interesting : traits, rich diplomacy/peace options, religions, family tree etc
notice that it is focused on eastern europe only

ITs a pretty poor game. I mean it looks nice and all but there's not real dynastic intrigue element. The war system also sucks.
 
ITs a pretty poor game. I mean it looks nice and all but there's not real dynastic intrigue element. The war system also sucks.

ok didn't try it enough. so have to forget this one :wacko:
 
There's an obvious game that others have failed to mention:

Im Schatten des Kaisers / In the Shaddow of the Emperor

It's an excellent game about dynastic intrigue in the late medieval Holy Roman Empire. You get kids, have to compete for the seven electorates etc. in an effort to win the Imperial Crown (though it's not a game-winner, just nice to have).

Excellent design. It's a boardgame. I think there's also an online play version, but I've not tried that out. Great strategy game! One of my absolute favourites!
 
There's an obvious game that others have failed to mention:

Im Schatten des Kaisers / In the Shaddow of the Emperor

It's an excellent game about dynastic intrigue in the late medieval Holy Roman Empire. You get kids, have to compete for the seven electorates etc. in an effort to win the Imperial Crown (though it's not a game-winner, just nice to have).

Excellent design. It's a boardgame. I think there's also an online play version, but I've not tried that out. Great strategy game! One of my absolute favourites!
I have always wanted to try that one. To bad it is hard to find.
 
As mentioned, the KOEI games are meant to be good. Romance of the 3 Kingdoms, they were called. There is also one set in Japan I beleive, and someone told me about them in another thread ages ago and I completley forget which one. I have never played any of them, but they look great!

If someone could remind me of the names....