• 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.

Ilion

Major
1 Badges
Aug 26, 2001
537
95
Visit site
  • Crusader Kings II
If this is already general knowledge, I appologize. I searched but didn't find anything that looked like this info.

Before I discovered this site and the ICG (I could go on and on about how great the ICG looks, but that's not my subject) a few days ago, I had been editing the various files which control the game. Hacking, I suppose. My goal was to play as China and have some interesting neighbors -- which I see the ICG has already done.

Anyway, besides the 'Exotic' tech limitations, playing as a Pagan State also limits one's capacity to build up cities and to engage in Diplomacy. As far I can tell, this is tied to the religion-type rather than the tech-group, illogical as that seems to me.

1) Pagans can't build fortifications. I've seen posts make reference to this, so I'm sure it's generally known.
2) Pagans can't upgrade the civil structure/infrastructure of their cities. No Tax Ccollectors, no Judges, no Manufacturies. Probably no Shipyards, I hadn't gone that far.
3) Pagans can initiate Diplomacy ONLY with others States which have their capitals on the same continent as the pagan state trying to initiate. It doesn't matter whether the two states have adjoining cities, their capitals must be on the same continent for the Pagan to initiate diplomacy.

I don't doubt there are other limitatioins. This is what I know about now. It seems the poor Pagans are put there just to be food for the European and Middle East powers.
 
Well... You can edit a little to make them playable... Search around and you will find some stuff... Then you can always ask
 
I noticed one plus for pagan countries. Their colonies grow very fast. When you put (as China or one of those countries) one settler in a province, in less then 50 years it will become a city. You don't need to send additional settlers to that province.
 
That's cause they get the "pure twelve percent" growth rate, with no negative modifiers. Its' the same a European player gets in Isle Royale etc., and we all know how good that is!:)
 
Originally posted by Agelastus
That's cause they get the "pure twelve percent" growth rate, with no negative modifiers. Its' the same a European player gets in Isle Royale etc., and we all know how good that is!:)

He, I'm learning something new again. I didn't know that. Which provinces do that except Isle Royale ?
 
Originally posted by Jos Theelen


He, I'm learning something new again. I didn't know that. Which provinces do that except Isle Royale ?

Isle Royale, Falkland Islands, Macquarie, Timaru, Aleutes, Kitimat and Tierra del Fuego seem to ne the ones mentioned most often. I can personally confirm (at least as England) all bar the last one. Additional provinces can do this as well, when a CoT lifts them above the magic threshold (for example, Biloxi is raised to 14% by a CoT, which produces the same wildfire growth.)
 
Just hover over the growth rate to learn about the penalties it suffers. A 'normal' colonial province suffers a -3 location penalty while Isle Royale etc don't
 
You will also see provinces that say -0 for the modifier, but they will never have a growth rate above 11% despite what it says, and thus never benefit from the "wildfire" bug.
 
Once a province HAS a COT it is 5, if it borders another CoT it gives 2. Bordering two CoT's or owning one and bordering one DOES NOT give extra growth
 
Thanks for the info. There is much to know about the game. I wonder if someone should write a book about it. If there are so many copies of the game sold, maybe there is a market for all the knowledge, shown in this forum.
 
Originally posted by Jos Theelen
Thanks for the info. There is much to know about the game. I wonder if someone should write a book about it. If there are so many copies of the game sold, maybe there is a market for all the knowledge, shown in this forum.

Well, there's such a thing as a rulebook, shipped with the game-still, judging by the original game's effort, Paradox'd do a lot better getting the Beta testers to write it, with input from those of us still plodding along with EU!:)
 
Ilion, you can actually make pagan nations more playable. Read this thread, Drazilaar explained it quite well.