• 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.

Aquitaine

Captain
112 Badges
Dec 23, 2002
389
10
  • Crusader Kings II: Horse Lords
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Victoria 2
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Nemesis
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
This may be a foolish and/or premature thread as I don't have the game yet, but I'm interested in a discussion on the future possibilities for CK. I followed a lot of the mod projects for EU2/HoI/Vic although I've never taken part, but this is an area where I have a bit of a vested interest in the history. :)

I'm also very interested to see how Paradox's implementation of the 'game not simulation' dynasty-based event system works. One of the things that got me into Paradox games in the first place was the immersion created by the historical events. That said, I absolutely respect the gameplay value of the decision they made and I'm not interested in arguing with it -- I'm sure they've had that debate to death internally. And I recall a number of 'that's too deterministic!' arguments on the other boards.

But still, it seems to me that you don't necessarily have to scrap the entire 'historical flow' just because it's no longer the same cornerstone of design that it used to be. Perhaps it might work on a more simple level -- allowing you a smaller penalty for some action that would otherwise be difficult if it actually happened, or even some 'flavor' events to provide a bit of context as you go marauding through the Holy Land.

I guess my first question is: is this still technically feasible? Obviously, if you start in 1066, the likelyhood of having the historical Tancred character inherit the Principality of Antioch is probably fairly low, so you'd have to have a philosophy behind event-writing to figure out what's important enough that it would happen 'to the province' or 'to anybody ruling that place' and where you might actually say 'if you are descended from such-and-such de Hauteville and control Antioch, x happens in 1109.'

And after that: is it worth it? Is the dynamic/dynastic engine such that it really precludes this at all? I like having the freedom of a less simulation-based approach, but having events for things like the Synod at Clermont or a bunch of Christian countries all declaring war on whomever controls Jerusalem in 1095 seems like it would make the same dynastic events feel like they're taking place in less of a vacuum. But I can't address that for a while yet, so maybe those of you who have spent some time on the game would care to.

vicariously,
Aq
 
It is my personal opinion (and thus might be wrong), that the heart and soul of this game is the dynasty system, which allows you to have games strictly different either from your last game, or from history, while -and this is the beatuy of it- you can't say that "this could never happen!" Extreme example: Byzantium inheriting Hungary. This is wildely far from the history books, but was it impossible? Nope, not at all, there were various family relations between the royal families of the two countries, it was a matter of randomness (and fortunes of war, when a Hungarian claimholder assaulted Hungary with troops of Byzantium) that it never happen.

So, if I was you, I would concentrate my creative energy on making the scenarios and gameplay more to my liking, instead of trying to -in a way- imprison the possibilites of the game.
Just my two cents.
 
That's definitely a good point. I think the title of this thread should've been 'up with determinism?' rather than 'determinism!'

I guess what I was thinking was less along the lines of forcing the players down a particular path (or, in your case, away from an ahistorical path) and more along the lines of providing some history (or fantasy) events that simply give context to what they have done. For example, if I'm playing Guiscard and then Bohemond, I'm going to want to go after Antioch, parts of the Empire, the Holy Land -- even though another player may decide that they should be ruling Spain. So I'm thinking of more 'if they do a few things, acknowledge that they did it' ideas, or at least let them know what, historically, they would've done, and then give them the choice to say 'nah, don't want that' without punishing them for it.

For example, I know some of the events from the Norman perspective leading up to the first Crusade, but I don't know so much from the German perspective. It'd be nice to get some of that from the game, even if I choose to discard the information.
 
In my opinion, the game should develop plausibly, simulation or not.

However, I'm delighted with the new free-flow approach. If you know what's coming, and when, when your historical counterpart could have had no idea, then it isn't a simulation is it? Desperately waiting for your character to crank out an heir that never comes is so much better from every point of view than blithely storming ahead knowing you will receive the 'Gontran the Flaccid Dies Heirless' event on a certain day of a certain year.
 
snuggs said:
In my opinion, the game should develop plausibly, simulation or not.

However, I'm delighted with the new free-flow approach. If you know what's coming, and when, when your historical counterpart could have had no idea, then it isn't a simulation is it? Desperately waiting for your character to crank out an heir that never comes is so much better from every point of view than blithely storming ahead knowing you will receive the 'Gontran the Flaccid Dies Heirless' event on a certain day of a certain year.

Exactly. Historical determinism can -in many cases- cause much less realism, as you described.
 
I guess that's what I mean about the philosophy. There was a lot of discussion regarding determinism in the EU2 forums, but the general philosophy seemed to be that, the 'bigger' the event was historically, the more important it was to get in the AGC or EEP or AGCEEP, and that knowing about these events was a vital factor for gameplay.

So if we were to do anything with CK, obviously that determinism line would have to be much further away from the middle. Specific heirs being born or dying on certain dates would definitely be out. But in terms of major goals for the family or other context-setting events, things that you could discard if you didn't want them, it seems like there's still a lot of possibility.

So my basis for a philosophy at the moment would be 'nothing you can't say no to.'
 
Having toyed with events in CK, I can tell you that's it not easy to reproduce events "a la EU2"...

The scripting logic is just different, and having scripted in both games, it's sometimes hard to loose several years of EU2 scripting habits :D

For example, you can put condition on years, but even with a high probability value of your event happening, you can be very unlucky and it may never fired...

Scripting in CK is much more like scripting tons of random events in EU2, and trying to "direct" an EU2 game only using them. :)

Cat
 
But that's just it - we don't want to 'guide the game' ala EU2. We want to offer options. Right now, for example, and correct me if I'm wrong, it seems impossible to actually reproduce the first crusade, unless you made a 1095 scenario with the appropriate wars and characters. And the characters are already going to be different.

I'm only thinking, for example, of giving people the option of knowing their historical context. If it could work out so the players have to initiate the event chain (the AI can't do it), then you could pull of a reasonable 1st crusade if you were so inclined.
 
Aquitaine said:
But that's just it - we don't want to 'guide the game' ala EU2. We want to offer options. Right now, for example, and correct me if I'm wrong, it seems impossible to actually reproduce the first crusade, unless you made a 1095 scenario with the appropriate wars and characters. And the characters are already going to be different.

I'm only thinking, for example, of giving people the option of knowing their historical context. If it could work out so the players have to initiate the event chain (the AI can't do it), then you could pull of a reasonable 1st crusade if you were so inclined.

It is so impossible to pull off anything resembling a 1st crusade. You can't get the mass of crusaders from all over Christendom, the Fatamids are too tough (historically, the speed of the Crusader conquest was unmatched in the period covered by the game until the Mongols showed up.), and they go and invade you by sea. The closest I was able to do was to modify one of the scenario files (dynasties, I think) to take away all of the Fatamids' counties in the Kingdom of Jerusalem.
 
One important factor in the 1st crusade was the disunity of the Muslims. In 1099, the Holy Land saw fighting between the Seljuqs and the Fatimids for control of it. Until the Seljuqs in CK actually go to war against the Fatimids, the latter will remain too strong.
 
Aardavark said:
(historically, the speed of the Crusader conquest was unmatched in the period covered by the game until the Mongols showed up.),

I beg to differ. We can talk of the First Crusade's campaigning as a huge success, but their conquests weren't as impressive as you suggest.

Antioch, Edessa, coastal Syria and Lebanon plus parts of the Holy Land including Jerusalem were pretty much it (and eventually, Cyprus.)

When you consider the distances they covered, I concede that it is still very impressive. But, say the conquests of Normans in Sicily and southern Italy, or that of the Seljuk Turks in the Near East are by far "greater" conquests than that of the First Crusades.
 
I disagree; we're talking about the speed of the conquests. The Seljuk advances in the near east were rather slow when compared against the sudden arrival and onslaught of the first crusade in the Holy Land. The Seljuks didn't exactly storm across Anatolia in a frenzy of conquest and plunder, but the Europeans sure had a heyday in Palestine.
 
One major snag to make EU2-style events for CK is that events can't have descriptions...
 
anti_strunt said:
One major snag to make EU2-style events for CK is that events can't have descriptions...
They sort of can...

You can't have a long description in the way that you had in EU2, but an event name can take at least 250 characters (perhaps more...I haven't tested beyond that) so you can at least put something in there.

With the long descriptions of EU2, I found that after I'd seen them once or twice I generally didn't read them any longer...but maybe that's just me.