Tutustu yhteen maailmanhistorian merkittävimmistä ajanjaksoista suurstrategiapelien mestarien luomassa elämyksessä.
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29. toukokuu

Time to pay Tribute



Greetings!

Today I’d like to talk to you about a part of the game that we’ve chosen to overhaul and improve - the Tributary system! Introduced in Horse Lords, the ‘Make Tributary’ CB allowed you to go to war with a neighboring realm to make them pay you 40% of their income until the death of your current character. It was quite a simple system that didn’t always fit the intended purpose very well, so we decided to make it more advanced and capable of diverse use!

Tributaries can now come in a lot of flavors, as they are entirely definable in a new ‘tributary_types’ file. You define a name and then you set the parameters for how you would like the Tributary to work. You are able to customize a lot of things, for example; the various tribute percentages, if the Tributary should be set free on death or if the Suzerain must defend the Tributary in wars.

With this new system we have lots of ideas on where we could add new types of Tributaries, i.e. Permanent Tributaries or Nomad Tributaries. If you have any ideas for a type of Tributary (and when it would make sense to have it/when to gain access to the CB) feel free to post a suggestion in this thread!

To demonstrate, here’s the script for an example Tributary type:

example = { # name used for that type of tributary. "default" is the standard type, replacing the old tributaries, and "none" is reserved and should not be used tributary_name = TRIBUTARY_DEFAULT_NAME # localization string used for tributaries of that type (ie "Tributary" for the default type, "Permanent Tributary" for the Permanent type, etc) tributary_plural = TRIBUTARY_DEFAULT_PLURAL # localization string used for tributaries of that type, when there is more than one (ie "Tributaries" for the default type, "Permanent Tributaries" for the Permanent type, etc) suzerain_name = SUZERAIN_DEFAULT_NAME # localization string used for suzerains of that tributary type (ie "Suzerain" for the default type, "Permanent Suzerain" for the Permanent type, etc) tribute_name = TRIBUTARY_DEFAULT_TRIBUTE # localization string used for "paying $TRIBUTE$" for that tributary type breaks_at_suzerain_death = yes # yes/no value determining if the tributary relationship is dissolved when the suzerain dies. breaks_at_tributary_death = no # yes/no value determining if the tributary relationship is dissolved when the tributary dies suzerain_must_defend = no # yes/no value determining if the suzerain is forced to accept calls to arms from tributary in defensive wars (wars were the tributary is the defender) # if they decline anyway, they will lose the tributary and an amount of prestige defined in defines.lua, called SUZERAIN_DEFENDER_CALL_DECLINE_COST tributary_can_be_summoned = yes # yes/no value determining if the suzerain can calls the tributaries to war (as tribal vassals / allies) tributary_must_defend = yes # yes/no value determining if the tributaries are forced to accept defensive calls to arms tributaries_can_infight = yes # yes/no value determining if the tributaries can fight against each others, if both tributaries are of the same type # if tributaries are of different types, they will always be allowed to fight each other, even if they have the same suzerain suzerain_can_join_infighting = yes # yes/no value determining if the suzerain can join a tributary in a war against another tributaries_can_unite = no # yes/no value determining if, when trying to break, the tributaries can band together against the suzerain, à la major revolt breaks_on_realm_change=yes # yes/no value determining if the tributary relationship is dissolved when the tributary's titles change realms cbs_against_suzerain = { # list of CBs tributaries can use against their suzerain free_tributary_cb } income_tribute_percentage = { # how much of their monthly income the tributary must pay to their suzerain. # THIS IS ONLY EVALUATED WHEN THE TRIBUTARY RELATIONSHIP IS FORMED # and is not reevaluated afterwards # this value is an MTTH and should compute a value between 0 and 1, inclusive # in case the total is less than 0, it will be counted as 0 # in case the total is more than 1, it will be counted as 1 # current scope is the tributary, FROM is the suzerain value = 0.10 additive_modifier = { value = 0.05 FROM = { is_merchant_republic = yes } } } reinforce_tribute_percentage = { # How much of the tributary's reinforcement rate will go to the suzerain's instead. # THIS IS ONLY EVALUATED WHEN THE TRIBUTARY RELATIONSHIP IS FORMED # and is not reevaluated afterwards # this value is an MTTH and should compute a value between 0 and 1, inclusive # in case the total is less than 0, it will be counted as 0 # in case the total is more than 1, it will be counted as 1 # current scope is the tributary, FROM is the suzerain # this is applied by subtracting the percentage, as is, from the tributary's reinforcement rate # and adding a scaled (based on demesne size= version of the percentage to the suzerain # So, for example, the tributary loses 10% of reinforcement rate, but the suzerain gains 10% * (tributary's demesne size) / (suzerain's demesne size) value = 0.10 additive_modifier = { value = 0.05 FROM = { is_merchant_republic = yes } } } prestige_to_suzerain = { # how much of prestige the suzerain gains every month per tributary (of that type) he holds # this value is an MTTH and the raw value will be added to the suzerain's prestige every month. # current scope is the suzerain, FROM is the tributary value = 0 } prestige_to_tributary = { # how much prestige the tributary gains every month # this value is an MTTH and the raw value will be added to the tributary's prestige every month. # to make them lose prestige, return a negative value # current scope is the tributary, FROM is the suzerain value = 0 } piety_to_suzerain = { # how much of piety the suzerain gains every month per tributary (of that type) he holds # this value is an MTTH and the raw value will be added to the suzerain's piety every month. # current scope is the suzerain, FROM is the tributary value = 0 } piety_to_tributary = { # how much of piety a tributary gains every month # this value is an MTTH and the raw value will be added to the tributary's piety every month. # to make them lose piety, return a negative value # current scope is the tributary, FROM is the suzerain value = 0 } }

I’d also like to expand upon something we touched upon in the last DD; the new ‘unjust conquest’ CB (now renamed to Border Dispute). When declaring a Border Dispute over a County you first and foremost have to pay an upfront cost of Piety and Gold scaled to your tier (in the case of Pagans, prestige is used), but you also take an opinion hit from both your religious head (if you have one) as well as any landed characters of the targeted religious group in both your realm and the one you’re attacking. Note that these opinion modifiers stack! This makes the border Dispute CB dangerous to use on characters of your own religion, especially if you have a religious head capable of excommunicating you. You will primarily want to use this CB to expand early on when drawing the ire of your co-religionists is worth the risk, or against characters not of your religion.


Example is of an Irish Count wanting to conquer another Irish Count.


Note that Muslims, Nomads and in certain cases Pagans do not have access to this CB, as their current CB’s are already superior. It is also possible to turn the CB off entirely by using Game Rules.


Note that we’ve also decided to leave Fabricate Claim as it is right now.

//rageair

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Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive

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Arvostelut

“...playing is winning, and there’s something quite satisfying about leading your house to power and glory through whatever means you can, for as long as you can.”
9,5/10 – Strategy Informer

“In short, Crusader Kings II is a majestic feudal sandbox, the greatest generator of hilarious medieval soap opera ever created and Paradox Interactive’s best title to date.”
90/100 – IncGamers

“It's perfectly possible to have made a few too many enemies, anger the Pope and find most of Europe out for your blood. That's really what makes the game so damn fun.”
9/10 – Destructoid

Tietoja pelistä

Pimeä keskiaika lähestyy loppuaan, mutta Eurooppa on yhä sekasorrossa. Pienaateliset kamppailevat ahtaalle ajettuja kuninkaita vastaan, jotka yrittävät tuoda järjestyksen säröilevään kuningaskuntaansa. Paavi julistaa ristiretken suojellakseen kristittyjä Pyhässä Maassa, samalla kun kieltäytyy luopumasta piispojen investituuraoikeudesta - ja heidän rikkauksistaan. Nyt on aika nousta suuruuteen. Laajenna valtakuntaasi ja turvaa dynastiasi tulevaisuus. Täytä rahakirstusi, nimitä vasallisi, hävitä petturit ja vääräuskoiset, säädä lakeja ja vuorovaikuta satojen aatelisten kanssa, joilla kaikilla on omat päämääränsä.
Hyvä hallitsija tarvitsee aina ystäviä tuekseen. Mutta varo, sillä uskolliset alaiset voivat nopeasti muuttua kilpailijoiksesi, ja jotkut heistä saattavat juonia selkäsi takana... Ole valpas ja kasvata mainettasi, kunnes maailma kuiskaa nimeäsi kunnioituksella ja pelolla. Onko sinusta ristiretkeläiskuninkaaksi?
Crusader Kings 2 esittelee yhtä maailmanhistorian tärkeimmistä ajanjaksoista suurstrategiapelien mestarien luomassa elämyksessä. Keskiajan Eurooppa herää eloon ritareineen, juonineen ja valtaistuimineen tässä eeppisessä pelissä.

Avainominaisuudet:

  • Aloita minä päivänä hyvänsä vuosien 1066 ja 1337 välillä, ja pelaa vuoteen 1453 asti
  • Valitse kristitty hallitsija ja varmista, että hänen dynastiansa säilyy elossa, kun pelaat hänen jälkeläisillään
  • Kerää mainetta jokaisella perättäisellä hahmollasi, kasvattaen dynastiasi kunniaa
  • Laajenna feodaalivaltakuntaasi - ja estä sitä hajoamasta
  • Estä hovilaistesi ja vasalliesi juonet, heistä jokaisella omat mielipiteensä ja päämääränsä
  • Taistele kirkon puolesta maureja, pakanoita ja vääräuskoisia vastaan
  • Puolustaudu mongolien vyöryä vastaan
  • Kamppaile paavin kanssa piispojen hallinnasta
  • Elä keskiaika uudestaan jopa 32 pelaajan kanssa moninpelissä

Järjestelmävaatimukset

Windows
Mac OS X
SteamOS + Linux
    • OS: Windows 7
    • Processor: Intel® Pentium® IV 2.4 GHz or AMD 3500+
    • Memory: 2 GB RAM
    • Hard Disk Space: 2 GB
    • Video Card: NVIDIA® GeForce 8800 or ATI Radeon® X1900, 512mb graphics memory required.
    • DirectX®: 9.0c
    • Sound: Direct X-compatible sound card
    • Additional: 3-button mouse and keyboard
    • OS: Mac OS X 10.6.8 or later
    • Processor: Intel Core Duo Processor (2GHz or better)
    • Memory: 2 GB RAM
    • Hard Disk Space: 2 GB
    • Video Card: ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce
      9600 or higher, 1024MB graphics memory required
    • OS: Ubuntu 12.04 LTS
    • Processor: IntelR PentiumR IV 2.4 GHz or AMD 3500+
    • Memory: 2 GB
    • Hard disk space: 2 Gb
    • Video Card: ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce
      > 9600 or higher, 1024MB graphics memory required.

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