Crusader Kings II - contact@rockpapershotgun.com (Alice O'Connor)

Paradox have started handing out games as compensation to those affected by their recent surprise regional price hikes. Prices went up by only a few percent for some people but almost doubled for others. Paradox have reverted the prices now. They had thought they might be able to give partial refunds but that’s proved unworkable.

Instead, anyone who bought Paradox products at the higher prices — which were between May 17th and July 6th — is eligible to claim a game from a list including Stellaris and Crusader Kings II, or alternatively two bits of select DLC. … [visit site to read more]

Crusader Kings II - contact@rockpapershotgun.com (Alice O'Connor)

Paradox Interactive, the gang behind games including Crusader Kings and Hearts of Iron, have pledged to undo their recent increases to regional prices across much of the world. While many of the price rises were minor, others were huge. For example, the price of Stellaris in Russia went from 699 to 1199 . Paradox had said the increases were “to make our prices match the purchasing power of those areas” but have since decided they communicated this poorly, so they will roll the prices back. … [visit site to read more]

Crusader Kings II - [Pdx] Escher
Hi, please see the below thread for a statement from Paradox Interactive's CEO, Fredrik Wester:

https://forum.paradoxplaza.com/forum/index.php?threads/pricing-change-rollback-information-thread-latest-news-here.1031635/
Crusader Kings II - contact@rockpapershotgun.com (Adam Smith)

At the Paradox Convention last month, I was hoping to see something new from Paradox Development Studio, the internal team responsible for the company’s core strategy titles. There were new expansions for Europa Universalis IV [official site] and Hearts of Iron IV [official site], and the hiring of Jon Shafer is an interesting move, but no actual games were announced. I sat down with creative director Johan Andersson and CEO Fredrik Wester about the possibility of a Crusader Kings [official site] sequel, the expansion model, and what the future holds for the development side of Paradox.

… [visit site to read more]

Crusader Kings II - contact@rockpapershotgun.com (Brendan Caldwell)

The RPS podcast of yesteryear, the Electronic Wireless Show, is now the RPS podcast of presentyear after a triumphant return. In this episode (two in one week!) we chat about our E3 expectations, the asymmetrical multiplayer slasher Friday the 13th, Witchery card game Gwent, and maths-em-up CrossCells.

Also featuring listener’s questions and Patch Adam, in which we jumble fake patch notes into a pile of real ones and ask Adam to guess which are true and which are false. This week: Crusader Kings II! … [visit site to read more]

Crusader Kings II - BjornB


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
Crusader Kings II - contact@rockpapershotgun.com (Adam Smith)

Forget everything Fallout has ever taught you because war is changing. We already knew about upcoming geographical expansions in Crusader Kings II [official site], making areas that were previously impassable playable, but fresh news arrived in today’s dev diary and it involves changes to fundamental systems. The major shift will be in the causes of war, which will no longer require justification in every instance. That could be a dramatic change, given that one of the most important aspects of CK II is the need for a Casus Belli to not only declare war but to inform the goals of a war. The other alterations will come in battle itself, specifically sieges. More below.

… [visit site to read more]

Crusader Kings II - BjornB

Greetings all!

One of the great things about meeting our dear players - you folks - in real life (such as at PDXCON) is getting to hear such a lot of constructive, persuasive suggestions for improvements. For example, two things that were brought up last week were how annoying the “Fabricate Claim” job is, and the fact that Siege Assaults are rather overpowered when you have the numbers to just blitz down even heavily fortified Holdings. So, we decided to experiment with some changes…

First off, we’re going to deemphasize the “Fabricate Claim” job by giving all playable entities (including Christians) a form of “Unjustified War” Casus Belli that will allow you to seize a single County for an upfront cost of Piety, Prestige or Gold (depending on your Religion and Government Form.) Ideally, I’d also like to replace the “Fabricate Claim” job with something else (maybe something to do with foreign embassies and arranging marriages, or something to do with Laws. Suggestions are welcome!) However, we might decide leave it there as it is (it does still have some uses.)

Next, we’re adding a Game Rule for Siege Assaults. The options are “Unlimited”, which works like before, “On”, which disables Assaults against Holdings at Fort Level 6 or above, and “Off”, which disables Assaults entirely. We’re currently playing around with these changes, so the exact rules for the “On” setting might change. On a related note, the time it takes to siege down Holdings is also being tweaked, to make it quicker overall but also making the Fort Level matter more.



When we sat down and talked about the above tweaks, we also decided to (rather dramatically) increase the “Ticking Warscore” rate for the attackers in wars. This necessitated splitting some defines (CONTESTED_TITLE_OCCUPIED_WARSCORE_BONUS, etc) into defender and attacker versions.

We are still evaluating how well these changes turned out. It’s likely we’ll tweak some numbers (or even backtrack on something.) So far though, it appears quite promising, positively altering the “rhythm” of warfare!



That’s all for now, stay tuned for the CK2 livestream, starting at 16:00 CET today. Until next time!

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Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
Sid Meier's Civilization® V - contact@rockpapershotgun.com (Adam Smith)

Jon Shafer was 21 years old when he became lead designer of Civilization V. Now working at Paradox on an unannounced project and on his own historical strategy game At The Gates in his spare time, he says he’s learning from the likes of Spelunky along with the more obvious strategic influences. We spoke about how the second half of every Civ sucks, the part the series played in his life, the perils of boredom in strategy design, how much we love maps, and what the future holds for both Shafer and Paradox.

I began by asking how he ended up sitting at the Paradox Convention, in Stockholm, the city that has now been his home for two weeks: “It’s quite a long story, actually.”

That story begins in Denver, around 2003.

… [visit site to read more]

Crusader Kings II - contact@rockpapershotgun.com (Adam Smith)

Crusader Kings 2 [official site] is secretly Crusader Kings 5 or 6. The specific number isn’t important; the point is, Paradox’s alternate history generator has grown in all directions since release. The timeline covered has expanded, the map is much bigger, there are more cultures and religions, and you can join a cult and give birth to the antichrist.

There wasn’t an official expansion announcement at PDXCON, the media event and fan gathering that I returned from yesterday, but today game director Henrik F hraeus published a post discussing some future changes. The playable world is getting bigger, again: “the Himalayas and the vast Tibetan plateau” are opening for business.

… [visit site to read more]

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