Dec 23, 2016
Crusader Kings II - BjornB
Dec 23, 2016
Crusader Kings II - BjornB
Crusader Kings II - BjornB


Hello again, everyone! Doomdark was going to tell you more about Societies this week, but he’s [S]locked in the dungeon[/s] too busy, so I have [S]seized power[/s] taken on this duty. So let’s talk about Monks.

In Monks and Mystics, we have added 8 Monastic Order Societies. There are two Catholic orders, the Benedictines and the Dominicans, while the Orthodox, Miaphysites, Nestorians, Hindus, Buddhists, and Jains each have their own order. Now, while actual Monks and Priests can of course join these Societies and are likely to advance more quickly through the ranks, it’s quite possible for secular characters to join these orders as lay members / patrons and reach the highest ranks.


Life in the Monastic orders is focused on learning, piety, and good deeds. Typically members will be expected to use the Theology focus (if you have the Way of Life expansion), perform Charity, help build new Temples, go on Pilgrimages, and engage in prayer or meditation.


Time spent in self-reflection does have its upsides though; through these acts characters will tend to better themselves, losing negative traits like vices and gaining more godly virtues. Not to mention that time spent reading and then debating the meaning of books is helpful in increasing Learning and Diplomacy skills. At the highest levels, members can also Council other characters in their realm, to encourage them to end their sinful ways.

Dominicans: Religious province conversion significantly faster, and a bonus to the “Hunt Heretics” counciler job.
Benedictines: Can get rid of “Slothful” and gain “Diligent” by donating money.
Hindus: Higher Fertility and Health.
Buddhists: revolt risk reduction.
Jains: opinion bonus with other Jains.
Miaphysites, Orthodox and Nestorians: More income from Temple vassals.
All: Chance of losing many negative traits and gaining positive ones over time.


new dharmic pilgrimage chain
That's all for now, and indeed that'll all the DDs for this year as we'll be on holiday for the next couple of weeks! But we'll be back on the 9th of January to talk about more Societies. And if you need to hear more about MnM, I believe we'll be showing some gameplay in our Three Kings stream in under an hour (1700 CET)

Read the original post


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


Hello again, everyone! Doomdark was going to tell you more about Societies this week, but he’s [S]locked in the dungeon[/s] too busy, so I have [S]seized power[/s] taken on this duty. So let’s talk about Monks.

In Monks and Mystics, we have added 8 Monastic Order Societies. There are two Catholic orders, the Benedictines and the Dominicans, while the Orthodox, Miaphysites, Nestorians, Hindus, Buddhists, and Jains each have their own order. Now, while actual Monks and Priests can of course join these Societies and are likely to advance more quickly through the ranks, it’s quite possible for secular characters to join these orders as lay members / patrons and reach the highest ranks.


Life in the Monastic orders is focused on learning, piety, and good deeds. Typically members will be expected to use the Theology focus (if you have the Way of Life expansion), perform Charity, help build new Temples, go on Pilgrimages, and engage in prayer or meditation.


Time spent in self-reflection does have its upsides though; through these acts characters will tend to better themselves, losing negative traits like vices and gaining more godly virtues. Not to mention that time spent reading and then debating the meaning of books is helpful in increasing Learning and Diplomacy skills. At the highest levels, members can also Council other characters in their realm, to encourage them to end their sinful ways.

Dominicans: Religious province conversion significantly faster, and a bonus to the “Hunt Heretics” counciler job.
Benedictines: Can get rid of “Slothful” and gain “Diligent” by donating money.
Hindus: Higher Fertility and Health.
Buddhists: revolt risk reduction.
Jains: opinion bonus with other Jains.
Miaphysites, Orthodox and Nestorians: More income from Temple vassals.
All: Chance of losing many negative traits and gaining positive ones over time.


new dharmic pilgrimage chain
That's all for now, and indeed that'll all the DDs for this year as we'll be on holiday for the next couple of weeks! But we'll be back on the 9th of January to talk about more Societies. And if you need to hear more about MnM, I believe we'll be showing some gameplay in our Three Kings stream in under an hour (1700 CET)

Read the original post


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


Hello all, it’s been a while, but it’s my turn to write a Dev Diary again! Today I’m going to tell you about the Treasury system we’re adding in 2.7. This system itself is part of the free patch. However, a lot of the content for it is part of Monks and Mystics.

The Treasury is where characters store their items, such as weapons, artifacts, or holy relics. In many ways items are much like Character Modifiers which you are likely already familiar with, but Character Modifiers are a fairly limited and not entirely clear system. With the new Treasury system we have greater control over how they work and when they are active as well as more UI space to display and explain them. Not only that, this system allows items to be inheritable and stealable.

We hope that seeing your character’s items as physical object rather than just a number on their character sheet will offer greater immersion, especially for player who like to focus on role-playing. Sure, in the past you could find a nice axe to increase your personal combat skill, but it was just another number - now you’ll see a gleaming axe, ready to hew the limbs from your foes!

this is not quite final artwork, but it should be similar to what we end up with

As an example, say your Character has found the Holy Grail - you will now see the Grail in your Treasury with a picture and a description as well as the effects of owning it. Further, if some Norseman comes along and raids your castle, there’s a chance that he’ll make off with your Precious Grail - however, since he’s not a Christian your most holy relic is nothing more than a fancy cup to him.
<inventory pic?>

As mentioned, items are also inheritable, they all go to a character’s primary heir. In the event someone dies without an heir, the items will pass to their liege if they have one, but they have a chance of being lost in the process. If an independant character dies without heirs, their items are lost - although if time permits we have talked about them having a chance to be snapped up by powerful vassals.

For 2.7 we’re converting several character modifiers into items, such as the +1 axe you might find while raiding, the saint’s bones you might find on a pilgrimage, or the trophy you made from the skull of your rival. With Monks and Mystics we’re adding a lot more, such as:
  • Commissioning swords from skilled smiths.
  • Buying fabulous Crown Jewels.
  • Hunting for Holy Artifacts.
As well as the items you can find or make while playing, we have also added a system to place some Artifacts into character’s Treasuries when a new game is started. These are mostly placed at random to keep things interesting, but there are also a few historical artifacts given to famous characters.


Read the original post


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


Hello all, it’s been a while, but it’s my turn to write a Dev Diary again! Today I’m going to tell you about the Treasury system we’re adding in 2.7. This system itself is part of the free patch. However, a lot of the content for it is part of Monks and Mystics.

The Treasury is where characters store their items, such as weapons, artifacts, or holy relics. In many ways items are much like Character Modifiers which you are likely already familiar with, but Character Modifiers are a fairly limited and not entirely clear system. With the new Treasury system we have greater control over how they work and when they are active as well as more UI space to display and explain them. Not only that, this system allows items to be inheritable and stealable.

We hope that seeing your character’s items as physical object rather than just a number on their character sheet will offer greater immersion, especially for player who like to focus on role-playing. Sure, in the past you could find a nice axe to increase your personal combat skill, but it was just another number - now you’ll see a gleaming axe, ready to hew the limbs from your foes!

this is not quite final artwork, but it should be similar to what we end up with

As an example, say your Character has found the Holy Grail - you will now see the Grail in your Treasury with a picture and a description as well as the effects of owning it. Further, if some Norseman comes along and raids your castle, there’s a chance that he’ll make off with your Precious Grail - however, since he’s not a Christian your most holy relic is nothing more than a fancy cup to him.
<inventory pic?>

As mentioned, items are also inheritable, they all go to a character’s primary heir. In the event someone dies without an heir, the items will pass to their liege if they have one, but they have a chance of being lost in the process. If an independant character dies without heirs, their items are lost - although if time permits we have talked about them having a chance to be snapped up by powerful vassals.

For 2.7 we’re converting several character modifiers into items, such as the +1 axe you might find while raiding, the saint’s bones you might find on a pilgrimage, or the trophy you made from the skull of your rival. With Monks and Mystics we’re adding a lot more, such as:
  • Commissioning swords from skilled smiths.
  • Buying fabulous Crown Jewels.
  • Hunting for Holy Artifacts.
As well as the items you can find or make while playing, we have also added a system to place some Artifacts into character’s Treasuries when a new game is started. These are mostly placed at random to keep things interesting, but there are also a few historical artifacts given to famous characters.


Read the original post


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


Hi everyone!

It’s time to spill the beans on some actual content in the upcoming expansion Monks and Mystics, which we announced last Friday at our Fan Gathering (I hope all the good folks who showed up had a fun time - I sure did!)

The genesis for this expansion came about a long time ago, when I started thinking about secret societies and conspiracies and wrote it down as one of several outlines for a couple of “mini-expansions”. Now, for various reasons we never went ahead with that expansion model and most of the ideas have, by now, been used in bigger expansions. However, the concept of fraternities stuck and the time is now auspicious!

The core feature of Monks and Mystics is something we simply call “Societies”. Societies are groups of like-minded characters who are working together for personal and mutual profit. Some Societies are perfectly legit (that’s the “Monks” part in Monks and Mystics); others are perhaps viewed with some suspicion (e.g. Alchemists) but are hardly criminal. Finally, there is the subversive kind, of which the Demon Worshippers are certainly the worst. (Such shadowy and outright evil cults can be actively combated through a new job that can be given to the Court Chaplain.)

The basic loop goes like this; you put out word that you’d like to join a specific Society. After a while (immediately, for open Societies), you will be approached and offered membership as a novice. At this lowest rank, you usually don’t get many new abilities (but if the Society is secret you can now at least see the leader and the other members.) Now and then, you will be given missions that will further the goals of the Society. If you complete them, it will give you more power within the Society, which should eventually allow you to “level up” in Rank. The new Rank will give you access to at least one new special ability. Using these abilities (they are basically just a special type of Decision) can also increase your power within the Society, and so it goes, all the way up to being the leader of the whole Society.



Of course, members of the same Society tend to like each other, and will sometimes (depending on the nature of the Society) even be obedient towards members of higher rank; or at least not hostile. This creates a whole new way of discouraging factions and pave the way for loyal vassals (or even a loyal Pope!)

That’s all for now. In a later dev diary I will go through the actual Societies and talk about their particular powers and abilities...

Be sure to check out the funny teaser trailer for Monks and Mystics, and remember the Livestreams later today, where Emil and Steven’s quest for the best German cookie continues, followed by the Norman adventures of Chris, David and yours truly (Henrik "Doomdark" Fåhraeus, not BjornB)!



Read the original post


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


Hi everyone!

It’s time to spill the beans on some actual content in the upcoming expansion Monks and Mystics, which we announced last Friday at our Fan Gathering (I hope all the good folks who showed up had a fun time - I sure did!)

The genesis for this expansion came about a long time ago, when I started thinking about secret societies and conspiracies and wrote it down as one of several outlines for a couple of “mini-expansions”. Now, for various reasons we never went ahead with that expansion model and most of the ideas have, by now, been used in bigger expansions. However, the concept of fraternities stuck and the time is now auspicious!

The core feature of Monks and Mystics is something we simply call “Societies”. Societies are groups of like-minded characters who are working together for personal and mutual profit. Some Societies are perfectly legit (that’s the “Monks” part in Monks and Mystics); others are perhaps viewed with some suspicion (e.g. Alchemists) but are hardly criminal. Finally, there is the subversive kind, of which the Demon Worshippers are certainly the worst. (Such shadowy and outright evil cults can be actively combated through a new job that can be given to the Court Chaplain.)

The basic loop goes like this; you put out word that you’d like to join a specific Society. After a while (immediately, for open Societies), you will be approached and offered membership as a novice. At this lowest rank, you usually don’t get many new abilities (but if the Society is secret you can now at least see the leader and the other members.) Now and then, you will be given missions that will further the goals of the Society. If you complete them, it will give you more power within the Society, which should eventually allow you to “level up” in Rank. The new Rank will give you access to at least one new special ability. Using these abilities (they are basically just a special type of Decision) can also increase your power within the Society, and so it goes, all the way up to being the leader of the whole Society.



Of course, members of the same Society tend to like each other, and will sometimes (depending on the nature of the Society) even be obedient towards members of higher rank; or at least not hostile. This creates a whole new way of discouraging factions and pave the way for loyal vassals (or even a loyal Pope!)

That’s all for now. In a later dev diary I will go through the actual Societies and talk about their particular powers and abilities...

Be sure to check out the funny teaser trailer for Monks and Mystics, and remember the Livestreams later today, where Emil and Steven’s quest for the best German cookie continues, followed by the Norman adventures of Chris, David and yours truly (Henrik "Doomdark" Fåhraeus, not BjornB)!



Read the original post


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

Let’s Talk About Sects. Monks and Mystics Coming to CK2
Newest Expansion to Crusader Kings Increases Your Faith

STOCKHOLM – 2 December 2016 – The bells of the abbey summon monks to prayer while, a continent away, the faithful are summoned by a muezzin’s call. Religious practice imposes a schedule on the chaos of medieval life, and the routine adds harmony to a divided realm.

Routine and harmony. We can’t have that, can we?

https://www.youtube.com/watch?v=XWEMq0JiB0Y

Monks and Mystics is the latest expansion to Crusader Kings II, the hit medieval grand strategy role-playing game from Paradox Development Studio. In Monks and Mystics, the religious aspect of the game is further explored with new mechanics and character associations that can tie a faith closer together or render it asunder.

The major feature of Monks and Mystics is the addition of Societies – secret and otherwise. Characters can join monastic orders, secret cults and Gnostic heresies. As the society gains members, it gains power and prestige for its leaders. Societies open new actions for characters and can lead to new event paths.

Monks and Mystics includes:
Monastic Orders: With lay offices available to non-clerical characters, monastic orders will increase your character’s piety - but they have expectations.
Cults: Gnostic heresies may flourish and its is rumored that the worship of Satan continues in the darkened fringes of the world
Climb the Ranks: Characters work their way up the ladder of Societies, unlocking new abilities and triggering new event chains
Hunt for Heretics: Send your chaplain out to find secret societies that undermine the holy church and your realm. But what if the hunter is guilty himself?
Other New Councillor Actions: Your councillors have a fourth action that will make them more powerful and integral to sound rulership
And much more: Assassins, archaeological expeditions, holy relics, great treasures and more

Crusader Kings II: Monks and Mystics is coming soon to major digital retailers, including the Paradox Store.
Crusader Kings II - BjornB

Let’s Talk About Sects. Monks and Mystics Coming to CK2
Newest Expansion to Crusader Kings Increases Your Faith

STOCKHOLM – 2 December 2016 – The bells of the abbey summon monks to prayer while, a continent away, the faithful are summoned by a muezzin’s call. Religious practice imposes a schedule on the chaos of medieval life, and the routine adds harmony to a divided realm.

Routine and harmony. We can’t have that, can we?

https://www.youtube.com/watch?v=XWEMq0JiB0Y

Monks and Mystics is the latest expansion to Crusader Kings II, the hit medieval grand strategy role-playing game from Paradox Development Studio. In Monks and Mystics, the religious aspect of the game is further explored with new mechanics and character associations that can tie a faith closer together or render it asunder.

The major feature of Monks and Mystics is the addition of Societies – secret and otherwise. Characters can join monastic orders, secret cults and Gnostic heresies. As the society gains members, it gains power and prestige for its leaders. Societies open new actions for characters and can lead to new event paths.

Monks and Mystics includes:
Monastic Orders: With lay offices available to non-clerical characters, monastic orders will increase your character’s piety - but they have expectations.
Cults: Gnostic heresies may flourish and its is rumored that the worship of Satan continues in the darkened fringes of the world
Climb the Ranks: Characters work their way up the ladder of Societies, unlocking new abilities and triggering new event chains
Hunt for Heretics: Send your chaplain out to find secret societies that undermine the holy church and your realm. But what if the hunter is guilty himself?
Other New Councillor Actions: Your councillors have a fourth action that will make them more powerful and integral to sound rulership
And much more: Assassins, archaeological expeditions, holy relics, great treasures and more

Crusader Kings II: Monks and Mystics is coming soon to major digital retailers, including the Paradox Store.
...

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