Community Announcements - BjornB
Tomorrow (the 28th of August) we'll be showing the next expansion for Crusader Kings 2; ''Charlemagne'' for the first time in a live environment.
Much excitement will be had as we go on a long journey trying to form the Holy Roman Empire.


At 19:00cest, (That's Stockholm time)

Where? (Be sure to follow the channel to know exactly when we go live.)

This, and all past and future, streams will be available through the archive in our twitch channel!
Rock, Paper, Shotgun - (Ben Barrett)

Who will become the King of Fabulous (13)?

Humble Bundle are always going to be of varying quality – sometimes including only a single quality game with some bonuses, sometimes of no interest whatsoever – but the latest, titled Jumbo Bundle 2, is quite the bargain.

For the low, low price of whatever-the-hell-you’d-like you’ll get space 4X Galactic Civilizations II with its expansions, side-scrolling undead violence-applier Deadlight and isometric action RPG The Incredible Adventures of Ven Helsing. Beat the average price however ($6.32 at the time of writing) and you’ll also receive 2D survival exploration Terraria, combo-heavy high-skill fighting game King of Fighters XIII and the story-spawning strategy-RPG Crusader Kings 2.

… [visit site to read more]

PC Gamer
CKII: After the End mod

Crusader Kings II is the perfect game for creating alternate history, and full conversion mods (like those for Lord of the Rings and Game of Thrones) are great for creating alternate fictional history. Are you ready for some alternate future history? After the End is a mod for CKII set in North America in the year 2666, after an unspecified cataclysmic event has shattered the planet and humankind is desperately trying to pick up the pieces, regain control, and understand its own murky past.

Behold New England, Crusader Kings-ified!

After the End is still very early on in its development, but there's already lot to be excited about. While the western two-thirds of the map have yet to be populated, the east coast of North America, as far north as Canada and as far south as Cuba, is playable. The "Event", whatever it was, clearly wiped out most of the population and destroyed a great deal of human knowledge and written history. The world is essentially back in medieval times, and while some ideas, borders, cultures, traditions, and religions survive, they're distorted and half-remembered through the dark lens of the cataclysm.

Even after the apocalypse, Disney owns a lot.

Take Florida, for example. Much of it is dominated by Tribe of the Mouse, which makes a lot of sense: people wandering around in the post-apocalypse of Orlando with little knowledge of history couldn't be blamed for thinking Mickey was some sort of mighty king (he did have a huge castle) or religious figure to be worshiped.

Just don't hire the Chicago Cubs. They'll never win.

In the game I played, I had to hire mercenaries at one point, and found, fittingly, that they were named after sports teams and other ancient organizations. It makes sense peering back through time with only fragments of evidence, future generations might assume that the Philadelphia Eagles or the Buckeyes of Ohio were mighty warriors, revered and celebrated for their combat prowess and who clashed in massive, now-decaying stadiums. Poking around some of the characters in the game can yield a few fun surprises as well.

Thom and Martha of Wayne. Thomas and Martha Wayne. Hm. Sounds familiar.

Religions and cultures, naturally, have held on or sprung up, many based on whatever traditions survived the Event. You'll still find pockets of Catholicism and Protestantism, some Lovecraft-style Occultists and Pagans, a huge swath of Evangelicals in the south, naturally, and there are some heretical groups as well. There are Americanist groups, who worship the founding fathers, and a cult called the Consumerists, who treat materialism as a religion (The Almighty Dollar is their actual deity) and are convinced the world fell apart because people didn't worship money enough. We certainly don't seem to be in any danger of that at the present.

History is written by the spenders.

Just because the game takes place in North America doesn't mean there isn't an entire world out there, slowly rebuilding, expanding, and threatening to impose itself on your game. The British will get themselves together and do what they used to do best: invade and take over as much of the world as possible, so you can expect the return of the Redcoats at some point. There are also plans to add other invading hordes in the future, possibly from the remnants of Russia, China, or South America.

The Brits are a little confused, but they're back to their roots.

In terms of technology, it's just as you'd expect: there's a lot of remnants of the old world (our world) left lying around, though it's not fully understood. Future plans for the mod include adding exploration activities into old army bases, subway systems, and other forgotten tech-troves as the rising civilizations attempt to reverse engineer the secrets it once knew and use them to their advantage.

Get rid of New Yorker traders? Shoulda done it long ago.

It's especially great to see a CK II mod set in North America, and it's been fun to play on my home turf (I grew up in New York). In my game I fought desperate wars over Hudson Valley, Albany, Woodstock, and one especially bloody and extended battle in Poughkeepsie. I even fabricated a claim on Long Island, where I was actually born, and marched my troops in to conquer it. In keeping with the theme of remaining reverent to the past without entirely understanding it, I named my three children Pepsi, iPhone, and DotA, figuring there would surely be some puzzling artifacts demonstrating that these things were treasured in the long-ago.

Shoulda named her Mountain Dew. She'd have been more X-TREME

I look forward to watching this mod develop: it's packed full of interesting ideas. The modders drew some inspiration from post-apocalyptic science fiction novel The Canticle for Leibowitz (which was also an influence on the Fallout games), and they've begun to paint an interesting portrait of a shattered world trying to forge ahead while struggling to understand its own past.

Installation: The mod isn't on Steam Workshop yet, though I'm told it will be soon. In the meantime you can grab it from this Mediafire link. Once you've got it, unzip the contents to My Documents/Paradox Interactive/Crusader Kings II/mod. Then, in the game launcher, just tick the box for the mod.
Rock, Paper, Shotgun - (Adam Smith)

I don’t think I’d mind if Crusader Kings II received fresh DLC for the next twenty years. Judging by the latest announcement, which I witnessed live at a fan gathering/press conference at Gamescom, the greatest medieval strategy RPG-sim of all time might soon be simply the greatest historical> RPG-sim of all time. The upcoming Charlemagne expansion brings the possible start date ever closer to the classical era, with the option of beginning play in 769 AD to follow the life and times of Big Chuck. EU IV is also set to expand, to the beat of a warlike drum.

… [visit site to read more]

PC Gamer

Last night, Paradox took to a Gamescom stage to talk about their existing and future titles. During the conference, they announced Europa Universalis 4's third expansion, and Crusader Kings 2's, I dunno, sixty-ninth expansion? Something like that, anyway. EU4: Art of War will focus on the 30 Years War, and improve naval combat and army control. CK2: Charlemagne will introduce a new 769AD start date, and chart the rise of Charlemagne and The Holy Roman Empire.

Here's the trailer for Charlemagne:

And the seventh expansion's feature list:

New Earlier bookmark, 769, almost 100 more years of Crusader Kings II
Special story event series for Charlemagne
Annual Chronicle in the style of the Saxon chronicle
Custom Kingdoms and Empires, create a new title from a lower-tier title, can customize flag and name
Dozens of new cultures
Brand new system for climate and seasonal transitions
Regency overhaul

And now for Art of War:

Features? Yup:

30 years War: Unique mechanics and events for the religious conflict that ravaged Europe.
Napoleonic Era: Fight for or against the revolution and create entirely new custom client countries on the map from your conquests.
Fighting on land or at sea: You can now sortie from sieges, transfer occupation to allies and give objectives to your subjects and allies. Entire Fleets can now be upgraded with one click, you can now mothball fleets to avoid paying maintenance, and your fleets can be set to automatically transport armies.
Marches: Turn your vessals into bulwarks against your enemies, getting less tax but strengthening their defences.
Improved Diplomacy: Sell Surplus Ships, Fight for your subjects CB, Declare War in Support of Rebel factions in other countries and new peace options.
Gameplay Enhancements: Build entire armies in one click and abandon cores that you no longer wish to support.
Free Features for the accompanying patch: Completely new rebel mechanic, local autonomy on province level, new cardinal system for Catholics, new reformation mechanics and a new look map.

At this point, you're probably all, "so when will this stuff be released?" The answer, uninformatively, is "the near future".
Community Announcements - Castellon
Checksum EQEG
For Complete Details please see the entire change log in the announcement on our forums

We have a new launcher!
Mac, Linux and Windows finally have the same launcher, this allows us to put far more effort into our launcher, allowing us to do things like downloading steam workshop mods without the need to restart the game.
This patch is also full of other changes, big and small. For instance, Ironman now only saves every 6 months, memory usage has been reduced quite a bit and heaps of bugs have been fixed.

Here is the full changelist:
- Fixed crash after changing savegame directory with the delete save dialog open
- Minor optimizations
- Ironman now autosaves once every 6 months rather than every month
- Fixed crash where AI would evaluate religious elector titles when you didn't have Sons of Abraham
- Fixed OOS regarding battle chokepoints.
- Optimized AI for elector titles for religions
- Optimized so interface should seem smoother at all times, less stuttering
- Fixed a bug where wars against vassals would not start properly, and freeze any plot related to that war.
- Fixed crash when you hover over dead characters religion icon
- Fixed CTD when AI is evaluating targets
- Fixed issue where taking the last county from the Pope would not properly give its baronies to the winner.
- Fixed issue where taking the last county from the Pope ended his Crusades.
- Texture memory usage has been optimized, this should result in far lower memory useage, both on the graphics card and RAM.
- Even more memory usage optimization, reduced memory usage growth over time.
- Fixed issue where temporary revolt titles got inherited by characters outside the revolt. ( Old saves affected by this should also be repaired )
- Fixed issue where vassals under a temporary revolt title got independent on Liege's death.
- Fixed issue where vassals with a liege in a revolt could create new higher tier titles and become independent of the original liege when the revolt ended
- Fixed issue where a vassal got independent when they joined a rebellion outside the realm of its liege.

- Holding Alt and left-clicking while a unit is selected will no longer make that unit un-selectable.
- The Third Temple in Jerusalem is now completed even if the ruler who ordered its construction dies.
- Fixed an error in the German text for the completion of the Third Temple.
- "Great Indian Sultanate" and "Looking East and West" achievements now work even if Rajastan has become a part of the Empire of of India.
- Fixed an issue with the allow triggers for Kali Puja.
- Plots to revoke vassal titles no longer resets when not supposed to.
- Resolved issue were the educate child interaction would not auto suggest a guardian.
- Now properly resets the de facto liege of revolt vassals when the revolt ends inconclusively.
- Revolt wars now end when the provinces in revolt gets vassalised by another leader.
- Horse archers no longer use the Norse horse archers model as default.
- Fixed a bug where AI characters would not go on pilgrimages.
- No longer shows the order of a character's wife in the opposite order.
- The event to become Saoshyant no longer requires non-existing duchies.
- Game no longer crashes on death if the diplomacy view is opened.
- Fixed bug where a revolt Casus Belli became invalidated when it was not supposed to.
- Kingdom of Jerusalem's duchies can no longer be assimilated by other kingdoms
- Fixed small issue with logging incompability with launcher.
- Fixed freezing of plot when surrendering to a war to revoke a vassal title.
- Resolved issue with offering to educate children where the liege of the child was automatically assigned as a tutor instead of you or one in your realm.
- Fixed bug where rulers got vassalised when they lost a claim war even though they had vassals outside the contested title.
- Zoroastrian vassals now only consider liege marriages as divine if they are truly close kin.
- Fixed issue where the pope would always grant divorces as the marriages where wrongly considered a consanguinity.
- Fixed English localisation of Hellenic priests, training grounds and mustering grounds.
- Changed the "Become King" ambition to be called "Become Queen" for female rulers.
- Changed font for changing language in the settings menu to match fonts used for other settings.
- Resolved issue where thumbs up and thumbs down icons when browsing the list of claimants did not match if they could be invited to court or not.
- Fixed bug for Muslim rulers where your latest wife was set as your First Wife, instead of the wife you first married.
- Fixed bug where AI republic characters with other titles did not build trade posts.
- Fixed bug where the graphic for special units changed when merged with troops of another culture.
- Resolved issue where Muslim male characters could not get married if betrothed to a minor.
- Fixed issue where revolt occupations were removed when another revolt claimed the contested title.
- Improved AI decision-making for inviting vassals to celebrate Ramadan.
- Faction backers are now removed from the faction upon death.
- Now properly shows the special unit icon in the reorganize unit view.
- Now properly updates holy sites for Muslim religions.
- Added missing localisation for coa_plain_pagan and coa_plain_indian.
- Modified decisions, achievments and events for Indian empires to also trigger for the empire of India.
- Your spymaster can now properly persuade other nobles to join your faction.
- Fixed a bug where characters were having their tutor reassigned from the tutor the player had picked for them
- Muslim Special Troops now use the Muslim Horse Archer model, rather than the Western Light Cavalry model
- Fixed issue where a character would not be counted as incapaciteded or pilgrim after loading a savegame
- Fixed a minor bug with the white elephant events.
- Fixed a bug with scheming regents sometimes not stopping their schemes if they lost their original target.
- Vassals can no longer participate in the same war as their lieges, except in Crusades or when fighting the liege in a rebellion.
- Lieges can now offer to join vassals wars when they are pressing a claim outside of the realm, replacing the vassal as participant.
- Jewish buildings and retinues no longer need Jewish religion, only Israelite culture group.
- Added Nubian cultural retinue and building.
- Pagans can now raid and use holy orders against each other.
- Fixed a bug that made it possible for a player to activate several pilgrimages at once.
- Costs for pilgrimages fixed.
- "What Schism?" achievement now correctly uses Constantinople and not Thrace province in trigger.
- Fixed a bug in the trigger for the "Visit Mount Athos" event.
- Fixed a minor bug with an opinion modifier in the Jeanne d'Arc events.
- Changed 'Have a Son' and 'Have a Daughter' ambitions to work properly with the gender of the character.
- Ghanan band and Ghilman merc compositions are no longer naval.
- Saint Addai holy order is no longer available before the event chain enables them.

For Details on the Changes in these areas please see the complete announcement on our forums
PC Gamer

Excited for The Witcher 3: Wild Hunt, but can't bear to wait until next February to get some fresh Witcher action? The Witcher Kings mod for Crusader Kings 2 might tide you over in the meantime. This full conversion mod (still being developed) transforms medieval Europe into the Witcher's world. Go to war with Nilfgaard (or rule them), employ sorcerers and witchers in your court, and send your children to magic academies in hopes of developing their arcane talents. Or, like I did, become moderately obsessed with the idea of becoming besties with Geralt himself.
The mod is set around the time of the events that take place in Witcher 2, which we all know are... um... okay, to be perfectly honest, I have not played any of the Witcher series. So, I'm probably not the best person to say how accurate, or faithful to the fiction, this mod is. As far as I can tell, though, it's been made by real fans of both the games and the book series, and to my uninformed eyes, they seem to know their business. They've even gone so far as to note, in every single character's traits, whether they're a legit canon character from the Witcher fiction or just a game-generated NPC.

Right off the bat, there's some lovely new portrait work, with some of The Witcher's non-human races, like dwarves, elves, and dryads being skillfully represented. Even Geralt looks pretty accurate, right down to the vertical scar across the eye that 86% of video game heroes have etched into their faces at the Badass Academy graduation ceremony.

Don't I know you from somewhere?
Naturally, my first order of business in the mod is to find Geralt and make sure we become bestest buddies. As fate would have it, I've chosen to play as King Foltest of Temeria, and there, just chilling in my court, is Geralt himself. Well, that was easy! Geralt has a decent opinion of me, but not a great one, so I send him a gift of some gold, award him an honorary title, and just as insurance, have my court magician the mod gives you one as a council member cast a charm spell on him.

Even not knowing this world, how can I not get excited about a map like this? I love CK2 mods.
In the mod, there are sorcerers, witches, and druids, and each has magical abilities available to you if they're on your roster. Sorcerers can heal you, charm others (as I did to Geralt), and aid you with stat boosts during battles and sieges. Witches can heal but also curse, which I didn't witness in game but I assume applies penalties to some of your stats. Druids can heal, but in ways a bit more spiritual than physical: their spells lift the burden of stressed and depressed traits. Using spells drains the health of the spell-caster and prevents them from casting further spells for several months.

Ain't much to look at, but the tuition is way cheaper than Hogwarts.
Magic isn't just for adults! Every child born has a chance to posses some magical traits, and these chances are improved by magic already running in the family (so marry a magic-user, if possible). To help bring these talents out, you can send your kid to a magic academy for tutoring, though they'll have to remain there, essentially disinherited, until they fully graduate: no running off half-baked like Luke Skywalker. These magic towers, by the way, dot the map as special counties. They don't serve as a tax base but come with some custom building options, and must be run by a sorcerer.

Nilfgaard! My ancient enemy I've just become aware of!

As far as my own game goes, being besties with Geralt is problematic. He's nice enough to go fight some hellhounds that are running rampant around my country (though he gripes that he "got hurt" doing so), but shortly after leaves my court to go work in Maribor, a sizable city to the south of Wyzima. I invite him back, and he accepts, but is shortly off again, this time to Dorndal. Again, I invite him back, but he soon splits to Loc Muinne.

It eventually dawns on me that, oh, right, he's somewhat of an adventurer, crisscrossing the world for various reasons, which is presumably why his games are so beloved. Who would be interested in him if he just bummed around one county his whole life? Eventually I just have three children and name them Geralt, Geralt Jr., and Geralt Again in hopes they turn out as cool as the real dude.

Do you think he'll be flattered? Or creeped out?

As with just about every full conversion mod I've played for Crusader Kings 2, this one is enjoyable, stable, and well put together. Again, I'm not the best to judge if they've done a good job bringing all the lore and flavor of The Witcher faithfully into CK2, so I'd love to hear thoughts from any tried and true Witcher fans who have played the mod.

Installation: Download it here. Extract it to your CK2 mod directory (even if you have a Steam copy, it'll be in My Documents > Paradox Interactive > Crusader Kings 2 > mod). Start up CK2, and check the box that says Witcher Kings.
Announcement - Valve
Save 66% on Crusader Kings II during this week's Midweek Madness*!

*Offer ends Friday at 10AM Pacific Time

Apr 28, 2014
Community Announcements - doomdark
- Fixed broken MP from v2.1.2, for real

- Save games now written to virtual memory before writing them physically to improve stability.
- Some trait cost fixes, all trait costs lowered.
- Can no longer press the create Hungary button multiple times.
- Fixed a bug where spouses were no longer allies.
- Fixed a bug where you could assimilate into revolt titles.
- Fixed a bug where revolting as a patrician could give you the wrong government type.
- Indian holy orders can now fight other indian religions.

- Updated heir description for piety name in dynasty view.
- Updated interaction description for piety name in interaction view.
- Can no longer press the red skulls of people killed by rabble.
- Bug Fix where realm view used to show demesne incomes instead of tax incomes.
- Fixed a bug where marriage notification showed that a character was marrying himself.
- Title and CB selection in diplomatic interactions now gets sorted by CB type and title name.
- Added icons for the Order of Addai.

- spawn_unit matchmul no longer counts in event spawned and mercenery units.
- Added hostile_within_group flag for religion groups which decides if holy orders will fight other religions within the same group.
Community Announcements - BjornB
As you have noticed we have had crash problems when launching the game via steam on MAC. We have come to the conclusion that there is a problem between our launcher and the steam overlay. The previous workaround was shutting of the steam overlay but after a recent update to steam that no longer seems to work.

So. We are doing to following things about this problem.

1) We are currently building a new launcher that you will see a first version of very soon. It should not have these problems and eventually it will have some nice new features.
2) As of now, when you click PLAY in steam on MAC you will no longer go via the launcher and go directly into the game. The unfortunate side effect to this is that you cant turn off DLC nor mods when launching this way.
3) Then there is a workaround. If you want to use the launcher to, say, turn off DLCs, you can still start it manually. To do this, go to the eu4 install-folder in the console and start ./ As long as steam is running in the background you should still have MP etc.

Again, we are working on getting out a new launcher but in the mean time you should be able to enjoy the game.

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