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

You’ll likely remember that in May we alerted you to the Game Of Thrones mod for Crusader Kings II. It’s first release was already incredibly impressive, packed with features and civil war. And now they’ve released a version 0.2. Goodness knows how good this will be if they ever reach 1.0.

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Crusader Kings II

The Brilliant Game of Thrones Mod Gets a Very Wildling UpdateIt's not like I wasn't in love with Crusader Kings II enough as it was, but ever since the wonderful Game of Thrones mod for the grand strategy title turned up, it's been destroying my social life.


Having been first released in May, a major update has just been made that not only fixes a bunch of bugs and crashes (the mod is still in beta, remember), but also introduces playable Wildlings, and a beefed-up Night's Watch to combat them.


A few less exciting changes were also made, including some improvements to the mod's visuals and the addition of a few new quests.


[RELEASE] A Game of Thrones v0.2 [The Citadel]


Crusader Kings II - Valve
2012-07-04: v1.06b
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- The date widget arrows in the lobby no longer stay gone after you've looked at your save games
- Added a separate set of Muslim feudal (Iqta) laws
- Added a separate Muslim invasion CB with longer truce and no taking of all occupied provinces
- The success chance for kill plots now increases drastically past 100% Plot Power
- MP: Fixed an OOS issue between people with and without SoI. (Unfortunately, this means modders with SoI cannot just script in any number of wives in other religions.)
- Fixed a serious but simple error messing up the Spanish localization text
- Corrected a load of German text using ';' in the localization, corrupting the text database
- Decadence revolter special troops now disband after the war
- The game will no longer crash if you have the African Unit Pack DLC but not the Sword of Islam
- Exported EMPIRE_CREATION_PIETY_COST to defines
- Fixed a bug with 'replace_path' in mods
- Empires now cost 400 Piety to create (up from 200)
- Fixed a bug that would not actually detract the empire creation Piety cost
- Fixed a problem with the event effects 'gain_settlements_under_title' and 'vassalize_or_take_under_title' where rebel or revolter occupied counties would not be taken in the peace
- Muslim vassals can no longer declare Holy Wars on rulers of their top liege's religion
- Corrected the English regnal numbers to exclude the Saxon Edwards
- Fixed a bug where breaking a truce would not actually cost Prestige
- Added 'creation_requires_capital' field to landed titles
- Added harsher creation conditions for the Latin Empire
- Added proper creation conditions for the Caliphates
- Fixed a bug with the event effect 'abdicate_to_most_liked_by' that could cause the new ruler of a non-feudal state to become independent when he should not
- Character modifiers now correctly recalculated when a timed character modifier expires
- No longer possible to revoke the last landed title off a ruler with significant vassals
- The chancellor in West African cultures is now called Grand Vizier
- The minor title 'title_ruler_consort' no longer has separate localization strings - it's now the other gender version of the spouse's ruler title
- Added 'title_female' custom holder title to landed titles
- Added separate law message for when muslims pass laws
- Added event effect 'disband_event_forces'
- Fixed some glitches with betrothals in the Muslim world
- Fixed a bug with Heavy Armor tech level 5
- Fixed a bug with the Ramadan events firing at once if war was declared
- Religion View: The portrait of the religious head should now age correctly
- Doubled the opinion penalty for revoking a kingdom
- Fixed a bug with the tooltip for usurping emperor tier titles
- Fixed some errors in the Welsh character database
- Women with 'immortal' flagged traits no longer grow infertile after 45, and the AI knows this
- Fixed an issue with 'immortal' marked traits added in the ruler designer or the history
- Should no longer be possible to get both the Sayyid and Mirza traits
- Fixed two bugs with a dynasty's Coat of Arms changing for no reason
- Scripted banned colors for Coats of Arms should now work
- Corrected event picture for event 75075
- Fixed some events using incorrect form 'only_capable'
- Removed some duplicate text entries
- Tech focuses can no longer change when you inherit someone's title
- Commander traits are now generated for characters created with the 'create_character' effect with a martial trait
- The Jizya tax modifier is now shown with an icon on Holdings
- Corrected the religion of Muhammad's ancestors
- Corrected lots of (harmless) errors in the gui files
- Fixed a bug with the tooltip for usurping emperor tier titles
- Fixed a bug with the NTechnology defines and REN_PROVINCE not being read
- Changed the name of the 'Empire of Spain' to 'Empire of Hispania'
- Can no longer transfer Duke or King rank vassals to anyone except their de jure liege
- Buffed the Christian states of Iberia by giving them more holdings, more initial building upgrades and slightly higher tech
- Invasion AI: Fixed some deadlock situations that could occur when armies were loaded on fleets belonging to the wrong agent
- Army AI: Fixed a glitch with attrition avoidance when having attached units
- When moving an army into a sea zone, it will now prefer loading onto the smallest possible fleet
- Attached units can no longer lead a siege if the unit they are attached to is also besieging
- Increased the max number of holdings in many counties in continental Europe, England and the Levantine coast
- Attached units now move at the same speed
- Can no longer select holy orders to play in the lobby
- Page 12 in the Ledger no longer crashes in "observer" mode
- When divorcing a spouse, the "matrilineal" marriage status is now correctly reset
- Vassals with a weak claim on the liege that they can't currently use no longer get an increased revolt risk
- Diplo AI: Tweaked "desires better alliance" factor for marriages
- Fixed a bug where armies containing Holy Order regiments could be disbanded when the Holy Order itself withdrew its forces for another conflict
- Fixed a bug preventing a host without The Sword of Islam from hosting MP games with those who do and have selected Muslim rulers
- Fixed a freeze bug in the lobby when stepping back through history from an advanced date
- Fixed a bug with historical scripted non-succession laws being overridden at start
- Fixed a bug where landless religion heads could be succeeded by ones of the wrong religion
- Added 'decadence' character history command
- The Seljuks now start at 0% Decadence
- Fixed a bug in some combat tactics that would immediately destroy all enemies of a certain unit type

Crusader Kings II - Valve
Sword of Islam, the first expansion for Crusader Kings II, as well as the African Unit Pack and Songs of the Caliph DLC's are now available on Steam!

Sword of Islam adds playable Muslim rulers to the game as well as adds more than 20 new features to the game including new counties/titles, Polygamy, and the new Muslim Dynasty Decadence System.

Songs of the Caliph adds two new songs for use in the Sword of Islam expansion. The African Unit Pack adds new unit graphics for the African states south of the Sahara



Crusader Kings II - Valve
MAJOR:
- Muslim Decadence System
- Muslim Polygamy
- Added new provinces, titles and history for Mali, Songhay and Ghana
- Added the province of Aprutium (split off from Spoleto)
- Added the new creatable Empires of Russia, Britannia, Spain, Francia, Scandinavia, Persia and Arabia
- Strong and Weak Claim System
- Overhaul of game text for Muslims
- Added plots to claim titles
- Split up the former Kingdom of Khazaria into many de jure kingdoms
- Split the Kingdom of Rus into the kingdoms of Rus and Ruthenia
- Added the duchies of Susa and Latium
- Revised murder plots completely. No decisions, just events.
- Commander traits added
- Heavily revised combat tactics
- Loads of new events

MINOR:
- AI: Much more eager to join Crusades/Jihads if it has de jure interests in the target kingdom
- AI: Much more eager to join Crusades/Jihads if in the same realm as the religious head
- AI: More stubborn about fighting decadence revolters
- AI: Tweaked Crusade targetting - will no longer target kingdoms with 0 'holiness' value for that religion
- AI: Non-Muslims will not accept marriages for female relatives with Muslims, unless they are vassals
- AI: Now prefers giving baronies/counties to courtiers with static dynasties rather than creating random characters
- AI: Vassals of vassals can now correctly revolt to depose their liege
- AI: DoW now factors in the strength of enemies of enemies
- AI: Willing to join another rebelling vassal's war for the crown only if they'd like them better as _liege_
- AI: Vassals should no longer start wars (except for revolts) if the whole realm is under attack from outside
- AI: Caliphs will now be more aggressive with calling Jihads
- Army AI: Will now assault when appropriate
- Army AI: Fixed a problem where you could trick AI armies into ping-ponging while it was trying to gather its forces
- Army AI: Fixed some issues where it would not count attached units properly
- Army AI: Better at moving across land without marching together with other armies, causing unnecessary attrition
- Army AI: Improved attrition check in targetting calculations
- Army AI: Fixed an issue where it would merge armies to huge sizes by not considering attached forces
- Invasion AI: Fixed an issue where it would choose poor secondary targets if the target province was too heavily defended
- No longer possible to call lieges to war against their own vassals
- Fixed a bug with the succession message not being shown for the ones who inherit titles
- Fixed an issue with the de jure law vote message not going away when trying to approve it
- Slightly increased merc reinforcement rates
- Fixed a memory leak with timed opinion modifiers that time out naturally
- Moved the county of Chalons into Lower Burgundy and Grisons into Upper Burgundy
- Fixed a bug with the depose liege CB sometimes making the new ruler independent (bug in the effect 'abdicate_to_most_liked_by').
- Fixed a bug with the effect 'abdicate_to_most_liked_by' that would invalidate outside wars
- Fixed a bug with the 'grant_title' effect which would assign the liege to the liege of the granter
- Fixed a potential infinite loop in war name generation
- Fixed a bug with the Feudal Elective law being tolerated for Republics
- If the loser in a war is imprisoned, he is now automatically released on peace
- Fixed a bug with created characters sometimes getting duplicate education traits
- People who avoid imprisonment will now always flee to another realm
- Added a whole bunch of cleaned up title coats of arms
- Muslim coats of arms should now use better colors
- No longer allowed to grant titles to prisoners
- You can now correctly press the de jure claims of vassals of vassals
- Fixed a bug with being able to call vassals of vassals of the enemy into wars within the same realm
- When winning (enforce or reverse) a war, all prisoners from your realm held by the enemy are now released
- Added opinion modifiers 'Imprisoned my Child' and 'Executed my Child'
- No longer allowed to ask to join outsider wars against your liege
- Fixed a bug with the depose liege CB in republics and bishoprics
- Rulers deposed with the 'depose' casus belli no longer get any land from their old vassals to remain rulers
- Fixed an issue where a ruler could not offer peace to a rebelling vassal if he had holdings occupied by another (loyal) vassal in a separate war
- Fixed a bug with the hostility icons for loyal vassals in separate wars with rebelling vassals
- If a vassal is at war with another vassal who is rebelling, the war no longer ends if the liege wins and the rebellion is crushed
- Fixed a bug with lieges ending up in two wars if a vassal revolted while a revoke action was pending
- Blocked excomm wars against revolters
- Fixed some issues with succession not being recalculated after certain event effects
- Peace Offers now make it clear whether it's a demand for surrender, white peace or surrender
- Cleaned up all CB tooltips
- The initial Seljuk-Byzantine war is now a full invasion of the de jure kingdom of Armenia
- Added "Scarred" trait
- Fixed a bug allowing rulers of a hostile religion to vote for de jure laws even when not de facto vassals
- Toned down base attribute gain of children from guardians
- Optimized the CPU heaviest events
- Fixed a nasty old crash bug with the defection of the Victual Brothers
- Fixed a hostility bug with allies helping to defend against a revolter
- Fixed an issue with Gavelkind inheritance in baronies, where the youngest child would inherit first
- Fixed an issue with the random seed in delayed events
- Fixed a bug allowing you to usurp titles from your own vassals
- Fixed an issue with vassals of vassals gaining independence when you pressed their claims
- The titular kingdoms of Naples and Trinacria are no longer creatable in-game
- The Ecumenical Patriarch will now refuse to excommunicate a character who has repented, even if the Emperor asks
- Merc navies will now disband when not getting paid
- Fixed an issue with the lower Crown Authority plot when the liege folds to the ultimatum of a vassal king
- No longer possible to grant duchies to barons
- The event effect 'destroy_landed_title' now gives the current holder a strong claim on the title
- The events where the Mongols receive reinforcements no longer trigger if the titles are held by non-Tengri or non-Mongol rulers
- Fixed an issue with attached units and siege outcomes
- Fixed a bug with Revokation plot wars against vassals who lose the title to someone else
- Fixed a bug where a vassal in revolt against his liege would sometimes have the war end inconclusively when the liege got a new liege
- Fixed an issue where children would change guardian if they became landed
- AI spouses of lower rank than you will now always accept education requests- In feudal elective titular realms, _all_ vassals of the appropriate tier are now electors
- The death of a spouse no longer makes characters lose their jobs
- Characters who end up leading the troops of their enemies should now automatically return home
- The opinion penalties for revoking a title are now applied whether or not the target accepts or refuses
- If a vassal refuses a title revokation and wins or achieves a white peace, the 'declared_war' opinion modifier is now cleared (meaning the liege does not get a 'free' title revokation)
- There is no longer a cooldown for calling allies to war who _accepted_ a previous call
- Primogeniture: more heirs should now be listed
- Gavelkind: fixed a glitch with grandchildren
- Removed impassable terrain between Kartli and Albania
- Fixed unit position in the Irish Sea
- Made Sviatopolk Rurikovich (count of Zaozerye in 1066) a legit bastard
- Heretics and infidels are now barred from inheriting anything that the religious head holds
- The portraits for undiscovered murderers should now be hidden in the event window
- Mercs and Holy Order commanders should no longer be shown in the quick marriage window
- Now always allowed to attach your units to your lieges' units
- Added an event where a ruler converts to the native culture
- Adjusted and improved the events where provinces change culture
- Reactivated the lifting FoW for allies in wars
- Doubled regular assassination costs
- The "Arrange Marriage" button now shows random courtiers if there are too few interesting women around
- There is now a slight chance of a random education outcome
- Fixed some issues with war invalidation for banishment of landed characters
- Can no longer banish mercs, holy order heads, or religious heads
- Attached units that are not in the same province as the master unit are no longer hostile to the master unit's enemies
- The spouse will now get a message on divorce
- Fixed some historical issues with Chios and Lesbos
- The liege should now get pressed claims on _all_ titles of characters who declare independence
- If an ally could legally call you into a war, you should always be able to ask to join as well
- Battle Death should now show the unit owner rather than the unit commander
- Vassals of lieges who are fighting their liege will no longer revolt
- Holy War CBs are now valid for Catholic vassals of Orthodox lieges, etc
- Added automatic county conversion events for Muslims (35500 and 35501)
- Pathfinding now prefers friendly territory to enemy territory
- Vassal vs Liege wars should now end with a _mutual_ truce

FOR MODDERS:
- Exported inbreeding trait gain factors to defines
- Exported most relevant files under common to their own folders, so they can be broken up into multiple files
- Added 'immortal' flag to traits; stops aging, character will not die of age or poor health
- Added 'pilgrimage' flag to traits; the character is away and needs a regent, but can still be a guardian, etc
- Added 'name_tier' to landed titles, so that empires can be called kingdoms, etc
- Added 'pass_effect' to decisions and laws, which is not run by automatic functions (useful for setting opinion modifiers when passing laws.)
- Added event target 'fromfrom'
- Added trigger 'in_revolt'
- Added 'divine_blood' flag to dynasties, which allows full consanguine marriages and tells the AI to prefer keepin' it in the family
- Added 'founder_named_dynasties' to cultures
- Can now script marriage consanguinity rules in religions
- Added a 'potential' trigger to Job Actions
- Added 'dismiss_trigger' to job titles
- Added a 'potential' trigger to traits
- Added trigger 'num_of_realm_counties'
- Added effect 'vassalize_or_take_under_title'
- Added trigger 'death_reason'
- Added event target 'killer'
- Added event effect 'objective_succeeds'
- The trigger 'can_be_given_away' is now more restrictive. Checks occupation or sieges of constituent Holdings, contestation in wars, etc.
- Added history command 'conquest_culture'
- Added trigger 'plot_power_contribution'
- Added trigger 'random'
- Added trigger 'any_potential_tribal_county'
- Added effect 'any_potential_tribal_county'
- Added effect 'random_potential_tribal_county'
- Added 'new' target in effects ( character = new ) for newly created characters
- Added death reason 'death_hashshashin'
- Added effect 'make_primary_spouse'
- Added trigger 'has_strong_claim'
- Added trigger 'has_weak_claim'
- Added effect 'add_weak_claim'
- Added effect 'add_weak_pressed_claim'
- Added trigger 'has_regent'
- Added trigger 'is_contested'
- Added event effect 'any_spouse'
- Added event effect 'random_spouse'
- Added trigger 'any_spouse'
- Added trigger 'is_main_spouse'
- Added a 'distance' trigger

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

Familicide is an actual word with a meaning as horrible as you might imagine. A lot of the things that happen in Crusader Kings II are horrible and familicide is just one of them. I’ve misplaced more blood relatives than I’ve had hot dinners, and that’s mostly because heating food takes time and that’s time that could be spent crushing infidels, betraying loyal vassals and hoping for young children to die in a war that I started so that I can inherit everything they own. With a major patch and expansion due, I spoke with project lead Henrik Fåhraeus to learn what horrible history the Sword of Islam DLC will add.>

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Crusader Kings II - Valve
The Paradox Publisher Weekend continues today with 50% off the Paradox Catalog!

Today only, save 75% off the Crusader Kings Franchise!

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

New horizons to pursue

June 2012 will bring the Sword of Islam expansion to Crusader Kings II, allowing players to select any Muslim dynasty at the beginning of the game and “delivering a wealth of specific new mechanics distinctive to these rulers, creating a whole new gameplay experience. Laws, marriage, holding, traits, titles and more will work completely differently.” Equally exciting is the news that a major patch will be arriving at the same time as the DLC, expanding the map into Mali-Songhay, and adding more complexity to claims, a new plot and expanded combat. The actual DLC will set you back $9.99 or an equivalent of your local coinage. A trailer of maps below.

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Crusader Kings II

Given the fact most big games are made by Westerners for Westerners, we don't often get the chance to assume the role of a serious, proper Islamic (or even Middle Eastern!) character. And no, Ubisoft, a fairy-tale, clichéd ideal of a Persian Prince doesn't count.


So it's awesome seeing Paradox give Crusader Kings II players the chance to do just that with an upcoming expansion for the game called Sword of Islam.


The Islamic factions, once walled off as unplayable in the game (and more often than not the enemy, given the time period involved), are now there to be played, with Paradox going the full authenticity route by changing how the game's titles, marriages and laws work to better accomodate the differences between Christian and Muslim realms.


The map has also been expanded to include more of the Middle East and Eurasia as well.


It's out next month, and will cost $10.


Those who'd prefer Westeros to the Middle East, well, there's something out now for you as well.


Crusader Kings II

There is an Awesome Game of Thrones Video Game. You Can Play it Right Now.Over the weekend, the first playable release of Crusader Kings II: A Game of Thrones was made available for public download. And it is already pretty much the perfect Game of Thrones video game.


I mentioned in my review of Crusader Kings II earlier in the year that the systems put in place by developers Paradox seemed ideally suited to George R R Martin's fantasy universe. While there are larger things going on like Kingdoms falling and wars being fought, CKII places just as much importance on the more personal side of feudal rule: marriage, politics, alliances and back-stabbing. Which just so happens to b the same blending of the big and small picture that that makes GoT that much more appealing to a wider audience than your standard fantasy tale.


It was only last week, then, that in lieu of a decent official Game of Thrones title I was recommending people keep an eye out for a Game of Thrones mod for Crusader Kings II instead. Turns out you didn't have to wait long, because it's not only been suddenly released, but it's already surprisingly playable and, more impressive, comprehensive.


Beginning during Robert's Rebellion against the mad King Aerys, CKII:GoT lets you play as any title-holder in Westeros. And I do mean any. The mod team has certainly done their research, as going beyond the big names like Aerys, Robert and Ned Stark are hundreds of lesser lords and officials, some featuring as characters in the books/TV show, others only mentioned briefly or in passing.


There is an Awesome Game of Thrones Video Game. You Can Play it Right Now.What does this mean? Everything I said about the main game in my review applies here, only everything I loved about CKII is now magnified, because I'm not playing as some random English Duke, I can play as Ned Stark. Walder Frey is there, and he has 100 kids, and they can all be married off to unsuspecting husbands/wives/victims. Even The Wall and the Night's Watch are there, though without Wildlings in this beta release, they're not doing much.


Honestly, it's worth a download just to use it as an interactive Game of Thrones encyclopaedia, clicking through the family trees and lineages and histories not only learning about the world, but admiring the amount of work that's gone into this mod.


In terms of what it adds or changes to the vanilla CKII, there's nothing too different. There's a new war system in place to better handle the nature of the conflict (since it's one giant civil conflict), a new assassination system and the incorporation of knights into the character system. Aside from that, and some welcome (and extensive) re-skinning of CKII's graphics, things play mostly the same as they do in the standard game. Some added, extra events - winter is coming, prisoners demanding trial by combat - are a nice touch.


I haven't run into too many issues so far, but I've only been playing as the Starks, and I've only been playing over the weekend. I'm sure something will pop up sooner or later, this being the first beta release of a mod, but whatever. It works, and it's stable enough to enjoy. Know though that it does need some balancing, especially with regards to how strong King Aerys' forces are early on. Get past the early wars, though, and things seem to settle back down to a more normal pace.


If you're a strategy game veteran, you'll have no problems here. Those who are big GoT fans but who haven't played a game like Crusader Kings II, don't panic; it may look complex, but it's surprisingly easy to get a handle on, and you can have enjoyable games only knowing the very basics of its structure. Later playthroughs, where you can dig a little deeper, will only get better.


You can download the mod at the link below. Note that, being a mod, you'll need a copy of Crusader Kings II first, which you can get here.


UPDATE - Seems Crusader Kings II is $10 on Amazon, or $12.50 as part of a deal including other Paradox games. Great timing, that!


A GAME OF THRONES v1.02, A MOD FOR CRUSADER KINGS II [Official Site]


There is an Awesome Game of Thrones Video Game. You Can Play it Right Now. There is an Awesome Game of Thrones Video Game. You Can Play it Right Now. There is an Awesome Game of Thrones Video Game. You Can Play it Right Now. There is an Awesome Game of Thrones Video Game. You Can Play it Right Now. There is an Awesome Game of Thrones Video Game. You Can Play it Right Now. There is an Awesome Game of Thrones Video Game. You Can Play it Right Now. There is an Awesome Game of Thrones Video Game. You Can Play it Right Now.


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