Crusader Kings II
CrusaderKingsII_The_Old_Gods_4_Resized


The much-anticipated pagan expansion for Crusader Kings II, The Old Gods, draws ever nearer to release, with the devs revealing in a livestream that it is currently "feature complete" and undergoing QA testing. Among these freshly-completed features is the ability for the new playable pagans to raid their neighbors for delicious gold: a system that was explained in today's dev diary.

The way raiding works will be based on which pagan religion you are playing. If you're anything but Norse, you'll be able to raid any land provinces adjacent to your realm that are not under your control, and of a different religion. Raiding drains a new wealth bar that exists in every province—the lower this bar gets, the less gold the province's liege will receive from it in taxes. Raiding can be countered by improving your fortifications, which puts a cap on how much wealth the raiders can take. A large raiding force, however, can siege your holdings as normal for an even larger share of plunder, possibly triggering events that can damage or destroy buildings, improvements, and even entire holdings.

Troops must be flagged as raiders for these mechanics to take effect. Once you do this, you will become hostile to any foreign province you move into, and raiding will happen automatically with no need for a declaration of war.



If you happen to be a Norse pagan, things get a little more interesting. You'll have the opportunity to raid further afield, along with the mechanics to support it. Norse raiders aren't restricted to border countries—they can raid anywhere that they have a ship in a neighboring body of water. This includes the new, traversable river systems, which will only be accessible by Norse ships. The fleet acts as a drop-off point for your loot, and bringing more ships will let you store a larger haul. Unlike border raids, your pillaged cash won't be added to your treasury until the ships return safely to port.

Unfortunately, much like real life, the Viking Age will eventually draw to a close. Once the fortifications in a riverside province get to a certain level (some time around the 1066 AD start of the original game, I'd imagine), and depending on what the AI prioritizes, those river tiles will block all hostile ships. Whether this applies to friendly Norsemen with military access, we're not sure. But that and more should be answered in our upcoming, gigantic Old Gods Q&A next week.

This is all tied in, of course, with the fact that Norse and Tengri pagan rulers will take hits to their Prestige (and consequently, vassal opinion) for remaining at peace for long periods. The dev diary confirms that this system intentionally "forces aggressive pagans (especially lower rank ones, like counts) to raid unless they want to live with negative Prestige." This can be avoided by converting, or reforming your pagan religion—but more on that in the Q&A.

The next Dev Diary is scheduled for April 17, and we'll be ready here at the PC Gamer Viking Analysis Desk to remove its entrails and ascertain all we can.
Crusader Kings II
CK2 Old Gods


It's not quite zombies, but Paradox are still set to unleash a horde on Crusader Kings 2. The Old Gods brings pagan pillaging and Norse nautical navigation to the game, and you can see some of this in action in this two-part highlights reel of Paradox's recent preview livestream. In just under nine minutes, jarring cuts of information will guide you through a campaign beginning at the expansion's new 867 AD start date.





I'm looking forward to this one. The last expansion, The Republic, made for a great side-campaign, but its smaller scope meant it's impact on the overall game was fairly minimal. From what we've been shown so far, The Old Gods should integrate far more dramatically - perhaps rivalling even Sword of Islam in its overall effect on the game.

For some more static previews, we can turn to CK2 obsessive T.J., who goes hunting for Old Gods info here, and interviews the developers here.
Crusader Kings II - Valve
2013-03-25: v1.092
----------------------------
- Added a Trade Post limit for patricians, based on palace upgrades and number of adult males in court
- Family dues are now given only to adult males of your family in your court, and they all receive the same share
- Patricians can no longer increase their Demesne limit with higher tier titles. However, the Doge gets +1
- Patricians who imprison or banish someone now get a tyranny opinion penalty from everyone in the whole Republic
- Patricians no longer confiscate gold from dynasty members that they banish
- Doges can no longer use the Seize Trade Post plot
- Patricians can now only use the Seize Trade Post plot on Patricians owning more Trade Posts than themselves
- The Seize Trade Post plot now always costs a small amount of money to implement
- The Holy War CB no longer works against too distant targets
- Sieging will siege back your own holdings first
- Tanistry electors are no longer de jure
- The Windows version is now large address aware
- Fix for crash on multiplayer game start on Windows 8
- Fixed a bug where a vassal of a vassal who won a war against an outside state would become a vassal of that state
- Several events, including those dealing with the creation of the Hansa, no longer require "The Republic" to trigger
- Rewrote large parts of the tutorial to be up-to-date with current features
- Fixed a problem in basic military tutorial that made it impossible to proceed past a certain stage
- Fixed a problem in basic war tutorial that made it impossible to proceed past a certain stage
- Fixed a crash in court view during observer mode
- When determining what tier a character is for the purposes of marriage, the highest ranked non-republican ruler among their close relatives is now used (so the nephew of a King would count as King tier)
- Will no longer get prestige hits for marrying below your tier unless you marry more than one level below it (so a King would get a prestige hit for marrying a Countess but not a Duchess)
- AI now takes into account both tier prestige and dynastic prestige when responding to marriage offers
- AI now takes into account prestige effects when selecting spouses for themselves and their relatives
- Exported MARRIAGE_AI_PRESTIGE_VALUE to defines.lua, this variable is a multiplier on the importance AI places on prestige when arranging marriages
- The Prestige cost for breaking a truce is now much harsher; 50% of current Prestige + 200.
- You now get a -5 Diplo penalty for five years if you break a truce
- Diplomacy View: The Piety and Prestige costs for declaring war no longer prevent you from selecting the action to see why
- The 'any_neighbor_province' trigger now works for sea zones as well
- Trade Posts dont give warscore unless the war is using an Embargo or Sieze Trade Post CB
- You now need twice as much value in a trade zone before reaching its bonus cap
- Fixed a bug where Patrician stewards would add modifiers to tax multiple times when performing the tax action
- Fixed a bug with the trigger 'is_land'
- The republican CB to seize a whole coastal county is now range dependent
- The republican CB to seize a coastal city now requires the Patrician to have a trade post there already
- Can no longer grant independence to an antipope
- Fixed a bug where de jure status of kingdoms would reset upon loading a save game
- de_jure_liege="---" now works properly in history files
- Tied bride price to total prestige gain at a ratio defined by DOWRY_MULTIPLIER in defines.lua
- Can now only ask to embargo republics with trade posts in target ruler's realm
- AI: Less willing to launch embargo wars in general, especially against rulers they like
- AI: Less willing to accept requests to embargo on opinion alone
- AI: Will now factor in strength of target when deciding on whether to accept a request to embargo
- Inherited retinues are now added to the heirs use of retinue cap
- CB types now takes ai_will_do with modifiers to modify the priority they place on a particular CB
- Fixed the birthdate of Domenico Dandolo
- Minor fixes to Alan dynasties
- Fixes to Sergiids/Spartenos names
- Corrections to various Italian characters
- Several Mamluk dynasties should now use the proper Muslim dynastic shields
- The correct event is now triggered when an old Patrician family member marries a young woman
- The Voice of Satan is now properly removed when a character is no longer possessed
- Characters will no longer hear more than one voice when possessed
- Patrician family members that are betrothed will no longer experience random marriage events
- Two additional childhood learning events are now correctly triggered for Muslims
- Added additional Komi dynasties
- Minor fixes to some Irish and Welsh characters
- Added many new Ethiopian characters
- Added Ethiopian Patriarchs
- Added Nestorian Patriarchs
- Exported chance of getting a birth trait to traits.txt files
- AI doges will no longer gift powers they want to start embargo wars if those powers would say no even when gifted
- Exported MAX_KING_TITLES_TO_CREATE, MAX_EMPIRE_TITLES_TO_CREATE, AI_EMPEROR_CREATES_KINGDOMS, NATURAL_DEATH_CHANCE_AGE_0-100, DEJURE_COUNTY_LIMIT_TO_CREATE, DEJURE_COUNTY_LIMIT_TO_USURP, EMPIRE_DEJURE_COUNTY_LIMIT_TO_CREATE, EMPIRE_DEJURE_COUNTY_LIMIT_TO_USURP, PRESTIGE_OPINION_DIV, PRESTIGE_OPINION_MAX, PIETY_OPINION_DIV, PIETY_OPINION_MAX, NAVAL_ATTRITION, ARMY_MOVEMENT_SPEED, FLEET_MOVEMENT_SPEED, AI_ASSAULT_RATIO, EMPIRE_DE_JURE_ASSIMILATION_YEARS and ALLOW_DE_JURE_ASSIMILATION_ANYWHERE to defines.lua
- Added new scripting trigger realm_size = x for checking total holdings in realm
- Added new scripting trigger realm_manpower = x for checking max manpower in realm
- dynasty = x can now be used to check for whether a character belongs to a specific dynasty
- You no longer get a claim on the Papacy if he was in a successful independence faction
- Fixed a slight bug in the claimant faction ultimatum decision
- landed_titles now takes assimilate = no, which will turn off all de jure drift (both ways) for a Kingdom or Empire level title
- Fixed a bug with Patricians revoking castles from baron vassals

Crusader Kings II
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The first developer diary for the upcoming Crusader Kings II: The Old Gods expansion has been released. The Old Gods, set for Q2 2013, will finally add playable pagans to CK2. A new start date of 867 A.D. is also being added, as the pagans don't exactly start on stable footing in the default, 1066 scenario. I spent all morning pouring over the diary and the new screenshots and reading between the lines. What follows is every possible tidbit of information I was able to extract.

Europe, 867 A.D.

We’ve got confirmation of a few things we already knew from around the time of the announcement: The Carolignian Empire is divided among the grandsons of Charlemagne as the HRE, Italy, Francia, and Burgundy (historically, the last should be called Lotharingia). Almost everything North and East of that is divided into chiefdoms and petty kingdoms. England has yet to come into being, with Wessex, East Anglia, Mercia, Northumbria, and Viking-held Jorvik creating a divided and hotly-contested realm.

In what will one day be Russia, we can see Holmgarðr and Kónungarðr, the newly-formed Norse realms of Rurik. It’s interesting that they have chosen to divide this land between two rulers. We already know about Rurik in Holmgard, but who his independent, Norse neighbor in Kiev might be, I couldn’t say.

Scandinavia is also, appropriately, quite broken. Other than the petty kingdoms of Jylland, Sælland, Ostlandet, and Sviþjód (the Old Norse name for Sweden), it mostly seems to be divided between single-province chieftains or jarls. It will be interesting to see which among them can forge kingdoms of their own.

Now, here’s where I got really excited…

Holmgard, and beyond! That's where the winds will us guide!

Traversable rivers! One of the greatest advantages of the Viking longship, historically, was its shallow draft—you could load it full of weapons, shields, burly Norsemen, and whatever plunder and slaves they gained on a raid, and it would still sit high enough in the water to glide right over shallow riverbeds and the like. Adding the ability to sail up and downriver means that those Franks in Paris can’t sleep soundly, safe from Viking raids in their inland capital—as the Seine River acts as Pillager Highway 1. In a response on the official forums, the devs also confirmed the existence of portages: strips of land between two rivers over which boats can be carried, and re-deployed. The Vikings were known to make extensive use of these, particularly in reaching Eastern destinations.

There also seems to be a vertical bar at the bottom of the fleet card with an icon depicting gold coins next to it. This probably represents how much plunder your raiders can carry back.

But Viking longboats were unique in this capacity. Surely they wouldn’t let just any ship traverse Europe’s rivers?

New ship type? I think so.

The answer, from what I can tell, is that this will not be the case. As you can see in this screenshot, there are two different ships, both under control of the player (the unit counter is green), with different models, sitting side-by-side. This isn’t a confirmation, but it certainly seems like Old Gods will be adding a second ship type. Previously, in Crusader Kings, a ship was just a ship. If this is the case, the question is raised: Who will have access to river-capable ships? Surely the Norse will. Could this be tied into the new, more hands-on technology system we’ve heard murmurings about?

Also, take a look at the province card. We’ve got stats for “Loot Protected by Fort Level,” “Max Loot,” and “Possible Loot.” So it seems you’ll be able to protect more of your gold from raiders by building up the defenses in your provinces. The interesting thing will be: where does this gold come from? Is it a proportion of the amount in the liege’s treasury? That would seem to suggest that you could pre-empt a raid by spending all of your money, defensively. It’s technically possible that a raid could take a set amount no matter what, potentially putting you in debt. A third possibility is that the defending liege doesn’t actually lose any gold when a raid happens—his incentive to stopping it is just to keep the raiders from generating money and prestige.

I’m also curious to see whether or not raiding will use the regular warscore system, or simply allow you to declare a raid, take your money, and leave. There seems to be a little icon of a crossed torch and axe on some troops and fleets. It could be that these are a new "raider" unit type, separate from the normal armies and fleets. This would also explain the different ship types: One is a raiding fleet that can traverse rivers, and the other is made up of the traditional transports, which can only sail the seas.

Needs moar beard.

The dev diary details that “Playing a pagan chieftain is at least as different as playing a Muslim. Not only that, there are significant differences between the various heathen religions.” We had already heard that Norse leaders will begin to lose Prestige if they remain at peace for too long—meaning that if you want to one day give up a strategy focused on raid and conquest, you’ll either have to convert, or have enough positive Prestige modifiers to offset this. What we didn’t know is the other side of this coin: Unlike all current rulers in CK2, the Norse will not take penalties from their vassals for having troop levies raised.

The devs had also previously teased defensive bonuses for religions like the Romuva in the Baltic, who historically resisted Christianity the longest of any of the European, non-Abrahamic faiths. The diary mentions that they will receive larger garrisons in their homeland, and can be “reformed” to better resist conversion. Whether this reform simply refers to smart, player-driven gameplay, or a more discrete, new system altogether, we can’t yet be sure. It would be very interesting to see a mechanic for centralizing and appointing a religious head for your pagan faith. It’s not remotely historical, but neither is Venice conquering Arabia under an Ethiopian-born warlord. In CK2, stranger things have happened.

It's a Sa-Trap!

Lastly, let’s take a look at the character sheets and the interface. One thing that’s conspicuous by its absence is any kind of unique player resource, like Muslim decadence. Piety is still a factor, but it seems the rumored “Viking points” didn’t make the cut. Both Norse and Zoroastrian characters seem to have a space for Concubines. We’ll have to wait and see how the children of these concubines interact with the current system for bastards, since most pagans weren’t as uptight about that kind of thing as Christians were. It also brings up the issue of what happens to these mistresses if a pagan character converts to a strongly monogamous religion.

There’s also that little asterisk button underneath the spouse portrait. The forums seem to suggest that this is a way to mark a character as special interest, helping you keep an eye on them through notifications in your message log, without fiddling around in context menus. That's a very welcome addition, as I played for about 200 hours before figuring out how to do this.

Check out the official forum thread for more, including revelations about Iceland (it will be colonized, even though there were actually no humans there in 867—the engine doesn’t currently support uninhabited provinces that can later become inhabited), the Magyars, and the Slavic-Norse conflict in Russia. Paradox dev diaries tend to roll out roughly weekly, so check back for more from the PC Gamer Viking Analysis Desk in a quarter moon's turn.
Crusader Kings II



Who is this new, rather unsubtle assassin in the reveal images for Assassin's Creed 4: Black Flag? Evan, T.J., and Omri discuss. SimCity and the Arma 3 alpha are both out next Tuesday, and we're actually allowed to talk about at least one of them. Plus, some of the best listener questions we've had in a long time. Keep 'em coming!

All hands on deck for PC Gamer Podcast 346: Some Kinda Pirate

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Crusader Kings II
ck2_featured


Crusader Kings II. Despite only having owned it for about six months, I've played it for longer than any other Steam game I own. In this video, I explain why I love it so much that I married it and gave it claims on my kingdom. If you know what I mean.

On second thought, don't spend too much time pondering what I mean.
Half-Life
Steam Linux celebration sale


It's been tested, it's been debated, and it's now available to all: Valve announces the official launch of the Steam Linux client after nearly four months in beta. Expectedly, a sale is going on for all Linux-supported games in Steam's catalog, including Crusader Kings II and Counter-Strike: Source.

The sale lasts until February 21 and takes 50 to 75 percent off the 54 games Linux users can slot into their brand new platform. Team Fortress 2 joins the revelry by automatically awarding a free and tradeable in-game Tux accessory for all Linux mercs jumping into the free-to-play shooter before May 1. Prepare for an avalanche of crates, Ubuntuans.

Grab the Steam Linux client and browse the full list of discounted titles on the sale page. Welcome to Steam, Linux gamers.
Crusader Kings II
CrusaderKingsII_The_Old_Gods_image_7


Crusader Kings II: The Old Gods has just been announced, and will add playable pagans and Zoroastrians to Paradox's grand medieval strategy sandbox. It's fair to say I was just a tiny bit out of my mind excited. Some notable new features include an extension of the timeline back to 867 A.D., and (sadly unplayable) landless adventurers who set out with their bands of warriors to found new kingdoms in true Viking fashion. I got to raid the brain-villages of Chris King, one of the expansion's designers. Read on to share in the knowledge I plundered.

One tidbit I picked up not included in this interview: 867 will be a stand-alone start date. Unlike the rest of CK2's timeline, you won't be able to advance the clock day by day between 867 and 1066. This, unfortunately, means you won't be able to play as some of the intervening figures such as Brian Boru, the legendary Irish king who founded the house I played as in the first Crusader Kings Chronicle.

PC Gamer: Does The Old Gods make all of the pagans playable? Including, say, the Mongols?

Chris King: Yes.

Will there be different flavor events for the different types of pagans?

At the moment, we've been focusing in on the Norse pagans. So as a Norse pagan, you can now erect a runestone in your honor, we have these little things like that. And you can also go a-viking. So you can set yourself up for a big invasion of somewhere.

And then we're going to try to go through all the other pagans and see what we can do with them. So we've kind of been talking about giving, like, the Baltic pagans maybe defensive bonuses or these kinds of things. But we're going to look at each pagan in turn and say, what can we do to bring them out and make them interesting?

"So, just because you've kicked out the guy who claims your title...doesn't mean he's not a threat."
So, the Norse will be the most fleshed-out.

Yes. Well, Norse is our first one. We've actually changed the cultures. So Scandinavia is now "Norse" culture at game start . There's no Danes, Swedes, and Norwegians. And then they will split up into the three.

Is that an event that happens randomly?

Well, it's an event. I'm not sure how random it is.

Do the playable pagans include the Aztecs from Sunset Invasion?

Yeah, the Aztecs will be playable. So I think you can actually tag into them when the Sunset Invasion arrives if you want to. If you decide you want a cruising mid-late game, you can always take over that invasion.

Have you guys figured out who the Interesting Characters are going to be for 867?

Well, the reason we picked 867 is that there was a moment—it was called the Great Heathen Army. And it arrived in York in 866. So you have this heathen army. They're the sons of Ragnar Lodbrok. So you have Ivar the Boneless, Halfdan, Bjorn Ironside— and these were the sons of Lodbrok. At least one of them will be an Interesting Character. It's also a kind of symmetry thing. Because we started in 1066, you have a pack of Norwegians parked in York. So if you start in 867 you have a pack of, I think they're mainly Danes and Swedes now, parked in York.



Have you thought about, beyond the Norse, which rulers you want to highlight in 867?

Not yet, but I think it's the grandsons or great-grandsons of Charlemagne in Central Europe. So they'll definitely be ones to play around with.

So the landless adventurers you mentioned aren't actually playable?

No, not as far as I know. Basically, the adventurer system is not fully implemented yet. So it's in our progression. But our idea is, landless characters can be a danger to you. So just because you've kicked out the guy who claims your title—he doesn't have any land—doesn't mean he's not a threat. Our goal is to try and tie them in with rebels. So rebels will now rebel for a title claimant.

So, is this something that would maybe be moddable? In terms of making adventurers playable?

The engine doesn't really support that. So I don't think we can make landless characters playable. I mean, we had to to actually create special settlements for the republican families, with the palace thing. Which was their core settlement, so they would always be landed.

"...Money is still power, even in the Viking Era."
The fact sheet mentions that it will actually generate unrest if you don't go to war as a pagan.

Yes. Well, there's two parts to it. If you decide I'm going to call an invasion, and then you get your vikings turning up...if you then refuse to declare war, you've got, like, a two year window to do it, then you will get big penalties.

And Prestige is a key thing. So, because these invasions are your biggest way of getting troops over land, I can be the poorest count in Norway. But if I have a high enough Prestige, I can declare invasions for one of my pagan neighbors, in fact, summon Vikings, and basically kick them in. So you have to make sure you have a lot of Prestige so you can counter-invade and things like this.

The other part is, obviously, that if you go looting, you're going to get money. And money still translates into building upgrades and all these kinds of things. It builds up your core demesne, allows you to buy titles...so, money is still power, even in the Viking Era.



And do you actually destroy holdings when you go raiding? Or destroy building improvements?

Well, that's definitely going to be a kind of tweaking/balancing thing. We definitely think it should destroy improvements. You know, but it's going to be a question of balance, how much damage they should do. Should they be able to burn down whole holdings? Or should they set back your improvements in holdings? That's going to be something we'll play around with.

So it's not just a red icon that says "Pillaged" that goes on the province and just gives you a temporary penalty.

No. We're aiming to make sure it actually damages stuff.

"So I rage-quit. I said, 'This needs balancing! It's broken! You need to fix this!'"
You mentioned at one point that you're still messing with the numbers and balancing for pagan invasions.

Yeah, I played the King of Scotland, and the Great Heathen Army was obviously beating up the English. Which was pleasing for me. But then there's one scripted invasion we have, which is the Great Summer Army, which came a year after the Great Heathen Army. And he should pick East Anglia, but he actually has a random chance of picking another county.

So he picked bloody Scotland! And 6000 Vikings arrived on an invasion CB. So if they won, I'm out. So I rage-quit. I said, "This needs balancing! It's broken! You need to fix this!"

We're trying to get that kind of thing where it shouldn't just be a simple steamroll. But also, it should be a threat. So we're trying to find that right balance number.

On the next page: How the expansion will handle the Great Christian Schism, cultural shifts, and nomads.





PC Gamer: One question that has actually come up a lot when I've put out the call on Twitter is: how are you guys going to handle the Catholic schism that happened between 867 and 1066?

Chris King: Yes, that's something we're discussing a lot. Because we're going to basically run with the idea that the schism has as good as happened . If you go back maybe another 200 years prior to that, the Byzantine Emperor was the protector of the Pope in Rome. So even though there were theological differences between the Pope in Rome and the Eastern bishops, this political situation— he was still approved by the Byzantine Emperor. And there were four Eastern Patriarchs versus one Western Patriarch.

By 800, there's two things. One: They've brought in Charlemagne. The Pope has crowned his own Emperor in the West to protect him. And three of the Eastern bishops have fallen to the advance of Islam. So you're already at this point where the Western church is diverging. Even though they haven't done that final, cataclysmic excommunication of the Byzantine Emperor ... the Western and Eastern churches have already strongly diverged.

So we're not going to have as the same religion. But we might have some kind of flavor things going in there.

" got far more development time. At least an extra month, which I think puts it about 25 percent bigger than any of the others."
Will there be an event, possibly, for the big cross-excommuncation? A big "Screw you Byzantines" event?

Possibly. We're definitely going to aim, if we have the time, to put in a bit of flavor around that great moment. Because it is one of those seminal moments in history. It turned what was essentially theological differences of interpretation into a final break that there was no way back from.

Will there be many new cultural change events between 867 and 1066?

Well, there's definitely going to have to be a Norse kind of "fracturing pot." You know, you split into Swedes, Danes, and Norwegians. And that's the kind of thing where we're going to look at it and see, what would be cool with the game, and what do we have time to script?

What about things like the Vikings under Rollo landing in France and becoming Normans?

Yeah, we're going to actually have to make sure we do that. I don't know if Henrik has got that planned. I'll certainly remind him that we're going to have to make sure that's in.

Is this your biggest expansion yet? The price point is more than any of the previous DLCs.

Yes. It's got far more development time. At least an extra month, which I think puts it about 25 percent bigger than any of the others.



As far as the old school pagan mechanics, are those getting replaced now that you're fleshing them out? Thinking specifically of Warrior Cults and all these little things that were meant to help them survive a bit longer.

Well, at the moment they're still there. And we're just going to see how we should adapt them as the game unfolds. We're already looking at, "What do we do to stop the Holy Roman Empire just trashing the Norse in 867?" So a lot of it is going to be how the game actually plays itself, how we're going to handle these things.

How many nations are pagan in 867? I think I heard Hungary might be?

Well, the Hungarians are pagan, but they're not actually in Hungary. They're out in the steppes at the moment. Poland is still pagan. All the way East is. You know, the Slavic tribes are there. You've got Rurik, the Norse Viking in Novgorod, who's also pagan. All of Scandinavia is pagan as well.

Is Poland lumped in with the Baltic/Romuva group?

No, we've added a new flavor of pagans: Slavonic pagans. Which covers, like, Poles and Russians. They are fractured into several sub-tribes. There is no Poland at the moment.



How do you model that in the game? Obviously, and I've seen this on the forums when we were just speculating about the expansion— a lot of these tribes didn't have anything close to CK2's feudal system.

What we have is just, essentially, lower-tier titles. So that one of these tribes can come together and unite as Poland.

What we're currently playing around with is a kind of pagan fracturing sort of idea. Because you don't have these tight bonds to the feudal structure, at what point do you just allow people to leave your little constructed realm? I've built myself up as, you know, a king in Sweden. But then, it's not feudal. You don't have those tight contracts. We're looking at evolving that kind of system.

"We call it 'The Hungarian Question.'"
Are they represented as counts? Or dukes?

There are some dukes, some counties. One of our is apparently well up on Slavic tribes, so he's given us a set-up with different power blocs in different places.

Are there any changes being made to model the nomadic people who were around at that time? There was a lot of migration going on, a lot of tribes that just up and left where they were between 867 and 1066. It wasn't just an issue of conquering more stuff, they left the old lands behind.

That's something, obviously. We call it "The Hungarian Question." Which is, "How do we get the Hungarians from their home right now, in Western Ukraine, into Hungary?" So it's something that we know about, and we're probably going to do a bit of iteration, and trial and error, on that one. We definitely want nomads to move.

Now, let's say you're a pagan jarl, and you're being invaded by the Holy Roman Emperor. Could you put out a call for, like, a defensive invasion?

That's one of the things we're looking at to help pagans defend is, perhaps, these bands that spawn for invasions will spawn to protect and defend them as well. It's one of these things that would make sure we don't have a Holy Roman steamroll through Scandinavia in 867. And so we're open to these kind of ideas, and we're going to pick the ones that give us the right effect.



Were there any more religions added beyond the Slavonic pagans?

No. I mean, you've got the Khazars out on the steppes, which I've read were actually Jews, essentially. But we decided not to add another religion again, because then we get sucked into giving them cool mechanics. And we felt, we'll just make them pagan—Tengri pagan. And then just develop the mechanics for that. We felt that if we started adding, you know, many more religions, we would start spreading ourselves too thin on this expansion.

"I mean, they were dualistic fire-worshipers. So it’s not really like Christianity."
The Zoroastrians are also getting some love, though?

They'll be playable.

But they're not getting any specific, new mechanics.

Well, we'll see about that. There's not many Zoroastrian rulers kicking about. So it's down on our list. But we know our fans like the Zoroastrians. So we'll see what we can do for them.

Will they be modeled more closely to the pagans, in terms of mechanics and interface and things like that?

Yes. I mean, they were dualistic fire-worshipers. So it's not really like Christianity.

Can they call invasions?

We'll see. It's something where we'll just see what's fun and interesting. The Norse definitely get the invasions. We'll see who else does.

So invasions aren't necessarily everyone within the Pagan religious group.

Not necessarily. We'll just be playing around a lot with them. If it ends up with, like, the Finns invading Spain all the time, we'll have to say, "Look, Finns, you're not getting the invasion CB." So we'll be looking at what feels historical and what's fun with all of the pagan religions.

And so we set our sails for the fertile lands of Q2 2013, when our longships will arrive and our heathen armies can reign over Europe at last. Thanks again to Chris for sharing his wisdom with us. You can get caught up about the expansion and check out the trailer if you're gnawing at your shield for more.
Magicka
Gettysburg Armoured Warfare review thumb


In an interview with GameSpy, Paradox's CEO Frederik Wester has revealed that the publisher cancelled four games in the past year, in an attempt to ensure that consumers weren't paying for buggy or unfinished titles.

Wester's comments were in response to questioning about the much maligned alternate history Civil War RTS Gettysburg: Armoured Warfare. Wester said, "That was terrible. We did not do our homework. It was a one-man team with some backup... we learned a lot from that release. We've had many bad releases before that, as well, and we learned something every time."

"In 2012, we also closed four game projects. This happened after Gettysburg. We looked at them and said, 'These games are not up to the standards we're currently looking for at Paradox, so we're going to close these projects.' We're not going to have any more games that are unplayable at release."

Gettysburg wasn't the only Paradox title in recent history to launch in an unfinished state. Both Magicka and Sword of the Stars 2 were released with significant problems. Wester admits that previously, Paradox couldn't risk the financial hit of cancelling projects. "We needed to release the best product we could release at the time in order to get at least some of the cash we invested back."

The success of Magicka and Crusader Kings 2 has put Paradox in a position were they can afford to be more diligent. "An internal quality assurance team has been built over the past year," Wester says. "Previously, we didn't have an internal QA team. Now we have a team of eight dedicated people in-house. We have a dedicated QA team for the Paradox development studio, specifically for the Crusader and Europa games, and we also now work with a number of external QA studios to stress test our multiplayer games, compatibility testing so it runs on different hardware, etc."

Wester closes by saying, "That's what you'll see from Paradox – fewer and better titles. The quality improvement is the most important thing we're working on right now."

Thanks, VG247.
Crusader Kings II
Crusader Kings 2 The Republic


The large-scale grand strategy of Crusader Kings 2 can feel Game of Thrones-ian in its web of intrigue and plotting. The Republic expansion takes place on a smaller scale. At times, its petty inter-family squabbling feels more like medieval Eastenders. Brilliant.

The Republic is largely about trade. Your early to-do list as Doge ruler is simple: build ports, on every coastal county that you can afford. As your influence expands, you’ll clash with the other republics. They want your ports. You want theirs. You are never going to be BFFs.

Back at home, there are the great families of your own republic to contend with. Unlike troublesome feudal vassals, these houses can’t be stripped of their titles. They’re a constant throughout the game – your allies, subjects and bitter enemies, all rolled into one. The mercantile focus means you can quickly build an impressive war chest, and much of it will be invested in screwing over both these groups. You’ll use mercenaries to fund wars abroad, bribe courtiers to join plots against rival houses, and fund your election campaign, ensuring that it’s your heir that benefits from the expansion’s new succession system.



If you really want to screw over another republic, you can attempt to persuade a king to enforce a trade embargo. This razes any harbours they’ve built in a liege’s territory, and blocks them from rebuilding for ten years, leaving you free to expand. The same can work in reverse – you can’t ignore the whims of the landowners, because getting on their bad side can prove devastating.

Inevitably, things become micromanagement heavy. The more harbours you hold, the more upgrades you’ll need to be building. It wouldn’t matter as much if the choices were as balanced and complex as that of a castle or city. Instead, you have three options – tax, troops or trade price – ad infinitum.

Then there’s your family. Having to assign tutors to their constant procession of mewling spawn was tedious enough in the base game. With no fiefs to grant particularly reproductive siblings, here you’re in charge of every excruciating scholastic decision. It’s a symptom of a larger problem. The Republic provides the most divergent CK2 campaign yet but, in doing so, it feels only loosely integrated with the game’s complex systems.



The tactical sandbox is tighter and less sprawling, but the detail hasn’t been increased to balance out the reduction of scope. The family feuding, harbour seizing and electoral wrangling are placed front and centre. But, while fun, these additions don’t provide the breadth of options for an expansive and varied set of strategies.

If Paradox continue their admirable post-release content patches, The Republic could prove a lasting alternative. For now it’s a cheap and enjoyable sideshow to CK2’s endless replayability.

◆ Expect to pay: $12.30 / £8
◆ Release: Out now
◆ Developer: Paradox Interactive
◆ Publisher: In-house
◆ Multiplayer: Up to 32
◆ Link: www.crusaderkings.com

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