Crusader Kings II - BjornB


Hello and welcome back to this second part about the Converter update which will be released tomorrow.

As I mentioned in the replies last week, Immortal rulers from CK2 now get the Immortal Ruler Personality in EU4 and will not die of old age. You can also pick “Immortal” in the EU4 Nation Designer, although it is rather expensive. Rulers cannot become Immortal during gameplay in EU4 though.

Ideas for European Tribals - because before every tribal country got standard, boring ideas. Now they can become fearsome warriors!
european_tribal_ideas = { start = { hostile_attrition = 1 merchants = 1 } bonus = { war_exhaustion_cost = -0.10 } trigger = { capital_scope = { continent = europe } OR = { government = tribal_despotism government = tribal_kingdom government = tribal_federation government = tribal_democracy } } free = yes deep_roots = { defensiveness = 0.1 } warriors_grit = { shock_damage_received = -0.1 } ruthless_raiders = { leader_land_shock = 1 loot_amount = 0.10 } ancestral_pride = { war_exhaustion_cost = -0.10 } arctolatry = { infantry_power = 0.1 } side_by_side = { land_morale = 0.1 } hero_of_the_legends = { free_leader_pool = 1 } }

Improved religions: Now is a better time than ever to convert over your favorite heresy. All converted religions have received new effects, new unique graphical icons and also make use of religious systems such as Fervor and Aspects. Some effort has been made to update the EU4 events to account for these new religions by checking for the religion rules rather than the specific religion where it makes sense. E.g. checking for fervor rather than Reformed for fervor events.


That covers the largest Converter changes, but there have been plenty of little fixes and tweaks which you can read about below:
Functionality has been added to adopt your EU4 game to the status of your CK2 one in matters such as dynamic provincial development, government ranks, making the CK2 heresies and religions use the new religion features of EU. Time has also been spent to fix old issues like missing flags for rebels, errors in province mappings, and missing descriptions for the converter religions. Patch notes Unit types are now based on capital region instead of tech. group Display "CONVERTING" while converting Doesn't add Aztecs if Aztec Invasion game rule is set to off Addes female monarch names for converter countries Added descs for the Manichean and Mazdaki religions Added the suggested missing titles Added some more country mappings. Added some regions to the unit type conversion table. Government ranks are now affected by imperial administration laws Added normal_or_historical_nations flag set to no in the mod file Updated the sunset invasion scenario. EU4 converter now converts prosperity (by redistributing the prosperity value according to number of buildings in CK2 provinces) All cores from unused nations are now properly removed Removed unused files Fixed issue with duplicate Saxon cultures Alan is now in the correct culture group Fixed Minor National Idea issues (from the CK2 Forum Compilation Thread) Fixed minor issues with religions Fixed some errors in coverter province table. High americans now have their own units Rome now becomes the capital when converting the Roman Empire Added European Tribal national ideas. Gave Mongol empire less crazy province setup Added some high american missions Removed some duplicate strings. United HRE can now be created with Conclave enabled Removed extra files from the Roman Empire and some other things that are part of EU4 as well since a while back. Added Rebel Entries (and flags) for All Heresies Converter Religions and Heresies will now have more diverse bonuses and more will use EU4 mechanics when possible. All Converter Religions and Heresies will now have a syncretic faith bonus. Added institution spread criteria specific to converter games. Added starting spread of feudalism criteria specific to converter games. Mapped some CK2 things (heresies among others) to slightly different tags in EU4 to avoid collisions with similarly named things in EU4. Immortal trait now converted to Immortal ruler personality Muslims now get Vassals instead of only Personal Unions Ruler birth dates for CK2 games later than EU4 start date are now also changed to match that date Exported nations now always have a minimum of five female monarch names Messalian and Cathar countries can now get female leaders. Dynamic fort placement in CK2->EU4 converted games. Moved culture graphics conversion to culture_gfx_table.csv from the code. Fixed some religion conversion issues in the EU4 converter The HRE main religion will now get set to the Emperor's religion if the starting bookmark has it different from the religion database, as well as setting religious peace enabled. Added uses_church_aspects trigger. - Added uses_fervor trigger. - Added uses_patriarch_authority trigger. - Added uses_piety trigger. - Added uses_papacy trigger. - Added uses_blessings trigger. - Added uses_karma trigger. - Added uses_syncretic_faiths trigger. Added uses_cults trigger. - Added uses_personal_deities trigger. Replaced some religion event triggers with the new triggers added by Marko. I have been pretty restrictive and only done this to events that could actually benefit from it. CKII->EUIV Converter: Converted countries that used to have default national ideas now have custom ideas.

As well as the Converter, we'll also release the full version of 2.6.2 tomorrow. We managed to fix the performance problem we had during the beta, fix a few minor bugs, correct the province name box length update some French and German localisation, and add a popup and pause setting to Call to Arms. We'll post the complete patch notes tomorrow when the patch goes live.

That’s all for now, we hope you enjoy the updated Converter when it is released tomorrow! And in the meantime, don't miss today's Medieval Monday livestream with Emil and Steven - 16:00CEST on https://www.twitch.tv/paradoxinteractive

Read the original post


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


Hello and welcome back to this second part about the Converter update which will be released tomorrow.

As I mentioned in the replies last week, Immortal rulers from CK2 now get the Immortal Ruler Personality in EU4 and will not die of old age. You can also pick “Immortal” in the EU4 Nation Designer, although it is rather expensive. Rulers cannot become Immortal during gameplay in EU4 though.

Ideas for European Tribals - because before every tribal country got standard, boring ideas. Now they can become fearsome warriors!
european_tribal_ideas = { start = { hostile_attrition = 1 merchants = 1 } bonus = { war_exhaustion_cost = -0.10 } trigger = { capital_scope = { continent = europe } OR = { government = tribal_despotism government = tribal_kingdom government = tribal_federation government = tribal_democracy } } free = yes deep_roots = { defensiveness = 0.1 } warriors_grit = { shock_damage_received = -0.1 } ruthless_raiders = { leader_land_shock = 1 loot_amount = 0.10 } ancestral_pride = { war_exhaustion_cost = -0.10 } arctolatry = { infantry_power = 0.1 } side_by_side = { land_morale = 0.1 } hero_of_the_legends = { free_leader_pool = 1 } }

Improved religions: Now is a better time than ever to convert over your favorite heresy. All converted religions have received new effects, new unique graphical icons and also make use of religious systems such as Fervor and Aspects. Some effort has been made to update the EU4 events to account for these new religions by checking for the religion rules rather than the specific religion where it makes sense. E.g. checking for fervor rather than Reformed for fervor events.


That covers the largest Converter changes, but there have been plenty of little fixes and tweaks which you can read about below:
Functionality has been added to adopt your EU4 game to the status of your CK2 one in matters such as dynamic provincial development, government ranks, making the CK2 heresies and religions use the new religion features of EU. Time has also been spent to fix old issues like missing flags for rebels, errors in province mappings, and missing descriptions for the converter religions. Patch notes Unit types are now based on capital region instead of tech. group Display "CONVERTING" while converting Doesn't add Aztecs if Aztec Invasion game rule is set to off Addes female monarch names for converter countries Added descs for the Manichean and Mazdaki religions Added the suggested missing titles Added some more country mappings. Added some regions to the unit type conversion table. Government ranks are now affected by imperial administration laws Added normal_or_historical_nations flag set to no in the mod file Updated the sunset invasion scenario. EU4 converter now converts prosperity (by redistributing the prosperity value according to number of buildings in CK2 provinces) All cores from unused nations are now properly removed Removed unused files Fixed issue with duplicate Saxon cultures Alan is now in the correct culture group Fixed Minor National Idea issues (from the CK2 Forum Compilation Thread) Fixed minor issues with religions Fixed some errors in coverter province table. High americans now have their own units Rome now becomes the capital when converting the Roman Empire Added European Tribal national ideas. Gave Mongol empire less crazy province setup Added some high american missions Removed some duplicate strings. United HRE can now be created with Conclave enabled Removed extra files from the Roman Empire and some other things that are part of EU4 as well since a while back. Added Rebel Entries (and flags) for All Heresies Converter Religions and Heresies will now have more diverse bonuses and more will use EU4 mechanics when possible. All Converter Religions and Heresies will now have a syncretic faith bonus. Added institution spread criteria specific to converter games. Added starting spread of feudalism criteria specific to converter games. Mapped some CK2 things (heresies among others) to slightly different tags in EU4 to avoid collisions with similarly named things in EU4. Immortal trait now converted to Immortal ruler personality Muslims now get Vassals instead of only Personal Unions Ruler birth dates for CK2 games later than EU4 start date are now also changed to match that date Exported nations now always have a minimum of five female monarch names Messalian and Cathar countries can now get female leaders. Dynamic fort placement in CK2->EU4 converted games. Moved culture graphics conversion to culture_gfx_table.csv from the code. Fixed some religion conversion issues in the EU4 converter The HRE main religion will now get set to the Emperor's religion if the starting bookmark has it different from the religion database, as well as setting religious peace enabled. Added uses_church_aspects trigger. - Added uses_fervor trigger. - Added uses_patriarch_authority trigger. - Added uses_piety trigger. - Added uses_papacy trigger. - Added uses_blessings trigger. - Added uses_karma trigger. - Added uses_syncretic_faiths trigger. Added uses_cults trigger. - Added uses_personal_deities trigger. Replaced some religion event triggers with the new triggers added by Marko. I have been pretty restrictive and only done this to events that could actually benefit from it. CKII->EUIV Converter: Converted countries that used to have default national ideas now have custom ideas.

As well as the Converter, we'll also release the full version of 2.6.2 tomorrow. We managed to fix the performance problem we had during the beta, fix a few minor bugs, correct the province name box length update some French and German localisation, and add a popup and pause setting to Call to Arms. We'll post the complete patch notes tomorrow when the patch goes live.

That’s all for now, we hope you enjoy the updated Converter when it is released tomorrow! And in the meantime, don't miss today's Medieval Monday livestream with Emil and Steven - 16:00CEST on https://www.twitch.tv/paradoxinteractive

Read the original post


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


Hello all, and welcome back to another CK2 Development Diary. If you didn’t notice last week, we now do CK DDs on Mondays to match up with the Medieval Monday stream. Anyway, getting on to the point of this DD: We’ve been updating the Converter!

Development in EU4 will now be based on the state of the world in CK2. Holdings, Buildings, Hospitals and Prosperity all count when determining if your capital should be the new Paris or not. The development of the default 1444 EU4 provinces (within the converted area) will be redistributed in a way that makes sense for your world.

Dynamic fort placement. No longer will forts be placed exactly as they were in the default 1444 setup, instead forts will be placed in strategically appropriate areas for each nation.

Revamped Tech Groups. Now, as Tech Group no longer actually affect your technology cost (that’s handled by institutions), your group will be based on the geographical area of your capital. This is then used to improve your experience in many ways, i.e. through custom idea generation!

Dynamic ideas. No longer will your nation simply have the ‘National Ideas’ set, instead a unique one will be generated for you based on your situation in EU4. These idea sets will give you appropriate ideas, so no naval ideas if you are landlocked or just have one port.

Institutions have been revamped to account for the vastly different world that is a converted game. The institutions will spread in a much more dynamic way, and no longer discriminates in favor of Europe (especially not if India or the Middle East manage to get a high Development converted over!). Institutions such as the Printing Press do not necessarily have to spawn in Germany, either.

Converter-centric idea picking for the AI. With most converted games missing a Portugal, and in some cases even a Castille or England, the AI has been readjusted to dynamically assume these positions. One nation will try to assume the role of Portugal - be it Iceland, Scotland, Korea or Majapahit you won’t know until you play!

Traits now convert over from CK2. Did you have a midas touched genius ruler or a possessed imbecile lunatic ruler? No matter what, you will recognize them by their traits in EU4.

Improved Sunset Invasion setup. For all of you who wanted the New world empires to be even mightier we’ve improved the High Americans with new missions and unique units. High American units tend to have many Fire pips, so beware their power!

The Converter will be updated alongside the release of Rights of Man on the 11th. That’s all for now, but I have even more Converter stuff to talk about next week.

Read the original post


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


Hello all, and welcome back to another CK2 Development Diary. If you didn’t notice last week, we now do CK DDs on Mondays to match up with the Medieval Monday stream. Anyway, getting on to the point of this DD: We’ve been updating the Converter!

Development in EU4 will now be based on the state of the world in CK2. Holdings, Buildings, Hospitals and Prosperity all count when determining if your capital should be the new Paris or not. The development of the default 1444 EU4 provinces (within the converted area) will be redistributed in a way that makes sense for your world.

Dynamic fort placement. No longer will forts be placed exactly as they were in the default 1444 setup, instead forts will be placed in strategically appropriate areas for each nation.

Revamped Tech Groups. Now, as Tech Group no longer actually affect your technology cost (that’s handled by institutions), your group will be based on the geographical area of your capital. This is then used to improve your experience in many ways, i.e. through custom idea generation!

Dynamic ideas. No longer will your nation simply have the ‘National Ideas’ set, instead a unique one will be generated for you based on your situation in EU4. These idea sets will give you appropriate ideas, so no naval ideas if you are landlocked or just have one port.

Institutions have been revamped to account for the vastly different world that is a converted game. The institutions will spread in a much more dynamic way, and no longer discriminates in favor of Europe (especially not if India or the Middle East manage to get a high Development converted over!). Institutions such as the Printing Press do not necessarily have to spawn in Germany, either.

Converter-centric idea picking for the AI. With most converted games missing a Portugal, and in some cases even a Castille or England, the AI has been readjusted to dynamically assume these positions. One nation will try to assume the role of Portugal - be it Iceland, Scotland, Korea or Majapahit you won’t know until you play!

Traits now convert over from CK2. Did you have a midas touched genius ruler or a possessed imbecile lunatic ruler? No matter what, you will recognize them by their traits in EU4.

Improved Sunset Invasion setup. For all of you who wanted the New world empires to be even mightier we’ve improved the High Americans with new missions and unique units. High American units tend to have many Fire pips, so beware their power!

The Converter will be updated alongside the release of Rights of Man on the 11th. That’s all for now, but I have even more Converter stuff to talk about next week.

Read the original post


Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
Sep 26, 2016
Crusader Kings II - BjornB


What’s this, a dev diary on a Monday?! Yes, it’s true, we’ve moved them to Mondays so they’ll coincide with CK2 streams. The Reaper’s Due has been out for a while now, and I am very pleased with how both it and the free update were received (I wasn’t sure the focus on Death would be so universally appreciated!) As Game Director, I rarely have time to do much coding and scripting anymore, but I did help out with the optimizations and several of the Game Rules. The game is in safe hands though; the current CK2-team has done an amazing job so far!

Work has now commenced on the next expansion and I can already reveal it’s going to be something a bit similar to Way of Life, which I believe I actually mentioned in my previous dev diary. I also promised optimizations, AI improvements and quality of life stuff. Well, the optimizations are done for now, so the next major free update will feature AI and GUI improvements, which brings me to today’s topic; usability.

Now, we are aiming to tweak several interfaces and while I cannot go into much detail yet, I can say that I’d especially like to address the following main areas:
  • Plotting (quality of life)
  • Prisoner management
  • Guardian vs Educator (clarity)
  • More space for Traits and Character Modifiers
There are other things in the works too, but when you’ve worked on a game for so many years you tend to get blind to many usability issues and simply accept them as they are. That is why I’d like to hear from you, our faithful fans, what you find most annoying and clunky about the CK2 interfaces. Are there any actions you find hard to do, or useful information you cannot easily find (or not at all)? All feedback is welcome!


That is all for now; please post your suggestions on our official forum...

Don't miss today's livestream - Medieval Monday with Emil and Doomdark - 16:00CEST on https://www.twitch.tv/paradoxinteractive

Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
Sep 26, 2016
Crusader Kings II - BjornB


What’s this, a dev diary on a Monday?! Yes, it’s true, we’ve moved them to Mondays so they’ll coincide with CK2 streams. The Reaper’s Due has been out for a while now, and I am very pleased with how both it and the free update were received (I wasn’t sure the focus on Death would be so universally appreciated!) As Game Director, I rarely have time to do much coding and scripting anymore, but I did help out with the optimizations and several of the Game Rules. The game is in safe hands though; the current CK2-team has done an amazing job so far!

Work has now commenced on the next expansion and I can already reveal it’s going to be something a bit similar to Way of Life, which I believe I actually mentioned in my previous dev diary. I also promised optimizations, AI improvements and quality of life stuff. Well, the optimizations are done for now, so the next major free update will feature AI and GUI improvements, which brings me to today’s topic; usability.

Now, we are aiming to tweak several interfaces and while I cannot go into much detail yet, I can say that I’d especially like to address the following main areas:
  • Plotting (quality of life)
  • Prisoner management
  • Guardian vs Educator (clarity)
  • More space for Traits and Character Modifiers
There are other things in the works too, but when you’ve worked on a game for so many years you tend to get blind to many usability issues and simply accept them as they are. That is why I’d like to hear from you, our faithful fans, what you find most annoying and clunky about the CK2 interfaces. Are there any actions you find hard to do, or useful information you cannot easily find (or not at all)? All feedback is welcome!


That is all for now; please post your suggestions on our official forum...

Don't miss today's livestream - Medieval Monday with Emil and Doomdark - 16:00CEST on https://www.twitch.tv/paradoxinteractive

Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
Crusader Kings II - TheLetterZ
Hello and welcome back to another CK2 Development Diary. The 2.6.2 update looms rather near now, and if everything goes to plan it should be released on Thursday. I’ll start out with the bad news; due to some unforeseen problems one of the game rules I mentioned last week will not be included with this patch: The Multiplayer Assassination rule. However, we do have two other game rules for you which you may find interesting:

  1. De jure Requirement: Default/Required. On default, nothing changes, but with “Required” characters who hold titles which have de jure land will eventually lose the title if they don’t hold any of the de jure land.
  2. Horse Lords:Nomad Stability: Unstable/Stable. Now when a Khagan dies, his vassals have the possibility to break away and form their own realms -with the new Khagan getting a CB on them. Setting “Stable” keeps the old behaviour.

There was some outcry last week because Jews and Zoroastrians didn’t also get a crusader style trait, so I’ve managed to sneak both in with the Shaddai and Gond-i Shahanshah traits. While we were in a trait-adding mood, both Cannibal and Lover’s Pox were changed from character modifiers to traits (although we have left the old modifier checks in place so ongoing games aren’t broken).


The Gender Equality gamerule and laws revealed a few problems with Muslim events always assuming Muslim rulers would be male, so we’re spend a bit of time adding the appropriate checks which should result in a more flavourful Muslim experience.

As well as this, there are plenty of small fixes and additions to many other things, but I’ll let you explore the game and/or the patchnotes to discover them for yourselves.


Full patch notes in original thread
(These are works in progress, when the patch is released we’ll post a final version)

And, last of all, from next week onwards we’ll be posting CK2 DDs on Mondays instead of Tuesdays.
Crusader Kings II - TheLetterZ
Hello and welcome back to another CK2 Development Diary. The 2.6.2 update looms rather near now, and if everything goes to plan it should be released on Thursday. I’ll start out with the bad news; due to some unforeseen problems one of the game rules I mentioned last week will not be included with this patch: The Multiplayer Assassination rule. However, we do have two other game rules for you which you may find interesting:

  1. De jure Requirement: Default/Required. On default, nothing changes, but with “Required” characters who hold titles which have de jure land will eventually lose the title if they don’t hold any of the de jure land.
  2. Horse Lords:Nomad Stability: Unstable/Stable. Now when a Khagan dies, his vassals have the possibility to break away and form their own realms -with the new Khagan getting a CB on them. Setting “Stable” keeps the old behaviour.

There was some outcry last week because Jews and Zoroastrians didn’t also get a crusader style trait, so I’ve managed to sneak both in with the Shaddai and Gond-i Shahanshah traits. While we were in a trait-adding mood, both Cannibal and Lover’s Pox were changed from character modifiers to traits (although we have left the old modifier checks in place so ongoing games aren’t broken).


The Gender Equality gamerule and laws revealed a few problems with Muslim events always assuming Muslim rulers would be male, so we’re spend a bit of time adding the appropriate checks which should result in a more flavourful Muslim experience.

As well as this, there are plenty of small fixes and additions to many other things, but I’ll let you explore the game and/or the patchnotes to discover them for yourselves.


Full patch notes in original thread
(These are works in progress, when the patch is released we’ll post a final version)

And, last of all, from next week onwards we’ll be posting CK2 DDs on Mondays instead of Tuesdays.
Crusader Kings II - BjornB


Hello all, it’s time for a CK2 DD once again. Now before I get into the meat of this one, I want to let you know that DDs between DLCs are going to be shorter than the big feature-explainers I could write during Reaper’s, so don’t be surprised if some are brief.

Moving on, work on 2.6.2 continues well, and I’ll post the patch notes when it’s closer to being done, but some fixes that may interest people include:
  • AI Characters are much less likely to take Experimental treatments for minor illnesses, which means you should see less maimed or insane character about in the world.
  • Patricians can now properly Go into Seclusion and Search for Court Physicians.
  • Characters under 16 no longer get gout.

We have added more Game Rules:
  • Supernatural events can be set to Unrestricted, allowing the AI to have fun with them too.
  • Both Mongol and Aztec invasions can be set to “Delayed Random” where they will show up at random but not before the year 1000 and not before the game has been played for 50 years.
  • Turkic Conquerors can be set to Historical/Random/Off.
  • Way of Life users can set Dueling to Normal/RestrictedUnrestricted.
  • Both Vassal and Demesne limits can be set to Normal/Unlimited/50%/25%
  • Grant Independence can be set to Normal/Unrestricted.
  • Assassinate plots in MP can be set to Normal/No Players/No Players + Heirs/No Player Dynasty.

We have also continued to add more Content, including:

The various Defensive Pagan faiths now allow you to pick a Patron Deity granting a bonus to certain stats, and allowing access to certain new events:





Plus, all Pagan religion now have their own Valhalla-bound equivalent:



Characters in Seclusion may find they have an uninvited guest:



Immortal characters are now a lot more likely to wake up from Incapacitating head wounds, and there is no longer an age limit on said event for Immortals.
Even non-depressed Immortals who find that life Eternal isn’t all that great may now attempt to end their life.
Not only that, it’s also possible that Immortal characters may find they are not the only people to have found Eternal life, and that their brethren are not the most welcoming types:


say one thing for Rurik Rurikid, say he's lucky
And that's it for now, see you next week!

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 time for a CK2 DD once again. Now before I get into the meat of this one, I want to let you know that DDs between DLCs are going to be shorter than the big feature-explainers I could write during Reaper’s, so don’t be surprised if some are brief.

Moving on, work on 2.6.2 continues well, and I’ll post the patch notes when it’s closer to being done, but some fixes that may interest people include:
  • AI Characters are much less likely to take Experimental treatments for minor illnesses, which means you should see less maimed or insane character about in the world.
  • Patricians can now properly Go into Seclusion and Search for Court Physicians.
  • Characters under 16 no longer get gout.

We have added more Game Rules:
  • Supernatural events can be set to Unrestricted, allowing the AI to have fun with them too.
  • Both Mongol and Aztec invasions can be set to “Delayed Random” where they will show up at random but not before the year 1000 and not before the game has been played for 50 years.
  • Turkic Conquerors can be set to Historical/Random/Off.
  • Way of Life users can set Dueling to Normal/RestrictedUnrestricted.
  • Both Vassal and Demesne limits can be set to Normal/Unlimited/50%/25%
  • Grant Independence can be set to Normal/Unrestricted.
  • Assassinate plots in MP can be set to Normal/No Players/No Players + Heirs/No Player Dynasty.

We have also continued to add more Content, including:

The various Defensive Pagan faiths now allow you to pick a Patron Deity granting a bonus to certain stats, and allowing access to certain new events:





Plus, all Pagan religion now have their own Valhalla-bound equivalent:



Characters in Seclusion may find they have an uninvited guest:



Immortal characters are now a lot more likely to wake up from Incapacitating head wounds, and there is no longer an age limit on said event for Immortals.
Even non-depressed Immortals who find that life Eternal isn’t all that great may now attempt to end their life.
Not only that, it’s also possible that Immortal characters may find they are not the only people to have found Eternal life, and that their brethren are not the most welcoming types:


say one thing for Rurik Rurikid, say he's lucky
And that's it for now, see you next week!

Read the original post


Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
...