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Hello everyone, I'm Tegus, one of the programmers working on Crusader
Kings II. Welcome to the fifth dev diary for CK2 and the first one written
by me. In today's dev diary I'm going to talk a bit about the map and why
we've chosen to implement a new one in CK2.

As you all know, in our games the map is an important tool for both
displaying information and setting the mood of the game. In HoI3 we had a
grayish map that we felt was appropriate for a war game. We took this map
and altered it slightly when making Victoria 2, but this time the map was
drawn with vivid colors to portray the progress of the era. The next game to
use the map was Divine Wind because we all felt that EU3 was in need of a
graphical face lift. While this map technology looked good in the
mentioned games, there were certain technological limitations which we
wanted to improve upon or get rid of.

With CK2, we have devoted time to rewrite the graphics code for the map
from scratch. We are back to a pure 3D map similar to the one used in EU3:
Rome. We have visible topology and you will be able to rotate the world
around the way you please. While neither the technology nor the art assets
are in any way final, we do feel that the new map already has great
potential and is a big step in the right direction towards our visual
goals. Hopefully this new tech will also span multiple games, so we
can steadily improve it.

crusader_kings_2_devdiary_5_ss1.jpg

To be fair, if I would describe what we have done with the map so far, it
would just be sentence after sentence of technical mumbo-jumbo, so I'll
spare you the details. Let's instead focus on what visual details that
have been improved and what we want to add before the game is shipped.

We've improved the looks of the water significantly and added refraction
so you can actually see topology under the ocean surface. Aerie has taken
the time to find real-world topology data(although we've exaggerated it
somewhat), it definitely gives a cool feel to the terrain. Borders have
also gotten some love and now use a new system which enables us to make
them much smoother. Much of the previous jaggedness is gone. We've also
begun to implement and test a more detailed lighting model, which we will
continue to improve upon until we release the game. Another cool
feature(which isn't really part of the map) are the units, whose tabards
now show the heraldic flag of the unit leader.

crusader_kings_2_devdiary_5_ss2.jpg

But there are still some things which we're missing. We need trees and
rivers. We need to add province names and realm names, which exist in all
our latest games. I'd like to add more information to borders, so borders
between two realms are colored by the realms' respective colors. There are
of course lots of more things we want to do, but I won't spill the beans
just yet.

crusader_kings_2_devdiary_5_ss3.jpg

All in all, we are very happy with the way the new map is coming along.
Hopefully you will enjoy it as well once you get to play the game!

Fredrik Zetterman, Deluxe programmer, currently working on Crusader Kings
II
 
Will there be Fog of War and Terra Incognita on the map?

I'd wager there's FoW, but no Terra Incognita. It's a limited map (Europe-MiddleEast) so the use for TI would be too small to justify it's implementation (and really, if you're going to march an army into the Persian interior you won't send explorers in years before, you'll just launch an invasion and use guides, as they did).
 
I'd wager there's FoW, but no Terra Incognita. It's a limited map (Europe-MiddleEast) so the use for TI would be too small to justify it's implementation (and really, if you're going to march an army into the Persian interior you won't send explorers in years before, you'll just launch an invasion and use guides, as they did).

I dont really care about Terra Incognita anyway, I only hope that you, as the count of Iceland or some other desolate place near the edge of the map, wont be able to interact with the count of Somali like you could do in CK1 since I find that to be very ahistorical.
 
I don't know whether this has been mentioned here already, but just in case... a copy of one interesting post from Sengoku sub-forum:

But, won't this map actually ask for a lot from a computer to be able to run it without lag?
As we're working tightly with the CKII team with the map technology, we'll probably have the same low-end mode as they're planning, with a much simpler map for old (or simply bad) computers.

If that's true and the plans do materialize in the end, it would be really great news.
 
I don't know whether this has been mentioned here already, but just in case... a copy of one interesting post from Sengoku sub-forum:



If that's true and the plans do materialize in the end, it would be really great news.

They probably just mean that there will be options like turning AA / Water detail / Land textures, etc. to low like they have done with the 3d maps for the other games. I really don't see them making 2 different maps or something.
 
They probably just mean that there will be options like turning AA / Water detail / Land textures, etc. to low like they have done with the 3d maps for the other games. I really don't see them making 2 different maps or something.

You're probably right. But with my laptop even that is a good news. :)
 
Have read through all of the developer diaries now and must say.. wow.. you are making exactly the game I would like to play. Never tried CK1, but this looks great so far. The only thing I would change is the map since 2D just looks cleaner and neater for games like this.
 
One remark on the visual; The great helm wasn't used before the late 11th-12th century. (Let me suggest you use the "long nose" norman helm for the european models)
 
The height is determined by a grayscale bitmap, but everything else can pretty much be modded exactly like our other games(i.e. provinces.bmp and terrain.bmp are there as usual). Modding will probably be faster even, since we have removed large part of the map cache(it's now calculated at the start of the game instead)

Gah, map looks like plastic crud.
I wish you Devs would move on from this outdated modeling method!
 
The maps look incredible. The Rome map is so visually beautiful, one of the most appealing I've ever seen in any game. I'm glad that CKII seems to be taking some inspiration from it.
 
Like I said before in this thread, the map as whole looks great, but regarding (the number of) provinces and their borders the map could have been better. In that regard I would have hoped for a something more similar to the mappa regnorum mod; and not how it appears to be something similar to the old CK1 map.
However the terrain and how a province is depicted (but not the number of provinces nor their borders) in general terms is great.

But I hope that the final map will be pleasant surprise.:)
 
If the map is going to have same provinces as in CK it's OK to me. Just two things: The two provinces of Spain called Santiago and Compostela in CK, should be named La Coruña and Santiago de Compostela. And the province of Asturias de Santillana should be of Castilian culture.

I'm going to use this post for something not related with the map, because I don't know in which thread is fine to say this. In CK the cristians kingdoms of Spain almost allways got smashed by the moors, because the moors are much stronger. In CK2 there should be something to help christian AI, like a huge Braveheart event or something. Or perhaps the moor counties of Spain could have some special trait, called Taifa for example, that make them very disloyal, and they are always trying to break free, which would make the moor duchies be very busy dealing with them, and less determined to destroy christians, and all this is kinda representative of what happened.
You guys know how to do this things. I just want to see the AI christian kingdoms of Spain succeed more often than the moors.
 
* * * Dissenter in the Ranks Alert * * *

I prefer the beautiful maps and graphics of CKI, EU1&2 and Vicky 1.