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Hello everyone! So finally we address the Elephant in the room, specifically the War Elephant in the upcoming Crusader Kings II: Rajas of India expansion.

When making an expansion based on India we simply couldn't ignore the elephantry that they fielded. These giants will help your Indian rulers to conquer and stampede over any opposition you face, being the heaviest cavalry you can field in Crusader Kings 2. These beasts of war will be mostly available from retinues but there will also be cultural buildings that will produce them for you. They will only exist in very limited numbers compared to other troop types but will have a devastating effect on the battlefield during the melee phase. The Indian general that makes sure to use his unique set of tactics available for these units will without a doubt be victorious.

We also fixed so that the Arabic cultures can field their own camel warriors to face the heathens with.

View attachment ck2_2.png
Showing off their mighty War Elephant Retinues

The old troop type system was very limiting, not allowing for a lot of creativity, and we had nowhere to place the new war elephants in the user interface, it was already over-crowded with the other troop types. So what we did was remake the Horse Archer with a fully script-able troop type known as Special Troops. These now represent Horse Archers, Camel Warriors and the mighty War Elephants. It will be even possible to field Camel Warriors and War Elephants in the same army in your grand pan Arabic-Indian Empire if you so desire. The most important thing is that now modders can utilize this to make their mods even more diverse and interesting, allowing them to add troop types ranging from Wizards to gunpowder troops.

View attachment ck2_3.png
The breakdown of special troops, everything is quite similar to
before except for the numbering of the horse archers.


What is the actual difference for the modders from the previous system then? Well Korbah made an excellent diagram he posted on the beta forum which I am going to borrow from him.

View attachment hkjhkjh.jpg

Previously the troop types were hard-coded in place which gave very little option with what you could actually do with them. Each regiment always had six entries: Light Infantry, Heavy Infantry, Archers, Pikemen, Light Cavalry, Heavy Cavalry and Horse Archers. This meant an army would always consist of a composition of these troop types. The new system removes the Horse Archers and replaces it with the special troop type, meaning it can be anything and every regiment can have a different composition of troop types and still function as a unified army. The only limit on this is that a regiment can only have one special troop type, so one holding can not produce several different special troop types and mercenaries and retinues can only have one special troop type assigned to them.


With the India expansion the world grows immensely giving us a good opportunity to add some common tactical problems that commanders of the time faced. First we gave the Indian subcontinent the jungle terrain type which will harshly increase your attrition and defense bonuses. But the other problem is supplies, it won't be a simple task to just walk across all of Europe with every single soldier you started with alive. You will now have to combat starvation as you march far away from your home. This means that Norse Vikings armies will have starved to death before even reaching India.

How it works is that while you are nearby your realm or your top-liege's realm your soldiers will fill up on supplies to keep themselves fed. These supplies will always last for 31 days. When they step too far away into neutral territory they will start to starve for supplies and have a ticking attrition that goes up slowly for each day. A good martial leader can of course counter-act it to a certain point. When you do finally reach the enemy territory, the troops will start foraging from their surrounding area to keep themselves supplied. The foraging builds on the pillaging from the loot bar except it goes a lot slower. When the soldiers can't take more from the loot bar they will start to starve again in 31 days. This will balance the rulers of Europe to invade their neighbors instead of happily jump over the Egypt and start carving their piece of India. Instead they will have to put a bit effort into it if they want to actually reach India.

So yes we will see a Norse India eventually, but it will be quite an achievement.


There has been some big issues with what people have dubbed "North Korea Mode", making the game way too easy to play and removing the entire feudal point of the game. So we have made playing this way a lot less rewarding by reducing the amount of levies and income they actually get from doing this. It is of course still completely possible to play like this if you still want to, but you will be a bankrupt France with only 400 troops while the strong HRE will be raising a lot more troops than that. Small counts and dukes who go over their demense limit just a little bit will be a bit penalized but not to the same degree.

Bonus: Crusader Kings II: Rajas of India Interview with Project Lead Henrik Fahraeus
http://news.softpedia.com/news/Excl...ith-Project-Lead-Henrik-Fahraeus-429067.shtml
 
This supply system seems good. Not too complicated but gets at the crux that an army had to stay on the move in enemy territory.

I wonder though how it will interact with sieges. 31 days isn't enough time to take a castle. Is it supposed to be obligatory to assault? Are siege times going to be reduced to compensate for the extra casualties?
I really hope siege times won't be reduced. Sieges were very serious business in the old days, and bastions frequently did outlast the besieging armies. In CK2 as things stand now, there is essentially no way a siege will fail that doesn't involve the army needing to be recalled to fight another threat.

What we'll need, though, is a cost to supplying your armies when they're not foraging in enemy territory (additional maintenance cost, beyond the wages we already pay). That way, you may be able to safely ship supplies to a besieging army in a county adjacent to our own, but we'll still be paying more for the upkeep since we can't forage for the food anymore. We can work in the attrition due to disease in a later patch... Or an entire DLC dedicated to epidemics. Those were quite consequential in historical wars, but don't really mean much in CK2 right now.
 
I really hope siege times won't be reduced. Sieges were very serious business in the old days, and bastions frequently did outlast the besieging armies. In CK2 as things stand now, there is essentially no way a siege will fail that doesn't involve the army needing to be recalled to fight another threat.

No they won't be reduced, since they can still forage. But is the defense too effective they might start to starve eventually.
 
I am very sad you have decided to 'fix' north korea mode.
This private way of playing the game is both enjoyable and it hurt NOBODY.

I was going to buy Runemaster and Rajahs of India but now I will save my $80.
You just lost a loyal customer.
 
You replied fast,
I said what I said in a moment of anger,
then did a much more acceptable repost.

Still North Korea mode is something a great number of your clients enjoy,
why would you make a decision that looses you money?

Would you consider at least making it a console code cheat option?
 
Would you consider at least making it a console code cheat option?

One, it isn't removed. It isn't as rewarding as it was before. For second there has been two cheat codes for that since the game was released. They are called techpoints and add_stewardship.
 
One, it isn't removed. It isn't as rewarding as it was before. For second there has been two cheat codes for that since the game was released. They are called techpoints and add_stewardship.

Not to mention if you're going to cheat you might as well just mod out the negative effects too.
 
If I was smart enough to mod, I wouldnt be upset at all =)

It's really not hard. If you want to run North Korea mode post-nerf, open defines.lua and change the stewardship demesne limit multiplier (something like stewardship_mult , but I can't check right now) from 0.15 (demesne limit from stewardship = stewardship * 0.15) to something much higher. However, the AI will also tend to "NK mode" if you do this, just a heads-up.
 
It's a game I play by myself lol,
Listen ok I agree I want Multiplayers to have fun too I am 100% on board with that,
but I just do not want to loose my beloved dictatorship

Just play 2.0.4 for the rest of time.
 
No they won't be reduced, since they can still forage. But is the defense too effective they might start to starve eventually.

Quick question: Are assaults going to be adjusted at all? They're already almost always a preferable option to normal sieges when you have enough soldiers, this might tip the scales even more in their favor.
 
Will it be possible to have special troops that affect combat differently then just having defense and attack stats for each of the phases? Say a field medic unit, or a bard unit which boosts the power of your own troops in some way?
 
I would like to see elephant feces.