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Hello again folks!

It's a new month and high time for another development diary. This time, let's talk about barons. In the original Crusader Kings, characters could only hold titles of three ranks; count, duke and king (though these could be called different things in different cultures). Barons existed indirectly in the form of provincial nobility, which, together with the clergy, peasants and burghers, had different power, loyalty and tax values. The player could fiddle around with the power values of the four classes, which would affect the tax rate and the composition of the provincial levy. As it turned out, this was one of the least successful features in the game, because the micromanagement was tedious and did not have enough impact to make it worthwhile. Therefore, in Crusader Kings II, the whole thing has been cut. Instead, each province will have between one and eight named settlements. A settlement is either a castle, city or church, and characters can hold the title to a settlement just like they can to counties and duchies.

Castles are regular feudal holdings, whose barons are normally in fief to the provincial count. Cities are commercial hubs governed by a mayor. Finally, church settlements are run by a Bishop (or Mufti, or similiar.) Like the four classes of Crusader Kings, the three types of settlement provide different types of troop levies and have different tax rates depending on laws. Unlike the class power of Crusader Kings, the rights of churches and cities - and the investiture of their leaders - should be interesting to play around with. (More on this in a later dev diary.)

Barony tier characters are not playable, mainly for performance reasons. (We do not want barons to have courts of their own, with the explosion of characters this would require.) They have a more rudimentary form of AI than playable characters, but will respond to diplomacy and might raise their army in revolt. Another measure to keep the character count down in Crusader Kings II is that you can have your vassals double as councillors (so there is less need for minor nobles to be created by the game).

What about the level of micromanagement - won't all these baronies require more player attention? Well, the whole point of the feudal system is delegation, so the short answer is that for dukes and above; not much. Granted, the dynamic around cities and churches will require more attention, but of the right kind and infrequently. The existence of baronies will also make playing counts a lot more interesting.

I don't have any baronial graphics in particular to show you, but here's a little something that Aerie is working on...

CK2_Diary002_01.png


That's all for now. Don't miss the next dev diary on December 2!


Henrik Fåhraeus, Associate Producer and CKII Project Lead
 
Peasant "power" is gone, but there will still be peasant revolts. In fact, they are the only "rebel" type, as such. All other rebellions will be led by characters, for specific reasons.
So what happens if the peasant revolt is successful since there's no way to represent peasant power it seems. Or is that for a later Dev diary?
 
For all intents and purposes, the Settlement is the new Province. Baronies work almost exactly the same as Counties in CK. There is only one hard limitation; the Count title is directly tied to the capital Settlement in a province. You cannot be the count of a province without also being the Baron of its capital.

Would the number of settlements have an impact on the possibility of claiming/usurping a title?

For example, if Count A of X holds only the capital, but Count B of Y holds the rest of the settlements, would he be able to claim or usurp the title of "Count of X" because his troops are all over the county and it makes it his de facto?

Personally, I love the idea that even counties are so big that they can be fragmented, and thus occupied and owned by more than one power. It makes it far more dynamic to conquer in war, and much more interesting to manage in time of peace. It truly translates that in the middle Ages, when you were a count you were a big shot. :)

For instance, what if France owns half of Normandy and England the other half... could two characters be "Duke of Normandy", one in France and the other in England, each with his own capital settlement?

Finally, can barons fight each other inside a county, as it routinely happened before in private feudings? Can they marry? Can they switch allegance if disloyal?
 
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This is just beginning to sound better, better, and better. I really like what I've heard so far. At the risk of sounding generic: Keep up the good work!
 
What's the effect on the player of being appointed his liege's chancellor/spy master/marshal/steward?

I'm guessing but I would think that if you are asked it would be an event. For example, if you are a Duke and the King asks you to be the Steward or whatever, then you'll get an event to either say yes (perhaps bonus prestige, etc) or no (perhaps negative prestige, etc). But, I'm guessing though.
 
I'm guessing but I would think that if you are asked it would be an event. For example, if you are a Duke and the King asks you to be the Steward or whatever, then you'll get an event to either say yes (perhaps bonus prestige, etc) or no (perhaps negative prestige, etc). But, I'm guessing though.

Im not sure if you can be appointed your liege's something as you are not at his court. You have your own duchie/county to take care of.
 
Im not sure if you can be appointed your liege's something as you are not at his court. You have your own duchie/county to take care of.

Unless I read it wrong earlier, that you can have Count's and such appointed to positions in *your* court as a Duke. So, I would assume that the AI above you could do the same to you.
 
humm I'm not sure now. I hope someone from paradox clears it up

" puts up the platypus-Signal on roof "

Seems clear to me.

Barony tier characters are not playable, mainly for performance reasons. (We do not want barons to have courts of their own, with the explosion of characters this would require.) They have a more rudimentary form of AI than playable characters, but will respond to diplomacy and might raise their army in revolt. Another measure to keep the character count down in Crusader Kings II is that you can have your vassals double as councillors (so there is less need for minor nobles to be created by the game).
 
Peasant "power" is gone, but there will still be peasant revolts. In fact, they are the only "rebel" type, as such. All other rebellions will be led by characters, for specific reasons.

Oh, now I like this very much. So even minor revolts within a count's demense will be character driven. This really should make playing a count interesting. It might also make playing a minor duke (who has not handed off his counties to a son yet) interesting as well.

Since peasants are NOT character driven into revolt, what mechanisms will determine whether they are unhappy? Taxes? Character traits on the ruler? Cultural and religious differences?
 
I like the sound of the direction the game is taking, good work Paradox Team!
 
Wow.

My mind.

It has been blown.

I want this game now.
 
I really like the idea of a vassal also being a member of your court, since this happened often historically and also reduces useless courtier spam. However, it also could lead to a lot of unrealistic situations. A duke of a dukedom on the far reaches of your kingdom may also be your steward back at home? Will this be represented in any way? Like maybe the farther away the court you're serving in is, the larger a penalty to income and troop count you receive? I dunno, I'm trying to think of a way to abstract out the idea that a person cannot be in two places at once, especially very distant places.

I think CK2 needs to represent this in some way. Maybe just an efficiency penalty, maybe something else. I want vassals to be court members, but I don't want characters to be in two places 600 miles apart at once and be able to perform both jobs perfectly.