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CK2 Dev Diary #98 - Catholicism what? Constantinople where? Charlemagne who?

Greetings!

Today I’d like to cover one of the largest features of Holy Fury - a feature we’ve internally dubbed the ‘Alternate Start’ system!

This system consists of two separate sub-features, the Shattered World system and the Random World system. Each of these two systems are aimed towards different players - Shattered World is perfect for those who want a level playing field, while Random World will appeal to those of you that wish to explore an unfamiliar, yet fleshed out world complete with its own history and quirks.

These two features are accessed from either the Era Picker directly, or when choosing bookmarks through Custom Setup. You are free to choose any date to start, and the date you choose can even affect how a setup might look like. Choosing the 867 start date while using the default settings of Random World will tend to produce many more pagans and tribal realms, for example.

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The Shattered World system allows you to break the world up into its constituent parts, be it Counties, Duchies or a mix of the two. It provides a balanced start, and allows for a sprawling new world to rise from the tiny disparate realms that start out within it.

ShatteredWorldSettings.png


To provide exactly the type of challenge that you seek, there are numerous parameters that control anything from Holding Slots to Technology.
For those seeking to recreate the world as it was, the Historical settings (which are selected by default) are what you want.
If you desire an entirely level playing field, you can set all provinces to have exactly 3 holding slots, for everyone to be Feudal, for technology to be the same everywhere, for Primogeniture to be the default succession law, and for each character to be exactly 30 years old with three children, OR…
If you just want a crazy game full of surprises, you could set all the parameters to Random or even Full Random. Who knows, maybe you’ll find yourself inhabiting an Iceland that has four 7-slot provinces, as a 65 year old matriarch following a religion based entirely around human sacrifice!
Naturally you’re free to mix and match these settings to your liking, perhaps you’d like a modicum of craziness in your otherwise balanced game? Hopefully you’ll find the settings to you liking!

Some players believe that there’s not enough challenge when starting out in a Shattered World (cough, @Meneth ) so for those of you that desire an opposition that is more than your match, we’ve got a setting for you! The ‘Great Conquerors’ setting allow you to spawn up to twelve special characters evenly across the map. These characters will wield special weapons, carry legendary blood in their veins and use especially powerful CB’s to rapidly conquer land much in the same way you would expect a player to. Naturally you can also choose to not have any Great Conquerors in your game, though I recommend starting with at least four of them!
GreatConqueror.png


Another setting that we have available for those who don’t want to wait around for too long until they can go to war is the ‘Consolidation Casus Belli’ setting. This setting unlocks a generic county conquest CB for everyone, without any particular cost. You can choose to have this CB active for 25 years, 100 years or indefinitely - and you can naturally choose to not have it active at all if you so wish. To avoid confusion, while this CB is active, the Border Dispute CB from Jade Dragon will be temporarily disabled (but return as the Consolidation CB becomes unavailable).

Now, on to the feature of the two which I find the most interesting - Random World!

This feature is truly a treasure trove for those of us who love exploring new and exciting worlds, while still preserving the familiarity of a game which we know and enjoy. With the parameters at hand you can tailor a world that tries to closely mimic the world we know, or you can choose to let it deviate fully!

In Random World you can choose to randomize almost everything; placements, names, functions and graphics of religions, cultures, titles, characters, governments and much more! While Shattered World and Random World do share a subset of settings, Random World undeniably has access to a more granular setup. If you want your game to be analogous to history you can choose to enable features such as ‘Holy Roman Empire’ or ‘Byzantine Empire’, for example - these settings will ensure that, somewhere in the world, something akin to those elements will exist. It won’t necessarily be too familiar though, there might indeed exist a large Elective Empire similar to the HRE - but they might just be located in Africa, adhering to a religion that promotes indiscriminate human sacrifice...

Random World Settings.png


As I mentioned before, at the core of a Random World lies a few main things; a dynamic religion, culture, de jure and ruler setup. Let's start with religion!

Religion is a very central aspect of the game, and thus it wouldn’t be overly exciting to generate a random world where the existing default religions are randomly placed (even though you can choose to do that, and having a Bön pagan Scandinavia or a Catholic India is undeniably fun - no question about that). Depending on the settings you choose, religions will be more or less altered - you can randomize the spread, features, naming and icon of religions. There’s even a way for you to preview religions before starting the game, and if you wish you can even customize their features right there and then!
Random World Religious Customization.png


The culture system is a bit more simplistic simply by the fact that cultures don’t generally have many gameplay features to speak of - in this system it’s mainly about the naming and spread of cultures.
Example Culture Spread.png


The De Jure setup randomization is a fairly sophisticated system. We’ve put a lot of thought and effort in making the resulting borders be as sensible as possible. We’ve for example taken extra care to ensure that the De Jure doesn’t jump wildly between islands, or seem generally disconnected or ‘snakey’. It generally provides an appropriate challenge when you wish to form a Kingdom or Empire!
Random World De Jure Kingdoms.png


The spread and placement of Governments can also be randomized. After all, why should nomads be limited to the steppe, and what’s saying that Europe should be high-tech and fully feudalized? I can tell you that it’s quite an experience playing a Nomad in Italy!
Random World Governments.png


Technology will naturally be randomized as well. The ‘baseline’ will depend on the year you choose to create your Random World in, the earlier, the less technology overall.

Now, here’s a few examples of Random Worlds, using an assortment of different settings!

This random World is generated with a generous amount of Dukes and Kings - this means that there are going to exist many more unified realms upon generation. A plethora of smaller kingdoms surround the centerpiece - an HRE inspired realm following a religion focused wholly on self-fulfilment without any formal leadership.
Random World Example 1.png


This world keeps most everything ‘historical’, except for the government and De Jure setup. The French nomads are of particular interest.
Random World Example 2 - Historical Cultures and Religions.png


This Random World I had to share for one very specific reason. At its core, it’s a nice and interesting world with several scattered kingdoms, and a major empire in North Africa keeping the peace. If you haven’t figured it out by your own yet - the random names are by-and-large based upon names from cultural namelists and dynasties, which in certain cases result in very fun names.
Example3.png


Persia has a very distinct religion, with very fitting features to boot.
memelard.png


And here’s one final Random World - a large Sacrosanct Empire looms in northern Russia and the polar circle, blocking the western tribes off from reaching the civilized east. In Europe many different faiths vie for dominance, from the unyielding and adventurous Dulanites in the Spanish region to the warmongering but syncretic Cult of Jahaira in the German region and beyond.
Example4.png


Worth noting is that I’ve not been able to cover all of the various settings that these features will have. There’s plenty of granularity, and you’ll be able to control most things in minute detail should you wish to do so. I encourage you to experiment with the settings! You never know what you might find...

We hope that these features will provide you with hours of entertainment, and that you get to generate the world that you wish to play in the most!
 

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So tell me o keeper of the holy scriptures - was Mother Goose of the SAME substance as the Divine Being or a DIFFERENT substance ?

Homogoosios or Homogiousios ?

:D

Here is the original revelation of the Holy Duck Mother, who immaculately conceived the egg that shall save the world.
 
Generally all you'll need is to have a functioning mod already to use it, any other tweaks will be to what part of the random generation rules you use or tweak as some are vanilla specific. We've included lots of text info files in the folders detailing how to use the new features modding wise so modders can get it up and running, and of course the user mod section of the forum can have questions posted in it as usual :)
So if we have a map which is playable on itself which adds only new cultures and religions beside the map (geography, provinces, de jure stuff), should we, in theory, be able to create a vannila randomized world which would differ only in geography (meaning that we wouldn't want to to use the nonvanilla cultures and religions which came with the map and we just wanted everything randomized by the randomizer added in Holy Fury) ?
 
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I mean, it's not like the myriad of other things coming with Holy Fury and the patch are going to be minor because of this inclusion.

I don't deny that. Indeed, Holy Fury may well turn out to be among the very best DLC's the game has ever been graced with. But personally, and based on my own distaste of fantasy content in a game like CK2, I resent the fact that I cannot express my preference by avoiding the purchase of this DLC the way I was able to do in the case of Sunset Invasion. Holy Fury is otherwise a must-by - I would be getting it even if it was only a canonization mechanic - so it is a bit grating to have to support a design choice wholly against my own persuasion just because it is coupled with excellent content.
 
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I don't deny that. Indeed, Holy Fury may well turn out to be among the very best DLC's the game has ever been graced with. But personally, and based on my own distaste of fantasy content in a game like CK2, I resent the fact that I cannot express my preference by avoiding the purchase of a DLC the way I was able to do in the case of Sunset Invasion. Holy Fury is otherwise a must-by - I would be getting it even if it was only a canonization mechanic - so it is a bit grating to have to support a design choice wholly against my own persuasion just because it is coupled with excellent content.

It is an optional feature...
 
May I just ask how China fits into all of this? Will it be the same as in base-game or is the size/influence of China somewhat varied?
Also certain things like the Mongols and the Aztecs - will they still be the same, coming into Asia/Europe as per the settings of the game. Clearly if there is an HRE/Byzantine-like state on the border of Mongolia, who then comes in and subjugates the entire thing it may make for an unbalanced game.
 
All this discussion about ducks and geese... Let's hope it doesn't get muddied up more by swans.
 
May I just ask how China fits into all of this? Will it be the same as in base-game or is the size/influence of China somewhat varied?
Also certain things like the Mongols and the Aztecs - will they still be the same, coming into Asia/Europe as per the settings of the game. Clearly if there is an HRE/Byzantine-like state on the border of Mongolia, who then comes in and subjugates the entire thing it may make for an unbalanced game.

I really hope we will be able to set China, the Mongols and the Aztecs o receive random cultures and names as well, would be kind of boring if we have a completely alt-history Europe and then the same old Mongols show up and we have to deal with the same old China.

All this discussion about ducks and geese... Let's hope it doesn't get muddied up more by swans.

I think that's the one think the true followers of Mother Goose and the Duck Heretics agree on; the Swan is our equivalent of Satan.
 
I think that's the one think the true followers of Mother Goose and the Duck Heretics agree on; the Swan is our equivalent of Satan.
Of course. Swans seem beautiful and alluring... much like Evil.
 
French Nomads -- I can't help but picture highly cultured and civilized nomads drinking tea during ritual sacrifices.

"Marcel was pushing his horse harder and harder with each passing minute as the rain drenched the prairie around him. Twice already he had stopped at a Relai royal to change steeds, and he knew he'd have to do it two, maybe three more times before reaching Paris. His chef hat tucked under his arm and his precious cargo flung over his shoulder, he still had no trouble directing the animal. He was a true son of France, a ferocious rider of the west, born and raised on horseback. Nevertheless, skilled as he was, he had to stay attentive. If his horse slipped in the mud here, his trip end would then and there, and his life most likely a few hours later.

He found relief at last when he saw the hill of Chartres appearing over the horizon. There, in the tent city, he would find a fresh horse waiting for him. As he galloped into town he could feel the anxious eyes of the maréchaux on him. Everyone knew the price of failure on this night, even thouh no one wanted to admit it. Without a word the rider hopped directly from his horse to another, and left as quickly as he had come.

Time was short, and the stench coming from his bag left Marcel ever so conscious of how short exactly. Before long the pêche du jour he carried would spoil, yet he knew he wouldn't fail. He was a true cavalier, death on a thousand hooves personnified. His khan had ordered bouillabaisse to celebrate his victory against the warrior monks of germany, and as the Chef cuisinier of his clan, he would deliver."
 
So if we have a map which is playable on itself which adds only new cultures and religions beside the map (geography, provinces, de jure stuff), should we, in theory, be able to create a vannila randomized world which would differ only in geography (meaning that we wouldn't want to to use the nonvanilla cultures and religions which came with the map and we just wanted everything randomized by the randomizer added in Holy Furry) ?
You can explicitly disallow cultures or religions from being used in alternate start generation. So you can have a modded map with modded cultures and religions ontop of the vanilla ones, then set your mod cultures and religions as not being used in the alternate start and then only generate worlds with the vanilla ones on your map.
 
If you compare the alternate icon strip to the original you can notice a few things since all alternate religions kind of mirror the original ones. Bön is becoming reformable, therefore it'll have 3 icons instead of 2. This was mentioned in the reformation dev diary...

But what's more interesting is the 3 stars religion. The unreformed version of it matches hellenic, yet the reformed and unreformed ones match ones that aren't in the current patch, probably meaning that the devs added hellenic reformed and its heresy for modders, similarly to ares' own.
 

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Valiant, but not medieval period. I don't have a problem with this, but it is still not realistic. It would be solved by the climate of the regions were auto-generated to fit. Entire populations don't move without leaving a trace.


They do. On Earth, our Earth, the Basques are the last surviving aboriginal inhabitants of Europe from before the India-European invasion. Their language is a language isolate, the last of it's kind, from when a non-indo-European continent of Europe existed.


Other than the Basques, all of the other ethnic groups in Europe migrated in from populations outside Europe.


Sami and Soumi migrated in about 10,000 years ago from ancestral homelands East of the Urals. Indo-Europeans (Celts, Slavs, Germanics, Latins, Balts, etc.) migrated in starting around ~3,500 B.C. from ancestral homelands just west of the Urals. Other groups (Huns, Bulghars, etc., migrated into Europe even later.)


But of all of the peoples who originally inhabited the continent of Europe, only the Basques remain.


So, yes, entire populations do disappear without a trace.
 
Can we have a start with both randomized and default cultures and religions? Like, historical Byzantium with Greek culture, Memelard with random culture, and Elven Empire with elven culture from mod on the same map?
You can make custom options that override the behaviour of certain things to create a specific entity such as forcing a Byzantium to appear. It should allow you to override everything you'd like via the normal effect system.
 
So if we have a map which is playable on itself which adds only new cultures and religions beside the map (geography, provinces, de jure stuff), should we, in theory, be able to create a vannila randomized world which would differ only in geography (meaning that we wouldn't want to to use the nonvanilla cultures and religions which came with the map and we just wanted everything randomized by the randomizer added in Holy Furry) ?
Dat typo at the end.
 
One thing that strikes me as an interesting long-term idea, reading through the diary and the comments on it, is a Custom World Creator interface. I know that total conversion modders can already create their own political/cultural/religious setups with long, painstaking work in text files. But wouldn't it be neat to have a graphical interface where you could take a fresh map and define your own de jure duchies, your own kingdoms, your own cultural boundaries and religious regions? One where you could use or modify existing religions, or create entirely new ones, and create cultures that designate their graphics sets, naming practices (family or personal name first, which name list to use, or even enter a custom name list), and titles.

It would be more suited to the people who are asking for things like 'civilized Mediterranian rim surrounded by tribes and nomads' or 'Zoroastrian Persian Empire that never fell,' since they wouldn't have to rely on the whims of the random generation system, no matter how tweakable it might be. Obviously, this would be a lot of work to implement, and I certainly wouldn't expect to see it in Holy Fury... but in the long term, going forward, maybe it would be worth putting some resources into.
 
One thing that strikes me as an interesting long-term idea, reading through the diary and the comments on it, is a Custom World Creator interface. I know that total conversion modders can already create their own political/cultural/religious setups with long, painstaking work in text files. But wouldn't it be neat to have a graphical interface where you could take a fresh map and define your own de jure duchies, your own kingdoms, your own cultural boundaries and religious regions? One where you could use or modify existing religions, or create entirely new ones, and create cultures that designate their graphics sets, naming practices (family or personal name first, which name list to use, or even enter a custom name list), and titles.

It would be more suited to the people who are asking for things like 'civilized Mediterranian rim surrounded by tribes and nomads' or 'Zoroastrian Persian Empire that never fell,' since they wouldn't have to rely on the whims of the random generation system, no matter how tweakable it might be. Obviously, this would be a lot of work to implement, and I certainly wouldn't expect to see it in Holy Fury... but in the long term, going forward, maybe it would be worth putting some resources into.

Great idea! A bit like a tool for creating your map from EUII (I don't remember the name).