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Doomdark

Chief Creative Officer
Paradox Staff
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Apr 3, 2000
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Hello folks, and welcome to the first entry in the development diary for Crusader Kings II!

I am Henrik Fåhraeus, project lead on this sequel to the original Crusader Kings (on which I worked as co-designer.) Crusader Kings was a game quite different from our other franchises, in that the focus was on the powerful people of the era rather than on countries. You played a ruler, got married, had kids and watched them grow up to stab you in the back. As such, Crusader Kings was a bit of a role-playing game, while still retaining the strategy game elements of our other titles. Personally, I loved the combination, and, judging by the clamor for a sequel, it appears many others did as well. We are still proud of Crusader Kings, but time waits for no man, and the game is getting on in years...

As it happens, Crusader Kings II is coming along nicely, and, starting with this one, you should be seeing monthly CKII development diaries coming your way (on the first Thursday of the month). With Crusader Kings II, we are not trying to reinvent the wheel. Rather, we want to build on the strengths of the original game and fully realize its potential. That is not to say that Crusader Kings II will be the same game with new graphics, but it should feel instantly familiar to CK players.

What makes CK unique among our games is its character system and its RPG-like elements. The role of the player is clear since there is a ruler, a character, to identify with. The player is the king, and it's good to be the king! In Crusader Kings II, we aim to really hone in on the importance of characters - their personalities, interests and interactions - and to tone down the relevance of "countries". The sum total of the Prestige your successive rulers have gathered throughout the game determines your final score; not the size of your realm at game end. Of course, a major source of Prestige is the power of your family, your Dynasty. In fact, die without an heir from your dynasty and it's time to INSERT COIN.

The core gameplay, then, revolves around increasing the power of your dynasty and ensuring that you always have a legal heir with strong enough support. The death of your current ruler is the moment of truth: who will support the legal heir? Have you even managed to ensure one? Will anyone contest the succession? Unlike Crusader Kings, where your vassals would declare war on you simply because they disliked you (regardless, even, of their chance of success), in Crusader Kings II they are much more likely to bide their time and cause trouble during a succession crisis. The key is to choose the best Succession Law... For example, Gavelkind is almost guaranteed to be safe from succession crises. On the other hand, Gavelkind will divide your titles equally among your sons, splintering the realm and potentially decreasing your power.

I mentioned toning down the concept of countries. Here are some highlights: there is no Infamy/Badboy. Neither do characters have "loyalty", and neither is there a persistent relations value between countries. CKII is all about the characters, their opinions of each other, and their clash of interests. Therefore, we have merged the aforementioned concepts into a single opinion value between -100 and 100. I.e. what one character feels about another character... and why. The value is a sum of modifiers, like "Friend of Father's: +5", "Granted a Duchy: +30", "Betrayed Alliance: -20", etc.

Of course, characters will have traits, genetics and neat portraits like in Crusader Kings and EU:Rome. If you want to breed a dynasty of redheaded Harkonnen look-alikes, go ahead (with my blessing). Oh, and characters will age visibly; I shall leave you with a screenshot demonstrating the effect!

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Next month: Barons - why Vladimir hated Leto
 

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How visible and long term will these modifiers be? E.g. will a (un)faithful alliance partnership increase relationship gradually, not just a one time modifier for one accept/decline of a call to arms?

They will be quite visible, but they will not decay or increase gradually. Some opinion modifiers are dependent on a state, such as being allies, or at war. Others, like the broken alliance one, last for a fixed amount of time and then go away.
 
I'm positive that characters will have relationships with a max 50 people or so. There is no need for a relationship between courtiers in England and Bagdad for instance.

Characters will not have a saved relations value. They only have "opinions", which can either be:

a) Static. I.e. treaties and stuff like being of the same dynasty.
b) Temporary adjustments for specific reasons, such as a dishonored alliance.

These are summed up and treated as a single value, capped at -100 and 100.
 
If you want to breed a dynasty of redheaded Harkonnen look-alikes, go ahead (with my blessing).

So I take it that characters will look like a combination of their parents, grand-parents?

If so may I point that I was the first one to mention that idea :p

yes, the look of a character is of course based off his parents, and it can also be based off a child if it has been scripted in the history files (eg it will search upwards in the family tree when a historical scripted look is found and make sure the way parents & grand parents etc make sense).

I hope you will like the new portrait system. its a lot more flexible and moddable than in it was in Rome.
 
I like it a lot actually! Of course, I was an advocate of the front face portrait to begin with. I remember mentioning a while back the idea of using a transparent png/gif overlay to show aging (ie, shades of gray for hair, etc), is that what you guys did?

nah it replaces a few face layers completely. this lets you have better control over which hair color/eye color variations are available
 
Could Doomdark or Podcat (or any of the other Dev's) give us an answer as to the great question whether succession laws are tied to titles or persons? It would be very much appreciated for the further discussion amongst us forumites if we would know that.

Also, if it is not decided yet in the development, I would like to start a new thread to try and convince Paradox to make the succession laws tied to the titles ;)

It is decided and mostly implemented, but you will have to wait to find out what we are doing with it.
 
Does all elements of the face evolve with the age or just some ? Could we mod in some more ageing steps (like a baby, a children and a very old steps in addition to the actuals young men, men, and old men) portraits ? Could one same graphic element (like a nose) evolve into some different kind of nose, or does a specific nose always evolve the same manner (i imagine that this second option is correct but who knows?)

one specific nose ages the same way, but the whole system is very scriptable/moddable, however right now there are those fixed age steps only because anything else was too complicated/performance eating without giving that much different effect. I'v promised Doomie to do a little dev diary about modding stuff for portraits and coats of arms etc at some point towards the end of the project when things get a bit more finalized so you can start planning cool mod ideas (but for example, things like style of clothes/hair can be changed through scripts).
 
How many different portaits will there be? Will we often see familiar faces on other nobles or is there a lot of variation?

There are quite a lot of variations. Even if two characters share the basic look of the face, there are still hair, beard, moustache, scars, age, clothes etc to differentiate them. See more in the dev diary on portraits:

http://forum.paradoxplaza.com/forum/showthread.php?530197-Crusader-Kings-II-Dev-Diary-7-Character-Portraits-and-Modding
 
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