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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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I love it! I am so excited. This will be the only game where I will buy two copies and give one to a friend.

I am slightly concerned with regards to the loyalty. I don't want my vassals breaking into little kingdoms like last time.
 
Thanks for the dev diary. I am really looking forward to CKII!
 
A slightly tongue-in-cheek suggestion:

Will you also have overlays for the portraits which add scars, boils and pustules, and so forth, for those characters who become injured or diseased or plague-ridden? :D
 
I really like the RP focus but the characters appearence should be a bit more rough and realistic in my opinion. I'd rather have a king looking like a hobo drunkard (in contemporary meaning) than a plastic surgoned schoolboy. The last portrait is looking great though.

Please no, people in the middle ages knew how to wash and shave.
 
happyspongebob1.jpg

joy
 
A suggestion: Change the background image (And character's clothing) on the portrait depending on whether the character is in campaign or not (Having a background image of some soldiers and a camp?), for each special job. (Being a Steward would turn the background image into a room filled with opened chests with gold coins, being the Diocese Bishop would put the character's background in a church.) These images would add to the flavour and possibly help players identify quicklier who are the people with special positions in court.
 
Neat, thanks :)
 
This sounds very exciting! Its often small flavor things like visible aging that draws you into the game, specially a game like CK, where so much emphasis is put on your characters. In CK however, I sort of felt annoyed with how it was handeled, I just felt like I was bombarded with random events that were (usually) negative. In the end, you would end up with a ruler with over ten different traits, whilst your ancestors were nice and 'tidy' with 3-4 traits. If there was a way to give more power to the player, where you decide (to a larger degree) what your character is doing. Then you will feel like you are in 'control' and not just watching some guy do random, crazy stuff.

IE, maybe you can decide who you can insult, have affairs with, go on a hunt with etc. Maybe your character has a physical location on the map even when he is not running around with an army, and events or decisions he has are related to the province he is located in. Maybe he visits a pagan province, busts in some heads, makes a few declerations and so on.
 
A slightly tongue-in-cheek suggestion:

Will you also have overlays for the portraits which add scars, boils and pustules, and so forth, for those characters who become injured or diseased or plague-ridden? :D

Well if we want to have characters resembling baron Harkonnen, then we will need such things :)

McMillan_as_Harkonnen.jpg
 
Diggin' those portraits.

Would it be possible to have hair, beards, and clothing dictated not by DNA but by culture and period, though? It's a lot of extra work, I know, but it'd be a great touch. Chaps with bowl-cuts and Milanese plate in the 11th century just seemed wrong.
 
Would it be possible to have hair, beards, and clothing dictated not by DNA but by culture and period, though? It's a lot of extra work, I know, but it'd be a great touch. Chaps with bowl-cuts and Milanese plate in the 11th century just seemed wrong.

I would kill for this!
 
As a random note, hopefully old people will have their stats diminish over time; specifically ones relating to the military since an 80-year old really shouldn't be that good of a fighter 98% of the time. Reading AARs with 95-year-old asskickers traumatized me in this respect. :p
 
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