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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
 
Wow, this Dev Diary more than makes up for the ho-hum lackluster one from last week!
Nice Indian CoA, custom unit type (YES), army attrition (GREAT)... I'm so diamond right now. My only concern is what Accrsd has brought up: I'd like to see allies and temporary treaties negate the attrition to a certain degree.
 
"Fixing" NK mode is great and all, I just hope they will rebalance the levies. I mean, it makes a lot of sense that one would use it if you get /SUCH/ a small percentage of your vassal troops even when you maintain cordial relationships (come on, it can't be the devs intention that you have to have +100 opinion with EVERY vassal...)

Vassals that see a possibility to become independent will do so, even when the realm is still very strong, and has autonomous vassals, no tax and no levies and just got a huge range of kingdoms (the reason I do this is because it actually allows for bigger retinues, a cheap and reliable army source). And before you go and say I'm not being realistic in this, I think it actually is quite realistic. Assign one of your vassals to be the main point of power, you give them power and huge wealth, while they work with you.

I don't see why they have the ambition to become free under these mild circumstances?
 
Wow. This Dev diary feels like Paradox is not longer on good terms with Paradox and is trying to completely eclipse everything Paradox has done with pure, shameless AWESOME.
 
The african territories will also have elephants or it is an indian exclusive?
And the regions conquered by others will continue having elephants to train, for example if the norse reach india they will be able to have elephants too?

Nice patch!
 
I am certainly looking forward to this "special troop" dynamic. Now it makes a lot more sense that all old games become obsolete when this expansion/patch hits.
 
Overall a great DD, thanks for writing it Groovy.

... 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...

What worries me here is the focus on "small counts and dukes" and "just a little bit". This sounds like a soft cap being implemented for lower tiers and a hard cap being implemented for higher tiers. I fear that the evil-event limitations are just morphing into another form.
 
The african territories will also have elephants or it is an indian exclusive?
Indian exclusive. Generally, after Carthages defeat Africans never used elephants ever again, as modern tactics had surpassed their use, being much less mobile and more easy to frighten than horses (also, horses are easier to breed)
 
The african territories will also have elephants or it is an indian exclusive?
And the regions conquered by others will continue having elephants to train, for example if the norse reach india they will be able to have elephants too?

Nice patch!

If I'm not mistaken, the North African elephant went extinct during Roman times, and the larger African savanna elephants further south proved impossible to tame, even for Carthaginians with experience with the North African bush elephant. As a result, by the time the game is set, the Indian elephant was the only elephant species left that could be domesticated for war.
They seemed to imply it would be possible for people who conquered elephant producing regions to continue to have elephants, although I'm not sure how they're planning on implementing that if they're either cultural buildings or cultural retinues. I'm sure they have a plan for that, though.
 
Indian exclusive. Generally, after Carthages defeat Africans never used elephants ever again, as modern tactics had surpassed their use, being much less mobile and more easy to frighten than horses (also, horses are easier to breed)
It's more to do with them going extinct actually. North African elephants were hunted heavily by the Romans and their forest habitats were destroyed.


The sub-Saharan elephants are very dangerous. The African bush elephant, the largest elephant in the world, is more or less untrainable, and was more useful for ivory than for riding. The central African forest elephant is much smaller but they live deep in the jungle and (wisely enough) they try to murder any humans they see.
 
I'm glad that Paradox devs don't listen to the trolls, and choose to actually fix exploits in the game instead of just expecting players house rule them out. My faith is restored.
 
Indian exclusive. Generally, after Carthages defeat Africans never used elephants ever again, as modern tactics had surpassed their use, being much less mobile and more easy to frighten than horses (also, horses are easier to breed)

Also, african elephants are much harder to domesticate and much more aggressive than indian elephants. Plus european and north african geography didn't make the war elephants a very suitable units... just as Carthage found out.
 
I was referring to the first part.

Because the internet is full of meddlers who whine about things that don't actually effect them. To be fair I've no interest in NK mode, I've never done it. I don't think people should be penalized for doing it though, especially as cultures that did not have a feudal system anyways. In the poll that was held here recently only something like 7% of the community actually cared and their reasoning was an apparent lack of self-control.
 
I actually cannot wait to see what modders can do with special units. I assume that the GOT mod people could actually include dragons now. Although I last heard that dragons would be made characters in game. Nevertheless, people are going to have a lot of fun messing around with that feature.
 
Because the internet is full of meddlers who whine about things that don't actually effect them. To be fair I've no interest in NK mode, I've never done it. I don't think people should be penalized for doing it though, especially as cultures that did not have a feudal system anyways. In the poll that was held here recently only something like 7% of the community actually cared and their reasoning was an apparent lack of self-control.
One word:
Multiplayer.

That alone is plenty of reason to get rid of North Korea mode.
 
One word:
Multiplayer.

That alone is plenty of reason to get rid of North Korea mode.

Multiplayer has to be played with tons of house rules anyway. That won't change just because NKM is fixed (although it's certainly good that it is being fixed). Still need fixes for spamming assassinations and mass banishments.

Mass banishment will still be a relatively useful strategy because it'll allow you to wholesale rewrite your realm and seize tons of gold. Multiplayer will still have a problem with that.