• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
So that time of the week again and its time for me to make something up to write about. Today I decided to talk about regions and forts, two new concepts in Crusader Kings II.

First, regions isn't something that is going to affect you directly but it works somewhat like how it have done in the Europa Universalis Games. It's an area on the map that denotes a region with a name and it's mostly used to improve on our localization of things, such as hunting for tigers in India or hunting a deer in western Europe. So no longer will you find Tigers in the woods of Poland if you manage to move your capital of your Indian Empire out of the subcontinent. You can see these regions by opening up a province and click on the new region icon to get an outline of the region. It's also possible to search for regions in the old title finder.

ck2_11.jpg


Next is a gameplay feature you will actually interact a bit more actively in. It's called forts which is an additional type of holding you can build in provinces next to the normal ones and trade posts. Because of this we had to extend the province view with a window you can open and close which will show "extra holding slots" which will contain the trade post and fort slots. The fort can be built anywhere from your own territory even enemy provinces that you have under your control. Their biggest advantage is that they are fortifications that you can build up really fast and very cheaply. The main point of them being to let you build up a region as your march towards a big neighbor which will let you slow down their advance but at the same time let you set up forward positions in the enemy territory.

ck2_12.jpg


They do have some added bonuses though beyond that, for instance in Tribal land where you have the homeland attrition bonus, that bonus will be removed from the province as long as you have a fort there to supply your troops with. There is also a feature for the forts that is too related to the expansion so I can't delve into that any deeper.


And again here's some more random changelogs
- Fixed crash when a war is invalidated because of no defender
- Fixed the "hostile against everyone" bug
- Fixed bug where the AI would keep their units attached to characters they no longer participate in a war with.
- Added alert for having high prio minor titles available to grant.
- Fixed various provinces in India that had no rulers scripted for some start dates.
- Monks and other people living in celibacy will no longer try to arrange stealth marriages if ruled by a patrician.
- Defensive religions now properly also give defensive modifiers for Camel Cavalry and Elephants.
 
Seconding the question on whether forts stay in enemy territory despite the end of the war.
Fort Holdings are removed when the participant leaves the war, unless the Fort Holdings are in provinces they own themselves (a.k.a. in lands they took from signing a peace deal). They are also destroyed whenever they are sieged down.
 
  • 42
  • 1
Reactions:
I think you're missing the part where they're running out of things to tell us about the free patch. NEXT WEEK WE GET DLC NEWS!... or everyone's favorite troll Groogy will post a whole devlog with Hedgehogs

I can do that no problem. Have a sneak picture of next dev diary.

219608_402267729822900_875473722_o.jpg
 
  • 26
  • 16
Reactions:
In my opinion, this is the best thing we will release, and I loved Rajas Of India and The Old Gods a lot.
 
  • 34
  • 2
Reactions:
Wait wait wait wait

Munster, the county in the fort picture, also has a trade post holding.

Munster is a land-locked province. It shouldn't have a trade post.

Does this signal the beginning of overland trade in CK2?

Why is no one else freaking excited about this?
 
  • 25
Reactions:
Are you kidding me? This game is laughably easy. It's generally more frustrating then hard. Like when you're waiting for a rival who hold loads of kingdoms under gavelkind to have more than one son or when you're trying to fabricate a claim for a decade straight. Or when gavelkind gives disappropriate amounts of land to the primary heir for 'reasons'.

The game can be very irritating in how it's arbitrary but it's not hard. It's really difficult to game over, especially if you start as a king.

The AI is never a threat the game mechanics are.

It sounds like you have achieved a reasonable mastery of the game then and that is great.

But not everyone has, that was all i meant to say with my reply. And people on the forums very easily tend to forget that.
 
  • 23
  • 1
Reactions:
Question: does the region system act for the vassal levy penalty like different de-jure before?
e.g. a baron outside your capital-empire just gives you 25% of his total levy
now can we get this penalty for the region but no the de-jure?

De-jure still remains the same, regions are more for localisation in events and decisions
 
  • 20
  • 2
Reactions:
I can do that no problem. Have a sneak picture of next dev diary.

219608_402267729822900_875473722_o.jpg
This little guy is trying to tell us something. Look at the position of his legs.
This is the map of the Tang dynasty:
xmYMN9R.png
Coincidence? I THINK NOT!
:p
 
  • 18
  • 3
  • 3
Reactions:
Am I the only one around here who'd rather see any character become playable (theocracies, inland republics, barons) than a focus on China (since mods can do that)? :(
images

Because really it is rather pathetic seeing people do it especially for topics it is abundantly clear there are plenty who agree with them.

That said it should all be done and the only thing order matters is bugfixes, AI improvements and things like that. New content is new content regardless of where.
 
  • 21
  • 3
Reactions:
Oh I think I somehow I think there came a misunderstanding in reference to forts. Yes you can walk past them. My no was in reference to about how you get prickled by a hedgehog. Actually pet hedgehogs don't prick you, mine at least want to cuddle with you all time.


PS: Also forts are perfectly scriptable, just like any other holding.
 
  • 17
  • 4
Reactions:
  • 19
  • 1
Reactions:
Hang on a second, trade posts inside the extra holding window?

Will we finally have a trading mechanic which is not restricted to veneza/republic DLC?

If you look closely enough you will see the button is disabled.
 
  • 18
  • 2
  • 1
Reactions:
Sorry Rogue can't
Awesome.
I have three questions, I would be pleased if you could only answer one of them right now, but I would be oh so overjoyed if you could answer all three.

1. Can a hostile nation walk past a territory that has an enemy fort built in it.
2. How does one hold a hedgehog while not getting pricked?
3. Are there different levels of forts?
No, you hold it tenderly and closely and no
 
  • 16
  • 4
  • 1
Reactions:
Will we be able to mod things with respect to regions? Specifically, I'm thinking whether you can have cultural unit buildings be specific to regions rather than culture, if you wanted, so that, say, everyone in India could build Elephant buildings if they wanted, but no one outside of India?
 
  • 15
Reactions:
Speaking of which, wouldn't it make sense to tie the new Fort feature with preventing river navigation of Norse characters?

So that norse raiders will have to destroy forts while passing through rivers.
 
  • 15
Reactions: