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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.
 
I like how Groogy keeps answering minor questions, when the major one, asked in several posts, remains unanswered. :p

When you build forts in enemy provinces, what happens to them when the war ends and you don't annex said provinces ? Are they destroyed ? Transfered to the province owner ?
 
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Man if the DLC is Holy Order/Mercenary centric I so called it.

I guess you can only build forts in occupied enemy territory, does that actually help since you end up taking a ton of attrition just from the pre-limenary siege.
 
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CK2 and EU4 getting similar features... There is hope for an improved converter yet!
 
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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.
 
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With the new forts, what will be the order of siege? First the fort and then the 'normal' holdings, or the other way around?
 
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- Fixed the "hostile against everyone" bug

THANK YOU!!!! Very annoying.
 
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Love that you added regions. You wouldn't happen to add sea regions to? Like The baltic sea and the midditerrean sea. I could see quite some use for that for modding.

I oppose the fort idea though, that's not how wars were waged in this era. At least not under feudal administration. The whole all wars are agaisnt top liege is wrong to begin with and this further cements that.

The whole idea about feudal is that a local lord protects his own land. You really can't place a specific point where a tribal tribute system ends and a feudal vassal system begins.
 
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I just hope the AI has been vastly improved. Along with bugfixes, engine optimizations and new/improved database stuff, obviously. ;)
 
First, thank you for the DD, screens and dialogue.

De-jure still remains the same, regions are more for localisation in events and decisions

Thank you for this clarification. I'm a bit crestfallen about the implementation of regions being tied to localizations and decisions. I do hope this enriches events and decisions regarding formation of realms and governance of realms instead of purely WoL types of events and decisions.

I sense sibling rivalry at work. EU4 gets forts, so CK2 wants forts as well. Regions same thing.

It can be simple transference of knowledge and resource usage. It is easier to adopt some of Whiz's genius into your own development instead of reinventing what was so able invented in the first place.
 
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I'm thinking this might be that some holy orders can build forts in provinces (it would be a great deal more all-encompassing and less clunky than the current system of building holdings).

Holy Orders/crusades DLC confirmed! :p
That would be nice but really they should have a special holding slot of their own. Though really there should just simply be a soft cap on holdings.