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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.

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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.

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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.
 
What happens when you win a war/someone stops your siege? Do forts disappear or change hands?
Do they cost upkeep?
 
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There is also a feature for the forts that is too related to the expansion so I can't delve into that any deeper.

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
 
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So, we can build forts in the enemy territory as we're waging war against them?

Seems like that is indeed the case. And it seems like it will be the new obvious way of waging war against Nomads. Capture a province, built a fort, move on. Creating a supply line safe zone to march through
 
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Forts seem great!

- Will their cost go up in later stages of the game? What will it depend on? Region/terrain/local religion or culture? Number of holdings?
- Can forts be improved in any way?
- Can enemy forts be destroyed? What is their priority during sieging - are they last to be targeted like trade posts or before even the capital holding?
- If you build them in enemy territory, do they get destroyed once the war is over (supposing you don't control that territory)?
 
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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.
 
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I take it you can outfit forts with small upgrades like trading posts?
 
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This seems to be the highlight of the upcoming patch. Is this bug actually fixed for good now?
We can only pray to the Justice-Giver that he shall be merciful upon us.
 
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