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Conclave Dev Diary #1

Hi folks, I hope you have all had a nice and relaxing holiday! However, just in case you didn’t, let me take the edge off your existential angst with some soothing talk about the next expansion for Crusader Kings II; a little thing we eventually decided to call Conclave...

As you know, most of CK2’s expansions have “widened” the gameplay by unlocking new regions of the map and making various religions playable. You can now start the game in widely different cultural spheres for a great variety of different experiences; “Fifty Shades of Dark”, if you will. Meanwhile, we have gradually improved the core gameplay in patches (e.g. the technology system), but rarely in any radical way. Whenever we did try to “deepen” the core gameplay in an expansion, it often turned out to be a mistake: The Retinue mechanic of Legacy of Rome should, for example, have been a part of the base game so we could have kept building upon it.

Even so, it is high time that we addressed some of the major shortcomings of the strategy game that underpins the RPG experience. In particular, CK2 suffers from a kind of inverse difficulty progression; it is hard in the beginning and easy in the mid-to-late game. This is a great shame, because one of the main points of the whole feudal hierarchy mechanic - the need to rely on vassals - was to make it hard to maintain stable large Realms. So, my first and foremost intention with Conclave was to increase the challenge of the mid-to-late game. This was the general plan of action:

  • Reduce the “positive opinion inflation” of vassals vs their liege. (We ended up cutting many important positive opinion modifiers in half.)
  • Highlight the most powerful vassals by making them strongly desire a Council seat.
  • Give the Council more power without reducing player agency. (You are free to disregard the Council’s suggestions, but this will have ramifications on Factions. More on this later...)
  • Introduce Infamy and Coalitions against aggressively expanding Realms.
  • Improve the alliance mechanic to make it a more intentional choice. (A royal marriage is now simply a non-aggression pact. Alliance is the second step, but still requires a marriage.)
  • Improve the diplomatic AI in order to contain “blobs” (with the help of the above Alliance and Coalition systems.)
  • Bring the military AI to a whole new level.
  • Make it harder to quickly win wars through one or two major engagements. (Hence, we reduced the bloodiness of battles overall, introduced “shattered retreats” and made armies reinforce in friendly territory.)
Crusader Kings II - Conclave - Obligations.jpg


Thus, the features of Conclave and the accompanying patch are a combination of internal and external measures to make blobbing harder. This intention had ripple effects on other mechanics. For example, malcontents now tend to gang up into fewer but more powerful Factions, and we reworked the Law Screen while we were adding the new Council Power laws.

Crusader Kings II - Conclave - Council.jpg


We also took this opportunity to address an unrelated weakness in the game, namely the education of children. If you have the expansion, that whole experience should now be more interesting…

That’s all for now, stay tuned for the details!
 
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  • Improve the alliance mechanic to make it a more intentional choice. (A royal marriage is now simply a non-aggression pact. Alliance is the second step, but still requires a marriage.)

Would be great we could create alliances without marriages. At least defensive ones. Kinda the other way around: you can have a non-aggression pact/defensive alliance without a marriage but a marriage would "seal the deal" into a true alliance.
 
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Would be great we could create alliances without marriages. At least defensive ones. Kinda the other way around: you can have a non-aggression pact/defensive alliance without a marriage but a marriage would "seal the deal" into a true alliance.

Coalitions are pretty much this :p Just against specific realms.
 
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The first thing I noticed was the liege council button. I can finally know who to assasinate to get that spymaster position instead of having to go through every single person in the entire realm. :) Yay
 
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I'm not thrilled in the least at the thought of AE/Coalitions coming to CK2, no matter the things written above.

For now, after the last December DD I hope drastic changes to "tend a handicapped AI" will be restricted to something I can play without (like a DLC).
 
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Personally I dislike most of the announced changes in gameplay, especially AE (call it what you want, it stills walks and talks like AE) which is essentially the reason I stopped playing EU4 Will it be possible to stick to the current set-up by avoiding the DLC or will they be forced on my through the free patch (which I wouldn't mind, if only for bugfixes)?
 
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Personally I dislike most of the announced changes in gameplay, especially AE (call it what you want, it stills walks and talks like AE) which is essentially the reason I stopped playing EU4 Will it be possible to stick to the current set-up by avoiding the DLC or will they be forced on my through the free patch (which I wouldn't mind, if only for bugfixes)?
If it's in the patch, you could just turn off automatic updates on Steam and not patch the game.
 
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I don't get why people are so opposed to the concept of AE? I mean, isn't it just realistic that your neighbors will get nervous when you're conquering lands next to them and decide to band together? Sure there might be problems with specific amounts etc. but kinda hard to criticize those before the DLC is out.
 
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Wouldn't vassal-councilors require regents if they're actively absent from their demesnes?
 
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Looking good. While at It making game more challanging:
*Winter should be more punnishing but could prevent with technology.
*Maybe AI vasals should have more ticking "levies raisen" opinion penalty during winter.
 
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Wouldn't vassal-councilors require regents if they're actively absent from their demesnes?

From a "realistic" stand-point probably yes, but from a game-play standpoint NO WAY.
 
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Personally I dislike most of the announced changes in gameplay, especially AE (call it what you want, it stills walks and talks like AE) which is essentially the reason I stopped playing EU4 Will it be possible to stick to the current set-up by avoiding the DLC or will they be forced on my through the free patch (which I wouldn't mind, if only for bugfixes)?

It's not the same as in EU... it works very different. Even if it uses the same name.
 
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Wouldn't vassal-councilors require regents if they're actively absent from their demesnes?
From a "realistic" stand-point probably yes, but from a game-play standpoint NO WAY.

From a realistic standpoint no councilor would go on his own to a mission... Why should my court chaplain move on his own to Lithuany to convert the heathens? Realisitivally hze would send another guy to do it.
 
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Coalitions might be interesting, I just hope they are moddable enough, the nomads were nearly as hardcoded as the republics, which was a shame. But unmoddable coalitions might have the potential to screw several fantasy mods.
 
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Seems like a fine direction.
 
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What happens if there are more powerful vassals than council positions? What are the repercussions?
 
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From a realistic standpoint no councilor would go on his own to a mission... Why should my court chaplain move on his own to Lithuany to convert the heathens? Realisitivally hze would send another guy to do it.

Depends on the job. If you appoint a noble to be your steward, you'd probably expect that he'd do the job himself.
 
I actually really enjoy a stable empire, I know many disagree and like things to fall apart to build them back up again. Will it be easy to mod to keep a stable empire that gets large?

It is gonna be stable if you play it right. Conclave, just makes it harder to have a stable empire, as more factors play out now.
 
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