The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
Speaking as a pretty old-time EU player myself, I think this AAR is absolutely wonderful, Rhadok. I've never been a really super-detail oriented player, so it's nice to read in to the details you've given. The message settings bit in particular is a good example of how helpful this kind of tutorial can be, as that's something many, many players would likely not even think about for a long while.
One thing I personally can't wait for is whenever you get to colonization. I'd love to see an explanation of what logic to follow when starting out colonizing. Reading the forums, one can get the sense that lots of players don't know where to start colonizing, when to start, how to properly follow through, etc.
Thanks for the great work!
It was the plan, although someone else (Perhaps Naggy), might end up doing it.
An excellent tutorial; much better then the built-in one. Will be following, and this has inspired me to create my own tutorial for CK on another forum. Cheers.
as long as he doesn't do "How to manage your economy"
I will do the "how to avoid loans" section.
Haha, I think the economy will be well covered in an update, namely Trade. But a 'how to avoid total bankruptcy when in war time' can be covered .
Hah, any kind of king is usually better then regency, but your king... oh god...
Don't know if you're planning to discuss the ruler stats and their game effects in more depth later, but there are two important effects of diplomacy:
- Early in the game, the ruler's diplomacy rating primarily determines the infamy burn rate - until other methods (glorious monuments, diplomat advisors, some decisions) become available. The burn rate is 10% of the diplomacy rating per year. This will determine how aggressively a nation can expend early in the game.
- The DIP rating also determines the number of diplomats (not the advisor) generated per year. This is particularly important for non-Christian nations, as Christian nations have bonuses (2 for Catholics, 1 for the rest).
And another important bonus: the mean time to happening of getting a border dispute is halved for an 8 DIP monarch (chance ~ doubled), and halved again for a 9 DIP ruler (chance ~ quadrupled!).
So I completed chapter 4. What do you think? Please read it fully before posting. I'm particularly not sure about how I explained technology.
First off, let me say that you know how to organize a wall of text. I found everything to be quite readable.
One thing that immediately stuck out to me was the last sentence you had about land research, mentioning cannons. It felt somewhat out of place, in that you didn't mention the other two troop types there. I think the sentence has the potential to be more confusing than informative.
As far as the rest of the technology section goes, one thing that came to my mind is perhaps mentioning some key early milestones. I might be wrong on the exact numbers, but some come to mind. Land 5 for your first upgrade, Gov 4, 9, 11 for your ideas. Trade 7 for QFTNW, Production 9 for workshops. I know I always beeline for Gov 4, then Land 5, for example, and beeline for other goals after that rather than spending evenly.
I can see how that info might be a bit too much at this stage, but another thing that came to mind is how nation size determines tech cost. I think this is a pretty big point to mention, but it might fit in better later. The wiki covers this topic quite well: http://www.paradoxian.org/eu3wiki/Research_Strategies
Anywho, those were just my thoughts on that section. What's already been presented is, as far as I can see, quite informative.
 It's not? I always thought that it was when a new heir takes over the throne it will do a static modification to your legitimacy.nice , nice
the claim isn't fixed to 80,66 and 33 , i've got up to 100 and down to 20
Great stuff!!! Really, really anxiously awaiting the next chapter...
Sometimes I like to quote myself , but I've added in a piece about advisors. Not yet full blown in detail, but enough to get started. The advisors will be covered together with cultural tradition in a later chapter. What do you think?Hmm..I left out a part about the advisors. Will make that part this evening or maybe tomorrow.
-----------------------------------------------------------------------------------------------------------------------But [minting] is not bad under all circumstances.. I would actually say it's good under all circumstances since it is a very good tool to prevent tech backwardness.. If you mint as much as you can without gaining inflation you can build workshops in all of your provinces almost as soon as they come in play. You can build temples in every province and when you get marketplaces you can spambuild them everywhere the very same day they become possible. You will get money to build CoT's and manufactories. And the more money you have the faster you can build them. More minting => faster/more buildings/manufactories => faster tech progress.
Inflation = bad
Minting = good