CK2 Dev Diary #36: The Witching Hour

CK2 Dev Diary #36: The Witching Hour

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    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.


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TheGrinningMan

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Will there be ways for Lucifer's own to abandon their pretenses and openly declare the worship of the dark powers the new state religion, with all the crazy risk that implies?
 
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What about Yazidi and Messalians, who worship/venerate Shaytan/Lucifer, but don't practice Black Magic?
 
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With the addition of Assassins, I expect the following achievments :

- Nothing is true... : Join the Assassins
- ... everything is permitted : Become Grandmaster of the Assassins.

As for Zunist Demon worshippers, there could be a Moon Cult.
 
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I don't mind all this, as long as I can play a good son of the Church and Inquisition the royal heck out of them!
 
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What about West Africans? do they get their own cult?
 
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MODDING questions about the societies.

Do these societies strictly have to be secret? I find that if they are not limited to secrecy, there could be A LOT of things that can be done with societies. I am currently working on pagan overhaul mod and judging from the desciption of this new mechanic, this opens up a lot of new ways to mod stuff into game.

Can these societies be disbanded? I find that certain societies sometimes evolve into stuff that can be represented much better with other mechanics.

Can these societies lay in dormancy until an event triggers them?

Here are some examples of what (I think) could be done with societies feature.
  • Proto-Kingdoms for pagans - independent individuals of the same culture would be its members. It would function kinda like a confederation. Members can squabble with each other as they want, but if someone outside of the confederation invades, the confederation will come to their member's help. Somehow developing this society would eventually result in that society transforming into a full blown kingdom and ditching tribalism. But this would imply the ability to disband the society once the kingdom is formed.
  • Pagan sorcerer communites - This would be a community of pagan dudes and gals who have the Theology/Learning focus or just a high Learning skill. This would be kinda a non-secret group. Its members would be revered as great wizards and sorcerers. Members of this society would enjoy much faster tech spread between the members. Also, outsiders can consult them with problems or to get blessings for money. But in return the leader(s) of this group can ask its lower members to further the interests of the society in their respective realms.
  • Rewamped religious reformation - Instead of just collecting holy sites and hitting "Reform" button, now there could be some interplay between the Mystics and Warlords. Warlords may not really care what religion they are having. But this would SERIOUSLY concern existing Sorcerer Communities that some dude, with a white hat, on the other side of the world, is going to take away their prestigious standing in society. Of course, the Sorcerer Community would anything to keep their little turf. And they would obviously do it by forming their own religion around their society.
 
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MODDING questions about the societies.

Do these societies strictly have to be secret? I find that if they are not limited to secrecy, there could be A LOT of things that can be done with societies. I am currently working on pagan overhaul mod and judging from the desciption of this new mechanic, this opens up a lot of new ways to mod stuff into game.

Can these societies be disbanded? I find that certain societies sometimes evolve into stuff that can be represented much better with other mechanics.

Can these societies lay in dormancy until an event triggers them?

Here are some examples of what (I think) could be done with societies feature.
  • Proto-Kingdoms for pagans - independent individuals of the same culture would be its members. It would function kinda like a confederation. Members can squabble with each other as they want, but if someone outside of the confederation invades, the confederation will come to their member's help. Somehow developing this society would eventually result in that society transforming into a full blown kingdom and ditching tribalism. But this would imply the ability to disband the society once the kingdom is formed.
  • Pagan sorcerer communites - This would be a community of pagan dudes and gals who have the Theology/Learning focus or just a high Learning skill. This would be kinda a non-secret group. Its members would be revered as great wizards and sorcerers. Members of this society would enjoy much faster tech spread between the members. Also, outsiders can consult them with problems or to get blessings for money. But in return the leader(s) of this group can ask its lower members to further the interests of the society in their respective realms.
  • Rewamped religious reformation - Instead of just collecting holy sites and hitting "Reform" button, now there could be some interplay between the Mystics and Warlords. Warlords may not really care what religion they are having. But this would SERIOUSLY concern existing Sorcerer Communities that some dude, with a white hat, on the other side of the world, is going to take away their prestigious standing in society. Of course, the Sorcerer Community would anything to keep their little turf. And they would obviously do it by forming their own religion around their society.
They've already talked about monk orders which are open (i.e. not secret) and discussed how societies must always exist, but events making them hidden or allowing entry into them can be triggered by date, etc (effectively allowing modders to make "unavailable" societies). Look back at the last couple of dev diaries.
 
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I'm actually not sure. The planned DD for next week involves some cut stuff, so a re-shuffle will have to be done. Exciting times!
Oooo, while I understand that sometimes ideas need to be cut, I'm still interested in the process that led to ditching them, how far into trying to implementation they got before being scrapped, and so on. The behind the scenes work and thought processes for projects are always interesting to me... can you share any of these? unless these are just things that have just been pushed back to the next DLC?
 
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Abrahamics get “Lucifer’s Own
Jews as well?

Also, any chance of a Kabbalist society for Jews? Rather than using the Christian mystical traditions, when the Jews had a strong set of their own?
 
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Will there be ways for Lucifer's own to abandon their pretenses and openly declare the worship of the dark powers the new state religion, with all the crazy risk that implies?
Knowing this game, all the direct vassals will convert within 10 days due to demand conversion and the whole kingdom will follow suit with converting within 5 years
 
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Hang on...

Cults...

Cults undermine the rule of emperors....

China had emperors...

China is confirmed guys
 
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I hope ALL Holy Orders are properly merged with Societies. These new mechanics make perfect sense, there is no reason to leave them as they are, a boring, non-interactive home for fourthborns.
 
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Jews as well?

Also, any chance of a Kabbalist society for Jews? Rather than using the Christian mystical traditions, when the Jews had a strong set of their own?
"Abrahamics" refers to Abraham so... one would almost have to say "yes"
 
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moscal

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Hulagu Khan destroyed the Assassins (Assassins as terrorist group) - will be possible to this destroy the organization by non-Muslims?

Will in game be an Qizilbash as shia military secret society or shia holy order in late game?
 
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aruon

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I can hear all Chaos-worshipping Warhammer: Geheimnisnacht players screaming with joy.
oh that sounds so Khorney. ...and now i shall bash your face in! :p