Crusader Kings II - Dev Diary 10 - Combat

Crusader Kings II - Dev Diary 10 - Combat

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tretii_sleva

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What is the point of having ships present, since they play decorative role, i.e. only for transportation? How is this different from CK1, where it costed to be shipped to other lands?
 

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It looks like every unit is cut in three if there are not sufficient units. Since all three groups consist of the same units.
 

unmerged(340133)

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Are there penalty's for having one big center fighting against an equal numbered army, who has splitted up into three groups. As the get the effect out encircling, outflanking etc. Or do you get a bonus, as the huge center will make use of Schwerpunkt?
 

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What is the point of having ships present, since they play decorative role, i.e. only for transportation? How is this different from CK1, where it costed to be shipped to other lands?
Several different reasons to create more strategic options.

1) Limit on when you can move across seas, as ships have to be at places to transport.

2) Limit on how many troops you can ship, as you don't build standing fleets in ck2.
 

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What is the point of having ships present, since they play decorative role, i.e. only for transportation? How is this different from CK1, where it costed to be shipped to other lands?
1) It does not cost money, but you are limited by your port capacity.
2) You can build improvements to increase your port capacity.
3) It is more consistent with our other games.
4) You get reactions from your vassals when you request their ships.
5) It allows us to gain ships through events, or by hiring naval mercenaries, etc.
6) It allows us the possibility of adding naval combat in the future.
 

Doomdark

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Are there penalty's for having one big center fighting against an equal numbered army, who has splitted up into three groups. As the get the effect out encircling, outflanking etc. Or do you get a bonus, as the huge center will make use of Schwerpunkt?
The two flanking units will basically get free attacks on you, but we are still working on the exact balancing mechanics.
 

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If ships can't be lost by fighting, how do they disappear? Do they have a lifetime or are they destroyed by events?
 

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If ships can't be lost by fighting, how do they disappear? Do they have a lifetime or are they destroyed by events?
They cost maintenance while raised, and your vassals won't like that either.
 

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You raise the levies of your vassals and they are then under your control. Your vassals will not autonomously try to "help" you, like in CK. I plan to talk more about this in a Warfare dev diary.
Is there any relations penalty for force mobilizing your vassals now that they don't answer the call to duty themselves? And if they are force mobilized will they be less than eager to put in the full effort when the fighting starts?
 

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Is there any relations penalty for force mobilizing your vassals now that they don't answer the call to duty themselves? And if they are force mobilized will they be less than eager to put in the full effort when the fighting starts?
People keep steering this into the territory of the next dev diary. :) Very well then; the size of the levy you raise from your vassals directly depends on their opinion of you. Every year you keep their levy in the field, they will think less of you.
 
Last edited:

TempestDK

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People keep steering this into the territory of the next dev diary. :) Very well then; the size of the levy your raise from your vassals directly depends on their opinion of you. Every year you keep their levy in the field, they will think less of you.
*thumbs up* ... so no more conquering half the world with the vassal troops over a period of 3 decades without them hating you? :) ...good to hear.
 

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1) It does not cost money, but you are limited by your port capacity.
2) You can build improvements to increase your port capacity.
3) It is more consistent with our other games.
4) You get reactions from your vassals when you request their ships.
5) It allows us to gain ships through events, or by hiring naval mercenaries, etc.
6) It allows us the possibility of adding naval combat in the future.
Will the natural resources of the port province have anything to say regarding ship build time or port capacity?
I.e. will a province with great forests be faster at raising ships than a desert one, making a ruler of North-Africa more dependent on mercenary fleets than a North-European one?
 

Ccbasin

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People keep steering this into the territory of the next dev diary. :) Very well then; the size of the levy you raise from your vassals directly depends on their opinion of you. Every year you keep their levy in the field, they will think less of you.
Come on Doomdark, you know we are going to push it if we can. Especially if you are here answering. :)

The siege of York screenie is nice. Looks like the siege doesnt just have a morale bar for the defenders. I see troop numbers and fortification levels.
 

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Come on Doomdark, you know we are going to push it if we can. Especially if you are here answering. :)

The siege of York screenie is nice. Looks like the siege doesnt just have a morale bar for the defenders. I see troop numbers and fortification levels.
Actually the morale bar is for the defenders. Our artist made a trebuchet(he's likes trebuchets :) ) as the icon but we'll change it to a castle or something when he has the time.
 

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Will the army composition matter in deciding whether the fight is in skirmish or in melee phase? Or: will a light calvary and horse archers Mongol army be able to stay for a very long time in the skirmish phase while fighting a heavy infantry and pikemen German army?
 

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I like this a lot, good to see you pushing and expanding the existing combat system without making it completely different or more management intensive :)
 

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Everbody likes trebuchets.
 

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Actually the morale bar is for the defenders. Our artist made a trebuchet(he's likes trebuchets :) ) as the icon but we'll change it to a castle or something when he has the time.
Ok, I was probably looking at the wrong thing. I was looking at the far left where the troop numbers are. I saw that the 183 for the defenders equaled the number by the castle symbol and troop symbol combined. Obviously, I am trying to read too much into it.
 

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Will the army composition matter in deciding whether the fight is in skirmish or in melee phase? Or: will a light calvary and horse archers Mongol army be able to stay for a very long time in the skirmish phase while fighting a heavy infantry and pikemen German army?
While we haven't finalized the combat tactics yet, this is a behavior we desire. Since the tactics are scriptable one could easy script that if the majority of the flank is archer types, you will prefer tactics that does not change to the melee phase. This is doable today, but I think we'll also need to add an effect that compare the martial skills of the flank leaders, so the one with higher stats have higher chance of controlling the phase.

This would mean that a character with good martial skill could force the combat to stay in skirmish for a very long time, which I think is a cool feature :)