Crusader Kings II: The Republic - Developer Diary 4: Events and Decisions

Crusader Kings II: The Republic - Developer Diary 4: Events and Decisions

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Goosecreature

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Here is the last dev diary for The Republic, and as Doomdark mentioned in the last one, I'll be talking a bit about events and decisions.

As you'll be competing with four other Patrician families in your Republic, we have tried to make things a bit more interesting by introducing vendetta events. If you have poor relations with the head of one of the other families, there is a chance that this will trigger an event that starts a family feud. This feud will take on a life of its own and continue from generation to generation. Even if your family members can't remember what started the feud all those years ago, they'll still know that those Morosini dogs can't be trusted as far as they can throw them – and the feeling will be mutual!

There are a number of ways for this feud to end, of course, and not all of them involve the complete eradication of one of the rival families. Some events, including a Romeo & Juliet inspired chain, will give you an option to end the vendetta peacefully as long as both parties agree to bury the hatchet.

View attachment The_Republic_09_Serenade.jpg

With the inclusion of Trade Posts, we have also added two new decisions. As a Patrician, you may petition the Doge to grant you some Trade Posts from a rival family – but only if that family has completely eclipsed you in the number of Trade Posts owned. Likewise, if you are the Doge you can also attempt to usurp control over the assets of a rival family (for the betterment of the Republic, of course), but if you are successful this could ruffle many feathers.

As the leader of a Patrician family, you have somewhat less control than a feudal noble would over who the male members of your dynasty marry. New events can see them marrying anything from a bar wench to the daughter of a wealthy merchant. Finally, for added flavor we have also made several new random trade events for Patrician families. These generally deal with their budding trade empires, and some are positive, while others are less so.

View attachment The_Republic_10_Marriage.jpg

That's that about The Republic. Many of you are probably curious about patch 1.09, so here are the highlights:
  • Ultimogeniture Succession: the youngest child inherits
  • Tanistry: A version of Feudal Elective where the electors must pick a member of your dynasty, but will tend to pick distant relatives, preferably old claimants
  • Grant Independence Diplomatic option
  • Automatic cultural renaming of titles in your realm. So you'll automatically see Smyrna turn into Izmir if held by Turks, etc.
  • Added 1241 Bookmark - "The Mongols"
  • The Reign length opinion modifers are now dependent on how long a character has been the liege of someone, not how long the primary title has been held
  • All merc regiments now grow in max size over time
  • Added more mercenary bands: Finns, Lapps, Abyssinians, Nubians, Lithuanians, Scots, Irish and Alans

We'll be posting the full patch notes in another thread very soon.

ps. Feel free to check out PC Gamers article:
How is The Republic expansion changing Crusader Kings II?
http://www.pcgamer.com/2013/01/10/c...developer-diaries-detail-delightful-deviance/
 
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Jeltz

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  • Ultimogeniture Succession: the youngest child inherits
  • Tanistry: A version of Feudal Elective where the electors must pick a member of your dynasty, but will tend to pick distant relatives, preferably old claimants
Awesome, I have been one of the many people requesting these two succession types.

  • The Reign length opinion modifers are now dependent on how long a character has been the liege of someone, not how long the primary title has been held
Nice, this should fix the weird cases where you get the short reign modifier. I really like this solution to the short reign problem.

  • All merc regiments now grow in max size over time
  • Added more mercenary bands: Finns, Lapps, Abyssinians, Nubians, Lithuanians, Scots, Irish and Alans
Finally Abyssinia and Nubia gets some mercs, these are awesome news.
 

dorukdorucu

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ULTIMOGENITURE!!1!1!1!1!!!1111!1!!1!!1!!1!11!1!!1!1!!1!!1!11!1!!1!!!!1!1!1!!1!!!!!!1
Also, i hope that we get bagpiper sprites for the scottish mercenaries.
 

Funnyman320

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The new events for republics look pretty cool. I do believe I'll need to purchase this DLC
 

Bad_Haggis

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You guys are great :D, i'm almost looking forward to the patch more than the DLC :happy:
 

Jeltz

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It's also an added incentive to actually land your heir, rather than keeping him in your court where he can't do anything overly stupid.
yeah, if you land him as a duke his counts will remain loyal at your death when he takes the throne. So even if all the dukes in the realm hate him he has at least a small group of loyal counts to bolster his levies and taxes.
 

Bad_Haggis

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jordarkelf

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New succession laws? Tanistry will be perfect to model the weird Irish succession law.
And localized titles will mean I can finally get my Kingdom of Alba only turning into Scotland when it actually turns Scots (from Gaelic), and a Breton Duchy of Breizh turning into Brittany only when conquered :)
 

Me_

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[*] Ultimogeniture Succession: the youngest child inherits
[*] Tanistry: A version of Feudal Elective where the electors must pick a member of your dynasty, but will tend to pick distant relatives, preferably old claimants
Are these just for modders or will some countries use them?
 

DeltaCortis

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Nice can't wait for release :)
 

unmerged(75409)

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[...] Many of you are probably curious about patch 1.09, so here are the highlights:
  • Ultimogeniture Succession: the youngest child inherits
  • Tanistry: A version of Feudal Elective where the electors must pick a member of your dynasty, but will tend to pick distant relatives, preferably old claimants
  • Grant Independence Diplomatic option
  • Automatic cultural renaming of titles in your realm. So you'll automatically see Smyrna turn into Izmir if held by Turks, etc.
  • Added 1241 Bookmark - "The Mongols"
  • The Reign length opinion modifers are now dependent on how long a character has been the liege of someone, not how long the primary title has been held
  • All merc regiments now grow in max size over time
  • Added more mercenary bands: Finns, Lapps, Abyssinians, Nubians, Lithuanians, Scots, Irish and Alans

We'll be posting the full patch notes in another thread very soon.
Whoah! That's a pretty cool list of features. I love that you guys reconsidered the way the reign modifier works. The merc regiment thing also probably makes a great deal of sense for the late game.

Tanistry looks like it's going to change the way Ireland works by a lot. No more "tutorial island"?? :D

Ultimogeniture might actually tame the Mongols it it's their default law. Youngest child inheriting means they'll have lots of regencies...

As for the mediterranean faces on those screenshots... the hats and clothes are cool but the faces look like Sesame Street muppets. :(
 

barny

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I assume that it means that, as time progresses, mercenary units will grow larger. So, a 4,500-man mercenary unit at the start of the game may eventually grow to 5,000 men, 5,500 men, 6,000 men, and so forth.
So they keep up with the overall manpower growth, obviously.
 

Zireael

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Yaay for all the things which will be in 1.09. Has the simultaneous death bug been dealt with?