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.
i think malacca will probably be colonisation and navy focused, as they already have ideas to colonise, now if only they could stop late game hadramut colonisingI think the tags that are heavy on military national ideas should be toned down by a lot. They are ridiculous and so are the expectations that people have for new idea sets.
They also could put military power behind missions so you actually have to do something for it. I like the reworked bandenburgian ideas because they are still Brandenburg without being a meme.
I like what neondt is doing in SEA with idea sets so far and I'm looking forward to see more. I hope there will be a tag that focuses on colonization since I'd really like to play as a colonizer in SEA.
its followed a dlc patch, obviously free patch, like manchu, or hungary.Only one question. Will this be normal Expansion or Immersion pack?
IR has it, but id doubt theyd add it to eu4Would it be possible/practical to integrate country specific event chains into branches on a mission tree in terms of a check that a player has completed one mission and has not completed a different mission on an alternate branch? For example, a mission branch to raise relations with a European power in SEA could lead to an innovativeness spread increase but disables a potential mission branch that requires a player to be in rivalry with a European power in SEA for bonuses related to isolationism?
In short, mission trees generally converge, why not give divergent options to increase replayability for specific nations?
dood its at the bottom of every dev diary, you know theyll ignore it, and they do still declare, just have to weigh up allies not joiningAny comment on the debt bug? The one that makes the game so much less satisfying to play, cause no great power declares a war later in the game due to having 10k gold in loans.
The religions of the Filipino polities by 1444 are correct, while Maguindanao and Maynila were animists but had little Islamic influences, they're still animists. What would be a great next dev diary for that archipelago is if they can add a formable Filipino nation and at least add more provinces and add some more development to the provinces... That 5/5/2 Manille is ridiculously underdeveloped compared to other 18-21 development SE Asian capitals.You excluded the Philippine islands when you were discussing the maritime SEA update. We're Malay too you know. The whole of the Philippine Islands should be included in Nusantara. At least shine some light on us in the next dev diary. Tondo, Maynila, Butuan, and Sugbo were Hindu while Sulot, Lanao, and Maguindanao were all Islamic. Please.
We have that and it's called Ashikaga.Interesting: a country with a playstyle focused on creating an empire of vassals.
I honestly don't know why people have to "respectfully disagree" with my idea. They should read history and check out the South East Asian region, you guys are missing the point.The religions of the Filipino polities by 1444 are correct, while Maguindanao and Maynila were animists but had little Islamic influences, they're still animists. What would be a great next dev diary for that archipelago is if they can add a formable Filipino nation and at least add more provinces and add some more development to the provinces... That 5/5/2 Manille is ridiculously underdeveloped compared to other 18-21 development SE Asian capitals.
Hmm, apparent colonization by europeans or occupations by neighbors - is it thematic to the country, historically interesting and fun to play with? Military ideas are necessary to defence country a cause of actual military balance. i can understand ignoring the desires of mp-community/or hardcore-players but without military ideas there`s only one way for this region in single or mp - be conquered. Historically, countries of this region were so weak?Absolutely not. I don't agree with the idea that all national idea sets need to contain a narrow range of modifiers considered optimal by the most hardcore WC or competitive MP players. These are not things I think about when I design ideas (or any other content for that matter); I care about whether they're thematic to the country, historically interesting, and fun to play with.
In single player, you can resist the European nations without strong military NI: sure, it's going to be harder than if you had them, but the AI is bad with everything naval (especially over long distances) and you can either pick them off at sea or crush them with numbers when they land. So no, their fate in SP is not to just be conquered, at least if you're playing in the region. And they explicitly stated they aren't balancing for hardcore cutthroat multiplayer, so the fact that they can't go toe to toe with European militaries under play control doesn't matter.Hmm, apparent colonization by europeans or occupations by neighbors - is it thematic to the country, historically interesting and fun to play with? Military ideas are necessary to defence country a cause of actual military balance. i can understand ignoring the desires of mp-community/or hardcore-players but without military ideas there`s only one way for this region in single or mp - be conquered. Historically, countries of this region were so weak?
yes, AI in this game is so stupid, that you can defend your countries against Britain, France and Japan at the same time, but if they were able to use their army correctly - usual France will easily conquere this country. Okay,most of countries will be helpless against conscientious enemy, but adding some country (it easily can be some small country) with comparable military ideas (almost like japan or manchu, for example ) - will be good for everyone, non? mp-players/hardcore-players finally get their country for playing in Indo-China, everyone will get what they want.In single player, you can resist the European nations without strong military NI: sure, it's going to be harder than if you had them, but the AI is bad with everything naval (especially over long distances) and you can either pick them off at sea or crush them with numbers when they land. So no, their fate in SP is not to just be conquered, at least if you're playing in the region. And they explicitly stated they aren't balancing for hardcore cutthroat multiplayer, so the fact that they can't go toe to toe with European militaries under play control doesn't matter.
I think after Majapahit we'll return to mainland SEA for the sake of variety. But we'll certainly get around to Malacca.
Thank you @neondt for your work on SEA. After the content of Majapahit, we really hope that you could make a dev diary for Vietnam when you return to mainland SEA.Yes! Vietnam will probably get its own dev diary eventually.
Just a second...Ayutthaya’s mission tree rewards very few permanent claims. Instead, many missions award Subjugation CB’s, allowing Ayutthaya to vassalize large nations in a single war. Originally it was enough to simply have the required states owned by you or your subjects, but after some playtesting in both single player and multiplayer I judged these missions a little too powerful. So most subjugation missions additionally require reducing the liberty desire of relevant subjects. It’s not enough to have vassals in name, your subjects must be truly loyal to your will. Your National Ideas have an opportunity to shine here, but it certainly doesn’t hurt to complement them with Influence Ideas.
Some other interesting highlights:
- Completing the Embassy to Japan mission rewards you with the renowned Japanese adventurer Yamada Nagamasa as a general, as well as access to the Japanese Volunteers mercenary company (highly disciplined soldiers) based in Ayutthaya itself.
- Completing the Devaraja mission grants a new estate privilege that causes Dharmic faith provinces to have no Religious Unity penalty. We’ll talk about Estate Privileges in more depth in a later dev diary, probably one focussing on the Khmer Empire.
- Completing the Royal Absolutism mission awards the Chakravarti tier 1 government reform, which will have the (as yet unrevealed) new features of the Mandala reform without the penalties, as well as +10 Maximum Absolutism and +1 Monarch Administrative Power. It also raises your government rank to Empire. If you are playing as Ayutthaya, completing this mission is the only way to form Siam.
- There are several elements of the leftmost branch of the mission tree that I can’t talk about yet, but the general idea is that you’re using various means to develop your nation, especially your capital, and ultimately making your capital into the most glorious city on earth.
- The rightmost branch deals with Ayutthaya’s ambitions in Maritime SEA. Preparing an invasion of Malacca can severely harm Malacca’s relationship with the Ming, resulting in the loss of their tributary status. Further missions grant claims only on Centers of Trade in the region and require establishing trade power in the node.
- The final missions of the central branch (not pictured) have you taking on East Asia’s only superpower - the mighty Ming dynasty - and claiming the Mandate of Heaven.