• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

NewbieOne

Field Marshal
31 Badges
Dec 4, 2011
5.703
818
  • Crusader Kings II: Charlemagne
  • Sengoku
  • Crusader Kings II
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Imperator: Rome - Magna Graecia
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Crusader Kings Complete
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
The orders for Santiago and Calatrava always spawn Castilian.

On the other hand, the provinces containing locations tied to those orders' historical origins may well have a different culture in-game at the point the Pope starts the crusade era.

Notably:

  • Visigothic may be alive and kicking
  • Calatrava is in k_Andalusia and may be Andalusian
  • Santiago is in Galicia and may be Portguese or perhaps even still Suebi

A more advanced related problem is that these two eponymous locations may not be ideal sources of naming in every game, to begin with, especially Calatrava. Santiago is a holy site, so it could theoretically justify the name even if held by Muslims, but not really Calatrava. Perhaps choosing a different title to name Calatrava after would be a viable solution?

In any case, the problem is perhaps not huge if the orders pop up as a latinized culture despite their eponymous counties remaining Visigothic, because knightly orders are a modern thing, related to knighthood, feudalism, crusading ideas, closely linked to the Church and somewhat closely to the Papacy. Thus, it isn't the worst choice. But if c_Calatrava or c_Santiago already has a non-Visigothic 'target' culture, especially a local Iberian culture (as opposed to e.g. one county in Spain turning Welsh/Frankish/whatever because of the local count's culture), then Castilian doesn't look good. Especially if k_Castille has no holder and even possibly d_Castille has neither.

While at it, I'd consider making the orders:

  • spawn as vassals of the appropriate ruler (e.g. holder of c_Calatrava or c_Santiago as appropriate, or the dominant Iberian-cultured Catholic ruler in Iberia, failing that a dominant foreign-cultured ruler in Iberia)
  • not spawn at all if there are no more Muslims in Spain (in my current game they spawned in 940 AD, at which time Muslims held only 2 counties in Spain any more and only because those bent knee to the Abbassids)
  • not spawn at all if there are no more Catholics in Spain (AND maybe no significant Iberian-cultured Catholics on the outside; you could form military orders out of emigres but not really out of Mozarabic minorities)
  • not spawn at all if Byzzies somehow end up in control in Spain (OR spawn as Orthodox orders if appropriate)

Long-term idea:
  • dynamically make small orders named after counties in areas next to a Muslim frontier (or pagan frontier if the pagans are the problem) in other kingdoms if more appropriate, e.g. Aquitaine, Sicily, Lombardy/Italy — all of which would probably have fought a long and hard Spanish-style reconquista if they had been in the shoes.

The underlying idea in the last above proposal is that Calatrava on the concept level was a minor military order named after a castle in a place close to the Muslim border, where fighting was going on. In real life that was in c_Calatrava, d_Toledo, k_Andalusia, but in a particular game a different location is very likely to be more appropriate — especially if you didn't start in 1066 AD with the crusades firing off soon thereafter.

This could be a bit of a pain to code, but not too much, and:

  • some work could perhaps be saved by importing parts of the custom kingdom mechanic, where you name a kingdom after a duchy
  • it would actually be a sensible thing to do I guess, putting that (admittedly somewhat cool) mechanic to more use
  • this order-naming mechanic could perhaps be reused in the future for spawning titular duchies (e.g. for younger sons of gavelkind dukes and for republics in some situations) or for naming conventions
  • design/research-wise there could be some synergy between this and the AI logic for choosing appropriate capitals for AI's realms

So perhaps it could be worth investigating.
 
Upvote 0