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takedown47

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I remember reading in the 5th dev diary there would be narrative events. So far all I have encountered is something about closing the gates of hell.

Narrative events are very rare, occurring on average only once or twice per game, and are used to tell a kind of interactive story where the player choices can have unforeseen effects down the road. They have fairly lengthy texts, and, like letter events, a distinctive appearance. When one of these event chains kicks off, the player should be surprised, and should rarely get the same narrative again (and never in the same game.) Narrative events typically vary with character culture, and can have a bit of a mythical element to them (subjectively speaking, of course.)

Are there more narrative events in the game or I just unlucky not to get any?

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Me_

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Are there more narrative events in the game or I just unlucky not to get any?

There are only two: the gates of Hell and the Merry Men. Byzantines get two more in their DLC: the stolen greek fire and the set-up chariot race.
They were mostly scrached but some of the smaller events like the skill raising ones are quite similar in nature.
So what did we cut from Crusader Kings II? Basically, this:
  • A medieval style chronicle with annual entries
  • Trade post holdings built by the republics (Venice, Genoa, etc)
  • Hiring ships from the great republics
  • Relics that can be found, looted, and used to build cathedrals
    [*]Loads of very rare narrative events (like "The Gates of Hell") with multi-generational effects
  • A viceroy/drots/great seneschal council position for each kingdom held
  • Cadet branches of dynasties
  • Adventures - younger sons raising an army and going off to conquer something on their own
 

takedown47

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That's promising actually because several of those things that were cut are back in the game through DLC.

- Trade post holdings built by the republics (Venice, Genoa, etc) will be in the upcoming republic DLC
- Hiring ships from the great republics was put in via an early patch

so everything else we can expect to see in the game at some stage in the future? I know many people want cadet branches of dynasties. Younger sons raising an army and going off to conquer something on their own also sounds promising - maybe part of a Holy Roman Empire DLC?
 

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technically, they are easily moddable anyway (the mod project I'm... well, working on [ie. haven't abandoned anyway :laugh:], is primarily narrative for example). It's just that the majority of the mods are more focused on improving/tweaking game mechanics and adding flavor as opposed to writing narrative events (prosaic creativity and coding proficiency... don't always come together :p )

It's just that paradox so far seems to be concentrating on improving mechanics than adding stories. Which is good. It'll be best if they focus on getting republics, pagans, and maybe theocracies in first. THEN they can make more stuff that flesh out the game-world even more (like the viceroys, relics, chronicles, sons going on adventures, and stories in general).
 

yourworstnightm

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I assume they cut them out of the complete game because they didn't work as intended. I do hope some of them will appear in later patches though, because we can never have enough narrative events.
 

riknap

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I have never seen this Merry Men event fire.
you need to have several negative modifiers, like the one that pops up when you go over your demesne limit.
even then, the actual chance of it firing is quite low, or rather the MTTH is quite high, so you need to stay at the negative conditions necessary for some time before it triggers
 
O

OneiricRose

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I only ever got two byzantine/roman stories which were quite fun. Never had any other EVER. (I know they're in but they never ever fire for me)
 

Avernite

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My very first CK2 game I got the gates of hell. I was surprised to find out it was rare, after that ;)
 

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technically, they are easily moddable anyway (the mod project I'm... well, working on [ie. haven't abandoned anyway :laugh:], is primarily narrative for example). It's just that the majority of the mods are more focused on improving/tweaking game mechanics and adding flavor as opposed to writing narrative events (prosaic creativity and coding proficiency... don't always come together :p )

It's just that paradox so far seems to be concentrating on improving mechanics than adding stories. Which is good. It'll be best if they focus on getting republics, pagans, and maybe theocracies in first. THEN they can make more stuff that flesh out the game-world even more (like the viceroys, relics, chronicles, sons going on adventures, and stories in general).

You are right my dream from day one was that there was a mod prüject where we found some guys that would put the ideas and crative storlines of regular Joe with no coding skills into the game...like we get pieces like effects and prerequisites to work with and then tell our stories and the effects they should have and more skilled guys that are maybe less good to come up with stories put them into code. Sky would be the limit we could create a whole new medieval world of adventure here.
 

Lord Finnish

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The narrative events in this game are very good and I enjoyed them greatly. I hope there will be more in the future.
 

riknap

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You are right my dream from day one was that there was a mod prüject where we found some guys that would put the ideas and crative storlines of regular Joe with no coding skills into the game...like we get pieces like effects and prerequisites to work with and then tell our stories and the effects they should have and more skilled guys that are maybe less good to come up with stories put them into code. Sky would be the limit we could create a whole new medieval world of adventure here.
well, we could start one ;)
still, I haven't been in the mood to boot up CK2 lately, ever since I got disillusioned with the Aztec DLC (I really thought they'd put in muskets :p ), so I still haven't done much in the way of modding, but I do plan to eventually contribute two projects to the game, one being my current WIP and maybe another on vanilla-compatible narrative events.
Several mods already add lots of flavor events, but they aren't exactly narrative events anyway.
 

riknap

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I wish there were more narrative events, too. Is there a mod which adds them?
well, aside from Prince and Thane, there's VIET, but they mostly add flavor events, not actual chain-narrative events per se.
 

Me_

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you need to have several negative modifiers, like the one that pops up when you go over your demesne limit.
even then, the actual chance of it firing is quite low, or rather the MTTH is quite high, so you need to stay at the negative conditions necessary for some time before it triggers

I'm not 100% sure but if this:
Code:
### Robin Hood ###
narrative_event = {
	id = 10000
	title = "EVTNAME10000"
	desc = "EVTDESC10000"
	picture = GFX_evt_throne_room
	
	min_age = 20
	prisoner = no
	only_playable = yes
	capable_only = yes
	
	trigger = {
		war = no
		in_command = no
		is_ill = no
		NOT = {
			religion_group = muslim
		}
		NOT = {
			has_character_flag = killed_robin_hood
		}
		NOT = {
			has_character_flag = robin_marion_married
		}
		NOT = {
			has_character_flag = robin_hood
		}
		any_demesne_province = {
			OR = {
				has_province_modifier = highway_robber_band
				revolt_risk = 5
			}
		}
	}
	
	mean_time_to_happen = {
		months = 9000
		
		modifier = {
			factor = 1.2
			trait = just
		}
		
		modifier = {
			factor = 0.2
			trait = arbitrary
		}
		
		modifier = {
			factor = 1.3
			trait = charismatic_negotiator
		}
		
		modifier = {
			factor = 0.3
			trait = midas_touched
		}
	}
	
	immediate = {
		set_character_flag = lure_robin
		set_character_flag = robin_hood
	}
	
	option = {
		name = "EVTOPTA10000"
		prestige = 10
		random = {
			chance = 60
			
			narrative_event = { 
				id = 10001 #Noble woman
				days = 5
				random = 10
				tooltip = "EVTTOOLTIP10001"
			}
		}
	}

	option = {
		name = "EVTOPTB10000"
		if = {
			limit = {
				NOT = {
					trait = diligent
				}
			}
			random = {
				chance = 25
				
				add_trait = diligent
				hidden_tooltip = {
					character_event = {
						id = 38256 #Notify Diligent
					}
				}
			}
		}
		if = {
			limit = {
				trait = diligent
				NOT = {
					trait = deceitful
				}
			}
			random = {
				chance = 25
				
				add_trait = deceitful
				hidden_tooltip = {
					character_event = {
						id = 38255 #Notify Deceitful
					}
				}
			}
		}
		random = {
			chance = 40
			
			narrative_event = {
				id = 10002 #Noble man
				days = 5
				random = 10
				tooltip = "EVTTOOLTIP10001"
			}
		}
	}
	
	option = {
		name = "EVTOPTC10000"
		if = {
			limit = {
				NOT = {
					trait = content
				}
			}
			random = {
				chance = 25
			
				add_trait = content
				hidden_tooltip = {
					character_event = {
						id = 38279 #Notify Content
					}
				}
			}
		}
	}
}
is the first event of the series then having a wrong religion-group and culture province in demense (e.g. from a crusade) should be enough to satisfy the conditions. It's still extremely rare (and apparently pagans can have their very own Robin Hood).