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eduhum

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Given that it seems that development on the game most likely will still continue, what would you wish for the next DLC?

I'd personally wish a more fleshed out naval system, especially in the mediterranean, with naval battles, naval fleets of private citizens, mainly fishers and merchants, that can be requested by their lord to act as transport ships in a given moment, and later, when the game progresses towards the lower middle ages, you can begin to be able to build your own military fleet, just like what happens with retinues. I'd like to see how fleets of merchants in your kingdom/republic/whatever, the more they grow, the more wealth they generate, but also they harm in various ways the feudal system. I've been also wishing that, with the data of manpower and tax profits, there could be some sort of dynamic trade flow and trade gravity system, coupled with the merchant fleets.

What are the most popular requests? What do you personally want?
 
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treb

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Politically dynamic retinues that can rebel and a proper standing army system.

c̶a̶d̶e̶t̶ ̶h̶o̶u̶s̶e̶s̶
 

moscal

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1. Rework Jihad - there always was, that we had two "Great Holy Wars", crusades and jihads and own small rules (crusades cannot be call against other mainstream christians; jihads cannot be call against other muslims, even heretic; rest GHW can be called against every). Crusades get own rework, so now second side of this "great conflict of civilizations" should give own upgrade.
2. Mechanics for antifeudal heresies - I don't know "how" but current situation, when victory of eg. lollard rebelion lead to feudal oppression, is stupid. Even separate gov. for antifeudal heresies would be good.
3. Corruption in Church (and others religious organisations) - nepotism, pornocracy and other stuffs. Historical medieval catholic world had great problem with heresies, and one of main sources of this was in corruption. Curremt catholicism often haven't problems with MA or heresies, because often have great MA. Mechanism of "corruption in Church" should be good.
4. Flavour for smaller religions and heresies- many religions are empty. Few have a few events and/or decisions but many haven't anything (eg. bogomilism have only "females in Church". Anything flavour for they will be good.
5. Dynastic interactions, relations etc. - current many mechanisms are personal-centric, realm-centric or religion-centric. For me there is lack of dynastic-centric mechanics. Eg. vendetta (eg. whole family are enemy against one person)
 

Matihood1

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It's more like a patch thing rather than expansion but:

1. fixes/improvements to dozens of province/holding names, including adding missing diacritics and correcting current culture-specific names

Fix already existing stuff first, add new stuff later.
 

rbc1989

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963 start date.
A focus on religious mechanics. The possibility for a church to collapse entirely and cease to exist if it loses enough power.
Events to spawn Osman and the Ottomans just like how Seljuk works.
Rurik event to spawn him if you start in the 769 start date.
A William Wallace type figure rising up incase England invades Scotland. Give him a similar type of bloodline to William Wallace.

Expansion patch:
Channel Islands added as a county.(Really confused this wasn't added last major patch when they added all the other major islands to Britian in a patch. Especially since the Channel islands has always had higher populations than those islands.)
A 3rd county added to Cyprus. Been wanting this badly since Sardinia got all those new counties. Really hard to justify a crusader kingdom with only 2 counties. Especially one that still exists today.
Icelandic culture.
Sicilian melting pot culture.
Norse-Gaelic melting pot culture.
Pelagio's paternal descendants added which should still be alive by 867 start date.
Pelagio bloodline.
Charlemagne bloodline to go along with his grandfather's bloodline.
Angevin bloodline.(Besides Richard the Lionheart's bloodline since he kinda dies without any descendants.)
Bloodline for Abbasids.
Bloodline for Fatimids.
Bloodline for Hashimids.
Bloodline for Umayyads.
New historical artifacts like Joyeuse the sword of Charlemagne. Every single king of France after him had it so it should be like how kings of Italy have the lombard crown and later HRE emperors. It was used to coronate kings from the year 1270 on. Not sure why this isn't in the game as a ceremonial sword. It even still exists today. Even Napoleon used it for his coronation.
 

Tryvenyal

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3. Corruption in Church (and others religious organisations) - nepotism, pornocracy and other stuffs. Historical medieval catholic world had great problem with heresies, and one of main sources of this was in corruption. Curremt catholicism often haven't problems with MA or heresies, because often have great MA. Mechanism of "corruption in Church" should be good.

This! Together with a general religion fleshout is a-top of my wishlist. A general religiocentric DLC where Theocrats makes a different, can do career and your decisions are never nobrainers during harch nor prosperious religious times. Today you can more or less ignore religion if you so wish.
 

Wixelt

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1. Add Zaidi and Ismalli schools for Shia and make Islamic schools less powerful as a whole.
2. Remove Yazidi and Zikri heresies for Sunni.
3. Change Yazidi to Yazdism in the pagan group, that can develop into the Yazidi by event under Muslim rule.
3. Add Syriac culture for the Christian levantine provinces and put into in the Oriental culture group with Coptic and Assyrian.
4. Replace Sayyid/Mirza with bloodlines for Fatima's sons.
5. Allow Sunnis to create pretender/anti Caliphates.
6. Make Turkish portrait cultures their own group distinct from Altaic.
7. Lock open succession to the Turkish culture group rather than Iqta government.
8. Add Caliphate government type and Caliph succession.
9. Add more provinces for Egypt, Iraq and South Arabia.
10. Nefoud should be a wasteland.
11. Add Mashriqi and Yemeni culture to the Arabian group.
12. Split up Berber/Andalusian, make it into their own full culture group.
 

Snow Crystal

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More ways to change to a cadet branch of your dynasty. The ability to shift to a crusader king/queen makes gameplay a lot more interesting - it's a shame that this mechanic is limited to Catholics.

I feel like it was sort of an experiment for us, to see what character switching would be like, what challenges there were, how it played out etc. From my conversations with Rageair, and the response from the forumites, it seems to have been generally well received.
 

Flint.1b

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1. Make it possible for the King of England to be vassal of the King of France, to recreate one of the main conflicts of the time, the 100-year war. This is how real feudalism worked, in the most advanced feudal state of the time, France.

2. Allow characters to have several or at least two cultures. To this day, a majority of humans on planet earth is at least bilingual, and one could argue that language is part of culture / culture is language in part. E.g. there is a "German" culture like in the current game, but at the same time there are subcultures with their own languages, to this day, and many people are bilingual, speaking both High German and Bavarian for example. Otherwise it makes no sense that the Norse culture splits up into different cultures while the Franks and Saxons converge into a unified German culture. The language of the CK2 Saxons exists to this day in the form of its descendant, the Low German language that is closer related to dutch and english than german and is nowadays even taught in schools in the north of Germany a.k.a. de-jure k_saxony.

3. A well-defined and documented way of overwriting certain parts of the game in mods, without having to resort to dirty hacks like using filenames starting with A* or Z* to get the mod's files to be read either before or after the vanilla files. This will probably even help with maintaining the game's codebase if there is only one valid way in a single place in the code, where these key-value maps are handled.
 

Wixelt

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1. Make it possible for the King of England to be vassal of the King of France, to recreate one of the main conflicts of the time, the 100-year war. This is how real feudalism worked, in the most advanced feudal state of the time, France.

2. Allow characters to have several or at least two cultures. To this day, a majority of humans on planet earth is at least bilingual, and one could argue that language is part of culture / culture is language in part. E.g. there is a "German" culture like in the current game, but at the same time there are subcultures with their own languages, to this day, and many people are bilingual, speaking both High German and Bavarian for example. Otherwise it makes no sense that the Norse culture splits up into different cultures while the Franks and Saxons converge into a unified German culture. The language of the CK2 Saxons exists to this day in the form of its descendant, the Low German language that is closer related to dutch and english than german and is nowadays even taught in schools in the north of Germany a.k.a. de-jure k_saxony.

3. A well-defined and documented way of overwriting certain parts of the game in mods, without having to resort to dirty hacks like using filenames starting with A* or Z* to get the mod's files to be read either before or after the vanilla files. This will probably even help with maintaining the game's codebase if there is only one valid way in a single place in the code, where these key-value maps are handled.

Don’t know about the other ideas, but German culture is definitely too much of a blob.
 

mahidevran

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Shortlist of probable and non-controversial additions:
  • Cultures: Circassian (Adyghe), Caucasian Albanian, Cornish, Sardinian, Icelandic. I'm guessing we may be getting the Caucasian Albanians soon considering the name "Arberians" (which should be around before the 1066 start date...).
  • Restructuring of culture groups of the Levant and North Africa. Berbers are not Arab, and I think I like the idea mentioned above of having Assyrians, Copts and Syriacs in a culture group. Much better than the catch-all Byzantine grab bag of eastern Christians (though I realize this is an unpopular opinion).
  • Nomadic pastoralist type government for Tuareg and Bedouin.
  • Turkish melting pot culture between Oghuz Turks and Persian, beginning with the Seljuks (and subsequently, Rûm and the Ottomans). Previous Turkish culture should be Oghuz and remain so in other regions.
  • More counties for the Caucasus and Anatolia; for such culturally-vibrant and historically-important regions through CK2's timeline, there is a disparity compared to say, India and central Europe. Iceland could probably use a couple more as well (for a more representative Age of the Sturlungs).
  • Rework of jihad and Muslim mechanics; include Yezidi as its own religion rather than Islamic heresy.
  • Restructuring and elaboration of Zoroastrianism and Manicheanism.
  • Dynastic and familial feuds that can last generations.
  • Greater allowance of multiculturalism. With the cultural conversion mechanic and settlement options, CK2 favors monocultural realms to an extent that is jarring, especially in large empires. Religion was a much more important factor.
  • More flavor for minority religions and heresies; more culture-related flavor events in general.
 
Last edited:

treb

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Shortlist of probable and non-controversial additions:
  • Cultures: Circassian (Adyghe), Caucasian Albanian, Cornish, Sardinian, Icelandic. I'm guessing we may be getting the Caucasian Albanians soon considering the name "Arberians" (which should be around before the 1066 start date...).
  • Restructuring of culture groups of the Levant and North Africa. Berbers are not Arab, and I think I like the idea mentioned above of having Assyrians, Copts and Syriacs in a culture group. Much better than the catch-all Byzantine grab bag of eastern Christians (though I realize this is an unpopular opinion).
  • Nomadic pastoralist type government for Tuareg and Bedouin.
  • Turkish melting pot culture between Oghuz Turks and Persian, beginning with the Seljuks (and subsequently, Rûm and the Ottomans). Previous Turkish culture should be Oghuz and remain so in other regions.
  • More counties for the Caucasus and Anatolia; for such culturally-vibrant and historically-important regions through CK2's timeline, there is a disparity compared to say, India and central Europe. Iceland could probably use a couple more as well (for a more representative Age of the Sturlungs).
  • Rework of jihad and Muslim mechanics; include Yezidi as its own religion rather than Islamic heresy.
  • Restructuring and elaboration of Zoroastrianism and Manicheanism.
  • Dynastic and familial feuds that can last generations.
  • More flavor for minority religions and heresies; more culture-related flavor events in general.

Can I add to this the breakdown of some other particularly bad monocultural blocks, like German(at least into high and low) Italian(NORMANS GET OUT REEEE). An Iranian Alanic for the pre christian Alans.
 
Last edited:

elvain

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1)
  • A special government for desert tribes and clan societies
  • Cadet branches based mechanic to split these tribes and clans
  • Mechanic to include standing armies with dynamic system of governors or generals, who can become actual threat to their
  • Introduction of slaves as military generals and viceroys
  • Improved and propper imperial government with mechanics for inner challenges inside of large empires
  • Improved islam: introduction of madhabs, improve actual role of muslim clergy to be a challenge/threat for rulers who don't follow the right path
  • Universities and Madrasas as means for education and spread of technologies and wisdom
  • Playable holy orders and other political-religious movements such as Almoravids, Almohads or Cathars
  • Inland trade republics
  • improved Jihad mechanic
all of the above as summed up in a grand DLC suggestion centered around desert tribe and rework of Islam, called the Qabila

2) Reworked and more detailed system of cultures, with dynamic minority communities, settlers, colonizers and refugees as described here

both could of course be merged into one DLC, but separately it would make sense too
 
Last edited:

AnubisDM

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Marriage systen rework . Marriage for that time was a more difficult choice than pressing a button on random character. Choosing a spouse for a future heir was an important part of medieval society. The wedding of the Emperor and a lowborn with a "genius" trait, should not be so simple. To refuse the King to marry your daughter to a prince should have consequences. To go against the church to get the necessary claims this character have must not be easy choice. It can add a new layer of gameplay. A beautiful smart daughter even of the duke will be his way to money, prestige and important alliances. (Sorry for my English).
 

AndrejK

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  1. Breakup the Berber culture blob into at least Maghrebi (Arabic) , African/Afaliqan (Afro-Romance ) and Berber proper.
  2. Sardinian, Aghbanian, Circassian, Syriac, Slovak, Yemeni culture
  3. Kingdom of Adal
  4. North Caucasus rework
  5. Manicheism its proper religion
  6. Yezidism not as Sunni heresy.
  7. Gnostic religious group.