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klopkr

Chief suggester at the suggestion factory
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The latest dev diary reminded me of the worst dlc i think paradox could ever make if they chose to.

Sunrise invasion. The Japanese for some reason unify and invade india with their bonsais and for some reason they're feudal way earlier than they should be.

What do you think is the worst possible next dlc?
 
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Keizer Harm

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Worst one possible? Let me think...
Ck2 -> HoI4 converter
Expanded Seduction DLC
Kingdom of Flanders (still part of de jure HRE)
500 added provinces in India
16-bit compatibility
10 000 BC bookmark
Implemented Siri
Oculus Rift support
65 000 000 BC bookmark
LOLSpeak localisation
 
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AwesomeKeith

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This is hilarius
220px-Nuremberg_chronicles_f_131r_3..jpg

Don't associate my favorite Pope with Donald Trump.
 
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EphemeralJun

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  • Introduced a new nation-wide stat, "Literacy." Technology points are now gained at a speed based on this stat. Most nations start with a literacy of 0.001%, and it can be increased slowly by clergy... if they choose to do so, which they do not in most cases. Favors can now be used to force someone to educate a person, increasing the nation's literacy by 0.00001% until that person dies.
  • Manure is now traded on the world market and is now much rarer, being only produced in certain English provinces. That is not a nerf, though, see the next point.
  • Removed all stats and traits from characters except the Martial stat. Removed all diplomatic actions except for "Declare War," "Buy Favor," and "Seduce." Removed all CBs except Make Tributary and added a world-wide stat called "World Tension." Nations can only declare war if World Tension is above a number depending on their government form. World Tension increases from war declarations and discovered affairs. Since everyone has 0 Intrigue, it should not take too long for the exciting wars everyone is playing this game instead of HoI4 for.
  • Speaking of exciting wars: Armies must now be organized in a so-called "Order of Battle", and we completely changed how supplies work; armies are now supplied from "HQ" units. As this is not Hearts of Iron's time frame, each nation can have only one HQ, and it can only provide supplies for up to 100 men per province your nation consists of. This also affects event troops, such as the Mongol hordes.
  • Introduced capital forts for each nation's capital that increase the fort level by 1, requiring an additional 3000 men to siege. This fort also has Zone of Control, and in fact, an army cannot leave that zone after entering until the fort was sieged down.
  • We took some ideas from the "Shattered" mods, so everyone now starts as an independent county-level character. This also means that we have a symmetric start now, since we learned to love this idea when making Stellaris. Btw, if you pre-order Stellaris now, you will get the DLC that allows Stellaris to be played offline, for free!
  • Mercenaries can now only be hired with real-world money. 3000 men cost $5 to hire, with an additional cost of $1 per in-game month. On the other hand, there are now unlimited amounts of mercenaries, so there will be no shortage of them anymore, so be sure to make use of them.
  • The start date was moved to January 1, 2250, the date of Space Charlemagne's coronation. Added an event where the world is befriended by the Blorg, ending the game (due to welcoming our new Blorg overlords). This event has a MTTH of 24 months, reduced by half unless Sunset Invasion is active.
 
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Fishman786

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Sneak peak #1 29/03/2016: Remaking the wheel!

Hi guys, it's been a long break since the release of our last DLC, Conclave, and we're actually surprised at the amazing outpouring of support for the many changes we made. However, there was quite a lot of criticism too, and many of us at Paradox feel that perhaps we should slow down and focus on smaller expansions in the future. I wholeheartedly and completely reject this approach and it's time to 'double down' and completely re-invent the game that we love!

CK2 currently relies upon the Feudal System, in which counts are vassals to dukes who are vassals to kings etc. However, this is unrealistic. Titles are really nothing but complicated names and in real life even an Emperor can be a vassal to another ruler! In the coming, as-yet-untitled expansion, this will change. Rather than vassalising rulers directly, you must get the other ruler to agree a 'vassalage treaty' with you. Vassals will provide a small amount of prestige and piety every month, until you sign another "formalise vassalage" treaty which means they will also be able to educate children for you and start factions. After formalising the vassalage, you need to negotiate "confirm vassalage" to seal the deal. Confirmed vassals will give you small numbers of troops, perhaps 20 at most, but demesne levies and retinues have been re-balanced too. A large army in the Charlemagne start date might include as many as 200 men! Retinues have been re-done, each retinue unit now contains a single soldier who gets recruited individually. Vassalage treaties last until one of the ruler dies, at which point they must be re-negotiated.

We know how much people disliked the Coalitions system, but I really don't have the patience to deal with all the various whiners who do nothing but make exaggerated complaints about how the game is supposedly "broken". So we've decided to introduce "expanded alliances". You can sign an Expanded Alliance treaty with any ally, and upon signing it an attack on any of the parties allied with any of the parties allied with any of the parties allied with any of the parties is considered an act of war. You can refuse to honour an Expanded Alliance (as long as the attack isn't against your ally or your ally's ally) but at the cost of a considerable sum of prestige and a "treacherous little blighter!" -25 opinion penalty with all characters. If an alliance lasts for more than 20 years it is automatically upgraded into an Expanded Alliance.

Now that this has been dealt with, we'll move on to one of the more spectacular features of the DLC: enhanced Finno-Urgic cultures. Previously the vast Taiga belt tended to get conquered by steppe nomads or Russians, but this never happened in history until long into the modern era. The Taiga was highly-defensible and impossible for any 'civilised' nation to rule. In the DLC, all Finno-Urgic characters get the "Taiga Tribal Government" government type. Taiga Tribals can only own Taiga holdings, which are off-map and impossible to besiege or capture. If Taiga Tribes occupy a non-Taiga province they can't hold it directly, they have to repeatedly press an annoying little button every three months in order to sow the area with pine trees. This increases revolt risk since people don't like trees in their fields, so beware! Turning a province into Taiga will make it completely useless to everyone else and generate another off-map Taiga Holding for the tribe to use.

Taiga Tribes are stuck in Taiga Succession until they reform, which is complicated, slightly buggy and basically means that everyone is guaranteed to hate their liege always. Once a Taiga Tribe reforms they get a special conquest CB that targets entire de-jure empires and can raid using their court chaplain.

I hope this sneak peak gets you all excited for the future of Crusader Kings!
 
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General Karthos

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I was gonna say Japan, but wound up laughing too hard at Fishman786's post, and wondering if EphmeralJun was bitter or just sarcastic.
 
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