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Wallain

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This! Altough I am sure there won't be any trade goods or trading mechanics (except for the bonus that the republic and the trade outpost holder gets), because I'm sure they would've mentioned already. Lack of proper trade mechanics has to be the biggest grievance for me in CKII.

Maybe in CKIII :/
Just give it time. They'll expand upon it eventually. Trade is a pretty big feature.
 

Deaghaidh

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You could easily add trade to the game. Well easily as in it's never to late to add new content.

In an abstracted way, sure. But as for adding even something comparable to what EU games had, I think it would take a wild revamping of the game.
 

Sir Tornado

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The next expansion/dlc is CK2: The Republic. http://www.pcgamer.com/2012/12/08/crusader-kings-iis-next-expansion-announced-the-republic/

You'll play as a republican merchant family, with very different gameplay than playing as a feudal lord.

But of course, a very similar concept (and awesome) game like this was already made:

http://en.wikipedia.org/wiki/Merchant_Prince

http://www.abandonia.com/en/games/324/Machiavelli+the+Prince+(Merchant+Prince+remake).html

Merchant Prince (also re-published as Machiavelli: the Prince). It was an amazing game with a lot of similar sounding features: control a merchant dynasty, try to get elected doge, trade, upgrade assets elsewhere, etc.

But it seems like it'll be really one-dimensional and flat in CK2. We don't have trading goods, we don't have warehouses, we don't have a College of Cardinals to bribe, we don't have exploration or sailing to India and China, we don't have the Silk Road. It just seems like it's going to be very.... meh, without some really radical changes.

Like, will we be able to invest in missions to the Orient, like Marco Polo's? Will we be able to discover new lands, generally?

If republics are just a different way to paint the map with your dynasty, that seems really boring. It already seems really simplistic that "trade" is just amassed through holding territory and collecting "taxes." Like, could we please get some way to actually make decisions about where to buy goods and where to sell goods, where to invest money, etc.?

Merchant Prince was an awesome game! I remember playing that about 12 years ago on my old PC...

I don't really remember much of the specific gameplay now, but from what I remember, there was much profit in doing the trading rather than being involved in buying Cardinals and Senators... I remember buying warehouses in Egypt and automating ships and caravans so that I could transport stuff from India to Venice en masse. That was more fun than trying to fight the other 4 families to control Venice. I remember one specific instance when the other 3 families (and the centre party) managed to stop me from becoming the Doge by tieing elections for 10 successive years... the blasted Centre party executed 5 of my senators during that election (they were officer for justice), it was a blood bath! Ultimately, I gave up and the centre party candidate got elected and I decided to stay away from Politics and mint money via trade...

What I am trying to get to is, it would be fun from CKII perspective if becoming the Doge was secondary to earning profits from Trade.

Also, I wish (although I am pretty certain this will not be granted) PDS would use the Trade Routes feature from EUIV game in this. The screenshots show merchant families building trading posts and controlling sea sectors, it would be fun if we had static trade routes and you made money by controlling sea zones the trade routes passed from...

e: Damn you for sharing the Abandonia link... I sense my next week is going to be spent in this :(

I would probably picked pagans over this, but from what I've read Paradox definitely is on the right track with this DLC. I wouldn't have even attempted to add something as complex as the new Republic system, but it could potentially add a ton of life to the game.

I never played those old "Merchant Prince" games, sadly. Closest I came was The Guild 2, which was promising but ultimately bleh.

I don't understand what's the point in Pagan DLC... to do it right you will have to put the start date earlier because Pagans were basically doomed at the 1066 start.

I'd rather they put things like the Republics and flesh out the College of Cardinals/Papal elections/Antipopes mechanics completely and then move to earlier start and make the Pagan DLC.
 
Last edited:

Jeltz

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I don't understand what's the point in Pagan DLC... to do it right you will have to put the start date earlier because Pagans were basically doomed at the 1066 start.

Only Norse and Slavic pagans need an earlier start. Lithuauania was a pagan nation during the entire span of 1066-1337 and a major European power. Tengri pagans were obviously a major power during the enitre era. And West Africa was mostly pagan at the start of the game with the pagan kingdom of Mali as the major power. Just because Paradox has made pagans pushovers does not mean they historically were. Even Norse pagans had a fighting chance in 1066 with many of the powerful nobles of Sweden (it was dead at the time among Danish and Norwegian nobility) still being pagan.

Personally I am happy they made Republics first and will probably playing the much mroe than I will play pagans, but I want to explain why a Pagan DLC in no way needs an earlier start.
 

Deaghaidh

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Only Norse and Slavic pagans need an earlier start. Lithuauania was a pagan nation during the entire span of 1066-1337 and a major European power. Tengri pagans were obviously a major power during the enitre era. And West Africa was mostly pagan at the start of the game with the pagan kingdom of Mali as the major power. Just because Paradox has made pagans pushovers does not mean they historically were. Even Norse pagans had a fighting chance in 1066 with many of the powerful nobles of Sweden (it was dead at the time among Danish and Norwegian nobility) still being pagan.

Not to mention the Mongols, though really they're a whole seperate category.
 

Thure

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Only Norse and Slavic pagans need an earlier start. Lithuauania was a pagan nation during the entire span of 1066-1337 and a major European power. Tengri pagans were obviously a major power during the enitre era. And West Africa was mostly pagan at the start of the game with the pagan kingdom of Mali as the major power. Just because Paradox has made pagans pushovers does not mean they historically were. Even Norse pagans had a fighting chance in 1066 with many of the powerful nobles of Sweden (it was dead at the time among Danish and Norwegian nobility) still being pagan.

Personally I am happy they made Republics first and will probably playing the much mroe than I will play pagans, but I want to explain why a Pagan DLC in no way needs an earlier start.

Norse wasn't dead at 1066. After this 1-3 pagan kings (Hakon the Red, Blot-Sven and Erik Årsäll) ruled Sweden. Hakon is ingame but representated as Christian (Should be change). And we have Eric the Heathen, who haad a good chance to became king too.
 

Jeltz

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Norse wasn't dead at 1066. After this 1-3 pagan kings (Hakon the Red, Blot-Sven and Erik Årsäll) ruled Sweden. Hakon is ingame but representated as Christian (Should be change). And we have Eric the Heathen, who haad a good chance to became king too.

Yeah, but it died first among the ruling class of the pagan religions in the game (Slavic died even earlier during the game timeline but Paradox merged it with the baltic pagans.) This is the reason why I think if there was a Norse only Pagan DLC they should push bakc the starting year about 50 years to give the Norse an even better chance of surviving. For the other pagan religions there is no reason at all for changing the starting date. 1066 is excllent for many of the pagan groups in the game.
 

Deaghaidh

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You would need to add in the entire concept of goods. Rather than being abstracted as a simple cash value of your holding's production, you would have to go through and for each county (or worse barony) assign a good and a production quantity. Then you would have to introduce some sort of mechanic to represent demand in different places, and model the extremely limited ability to ship goods for most of the timeline, and incorporate technology changes. By the time you're done, you've basically built a new game from scratch.

Much simpler to treat trade as an abstraction, especially since it was not as important in the CK era as it would be in the EU or Vicky eras.
 

Wallain

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You would need to add in the entire concept of goods. Rather than being abstracted as a simple cash value of your holding's production, you would have to go through and for each county (or worse barony) assign a good and a production quantity. Then you would have to introduce some sort of mechanic to represent demand in different places, and model the extremely limited ability to ship goods for most of the timeline, and incorporate technology changes. By the time you're done, you've basically built a new game from scratch.

Much simpler to treat trade as an abstraction, especially since it was not as important in the CK era as it would be in the EU or Vicky eras.
You could easily got with the system in EU3 really. Get some trade goods, paint them across the map, have trade centres in logical places, then have trade centres give a bonus to techspread. There you go. It's not a complete redesign of the game, it is just adding another aspect to the game.
 

unmerged(358109)

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You could easily got with the system in EU3 really. Get some trade goods, paint them across the map, have trade centres in logical places, then have trade centres give a bonus to techspread. There you go. It's not a complete redesign of the game, it is just adding another aspect to the game.

wouldn't it be logical to make each county have its own production of goods, some producing a sole good while others producing a few different ones. general food is purchased in towns, the more upgraded the county, the more food it buys. weapons. armors and equality has rised prices during wars, or where a lot of troops are raised continually etc. make goods a numberic collection like gold is, based in a spreadsheet ( just add it to the ledger). equally specially crafted goods such as jewels can be sold to nobles etc. which gives bonuses for the lord, and gold for the merchant for instance through triggered events.

Simply make a simple trade system that reacts to how stable a realm is. after all nothing is more profitable than a war! (at least for the merchants)
 

Wallain

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wouldn't it be logical to make each county have its own production of goods, some producing a sole good while others producing a few different ones. general food is purchased in towns, the more upgraded the county, the more food it buys. weapons. armors and equality has rised prices during wars, or where a lot of troops are raised continually etc. make goods a numberic collection like gold is, based in a spreadsheet ( just add it to the ledger). equally specially crafted goods such as jewels can be sold to nobles etc. which gives bonuses for the lord, and gold for the merchant for instance through triggered events.

Simply make a simple trade system that reacts to how stable a realm is. after all nothing is more profitable than a war! (at least for the merchants)
Sounds kinda complicated. I think I would want something more abstracted first, then let Paradox flesh it out as they go along. To me at least that seems to be the affordable way to go about this issue.
 

noobermenschen

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Has a tentative timeline been put out for the new DLC/patch 1.09? I've noticed a change in mechanics can often F- up one's campaign strategy so would like to plan my next new game around the release date.
 

Jeltz

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Has a tentative timeline been put out for the new DLC/patch 1.09? I've noticed a change in mechanics can often F- up one's campaign strategy so would like to plan my next new game around the release date.

They have said that it will be rleased some time around the new year, so I would guess mid January.
 

Aardvark Bellay

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Has a tentative timeline been put out for the new DLC/patch 1.09? I've noticed a change in mechanics can often F- up one's campaign strategy so would like to plan my next new game around the release date.

Just make a second copy of the game that wont be autoupdated by Steam. I assume you have Steam as its no big deal at all with the Gamersgate version. ;)
 

elvain

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You would need to add in the entire concept of goods. Rather than being abstracted as a simple cash value of your holding's production, you would have to go through and for each county (or worse barony) assign a good and a production quantity. Then you would have to introduce some sort of mechanic to represent demand in different places, and model the extremely limited ability to ship goods for most of the timeline, and incorporate technology changes. By the time you're done, you've basically built a new game from scratch.

Much simpler to treat trade as an abstraction, especially since it was not as important in the CK era as it would be in the EU or Vicky eras.
I think it would be enough to have trade goods per county, not barony..
The game itself lacks economy at all, so adding complex trade would mean to completely rework the entire game... that's absolutely right.

On the other hand, I think it would have to be more about goods than about too abstract cash mashine. Trade in the CK2 period was very dynamic and changing trade routes deeply influenced fates of various dynasties pf slightly pre-CK2 era, i.e. early Premyslids or Aghlabids or Fatimids.. not speaking about the merchant republics, subject of this DLC
 

noobermenschen

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Just make a second copy of the game that wont be autoupdated by Steam. I assume you have Steam as its no big deal at all with the Gamersgate version. ;)
I do have Steam - How would I go about making a copy that won't be auto updated, and can I update said copy manually or just delete and recopy for each campaign?