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Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
:siren:Holy Fury is about to be released!:siren:





Crusader Kings 2 is a grand strategy game set in Europe, North Africa, the Middle East and South Asia from 1066 to 1453. You take the role of a noble dynasty and lead them through plagues, war, and intrigue to power and fortune.



If you enjoy burning heretics, crushing the peasantry, and murdering your children, CK2 is the game for you!



Almost every ruler in the game is playable, from Count Loser of Nowhereville to the Holy Roman Emperor. At release (and therefore, without DLC) only Christian Nobles were playable as they were the only ones with actual game mechanics, other groups acting mostly as AI filler, but the ability to play as other groups (Pagans, Muslims, Republics, Nomads) has been added through DLC as the features to make them interesting were developed. There are a number of start dates bookmarked at various significant events in medieval history but you can start from literally any day between 1066 and 1453 that you want, with two additional start dates, 769 and 867 being available through DLC. Once you have your character and your start date, you are dropped into the game and are now up against hundreds of other dynasties that all want what you want: power. You will need to manage scheming vassals, foreign invasions, religion, marriages, and the inevitable disappointing glutton your heir will be. There is no way to “win” CK2. The only goals that exist are the ones the player makes for themselves. You can choose to reform the Roman Empire and reunite Christendom or just putter away in Iceland. Whatever you want to do in medieval Europe, you can do.



This is what battles look like in CK2:



It usually comes down to whoever has more soldiers. Commander choices, troop composition and terrain effects can have a strong effect on the outcome of battles, but all of these factors are not always easy to influence. War is not the point of CK2, its the result of diplomacy and intrigue. Unlike games like Civilization, where the greatest threat is from other players, the greatest threat in CK2 is frequently from internal forces tearing your realm apart through title claims and plots and rebellion. You can absolutely declare war on people and its one of the fastest and easiest ways to expand your land, but its significantly more satisfying to assassinate your brother before he pops out a kid so all of his lands fall to you.



You can kill your wife when the Pope refuses to grant you a divorce. You can murder your firstborn son because he's awful while his brother is amazing. You can forge vast empires. You can convince dukes to rebel against their liege and then conquer them while they're rebelling. You can win tournaments, throw feasts, imprison that jerk who was plotting to kill you, get conquered by Mongols, get conquered by Aztecs, you can throw babies into sinkholes, you can have sex with and impregnate your own daughter because this game gets a little hosed up some times. There are hundreds of special events that play off your character stats and traits to produce some incredibly awesome and/or hilarious stories.





Have sitcom-style comical misunderstandings with your psychotic parents!




Rulers can get nicknames. They get a little dumb sometimes.



Sleep with your sister.




You can die from having sex in this game.



From escalator dropdown's LP of the Game of Thrones mod. Break canon.



From the CK2+ mod. Get laughed at.



This will not last.



Yes, but its buggy and kind of weird and not really the focus. Some goons set games up on occasion.



:siren:TRY OUT THE CK2 WIKI!:siren: There are a ton of useful pages, detailing when you can use which casus belli, why you can or cannot revoke a vassal's title, how inheritance systems work, when holy orders are unlocked, etc. Also gives a good overview over the various DLC if you want to find out more about them.


You should also try the Tutorial LPs, a thread full of instructional LPs on how to handle various aspects of the game. Some of the mechanics of the game have changed in the last few espansions, however, so not everything in the thread is fully up to date.

Kersch did an excellent LP. Its a bit outdated now, but will still get you up to speed on the basics.

Thanqol also did a LP. While not instructive, it gives you an idea of the crazy-hilarious stories this game can produce.


:siren:Update 11/22/2018:siren:

Here are three newer LPs, One showcasing the Winter King mod (pre-Holy Fury), which lets you start in 476 AD, another one is showing off the new Shattered World feature, while the last one is a Shia Muslim focused LP, also pre-Holy Fury.


To better understand how inheritance and succession works, read this big-rear end wall of text: Click.


The previous thread is here.

Torrannor fucked around with this message at 13:18 on Nov 24, 2018

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Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE


There are a ton of DLC, both cosmetic ones and those that change the gameplay.


Strongly recommended DLCs, buy these!

-The Old Gods: Unlocks pagans and Zoroastrians, which is the largest expansion of playable characters with different play styles of any DLC. Gives you the 867 start date, which is one of the two best start dates (the other is the default 1066 start date). If you like CK2 at all, you should get it. But it's worth noting that both pagans and Zoroastrians can be difficult. Norse pagans (vikings) are actually among the most powerful characters you can play, but the start can be a bit tricky. It's easy for an experienced player to deal with it and then steamroll everything else, but it's not recommended for new players. Do a Catholic start first. But this is still the best DLC to date, giving you the most bang for your buck while also unlocking really fun characters. It's a joy to burn down half of Italy as a viking. Get this if you have fun with CK2.

-Way of Life: Unlocks choosing a character's focus, enormously expanding peacetime gameplay. You can use the war focus to improve your martial capabilities and duel chars you don't like, choose the business focus to build a big tower or open a trade route, have parties with other characters with the carousing focus, gently caress half of Europe with the seduction focus (and so produce a lot of bastards that you can legitimize if needed, or get a rival's wife on your side so she helps you poisoning him), etc. This is the second best DLC, it really helps with immersion and also gives you more stuff to do between wars. This is perfect even for people just starting to play CK2, it simply makes the game that much better.

-Conclave: This DLC has comparatively bad reviews, but mainly due to the features introduced to the base game by the free patch released alongside Conclave. There are game rules now to turn off those features, but they have nothing to do with the DLC itself. Conclave is really good. It overhauls realm laws and the council, introduces favors and changes the education system. This massively improves the vassal management experience. It empowers the stronger vassals against their lieges, but at the same time gives those rulers more tools to manage their vassals. This is great both when playing the top liege or playing as a vassal. It makes managing the realm much more involved. This is not strictly recommended for new players, due to the increased complexity. But once you have a basic idea how CK2 works, this is absolutely recommended.

-Holy Fury: The presumably last CK2 DLC is among the best Paradox ever released. Introduces the massively popular shattered world and random world features, where you can either shatter the various countries into their constituent duchies or even counties, while leaving culture and religion alone. Or you can fully randomize the world, with made up cultures and religions on top. Massively increases the already great replay value of the game. It introduces warrior lodges, a new kind of society for pagans, focused on warmongering and dueling. Makes hellenic pagans playable and updates them to be in line with the other pagan faiths. Gives access to bloodlines, both in form of the legendary bloodlines of Charlemagne, Saladin, Attila or Ragnarr Lodbrok, to the ability to earn a bloodline through legendary deeds, or (once per dynasty) founding a bloodline through a special ambition. Introduces sainthood for Christian characters, unlocks special crusades (like the Fourth Crusade against the Byzantines, the Northern Crusades against the Baltic pagans or the Children's Crusade), gives players a special decision to start the Iberian Reconquista, introduces coronations for Catholics. There's also an absolutely massive pagan reformation overhaul, where players can customize the religion upon reformation. This DLC is a must have for every CK2 player, it's that good.


Good DLCs, recommended for every CK2 fan:

-Sons of Abraham: Unlocks playing Jews. Allows non-Jews to borrow money from Jewish moneylenders. Introduces the College of Cardinals for Catholics. Gives Sunni Muslims the choice between two schools of thoughts. Overhauls holy orders. This is a good all purpose DLC. Playable Jews are a bit of a niche. There are not that many around, and they all have pretty difficult starts. Allows you to recreate Israel, build the Third Temple and restore the High Priesthood. Allows all Christian and Muslim rulers to borrow money from the Jews (provided you didn't expel them), which can be really helpful. Introduces the Mu'atelite and Ashari schools of thought to Sunni Muslims, which is a pretty meaningful choice that can introduce a lot of conflict in your realm. It also gives every faith at least one holy order, and makes them more interactive. This DLC is mainly for the Abrahamic faiths, but other religions also profit.

-Legacy of Rome: Introduces retinues, overhauls Orthodox Christianity, allows you to mend the Great Schism, gives you the option to restore the Roman Empire as the Byzantine emperor. Retinues are a ruler's personal standing armies. You are no longer fully dependent on your levies and mercenaries, but can instead invest gold to form a (usually) small core of elite troops for your armies, enhancing your fighting power. Very useful, this alone makes it worth to buy this DLC. Also mainly deals with the Byzantines. Introduces the Pentarchy to Orthodox Christianity. If you can conquer all five seats of the Pentarchs (Constantinople, Rome, Jerusalem, Alexandria, Antioch), you can mend the Great Schism, making Catholicism a heresy of the Orthodox faith. Furthermore, if you control key parts of the old Roman Empire (mostly Greece, Italy, Syria, Israel, Egypt and Tunisia), you can restore it. Giving you casus belli on nearly all territory ever held by Rome, and also giving you a unique, powerful trait. Restoring the empire is a clear goal to work towards, and can be a lot of fun. Every CK2 player should do this at least once, and this will be even more interesting with Holy Fury.

-Monks and Mysitcs: Introduces societies and unlocks artifacts and relics. There are secret societies like the satanists and the Assassins/Hashashin, as well as non-secret societies like the monastic orders (the Benedictine Order for ewxample) and the Hermetic Society. Satanists go more into fantasy territory with devil worship and supernatural events. The Assassins are a Shia secret society, which is a great addition for playing Muslims, since Sunnites dominate strongly in nearly all start dates. This gives you some useful tools to level the playing field a bit. This DLC also gives you the ability to falsely convert to another religion, practicing your original faith in secret, and maybe even laying the groundwork to overthrow your infidel liege. The non-secret societies give you more things to do during peacetime again. The Hermetics are focused on learning and making cool discoveries, while the monastic orders tend to make your characters more virtuous. There are also artifacts and relics that you can acquire, which five your chars permanent bonuses and can be inherited, All of these things are very solid and fun additions to the game.

-Jade Dragon: Adds China as a powerful off-map state, unlocks tributary states and new casus belli. Unlocks the Silk Road if you don't already have Horse Lords. China is a pretty big deal if you play in the eastern part of the map (basically most places east of Constantinople). There are a ton of ways to interact with China, including kowtowing to the emperor, asking for one of his daughters as a wife, or convincing him to bring the might of the Celestial Empire to bear on one of your enemies. This also overhauls the Silk Road (see Horse Lords below) and introduces tributary states and introduces some new casus belli to make conquering easier. This DLC is not that good for all those who only play in Nothern or Western Europe, but is very good for everybody else.

-The Reaper's Due: Overhauls the disease and epidemic mechanics. Introduces court physicians, symptom traits that you physician has to analyze to find out your illness, special traits for various maimings (one-handed, disfigured, et.). Allows you to build hospitals. Contains the immortality event chain, which can make your character immune to old age. Introduces the prosperity system, which can unlock additional holding slots for your provinces. Overall, this DLC adds something for everybody, no matter which character you play as.


Faction unlock DLCs, mainly buy this for when you want to play as new characters

-Sword of Islam: Unlocks Muslims. Is pretty good. Focuses a lot on dynasty management, since the unique decadence mechanic can be very painful if you can't stop your relatives from going decadent. The Middle East is also the pretty clear center of the map, giving you plenty of options. Expand into the Byzantine lands? Conquer all of Africa? Tangle with the steppe nomads in the north? Invade India? It's your choice.

-The Republic: Unlock merchant republics. A very unique form of government. Places far less emphasis on ruling big tracts of lands. Instead the focus is on building a giant trade post network, making you obscenely rich. There are also the other four patrician families with whom you fight over trade posts and the position of doge (ruler) of the merchant republic. This really different from the feudal users you usually play. You should buy Legacy of Rome also if you play merchant republics, since trade posts give you unique retinue bonuses. While a feudal ruler usually only augments his levies with retinues, in merchant republics retinues are the majority of your troops. Merchant republics are definitely balanced around retinues, so it's not recommended to buy The Republic without Legacy of Rome.

-Rajas of India: Unlocks the Dharmic religions, Hinduism, Buddhism and Jainism. India can be pretty isolated from the rest of the CK2 world, since the Indians are usually strong enough to stop the Abbasid Caliphate from expanding too much into India, but not strong enough to actually expand into the Middle East. On the other hand, nobody interacts as much with China as the Indians. Gives you the clear goal to unite India and form the Empire of India. Can be pretty relaxing after playing in the European/Middle Eastern thunderdome of crusades and jihads.

-Horse Lords: Unlock nomads and the Silk Road. Nomads are pretty fun, mostly for the world conquest aspect. You have one main nomad holding that you can move around, but no other lands to really manage. You just ride around the world, raiding, looting and burning down holdings. Can end up with absurdly huge cavalry hordes that can conquer the whole world. Introduces the Silk Road, which connects China with Egypt, Syria and the Black Sea. A way to get a bit of the trade route experience that merchant republics get, and make mad cash. If those stupid nomads are not once again raiding the Silk Road. Also gives you the ability to form the Mongol Empire.


Average DLCs. Your mileage may vary, buy these DLCs if you know the game well and if you are interested in the features you get with them:

-Sunset Invasion: Unlocks the Aztec faith and introduces Aztec invasions. One thing that might no be obvious from the start is that basically every ruler in Eastern Europe, the Middle East and India will sooner or later have to deal with the Mongols. They can be pretty powerful, and really shake up the corner of the world they invade. This DLC introduces an alt-history Aztec invasion from the Atlantic, to give those safe regions in Western Europe and Africa a similar experience. Personally, I think it's fun, but if you don't like dealing with such invasions, then this DLC is superfluous. This DLC made some humorless history nerds on the Paradox forum lose their ability to feel human, so for me it was worth it to buy this DLC just for that ;)

-Charlemagne: Unlocks the 769 start date, as well as Zunist pagans if you have Old Gods. The 769 start date is not that great. You have mega-Abbasids that will likely dominate the whole Middle East, North Africa and maybe even most of Spain. You have a huge Tibetan Empire, that more often than not either becomes a Chinese tributary or gets outright conquered by China's Western Protectorate, making playing as Indians potentially pretty unfun. And you have Charlemagne himself, as well as his brother Carloman, who both rule big realms at the start. Playing as them, there are special events that can allow you to create the Holy Roman Empire. But overall, the 867 and 1066 start dates are much more balanced and usually more fun. Buy this if you like the features of this DLC, but it is easily skippable.


As for the cosmetic DLC, the portrait packs greatly improve immersion. Those make the characters more distinctive, which really helps when you get mad at a dude for imprisoning and then castrating your genius heir. The DLCs providing different models for your troops and your councilors are of lesser worth, since combat is far less important than the character interactions, and not very pretty in any case. And you usually just park your councilor in a certain province and then don't bother again until they've fulfilled their mission, or die. But your mileage may vary, obviously.

There are also music DLCs. CK2 in-game music is pretty good, so these might be worth it to buy if you listen to that.



MODS!

Crusader Kings 2 is incredibly fun without mods.But there are still a ton of good game modifications out there. Those range from pretty simple like adding certain artifacts to the game, or creating Muslim "monastic" societies, to truly massive overhauls. Most of these are available via the Steam Workshop, or by registering an account on The Paradox Interactive Forums and registering your game to get access to the mod forums. Here are some of the most popular mods:

Base Game Overhauls:

-CK2+ was originally developed by our very own Wiz (Martin Anward), who now works for Paradox and is now even the game director - design of Stellaris, doing stellar (ha!) work there. After the Old Gods, it was taken over by a new team, and has expanded significantly from a few small but significant systems bolted on to the main vanilla experience into the typical "shitton of changes of widely varying quality" megamod that each Paradox game gets eventually. Here's the devs pitch:

quote:

As the name implies, CK2+ exists to give you more—more content, more choices, more fun. The goal is to offer a deeper and more challenging CK2 experience without straying too far from the original game mechanics or adding overly deterministic events. The purpose of this mod is not historical accuracy (although we try to preserve it whenever it’s not detrimental to gameplay), but rather to enrich the medieval sandbox that CK2 offers.

In short, there's a billion new things, most of the stuff that made CK2+ the great mod it was pre-Old Gods is still in there, but subsequent changes are not to everyone's taste. But if you've played previous Paradox games and liked megamods like Victoria's Pop Demand Mod or Europa Universalis 3's Magna Mundi, that's basically what you're getting now.

-Historical Immersion Project is the other big project, being not a single mod in itself but a collaborative effort between a few modders to keep their mods cross-compatible with one another and available as a single modpack if desired. It consists of: Vanilla Immersion, Events, and Traits (VIET), a large event package to make the game livelier; Project Balance, which has similar goals to the original CK2+ mod of making small but significant changes to the game to improve it, such as reworking technology spread and reducing the speed at which the major inter-faith conflicts (Iberia, Byzantium, Jerusalem) get resolved in the game; Somewhat More Historical (SWMH), a modified map for the game; New Borders, Rivers, and Terrain+ (NBRT+), ARKOpack, and Cultures and Portraits Revamped (CPR), which together overhaul pretty much everything graphical in the game; and Extended Mechanics and Flavour (EMF), only available through the HIP modpack, which appears to exist mostly to keep the usual "modder decides to put massive dilapidated oblivion gates in their unrelated mod about removing zone transitions" poo poo to a minimum by requiring that stuff goes into EMF and gets clearance from the other HIP modders.


Alternative Scenarios - Old World

There are two major alternative scenarios covering the same area as the base game available, both ridiculous in their own way:

-Lux Invicta is an alternative history scenario which covers the same time period as CK2, but works from the premise that a monotheistic solar religion outcompeted Christianity to become the state religion of the Roman Empire. Consequently no religion ever entirely gained the authority and power to forcibly convert everyone else, creating a world in which every possible religion, and every syncretic fusion of those religions still exists. Open up Lux Invicta and look at the religion map and you get positively assaulted by an incoherent mess of faiths. It is designed around small realms, with cultural and religious conversion being difficult, therefore making expansion a challenge as you inevitably end up ruling large areas where your faith is not popular and your language not spoken. The religions are themselves ridiculously complex, with every single one being unique in its combination of traits.

-When the World Stopped Making Sense is a mod covering the migrational period as the Western Roman Empire collapsed and new kingdoms rose in its place. It is still in its early stages, but it is playable and has most of the features you'd expect of a map mod with some additional provinces and new realms to play as. As for being ridiculous, of particular note is the realm of the Garamantes, a tribal oasis-dwelling confederation in the northern Sahara whom the modmakers are entirely too enamoured with and have seen fit to grant a province for every single oasis in the Sahara and more troops than the entire Eastern Roman Empire.

Alternative Scenarios - Other Places, Fiction

-Game of Thrones. If you've heard of any CK2 mod before getting the game, you've heard of this It adds tons of new events, traits, and options to fit with the GoT universe. The latest bookmarked start date, A Feast For Crows, has some spoilers so maybe you could just read a goddamn book watch the show but completely avoidable and the rest of the scenarios are quite fun.

-Elder Kings is an overhaul for the game much like Game of Thrones is, but as the name suggests, this time the setting is Tamriel, the world of the Elder Scrolls games. Be a lusty argonian maid, or the real Barenziah, cast spells, steal souls, become immortal!

-Fantasy mods in general are unsurprisingly very popular for a game mostly set int he European Middle Ages. In addition to those two mods above, there are also Geheimnisnacht, a mod set in the Warhammer Fantasy world, Thedas Kings, taking place in the Dragon Age setting, Avatar: The Four Nations, The Witcher Kings or the upcoming Warcraft: Guardians of Azeroth mod. Just keep browsing the Steam Workshop or the Paradox forum, if it's a popula fantasy setting, there likely is a CK2 overhaul mod somewhere.

-After the End was started by our own Ofaloaf, who now was recently also hired to work for Paradox. It takes place in a post-apocalyptic Americas, giving you the option to play boring Catholics or cool Americanists, who revere the Founders, followers of Voodoo, Caribbean pirates, etc. Complete with the Brits invading from the East! It's still a work in progress, but it's mostly missing some parts of South America. It's very fun and richly detailed, with a ton of cool events.

Torrannor fucked around with this message at 09:49 on Nov 23, 2019

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

big dyke energy posted:

Should we maybe have a list of the DLC with a little summary of them? I remember when I started reading the other thread I was kind of frustrated there wasn't an easy to find comprehensive list of the DLC available and the opinions on them.
I mean, I'll do a little list with some summaries but I haven't been playing as long as some of you so I don't know as much:

The Reaper's Due - Prosperity system, more interesting diseases and epidemics for flavor and roleplaying, The Plague
Conclave - More vassal and council mechanics and management, favors, improved education
Legacy of Rome - Factions, revolts, retinues and a lot of Byzantine flavor & roleplaying stuff
Sunset Invasion - Aztec invasion, pretty much it
The Old Gods - Earlier start date, play pagans (Germanic, Zoroastrians, Slavics, etc), more flavor for rebel events, adventurers
Sons of Abraham - Tons of religious flavor stuff (and allows you to play a Jewish ruler) for Jews, Christians and Muslims
Charlemagne - Another earlier start date, special story if you play as ol' Chuck, plus new cultures
Way of Life - Enables character focus, basically the biggest roleplaying expansion they've introduced, tons of new interactions and events
Monks & Mystics - Secret socities, satanists, artifacts, another huge roleplaying expansion
Jade Dragon - Interactions with China (off the map), new CBs
Sword of Islam - Enables playing Muslim rulers
Rajas of India - Enables playing Buddist, Jain and Hindu rulers, also you can play in India
Horse Lords - Nomads, new cultures
The Republic - Republics!! That's it

After buying a ton of expacs, I probably wouldn't like to play without at least Monks, Way of Life, and Reaper's Due. (for me) they add the most flavor and roleplaying and I get a lot out of them. I don't have Conclave yet, but it's another one that adds a lot of complexity and makes the game more challenging and dynamic. I also like Old Gods and Charlemagne for the start dates, and Jade Dragon has a TON of fun stuff to play with (especially if you just say gently caress it and unrestrict Chinese interactions, or just like the eastern part of the map more).
I'm not gonna say anything about Holy Fury yet since we all know about it and we know it has about a hundred features.


I reserved an extra post just to write about DLCs (and mods), since people so often ask about them. I just updated it, take a look. It just took a bit of time to write all this. I will also add to the list of LPs in the OP, and would really appreciate somebody writing a summary of the good CK2 mods so I can add that as well.


IAmThatIs posted:

Have y'all seen the animal cultures easter egg?

GOTY 2018

You did not click on the very first link in the OP, otherwise you would know that we've seen the easter egg :colbert:

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Galaga Galaxian posted:

To the wretched Original Poster, you are a tyrant and a vile tadpole!
We will no longer stand idly by as you consign good DLC to the bottom
of the barrel. The time has come for you to give The Reaper's Due more
credit! Submit to this demand peacefully or face the consequences! Rest
assured that I have gathered others who are equally upset...


I guess I have no choice...


Edit: I would still appreciate help with the mods section. I'm currently browsing the workshop, but a lot of them don't look significant enough to merit inclusion in the OP. I'll start with adding the usual suspects (Game of Thrones, CK2+) from the previous OP, let me know if I'm missing anything big.

It doesn't help that I still don't have a Paradox forum account.

Edit2: Is the Game of Thrones mod even on the workshop??

Torrannor fucked around with this message at 12:34 on Nov 12, 2018

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Rumda posted:

Maybe but reapers due in good dlcs rather than faction unlock

gently caress :eng99:

Maintaining an OP is harder than I thought!

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
Updated the OP with mods, please tell me if I did anything wrong.

I've long wanted to play Thedas Kings, does anybody have any experiences with the Dragon Age mod? Of course, the immediate future belongs to the new cool things you can do in Holy Fury, but I wouldn't mind trying something else. I had a lot of fun with Elder Kings the last time I played that.

Edit: We also need a new picture of the physical map once Holy Fury releases. The current picture is from a time before they added Mali to the game :(

Torrannor fucked around with this message at 13:18 on Nov 12, 2018

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Charlz Guybon posted:

The HRE marches on



Get your heir a claim on the Byzantine Empire and then conquer it once your current ruler dies.

Also, it seems the Mongols have stopped expanding for now. Lucky you!

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

baw posted:

I just discovered the Elder Scrolls total conversion mod and it looks pretty good but I'm still gonna wait to cause some Honky Fury with an Africa run tomorrow

One of the achievements is to have one of your provinces under the influence of a successful Rain Dance. I'm most likely starting in Africa, too. I'm really itching to revive Hellenism, but reforming the Roman Empire usually takes quite a bit of time, and with the map changes in Africa, I think it will be a lot quicker to reform African paganism and check out all the cool new features that Holy Fury gives them.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

jfood posted:

aren't the african holy sites terrible though? if you want a relatively quick path to reformation, I think romuva might be the best choice. riga is an awesome primary duchy too.

They were terrible. No longer!



Only one holy site is in core Muslim territory, the rest are easily accessible for African pagans.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

This is super cool, thanks a lot for linking it. I've only read the beginning so far. The Warrior Lodges are amazing, you get a lot of custom decisions with them. And there are also unique powers for each faith, it's fantastic. Read this!

Edit1: The chances of your character being beatified and later sanctified are unsurprisingly tied to the number of vices they had (has to die with zero vices) and the number of virtues they had (the more the better). This is a boost to monastic orders, since they unlock events that make it more likely to lose vices and gain virtues.

Edit2: There are 15 historical bloodlines at the Charlemagne start, including Charles Martel, Sasan Sassanid and Maharaja Gopala. Later starts have more such bloodlines, like the descendants of Genghis Khan, William Wallace and Saladin.

Edit3: There's a detailed list of the reformation doctrines. Thing that most sticks out is that if you choose "peaceful" as your faith' nature, AI rulers will not convert provinces unless they are zealous.

Torrannor fucked around with this message at 13:34 on Nov 13, 2018

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

jfood posted:



look at that little bad rear end muthafucka

just look at him!

"I always believed in him!" :D

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Disillusionist posted:

How do you actually install the DLC? I bought HF this morning and tried to install it before work, but I had no luck.

HF shows up on the DLC list in the Steam app saying "Not Installed," but when I fire up the game HF doesn't show up on the DLC list in the launcher. I tried checking and unchecking the box on Steam a few times before I had to give up.

The DLC is hasn't been released yet. Wait another three hours from the time of this post.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
Hedgehogs are the best!

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
Can't play it until tomorrow :cry:

Have fun, folks!

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

ninjahedgehog posted:

Yeah they're definitely more work, but they're way more fun to read. We appreciate the effort. :)

Can't play until I get home from work, but apparently there's an event that's the exact opposite of Devilspawn called Blessed Child? Apparently it goes to second sons who don't stand to inherit anything, and gives them insane personal combat stats and a invasion CB that they can pass on through bloodlines. Has anyone seen this yet?

Nope, but I noticed that there's a game rule for disabling this.

Torrannor
Apr 27, 2013

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Annath posted:

I had an issue where despite my faith being strictly cognatic, I couldn't appoint a female Chaplain.

I could appoint women to any of the other positions, including Marshall, but not Chaplain for some reason.

Literally only like 4 guys were available to pick from at all.

Chaplains must have a priest education, are you sure there are women with that education in your court at all? ("invite holy man to court" probably needs an adjustment)


Galaga Galaxian posted:

I guess I forget how inheritance stuff works.



Why does my second son get two complete duchies while my first son gets the King title and only a single duchy? Is it because the King title is considered "Better"?

That is a recipe for a messy transition of power.

That's pretty much it.Your firstborn will get the kingdom and the capital duchy, your second son two duchies as compensation. I would give at least one of those duchies to an unrelated courtier/count, so prevent your younger son from becoming too powerful.

Torrannor
Apr 27, 2013

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Midnight Voyager posted:



My hammer's better than yours. Yours may be a bear, but mine's goddamn Mjolnir.

Why does this bloodline provide a Taoist opinion bonus? I've been wondering about this for a while.

ShootaBoy posted:

Is there a way to search for bloodlines? Other than just clicking on every character to see if they have one.

There is! It's the last page of the ledger, you can click through a list of all bloodlines, even those that died out.

Torrannor
Apr 27, 2013

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^^edit: All pagans get them.

edit2: What's up with your pooping hamster avatar?

Eldership succession really does have it's downsides, but the upside is just huge. No frantic rushing to get an empire title in order hold everything together after elective gavelkind splits your titles. No worry that you will lose your top title to someone not of your dynasty. It's honestly great, and it's actually a tough decision whether to give that honorary title to a powerful vassal or an unhappy elder.

Torrannor fucked around with this message at 15:57 on Nov 14, 2018

Torrannor
Apr 27, 2013

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Azhais posted:

Eldership is like a massively worse version of Tanistry, how exciting!

That's not true. If you keep your elders happy, they will vote for whoever you choose, even your firstborn genius son. If they don't like you, they will vote for who they consider the worst heir. Tanistry is less extreme. They will never vote for your children (unless they're the only family members), but they don't go out of their way to elect a shithead, either.

Torrannor
Apr 27, 2013

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Demiurge4 posted:

So I started on the charlamagne bookmark and I was pretty sad that none of the Norse rulers have a bloodline. But it turns out as the petty king of Sweden, my firstborn son got the hero bloodline anyway when he turned 14 and got a free brawny trait. Kid is 19 and is already a better dueller than his dad just off his base stats. When he inherits Mjolnir poo poo is going to get crazy.

The kid of the Swedish king is Ragnar Lodbrok himself, whose descendants in the Old Gods start date do have a legendary bloodline - Ragnar's bloodline. He always gets the brawny trait through an event in childhood, and I guess he automatically founds his bloodline in Holy Fury now.


Dr. Video Games 0031 posted:

I want to reform Norse, and I have all the requirements to do so fulfilled except moral authority (47 currently). What can I do to get some aside from conquering the last holy site? I see something about "Great Pillars" but I don't know how to build those. The patch notes mention them briefly, saying they added an intrigue decision to create them, but it's not in my decision list.

Every temple holding of another faith you siege down while raiding gives your religion +1% MA. Sail to Ireland with their weak tribal holdings and just burn down three churches, problem solved.

Torrannor
Apr 27, 2013

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According to the Paradox forums, if you do the "forge bloodline" ambition and go with one of the builder paths (build 10 castles, cities or temples, respectively), you unlock unique building chains for castles, cities or temples. That's really cool.

Edit: If you take Warmongering and Enatic Clans on reformation, you get a special CB to force other realms to empower women :aaa:

Torrannor fucked around with this message at 10:05 on Nov 15, 2018

Torrannor
Apr 27, 2013

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evenworse username posted:

I think depending what start date you pick there may not be bloodlines already in the game. You can take an ambition to create a new one though.

Nope, there are always bloodlines. Charles Martel or Sasan Sassanid died before even the Charlemagne start.

Torrannor
Apr 27, 2013

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big dyke energy posted:

I've had the ai put Theodoric on the French throne before, so it definitely can happen!

Speaking of ai, though, has anyone had the ai reform a religion yet? I've had it happen before holy fury, and right now me and Saxony both have two of the holy sites. If the ai will reform I need to do it like... now, but if not I could wait until the viking age.

In my African game, the Norwegians/a descendant of Harald Fairhair reformed the Norse faith. You can disable the AI reforming on game start, but you probably didn't do it.

African pagans have a cool warrior lodge power. Forging fetishes gives relatively easy access to high tier artifacts.

Torrannor
Apr 27, 2013

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Orcs and Ostriches posted:

What are peoples' thoughts on the new tribal retinues? Sometimes I miss the ability to burst out units quick, but having a thousands strong army just sitting around has been helpful as well. Chews through money, though, and smaller tribal realms seem to put up a much better fight.

Tribal troop counts seem higher overall, probably also due to the cheaper prestige upgrades in tribal holdings. When I started invading Ireland, the king had 12000 troops between him and his vassals.

New tribal retinues are pretty great. Costing prestige/piety is very cool, you can rack up insane prestige generation through the warrior lodges. Also, piety is much less useful after reforming and converting to feudalism, so it's a nice way to do something worthwhile with the piety you acquire later. You should definitely try to have a good number of those retinue before adopting feudalism, since you can't create them afterwards.


By the way, at least for me, CK2 with all gameplay DLC would cost a cool 111 Euro. I don't want to think how much money I've spent on the game, especially since I've bought all those DLC when they came out and were much more expensive. And I've also bought the cosmetic DLC...

Torrannor
Apr 27, 2013

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Galaga Galaxian posted:

One more question, if I use my One-Time Subjugation CB can I still use more subjugation CBs later if I select the "Become King of X" ambition? Cause that first subjugation would get me the 100 prestige I'd need to launch a Border Dispute CB, which costs 100 prestige, and awards 100 prestige if you win, meaning I can potentially just keep chaining Border Disputes. I mean I could just pop the Become King ambition for free subjugations, but I figure another ambition might be more useful starting out (such as raising an heir).

If you use your one-time subjugation CB, you can regain the subjugation CB for rulers in your kingdom through the "become king" ambition. But not the other way around, if you subjugate someone within Norway while having the ambition, you've then used up you one-time CB. So do it your way.

Torrannor
Apr 27, 2013

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Galaga Galaxian posted:

And by 20 gold for raiding a church you mean Christian Churches, right? Not the Norse temples (wouldn't that hurt Moral Authority)?

Temples getting raided only hurts moral authority if the raider has a different faith. So go hog wild and raid those Norse temples!

Edit: At least I think it works that way... Just look up the MA before and after you finish sieging a temple.

Torrannor fucked around with this message at 08:21 on Nov 16, 2018

Torrannor
Apr 27, 2013

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StoryTime posted:

Can somebody help me out here, I'm playing in Norway and we have a problem with the way we select our kings. No, not the usual assassination and warmongering problem. That's a given.

Norway is an Elective Aristocratic Kingdom, which as far as I understand it, should mean that the dukes vote who gets to be the next king when the current one bites it. My understanding could be severely off, I don't know how most of the things in this game function.

However, why in the everflying gently caress does the petty king of Island swim over here to vote for himself every time there's a king election? Who gives him a ballot and why don't the officials shank him on the shore when he comes to vote!? Nobody wants him, all the other electors think that the old fart is 'An encroaching foreign ruler: -500', which is a sentiment I strongly agree with!

Right now the votes are spread across different candidates, and this rotted shark chewing bastard is actually in the lead. If the king dies now, apparently this poo poo gets to moonwalk into the throne zone and spike his butt onto the highest seat in the land! Why!?

I do not understand the relationship between Norway and Island that seems to make this horrible reality possible. The only thing I could think of is repeatedly wage war on Island whenever I can, until it just doesn't exist anymore. The fucker can't vote if he has no land left, right? I can only hope that's the case. But this will take a while since there's a truce between every war, and all this time the rear end of Damocles is hovering over the throne of Norway. HELP!

Yes, Iceland is de jure (which means "by right") part of Norway, and so the duke if Iceland can vote for the next king of Norway. Luckily, since Iceland is de jure part of Norway, you have a caseus belli (i.e. an acceptable reason to wage war) on said duke. Conquer his provinces until Iceland is yours, then revoke his title. Problem solved!

Torrannor
Apr 27, 2013

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TTBF posted:

Is there any way to tell what pagan religions have some of the reforms already baked into them ? I want to make sure I don't waste a slot on something a religion already has.

I actually think nothing sticks, except perhaps concubinage? Zunist have an unique bonus to heavy infantry that they lose under reformation. Defensive pagans lose their home defensive bonuses unless they pick unyielding. African and Romuva pagans lose Eldership succession unless they pick their unique doctrines or Ancestor Worship. I'm not sure you retain anything on reformation unless it's part of your reform doctrines (concubinage excepted I think?).

Torrannor
Apr 27, 2013

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Broken Cog posted:

Are there any unique events, mechanics or societies for some of the more obscure religions, like Hellenism?

Hellenism is actually pretty blessed on the society department. Normally, you either follow a non-pagan faith and get a monastic order and access to the Hermetics (Catholics get two monastic orders, Muslims don't get a monastic order, but can interact more naturally with the Assassins), or you get a warrior lodge as a pagan faith (Zunists and Taoists also get access to the Hermetics). Most faiths also can join the devil worshipers.

But Hellenism actually has a warrior lodge, a monastic order, a satanist cult and access to the Hermetics. It's the only faith that has access to all four types of societies (not counting the Assassins).

Torrannor
Apr 27, 2013

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Dongattack posted:

What could be the reason that i cannot set up merchant republics as a norse ruler that has adopted feudalism and reformed the germanic faith? I'm trying to give the duchy to a city mayor like i always did in the past, but there's no duchies in the list even tho i have it available to give away.

You must give them a county first.

Torrannor
Apr 27, 2013

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cheesetriangles posted:



The best ruler I could ever want and and his heirs are all poo poo.

Divorce your wife, marry a younger one, make more babies.

Torrannor
Apr 27, 2013

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cheesetriangles posted:

Can only Byzantium reform Rome?

Yes. But you need not be Orthodox iirc, Catholics can do it, too.

Torrannor
Apr 27, 2013

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Pewdiepie posted:

I united all of Africa and created the empire level title for Kanem bornu but when I did this the succession laws got all screwed up - the empire title was gavelkind but my original title Mansa of Mali was still tribal elder succession. This meant my feudal emperor title and my tribal king title went to different heirs and I had very little recourse. Is this working as intended? Did I screw up somewhere along the way?

You likely did. As you go from count to duke to king, your highest level title determines the inheritance of all titles. But inheritance between kingdoms and empires are always separate. That doesn't matter if both are set to primogeniture for example, but if they follow different systems, or both are some form of elective (elective, tanistry), this can cause problems. The default inheritance system for newfound empires is usually gavelkind. Unless you've already adopted late feudal administration, then I think it's the system of your main kingdom (meaning if you already have primogeniture, the empire will have that, too).

In your case, you should not have created the empire title unless you were relatively sure that your character would live another ten years. As a pagan tribal, the newly created empire defaults to gavelkind. If your character had lived ten years, he/she could have changed it to eldership succession. Even then, I'm not 100% sure that both titles have the same electors, or if there are different elders deciding succession in both realms. If yes, those could still decide to give your titles to different heirs. If not, then your problems would have been solved.

Torrannor
Apr 27, 2013

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Strudel Man posted:

I mean, if you're immortal you can already avoid death that way just by not commanding troops. This is hardly some massive opportunity that's been opened up.

But you are at constant risk of being killed by some other immortal weirdos, so being in a warrior lodge and presumably having >100 personal combat skill neatly eliminates one of the leading causes of death for immortals.

Torrannor
Apr 27, 2013

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By the way, what's the requirement for "delving into the classics" to rediscover Hellenic paganism? I'm trying a shattered world start, because it's a bit of a let down to refound hellenic after you've already won the game (became Roman Emperor). I'm the doux of Hellas and have the scholarship focus, what am I missing that the decision doesn't pop up for me?

Torrannor
Apr 27, 2013

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TEAM-MATE

Strudel Man posted:

Gotta:

1. Have hellenism on in game rules (duh)
2. Be adult
3. Be christian
4. Not be a heretic.
5. Be Greek/Italian/Roman
6. Lunatic/Possessed/Scholar/Mystic/Scholarship focus
7. Completely control a county with a Hellenic holy site - Atheniai in Hellas should work
8. Not be a theocracy, or already secretly hellenic, or have done it already, or have Hellenic already reformed
9. Capital is either in world_europe_south_italy or world_europe_south_east, which the comment says is "Italy or Greece"

Ah I see, Athenai itself was held by a vassal. Problem solved, thanks!

Torrannor
Apr 27, 2013

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DJ Dizzy posted:

Whats generally seen as the most useful to vassalize, knights templar or hospitaller?

Knights Hospitaller get ships, Knights Templar don't. If you find yourself in need of ships a lot, take the former. If not, you can take the latter for the very slightly higher amount of heavy infantry they get in exchange for not providing ships.

Torrannor
Apr 27, 2013

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TEAM-MATE
What's the best reformed pagan (non-Aztecs) faith for merchant republics, and which reforms are the best? Polygamy for sure, which else?

Torrannor
Apr 27, 2013

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TEAM-MATE

Fat Samurai posted:

Little bit of incest, got it.

Depends. If your most recent common ancestor is your great grandfather, it's basically no incest anymore.

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Torrannor
Apr 27, 2013

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Phi230 posted:

Its great. I keep popping out kids but their oldest siblings died centuries ago

I hate how cluttered my family tab got, having 100 children makes it near impossible to click on any individual character.

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