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Author Topic: Crusader Kings 2 is released.  (Read 2112870 times)

Leatra

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Re: Crusader Kings 2 is released.
« Reply #585 on: March 09, 2012, 08:54:28 am »

When does the game end? I was thinking about starting a game around the year 1300 but I don't want it to end quickly.
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scriver

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Re: Crusader Kings 2 is released.
« Reply #586 on: March 09, 2012, 09:09:05 am »

1452, if I remember correctly. Fall of Byzantinum in real life history, in case anyone is wondering why they choose that year in particular.

It can easily be changed to be longer if you want to keep playing though, I believe.
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Mini

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Re: Crusader Kings 2 is released.
« Reply #587 on: March 09, 2012, 02:21:35 pm »

It can easily be changed to be longer if you want to keep playing though, I believe.
Yep, in common/defines.txt changing end_date to whatever year after the default one should work. You should probably put that in a mod, so you can still play multiplayer/revert back to the old file if you want/not have it screwed up when a patch changing it (like 1.04 likely will).
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mainiac

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Re: Crusader Kings 2 is released.
« Reply #588 on: March 09, 2012, 04:34:27 pm »

So tempted to get sucked back in by this patch.  Sooooo tempted.
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Grakelin

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Re: Crusader Kings 2 is released.
« Reply #589 on: March 09, 2012, 05:54:58 pm »

1452, if I remember correctly. Fall of Byzantinum in real life history, in case anyone is wondering why they choose that year in particular.

It can easily be changed to be longer if you want to keep playing though, I believe.

Also, the year Richard III was born.

Coincidence?

/RichardIIIkilledthemiddleages
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Lord Dullard

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Re: Crusader Kings 2 is released.
« Reply #590 on: March 09, 2012, 06:02:55 pm »

So, patch .04 is about to come out today, or so I heard, and according to this list of contents one of the changes is this:

Quote
- Religion groups are now marked playable in the religion file (no more hard coded rule)

So rejoice, all people who wanted that, now it looks like modders will be able to make pagan and Muslim mods without having to resort to work-arounds.

Other (hopefully) great thing:

Quote
- AI: Improved marriage acceptance. Smarter about "Desires Better Alliance". Values prestige gain or loss higher.

Oh jeez, this is fantastic. Especially the 'desires better alliance' fix.
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Rakonas

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Re: Crusader Kings 2 is released.
« Reply #591 on: March 10, 2012, 02:34:18 am »


Quote
- Religion groups are now marked playable in the religion file (no more hard coded rule)

So rejoice, all people who wanted that, now it looks like modders will be able to make pagan and Muslim mods without having to resort to work-arounds.

Initiating rejoicing protocols.
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Untouchable

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Re: Crusader Kings 2 is released.
« Reply #592 on: March 10, 2012, 03:13:31 am »

So is this better than the original CK? Because I enjoy most of Paradox Interactives work except for Sengoku but that's just because I couldn't figure the bastard out.

Ah hell, I'll probably buy it anyways just because Paradox is generally reliable when it comes to their games.

scriver

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Re: Crusader Kings 2 is released.
« Reply #593 on: March 10, 2012, 04:22:30 am »

Much, much better. Though also a lot more complicated in it's layout. Having played the original will probably ease the get-to-know-the-game phase somewhat though.
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NRDL

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Re: Crusader Kings 2 is released.
« Reply #594 on: March 10, 2012, 06:15:17 am »

Just bought the game today, disc version, really cheap.  I'm loving it.

Started as a very minor Iberian noble, just one province, my leader wasn't a particularly able ruler so I didn't expand, I just focused on making money, a few improvements, and preparing my children.

I had 3 children.  The eldest, Mendos I think, had the "quick" trait, which was awesome, not genius, but still, awesome.  He had a twin sister, Maria, who did not have any attributes at the start, but through careful preparation on my part, she got pretty good intrigue and diplomacy.

The third child, the youngest and runt of the litter, had my ruler's name, ironically.  He was born with "weak" trait, and when I tutored him to my court holy man, the third child got really bad traits.  I mean, zero on a few traits, the highest he could get was 5 on learning.

Mendos grew into a brave leader and warrior, with something like 12, or 13 in martial and diplomacy, and 14 in stewardship.  My heir was pretty cool.  I married Maria off, to a soldiery lord somewhere, I don't really care.  I had the third son assassinated, nothing bad happened, went off without a hitch.

When Mendos became ruler, he was already betrothed to an adolescent girl of a good house.  The girl, at the age of 13, already had better stats than Mendos.  Yeah, the girl had genius, diligent, and a lot of other awesome traits.  So, despite not getting prestige, I married Mendos off to her.  I needed her DNA in my gene pool.

I love the family aspect of this game.  However, on to other things.  I want to see how many men the emir of a neighboring Islamic country can raise, but I don't know how.  I can only raise about 300 men ( at best ) and my vassal(s) about a hundred.  I could save money for mercenaries, but if the enemy outnumbers me too much, I'll have to decide what to do.




Tl;dr I love the family aspect of this game, it's just generally awesome, and I wanna find out how to check the enemies' troop numbers.  And anything else related to military, really. 
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Mini

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Re: Crusader Kings 2 is released.
« Reply #595 on: March 10, 2012, 07:48:24 am »

I want to see how many men the emir of a neighboring Islamic country can raise, but I don't know how.
You have to guess from how many troops are in the baronies in their land. They follow the same rules as you, being able to raise all of the levy from their own baronies and the rest being based on the laws and how much their vassals like them. Also note that the muslims get really good tech at the start of the game, and I believe they also start with a bunch of buildings too. So it's quite likely you won't be able to defeat them without quite a few mercenaries. If you can survive until the holy orders get established, they cost piety to hire instead of money, as well as costing a lot less in upkeep for their size than normal mercenaries, and if you're being attacked by non-christians their upkeep is free. But you have to survive for 100 years or so first. If you started within a province or two of the muslims you're probably going to lose, unless one of the kings in Iberia inherits a few of the others' kingdoms.
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Zangi

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Re: Crusader Kings 2 is released.
« Reply #596 on: March 10, 2012, 01:00:09 pm »

It can easily be changed to be longer if you want to keep playing though, I believe.
Yep, in common/defines.txt changing end_date to whatever year after the default one should work. You should probably put that in a mod, so you can still play multiplayer/revert back to the old file if you want/not have it screwed up when a patch changing it (like 1.04 likely will).
Might want to change common/disease.txt too... there is a time period setting for diseases happening... that is if you want em to....
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NRDL

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Re: Crusader Kings 2 is released.
« Reply #597 on: March 11, 2012, 12:59:41 am »

Well, attacked the Emir after they lost a war, figured it would be a good time.  I hired mercenaries, which bolstered my 300 or so army to about 2000.  I had very minor initial success, eventually, I just kept losing.  So I resigned. 

It's pretty darn difficult expanding as a one province count in the Iberian peninsula. 
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Glowcat

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Re: Crusader Kings 2 is released.
« Reply #598 on: March 11, 2012, 03:06:37 am »

Once you smash their army there's not much difficulty. Wait for the siege's to go through and they won't even be able to hire troops. The only thing you need to really worry about is another Muslim faction declaring a Defensive Holy War.
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NRDL

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Re: Crusader Kings 2 is released.
« Reply #599 on: March 11, 2012, 03:23:28 am »

Well, first time player, so I didn't really know that much of what I was doing.  I actually assaulted a castle once, during a siege, big mistake, never attempted that again, when is it viable?  I quit the game, but any tips on warfare would be useful for future playthroughs. 
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