The date widget arrows in the lobby no longer stay gone after you've looked at your save games
Added a separate set of Muslim feudal (Iqta) laws
Added a separate Muslim invasion CB with longer truce and no taking of all occupied provinces
The success chance for kill plots now increases drastically past 100% Plot Power
MP: Fixed an OOS issue between people with and without SoI. (Unfortunately, this means modders with SoI cannot just script in any number of wives in other religions.)
Fixed a serious but simple error messing up the Spanish localization text
Corrected a load of German text using ';' in the localization, corrupting the text database
Decadence revolter special troops now disband after the war
The game will no longer crash if you have the African Unit Pack DLC but not the Sword of Islam
Exported EMPIRE_CREATION_PIETY_COST to defines
Fixed a bug with 'replace_path' in mods
Empires now cost 400 Piety to create (up from 200)
Fixed a bug that would not actually detract the empire creation Piety cost
Fixed a problem with the event effects 'gain_settlements_under_title' and 'vassalize_or_take_under_title' where rebel or revolter occupied counties would not be taken in the peace
Muslim vassals can no longer declare Holy Wars on rulers of their top liege's religion
Corrected the English regnal numbers to exclude the Saxon Edwards
Fixed a bug where breaking a truce would not actually cost Prestige
Added 'creation_requires_capital' field to landed titles
Added harsher creation conditions for the Latin Empire
Added proper creation conditions for the Caliphates
Fixed a bug with the event effect 'abdicate_to_most_liked_by' that could cause the new ruler of a non-feudal state to become independent when he should not
Character modifiers now correctly recalculated when a timed character modifier expires
No longer possible to revoke the last landed title off a ruler with significant vassals
The chancellor in West African cultures is now called Grand Vizier
The minor title 'title_ruler_consort' no longer has separate localization strings - it's now the other gender version of the spouse's ruler title
Added 'title_female' custom holder title to landed titles
Added separate law message for when muslims pass laws
Added event effect 'disband_event_forces'
Fixed some glitches with betrothals in the Muslim world
Fixed a bug with Heavy Armor tech level 5
Fixed a bug with the Ramadan events firing at once if war was declared
Religion View: The portrait of the religious head should now age correctly
Doubled the opinion penalty for revoking a kingdom
Fixed a bug with the tooltip for usurping emperor tier titles
Fixed some errors in the Welsh character database
Women with 'immortal' flagged traits no longer grow infertile after 45, and the AI knows this
Fixed an issue with 'immortal' marked traits added in the ruler designer or the history
Should no longer be possible to get both the Sayyid and Mirza traits
Fixed two bugs with a dynasty's Coat of Arms changing for no reason
Scripted banned colors for Coats of Arms should now work
Corrected event picture for event 75075
Fixed some events using incorrect form 'only_capable'
Removed some duplicate text entries
Tech focuses can no longer change when you inherit someone's title
Commander traits are now generated for characters created with the 'create_character' effect with a martial trait
The Jizya tax modifier is now shown with an icon on Holdings
Corrected the religion of Muhammad's ancestors
Corrected lots of (harmless) errors in the gui files
Changed the name of the 'Empire of Spain' to 'Empire of Hispania'
Can no longer transfer Duke or King rank vassals to anyone except their de jure liege
Buffed the Christian states of Iberia by giving them more holdings, more initial building upgrades and slightly higher tech
Invasion AI: Fixed some deadlock situations that could occur when armies were loaded on fleets belonging to the wrong agent
Army AI: Fixed a glitch with attrition avoidance when having attached units
When moving an army into a sea zone, it will now prefer loading onto the smallest possible fleet
Attached units can no longer lead a siege if the unit they are attached to is also besieging
Increased the max number of holdings in many counties in continental Europe, England and the Levantine coast
Attached units now move at the same speed
Can no longer select holy orders to play in the lobby
Page 12 in the Ledger no longer crashes in "observer" mode
When divorcing a spouse, the "matrilineal" marriage status is now correctly reset
Vassals with a weak claim on the liege that they can't currently use no longer get an increased revolt risk
Diplo AI: Tweaked "desires better alliance" factor for marriages
Fixed a bug where armies containing Holy Order regiments could be disbanded when the Holy Order itself withdrew its forces for another conflict
Fixed a bug preventing a host without The Sword of Islam from hosting MP games with those who do and have selected Muslim rulers
Fixed a freeze bug in the lobby when stepping back through history from an advanced date
Fixed a bug with historical scripted non-succession laws being overridden at start
Fixed a bug where landless religion heads could be succeeded by ones of the wrong religion
Added 'decadence' character history command
The Seljuks now start at 0% Decadence
Fixed a bug in some combat tactics that would immediately destroy all enemies of a certain unit type
MAJOR:
Muslim Decadence System
Muslim Polygamy
Added new provinces, titles and history for Mali, Songhay and Ghana
Added the province of Aprutium (split off from Spoleto)
Added the new creatable Empires of Russia, Britannia, Spain, Francia, Scandinavia, Persia and Arabia
Strong and Weak Claim System
Overhaul of game text for Muslims
Added plots to claim titles
Split up the former Kingdom of Khazaria into many de jure kingdoms
Split the Kingdom of Rus into the kingdoms of Rus and Ruthenia
Added the duchies of Susa and Latium
Revised murder plots completely. No decisions, just events.
Commander traits added
Heavily revised combat tactics
Loads of new events
MINOR:
AI: Much more eager to join Crusades/Jihads if it has de jure interests in the target kingdom
AI: Much more eager to join Crusades/Jihads if in the same realm as the religious head
AI: More stubborn about fighting decadence revolters
AI: Tweaked Crusade targetting - will no longer target kingdoms with 0 'holiness' value for that religion
AI: Non-Muslims will not accept marriages for female relatives with Muslims, unless they are vassals
AI: Now prefers giving baronies/counties to courtiers with static dynasties rather than creating random characters
AI: Vassals of vassals can now correctly revolt to depose their liege
AI: DoW now factors in the strength of enemies of enemies
AI: Willing to join another rebelling vassal's war for the crown only if they'd like them better as _liege_
AI: Vassals should no longer start wars (except for revolts) if the whole realm is under attack from outside
AI: Caliphs will now be more aggressive with calling Jihads
Army AI: Will now assault when appropriate
Army AI: Fixed a problem where you could trick AI armies into ping-ponging while it was trying to gather its forces
Army AI: Fixed some issues where it would not count attached units properly
Army AI: Better at moving across land without marching together with other armies, causing unnecessary attrition
Army AI: Improved attrition check in targetting calculations
Army AI: Fixed an issue where it would merge armies to huge sizes by not considering attached forces
Invasion AI: Fixed an issue where it would choose poor secondary targets if the target province was too heavily defended
No longer possible to call lieges to war against their own vassals
Fixed a bug with the succession message not being shown for the ones who inherit titles
Fixed an issue with the de jure law vote message not going away when trying to approve it
Slightly increased merc reinforcement rates
Fixed a memory leak with timed opinion modifiers that time out naturally
Moved the county of Chalons into Lower Burgundy and Grisons into Upper Burgundy
Fixed a bug with the depose liege CB sometimes making the new ruler independent (bug in the effect 'abdicate_to_most_liked_by').
Fixed a bug with the effect 'abdicate_to_most_liked_by' that would invalidate outside wars
Fixed a bug with the 'grant_title' effect which would assign the liege to the liege of the granter
Fixed a potential infinite loop in war name generation
Fixed a bug with the Feudal Elective law being tolerated for Republics
If the loser in a war is imprisoned, he is now automatically released on peace
Fixed a bug with created characters sometimes getting duplicate education traits
People who avoid imprisonment will now always flee to another realm
Added a whole bunch of cleaned up title coats of arms
Muslim coats of arms should now use better colors
No longer allowed to grant titles to prisoners
You can now correctly press the de jure claims of vassals of vassals
Fixed a bug with being able to call vassals of vassals of the enemy into wars within the same realm
When winning (enforce or reverse) a war, all prisoners from your realm held by the enemy are now released
Added opinion modifiers 'Imprisoned my Child' and 'Executed my Child'
No longer allowed to ask to join outsider wars against your liege
Fixed a bug with the depose liege CB in republics and bishoprics
Rulers deposed with the 'depose' casus belli no longer get any land from their old vassals to remain rulers
Fixed an issue where a ruler could not offer peace to a rebelling vassal if he had holdings occupied by another (loyal) vassal in a separate war
Fixed a bug with the hostility icons for loyal vassals in separate wars with rebelling vassals
If a vassal is at war with another vassal who is rebelling, the war no longer ends if the liege wins and the rebellion is crushed
Fixed a bug with lieges ending up in two wars if a vassal revolted while a revoke action was pending
Blocked excomm wars against revolters
Fixed some issues with succession not being recalculated after certain event effects
Peace Offers now make it clear whether it's a demand for surrender, white peace or surrender
Cleaned up all CB tooltips
The initial Seljuk-Byzantine war is now a full invasion of the de jure kingdom of Armenia
Added "Scarred" trait
Fixed a bug allowing rulers of a hostile religion to vote for de jure laws even when not de facto vassals
Toned down base attribute gain of children from guardians
Optimized the CPU heaviest events
Fixed a nasty old crash bug with the defection of the Victual Brothers
Fixed a hostility bug with allies helping to defend against a revolter
Fixed an issue with Gavelkind inheritance in baronies, where the youngest child would inherit first
Fixed an issue with the random seed in delayed events
Fixed a bug allowing you to usurp titles from your own vassals
Fixed an issue with vassals of vassals gaining independence when you pressed their claims
The titular kingdoms of Naples and Trinacria are no longer creatable in-game
The Ecumenical Patriarch will now refuse to excommunicate a character who has repented, even if the Emperor asks
Merc navies will now disband when not getting paid
Fixed an issue with the lower Crown Authority plot when the liege folds to the ultimatum of a vassal king
No longer possible to grant duchies to barons
The event effect 'destroy_landed_title' now gives the current holder a strong claim on the title
The events where the Mongols receive reinforcements no longer trigger if the titles are held by non-Tengri or non-Mongol rulers
Fixed an issue with attached units and siege outcomes
Fixed a bug with Revokation plot wars against vassals who lose the title to someone else
Fixed a bug where a vassal in revolt against his liege would sometimes have the war end inconclusively when the liege got a new liege
Fixed an issue where children would change guardian if they became landed
AI spouses of lower rank than you will now always accept education requests
In feudal elective titular realms, _all_ vassals of the appropriate tier are now electors
The death of a spouse no longer makes characters lose their jobs
Characters who end up leading the troops of their enemies should now automatically return home
The opinion penalties for revoking a title are now applied whether or not the target accepts or refuses
If a vassal refuses a title revokation and wins or achieves a white peace, the 'declared_war' opinion modifier is now cleared (meaning the liege does not get a 'free' title revokation)
There is no longer a cooldown for calling allies to war who _accepted_ a previous call
Primogeniture: more heirs should now be listed
Gavelkind: fixed a glitch with grandchildren
Removed impassable terrain between Kartli and Albania
Fixed unit position in the Irish Sea
Made Sviatopolk Rurikovich (count of Zaozerye in 1066) a legit bastard
Heretics and infidels are now barred from inheriting anything that the religious head holds
The portraits for undiscovered murderers should now be hidden in the event window
Mercs and Holy Order commanders should no longer be shown in the quick marriage window
Now always allowed to attach your units to your lieges' units
Added an event where a ruler converts to the native culture
Adjusted and improved the events where provinces change culture
Reactivated the lifting FoW for allies in wars
Doubled regular assassination costs
The "Arrange Marriage" button now shows random courtiers if there are too few interesting women around
There is now a slight chance of a random education outcome
Fixed some issues with war invalidation for banishment of landed characters
Can no longer banish mercs, holy order heads, or religious heads
Attached units that are not in the same province as the master unit are no longer hostile to the master unit's enemies
The spouse will now get a message on divorce
Fixed some historical issues with Chios and Lesbos
The liege should now get pressed claims on _all_ titles of characters who declare independence
If an ally could legally call you into a war, you should always be able to ask to join as well
Battle Death should now show the unit owner rather than the unit commander
Vassals of lieges who are fighting their liege will no longer revolt
Holy War CBs are now valid for Catholic vassals of Orthodox lieges, etc
Added automatic county conversion events for Muslims (35500 and 35501)
Pathfinding now prefers friendly territory to enemy territory
Vassal vs Liege wars should now end with a _mutual_ truce
FOR MODDERS:
Fixed a freeze issue with the copying of laws into usurped titles
The invasion cb can now be granted correctly again
The Pope now gets a significantly lower contribution score in Crusades
AI: The Pope/Caliph will now be more reluctant to accept a White Peace when Crusading/Jihading
The Metaserver should now work again
Fixed a rare crash with sieges
Changed the speed settings so they are all faster, except for max speed (level 2 is now level 1, etc)
Added missing message text for calls of allies
Added missing message text for offers to join wars
No longer possible to usurp religious head titles, even if they have de jure vassals
Tied together a few more cultural names
Fixed more typos and database errors
Fixed a bug where you could have duplicate laws due to the history scripts
Fixed a bug with the event effects 'prestige' and 'health'
Fixed a rare crash bug with very long war names (could also cause corrupt saves)
Fixed a rare de jure assimilation issue when one character holds multiple kingdoms/empires
Fixed an issue with de jure assimilation status not always being saved
When events in multiplayer time out, the first VALID event option is now automatically chosen (rather than just the first option)
Added some missing characters in Novgorod
Fixed numerous relatively rare bugs causing unintentional independences at the end of wars
No longer possible to declare wars while in revolt against your liege
No longer possible to revoke titles off or imprison lower vassals in revolt against their liege
No longer possible to ask for invasion against a liege or above
Fixed some bugs with Crusade outcomes
No longer possible to attach units to those owned by someone of a lower rank
Fixed an asymmetrical hostility issue between revolting vassals of revolting vassals and the top liege
No longer allowed to ask to join wars while in revolt
Can no longer ask to join a war against a liege above your liege
Fixed a bunch of event bugs
Broken savegames no longer crash the game when you open the savegame browser, they are now marked as broken and cannot be loaded by clicking on them.
MAJOR:
メッセージ設定システムを変更。
MINOR:
(誰か適当に追記よろしく)
The Sword of Islam - Dev Diary 1
Well, it's Friday and high time to spill the beans on the new expansion for Crusader Kings II; the Sword of Islam. Judging by the forum, playable Muslims is the most requested feature for CKII, and who are we to disagree? We always wanted to do it, provided we could do the Muslim world justice. That time is now (or, well, soon ). As with the Ruler Designer DLC, the Sword of Islam will be released together with a major content patch. What you get with the Sword of Islam is simply the ability to play as the Muslim rulers, but all the new mechanics will be there and running for the AI (or other players in multiplayer) even if you don't have the expansion.
I'll be doing three dev diaries on the Sword of Islam, each one dealing with some unique features for the Muslims as well as some free features that everyone will have access to simply by patching to 1.06.
One of the major hassles with making Muslims playable was the prevalence of text with obviously Christian or Western terminology. Therefore, we had to go through all text to make it fit the setting if you are playing a Muslim. Often, this required writing whole new events and decisions. For example, Muslims don't hold tournaments, they have the Furusiyya instead, which is an exhibition of martial arts and horsemanship. They don't hold Grand Feasts, they observe the Ramadan, etc. We also added some completely new decisions, like going on the Hajj (the pilgrimage to Mecca), which will initiate a cool little event driven story of what happens on the way to and from the holy city. Of course, there is also a whole slew of events dealing with various new gameplay features (more on that in later dev diaries.)
Another issue we needed to solve was the Gothic looking graphical interface of Crusader Kings II, which we felt did not really work when playing as a Muslim ruler. So we did a complete reskin with sand tones and green symbols and patterns instead of the church window graphics of Christian rulers. Yet another problem was that many event pictures looked distinctly Western/Christian, so we've added about 25 new ones to serve as Muslim equivalents. Then there are all the little things, like trait icons with crosses, the Crusade banner, etc. All of that has been changed to provide the right atmosphere. We've even changed the five councillor models for Muslims when they're out in the provinces performing jobs. It's all been a lot of work, but I think it turned out really well.
Muslims get a slightly different set of character traits; they don't get the Kinslayer, Crusader, Celibate and Chaste Traits. Instead, they get the Mujahid, Hajjaj, Faqih (Islamic law expert), Hafiz (has memorized the Koran), Sayyid (agnatic descendent of Fatima or one of Muhammad's uncles) and Mirza (child of a Sayyida mother) traits.
Lastly, Muslims get another set of honorary titles to hand out to their vassals. They all get a few special flavour events - especially the Chief Qadi - a position requiring an ecclesiastical education.
That's it for the Sword of Islam in this dev diary; next time I will go into the core dynamics of playing as a Muslim ruler.
Now then, here's some of the free stuff we're giving ya'll in the 1.06 patch...
First off, we thought the southwest corner of the map looked a bit dull, so we added a bunch of new provinces down there, representing the flourishing civilizations of the Manden people; Ghana, Mali and Songhay. The area comes with historical rulers (of course) and a new West African culture group. The region is rich but hard to reach.
For flavour, we have also made it so that duchy tier and above titles held by rulers of Iranian, Arabic and Turkish cultures are named after the ruling dynasty. For example, the Kingdom of Egypt automatically becomes the Fatimid Sultanate while the Fatimids are in power (though the original name is also used where appropriate.) In case the same dynasty holds several high rank titles, only the highest is named after the dynasty. Thus, we can have both a Seljuk Sultanate and a Sultanate of Rum, both ruled by the Seljuk dynasty. Randomly generated characters of these cultures automatically get a dynasty name suitable to name states after (ending with -id or -n, etc).
Lastly (for this dev diary), there are seven new creatable empires (the Arabian Empire, the Empire of Persia, Britannia, Scandinavia, Francia, Spain and Russia) and a whole slew of new de jure kingdoms, mostly to break up the old kingdom of Khazaria. Now, I know the addition of the new empires is controversial, but the creation conditions are designed to be fairly difficult to achieve, so the AI will very rarely do it. We want players to have the imperial option to strive for if they so desire - the Unions turned out to be a popular feature in Europa Universalis III.
Oh, and before anyone asks, patch 1.06 will be semi-compatible with old save games: you will be able to keep playing, but we're making no guarantees that the balance will not be completely upset, or that any added new provinces will be active and working.
That's it for now. Next week I'll talk about polygamy, decadence, and strong and weak claims!
The Sword of Islam - Dev Diary 2
It's time for the second of three dev diaries on the new expansion for Crusader Kings II; the Sword of Islam! Those who watched yesterday's live stream already know a bit of what I'll talk about today. Just like last time, I'll talk about both some unique Sword of Islam features and some free stuff that comes with patch 1.06.
Our intention was always that playing a Muslim should feel quite different from playing a Christian ruler. One of the major differences, of course, is the ease with which you can ensure the continuation of your line. Muslim men are allowed to marry up to four women, and bastardy does not carry the same stigma. This means that Muslim dynasties tend to be huge and sprawling; especially the powerful ones. Unfortunately, all these princelings will expect a share of your wealth, and unless you can give them enough land and responsibilities, they will grow decadent, or at least, your dynasty will be perceived as being decadent. Decadent dynasties risk being replaced by more dynamic and righteous ones, and also suffer penalties to troop morale and demesne income. To compensate for these problems, Muslims have an easier time conquering, through special Casus Bellis (more on those next dev diary.)
The way polygamy works is that only your first wife gives you a skill bonus, but you're allowed to marry up to four. They all give you alliances, and they can all provide you with heirs. Rulers are expected to marry a number of wives corresponding to their station, so a Sultan should have four, or he will take a monthly prestige hit, whereas an Emir is only expected to have three wives, etc. Having multiple wives means that you will produce a lot of offspring, many of them half-siblings. Ambitious mothers will tend to favour their own sons, which can lead to all kinds of nasty business through events...
Muslims have access to only one succession law: 'open', also known as 'Turkish'. The way it works is that your son with the most titles and vassals inherits. There is no "unlanded sons" Prestige penalty, but there is still pressure on you to land all of your sons, because adult men of your dynasty will accrue Decadence. In the Muslim world, brothers, especially half-brothers, dislike each other (negative opinion modifier.) This means that Muslims tend to suffer frequent succession crises.
Decadence lies at the heart of the Sword of Islam. It's what really separates Muslims from Christians; not that Christians could not be perceived as being individually decadent, but there was not the same type of friction between clans and tribes. Thus, decadence affects the whole dynasty. Dynasties start out with 25% decadence, which has no effect one way or the other. Decadence increases by having indolent, unlanded males of your dynasty kicking about, depending on their rank and the total rank of all titles held by members of your dynasty. Dynasty members who give decadence are listed in a new list in the Religion View (well, they are immoral.) You stop them from gaining decadence primarily by giving them enough land, imprisoning them or simply killing them off. You only lose decadence when dynasty members fight in battles and sieges, or through certain events. The decadence level affects the morale damage your demesne troops take and the tax income from your demesne. At 75% decadence or more, there is a very real risk of a more dynamic tribe riding in from the wastes to depose you and your whole House (this is one serious rebellion...)
On to the 1.06 patch!
There is a problem with the old claim system, in that some very remote relative can just declare war to supplant not just a perfectly legitimate ruler, but also the next five people in line to the throne. Therefore, we've reworked the system to differentiate between strong and weak claims. Strong claims work like before, but are only given to the second and third person in line to the throne when a ruler dies. Weak claims are given to children who are further down the line of succession. When a strong claimant dies (and the claim is "pressed"), it is inherited as a weak claim. Weak claims can only be pressed against women (if the claimant is male), regencies, titles currently in a succession crisis and titles that the claimant is second or third in line to inherit.
We've added and changed some things. Chiefly, we've added a plot to gain a claim on the title of a target character. Also, the murder plots have been completely reworked. You no longer get decisions that you can simply execute at various plot power levels. Instead, plotters can randomly find opportunities to strike depending on their contribution to the plot power.
We've made some changes to make event windows more appealing. You can now see the icon, with tooltips, of traits being added or removed in an event option. Also, event options that only appear if you have a high enough skill are now properly marked with a coloured border.
I believe that will do for now. Next week I'll talk about the Muslims CBs, vassal treatment, temple holdings and laws, as well as some more patch features. Until then!
The Sword of Islam - Dev Diary 3
Hello again folks! Stay a while, and listen. The highlights of today's third and last Sword of Islam developer diary are Muslim Casus Bellis, revised combat mechanics and cultural buildings. You know the drill by now; I'll talk about both some unique Sword of Islam features and some free stuff that comes with patch 1.06.
Our direction with the Sword of Islam expansion is that Muslims should have an easier time expanding, but have an additional layer of internal strife in the form of the Open Succession Law and the Decadence system.
Muslim rulers have three new options for conquest: They can declare Holy Wars on anyone not of their own exact brand of Islam They can use a form of the Invasion CB for the cost of 500 Piety They can conquer any province bordering one of their own for 50 Piety (vassalizing the current count if possible)
Pious Muslim rulers can thus easily expand, although they lose 2 Piety per month while attacking a brother of the faith (same exact religion.) The councillor job to fabricate a claim is thus less useful for Muslims, but can still be handy versus islands or juicy coastal counties.
Duchies (emirates) are not considered to be intrinsically hereditary, so Muslims are allowed to revoke duchy titles at no opinion penalty from other vassals. This is also a good way of properly landing your sons to avoid gaining Decadence. (Incidentally, the Byzantine Empire is now allowed to do the same thing, though it does not have the Decadence mechanics.)
Another Muslim exception to the normal rules is that they are allowed to freely imprison and execute men of their own dynasty, except for their own sons. Brothers and uncles are the usual targets for these Decadence reducing purges...
In the Muslim world, there is no proper equivalent to Bishoprics, so Temple Holdings are treated exactly like Castles, except for their different set of buildings. You gain Piety for having a Temple Holding in your demesne, but they are slightly poorer and provide smaller levies than their Catholic equivalents (in order to balance them against the investiture mechanics.)
Muslims do not need to bother with a voting process when passing laws; they just spend an amount of Piety. However, there is still a cooldown and Crown Laws can only be changed once per ruler. The vassals will also still get upset in the same way as Christians.
To represent the Jizya tax (a special tax that should, according to Sharia law, be levied on infidels), Muslims gain a 25% tax bonus from infidel counties and a 10% tax penalty in Muslim counties. This creates an interesting dynamic where it's not always obvious that you would want to convert an infidel province to Islam. However, there is a special event where this happens anyway, even if you don't send in your Court Imam to convert the populace.
That's pretty much it for the Sword of Islam expansion, although I'm sure to have forgotten about many minor little changes and tweaks.
Alright, so here are a few more freebies coming your way soon with the 1.06 patch...
We have added a bunch of more (and more decisive) combat tactics, to make combat less predictable and to tie in with the new Commander traits...
We have added a special type of trait called Commander traits. These are only available to characters with a Martial education, and give more specific bonuses to the character's ability to lead various troop types, and the choice of combat tactics. Characters gain one or two Commander traits when they finish their education. The effects of the Commander traits directly scale with the Martial skill of the character.
One thing that many people have requested is a broader range of culture specific buildings, and who are we to argue? We have added loads of these to give more variety and flavor.
You are now allowed to destroy ducal tier titles and above, at a hefty Prestige cost. This will greatly upset (-50 opinion) all vassals who are de jure part of the destroyed title. You cannot destroy your current primary title.
Apart from some minor improvements, the AI is now better at jumping on rulers who are already embroiled in dangerous wars (though it's still not excessively aggressive about this.) I've also spent a bit of time on attrition avoidance for AI armies, and the AI will now assault besieged holdings when appropriate.
That's it for dev diaries for now. Next week, we'll post a short AAR by a member of the dev team!
ニューヨーク―2012年8月28日―Crusader Kings II: Legacy of Romeは、高く評価された戦略/RPG、Crusader Kings IIの芳醇な暗い世界に、一服の熱く、薫り高い地中海の新鮮な空気を吹き込む、新しい拡張セットである。ビザンチン帝国はParadox InteractiveとParadox Development Studioから新しい拡張セットという優しい思いやりを享受している。これはゲームに豊かな新たな特徴を加え、Crusader Kingの栄光を築き上げることだろう。
ビザンチンの豊かな政治において、きみは派閥闘争をおこなう偏屈で不機嫌な家臣たちを見出すだろう。彼らはきみの支配に対する叛乱では徒党を組むだろう(彼らはより賢くなっているのだ)!有り難いことに、きみの将軍たちは彼らに対抗できるよう改善されている。Legacy of Romeは指導者の焦点(Leader Focus)を導入しており、将軍たちのスキルはいままでよりもずっと重要である。もしきみが(I)有能で(II)きみを湖で溺れさせる陰謀を持っていない将軍を持っていたなら、この有用さが証明されるだろう。
豊かな新要素のことを話すのなら、富について話すことにしよう!きみはコンスタンチノープルのあの惨めで年老いた大司教に頼る代わりに、まさにきみ自身の正教の大司教を任命することが出来るだろう。さらに、きみはきみの家臣たちに徴兵の命令をする場合もはるかに大きな支配力を持つだろう。それにもちろん、新たな、ビザンチンに特有のイベントやdecisionに耽ることも。きみはきみの摂政に絶大な権力を与えなければならないだろう。なので、いまや彼らに対する自己改善の陰謀(Self-Improvement ambitions)があるのは良いことだ!これはほとんど、あたかも王国のあらゆる人間がきみを打倒しようとしているわけではないということを意味するだろう。
ローマ帝国の最後の一息がきみの手の内にあるのだ、親愛なる指導者よ。台無しにされぬよう。
このCrusader Kings IIへの第二拡張セットは2012年第4四半期に、すべての主要なデジタル・ダウンロードサイトにて販売予定。小売価格は9.99USDになる予定。
Crusader Kings II: Legacy of Rome 主要な要素:
今日は水曜日で、今度発売のCrusader Kings IIのDLC、Legacy of Romeにかんするいくつかの質問に答えるときがきたようだね。このミニ・エキスパンションの焦点は、ビザンチン帝国と正教教会になると思う。まず、最初のアナウンスによって生じた混乱を晴らしておこう。それはSword of Islamよりも範囲が限られているから、価格は$5.99になるよ。ぼくは範囲が限られていると言ったけれど、もしきみが、我々が一緒に無料で追加するパッチ(v1.07)にふくまれるすべてのものを含めてくれるなら、おそらくそれはだいたいSoIとv1.06と同じぐらいのサイズになるんじゃないかな。
じゃあ、DLCとパッチ1.07になにが含まれるのか見てみようか・・・
あぁ、そういえばぼくたちは、今回はDLCにかんして別のやり方を採用しているんだ――もしきみがこのDLCを持っていなければ、AIは新たなメカニズムやイベントの両方とも使用しないよ。それに、今後マルチプレイイヤー・モードでは、どのDLCをアクティブにするかはホストが決定することになるだろうね。
ぼくは今後の開発日記でこれらの特徴すべてについて詳しく話すつもりだよ。でも今のところは、ここまで!
やぁみんな、また会ったね。新しいLegacy of Romeの開発日記の時間だよ!今日は、新しい「派閥(Faction)」システムと、ぼくたちが陰謀(Plot)と野望(Ambition)にかんして加えた変化について話すことにしよう。先週の水曜に言ったように、派閥はパッチ1.07の一部で、みんなが無料で利用できるものだよ。
派閥は、本質的には、陰謀の一種なんだ;派閥には一人の指導者と、多くのメンバーと、そして明確な目的(たとえば、イングランドの王国における王権を低下させるなど)を持っているんだ。とはいえ、いくつかの重要な違いもある:派閥はつねに君主を対象とし、つねにほかの家臣と同じく君主にも知られている。一人の家臣が率いることの出来る派閥は二つだけど、メンバーとしてならほかのどの派閥にも参加できるよ。それらの目的が互いに矛盾しない限りね。もしある派閥の指導者が死んだら、残された派閥のメンバーのうちでもっとも強力な者が自動的に指導者を継ぐのさ。その派閥が十分に強力だと指導者が考えたら、彼は君主に最後通牒を突きつけることが出来る。君主は平和的にその要求に屈服するか、拒否するかを選ぶことが出来る。拒否すれば、派閥のすべてのメンバーが同盟関係で叛乱を起こる内戦を引き起こすけどね。
現在のところ、ぼくたちは以下の派閥を用意している:
最後の二つはとくに面白いよ。なぜならこれらは本当にゲームの力学を変えるからね。AIの家臣たちはもはや独立のために単に宣戦を布告したり、彼ら自身を玉座に据えるために叛乱を起こしたりはしないんだ。代わりに、彼らはそういった思い切った手段に踏み切る前に十分な支持を集めようと模索するようになったんだ。つまり、「独立」派閥のすべてのメンバーは一緒に宣戦を布告するだろうし、戦勝点は彼らの相互の努力によって決定されるというわけだ。もし彼らが幸運なら、戦争が続いているあいだに、ほかの家臣たちも彼らに参加しようと打診するだろうね。ぼくたちはさらにほかの派閥を追加しようと考えているけど、ぼくたちが追加すればするほど、バランスを保ったり、AIにもっとも意味のある派閥を選ばせるようにするのは難しくなっていくだろうね。もちろん派閥は、陰謀のように、完全にMod化可能だよ。
君主として、きみが派閥を支持するために出来ることがいくつかある:きみは、そのメンバーたちがよりきみのことを好きになるようにさせられる(もちろん)、きみはメンバーたちを投獄したり殺したり出来る、そして派閥のメンバーのProvinceにおいて陰謀を企てる(Scheme)ためにきみの密偵長を派遣することが出来る。そうすれば、その家臣が派閥をやめるように脅迫されたり脅されたり、丸め込まれたりといったイベントが引き起こされるだろうね。
家臣として、派閥に参加することは危険だよ。なぜなら君主はきみが不忠な政治活動をおこなうのを快くは思わないだろうからね。もしきみが指導者でなければ、派閥の指導者がそう決定したのであれば、時期に合わない叛乱に巻き込まれてしまうかもしれないね。きみは君主がやめさせようとするのと同じく、ほかの家臣たちをきみの派閥に勧誘することが出来るよ;きみは彼らがきみのことをより好きになるようにさせらるし、もしくは彼らを「説得する」ためにきみの密偵長を送ることも出来るよ。
きみは派閥を開始したり、参加したり、もしくは離脱したりを、いつでも好きなときに、冷却期間やペナルティーなしにおこなうことが出来る;それは本質的には、目的への支持を表明するということなんだ。
以上が派閥についてだよ。パッチ1.07のほかの変化は、インターフェイスにおける陰謀と野望の分離だよ。キャラクターたちはいまや、陰謀と野望を両方持つことが出来るのさ。陰謀は今まで通り、主にIntrigue Viewで管理するわけだけど、野望は、個人的なものなのだし、いまや主にCharacter Viewのみで選択されるんだ;ほかにも追加点はいっぱいあるよ。ぼくたちはきみの基本スキル(DiplomacyやMartialなど)のそれぞれを向上させる野望や、またきみの王朝の退廃を減少させる野望も追加したよ。きみが野望を持っていれば、それに関係したさまざまなイベントが引き起こされる可能性があるよ。
おそらくぼくはこれを言っておくべきだろうな。それはゲームプレイの中核を変更させるわけだし。これらの特徴はみなあらゆるキャラクターが利用可能なのであって、ビザンチン帝国専用のものではないよ。今日はこのくらいかな。来週水曜日のより多くのニュースのため、チャンネルはそのままで!
やぁ、調子はどうだい?Legacy of Romeの開発日記がまた来たよ!今日の話題は君主の徴兵と派閥だよ。
パッチ1.07では、きみはきみの直接の家臣から、より少ない回数で、より大きな徴兵を徴集することが出来る(ぼくたちがこれを「君主の徴兵(Liege Levies)」と呼ぶのは、より相応しい呼び方がないからに過ぎない)。これらの徴兵はいまや実際のHoldingの徴兵とは別個に操作されることになる;きみが通常のHoldingの徴兵を得ることが出来るのは、きみ自身の領地からだけなんだ。だから家臣の家臣(陪臣)の評価は、いまやほとんど無関係になった;きみはただきみの直接の家臣の評価にだけ気を付けていればいいんだよ。ほかの利点として、きみがきみの領域に動員をかけたとき、そこらじゅうに小さな少人数の軍隊が現れるということがなくなったということだね。君主の徴兵はほかにも根本的なバランスの欠点を修正しているから、きみはもはや戦争を遂行するためにあらゆる家臣から少人数の軍隊を徴集し続ける必要はなくなったのさ(君主のために割り振られているHoldingの徴兵の一部を活用するためにはそうしていただろう?)。この新たな「君主の徴兵」は、兵士を徴集しても、増強部隊がそれぞれの本拠地には現れないんだ。
以上が君主の徴兵について。さて、随員(Retinues)の概念はきっと『戦国Sengoku』をプレイした人たちにはなじみ深いんじゃないかと思う。基本的に、随員はきみの一族の守護者だ;きみのプロフェッショナルな兵士たちのエリートであり中心なんだ。ゲーム開始時点において、ほとんどの支配者たちは随員を雇うことが出来ない。けれど、彼らの総合的国力(manpower)(彼らの領域の全徴兵に依拠する)や軍事的組織化(Military Organization)(新しい技術)の平均レベルが上昇するにつれて可能になっていくんだ。時間がたつにつれて、随員たちは相応しい常備軍へと変化していくんだ。欠点といえば、きみの随員の定員が増えていくにつれ、きみの通常の徴兵はサイズが縮小していくということだね。とはいえ、技術レベルが最大でも、徴兵はいまだにきみの軍隊の大多数を占め続けることになるだろうね。
雇うことの出来る随員には多くのタイプがあるんだ――それにはいくつかの文化的ヴァリエーションが含まれるよ――といっても彼らはつねに、きみ自身の文化出身の指揮官を戴く500人でひとまとまりの連隊としてやってくる。随員は、傭兵のように、フィールド上で増強されて、きみが最初に彼らを雇ったときには、彼らはたった1人から開始するんだ。ほかのゲーム、たとえばEuropa Universalisなんかとは違って、随員は増員するときしか維持費がかからないんだ。もちろんきみは随員を持っていても宣戦布告することが出来るよ(彼らはつねにマップ上に常備しているからね)。
さて、なんでぼくたちはこのDLCに随員システムを追加することにしたのか?なぜきみはカフェラテとケーキ一切れよりもLegacy of Romeに$6を払うべきなのか?それには多くの理由があるんだ。たとえば以下のように:
もう一度言うけど、あらゆる随員システムを利用するには、このDLCを持っていなければいけないんだ;もしきみが持っていなければ、新しい随員タブは軍事画面(military view)で灰色に表示されるし、AIも随員を使用することはないよ。とはいえ、もしマルチプレイヤー・ゲームのホストがこのDLCを持っていたら、プレイヤーは全員随員を使用することが出来るんだ。
今日はこのあたりまでかな。来週は、新たな指導者(Leader)traitと、文化的建造物について話そうと思っているよ。じゃあそのときまで!
みんな、耳を澄ませるんだ、またLegacy of Romeとパッチ1.07開発日記の時間がやってきたぞ!今回は、ぼくたちが戦闘のバランス改正をするためにおこなったことを明らかにしたいと思う。これらはみな、実質的にはパッチ1.07に含まれている。だから、きみはこれらをDLCを買おうが買うまいが手に入れることが出来るよ。
ちょっとした裏話をきみに披露するなら、ぼくたちはこのゲームの戦闘システムに決して完全に満足することはなかった;戦闘結果はあまりにも数的優位性に依拠しすぎていたし、激戦の場面により多くの兵隊を放り込む以外、きみがそれに影響を及ぼすことはほとんどできなかった。この問題の一部は、単純に相応しいランダム要素を欠いているということにある。これはパッチ1.06で修正されて、より多様化され、明白で、長期にわたり持続する戦闘の戦術を伴うことになった。もう一つの問題は、Holdingの徴兵の構成が大部分はきみに統制不可能ということだ;きみにできるのは、もし戦闘の翼にもっと騎兵(Cavalry)が欲しいと思ったなら、きみ自身のHodlingにおいて騎兵にかんする建物(Cavalry buildings)に焦点を当てることぐらいしかなかった。ぼくたちは、より多くの特有のユニットタイプの建物や、文化固有の建物などを追加することで、この問題に部分的に対処してきた。でももっとも大きな修正は、Legacy of Romeにおける随員(Retinue)システムだよ。最後にぼくたちは、プレイヤーにとっての戦術的関心と、彼らが影響を与えることのできる事柄のなかでもっとも重要なことは、指揮官(commander)の選択と、彼が戦闘において及ぼす効果にかんしてだということに気付いたんだ。パッチ1.06において、ぼくたちは「指導者Trait(Leadership Trait)」という新たなタイプのTraitを加えた。さらにいまぼくたちは以下のものを追加しようとしている:
戦闘翼の指導者を役割に応じて正しく選ぶことは、いまや戦闘の結果にかんする本物の(real)効果をともなった、重要な戦術的選択なんだ。
ほかにもぼくたちは、戦闘の戦術やユニットタイプをもう少しだけ微調整したし、純粋に弓兵だけの戦闘翼がバランスを失わないよう確認したし、騎士たちはほんの少しだけ強すぎないようにしたり、とかいろいろね。あぁ、いまやすべての文化が文化的建造物を持つようになったよ。でもいくつかの文化のものはほかの文化のと同じだけどね。
最後に、本筋からは逸れる話だけど、重要なものに焦点を当てて損耗を避けるよう、軍事AIがかなり進歩しているということにおそらく言及すべきだろうね。
ふーむ。ちょっと短いかな。でも今日はこれだけなんだ。次回:正教(Orthodoxy)
きみも知っての通り、ビザンチン帝国はLegacy of Romeとパッチ1.07のテーマで、帝国と一心同体なのは、もちろん正教の信仰だよね。だから、今日僕が話そうと思っているのは、最初DLCに入れようと計画していたけど、あとからパッチ1.07の無料の部分にしようと決めた要素;つまり独立総主教(Autocephalous Patriarchs)と五大総主教(Pentarchy)についてなんだ。
キリスト教正教とカトリックの主要な違いは、おそらく単一の指導者を欠いているということだと思う(とはいえコンスタンチノープル総主教は一般的に同輩のなかで第一の者だけど)。代わりに、数多くの実質的に自治権を持った総主教たちがいるんだ。とはいえ彼らは正教会のほかの部分とはつながっているんだけどね。これは独立教会(autocephaly)と呼ばれていて、ぼくたちは今回これをこのゲームにおいて、正教の王国の宮廷司祭を、その王国のすべての者の宗教的指導者である総主教(Patriarch)とすることで表現したんだ。彼は自らの司法権が及ぶ限りのあらゆるキャラクターたちの破門や離婚にかんする力を持っているんだ。侵攻(invasion)を認めることが出来るのはコンスタンチノープル総主教(Ecumenical Patriarch)だけだけどね。独立総主教たちは主教(bishop)(寺院のHoldingを支配している)でなければならず、結婚したり称号を相続したりは出来ないんだ。
とはいえ、これで全部じゃないよ;ぼくたちは五大総主教(Pentarchy)と呼ばれるべつのコンセプトも追加したんだ。これらは教会分裂以前(pre-shism)のキリスト教における五大総主教座、つまりローマ、コンスタンチノープル、アレクサンドリア、アンティオキア、イェルサレムの主教のことさ。もしこれらのHoldingのうちの一つに正教の主教がいたら、彼は五大総主教(Pentarch)の一人と見なされ、その伝統的総主教座(traditional see)全体にたいする独立総主教として活動するようになるんだ(そういった領域のうちにある正教の王国は、彼ら自身の総主教を持たないことになるんだ)。それぞれの君臨的な五大総主教は、正教全体の信仰の権威を強化していくんだ。ちなみに、このメカニズムはLegacy of Romeにおけるいくつかの主要なDecisionに関係してもいるんだ(詳細は次の開発日記でね)。
追加のボーナスとして、ぼくたちはほかの東方キリスト教の形式をもうちょっとだけ面白いものにしているんだよ。いまやコプト正教会やアルメニア使徒教会を含む、合性論(Miaphysite)と呼ばれる宗教があるんだ。ゲーム用語としては、これは正教の別種で、宗教指導者がコンスタンチノープルじゃなくてアレクサンドリアにいるんだ。これはキリスト教正教と同じように、独立総主教と五大総主教と同じメカニズムを持っているんだけど、カトリックや正教から異端とは見なされないよ。単性論(Monophysite)の異端はいまや合性論教会の異端だよ。最後に、ほとんどの正教の異端はいまや正教それ自体と同じように機能するし、ぼくたちはネストリウス派(Nestorian)と単意論(Monothelite)といった異端も追加しているのさ。
元記事では画像に付いていたキャプション(アフリカ人の顔に注目ーこれらは進行中のべつのDLC)
新しい正教の要素を伴った宗教システムは、もちろん完全にMod化可能だよ。だけど叙任権と対立教皇を、五大総主教のメカニズムと組み合わせることは出来ないからね。
今日はこれで終わり。次の開発日記が最後になるかな。Legacy of RomeのDLCに特有のDecisionやイベントやメカニズムについて話すつもりだよ。