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Crusader Kings Feature

Developed by Paradox
Distributed in N. America by Strategy First

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SGO: Succession: What if the family is from a Germanic (i.e. Lex Salica) area? Is descendance through the maternal line then forbidden? While its conceivable that any king could have tried to pursue the Pragmatic Sanction this early, it’s pretty unlikely it would have failed (or at least allowed everyone and their cousin an opportunity to jump in with their rival claims to whatever’s being inherited, as in real life). There should be contention and (severe) loyalty tests/adjustments ANY TIME the succession isn’t simply father to eldest son.

Paradox: Indeed, the laws of succession can differ a bit between the countries (and can be altered by the player within limits), but as you say, if the eldest son is dispossessed there will usually be trouble (unless he happens to be a complete vegetable – and sometimes even then).

SGO: Counties: what is the penalty for a King who doesn’t appoint new counts to counties? It seems that would be a very advantageous thing to hurl your counts into every little battle until they die, and then take it over as a royal demesne – you don’t lose any taxes and there’s no risk of a failure of loyalty.

Paradox: There is a ratio between the vassal provinces and the demesne provinces you can hold without penalty. Early on you may hold one demesne province for every three vassal provinces you have, but this ratio could change with events over time to simulate the expansion of the State Government. The penalty for having an unacceptably large royal demesne is a large loyalty decrease among your remaining vassals and the noble class. This eventually leads to rebellions, defections and loss of Prestige.

SGO: Dukes: what’s the incentive to the King to inserting another layer of bureaucracy into the system? Is there a limit to the number of entities a King can control?

Paradox: Dukes are a convenient way of mobilizing a good-sized “task force” without having to raise the entire realm to arms. A Ducal force can be given general orders and be relied upon to take care of itself, for example during a Crusade. They also manage their own vassal Counts to the best of their ability, leaving the King free to deal with other matters. Lastly, each Duke grants Prestige to the ruler, since only a powerful country with many provinces can have Dukes.

SGO: Power: I noticed that each of the different social classes in a region has a power value – what is this good (or bad) for?

Paradox: The “Power” of a social class is simply used to determine how much of the total tax value of a province that it controls. The clergy and nobility are hard for a ruler to tax (requiring special and very unpopular laws), so he will usually aim to take away power from them and give it the burghers and peasants instead. However, this is difficult and will not be received well by any noble, bishop/patriarch or religious head (Pope or Byzantine Emperor) in the game.

SGO: A meta-question about the subject in general: There haven’t been many Medieval games in general, and certainly few political ones. It seems strange but on reflection it makes some sort of sense. Each of the oft-gamed periods have a ‘great conflict’ – the Napoleonic Wars, WW2, Civil War, etc. You can either play the dominant force, or the ones who resisted the dominant force, but there’s always an overarching point, something you’re trying to accomplish. Some of the criticism of the EU games was beating around this without coming out and saying it – what’s the pull for gamers here? EU2 acknowledged this with the mission engine system – will something like that be in CK as well? Saying “a bunch of nobles skirmished inconclusively” could sum up the Middle Ages as a whole, so actually accomplishing anything might be seen that the system promotes ahistorical results. Comments?

Paradox: EU and EU 2 were all about the experience of rewriting history; of getting the feeling that you were making a difference, perhaps even a better world (the more or less latent nationalist inside all of us was of course thrilled). The games also provided a traditional empire building challenge in a historical context (“can you make the Byzantine Empire great again”, etc.) CK will be different. Instead of empire-building jingoism we aim for that greedy feeling of amassing power and wealth that was so masterfully evoked by Sid Meier’s “Pirates!”. Furthermore, the Prestige and Piety values will be much more integrated into actual game-play that the victory points ever were in EU 2. The AI behavior will be highly influenced by the prestige and piety of other dynasties.

SGO: It would seem that the Crusades are the main event, but most reasonable strategy gamers would veer from embarking on such a retrospectively futile effort as establishing colonies in the Holy Land, at the end of a tenuous supply line and with medieval technology. Clearly, there will be huge prestige values for accomplishing such a thing, but it seems that balancing huge rewards against huge risks fairly can be problematic. Either the reward’s not enough to get anyone to try it, or the reward is so great the rest of the game isn’t important enough to overcome the (luck) of the one guy that tries it. How do you plan to induce players to make what, in most theoretical strategy planning sessions, would be considered a huge blunder for something as intangible as religion?

Paradox: If you disregard the potential gains in Prestige and Piety, the Crusades are really more of a burden than an opportunity for the Catholic rulers of Europe. (Here is an important reason for having Dukes on hand.) However, they are not completely hopeless ventures; the cities in the Holy Land are rich in plunder and it is never wrong to add a few extra provinces to your domain. The supply problems are magically handled by the Church, so that Crusading armies do not have to disband come winter. Also, let us not forget the “other” Crusades in Iberia and the Baltic, which are especially juicy affairs for neighboring Christian states, or the potential Crusades against rampaging Mongol Hordes. Speaking of which, the Mongols are an important aspect of the game that bears mentioning. Let’s not forget the Eastern European principalities and kingdoms that were so brutally crushed by the Horde. Those states are also playable, and in CK the Mongols do not necessarily halt and turn around when Khan Ogadei dies…

End of interview.

Thank you very much Henrik and Joakim!

Wow. There is no question that the same company that built EU is working on this game, is there? The depth of their answers echoes the early stages of EU’s development, and we all saw how that turned out. It is quite clear that not only have they thought comprehensively about the history that they want to simulate, but they’ve thought hard about mechanics behind those systems that will induce the players to behave historically, but not simply ape history.

This is an exhaustive exploration of the system as designed thus far. There are a lot of things that they haven’t entirely nailed down yet, and I’m sure there are things that are going to change from this very early stage to what ends up in the box. Knowing the EU forums as well as I do, the members there too will be serious participants in the design and construction of CK.

It’s not ad-copy hyperbole to say that EU2 is the greatest simulation of its type of all time. Knowing the skill and dedication of the programmers who were so instrumental in making it so, suggests to me that we can safely have pretty high hopes for Crusader Kings. If they accomplish what they set out to do, it is going to be just as good if not even better. (I just hope my piety is high enough to get to review it too!)

Written by Steve Lieb.

 

 

 
 

 

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