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00:14Hi everyone, my name is Henrik Foreus
00:16and I am the lead designer of Crusader Kings 2.
00:18Today I'm gonna talk to you about
00:20our latest expansion,
00:22Conclave.
00:23The main purpose with this expansion is
00:25essentially to increase the challenge
00:27in the mid to late game
00:29by making the game deeper and more
00:31interesting. There are two
00:33avenues of attack, internal and
00:35external mechanics. Externally
00:37we are making sure that the
00:39other rulers in the game are actually
00:41a bit smarter and band
00:43up against you better and internally
00:45we want to make sure that your vassals
00:47cause more problems in an
00:49interesting way. So let's take a
00:51look at the new external
00:53mechanics. First off we have
00:55the coalition system, which is
00:57essentially a type of defensive
00:59alliance. As countries get bigger
01:01and become dangerous, their
01:03neighbors will tend to form a
01:05coalition against them.
01:07We have also done things with
01:09the proper alliances. Previously
01:11you just married a close
01:13relative of someone and you would
01:15get an alliance. You've changed
01:16that so that marriages give a
01:19non-aggression pact and then you
01:21have to take an additional action
01:22to actually form a proper alliance.
01:25If you've formed an alliance, you'll
01:26have to stand by it and if your
01:28ally is attacked or attack
01:31someone, you are automatically
01:32dragged into their conflicts.
01:34Another huge area of improvement
01:36is the AI. The whole
01:38dynamic to warfare is
01:40changed. Previously it was fairly
01:42easy to just save up the money, hire
01:44a mercenary company, win a single
01:46decisive battle and then there wasn't
01:48much they could do about it. So what we're
01:50aiming for instead is to drag out
01:52the wars a little bit, make them last
01:54longer with more battles and allow
01:56the enemy and of course yourself
01:58to make a comeback. Fewer soldiers
02:00will die. On the other hand, morale
02:02damage can be higher. If an army
02:05loses a battle, it will now retreat
02:06several provinces back in order to
02:08recuperate and regain morale. Another big
02:10change we've also made in the same vein
02:12is that armies standing in a friendly
02:14province will actually reinforce. As you
02:16know, only holding levies used to
02:18reinforce but now the actual armies
02:20will reinforce first and then the
02:22holding will reinforce. This means
02:24that levies become more
02:26tenacious and can stick
02:28around for a longer more dragged out
02:30conflict. That's it about the
02:33external changes, if you will. Let's
02:36take a look at the internal changes
02:37we've made as well. As you know, the
02:39vassals are the kind of driving
02:41force behind internal strife in
02:43Crusader Kings and they really should
02:45make the late game more interesting
02:46and hard. So what we made now is make
02:49sure that rebellious vassals actually
02:51band up into large dangerous
02:53factions. And to give the player some
02:55control and ways of discouraging
02:57this, we have developed the council.
03:01And the way this works is the
03:02counselors can no longer normally
03:04join factions. So it might be a good
03:07idea to actually appoint your most
03:08powerful vassals to the council. I wish it
03:12was that easy. Of course, you know, if
03:15the council is not content, the
03:17counselors are then free to join
03:18factions again. Each counselor has a
03:21certain position on political
03:23issues. For example, a counselor can
03:25be a glory hound, which means that
03:27they like declaring wars and they
03:30want the realm to be at war. And
03:32whenever you take an action as the
03:34ruler, the council will show or basically
03:37vote on the issue. This doesn't prevent
03:41you from taking action. It's just that
03:43if you override the will of the
03:44council, it will be discontent and the
03:47counselors will then be free to join
03:49factions for a couple of years. In
03:50addition, we have also added a system
03:52of favors. You can gain and call in
03:56favors from your vassals and
03:58counselors, especially. And using
03:59favors, you can get them to change
04:01their stance or position on various
04:03political issues. Of course, you can
04:05also use favors for other things in
04:06events and so on that we have added in
04:09the game. It's closely related to
04:10blackmail, actually. Also related to
04:14the council, we have expanded on the
04:16realm laws. Instead of having crown
04:18authority, which is a kind of very
04:20generic law, we've split it up into
04:22various smaller laws that will allow
04:24the council to have an opinion
04:26about various actions. For example,
04:28can you change laws freely or should
04:30the council be allowed to have a say
04:31in that? Managing your vassals
04:33through the council becomes a new type
04:36of gameplay and you will have to look
04:38out for these bigger, more powerful
04:40internal factions. It comes into play
04:43later in the game when you have a
04:45bigger realm. It doesn't punish the
04:47smaller beginning countries, which is
04:49exactly the effect that we are after.
04:52Let's talk about the challenge in the
04:55game, which is again the main point
04:57of this expansion. But we have also
05:00added a lot of other features. The
05:02biggest one is probably a completely
05:03revised education system where taking a
05:06page from the way of life expansion,
05:09we have changed it so that the ruler or
05:11parent actually sets a focus for the
05:14child. And there are two stages to that
05:17process. The early childhood, basically
05:20ages six to eleven, when the
05:23personality of the child is actually
05:24shaped. And then the second stage,
05:27ages twelve to sixteen, where you set an
05:30education focus for the child based on
05:32one of the five base attributes. You can
05:33pick a diplomatic education track and
05:36then you cannot change it. And of course
05:38the child will then get a diplomatic
05:40education outcome. Now the cool thing
05:42about the adolescence events is that
05:44it's a period where things like
05:46rivalries and friendships are created
05:49that can last for a whole lifetime.
05:51You know, teenagers can be pretty
05:52rebellious and troublesome. They have
05:55depressions and so on. So it's kind of
05:57a different theme to these events and
05:59the early childhood events. We've also
06:01added dynamic mercenaries for everyone. It
06:04was a very popular mechanic in the
06:06Horse Lords expansion, but we felt it
06:08was a shame that it's limited to only
06:10the Turks and the nomadic peoples of
06:12the steppes. So we're now allowing
06:14everyone to actually create these
06:16mercenary companies and send them out
06:18into the world to make an extra buck
06:20for you. I think that's it for now. So
06:22stay tuned for more information later
06:24on, especially the written dev diaries
06:26and so on. Thanks all for listening.
06:28To be continued...
06:31To be continued...
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