Can't watch that at work - are we getting new Hospital-style Monasteries with their own upgrade tree? Because I've wanted those for a while, actually.
Doesn't say much about the mechanics at this point.
Until I can make literally every province I control have a monastery brewing beer in it, I won't really be satisfied with the Crusader Kings experience.
If I can have a detective operating out of one of them that'll be cool too.
Things they've mentioned in dev diaries are basically better support for splinter sects / "minor" heresies / hermetic-mystical groups.
New jobs for councilors:
Chancellor - Perform Statecraft. This job increases the speed at which your Threat decays, and can fire events which improve relations with random vassals, neighbours, or your liege if you have one. If you have a specific character you want better relations with, the Improve Diplomatic Relations job will be more useful, but for general improvements Statecraft should be your choice.
Marshal - Organize the Army. This job lowers the upkeep cost of your Retinue (Or Horde), and can fire events to train existing or find new commanders.
Steward - Administer Realm. This job increases the speed of Cultural conversion in your realm’s provinces, and can fire events adding economic bonuses to any province. If you own Reaper’s Due, Prosperity throughout the Realm will also increase faster.
Spymaster - Sabotage. This is the exception I mentioned earlier. For owners of the <Mystery> expansion, the existing Scheme job will become “off-map” (if you don’t own it, Scheme will remain unchanged) and a new Sabotage job will be available for use on specific provinces. These provinces will suffer damage, gain unrest, and may even be made easier to siege due to sabotage and bribery.
Court Chaplain - Hunt Heretics. This job enables the Court Chaplain to hunt for members of shadowy cabals who plot against God and man alike.
Things they've mentioned in dev diaries are basically better support for splinter sects / "minor" heresies / hermetic-mystical groups.
New jobs for councilors:
Chancellor - Perform Statecraft. This job increases the speed at which your Threat decays, and can fire events which improve relations with random vassals, neighbours, or your liege if you have one. If you have a specific character you want better relations with, the Improve Diplomatic Relations job will be more useful, but for general improvements Statecraft should be your choice.
Marshal - Organize the Army. This job lowers the upkeep cost of your Retinue (Or Horde), and can fire events to train existing or find new commanders.
Steward - Administer Realm. This job increases the speed of Cultural conversion in your realm’s provinces, and can fire events adding economic bonuses to any province. If you own Reaper’s Due, Prosperity throughout the Realm will also increase faster.
Spymaster - Sabotage. This is the exception I mentioned earlier. For owners of the <Mystery> expansion, the existing Scheme job will become “off-map” (if you don’t own it, Scheme will remain unchanged) and a new Sabotage job will be available for use on specific provinces. These provinces will suffer damage, gain unrest, and may even be made easier to siege due to sabotage and bribery.
Court Chaplain - Hunt Heretics. This job enables the Court Chaplain to hunt for members of shadowy cabals who plot against God and man alike.
... and then a bunch of quality of life changes.
So by the symbols I assume the new heretic religions are satanists, white supremacists, and medical doctors?
Of the new advisor jobs, the one I'm most ... interested? ... in, is:
Steward - Administer Realm. This job increases the speed of Cultural conversion in your realm’s provinces, and can fire events adding economic bonuses to any province. If you own Reaper’s Due, Prosperity throughout the Realm will also increase faster.
I have only very seldomly run into a case where having your Steward not collecting taxes is the best use of his / her time. At one point, I had two really underdeveloped castle holdings in my capital, and switching the Steward over to the construction time task got them up and running much faster, but other than that? Collect Taxes erryday.
Things they've mentioned in dev diaries are basically better support for splinter sects / "minor" heresies / hermetic-mystical groups.
New jobs for councilors:
Chancellor - Perform Statecraft. This job increases the speed at which your Threat decays, and can fire events which improve relations with random vassals, neighbours, or your liege if you have one. If you have a specific character you want better relations with, the Improve Diplomatic Relations job will be more useful, but for general improvements Statecraft should be your choice.
Marshal - Organize the Army. This job lowers the upkeep cost of your Retinue (Or Horde), and can fire events to train existing or find new commanders.
Steward - Administer Realm. This job increases the speed of Cultural conversion in your realm’s provinces, and can fire events adding economic bonuses to any province. If you own Reaper’s Due, Prosperity throughout the Realm will also increase faster.
Spymaster - Sabotage. This is the exception I mentioned earlier. For owners of the <Mystery> expansion, the existing Scheme job will become “off-map” (if you don’t own it, Scheme will remain unchanged) and a new Sabotage job will be available for use on specific provinces. These provinces will suffer damage, gain unrest, and may even be made easier to siege due to sabotage and bribery.
Court Chaplain - Hunt Heretics. This job enables the Court Chaplain to hunt for members of shadowy cabals who plot against God and man alike.
... and then a bunch of quality of life changes.
So by the symbols I assume the new heretic religions are satanists, white supremacists, and medical doctors?
Hah! I think it's cults of Satan / Baal, Mercury (an old magician's standby), and some kind of gnostic thing.
Monks and Mystics is the latest expansion to Crusader Kings II, the hit medieval grand strategy role-playing game from Paradox Development Studio. In Monks and Mystics, the religious aspect of the game is further explored with new mechanics and character associations that can tie a faith closer together or render it asunder.
The major feature of Monks and Mystics is the addition of Societies – secret and otherwise. Characters can join monastic orders, secret cults and Gnostic heresies. As the society gains members, it gains power and prestige for its leaders. Societies open new actions for characters and can lead to new event paths.
Monks and Mystics includes:
Monastic Orders: With lay offices available to non-clerical characters, monastic orders will increase your character’s piety - but they have expectations.
Cults: Gnostic heresies may flourish and its is rumored that the worship of Satan continues in the darkened fringes of the world
Climb the Ranks: Characters work their way up the ladder of Societies, unlocking new abilities and triggering new event chains
Hunt for Heretics: Send your chaplain out to find secret societies that undermine the holy church and your realm. But what if the hunter is guilty himself?
Other New Councillor Actions: Your councillors have a fourth action that will make them more powerful and integral to sound rulership
And much more: Assassins, archaeological expeditions, holy relics, great treasures and more
Crusader Kings II: Monks and Mystics is coming soon to major digital retailers, including the Paradox Store.
No, culture-specific buildings don't swap, they're lost completely.
In a previous Irish game, I had my heir become a Bedouin Muslim because of... well, I made a mistake in choosing who to raise him.
The next generation was a proper Irish Catholic, but all my Gallowglass improvements were wiped out and required complete rebuilding.
This is what's known as a "Really Expensive Mistake."
I was trying to get him killed, but his wife and most of his kids died in rapid succession and then he ended up dying of depression and stress at only 35 or something after only a couple years of rule. I actually just ended up feeling really bad for him. He didn't deserve all that shit.
No, culture-specific buildings don't swap, they're lost completely.
In a previous Irish game, I had my heir become a Bedouin Muslim because of... well, I made a mistake in choosing who to raise him.
The next generation was a proper Irish Catholic, but all my Gallowglass improvements were wiped out and required complete rebuilding.
This is what's known as a "Really Expensive Mistake."
I was trying to get him killed, but his wife and most of his kids died in rapid succession and then he ended up dying of depression and stress at only 35 or something after only a couple years of rule. I actually just ended up feeling really bad for him. He didn't deserve all that shit.
What, your character you mean?
If so, I feel obligated to recommend that you check my Peter, the Spawn of Satan character on page 16 or so. Nevermind that he died of a fever, he was OP as hell until that point.
What, your character you mean?
If so, I feel obligated to recommend that you check my Peter, the Spawn of Satan character on page 16 or so. Nevermind that he died of a fever, he was OP as hell until that point.
Nah, my realm.
That's Genghis Khan joining the pagan defensive pact against me.
What, your character you mean?
If so, I feel obligated to recommend that you check my Peter, the Spawn of Satan character on page 16 or so. Nevermind that he died of a fever, he was OP as hell until that point.
Nah, my realm.
That's Genghis Khan joining the pagan defensive pact against me.
Ah. Herp derp.
Also, apparently Genghis is a pushover for a resurgent Roman Empire. As were the Aztecs.
It's just the fact that throwing bees at me turned out to be a brilliant treatment for great pox.
That's the joke.
Im sorry.
Oh! Yeah, I'd seen that come up in my game, too, and thought it was funny.
I was just wondering if there was something about the specific case, like Haestein was IRL allergic or died by beesting or something, that I was missing.
Things they've mentioned in dev diaries are basically better support for splinter sects / "minor" heresies / hermetic-mystical groups.
New jobs for councilors:
Chancellor - Perform Statecraft. This job increases the speed at which your Threat decays, and can fire events which improve relations with random vassals, neighbours, or your liege if you have one. If you have a specific character you want better relations with, the Improve Diplomatic Relations job will be more useful, but for general improvements Statecraft should be your choice.
Marshal - Organize the Army. This job lowers the upkeep cost of your Retinue (Or Horde), and can fire events to train existing or find new commanders.
Steward - Administer Realm. This job increases the speed of Cultural conversion in your realm’s provinces, and can fire events adding economic bonuses to any province. If you own Reaper’s Due, Prosperity throughout the Realm will also increase faster.
Spymaster - Sabotage. This is the exception I mentioned earlier. For owners of the <Mystery> expansion, the existing Scheme job will become “off-map” (if you don’t own it, Scheme will remain unchanged) and a new Sabotage job will be available for use on specific provinces. These provinces will suffer damage, gain unrest, and may even be made easier to siege due to sabotage and bribery.
Court Chaplain - Hunt Heretics. This job enables the Court Chaplain to hunt for members of shadowy cabals who plot against God and man alike.
... and then a bunch of quality of life changes.
So by the symbols I assume the new heretic religions are satanists, white supremacists, and medical doctors?
From left to right you have the sign of Baphomet, associated with the Satanic traditions of Europe; a Caduceus, likely in this case associated with the Hermetic Orders; and finally you have the Sun Cross, now associated with the Asatru and Neopagan traditions, but probably closely associated with the Celtic cults at the time of CK2.
I'm glad they finally accepted the game is a lot of fun when it isn't taken too seriously, but resisted Invading Aztecs Part Deux.
The Sun Cross is an interesting case, because it first appeared in the Neolithic amongst prehistoric Europeans and then spread across the world. Or at least that's the current anthropological thinking. It has a close association with proto-Germanic cults and the thunder god Taranis, he of lightning bolts and wheels. But it's made it virtually everywhere in the world.
Religious anthropology is a relatively new field, of course.
So my realm had an outbreak of witchcraft (...which is really annoying because it's 10 years of halved tax income regardless of what happens, apparently).
One of the accused was the queen, which meant I had the option of imprisoning myself. She decided she was innocent (...despite recently becoming a lunatic...which is maybe why I had the option in the first place, but I assume it's a bug).
...Although I am wondering if lunacy is now hereditary. The only ruler who hasn't turned out to be a lunatic died before she was 25.
So my realm had an outbreak of witchcraft (...which is really annoying because it's 10 years of halved tax income regardless of what happens, apparently).
One of the accused was the queen, which meant I had the option of imprisoning myself. She decided she was innocent (...despite recently becoming a lunatic...which is maybe why I had the option in the first place, but I assume it's a bug).
...Although I am wondering if lunacy is now hereditary. The only ruler who hasn't turned out to be a lunatic died before she was 25.
Almost everyone in my family in my current game is insane. It might not always be hereditary, but it seems to be in my case.
Civics is not a consumer product that you can ignore because you don’t like the options presented.
"Ah, 1400," I think, "that means the game's basically over."
No, it's not. The end of the game is still 53 years away and, my, do those 53 years feel like they last a long time.
Still, enough time to resurrect the Fylkirate after its destruction when Saxony imploded and, 3 months before game end, the foundation of the Germanic Empire of Saxony (which has a rather garish pink colour, but you can't have everything I guess).
Not exactly my most successful run, world conquest-wise, but pretty eventful all the same. Trying to rebuild after losing everything except a single county (that didn't even used to be my capital) while surrounded by large, hostile Catholic kingdoms is both slow and tense, filled with opportunistic sniping of rebelling counties and quite a few humiliating defeats.
My latest character is an Irish king who has had an interesting life so far:
1) Became immortal
2) Got cancer
3) Beat cancer
4) Got cancer again
5) Beat cancer with the help of a jar of bees
Dude's like 150 and counting. I still haven't reformed to feudalism yet, because I'm trying to build enough prestige to get a doomstack army that'll roll the muslim doomstack during a crusade. My martial is 24 so we'll see how long it takes!
I got two different immortality quest lines in my previous game but I failed a check early on in both of them... I think they were both checks that relied on martial or health.
Posts
This is what's known as a "Really Expensive Mistake."
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
https://youtu.be/XWEMq0JiB0Y
Brilliant.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Doesn't say much about the mechanics at this point.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Until I can make literally every province I control have a monastery brewing beer in it, I won't really be satisfied with the Crusader Kings experience.
If I can have a detective operating out of one of them that'll be cool too.
Things they've mentioned in dev diaries are basically better support for splinter sects / "minor" heresies / hermetic-mystical groups.
New jobs for councilors:
... and then a bunch of quality of life changes.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I don't really play Christians any more, so I hope all the other religions get sects and stuff as well.
So by the symbols I assume the new heretic religions are satanists, white supremacists, and medical doctors?
I have only very seldomly run into a case where having your Steward not collecting taxes is the best use of his / her time. At one point, I had two really underdeveloped castle holdings in my capital, and switching the Steward over to the construction time task got them up and running much faster, but other than that? Collect Taxes erryday.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Hah! I think it's cults of Satan / Baal, Mercury (an old magician's standby), and some kind of gnostic thing.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I was trying to get him killed, but his wife and most of his kids died in rapid succession and then he ended up dying of depression and stress at only 35 or something after only a couple years of rule. I actually just ended up feeling really bad for him. He didn't deserve all that shit.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
This game comes up with the best stories.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
If so, I feel obligated to recommend that you check my Peter, the Spawn of Satan character on page 16 or so. Nevermind that he died of a fever, he was OP as hell until that point.
Nah, my realm.
That's Genghis Khan joining the pagan defensive pact against me.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Ah. Herp derp.
Also, apparently Genghis is a pushover for a resurgent Roman Empire. As were the Aztecs.
I have to admit I don't get it.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
It's just the fact that throwing bees at me turned out to be a brilliant treatment for great pox.
That's the joke.
Im sorry.
Oh! Yeah, I'd seen that come up in my game, too, and thought it was funny.
I was just wondering if there was something about the specific case, like Haestein was IRL allergic or died by beesting or something, that I was missing.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I wonder if it varies from culture to culture, or, more likely, there's a lot of hidden factors that go into figuring out what's effective.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I think that picking experimental treatment will always give random result, no matter what treatment is being used.
I'm glad they finally accepted the game is a lot of fun when it isn't taken too seriously, but resisted Invading Aztecs Part Deux.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
COVERED IN BEEEEES
I managed to get high tribal centralization, because every single one of my councilors returned a favour to my seeres, who is also my wife.
I dont know if it's some kind of bug, or is she such a good negotiator.
i want to know what the hell happened here
It is interesting how symbols travel around
It's a simple geometric symbol, hardly surprising that more than one group in the history of the world has come up with it.
Religious anthropology is a relatively new field, of course.
One of the accused was the queen, which meant I had the option of imprisoning myself. She decided she was innocent (...despite recently becoming a lunatic...which is maybe why I had the option in the first place, but I assume it's a bug).
...Although I am wondering if lunacy is now hereditary. The only ruler who hasn't turned out to be a lunatic died before she was 25.
Almost everyone in my family in my current game is insane. It might not always be hereditary, but it seems to be in my case.
No, it's not. The end of the game is still 53 years away and, my, do those 53 years feel like they last a long time.
Still, enough time to resurrect the Fylkirate after its destruction when Saxony imploded and, 3 months before game end, the foundation of the Germanic Empire of Saxony (which has a rather garish pink colour, but you can't have everything I guess).
Not exactly my most successful run, world conquest-wise, but pretty eventful all the same. Trying to rebuild after losing everything except a single county (that didn't even used to be my capital) while surrounded by large, hostile Catholic kingdoms is both slow and tense, filled with opportunistic sniping of rebelling counties and quite a few humiliating defeats.
1) Became immortal
2) Got cancer
3) Beat cancer
4) Got cancer again
5) Beat cancer with the help of a jar of bees
Dude's like 150 and counting. I still haven't reformed to feudalism yet, because I'm trying to build enough prestige to get a doomstack army that'll roll the muslim doomstack during a crusade. My martial is 24 so we'll see how long it takes!
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar