Difference between revisions of "Conclave"
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Revision as of 19:45, 17 April 2016
The main intention of Conclave is to "increase the challenge mid-to-late game".
Conclave will give your vassals some bite to go along with your bark, as the council that governs your realm will now demand some say in how you rule. Powerful dukes, regardless of competence, will require a seat at the table, and those left on the outside will be more likely to plot against you.
Keep your council happy, and the mighty vassals will resist the pull of faction and civil war. Dismiss their interests, though, and you may find yourself trying to hold together a council at war with itself.
Balance councillor skill and power to keep your dynasty safe and strong. Ignore powerful underlings at your peril, or simply buy their loyalty with favors. Conclave makes the royal council a force unto itself.
- The most powerful vassals strongly desire a council seat, or will threaten a civil war.
- The council has power to vote on changes to realm laws, declaration of wars, etc. But this power depends on the council laws, which can limit councilors' power and influence. Tribal rulers enable council laws by increasing tribal organization in order to feudalize, and nomads always have all of the council laws enabled.
- To avoid thousand of pop-ups, council members adopt certain pre-defined stances, which will dictate how they align themselves (yay, nay or abstain) with the decisions the ruler takes: Loyalist , Pragmatist , Glory Hound , Zealot , or Malcontent .
- Under some governments, councillors cannot create or join factions except during a period of "discontent" after succession or tyranny.
- Regencies are reworked: the regent is put as a position on the council and will vote instead of the young ruler, who doesn't have the option of going against a council vote.
- Can be gained through fulfilling the ambition of a vassal, giving a sum of money, accepting support request from a liege...
- Can be used in many ways: get a council member to vote your way for one year, accept a marriage, invite to court, educate child, keep a character out of factions or get them to join a faction, asking liege to press a claim, blocking liege from using the Realm Peace or asking him to enforce it, ...
- A character can only owe another character at most one favor at a time. It is usually not possible for two characters to owe each other favors.
- Younger childhood (0-11): a childhood focus can guide the development of the child, impacting the likelihood of certain new childhood traits. Child’s attributes now grow randomly with some genetic influence from the parents. Educator’s (guardian, parent, liege or regent) traits will now very rarely affect the child’s development.
- Adolescence (12-15): an education focus can be chosen, guaranteeing that the character will receive an education trait of the category of the focus on reaching adulthood. Childhood traits increase or decrease the chances for a higher level education outcome.
Laws have been reworked:
- A new set of laws (council laws) dictates what the council can and cannot vote on.
- Crown authority is gone, having been split into constituent parts
- Obligation laws now shift between taxes and levies, instead of defining the level of burden
- New realm laws such as Status of Women
- Insignificant ambitions are removed (get married, ...) and ambitions now actually alter the flow of gameplay in a significant way: become king allows a slight chance of successfully fabricating a claim on a kingdom. New ambitions include: ask for council position, build a war chest, ask liege for title, and ask for land for an unlanded son.
- Non-nomadic rulers can create a mercenary band of their own to increase their wealth. (Nomads can already do so as long as Horse Lords is enabled.) However, the band will use a percentage of a holding's levies, and mercenary captains may grow ambitious. The most common sizes will be in between the nomadic mercenaries and the smaller pre-defined mercenary companies.
- More complex diplomacy system, where royal marriages create non-aggression pacts that can be re-negotiated if the arranger dies. Alliances are now stronger, but more rare, as they must be negotiated atop an existing non-aggression pact.
- Combat mechanic changes, including shattered retreat over several provinces, less damage during battles, improved AI, and reinforcing armies in friendly territory.
- Reduction of the "positive opinion inflation" of vassals vs their liege, by cutting many important positive opinion modifiers in half. During non-elective succession, primary successor inherits 50% of temporary opinion modifiers from subjects of previous holder.
- Sounds: death sound differ depending on age, gender, and violence of reason for death. New ambient sound for technology view.
- Faster loading of saved games: new continue button from the lobby, and vanilla history no longer gets executed while loading a save.
- Defensive pacts may form against large realms whose actions are seen as threatening. (Called “coalitions” and “infamy” on release, renamed in patch 2.5.2.)
- Support for ^Ctrl + Left click on dynasty map mode, to breakdown realms into sub-realms.
- New functionality that allows to interact with province owner by right-clicking with special keys pressed.
- Redo of law screen, that now has multiple tabs.
- Malcontents now tend to gang up into fewer but more powerful factions.
- Modding improvements, including among others modable era screen, new scopes and triggers.
- The codename for the expansion was "Zeus". It was used to conceal the real expansion name on Steam depots, and is still visible in game files, via the "ze_" prefix, and some
has_dlc = "Zeus"triggers.
- The patch went through a private beta testing phase, following a call for beta testers done months earlier.
- An advanced press release of the DLC was sent to some youtubers to allow for some pre-release let's play streams.
- After initial release of patch 2.5, some negative feedback on coalitions, infamy and shattered retreat was raised by part of the community. Paradox acknowledged that "a lot of comments concerning the new Coalition mechanics and the intricacies of “Shattered Retreats” merit [their] immediate attention". They also shared clarifications on coalitions along with tips for managing expansion.
- Crusader Kings II: Conclave to be released early 2016!
- Crusader Kings II: Conclave to be released February 2nd
- Conclave Dev Diary #1
- Power to the council Cite error: Invalid
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- Rules of Engagement
- It's just a flesh wound!
- Stopping The Snowball
- The QA team on CK2
- The Move
- Looking at Laws
- A Captain's Duty
- Crusader Kings II needs you! We are looking for new betas!
- Conclave: The Near Future
- Clarifying Coalitions