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Discussione in 'Crusader Kings 2' iniziata da Lawris, 11 Luglio 2017.

  1. Lawris

    Lawris

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    Salve a tutti, ho crusader kings da un pò (183 ore) . Solo da poco, ho deciso di riprenderlo e giocarci più seriamente. Prima di tutto ho iniziato con i MuMu in Irlanda del sud (Ua Briain). Successivamente ho provato altre partite, come i Carolingi nel 1066, ma mi annoiano (non posso fare praticamente nulla, mi trovo al confine con il HRI o SRI e con un duca e un conte alleato (avevo ricevuto anche Maiorca, come dono del re) ecc...
    Vorrei provare qualche dinastie (dal 769 al 1066) magari famose in futuro (come gli Asburgo) o in passato (Carolingi). Andrebbero bene anche semplici casate ma intriganti.
    Grazie per tutto :D
     
    Ultima modifica: 12 Luglio 2017
  2. SkySpace

    SkySpace

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    Di dinastie non me ne ricordo. Ma ti consiglio l'Irlanda.
     
  3. Lawris

    Lawris

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    Come ho gia detto ho provato l'irlanda (formata con i Mu Mu)
     
  4. SkySpace

    SkySpace

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    Ops avevo saltato completamente quella frase :eek:
    gli stati crociati?
     
  5. Lawris

    Lawris

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    Vedrò :D
     
  6. Djmitri

    Djmitri

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    Anche la Penisola Iberica è molto interessante. Ti consiglio di partire nel 1066 con Leon, oltre a scannarti con i fratelli/parenti puoi divertirti con gli arabi a Sud, facendo delle vere e proprie crociate... Io mi sono divertito moltissimo in quella partita :approved:

    PS.
    Se giochi vanilla, ti consiglio caldamente il mod CK II Plus, una volta provato non puoi più farne a meno (come la figa del resto... :ROFLMAO::ROFLMAO::ROFLMAO:).
     
  7. Lawris

    Lawris

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    Grazie anche a te, proverò di sicuro ;)
     
  8. Lawris

    Lawris

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    Riguardo alla CK2Plus ho provato a cercarla sul steam workshop (non ce), e su internet ma i link non funzionano, tranne un link che probabilmente è di una versione vecchia. Quindi niente (?).
     
  9. Djmitri

    Djmitri

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    Lo trovi sul sito di mamma Paradox, a questo link qua (ovviamente devi aver registrato il gioco, altrimenti non ti fa vedere la sezione).

    Qui sotto invece puoi trovare tutto quello che aggiunge (e non è poco :approved:).
    • A completely overhauled factions system -- rather than solely having factions which go to war with their liege as soon as they are strong enough, there are also "common interest" factions which consist of vassals who meet regularly and can reward a liege who's kept them happy or make demands of a liege with whom they're angry...and who can start a civil war if their liege doesn't comply. These civil wars can be incredibly dangerous, as other factions can join in the war if the liege is unpopular.
    • Catholic and Orthodox religions are united as Chalcedonian Christianity in the Old Gods, Charlemagne and Millenium bookmarks. The schism only occurs after the millenium if the right events occur prior to that, and can be prevented should a Patriarch Supreme be anointed.
    • A cadet system for younger brothers of very large dynasties to establish their own dynasties if they should ever inherit a title. Likewise, powerful rulers who are part of very large dynasties but who not the head of that dynasty (and not closely related to him) may elect to start their own -- particularly if they are Muslim, who will always start their own dynasty if not in the realm of thier dynasty head.
    • German and Italian cultures are split to their historical variations which can be united though special decisions and events by powerful imperial rulers.
    • Berber and Moorish cultural groups.
    • Playable Aztec invasion. Player needs to be a Nahua Aztec Count on Atlantic coast(not Scandinavia or Iceland) on game start.
    • Overhauled heresies -- conversion to heresies is not completely random, and sometimes "heretics" will actually switch to non-heretic religions within the same religion group (where it makes sense). There are brand new heresies, such as the Adoptionists and Tondrakians (amongst others), and many individual heresies have been given a great deal of unique content to make them more interesting to play.
    • A more logical system for adventurers -- adventurers will travel around to nearby kingdoms, attempting to raise money from sympathetic rulers and by campaigning in lands. Only if they raise sufficient funds will they be able to form a host, and the size of the host will depend on the amount of coin they raised as well as their individual prowess. A deceptive ruler may attempt to take their captive when they arrive and offer you them to you in exchange for a hefty ransom.
    • A coronation system, which requires feudal kings and emperors to hold a coronation -- an event which invites not only vassals but nearby independent rulers and relatives -- which will solidify their rule. Until they are coronated, weak claims can be enforced against them and their Crown Authority can not be increased.
    • India Submod -- Indian subcontinent is separated from the main mod, and can be activated with the submod included in the main download.
    • Imperial Government -- Special feudal government type that replaces the viceroy system. Instead of being given the kingdom/duchy title outright, ruler can choose whether to allow normal inheritance, give the title to someone else, or take the title for themself.
    • Imperial Court Events -- Vassals can send their family members to imperial court to learn and gain experience.
    • New Tributary System -- Tributary CB is disabled and it is replaced with a targeted decision. The target is given a choice to either pay tribute or go to war. If the target rejects, attacker can still backout, at the cost of prestige. Accepting to pay tribute without war has the benefit of reduced tribute percentage.
    • Congenital traits are no longer visible at birth, and are discovered as the child grows up. Affected traits are: genius, quick, imbecile, slow, tall, dwarf, strong, weak, homosexual and most of the congenital traits added by the mod (e.g. tall, ambidextrous, imposing).
    • Regnal name selection -- Before the coronation, ruler can select a traditional regnal name for their culture, or choose a traditional dynastic name.
    • A Spy Network rating, built by assigning the Spymaster to the Build Spy Network job. Spy Network can be spent to speed up the success of plots, and can also be spent to hire an assassin to target someone you have a murder plot against. The rating slows down plots against you, but you can devote your own Spy Network to reducing your target's.
    • The vanilla decadence system for Muslims is gone -- mostly. Muslims can still gain the Decadent trait, and if they are in the realm of the head of their dynasty, they can cause him to gain a "Decadent Dynasty" trait of increasing levels of negative opinion with other Muslims based on how many family members have the trait. The dynasty head can demand they straighten up if he has enough Piety, and should they refuse he gets the right to exile (not execute) them. An exiled decadent family member can be almost as much trouble away as in the realm, as they will otherwise plot and scheme and ask for money and estates.
    • A system for Martyrs and Saints. Christians who die during a Crusade or executed by an infidel may become Martyrs. Rulers who die with very high Piety (or with other qualifications, such as being a Martyr or having mended the Schism) may be declared Saints -- this changes the portrait and provides Piety to their family.
    • Tribal rulers feudalize similar to the pre-Horse Lords manner -- they must upgrade their capital holding's hillfort or market city, and must have Absolute Tribal Organization or reach a sufficient tech level. Their non-upgraded holdings do not turn into castles, but can be once they're upgraded, and they do not instantly get cities and temples in every province. Cities and temples can be built prior to feudalization, with difficulty, and that process speeds up for the first century after feudalization in provinces of the ruler's culture.
    • A new tyranny system similar to EU: Rome. Kings cannot wantonly revoke titles, imprison, banish or execute subjects any more without incurring Tyranny. The "Tyrant" trait lowers relationships with everyone and in turn makes it more likely for vassals to revolt, and sufficiently high tyranny can cause a "dynastic stain" which is passed on to descendants.
    • A unique map with many more provinces and territories, along with a revamped setup for de jure kingdoms and empires. One thing experienced players will immediately notice is the scarcity of de jure empires -- most empires are formed as titular titles first, and gain de jure territory through the course of the game.
    • A revamped system of demesne laws. Crown Authority has also been changed, having the effects of the vanilla Centralization law folded into it while simultaneously making it more difficult to raise (requiring a certain prestige score). Kingdoms and empires require a medium level of Crown Authority in order to enforce their de jure claims.
    • Changing of Crusade/Jihad mechanics to more accurately and fairly represent large-scale holy wars. Winning a crusade/jihad results in the de jure kingdom of the war's target being created (e.g.: a successful Crusade for Jerusalem results in the Kingdom of Jerusalem being created and awarded to the victor), as well as the institution of a special truce to help Crusader states survive more than a few years.
    • All Christian religions have the capability to unite Christianity -- whether it be via Mending the Schism (for Catholics and Orthodox), Repudiating the Council of Chalcedon (for Miaphysites) or Repudiating the Council of Ephesus (for Nestorians). This only requires that the religion has a religion head, and works even if the "main" religion has been replaced with a heresy.
    • The episcopal sees (Rome, Constantinople, Jerusalem, Antioch, Alexandria) have ducal patriarchate titles which are gained when a Catholic or autocephaly religion (like Orthodox) gains the temple barony. For autocephaly religions, it's this title which constitutes the actual pentarchy...and some religions (like Miaphysites or Nestorians) only gain the Petrine sees and not Constantinople or Jerusalem.
    • Adds a greater list of ambitions and plots, including: "Get a lover", "Break out of prison", "Convert a province", "Win a war", etc.
    • A completely revamped set-up for the historical transition between Charlemagne and the Carolingian Empire to the Holy Roman Empire, with events allowing for this to occur even with the AI at the helm (or in a completely ahistorical manner). The de jure set-up for the Holy Roman Empire has also changed, with the former kingdom of Germany broken up into its individual "stem duchies" while under Holy Roman rule.
    • Expanded mechanics for female heirs and rulers. Women can now have their claims enforced by war even on agnatic titles, can have a martial trait which allows them to lead armies (though only in certain cultures, or at certain levels of gender law), and have special versions of some events (such as hunting and tournaments) which apply only to them.
    • Changing succession laws requires prestige, and can cause anger not only among your vassals but particularly among those who find themselves disinherited as a result of the change. Some laws, like Feudal Elective or Tanistry, require the agreement of your vassals in order to change them at all.
    • While tribal rulers cannot build new holdings normally, they will have pious characters sometimes ask to found a temple with their support. Their steward may also use the "Settle Tribe" ability in provinces of their culture to find a site for a new city -- which will require support and many years to build.
    • The ability to disinherit an heir -- though an angry former heir may take arms against you, if he can find support.
    • Expanded events for pagans, including new pagan religions such as Celtic and Ancient Egyptian -- many of which were adapted from the Ancient Religions mod.
    • A "New World Order" function, usable at the beginning of any game, which allows you to break up every kingdom or even duchy in the world and start everyone at the same level. It also has a function which allows you to change the world's starting religion set-up, making pagans dominant in many areas and all but removing Christianity entirely.
    • Ruler Designer reworked to allow creation of more powerful rulers. Additionaly it allows the choice of assuming one of the existing dynasties.
    • Many new additional start dates, focusing on characters and periods throughout the era.
    • A host of improvements for the AI, insofar as how they run their realms and how they use the existing events and wars a little more intelligently.
    • A myriad of other new events and decisions, many of which are too minor to list here and also many of which are fixes for vanilla bugs or revisions of vanilla events & decisions to improve their function in the game.

    Un must have. :cool:
     
  10. Lawris

    Lawris

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    Forse sarò io a sbagliare qualcosa, ma quando apro il link mi da ERROR.
    Ho creato un account paradox e l'ho collegato al launcher, ma niente. (Scusa se ti rompo :p)
     
  11. Sir Matthew

    Sir Matthew

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  12. FabianVonPaterberg

    FabianVonPaterberg

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    8 Gennaio 2018
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    Riprendo questa vecchia discussione per suggerire una casata che mi ha parecchio divertito, ossia i merovingi con start nel 769. L’obiettivo primario, manco a dirlo, è stato riportare sotto il mio controllo prima la media francia e dopo una guerra infinita anche il regno della francia dell’ovest. Ero riuscito a fondare lo sri ma poi una sollevazione ducale, in contemporanea all’avvento dei normanni, ha ribaltato il mio trono prima di farmi fuori l’Imperatore. Ho quindi ripreso con il ramo cadetto quale duca di Benevento andando a fondare l’impero d’italia. Molto bella!
     
  13. SkySpace

    SkySpace

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    Avvincente! Era da farci un AAR!
     
  14. FabianVonPaterberg

    FabianVonPaterberg

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    Nemmeno sapevo cosa fosse prima d'iscrivermi :whistle:
     
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