Crusader Kings II Is About Relationships

By Jim Rossignol on May 11th, 2011 at 3:10 pm.

Maps: for fresh conquest perusal.
We like our historical grand strategy games like we like our cup of tea: deep, complex, and with some nuance to its presentation of political relationships. Fortunate for us, then, that Paradox are thinking about precisely this sort of thing in the design of Crusader Kings II. Their latest developer diary (chained up in the dungeon of this post) looks at how the game handles relations between different powers and delivers a more authentic experience of deal with the political intrigues of medieval powermongering.

We’re keen on seeing more of this beast ever since Quintin gave it a feel earlier this year. The game is out on the 13th of January 2012. Gosh, that seems like a long time away.

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22 Comments »

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  1. The Pink Ninja says:

    Paradox should make a dating sim

  2. Mr_Hands says:

    Dear Paradox,
    Please take my money.

    Sincerely,
    Clont A. Whittenbottom III.

  3. Megadyptes says:

    Awesome, a screenshot of pre Divine-Wind EU3!

  4. Gormongous says:

    Any chance to see the game in action is great, but it honestly looks like the tech guy just won’t stop fiddling with the supposedly static backdrop while Doomdark rambles on unaware.

  5. Teddy Leach says:

    Quintin, stop feeling it you dirty boy.

  6. Defiant Badger says:

    Due to the red highlighted text making me read it all in the wrong order I read the last bit as:

    We’re keen on seeing more of this breast ever since Quintin gave it a feel earlier this year.

  7. Web Cole says:

    “Quintin gave it a feel”

    Titter, and indeed, guffaw.

  8. Mario Figueiredo says:

    The system is always interesting and not unheard of. However, in grand strategy games it tends to make the player the only schizophrenic ruler on the map. It will be imperative that not only decisions to go to war, but every other relationship-affecting decision in the game is weighted against this likeness factor, so players may actually be barred from taking some course of action until they build a likeness factor that makes that course of action more plausible.

    Essentially, force the players to obey the same rules as the AI.

    • Tetragrammaton says:

      Could potentially be a little dangerous though – There are many ways to play these Grand strat games – And roleplayers like myself would welcome such a mechanic. The fact is, however, that this would ruin the fun for the more ‘gamey’ players out there. Equally roleplayers can impose these rules on themselves – So Im not sure if it would really add anything to the experience.

  9. The Pink Ninja says:

    This is a trick and it’s actually a Magick DLC that doesn’t fix the fecking bugs

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    Erlend M says:

    Cute little detail: Of all the years they could have chosen to use in the background demo, they chose year 1337.

    • Om says:

      1337, start of the Hundred Years War. This was one of three start dates in CK1, I’m assuming that its also included in the sequel

    • Nimic says:

      Indeed, I’m fairly sure there’s no “leet” reason for the choice. Rather, it’s a reasonable choice given the context of history.

  11. LazerBeast says:

    Very pumped.

  12. RyuRanX says:

    I hope this one comes with a tutorial.

  13. Nameless1 says:

    This is a must-buy for me.
    I discovered the first crusader king only recently, and It’s probably my favourite paradox game.

  14. Eightball says:

    I’m so pumped for this game, even more so now that I’m reading (and watching) A Song of Ice and Fire.