I dunno, I’ve been pouring over the dev diaries and the new game looks really damn good. I’m very excited to play it.
Well, I will be paying attention to it for sure. This mod will always be my top priority in terms of projects until it is complete. After Imperator Rome, I’m going to be very cautious about purchasing it early in it’s life cycle. It does look good based on the dev diaries, and the CK team at Paradox seems to take the most care with it’s projects (just compare the average opinion of CK2’s expansions vs EU4’s for example, you normally won’t see the complaint of “should be in a patch” or “too high in price for what is on offer”). If the game turns out to be at least decent, I’ll pick it up and see what I can do with it mod wise, probably make altered variants of many of the events I’ve made for this mod (Heresies would also be much, much more elegant in a CK3 mod).
You wouldn’t even need a mod to make a Decedent heresy, you can make gluttony a positive trait in the base game.
I swear, there’s gotta be at least one of us there on the dev team.
Is this something already in the game, or do you mean it would be very easy to make myself? If it’s the former, I’d like a link to a source please
I know it’d easy to make it, since there are a lot of doctrines that make certain traits virtues, sins, or criminal.
I don’t know if it’s in the game or not, but I won’t be surprised if there’s a religious tenet that makes gluttony a positive trait.
Few more ideas for the magic system. First, I have decided to make Kitsunes have the least potential with the system for the sake of balancing and the fact that most Kitsunes will have little use for the bulk of the spells. They will, however, have more spells that only they can use than any of the other LF races. Fairies will have the second most amount of unique spells, which will mean that they will have the most spells overall. Fairies will also have an extra +10 mana every time the weight pulse fires compared to the others. Characters that get sired by either a fairy or demon (kitsunes won’t be able to sire), then that character will also be able to use the racial spells of the race that sired them. This will only go down one “generation”, so if character 1 gets sired by a fairy, and then goes on to sire character 2, character 2 will not have access to the fairy racial spells.
The meditate spell, the one that gives you more mana, will ask for more to be sacrificed the more the spell is used, at least until the next weight pulse when the amount of times you can get more mana is refreshed. The some things the meditate spell may require to be sacrificed could range from money, prestige, piety, weight level, spell casting XP, cooking/baking XP, replace a virtue trait with a sin trait (with the exception of gluttonous and temperate), etc.
I also worked out another way to learn magic. A player that knows the potion witch’s location, and has used all of the potions on either a target or themselves, returns to the witch’s shop, she will offer to teach you how to use magic (I’ll be using the name Corpomancy for the system unless I/someone here can come up with a better name).
What about calling the magic system Weightcraft? It’s a play on witchcraft and it seems like the general public in CK2 would consider these spells witchcraft
Good call, I’ll go with that for now thanks
I approve. Every self-respecting weight gain kink media needs puns.
Lipomancy? ‘Lipo’ is the prefix for things relating to fat, such as liposuction.
This looks like a fun mod to play with, but I’ve never played this game before, nor am I familiar with the genre. What are some tips that I can use to both enjoy the game and the mod?
Change the succession laws to something other than gavelkind, immediately.
I like where this ideas is going, who ever is the fattest in your realm gets all titles
Sorry, that was meant as a reply to @mrmoto
The easiest way to learn is to play through the tutorial in the game, and then to look at a few youtube tutorials for advice. I will give some tips though, here’s what I’d do.
First off, play as an Irish count in the 1066 start date for your first playthrough. All of your neighbors on the island are on a fairly even playing field and you are unlikely to be conquered by any of the larger powers.
As the Irish, you will also be able to more easily follow @Thatrantingmadmanofy’s advice of switching your succession laws because you will have access to a very good early succession law that is only available to the Celtic cultures. The reason you want switch from gavelkind to anything else (except for elective gavelkind, which is even worse) is because your directly owned land will be divided up among all of your eligible children which can be a huge issue. The Celtic cultures have access to the Tanistry succession, which is an elective succession law where every vassal you have gets to vote who is in charge, but the only eligible candidates are members of your dynasty. This means you have 0 risk of losing land when your current character dies and is succeeded. Keep this succession law until you unlock Primogeniture (Oldest child of yours rules) or Ultimogeniture (youngest child of yours rules).
Next, keep an eye on your council and make sure they are doing their jobs. Jobs that you should have your council doing are as follows. The chancellor should be fabricating claims on a weaker neighboring nation to give you a CB against them when they finally finish (CBs are war justifications, in this game, you can’t go to war without one), chancellors will do a better job the higher their diplomacy skill is. Marshals should be training troops in your capital pretty much the whole game (This will simply give you more troops from the county he is training them in), marshals preform better with higher martial skill. Stewards should be collecting extra taxes in the capital/highest tax income county most of the time if you are a feudal nation (which if you follow my advice of who to play as, you will be), stewards rely on the stewardship skill. The spymaster will easily be the most involved of your council, all of their jobs are extremely important so read what all of them do and change it up as you see fit, they do a better job with high intrigue skill. Finally the court chaplain should be either be improving religious relations (in Rome) if you need the Pope to like you, proselytizing in counties you own that don’t follow your character’s religion to convert the county, or researching cultural technology, they are the most effective if they have a high learning skill. There is also the advisor, they don’t do anything but you want to hand this out to vassals anyway because vassals that have a high troop count will be mad if they are not on the council, reserve this role for you least talented council members (this is unlocked when you reach king tier, and you get another advisor slot at emperor tier).
There are also minor titles that can be assigned from the council tab. They aren’t actually part of the council and most of them only improve the character’s opinion of you. There are a 3 (4 with the reaper’s due dlc) that are much more important. First is the designated regent, the designated regent is the character that will take charge of the nation if your character is incapacitated, under 16, missing, or otherwise unable to lead. You will want to pick a regent with both high marital (more troops) and stewardship (can hold more of your land personally) skills. Next is the court tutor, this character will be the one to raise all of your court’s children. I personally leave this slot empty and just let the parents raise their children and manually assign kids a guardian that show potential or are likely to inherit my land. Finally there are the commanders, they will lead the armies you assign them too and make the more effective in combat. Commanders will preform better the higher your marital skill is. A character cannot be a marshal and a commander at the same time, so I’d recommend putting the character with the highest martial skill as the marshal, and then make the next best martial skilled characters commanders. I’d avoid making the other council members commanders though, because you will need to first unassign them from their council job first, before they can lead.
Next is military. To put it simply, in 9/10 cases, who ever has the most troops in a battle wins. There are a few things to stack the odds in your favor though. First, when you call up your troops have them all meet up in only 1 county (until you have a massive army, then you will want to start dividing up the army). Once they have all met up, click and drag over the units. Once they have been selected there will be a popup with some buttons at the top. Hover the mouse over the buttons and look for “merge troops” and press it. This will make unit much more organized and more effective in battles. Then underneath those buttons you will want to assign your commanders to the center and flanks. Again, the simplest strategy is to put the commander with the highest martial skill in charge of the largest part of the unit. Once you have done that, the unit is much better prepared for war.
Plots and assassination are going to be a large part of the game for most players. This is an incredibly powerful system when used correctly and is best learned from experience, so I’ll give some examples of when to use it. First, do NOT attempt to assassinate members of your dynasty unless you absolutely must. The reason is if you get caught, you will get a very bad trait that makes everyone hate you pretty much the rest of that character’s life with a few exceptions. A time to use it is if your character has a “weak claim” on someone’s land. The only times weak claims can be used in war is if that land’s owner is under a regency, is a child, or is female (with some exceptions). So if you want to press the claim in war, but can’t because the owner is a capable adult male, you can take a look at his heir and see if the heir would make the land fall into one of the previously mentioned conditions. To give and example, say the Duke of Mumu is a capable adult male, but his heir is his 8 year old son, if you killed the duke of Mumu his son would take charge, which would mean that Mumu is now led by a child, which allows weak claims on land would be able to be pressed in war until the kid reaches the age of 16. This can also be used for inheriting land from succession, but will require more understanding of the game so I would wait before you attempt any Palpatine level schemes like that until you are more comfortable with the game.
Religion, without dlcs you can only play as christian (Catholic, Orthodox, Miaphysite, Nestorian, or any of their heresies) characters so you need to be extra careful with religions that you can’t play as. When first starting the game, don’t become a heretic it puts a huge target on your back. As the Irish, just stay Catholic, it’s much safer. You will know if a character is a heretic if their religious icon is red instead of the normal color. There are also heretics that are hiding their faith and will attempt to subvert your faith, usually through subtle conversion attempts or from raising the court’s children (one of the main reasons I don’t hire a court tutor). There isn’t a whole lot you can do about them, other than just persecute them when they come out of hiding, so get the “religious revocation” law passed as soon as possible to take any land they own without having to worry about pissing off your other vassals. Not pleasant, but they will become a huge problem to the stability to the realm if they aren’t handled properly.
Do not forget to be spending your money on upgrading the land you own personally (not your vassal’s land, they will upgrade it on their own). If you don’t, you will fall behind fairly quickly. Also prioritize your capital county before the others. Don’t overspend though, because you will want to have a rainy day fund to hire mercenaries if you are losing a war or your vassals are rebelling against you.
Skills/attributes in order from most useful to least are as follows: Martial and Stewardship (more troops, and more land you can hold onto without a vassal managing it), Intrigue (makes it easier to assassinate others as well as protect yourself from assassination), Diplomacy (small bonus to people’s opinion of you, also allows you to have more vassals), Learning (some piety and a tiny bonus to research speed). You will also get 50% the effects of your spouse’s attributes.
Finally, this game doesn’t any real goals, it is all personal goals that you want to accomplish. So for a first goal, I’d recommend just becoming the emperor of Britannia (own 80% of land of Ireland, Scotland, Whales, and England) before the end of the game.
Having a bit of writer’s block in a way, I’m stuck on ideas for the Kitsune’s spell list. Right now, I’ve got the range reduction spell fully functional, the meditate spell in the process of being finished (which would be usable by other magic users, not just kitsunes), a discharge spell that has a cooldown timer to set your mana build up to 0, and a spell that gives the kitsune the temperate trait but at the cost of gaining 20 weight. If anyone has any spell ideas for kitsunes specifically, I’d like to hear them. A few things I am trying to do for Kitsunes; first, they only are going to have self targeting spells. Second I don’t want any direct weight loss spells because that would be to easy and Tale of Nine Tails already has an extreme version of a spell like that which already has some consequences if it’s used. Third, though it wouldn’t have an impact on spell effects, is that kitsunes will not have to deal with the masquerade/infamy system when casting spells.
I am not making the whole magic system right now, I am just working on the kitsune’s section of it due it being the least involved and because of how it is necessary to combat ToNT’s beutification spell. Once this is done, I need to make the feedee stuffing path and then the next demo will be ready. This should be the most expansive demo since the one in late November/early December.
Here’s the link to the current build:
Perhaps Kitsunes could have something like a scapegoat for excess weight/mana build up. A member of the court could be targeted by any weight changing spell without consequence, allowing the rest of the court to remain thin. Not sure how the scapegoat would be chosen. (Randomly? A minor title? Based on traits?).
Thanks for the suggestion, but I should have been more clear in my first post. I also don’t want these spells to directly gain weight either, unless it’s used as a trade off, like the temperate spell. I could use that idea though for the other spell casters
How about some illusions?
To falsely show yourself as something else is sort of something the Kitsune are known for in folklore anyway, so to have a spell to make those around you think that you’re actually the svelte, athletic leader you’re supposed to be, whilst actually being a nigh-spherical fox sounds interesting.