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Crusader Kings II - Megalomaniacs welcome.

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Re: Crusader Kings II - Megalomaniacs welcome.

Post  William_The_Bastard on Fri Feb 10, 2012 6:06 pm

Aye you do have 4 days for find the money.

I'm still waiting for those 4 days like mad. Had no trouble with my purchase, it's on my favourites list Very Happy

Btw I bought the game on Steam (just for some of those who didn't see before)

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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Amon on Fri Feb 10, 2012 8:50 pm

In the meantime:

HOW TO EXTEND THE DEMO (no saving still)

http://forum.paradoxplaza.com/forum/showthread.php?583150-Cheats-%28In-Demo%29/page10&p=13407164#post13407164


Some useless person forgot to post - so I have to do it again. It works just fine. Be sure to read the complete post.
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Harkon on Fri Feb 10, 2012 9:51 pm

Kinda pointless without saving. I mean, 20 years of gameplay is quite a lot of time, I'm not ever spending that long lol.
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Barabas on Fri Feb 10, 2012 10:19 pm

Addicts!
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Titantoe on Fri Feb 10, 2012 10:48 pm

20 years is about 30 minutes or less. D:
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Barabas on Fri Feb 10, 2012 10:50 pm

You do 1 year in one minute?
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Titantoe on Fri Feb 10, 2012 11:08 pm

On the max speed, which I use when there's nothing to do, a year is about 20 seconds.
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Harkon on Fri Feb 10, 2012 11:19 pm

You're a complete idiot if you can go for an entire year with nothing to do, seriously.

I wonder to what extent you micromanage your state...
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Gule on Fri Feb 10, 2012 11:19 pm

Hmm, with all this talk of how hard it is to be a King, I'm starting to think my playthrough was an exception, I was smooth sailing as the King of Poland through the whole thing. No rebellions, no losses, gained 6 baltic provinces. I agree though that starting as something with less authority is probably a good way to learn the mechanics thoroughly.

@ Amon, why do you pay through paypal, and not your bank?
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Titantoe on Fri Feb 10, 2012 11:24 pm

Harkon wrote:You're a complete idiot if you can go for an entire year with nothing to do, seriously.

I wonder to what extent you micromanage your state...

I'm not an idiot, I'm just playing as Iceland, few people and barely anything to do for a while until you get claims on places.

Herpa derpa durp.
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Harkon on Fri Feb 10, 2012 11:26 pm

Titantoe wrote:
Harkon wrote:You're a complete idiot if you can go for an entire year with nothing to do, seriously.

I wonder to what extent you micromanage your state...

I'm not an idiot, I'm just playing as Iceland, few people and barely anything to do for a while until you get claims on places.

Then that was clearly an exception, wasn't it man? Wink

Playing an island far away from everything else isn't a good point to go from to argue whether 20 years is a long time to play continously or not. Razz
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Lord_T on Fri Feb 10, 2012 11:27 pm

The hard thing about being king Gule, is keeping your vassals happy Very Happy

In ck1 it involed alot of bribing from my side to keep my french vassals happy ^^
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Titantoe on Fri Feb 10, 2012 11:28 pm

But it's fun fun fun once you get a claims in Ireland.
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  William_The_Bastard on Fri Feb 10, 2012 11:41 pm

Hmm I'm going to be patient and wait till 14th

Afterall I'm a Norman, I'm famed for patience

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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Barabas on Fri Feb 10, 2012 11:48 pm

No use for me to play without saving anyway Razz
I'll read the manual in the meantime ^^ (I bet I can find it somewhere)
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Harkon on Sat Feb 11, 2012 2:48 am

K I just played as William, and I tell you, against the AI it's EXTREMELY easy to conquer England and force Godwin into submission in 4 years by using your huge stack + 2 bands of the cheapest mercs. Just start doing blitz-sieges the first few so the warscore will begin rising most efficiently, crush their stacks early on, and then you can split your armies and siege multiple counties.

Needless to say I was fighting Norwegians at the same time... And I officially usurped him that early.

(If someone doesn't know how to play other duchies other than the unrestricted, basically you scroll the "Start Game" button just to the right of the state you intend to play with a standard playable character selected, then press Start Game and very quickly click on top of the state you want to play in the map (which as I recommended, should be right next to your Start Game button so you can do it in a split second).
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  William_The_Bastard on Sat Feb 11, 2012 11:46 am

Harkon wrote:K I just played as William, and I tell you, against the AI it's EXTREMELY easy to conquer England and force Godwin into submission in 4 years by using your huge stack + 2 bands of the cheapest mercs. Just start doing blitz-sieges the first few so the warscore will begin rising most efficiently, crush their stacks early on, and then you can split your armies and siege multiple counties.

Needless to say I was fighting Norwegians at the same time... And I officially usurped him that early.

(If someone doesn't know how to play other duchies other than the unrestricted, basically you scroll the "Start Game" button just to the right of the state you intend to play with a standard playable character selected, then press Start Game and very quickly click on top of the state you want to play in the map (which as I recommended, should be right next to your Start Game button so you can do it in a split second).

Good to know it is easy, but I believe I can take him down in a year

Make it more of a challenge

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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Harkon on Sat Feb 11, 2012 12:14 pm

Lol you can easily take it down in a year against the computer with a big mercenary stack, I just didn't want to run too dry on the starting cash. Blitz siege all of southern England and kill their stacks, easy warscore to 95%...
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  William_The_Bastard on Sat Feb 11, 2012 12:36 pm

Harkon wrote:Lol you can easily take it down in a year against the computer with a big mercenary stack, I just didn't want to run too dry on the starting cash. Blitz siege all of southern England and kill their stacks, easy warscore to 95%...

I'm going to see in the demo how easy I can take them, I'm going to try and take them asap Very Happy

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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Amon on Sat Feb 11, 2012 1:06 pm

After reading your post I tried first one than two mercenary bands. Using them feels exactly like this:

http://www.youtube.com/watch?v=1bgOWXHF1D8

The cheapest Mercenaries for 60 ducats are especially a problem here.

a) 1500 Solders for the price of the cheapest Building in game (50 ducats) +20% - look at your realm and see how many counties you need to be able to raise 1500 men another way.
b) For the same 60 ducats you can use them about 10 months continously
c) the AI rarely uses them if not the pope
d) They do not need to be demobilized before attacking someone so its easy to exploit them by positioning them on/at enemy territory and kill off his provincial levies one by one.
e) they "only" cost money. Your own troops cost money too but are not substantiually cheaper. Vassal levies cost you nothing but a raising risk of rebellion which means less taxes, levies, more nasty events, rebellion and so forth.

Thus they are just too cheap AND cost effective. They unbalance the game towards the Player in Player/AI wars and potentionally Player/Player wars. Historically Mercenaries were very valuable since they mostly had combat experience in contrast to peasant levies. They had ruinous costs attached to them.

At the moment everyone is using them since they earn your their cost by quickly sieging holdings. The cheap ones have cheap troop types, but for sieging, their main past time, that does not matter.

So if Paradox is not changing parameters like cost / troop numbers we have to limit their use. I am thinking about just 1 mercenary company for a player at any given time and dissallow the placement of mercenaries in neutral territory in peacetime (the would loot the area and thus strain relations which is not modelled by the game). In case you want to own more mercs you have to hire the more expensive ones. This change might feel arbitary but the standart use by most players atm is much more unrealistical.

Discuss.
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Titantoe on Sat Feb 11, 2012 1:23 pm

I agree with Amon, but personally I never use mercs. Razz Mainly 'cause mercs are not available for Iceland.

Hákon, conquering England is easy even without mercs, as Harald at least but of course you won't do it in one year.

And I think one company is bugged, it says you'll get 36 ships but it gives you 6000 ships.

I don't know if they have fixed it or not as the demo is an older version.
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Godnoken on Sat Feb 11, 2012 1:58 pm

Woop woop, dowloading demo.

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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Harkon on Sat Feb 11, 2012 1:58 pm

Yeah Amon, my sentiments exactly. I agree, only one 60 ducats mercenary band allowed.
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Re: Crusader Kings II - Megalomaniacs welcome.

Post  William_The_Bastard on Sat Feb 11, 2012 2:53 pm

I'm looking forward to playing this with you guys

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Re: Crusader Kings II - Megalomaniacs welcome.

Post  Amon on Sat Feb 11, 2012 3:10 pm

Only one mercenary band regardless of the size. Otherwise you can have one 60 and one 70/120 whatever band and the problem will still be persistant.

This limit has a nice secondary effect, if you want to increase your mercenary forces you have to disband the old companie and pay for a new one. So we will have less and more expensive mercs in the game without any complicated rules.



Simply:

One mercenary band per ruler max.

Starting a war, mercs must be in your own territory.



Also the need for cooperation is greater this way. Thats what we want - not only in multiplayer. When getting stronger count->duke->king the game gets generally easier although its designed to offer new challenges. Often you do not even need allies/clever politics since your merc hordes can stomp ANYTHING to the ground. Especially heathen/heretic/disloyal vassal holdings have zero chance against this exploitive tactic. Thats not how it should be.
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Re: Crusader Kings II - Megalomaniacs welcome.

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