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Grand Strategy Crusader Kings III

LizardWizard

Prophet
Joined
Feb 14, 2014
Messages
1,012
Playing a Barony would be really boring and predictable, especially now that you can't pledge outside your de jure region. They might as well support landless gameplay at that point.
 
Joined
May 11, 2007
Messages
1,854,427
Location
Belém do Pará, Império do Brasil
Playing a Barony would be really boring and predictable, especially now that you can't pledge outside your de jure region. They might as well support landless gameplay at that point.

I personally think that baronies being terminally attached to their counties is stupid, but I can see why they did that: To prevent even more bordergore and a lot of little wars for like five kilometers of land.

Small-scale landless/baron gameplay would actually fucking rock.

Lost all your land? ITS NOT OVER YET!

You now get to live in a foreign court, where you and your hosts can do all sorts of shenanigans to put you back in charge of your Righteous Throne (TM).

Or you can go on adventures, conquering random dudes or going around pillaging

Landless Gameplay would also be a great way to depict the system of Carolinglian Europe: Just have every big noble house own a manor or something (like in Merchant Republics) and have them go around being given rulership of French Comes, with the title reverting upon death to the King (so essentially, Vice-Dukes, but they are called Counts). Gameplay would be all about making your family stronger for the highly likely collapse of the Carolinglian Empire, killing your rivals and convincing the king that your descendants should inherit the land you administer - or simply nabbing that sweet clay when the king is so powerless that the Nobles can do everything they want.
 

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,710
Location
Ingrija
1sytDUM.jpg


From the latest Developer's Diary. Pretty impressive, although many of the new areas are baronies, which are now represented on the map, and which are attached to their county; you cannot attack or conquer an individual barony, and when you conquer a county, you get all of its associated baronies. The increased granularity of provinces will definitely make military maneuvering more interesting and important - we'll have to see how it affects vassalage.

At first I was, like, "at least there will be much more map to paint", and then I read these are fucking baronies, and actual counties are probably much fewer in number than in CK2. The tutorial island is now 45 baronies instead of 19 countries each having at least 3 and often 4-5? Fuck this shit.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,058
Location
NZ
It's what composers do for sequels, they redo songs from the previous game but with more frills and distractions that drown out what made the original good.

That said, CK1 had the best music of any Paradox game.



So iconic. This is the song they should be remaking.


Captures that classic medieval heroic adventure sound perfectly (before the genre become shaky cam, scowling dudes with stubble, grey and blue tinged 'gritty')




Sadly not. There are some mods with Ancient Near East content, but mostly for later periods, not too much for earliest ages. There are a little more diversity in Total War mods e.g., but also not too much.

The only strategy game focused in Mesopotamia/Bronze Age Near East that I ever experienced is Chariots of War, a 2003 turn-based Grand Strategy-lite game with real time battles (as a 2D Total War with resources collection relevance) in which the player must choose between more than 50 pre-hellenistic near eastern factions divided in 10 cultures. Historical accuracy is limited, not even close to Paradox games, the factions are anachronistically mixed, turn-based mode lacks a bit of complexity and real time battles are tactically simplistic and the way in wich units are presented make them chaotic (so not as tactically satisfying as old Total Wars nor as fun as Age of Empires). However, Chariots of War is a interesting title, It's kinda disappointing, could be great with some little changes and adittions, but still can be fun and constitutes the only true alternative for those interested in Grand Strategy in Ancient Near East setting. I recommend you and everyone interested in those periods to try this game, in the absence of something else.

The Rise of Persia army list DLC for FoGII might be up your alley

https://store.steampowered.com/app/876360/Field_of_Glory_II_Rise
 
Vatnik Wumao
Joined
Oct 2, 2018
Messages
19,499
I am okay with baronies. It was obviously half-assed feature, when you toppled a duke as a baron and then, well, that was all
I'd rather prefer for Paradox to find ways in which to make being a vassal appealing, with the liege's AI understanding the loyalty of your family to their de jure ruler and/or the ruler's dynasty, plus worthwhile events to cement that sort of playstyle.
 

cw8

Cipher
Joined
Oct 7, 2014
Messages
677
like a worse version of CK2 theme
It's what composers do for sequels, they redo songs from the previous game but with more frills and distractions that drown out what made the original good.

That said, CK1 had the best music of any Paradox game.



So iconic. This is the song they should be remaking.


Hope they keep this, my favourite OST in CK2. Like how it transitions from intense march/battle music into some feel good theme.
 

Preben

Arcane
Patron
Glory to Ukraine
Joined
Jan 18, 2017
Messages
3,821
Location
Failsaw, Failand
Capitalism is a disease, which is why we are furnishing Day-One-DLCs for our dear customers.

I can respect some genuine anti-capitalist even if I fundamentally disagree with their position. But those kids just spew slogans because they think it makes them looking cool.


qNV7zzc.jpg
 

Beastro

Arcane
Joined
May 11, 2015
Messages
9,448
Location
where east is west
Depends. Scythians if you believe Herodotus have a tradition going at least back as Herakles who is a bronze age figure, mythical or real. In fact andro novo culture has a strong modern central asian, read Scythian, imprint.

Scythian became a catch all term for any Caucasian horse people of the Steppes within a very wide span of time.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,556
Location
Bulgaria
Capitalism is a cancerous fanatical ideology based around acquiring wealth no matter the price of your action. Sadly most people mistake it for commerce,the right of people to simply produce goods and trade them. The idea of commerce is an old as humanity,religion of capitalism is 100ish years old.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,420
Location
Space Hell
DD War
Greetings!

War. What is it good for? You may ask. A whole lot I’d say. You can use it to press that juicy Claim you have been holding on to for a while, or perhaps you’d rather use it to put the unbelievers to the sword. Whichever strikes your fancy. The topic of the day is war, and more specifically, how we go about waging war.

I aim to give you an overview of how wars will be fought. I will not go into details about CBs or anything like that this time. Bear in mind that the game is still very much in development and everything talked about here is subject to change.

Let’s start by taking a look at what an army is made up of. Just like in Crusader Kings 2, the bulk of your armies consists of Levies. Levies in Crusader Kings 3 are made up of their own unit type, simply called Levy. These are essentially conscripted peasants forced to do your bidding and are not very impressive on their own. In great numbers, however, they are an efficient meat shield meant to complement the troops of your armies that have a far higher impact: Men-at-Arms.

dd_03_armynumbers.png


Men-at-Arms are the equivalent to the Retinues of CK2. They are trained troops that come in several different unit types which excel in their given role. There are base variations available for everyone to recruit, such as Light Cavalry and Heavy Infantry, but the really interesting ones are usually unique to certain cultures or specific regions of the map, though all have their own stats and uses. Speaking of stats, there are four different values present on a Men-at-Arms regiment that you need to keep track off:

Damage – This is obviously the amount of damage a single soldier of this type is able to inflict on the opponent.

Toughness – This is how much damage a soldier can take.

Pursuit – In the aftermath of a battle (more on this below), Pursuit increases the amount of damage you can inflict upon a routing enemy.

Screen – The opposite of Pursuit, Screen allows you to protect fleeing soldiers from being killed.

dd_03_pikemen.png


Not all Men-at-Arms are equal. You will have access to a few immediately from the start and unlock access to additional regiment types as you progress throughout the game. Some will be similar to each other, but may be tailored towards a certain terrain type. Others may just be a straight upgrade, but will in those cases be much more expensive than their weaker counterpart.

Men-at-Arms allow you to customize your army for any given situation. If you know where or who you will fight, certain Men-at-Arms will be far superior. Is there a lot of hilly terrain in your region? Then Archers are the way to go. Are you facing a lot of cavalry? Bring Pikemen! A smaller army will stand a much higher chance of winning if you bring a Men-at-Arm type that counters those of the enemy. When a regiment is countered, it’s efficiency in battle will drop by, with its Damage output significantly reduced. If the countered regiment is greatly outnumbered by the countering type, efficiency will reduce even further. There’s a limit to how much a Men-at-Arm’s Damage can be reduced though, as to not make your expensive troops completely useless.

Next we have a special kind of Men-at-Arms: Siege Weapons. Medieval warfare was all about sieges. Castles and sieges are very iconic for the time frame, so we felt that it was necessary to have that properly represented. You’ll start off with access to a rather weak catapult, but it will still allow you to besiege holdings faster than without one. Later on, you’ll unlock improved siege weapons, such as trebuchets, that are able to speed up sieges significantly.

dd_03_siegeweapons.png


You can only own a certain number of Men-at-Arms regiments at any given time, so choose carefully which troops you decide to recruit!

Levies and Men-at-Arms are not the only soldiers available to you. As a ruler, you have a number of Knights at your disposal. These are the vassals and courtiers of your realm with a high Prowess, which is the equivalent to Combat Rating in CK2, and represents how good a character is at fighting and is used when they participate in battles. You can normally only have a few dedicated Knights, but there are various ways to increase the number of Knights, as well as their effectiveness.

dd_03_knight.png


Finally, we have the Commander. An army can only have a single Commander, who uses his Martial skill to improve the troops under his command. There are plenty of different commander traits available, which either have a direct effect on battles, such as terrain bonuses, or give the Commander bonuses outside of battles. One such example is the ability to have supply last longer (more on this below).

dd_03_commanders.png


dd_03_holywarrior.png


With armies out of the way, let’s have a look at battles! At the very start of any battle, a combat width is set that decides how many troops are able to fight each other at the same time. The width is set to the relative size of the defender, depending on the terrain type you are fighting in, being larger in flat and open terrain, and smaller in rough terrain and mountains. I would generally advise against attacking larger armies in plains for example…

The single most important part of a battle is Advantage, which is essentially a modifier that increases the damage of all troops on either side. When a battle starts, all sources of Advantage is taken into consideration. It can come from traits, terrain, buildings, etc. but most importantly, the Martial skill of your Commander. All of these are added together for both sides of the battle. The difference is then added as the Advantage bonus for the side with the higher Advantage.

Example: Your army has a total Advantage of 40, and attacks an enemy army that has a lousy total of 10. This means that you will have an Advantage bonus of 30 during the battle, which then translates into a rather significant damage bonus for your troops.

In addition to the starting Advantage, each Commander also makes a roll every few days in an attempt to increase their Advantage or even it out. This tug of war can be further expanded by various modifiers and traits. For example, the trait ‘Cautious Leader’ will decrease your potential max roll, but also increase your lowest possible roll, trading a high potential for a higher average. These exist to make even battles a tad bit unpredictable, but will rarely be the deciding factor.

Soldiers on the combat line damage the enemy on every tick. When a soldier “dies”, he will be considered to be either a Casualty, or to be Routed. Casualties, you guessed it, are considered dead and will have to be replenished over time. Routed soldiers, on the other hand, are troops that are injured or fled the battle and are added back to the army once the battle is resolved. Battles are resolved once either side runs out of fighting troops.

Once the battle is won, it enters the Aftermath phase which lasts for a few days. This is when the victor has the opportunity to chase down and kill any survivors (the Routed troops). As mentioned earlier, this is the time for certain Men-at-Arms to shine. With a high Pursuit you can kill a larger amount of the enemy to really capitalize on your victory. Alternatively, you can have a high amount of Screen to make losing battles less penalizing. Keep in mind that battles will grant you a fairly limited amount of War Score. Which brings us to sieges!

Besieging and occupying enemy holdings is the main way of gaining War Score and winning wars. As mentioned in last week’s map dev diary, Baronies are their own provinces. You will not have to siege all of them in order to occupy a full county or seize your War Goal, only fortified holdings have to be besieged. Castles and County Capitals are all fortified by default, with how difficult it is to besiege these holdings being decided by their Fort Level. Fort Level can be increased by certain buildings and modifiers.

Each Fort level increases the amount of Siege Progress you need to get before it gets occupied. You gain a base amount of Siege Progress every tick, which can be increased further by heavily outnumbering the garrison or having Siege Weapons. This constant progress won’t change over the course of a siege. It allows you to know what the maximum duration of the siege will be and you can take that into account as you plan your next move. Sieges also have what we call ‘siege events’, which occur with a fixed interval, and can make the siege progress faster by giving you a one time Siege Progress bonus, or increase your base Siege Progress. Siege Weapons are required to get the ‘breached walls’ event, which in turn allow you to directly assault the holding. This is a risky maneuver since it will cost you troops, at the benefit of vastly increasing your daily Siege Progress.

Being attacked while besieging a holding will make you the attacker of the battle, making you lose out on any usual defender bonuses you would get from the terrain. Sieges are therefore slightly riskier, and assaulting the holding to gain control of it before the enemy attacks might well be worth the cost.

A few final words on moving armies around. As I mentioned briefly in last week’s DD thread, major rivers have designated fords for crossing. You can no longer cross them freely as in CK2, and will often have to move your army to find a good place to cross. Beware though, crossing a major river will make you lose Advantage should you engage an enemy in battle on the other side, making river crossings for perfect places to catch your opponent. Along with the increased amount of Impassable Terrain, there are plenty of bottlenecks that you can use to your advantage (pun intended).

Have you ever been annoyed by walking into a province just for a short while in CK2, only to go above the Supply Limit and lose a bunch of troops? Fear not. Armies now carry an amount of Supply with them. Supply is drained whenever armies are in Baronies with a lower Supply Limit than their size. You can therefore safely march through a few Baronies with a low Supply Limit without troops dying. If your army runs out of Supply however, it will start to take attrition and lose troops over time. Supply is increased as long as you are below the Supply Limit in territory you control. Beware though, your army might not take attrition on low Supply, but it will suffer an Advantage Penalty in battles!

Chasing armies deep into enemy land is certainly not recommended. Marching into a County controlled by the enemy, that doesn’t border anything you control and is not on the coast, will make your army take a single and quite significant attrition hit. If you have a huge amount of troops to spare though, then perhaps you don’t need to worry about it.

Phew. That turned out to be a bit lengthier than expected. I hope you’ve gotten a fairly good (although slightly summarized) picture of what to expect when waging war in Crusader Kings 3!
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,556
Location
Bulgaria
I read trough that diary and it seems that they are making the same combat system as EU4 with some flavour. It is real shame since CK2 had the best combat system from all paradox games. The retards are even making assaults impossible with the EU4 breach thingy caused by siege equipment,never mind all the battle rams and storming the walls with ladders in history. Also it seem they are adding the EU unit system,here 100 man will be one unit,also there is the reinforcement mechanic which is totally retarded during this time line. It seems like they are going the ubisoft way,trying to make all their games the same soulless game.
 

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