I do - I have pretty much everything (other than the Aztec one) up until Monks and Mystics and not much after that. I stopped playing for a while (for Stellaris and RDR2) and now I'm waiting for a sale.My Saxony game has been interesting - money is tight as hell until you learn to raid and the whole thing seems very precarious at a 867 start. The biggest thing I'm struggling to get my head around is Gavelkind - I build a decent realm then I die and all the de jure kingdoms go to my brothers and cousins. I then attack them with my claim, take the High Chieftanships back over and then I become so threatening that everyone in the neighbourhood is in an alliance against me. I need to go for an Empire I suspect, and manage my sons better. You shouldn't have to worry about crusades in a Charlemagne start, Christians unlock Crusades at 900 at the earliest, and that only if one of Rome, Paris, Thrace and a few other places are controlled by non-Christians. Otherwise they unlock in 1090-ish.
Jul 25, 2015 I just bought the Horse Lords DLC because I loved to play as the nomadic tribes. But this update really kicks my♥♥♥♥♥ Everything seems so hard. I tried playing as a Khan under a Khagan just learn how it works and I just have no idea what to do. I have like 700 guys when the people around me have like 2000 (Khazaria, Bolghar, Kirghiz). Tweaks for nomads of Horse Lords expansion: Pillage becomes a toggle rather than an action, to make it easier. Nomad agitation modifier when conquering an empty province from a horde, until a castle is built. Silk road has been updated and extended to add new branch. Need some help with playing nomads. When you own the various holdings, you can pillage them and recieve 50 gold each time (every half year, 25g for tribal holdings). It will give some negative things, like revolts of 100-500 men, so keep your armies kind of close, and don't pillage too much at a time (or have several armies in the area).
You want to avoid triggering early crusades.I would say Norse pagans are the easiest, both because of the Viking stuff (cheap ships and the ability to traverse major rivers vastly expands your raiding targets) and because of the Viking stuff (the Viking trait is easy to acquire and gives a substantial opinion buff with Norse, making Norse realms more stable).The other thing besides raiding that will solve your money troubles is making tributaries. Tributary wars have the benefit of not generating threat, and realms bordering tributaries count as neighboring you (meaning you can 'chain' tributaries). I recommend the temporary rather than permanent version because even though it means reconquering them every generation it's more money for less hassle.
Just ignore all their calls to arms. Infact, the reconquest each generation is kind of a benefit in itself, since it means getting prestige and opinion bonuses each generation as well.If you ever see Holy Fury on sale, do get it because it makes managing succession much easier and just generally adds an awful lot of cool stuff for pagans. Otherwise you're stuck with either the worst (elective gavelkind) or the second worst (gavelkind) succession law in the game without much in the way of mitigating them. It's actually easy to reform Germanic Paganism from a Charlemagne start in one generation, because once you've united all the big dukes (not so hard, and can be done in one generation with the Become King Ambition), the rest of Scandinavia will freely become your vassals diplomatically (generally speaking, Norway can be unified diplomatically rather than conquered in the earliest start date). Do a few county conquests and hey presto.
The only reason to not reform as soon as possible is that you lose the immunity to defensive pagan attrition. So you may want to conquer all the non Germanic parts of Scandinavia first. That will also get you all the Moral Authority you need.Gavelkind is slightly easier to manage than Elective Gavelkind. With gavelkind, if you have only one highest level title it will prevent realm splits. With Elective gavelkind, though, the game will just create equal level titles from thin air, even if makes little to no sense (how did one of my sons become King of Norway when I owned exactly none of Norway??).
So you actually want to not have a King-level title until you switch to regular gavelkind, or at least it makes things easier in my experience. For both kinds, I recommend the strategy of having as many sons as possible rather than trying for only one. It's easier to unify lots of small realms than one big realm (and easier to manage threat as well), and having only one heir leaves you at the mercy of any sudden illness or accident.
But without Holy Fury you want to feudalize and get a better succession law ASAP (with it you can afford to delay and enjoy the benefits of tribalism a lot longer).Though sometimes it's out of your control. In my Norse game some Jains, from India, through some crazy miracle invaded Iberia, proceeded to unify Spain and smash into France, and triggered early crusades. Which of course proceeded to target me, despite the fact that I was far less of an existential threat to Christendom. It's admittedly possible the Pope had a grudge about that time I sacked Rome. And also the other. 16-ish times I sacked Rome.
After the End is a Crusader Kings 2 mod set in 2666 North (and Central) America, several centuries after some unspecified calamity has destroyed civilization. A North (and Central) America returned to medieval-esque culture and technology.Basically the whole setup is a pretext for giving North (and Central) American CK2 fans the chance to play games set where they live, and if that's all the mod had going for it, I for one would still enjoy it quite a bit. But in addition to the full map of Mexico, the Caribbean, the United States and Canada (Well, almost a full map. Only the southern parts of Canada are included, which. Fair enough?), the mod also adds a whole lot of new events, traits, and a number of new, post-apocalyptic-themed religions with interesting new mechanics.There's a lot of interesting stuff going on in this mod, and seriously I can't overstate how fun it is, at least for me, to conquer and scheme my was across places I actually live or have been. Really, I enjoy everything about having the CK2 experience transplanted to this continent.So Let's Play After the End!I've been aware of the mod for maybe like a year now, (I don't think it existed for much longer before that) and I've actually thought about doing a LP here before, but it's only relatively recently that they finished the entire map. But it's all there now, and updated for Horse Lords.So, the first steps are to decide where/who you want me to play as.
I do have Ruler Designer, and I'll probably use it for this. So far my only real idea is to create the house of RPGnet, if anyone is interested in lending their username for an heir at any point. Otherwise, I am taking suggestions. Especially about location The playable area is fairly gigantic, and relatively light on giant kingdoms and empires, so I'm not going to give a full overview of what's going on every place, but I will do that for specific regions people express interest in.But!
So that you're not going in completely blind. And a map showing what the different government types are, for those looking to play as a nomad or tribal or whatever.
The Bureaucratic govtype, new to the mod, and unique to the Cetic religion, mostly lets you revoke Duchy level titles and retract vassals without penalty at the cost of not being allowed to do other revocations without a specific reason. Otherwise, I think it's mostly the same as feudal.I'll write up a new post about the various religions, because it's gonna be a little long.edit: So, if you've played this mod before and notice some things I'm not mentioning, shhhh. On the off-chance someone new to this whole scenario stops by, I think it'd be amusing for some stuff to be a surprise.Also, Download Links:(you may need an account to view this page, sadly)(for the most recent 'release' version)(where you can download it as it's updated). Catholic: As vanilla, I think. Led by the Pope out of St.
Louis, a reference I'm not going to explain because I can already almost feel someone else typing it out for me.Neo-Gnostic: The only catholic heresy extant at the start of the game, they have no religious head but they can take Ambitions to remove vices.Ursuline: Catholicism, French-Canadian style, they tend to prefer female religious leaders. Led by the Abbess-General of Quebec City. The two Canadian religions can be united into one faith if you conquer the right parts of eastern CanadaAnabaptist: Successors of groups like the Amish and the Mennonites, they don't get Holy Wars but can have larger demenses and get the Jain vassal opinion bonus. No religious head.Evangelical: Various forms of american Protestantism merged together.
Seem to sort of use the Orthodox mechanics from vanilla with the pentarchs and autocephalous patriarchs.High Church: Canadian Protestantism, can be reunited with the Ursulines. Led by an Archbishop who can grant claims and invasions, but not call crusades.
An Evangelical heresy for whatever reason.Charismatic: Evangelical heresy. They don't seem to have much going on yet. No religious head.Falling Star: Christianity of central america. Doesn't seem to have any unique mechanics.
No religious head. Cetic: As in 'Ascetic'. Even though that's always how I misread it. Followers of the philosophical teachings of the great Gurus.
Led by a secular ruler. They can choose from one of four Ways, for different Trait modifiers. I think they can also take ambitions to lose vice traits.Gaian: Worship the spirits of nature and Mother Earth. Gaians favour matriarchal succession laws, have no opinion penalties for female rulers or heirs, and vassals don't mind having levies raised. I think they can also take ambitions to lose vices.
No religious head. Americanist: Americanists worship the mythical Founding Fathers (after all, there are all those statues and mount rushmore and all). They can go on special pilgrimages, prepare invasions, and are led by a President who can grant claims, Invasions, and excommunicate. The President serves for life, and when they die any Americanist ruler over the age of 35 can run to become the next President. Yes there is an actual campaign with voting and “attack heralds”.Atomicist: Atomicists worship certain places and bits of old world tech that are 'touched by the Almighty Atom'. They don't completely know what the Atom is, but they know it is the most powerful force in the invisible world that surrounds us all.
Atomicists can opt to have their children exposed to the 'blessings' of the Atom, which doesn't always go so well. They can Prepare Invasions. No religious head. Revelationist: Very mystical christians who have forgotten about the christ and holy trinity parts and basically worship a grab bag of spirits and similar. I read something in the paradox thread about them getting snake-handling events but I don't know if that's been implemented yet.
They get the pagan attrition defense thing, and can be reformed.Rust Cultist: Rust Cultists basically worship the technology of the before-times. They can prepare special salvaging expeditions to try to recover old tech (anyone can randomly get a scavenged item but these guys can go looking for them). They're locked to Gavelkind until they Reform, and also have the pagan supply limit defense thing.Occultist: Occultists believe that the world is a dark, mysterious place full of terrible secrets and they either worship or try to placate via worship the various horrible spirits and entities they believe in. By which I do in fact mean the Old Ones.
Their symbol is even an Elder Sign (the tree one not the star one). They can be reformed, Prepare Invasions, take concubines and raid. They also have the pagan supply limit defense, and (and this is so new I've haven't tried it in play yet) they can choose to follow one of 3? Lores, each giving different ability bonuses.Norse: Exactly like vanilla norse, I think. Basically a gigantic Minnesota Vikings joke. Brethren: Pirates!
Prepare Invasions. Sadly, they're only on like 2-3 tiny little islands at the game start, so it'd probably take a long time to get anywhere with them.
No religious head.So, that's basically what the choices are. Oh, though a number of these have other heresies I'm not mentioning because they don't exist at the start of the game.Now it is your turn, RPGnet. Tell me where I should set this LP. As mentioned before, I am also taking ideas for the name of our dynasty (if you don't like 'of RPGnet'). Also, if you want a more detailed state-of-the-world sort of thing for a specific region, I will do that too.Although given that this IS RPGnet, I'm going to go out on a limb and guess that the Occultists miiight be a popular choice. California is an interesting setup, actually.