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Warhammer: Geheimnisnacht - Crusader Kings II Wiki
Warhammer: Geheimnisnacht is a total conversion mod for Crusader Kings 2, set in Warhammer Fantasy setting.. Set in the year 2010 IC the mod lets you play almost every faction available in Warhammer Fantasy. It features a map that extends from chilly Naggaroth and sweltering Lustria in the west to the impenetrable Mountains of Mourn in the east; From the deadly Chaos Wastes of the north to the ...
Warhammer mod (Geheimnisnacht) :: Crusader Kings II ...
Warhammer mod (Geheimnisnacht) Does anyone have a link to a place where I can download the warhammer mod called 'Geheimnisnacht'? Showing 1 - 7 of 7 comments
Crusader Kings 2 Warhammer - #1 'Reikland'
As usual, the Empire is the only dagger sticking out of anarchy. In the Grand Principality of Reikland, the richest and most multi-national of all the imperial provinces, there is a huge city Altdorf.
Warhammer: The Dawi Kiss (for Geheimnisnacht) mod for ...
This is a submod (or mod mod) for Geheimnisnacht, the Warhammer Fantasy conversion mod of Crusader Kings II. It does not work as a stand-alone mod, but adds new content, streamlines the optimisation, and applies fixes to Geheimnisnacht. The project logo is the work of the excellent CMSteel (search ...
Warhammer: Geheimnisnacht [Version 1.1] : CK2warhammer
it's the folder labeled 'GFX' in DocumentsParadox InteractiveCrusader Kings IIgeheimnisnacht that you need to delete. It sounds like you only extracted the .mod file into your mod folder. Make sure there's actual files in your DocumentsParadox InteractiveCrusader Kings IImodgeheimnisnacht folder.
REQUEST: Crusader Kings 2 Warhammer: Geheimnisnacht latest ...
REQUEST: Crusader Kings 2 Warhammer: Geheimnisnacht latest version (self.modpiracy) submitted 7 months ago by CatchTheAzyr I already found a request for this, which was answered but led to a russian forum that for the life of me I couldn't understand.
Top 15 Best Crusader Kings 2 Mods That Make Things More ...
Top 15 Best Crusader Kings 2 Mods That Make Things More Fun! ... Contact Us; Home; ... Warhammer: Geheimnisnacht. Stave off the forces of Chaos in the Warhammer: Geheimnisnacht mod. Have you been playing Warhammer: Total War II recently and looking for a new experience in the same world? Warhammer: Geheimnisnacht is just for you.
Warhammer 40k mod :: Crusader Kings II General Discussions
There was one for the Warhammer Fantasy universe, 40k is the space version I know 40k is the space version ... but I think it would make an interesting setting for a CKII Total Conversion Mod as well.
Crusader Kings II - Warhammer Geheimnisnacht - Jade ...
Crusader Kings II - Warhammer Geheimnisnacht - Jade Vampire ImminentStorm; 123 videos; 21,571 views; Last updated on May 12, 2018
Mods - Crusader Kings II - Mod DB
Europe is in turmoil. The lands are fragmented into petty fiefs, the emperor struggles with the Pope, and the Holy Father declares that all those who go to liberate the Holy Land will be freed of their sins. Now is the time for greatness ...
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Crusader Kings 2 Plus Mod Download
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Crusader Kings 2 Warhammer: Geheimnisnacht Mod
- Alternative Character Interpretation: If you completely wipe out the Aztec Invasion in Sunset Invasion, then you will get a message stating that one day the nations of Europe will follow the Aztecs back to the Americas and repay them with interest. This implies that the upcoming decimation of the Aztec Civilizations in the Age of Discovery was a Roaring Rampage of Revenge.
- Author's Saving Throw: Conclave was controversial at best, though less for what was in the DLC and more for what was in the 2.5 rules patch: namely defensive pacts against expanding empires and mandatory calls-to-arms from allies, and to a lesser extent not being automatically allied with foreign rulers of the same dynasty. 2.6, released with The Reaper's Due, reverted calls-to-arms to an improved version of the old voluntary system (you can now betray the alliance again, but with stiff penalties) and added a game settings panel with the option to disable defensive pacts, as well as adding practical reasons to stay in peacetime for longer periods and wait out defensive pacts. A later patch even made it so disabling pacts doesn't even turn off achievements anymore.
- Awesome Music: Plenty, but in particular:
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- 'Legacy of Rome', from the 'Songs of Byzantium' DLC. Ominous Latin Chanting at its finest.
- 'Horns of Hattin and Aftermath'.
- 'Florence', from the 'Songs of Prosperity' DLC, brings a Mediterranean flavor for the Merchant Princes of Venice and Pisa.
- 'We Are Norse', from 'Hymns to the Old Gods'.
- 'Alauddin Besiege Chitta', from 'Songs of India', a fast-paced song that uses Indian instruments in place of the base game's orchestral music.
- From the original, Black Shield, White Cross. Deus vult!
- Another from the original: 'War Without End'.
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- Best Known for the Fanservice:
- The Zoroastrian religion. A unique religion of a fallen empire, with fire-worshiping priests and the ability to bring its priesthood Back from the Brink and become a prophesied Messiah? No, as far as the fandom's concerned, it's the religion with the incest.
- And with Rajas of India, we have an entirely new continent, new cultures, new Indian events and a potential for the early establishment of Hindustan. What does the fandom care about? The new Messalian heresy, which has incest and the worship of Lucifer as a god figure. To wit.
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- The most loved addition of Way of Life is not the new Focus system, nor the addition of new events specifically for roleplayers, but the ability for any character to seduce their sister. This was even mentioned specifically as a feature on the DLC release trailer.
- This came full circle in Monks and Mystics, where Paradox intentionally shot for this trope by making approximately 60% of the DLC's new content about the Satanist secret society while the actual historical societies (like Order of Saint Benedict and the Hermetic Order) received almost no content by comparison.
- Broken Base:
- The concept of adding new content via DLC system itself is probably the biggest issue in the grand picture of things, spreading to other Paradox games, but it started with CKII. Before the game, any sort of new content was added by overhaul patches, which meant every player had access to the exact same content and it wasn't hidden behind extra paywall. Money aside, this lead to much higher stability of games, since there was just one existing iteration and all gameplay mechanics were always in interaction, making both achieving stability and debugging easier and faster. With DLC system, all of that goes to a bin, since DLCs are disjoined from each other and their content exists in a bubble. With just few initial DLCs crunch time spiked, as there were numerous iterations of the game and combinations of DLC content to test, check and work with. It also made modding needlessly complex, as modders faced the exact same issue, while not being a game studio with money and manpower for longer crunch time. All in all, this drastically increased the time for delivering each new change into Paradox games.
- And then there is still the issue of the paywall. Pretty much entire older section of the fanbase has nothing but disdain toward the DLC model, as it charges utterly ridiculous sums to unlock the whole game. Not helping matters is how often changes brought by new pack are cosmetic or add just some minor gameplay changes or UI help (like a new button to do something automatically, rather than file-editing), with that one, single important change that's still fundamental. On the other hand, nobody is forcing anyone to get all DLCs, but that means missing a lot of content. And the less is said about things that were once paid DLC and then became free content for everyone a year or two later, the better, since it's an equivalent of jet fuel for flame wars.
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- Sunset Invasion, a not-entirely-serious DLC focused on an Alternate History where the Aztecs invade Europe. Some loathe the concept, some like the idea of western Europe having an equivalent of the Mongols, others appreciate it as a potential countermeasure against the Moors, and some are content to buy the DLC and just deactivate it for certain campaigns.
- It also happens with the some of the more recent Portraits DLC. The artist changed, and a big part of the community thinks the art comes off in poorer quality than before. Some people (keeping up with the recent fad in the forums of making petitions for everything) are petitioning the mods to redo the facepacks. The issue often descends into a Flame War.
- The current trend of DLC expansions has players divided on how Paradox is treating previously implemented content, and if favorites are being played. The Old Gods was one such example, as discussion of favoritism being given towards the Norse due to the far greater degree of content and lack of pre-patch balance, with other pagan religions showing a far thinner amount of content. Critics have also argued the lack of post-expansion attention to various mechanics, despite players demanding attention, such as the Decadence system that was implemented with the Sword of Islam expansion.
- The Horse Lords Content Pack deserves special mention, as it lumps together content of different natures (unit looks, portraits and music), and the individual components are not sold separately. This raises the ire of buyers who resent having to buy the whole package when they really only want one or two individual components. This forced sale continues with Jade Dragon; players who wish to use the Tibetan and Chinese portraits in their games have to buy and activate the new mechanics.
- The above point is itself part of another debate on the best way to handle DLC: One side prefers smaller DLC with tighter focus since it gives them the freedom to selectively purchase and activate content with precision, while the other side prefers the 'content pack' format since they tend to cost less on a per-unit basis than a collection of smaller DLCs with similar content. Both sides tend to accuse Paradox of being out to make a naked cash-grab when they don't follow their favored model.
- Rajas of India breaks the base even further. The patch containing free content disrupted multiplayer capabilities, while the expansion of the map to include India meant that lower end computers who could play the game previously now struggle to do so, and Paradox's attempt to compress portraits to free up memory resulted in bugged portraits. These problems persisted for over three months after RoI's release.
- Charlemagne continues the base breaking tradition. Several features in the DLC itself didn't work as planned, while the patch containing free content introduced new bugs. In addition, the fanbase is divided over the inclusion of 'Zunist' pagans. It's either a fun exploration of a fascinating pre-Islamic faith in Afghanistan, or overly obscure add-on that no-one asked for, ignoring fan interest in adding content to existing religions and heresies such as Hellenismnote or Yazidism. The earlier start date has also proven controversial, with detractors saying that the feudal system as present in the game did not exist that far back.
- Hellenism is also a major source of feuding, including arguments over whether it was still practiced at all combining with the desire of a certain portion of the playerbase to play Hellenic anyway, and a Vocal Minority repeatedly demanding that the developers provide support for it (and triggering a Creator Backlash over the whole issue). When Paradox decided to add the option to revive Hellenism in 'Holy Fury', they added a game rule to allow players to disable the events that can revive the religion (and made them difficult enough that the AI has little chance in succeeding in them) because of the strife the issue has brought in the fandom.
- Way of Life introduced focuses, some of which (especially seduction for the adultery and business for the 'free money' event) are viewed by a very vocal group of players as gamebreakers.
- A more subtle example is high quality player mods. Some players praised the developers of such mods for great improvements to the base game, and doing it essentially for free. Others think that Paradox has 'gotten lazy' due to such mods, and are leaving bug fixes to such mod developers. To be fair, many modders have clearly indicated that there are some areas of the code which cannot be modified at the user's end, and thus require Paradox's attention to get things thrashed out. The counter point is that Paradox is opening up more parts of the code with each expansion.
- One argument that is purely theoretical is whether there should be an expansion to add China and even Japan to the game. While the historical records on which the starting scenarios are based are unusually complete for China (in contrast to many rulers at early dates being completely fictitious and/or lacking families due to shortages in historical information), history buffs question whether the core dynastic feudalism mechanics can accurately model the Chinese meritocracy. note Others point to the performance hit for having to model the additional characters on the lower-end computers many players use for the game (due to its theoretically low hardware requirements). The second one has its roots in complaints about the Rajas of India map expansion that reached the point that when The Reaper's Due added a menu of game settings, people asked for an option to disable India entirely.
-
Monks and Mystics received flak for its official content: While the mechanics for societies (secret or otherwise) and family heirlooms were looked forward to with great interest for use in mods like Warhammer Geheimnisnacht and Crusader Kings II Game Of Thrones Mod (especially as the mod tools were released with the expansion pack for immediate use), the actual content included in the base game was considered lacking. What was there was mostly focused on the Satanists, and ignored a lot of actual historical societies (amongst them the entire Sufism movement whose societies majorly influenced Islam for much of the game's timeline).
- Specifically, the Satanists' content was accused of pandering to the Crosses the Line Twice sects of the fanbase and for having blatantly overpowered capabilities that were ridiculously easy to game, while the monastic societies, secret religious cults, and Hermeticists were Obvious Betas, missing a number of promised features. A patch toned down the Satanists and added missing features to the other societies, but had the side effect of causing secret cults to run wild across the world, sparking Zoroastrian revolutions in Byzantium and making the Holy Roman Empire Jewish. A further patch fixed this, thankfully.
- Perhaps the most divisive announcement yet is the fact that China will finally be added to the game, but as an off-map character. It's drawn ire and praise from both sides of the argument: proponents claim that it will model the effect of China on medieval Europe without adding lag to the game, while detractors cry Golden Mean Fallacy and argue that it misses the main reason people wanted East Asia added, that of total Eurasian conquest.
- The concept of adding new content via DLC system itself is probably the biggest issue in the grand picture of things, spreading to other Paradox games, but it started with CKII. Before the game, any sort of new content was added by overhaul patches, which meant every player had access to the exact same content and it wasn't hidden behind extra paywall. Money aside, this lead to much higher stability of games, since there was just one existing iteration and all gameplay mechanics were always in interaction, making both achieving stability and debugging easier and faster. With DLC system, all of that goes to a bin, since DLCs are disjoined from each other and their content exists in a bubble. With just few initial DLCs crunch time spiked, as there were numerous iterations of the game and combinations of DLC content to test, check and work with. It also made modding needlessly complex, as modders faced the exact same issue, while not being a game studio with money and manpower for longer crunch time. All in all, this drastically increased the time for delivering each new change into Paradox games.
- Complacent Gaming Syndrome: Averted insofar as you might think that most players only pick powerful rulers or make their rulers powerful; many players actually enjoy playing as a relatively weak realm, partially because these can actually, depending on the location, be easier to manage, partially because Underdogs Never Lose. However, what you'll see incredibly rarely, is somebody playing as someone who is a vassal to an AI ruler, at least permanently, because the AI is often suicidally reckless, both in goals and the means to achieve them, not to mention, occasionally an Ungrateful Bastard, even if you loyally support them.
- Crosses the Line Twice: Due to the Video Game Cruelty Potential and Video Game Perversity Potential in Crusader Kings, horrifically villainous player antics invariably elicit hysterical laughter. One player discovered that he could farm money by finding rich landless men, matrilineally marrying them to his daughter, then excommunicating, imprisoning, and executing them. The forum collectively lol'd, and one guy even made a sweet fake tabloid cover of it.
Kurblius: I used my daughter to entrap 6 old men, collecting over 6K. She is just 17 and she's been a widow 5 times.
- Demonic Spiders:
- The Mongol Hordes. Huge numbers, with little or no attrition to speak of.
- Also, the other scripted event that makes its first appearance on the east edge of the map, the Bubonic plague. Unlike the Mongols, there's no way to hide from or resist them, and at best, you can try to slow it down with high-level hospitals, which gets incredibly expensive (high level sick wards cost over 2000 gold for the last two levels, an absolutely staggering sum of money for even the richest realms, especially when their effects are provincial, and thus, many advanced hospitals are needed to even semi-reliably control epidemics). Even if you can avoid having your court (or worse, your family) being wiped out by it, it'll kill your economy and, with it, your ambitions stone dead.
- Ending Fatigue: It's entirely possible for a player who knows what they're doing to achieve their goals — up to and including World Conquest — well before the game ends. The rest of the game then becomes about protecting what you've already gained from being conquered or breaking under its own weight, which is usually not quite as compelling as the initial goal.
- Ensemble Dark Horse:
- The d'Hauteville family, the Norman rulers of southern Italy and later the kingdom of Sicily before their country was inherited by the Hohenstaufens, are a very popular choice among players. Reasons for this include a very convenient geographic position in the middle of the Mediterranean, proximity to both several small and easily conquerable nations of various religions which make it easy to expand your territory, an interesting diplomatic partner in the neighboring Papacy, the absence of a Muslim superpower that tries to curb-stomp you from the get-go, and a huge number of (mostly male) family members convenient for both political marriages and diminishing the risk of interfamilial rivalry. They basically have lots of exploitable options in every aspect and don't start overpowered enough to make your achievements seem ordinary. The fact that it is reasonably easy to trump their real-life achievements certainly helps.
- Haesteinn of Nantes is a very popular start character because of his good starting stats and event troops and his unique position (a norse pagan in France, and ever since Charlemagne one of the only feudal pagans) that can take him almost anywhere on the map in a single generation. He's especially beloved by Achievement hunters.
- Pick an Irish count, any Irish count. Everybody on the island begins with relatively equal strength, and nobody off the island has any claims to its territories, so the only real foreign danger is from Viking marauders. In earlier dates Ireland is also tribal (one of only two Christian tribal regions in the game, the other being Scotland at that date), allowing you to raid and to choose between feudalism and merchant republic.
- The Catharist and Messalian heresies. Both quite obscure heresies normally of note only to theologians and specialist historians, they are actively sought after by the Crusader Kings fandom for both the challenge of overthrowing the mainstream of Christendom with them, and their special traits. Both allow for significantly expanded women's rights, allowing early access to cognatic inheritance (where men and women inherit on equal terms) and the ability to grant talented women positions of power directly. In addition, the Messalians allow incestuous marriages; tying together Tangled Family Trees that would make the Targaryens balk is a Running Gag for the fandom.
- Zoroastrians. A minor religion with only a couple of lords in the earliest eras, but it allows for an even messier pile of incest than the Messalians (due to concubines, which allow the king to bed all his sisters and daughters), has a bunch of challenging starts for surviving against the Muslims, and a reconquered Persia is well on its way to a World Conquest with the aid of the Immortals and Great Holy Wars. Mostly the incest, of course.
- Game-Breaker:
- NorthKorea mode, a popular strategy which circumvents a lot of the restrictions on ruler actions by adopting a reign of tyranny, stripping lands from vassals, forcibly passing laws they'd never agree to, and executing or banishing anyone who objects. In the short term, it's easy to replace the now-disloyal followers with more loyal ones, or at the very least, find a skilled spymaster and chancellor, find ways to make them loyal to you, and have them counter plots; your angry nobles will be plotting to kill you right off the bat, but as long as your spymaster is sufficiently skilled he can stop these plots dead in their tracks, and if you can identify the conspirators you can simply order them dead. Alternatively, wait and do this at the tail end of your ruler's lifespan; when he dies, none of the negative penalties are passed on to your heir (until the 2.5 patch, which added a temporary buff or debuff for vassal opinion giving the heir half the opinion the vassal had of his predecessor, though elective succession is exempt), and you now have a kingdom with vastly more favorable laws, all of the territory under your control, most of your hated enemies dead or banished, and your new ruler suffers none of the penalties associated with any of it. Some players even take this a step further and go tyrant their entire campaign, resulting in a brutally rich and powerful dynasty with massive armies, loads of taxes, and a long line of corpses behind them.
- Note that an autocratic and hegemonial rule as described here is only a Rule of tyranny. North Korea mode refers to an Awesome, but Impractical ruling style that involves holding all counties in one's own territory by oneself, i.e. not having any vassals whatsoever who have the ability to rebel (and thus, no rebellions, factions, etc.) However, depending on demesne size the penalties incurred from doing so might be so large that it can completely negate the monthly income and prestige bonuses one gets from their holdings. A not quite as popular strategy called Guantanamo Mode is to keep all vassals who can rebel imprisoned at all time, the drawback here being that every attempt at imprisoning somebody will cost you 10 piety, and that failed imprisonment typically leads to rebellion.
- And now that the game allows you to set the demesne size to unlimited at the start of the game, it's no longer impractical.
- Muslims in general have a lot of advantages in early starts.
- Your basic Muslim has Iqta government instead of normal Feudal, which allows nobles to freely hold mosques instead of only castles, meaning higher income from both the temple(s) and the fact that Iqta tax law defaults to 10% on both castles and mosques, making them usually richer than any Christian nation. Muslims are restricted to open succession unless the council is fully empowered, meaning that the vassals cannot form factions to change the succession law (a source of civil wars). In early start dates they also begin with two strong empires, the Umayyads in the west and the Abbasids in the east, whereas Catholic Europe is very divided and it's common to see Charlemagne die before he can form the Holy Roman Empire to rival the Umayyads, and only the Byzantine Empire poses a significant threat to the Abbasids. In addition, the game doesn't model the things that historically made the Spanish Visigoths not worth the Moors' trouble to conquer (i.e. that they were poor and good guerrilla fighters).
- Muslim merchant republics are exempt from the Decadence mechanic and patricians can designate heirs or rely on seniority, while polygamy means plenty of sons for extra trade posts (potentially magnified even further with the Seduction focus), and Islam's religious casus belli mean one need not rely on the underpowered CBs of merchant republics for expansion. For bonus points, play as Shi'a or Ibadi to get holy war CBs on most of the Muslim world in addition to infidels.
- The Yazidi heresy of Sunni Islam. If you can manage to become the Yazidi sheikh, you get holy war casus belli against basically the entire world, the ability to call jihads, plus the ability to excommunicate fellow Yazidis you don't like. (Of course, like vassalizing the Pope, getting there is extremely difficult: only two counties in the game are ever majority Yazidi by default.)
- A relatively infamous one is the Horse Archer unit, a combat unit type mostly exclusive to Altaic and Turkic cultures. It is by far the most powerful unit in the Skirmish phase of combat in the game (which is the phase every single battle starts in) and does an obnoxious amount of damage. All elite knights in the world are of no use if they get massacred before they can even reach their enemy. Even worse, Altaic cultures also have what is generally considered to be the most dangerous culture-specific combat tactic in the game, Retreat and Ambush, which besides boosting the Horse Archers' damage output by 200% also immediately changes combat to the skirmish phase again. One reason why the Mongols are so bad is because their Doomstacks consist mostly of Horse Archers who are all led by excellent tacticians and will use that tactic to eradicate any resistance on the way.
- Horse Archers (and regular Archers) got nerfed around the time of Conclave (mainly because they made nomads too much a Game-Breaker themselves), to the degree that they're considered the worst unit in the game from Conclave on. Mainly this is because Horse Archers have atrocious tactical synergy and adding them makes your army worse at the Skirmish phase, and flanks consisting of pure Horse Archers will only use the 'Disorganized Swarm' tactic which is also completely awful. In its place, plain old Light Cavalry became kings of the battlefield, to the degree that pure Light Cavalry (and especially Camels, who are basically slightly better Light Cavalry) will quickly sweep entire battles by continually getting the 'Raid' tactic (which triples their damage output) and cause the enemy to flee long before they hit Melee. Generally speaking, any faction that doesn't have Light Cavalry or Light Infantry (which can use the 'Feint' tactic to deal decent if not overwhelming Skirmish phase damage) retinues is best off building armies based entirely on the Defense retinue, as it is nigh impossible for 'regular' levy troops to significantly damage it.
- Italian and Scottish pike retinues also score very high as retinues go. See the above section on Defense retinues? Well, Italian or Scottish pikes are basically those, but with some decent punching power on top of it. Because they count as Heavy Infantry they're also very good at Storming the Castle (unlike Cavalry and Light Infantry retinues who dominate battlefields but are terrible at sieges).
- As a Catholic, having a vassal Pope (which can be achieved by making an Antipope and pushing his claim on Rome, making him the official Pope). Putting aside that you need to be an Emperor to have one in the first place, once you have one you get free claims on any catholic duchy or county in the game and the power to excommunicate any catholic character who annoys you, letting you imprison them penalty-free and making it nigh impossible for them to form factions. This doesn't so much break normal mechanics for vassal management and expansion as snap them neatly in half. (This is set to be patched in Holy Fury.)
- Genius Bonus: The blue-clad blond knight featured on the game's box art isn't some generic crusader, but Walter Scott's Sir Wilfred of Ivanhoehimself.
- Goddamned Bats:
- The Old Gods adds raiders who will plunder your territory, then flee back onto their longboats before your army can get to them.
- The Karlings largely owe their status as The Scrappy to being this in the 867 start. They aren't necessarily a threat, but they take up huge swathes of Europe and are very difficult to dislodge.
- Good Bad Bugs:
- The demo for the sequel restricted play to only four characters. However, almost imminently players found out they could play whichever character they wanted by picking a character from the demo list, then quickly clicking on a province on the map before the game loads - and play as the ruler of said province.
- They also found out that the demo doesn't end twenty years later but specifically in 1086 and that if you set the start date at 0AD you could get 1086 years of playtime out of the demo. However, this screws up the triggers.
- A bug in the release version of Rajas of India allowed men to become pregnantfrom homosexual couplings. There was much laughter. The eventual fix to this bug included checks to ensure the potential parent is actually female... though another overlooked loophole means that the 'father' can also sometimes be female, so it's not entirely fixed yet.
- A very particular bug with Greek characters had them continuously looking to see who they could blind and castrate in the world, leading to some very odd issues where left unchecked, Byzantine Emperors might go to war just so they could castrate somebody. This was also one of the main things leading to slowdowns, and has since been fixed.
- The Conclave expansion added the ability for Insane characters to add, like Caligula before them, a horse (named Glitterhoof) to their council. This makes the horse an actual character. This isn't the bug, but players quickly found myriad ways to break the game with horses, and Paradox has said that players are on their own as far as horse-related bugs go.
- Using the Seduction focus from Way of Life, you can impregnate the horse and force it to give birth. Using this, you can make yourself a dynasty of horses (since they follow the horse's culture, which is appropriately 'Horse'). And play as them. Never has the 'Different Culture' opinion modifier made more sense.
- The horse character spawns with a special Horse trait that makes them infertile, normally preventing this. However, a workaround exists for religions that can nominate heirs to bishoprics (i.e. just Catholics in an unmodded game). Nominating the horse as the heir to a county bishopric will cause a bunch of horse courtiers to spawn when the horse inherits the title. These newly generated horse characters do not have the Horse trait, and can be married/seduced and used to conceivehorse children. This allows for such strangeness as a female horse Vikingrestoring the Roman Empire. For religions without priest investiture, you can educate a child with the horse and Heritage focus until he converts culture, then land the child to cause horse courtiers to appear.
- Players have also observed Glitterhoof (or his Reaper's Due counterpart Horse M.D.) taking part in murder plots, winning jousting tournaments, being captured and forced into concubinage.
- Hilarious in Hindsight: CKII has a decision and achievement for mending the Great Schism between the Orthodox and Catholic branches of Christianity. Though in the game you can only do this as an Orthodox ruler, it would appear Pope Francis is trying to win it.
- 'Holy Shit!' Quotient: If 'From Holy Kingdom to Unholy Nightmare' is any indication, Sons of Abraham does this for the second game. Having your children and heirs to your realms be the spawn of Satan (complete with insanely high stats) will do that for anyone.
- Less Disturbing in Context: Due to this game's cruelty and perversity potential, rather strange topics and questions can pop up on the game's subreddit and forums, such that posts asking about 'How do I murder my retarded inbred heir so that his attractive strong genius brother can inherit?', 'How do I destroy the Vikings? They're annoying me', and 'Should I divorcemy sister-wife to marry our daughter?' are not seen as unusual at all.
- Magnificent Bastard: What the player is aiming to be. Results may vary.
- Memetic Mutation:
- 'DEUS VULT.' Latin for 'God wills it', it was a common Western Christian motto and appears frequently in the games (up to and including having the expansion pack for the first game named for it).
- Also sometimes gets mutated by the fanbase, for example 'Dievas vult' being used as a joke on the Romuva (Baltic) pagan thundergod Dievas.
- The response when Hellenic was confirmed as a religion? ZEUS VULT.
- This dev diary for Monks and Mystics included a shot of a new trait, 'Secretly Sunni' (for somebody who outwardly followed a different faith but secretly was a Sunni Muslim). The Alliterative Name quickly got the players coming up with names for corresponding traits such as 'Reclusively Romuvan', 'Surreptitious Suomenusko', and 'Covertly Cathar'.
- China confirmed! note
- Crusade for Orissa.note
- With the importance of the Crusades in-game, CK also inherited the 'Remove kebab' meme spawned by Polandball. Paradox is on-record considering the statement racist and doesn't allow it on their official forum.
- Any technical question about the game may be answered, 'Seduce your sister'.
- 'Gavelkind - not even once'note
- 'DEUS VULT.' Latin for 'God wills it', it was a common Western Christian motto and appears frequently in the games (up to and including having the expansion pack for the first game named for it).
- Memetic Psychopath: In an actual Crusaders King II game, the most successful characters are typically exemplars of Pragmatic Villainy. The memetic version of the successful Crusader King character, however, and by extension the player base, is bloodthirsty, sadistic, treacherous, and incestuous.
- Narm: Most of the time it is averted, but the extremely Purple Prose other rulers will convey their messages in to you is solidly this:
Random ruler: To the vile scatterbrain XXX: Your low character is the subject of Greek plays. / Tales of your misdeeds are told from Ireland to Cathay.note I accept your peace offer.
- Nightmare Fuel:
- Being thrown in a oubliette. Trapped in a dark pit with no way out... it almost makes a regular dungeon look cozy.
- Sunset Invasion has plenty of this, courtesy of the invading Aztecs. Gigantic armies arriving from across the Atlantic, horrible diseases Old World people have little resistance to, mass human sacrifice of captives, and more horrors are all things people playing using this expansion should expect.
- The Satanic Outing events for Lucifer's Own were designed to inspire Even Evil Has Standards in a fandom that is amused bymurdering children, incest in myriad forms, making concubines from prisoners, and Human Sacrifices offered variously to Odin, Kali, or Xipe Totec. General consensus is one event chain◊entirely succeeded.
- The death sounds, added in Reaper's Due, which include the sounds of impaling, burning alive and other nasty things. There is a reason that Paradox added the option to mute this sounds.
- Paranoia Fuel:
- From time to time, you'll encounter interesting unlanded individuals, lowborn or from minor families, who offer unique and potentially useful event chains. Sometimes they're also assassins or The Grim Reaper — it's not always clear which.
- Lucifer's Own for non-members. Without Monks and Mystics, the player knew that anyone brought before them as an alleged witch was innocent; unlike the people of the time, players knew witches didn't exist. With it? That bout of dynestry threatening to kill a previously healthy character of twenty-four might actually be a witch's curse, your right-hand man's sudden insanity could really be the result of demonic possession, all those folks disappearing without a trace may have been sacrificed to Satan, and that scheming, sinful vassal eying your throne could very well have dangerous friends on the other side. So one might as well Burn the Witch!, and if a few innocents get roasted along the way, so be it.
- Perverse Sexual Lust: There are records of players starting a game in the Hundred years-war period for the sole purpose of marrying Jeanne d'Arc. No, really.
- The Scrappy:
- The Karling dynastynote in The Old Gods 867 start, who start with the powerful and prosperous kingdoms of East and West Francia,note Italy, and Lotharingia (among others) within their realm. Due to the way alliance and title mechanics work in the game, they often hold onto their thrones much longer than they historically did, and any attempt to unseat one of them (or half the wars they get involved in at all, really) ends up dragging literally half of Europe into the fray. Charlemagne didn't improve matters, as certain deaths can result in a Karling blob of either the Empire of Francia or a Holy Roman Empirethat includes France. Fortunately, the alliance system was changed in the patch for Conclave to be a diplomatic option that has to be initiated instead of something automatic. Non-aggression pacts, which are a pre-requisite for alliances, are still automatic, but only for your in-laws and close relatives.
- The Abbasids in the Charlemagne DLC's 769 start (and to a lesser degree in 867, where even the AI can easily restore their 769 borders). They start out owning a good sixth of the map as-is (Arabia, Egypt, Mesopotamia, Persia and Syria/Jerusalem) and Empires in-game tend to be much more stable than in real life, so most games started in that year end up with the 'Abbasid blob' locking down the entire Middle East for the rest of the game unless the player intentionally starts antagonising them. Unlike its historical counterparts, the Abbasids will laugh off the Seljuks and even halt the Mongols' advance into Europe.
- Ditto the Umayyads in 769, who start out with solid control of Andalusia, and unlike real life will invariably conquer the entirety of Spain and then push for southern France without player intervention. If no intervention is made, it is very likely Umayyads won't stop before reaching Loire river.
- Egypt also used to be this for a long time. Although not large, it was always a united kingdom, extremely wealthy and wedged in an easily defensible position, making it difficult to conquer it. Also, except for 769, where it is part of the Abbasid Empire, the Sultan has the Mamluks mercenary company as a vassal, making it easy for him to win wars that would otherwise much more difficult. The real problem was though that unlike their Real Life counterparts, Egypt would immediately turn its attention to the militarily outclassed christian Nubian petty kingdoms and counties to the south and afterwards swallow Abyssinia even further to the south-east whole, essentially conquering the entirety of eastern Africa about 40 years into the game (and thus locking down the entire region for the rest of the game). The successful wars waged in the process would also prevent a decadence revolt from taking place. This has since been fixed by making the closest Nubian states tributaries of whoever controls Egypt at the time, but Egypt is still extremely powerful in AI, to say nothing of player hands.
- The Byzantine Empire's Doukas Dynasty. The first Doukas emperor, Constantine X Doukas is clubfooted and inept with money. His heir, Michael VII is just as inept with money, and usually ends up lazy and craven. In real life, Michael VII ended up giving his throne (and his wife) to Nikephoros III Botaneiates after realizing that he could not get anyone's support anymore - plus, he was very lazy and spent his reign giving all his power and responsibilities to his mother and his councillors. They were so inept that many walkthroughs for the forming of the Roman Empire recommend against starting as him.
- Scrappy Mechanic:
- The Decadence system, which, while not necessarily a bad idea, means that in practice, Muslim players can see their entire dynasty collapse because they have one drunken second cousin, whose existence somehow brings enough shame on their house to trigger an invasion by fundamentalist desert tribesmen. Eventually, Decadence was reworked such that only male relatives with the Decadent trait will actually add to the dynasty's decadence rating. Also, relatives with the trait who are imprisoned or not living in the realm do not contribute to the rating. Players can (and should) devise ways to throw such relatives into the dungeons or exile them.
- The game also automates guardianship contracts for female Muslim characters, operating, apparently, under the assumption that anybody who plays as a Muslim won't care who mentors their daughter. Not only can this destroy one's immersion in the game (it's hard to stay in character, when the game decides your worst enemy would make a dandy mentor for your daughter and assigns her accordingly), but it can actually become a serious problem when the computer decides that it would like to reassign her to a new mentor, and, in the process, earns you a massive -30 'Lost a Ward' penalty with the old one. Worse yet, the game can then decide that this pattern worked out so well statistically, that it is going to repeat it exactly, earning you ever increasing negative penalties with her previous mentors. Finally, it only gives Muslim players access to one kind of succession, which aside from being historically inaccurate (not all Muslims are the Ottoman Empire), pretty much ensures a civil war after your heir takes the throne.
- Again, with the decadence mechanic being reworked as noted above, it is entirely possible to land only one son, although landing male relatives with any title will reduce their chances of getting the Decadent trait. In addition, the automated guardianship process for Muslim girls has been fixed. The devs probably noted that assigning guardians for girls can raise the guardian's opinion towards the father-ruler.
- Adventurers, introduced in the Old Gods DLC, randomly lets characters gather a host to assault a realm they have a claim on, or which follows a heathen religion. Adventurers automatically scale with the realm they assault no matter how little sense that would make, making it perfectly possible for a pre-christianised Finland to produce a 50,000 man army out of nowhere to attack your Frankish Empire or for one of your courtiers to go adventurer and form a 20,000 man expedition to take your kingdom... from inside your own capital. Worse yet is that adventurers are treated as non-rebellious and saddle you with tyranny, dishonourable or kinslayer penalties for dealing with them (clearly, arresting your son-in-law for openly declaring the overthrow of your realm from inside your own court is the mark of a tyrant) and leave you at the mercy of the RNG.note Removing the diplomatic assassinate option just made this mechanic even more annoying.
- Due to the way how the alliances and feudal support works in the game, it violates one of the basic 'rules' of it: vassal of my vassal is not my vassal. In CKII, any stage of vassalage is transferred to the top liege. So if you want to conquer any given province that's controlled by a minor, weakling lord, but who also happens to be a vassal of a vassal of a vassal to some large empire, it won't be just his direct liege declaring war on you. EVERYONE in said empire will go on war with you. Automatically. With no option for negotiations, backing down or simply flipping out. This is especially annoying in terms of Holy Roman Empire and any larger Islamic empire, because it leads to ridiculous, ahistorical situations where feuding minor lords bring entire imperial might into the fry.
- The tribal transition to feudalism or republicanism is a real thorn in the side of pagan players. Reforming a tribe into a more advanced form of government is expensive and time-consuming at the best of times, but pagans can't reform their government without first reforming their faith. The AI almost never does this on its own. This means that pagan players have to conquer essentially an empire-sized realm first, since it's impossible to reform pagan religions without controlling at least three holy sites. Pagans by design have great difficulty holding a large realm together, and given that the realm is militarily gutted immediately after the transition, it leaves the fledgling kingdom defenseless before surrounding states who would 'really' like to get back at you for a few decades of continual raiding — which, incidentally, is the only way tribal states can support their economy.
- This transition got so painful that Paradox eventually streamlined it; you now only need a single fully decked-out holding in your capital to turn your entire demesne feudal/republican, and your vassals can switch governments for free (and usually will very quickly as long as they like you). While this makes the process much quicker and cheaper than before, it's still painful for pagans and leaves your realm vulnerable.
- The transition by itself means your potential (or actual empire) goes from a powerhouse to a complete wimp, on a principle that vanilla feudalism is by far the weakest of all forms of government the game has to offer, even when compared to tribal pagans. It takes another lenghty advance in administrative technology to reach anything resembling functional government and regain control over your own territory you had as a tribal pagan. Meanwhile, merchant republic is restricted heavily in size, so your massive conquest becomes a liability, rather than any sort of benefit. And should you be unlucky, your dynasty will be kicked out of the office of the doge right after your current ruler dies.
- Gavelkind inheritance. For the uninitiated, this inheritance law means that your senior heir gets the current ruler's primary title and capital holding on succession, while they compete with their brothers and / or sisters (depending on gender inheritance laws) to parcel out the remainder amongst themselves. Despite gavelkind being present from the earliest versions of the game, no one has managed to work out what sort of logic the game uses to parcel out the titles (and Paradox has so far refused to release the code governing succession mechanics), which typically happens in such a way as to ensure very fragmented, disjointed, and aesthetically unappealing territorial splits. While it's moderately effective at keeping AI realms split, most players hate it for the chaotic results it produces and try to switch to something else at the first available opportunity.
- The trick to managing gavelkind succession is something of a Violation of Common Sense. You must be willing to parcel out titles to your junior heirs voluntarily, as opposed to the arbitrary distribution done by the AI. On top of that, you should aim to have only 1 title at the highest tier (e.g. not holding multiple kingdoms as a king or multiple empires as an emperor), which does reduce the amount of prestige you get from such titles. However, it would ensure that your heirs will not become independent of the primary one. Elective gavelkind further complicates this by forming same-tier titles whenever you control enough de jure land of said title, giving them to your heirs, and making them independent (e.g. if you are the king of Sweden and also control the de jure land of the kingdom of Denmark, even if you have not created the title, one of your heirs will become an independent king of Denmark). Also, all junior heirs have the option of going independent peacefully during succession.
- The Seduction Focus. Not so much that you have the option of extramarital affairs, but rather that all the AI characters do and have no rhyme, reason or discretion in using it. AI seducers tend to eat up processing power and your patience jumping everything in sight including your spouses, your siblings, your children and your siblings' children's spouses and spreading STDs and bastards with your character having no way to stop it. The focus has been nerfed at least twice, and even then the only thing it's done is to make Chaste or even Homosexual the most valuable traits to look for in a spouse. It's bad enough that Paradox has actually added the option to remove the AI's ability to use the seduction focus.
- Patch 2.5 and Conclave-related:
- The Coalition system was extremely contentious upon release. Not only was it very ahistorical for the time period (the closest thing to coalitions in the medieval era were the Crusades, who are already modelled in-game), but a flawed implementation where a character could be saddled with 200% infamy for defeating his own rebellious vassals in a civil war or the Pope would freely join an Orthodox war for the Holy Land on the side of the Muslims caused Paradox to slightly modify the whole thing in Conclave's first patch. People still complain about it though: with sufficiently large armies the pacts aren't even effective at their intended purpose of retarding map-painting, because the AI is terrible at coordinating allied armies and you can simply assault all the target holdings before the enemy can even work its way out to fight you. The ahistorical 'features' like having the Sunni and Shi'a caliphs joining with the Orthodox Byzantines and various Catholic powers to stop a Catholic holy war against pagans in the Baltic also haven't been altered. In 2.6 (The Reaper's Due), Paradox made the entire mechanic completely optional with the new 'game rules' system, and by 2.6.3 disabling it doesn't even affect achievements.
- The 'Increase Council Power' faction added in Conclave generally just makes managing one's vassals even more difficult than it was before. The council also seems not to have been tested thoroughly, as strange problems can develop with nomadic realms and secondary titles that used to be held by a vassal: you can easily wind up in a Catch-22 Dilemma where the council doesn't want you to pass out titles because they dislike you for holding too many titles.
- The automatic call to arms for an allied ruler going to war was mostly disliked. While it eliminated the problem of allies abandoning each other, it also made doing things that require peacetime (such as changing succession laws) very difficult if you had a large network of alliances. Players also commented they didn't need Byzantium bringing their whole doomstack to help deal with a single rebellious vassal or independent count. Paradox eliminated it in 2.6 in favor of a modified version of the old manual call-to-war system, with penalties for refusal greatly increased to make AI allies more reliable.
- Secret religious cults in 2.7.2. Originally, it was incredibly hard to induct people into the cult, which made trying to use the feature extremely difficult as a player. 2.7.2 buffed them to make inducting other characters easier, and added additional cults for religions that did not have them (such as unreformed pagans and heretics.) However, the AI creates them and joins them with no discretion whatsoever. Adding to the problem is the fact that they are incredibly difficult to root out, as the AI recruits any character it can at a rate faster than the 'Hunt Apostates' Court Chaplain job can keep up with. Even worse, it is perfectly possible that the cults will be for something as petty as an Orthodox cult in a Catholic realm.
- The Chess with Death event from Reaper's Due is rare, will only fire once per character and requires that you play with Supernatural Events on. If it fires, however, you find yourself in a Luck-Based Mission which is extremely unintuitive, has a close to 80% failure rate, and will kill your character instantly with no escape if you fail. And there is no way to back out or escape it once it fires.
- SNK Boss: Basically the entire point of the Mongols, particularly in the first game. An absurd amount of free event troops (who suffer no attrition damage) plus the ability to invade anybody at any time and, in the first game, no demesne limit are just the ways in which they cheat. The Aztecs in Sunset Invasion follow a similar model, though given their emphasis on infantry as opposed to horse archers, they're somewhat easier opponents if you have a cavalry-heavy army.
- Spiritual Licensee: A Rock Paper Shotgun review of the second game calls it 'the best Game of Thrones game you will probably ever play.' Unsurprisingly both games feature A Song of Ice and Fire mods.
- Surprisingly Improved Sequel: The original game, while it had its fans, was definitely a flawed game, with a Troubled Production and quite a lot of bugs. Crusader Kings II, on the other hand, has received by far the smoothest launch of any Paradox game to date, and received almost universal acclaim from the fans. Expansions like Sword of Islam, Legacy of Rome and The Old Gods have only served to make it even better.
- Tear Jerker: A steady diet of Deliberate Values Dissonance, Black Comedy, and Pragmatic Villainy makes Crusader Kings players a thick-skinned bunch, but the text for your character deciding to commit suicide added in The Reaper's Due struck chillingly close to home for a lot of players.
- What Do You Mean, It's Not Political?: Paradox unintentionally got into a bit of hot water with a March 2018 promotion where CK2 was free to keep on Steam for a couple days. They announced this with a tweet that included the phrase 'deus vult', which unfortunately for Paradox had become a slogan for various white supremacist groups in the years since the game's release. Cue a minor backlash and Paradox having to explain their intent and the historical context in a response.
- Win Back the Crowd: After the mixed reception of Conclave and its patch, The Reaper's Due is regarded as a much-appreciated return to form, especially as regards the removal of automatic calls-to-arms. It also added some more flavor to non-Germanic pagans.