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Found 3 results

  1. Crusader Kings 2: The Reaper’s Due is the expansion for the incredibly engrossing incest-and-murder simulator that is Crusader Kings 2. The general aim behind this expansion was to… expand… thoroughly on the mechanic of illness within the game. Previously, characters can become ill somewhat randomly; they would gain the trait “Ill” and it might become worse, or get better – nothing you do really affects what happens. Now, with the (perhaps slightly expensive price of $10) purchase of The Reaper’s Due, characters can contract a wide variety of illnesses, including developing specific symptoms with their own associated effects. Alongside this, you gain the ability to appoint a Court Physician, whose job it is to ensure the people within your realm don’t die horribly of food poisoning. However, when hunting for new Court Physicians, if you refuse one who is interested in the job, they just… die. They “disappear without trace”. It makes me feel like an arbitrary mad king; so… powerful: “Won’t someone rid me of this troublesome Doctor?” This, of course, comes with an expansion of plague – this is the Middle Ages, there are epidemics aplenty; to bring the game even closer to historical accuracy, you can now catch a variety of serious ailments, including Black Death, Slow Fever, Dysentery and so many more. The total amount of enjoyment and fun added by this expansion? It’s tricky to say; adding more content into a grand historical strategy game like this usually creates either more difficulty or more layers of depth within the game. The latter can generally be seen as superior to the former – mindless difficulty is almost always boring, whereas increased depth can usually be enjoyable. The Reaper’s Due causes you to need to deal with making sure your characters don’t die horribly from a random affliction of cancer. There are a variety of events added to create further flavor, including the ability to dictate how your physician treats you. So, it certainly adds an additional layer of depth not originally present. It is, however, rather frustrating that characters get a variety of illnesses and die more often. Sure, it’s historical and correct, but the increase in managing your family’s ailments can get a little tedious. Having more characters dying from ailments can feel pretty random at some points. Sure, it makes sense – people get sick and die! But, having your best kid (genius, with awesome military traits) die from a cough and then suddenly your wife has cancer and your physician is useless. I’ve certainly laughed quite a lot at random deaths, but I’ve also become very irritated at losing people when it was inconvenient. Such is Crusader Kings 2, however…
  2. Conclave is the much-awaited expansion for Crusader Kings 2, adding a variety of council mechanics and the dreaded coalition feature from Europa Universalis IV that attempts to curb the growth map-painting players. The big thing about Conclave, the ever-feared coalition changes, was… controversial, to say the least. This is understandable, as very suddenly nations large and small would unite to curb stomp the player for daring to expand. The strangest thing I discovered when testing out coalitions was finding Muslim powers uniting with Christian powers, which seems… Odd, to say the least. Considering the historical period in which CK2 takes place, to have these kinds of anachronistic partnerships irked a many players. They are currently working on altering the mechanics to forbid the possibility of cross-religion coalitions in a future patch, but one does hope that this kind of inevitable problem could be seen in advance by the testing team? Therein lays the usual complaint with Paradox Interactive titles and expansions; why on earth wasn’t this tested? Obviously, not everything can be tested in comparison to the tens of thousands of man hours that are played on release day, but sometimes mechanics that will so obviously be broken on release… Why aren’t they just changed? Complaints about coalitions and their absurd immensity notwithstanding, Conclave is an immense expansion to CK2. Previously, vassals served as a minor annoyance for your conquering; maybe they’d rebel, maybe they want some choice Dukedom that you have – it never really mattered, you could likely crush them with ease. With the Council mechanics, however, vassals actually matter. Now, your most powerful vassals will expect a seat on your council, giving them the right to vote on basically any action you want to take. I found the fact that my vassals could dictate when I could declare war incredibly irritating, but once I grew used to it I recognized how much it changed my style of play. Now, I needed to properly manage my vassal relations; I need to curry favour, ensure my friends and family members are powerful enough to back me up and, above all, stockpile cash to buy favours. However, the depth of these mechanics feels somewhat lacking. It is certainly very cool and interesting to have to care about your vassal’s opinions and votes but the extent to which you can control them is essentially just “buy favours”. It also feels as though the reason for the vassal AI’s choices is rather arbitrary; there are simply quite a lot of times where I find myself wondering why on earth this vassal thinks this, or why I can’t get a favour from them. Why doesn’t it explicitly say? It would appear that the main problem Conclave suffers from is a significant lack of depth and clarity. Lots of things happen in the game that didn’t before, but there are a lot of times when I simply don’t know why they happen, or how to stop them. I appreciate the mechanical changes and think that they will absolutely create a whole new level of play for CK2, but more clarity and depth in future patches will be needed before I would consider it something wholly positive. I do have faith in Paradox Interactive as a company though; they can usually be counted on to amend any issues their expansions create and end up with a player-friendly result. Also, you can make the entire world ruled by Horses if you have the inclination, so it certainly has that going for it.
  3. Crusader Kings 2: The Reaper’s Due is the latests expansion for the incredibly engrossing incest-and-murder simulator that is Crusader Kings 2. The general aim behind this expansion was to… expand… thoroughly on the mechanic of illness within the game. Previously, characters can become ill somewhat randomly; they would gain the trait “Ill” and it might become worse, or get better – nothing you do really affects it. Now, with the (perhaps slightly expensive price of $10) purchase of The Reaper’s Due, characters can contract a wide variety of illnesses, including developing specific symptoms with their own associated effects. Alongside this, you gain the ability to appoint a Court Physician, whose job it is to ensure the people within your realm don’t die horribly of food poisoning. However, when hunting for new Court Physicians, if you refuse one who is interested in the job, they just… die. They “disappear without trace”. It makes me feel like an arbitrary mad king; so… powerful: “Won’t someone rid me of this troublesome Doctor?” This of course comes with an expansion of plague – this is the Middle Ages, there are epidemics aplenty; to bring the game even closer to historical accuracy, you can now catch a variety of serious ailments, including: Black Death, Slow Fever, Dysentery and many more. The total amount of enjoyment and fun added by this expansion? It’s tricky to say; adding more content into a grand historical strategy game like this usually creates either more difficulty, or more layers of depth within the game. The latter can generally be seen as superior to the former – mindless difficulty is almost always boring, whereas increased depth can usually be enjoyable. The Reaper’s Due causes you to need to deal with making sure your characters don’t die horribly from a random affliction of cancer. There are a variety of events added to create further flavor, including the ability to dictate how your physician treats you. So, it certainly adds an additional layer of depth not originally present. It is, however, rather frustrating that characters get a variety of illnesses and die more often. Sure, it’s historical and correct, but the increase in managing your family’s ailments can get a little tedious. Having more characters dying from ailments can feel pretty random at some points. Sure, it makes sense – people get sick and die! But, having your best kid (genius, with awesome military traits) die from a cough and then suddenly your wife has cancer and your physician is useless. I’ve certainly laughed quite a lot at random deaths, but I’ve also become very irritated at losing people when it was inconvenient. Such is Crusader Kings 2, however…
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