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February 16th, 2011, 22:31 GMT · By

Crusader Kings II Has Limited Wars, Scripted Conflicts

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Paradox Interactive had a big press blowout at the end of January, announcing a number of titles they are preparing for the near future, among them permanent death MMO Salem and a card-based spin-off for Hearts of Iron. But for the regular strategy lover, the big launch in the future of the company is Crusader Kings II.

The game allows a player to take on the role of a minor noble in Medieval Europe and then guide the family towards the riches and the glory of leading a Kingdom or even more, while allowing them to scheme, kill, raise armies and deal with rivals from other bloodlines.

And one of the main developers working on the game offered more information on how certain scripted elements will be handled in order to keep some of the real world history straight in Crusader Kings II.

Speaking to Hooked Gamers, Chris King, who is the game designer who leads the development process for Crusader Kings II, has said, “From a technical point of view the character is the base unit in the game. When we set up the game we script wars, like the Norman Conquest of England for example. This is not defined as the Duchy of Normandy at war with the Kingdom of England. It is William the Conqueror, in his capacity as Duke of Normandy, being at war with Harold Godwinson, in his capacity as King of England.”

He added, “Succession is the key point of the game. We have a number of laws in the game that will determine which character will inherit” with the effect being that “this will allow us to create a more fluid map where Kingdoms came together and then split.”

King also mentioned that plots would be given more importance in Crusader Kings II, based on the ambition of certain characters, and that more details would be offered before the end of the year.

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