The Assassins, also known as the Hashashin, are a secret society that defend the interests of Shia Islam through intimidation and murder. To join, one must follow a Muslim faith or Muslim heresy. If not Shiite or secretly Shiite, the player gets the option to become either Shiite or secretly Shiite to join. Players can also join if they are not Zealous and are within 300 distance of a playable-tier ruler who is publicly Shiite. Other members will potentially join your murder plots if they are within range, allowing you much greater plot power than non-members can achieve.
If they decide to visit the happy family, they will go for a terrible onslaught, and recover the bones and the blood of their victims or their dark rituals. One may get the Impaler or Cruel trait afterwards.
Ck2 Dark Power Cheat
Although preexisting the Monks and Mystics DLC, the demon child event chain is linked to the Secret Societies. Instead of waiting for the event to fire randomly, it is also possible to create a demon child though Unholy Impregnation power. Once he/she becomes adult, the demon child will automatically become the leader of the Demon Worshippers. From then, his influence within the society is limitless.
Members get missions and powers to induce Sympathy for their real religion in other characters in the realm as well as the population in the counties.At the highest rank, the ruler can organize a mass conversion of realm cultists. With careful groundwork, an extremely powerful religious revolt can be staged.
All these events are random for AI characters, but they are weighted by various things.It should be noted that Evoke Sympathy and Induct into Faith (but not Induct Child) are not possible if you have the permanent "Branded Apostate" modifier, which anyone (including Emperors) can get if they use the cult's powers too frequently - if you see you have the "Highly Suspicious" modifier, consider lying low for a bit, and not using any Society powers.
This is a collection of all common non-event cheats. Every cheat with Character ID or Province ID defaults to your character or capital province. Either debug_mode or charinfo is necessary to get the exact character or title IDs.
Find below a searchable list of all 144 Crusader Kings 2 console commands, these are commonly referred to as cheat codes. The below table contains all commands from all DLCs, and is up-to-date for the latest version of the game on Steam (PC / Mac).
After an expedition is sent, there is a waiting period before anything else can be done with the colony. If no other nations make an effort to colonize the area, the colony can be turned directly into a protectorate at a small additional cost of colonial power. If other nations compete, however, it becomes something of a race as the two nations continually upgrade their expeditions until one withdraws their colonial power from the race and concedes defeat.
Frigates, Man'o'Wars and Commerce Raiders can be used to gain colonial power in the early game, but should be replaced by more efficient Ironclads or Monitors as soon as the latter are available. Ironclads are the most efficient ship class with four colonial power per supply point. However, they are expensive to build, take a long time to finish, and can't be constructed overseas. Thus they are only viable for countries which have many non-overseas naval bases and high preparation time. Countries with few home naval bases or little time to prepare should focus on building Monitors instead.Cruisers, Battleships and Dreadnoughts become available much too late to affect the colonial race and are also by far the least efficient ships.
Colonial Power is invested in colonial races and in making protectorates colonies. If a nation has enough colonial power free, and a colony meets the accepted culture bureaucrat requirement to be made a state, they can incorporate the colony into their nation. This will free up additional colonial power, allowing them to develop new colonies.
The required free colonial power to integrate a colony increases with distance, though, and can easily outstrip the potential colonial power of even a great empire. If a nation wishes to colonize more land, they can release a contiguous group of colonies as a dominion. This is done from the Release tab on the Politics screen, the same way states released as satellites.
Mission to Civilize and Colonial Negotiations are more complicated inventions: they have no base discovery chance on their own, but gain a 10% discovery rate both when a great power or a neighbor invent them, and 25% discovery rates when the nation discovers technologies from later decades. Specifically, Mission to Civilize requires techs from 1850:
Generally, if the player is the first to get Colonial Negotiations, and thus able to colonize, the rest of the major powers will quickly (if not immediately) follow suit due to the neighbor bonus. This causes a rush of colonization in the 1870s, especially in Africa where most empty provinces have life rating 10 or 15. (Historically, the Scramble for Africa began in 1881.) Any country who hasn't researched Breech-Loaded Rifles by 1880 will probably miss the boat and find all of Africa already colonized.
All other uncolonized provinces, including almost all of Africa, have life rating 15 or 10 and can only be colonized with both Mission to Civilize and Colonial Negotiations. Since most powers who have researched Breech-Loaded Rifles get Colonial Negotiations at almost the same time, there is a rush of colonization activity soon after any great power has discovered it. Those with life rating 10 also require Prophylaxis against Malaria, but any savvy power will have it anyway. A more in depth guide can be read here: Guide to Scramble for Africa
Once all the requirements are met, select the "Colonize" national focus on your target to began the colonization process. Since most uncolonized areas are out of reach until both Machine Guns and Nationalism & Imperialism are researched, large scale colonization will not begin until 1870 at least. However for a colonial power to succeed, it would be important to prepare naval bases and rack up focus points in the years prior.
Well, Dragon Power is this very important thing in your Camp. Every dragon in your camp gives Dragon Power. High-level dragons always give more dragon power than lower level ones. Special, rare, and Event Dragons have more dragon power than some other dragon breeds when at the same level. Dragon power is used to remove Evil Fog in Camp.
Most wonders can be tapped every 10 (or sometimes less) hours spent in camp for a reward, which is usually an egg. The time it takes to be able to tap them makes this method not very effective, but can still get you some dragon power over time. If you are one of those people who have too much time on their hands and have 3 or more of most wonders, then this will speed up the dragon power earned from wonders
Beating levels a certain amount of times can give you a specific type of chest, or a cosmos dragon egg/nest. replaying easy-to-beat levels is a good way of getting dragon power, but eventually the amount of times the level needs to be beaten outweighs the dragon power profit, which makes finding other easy levels needed sometimes (yeah, take a break from that Dread Marsh 3 and find a different easy level to farm cosmos dragons and dragon gems
Mystic Topiaries are an... um... okay way to get dragon power, but it does also cost a hefty price of dragon gems.By the time you get enough dragon gems to get the wonder, you will probably be saying "I am a dragon gem" repeatedly in your sleep. Please refer to the strange blue link at the beginning of this paragraph for more information on the costs for this merge chain.
If possible, you should try to expand your realm with a powerful ruler by inheriting one higher title (for example, Duchy) and several lower titles associated with the higher title De Jure. If the other heirs want to become independent, you will have at least one De Jure Casus Belli to reintegrate them into your realm after a successful war. Alternatively, the other heirs will remain your vassals.
The computer player is a cheating bastard whenever the "rules" differ between you and Video Game A.I.-controlled opponents. This can be a quick-and-dirty method of achieving a "level" playing field against a skilled human player (especially in older games, where hardware and AI capabilities were limited and prone to Artificial Stupidity), but can also create Fake Difficulty when the computer has access to moves that a human player (in the same context) clearly does not.
Though this trope generally applies to impossibilities (things that the player literally cannot do no matter how well they play and no matter how many things they've unlocked in the game at that point, the computer will just have extra resources or abilities), it can also just apply to more conventional cheating. If the game looks at the way your characters have been customized and the AI is then given strategies or abilities specifically designed to counter yours, that's not impossible, per se (it's entirely possible that you could encounter a human player with a team that counters yours perfectly!), but it's something that was specifically given to the computer as an advantage over the player, rather than random chance.
Sometimes this is justified due to the Rule of Fun. Computers are often prevented from using certain tactics that are open to the player, either because it's "cheap" when your enemies do it or there's no freaking way that a computer could manage to pull it off at a crucial moment. In order to make up the gap and still present a challenge, cheating is required. Ironically, players often think the AI is cheating when it isn't, such as strings of good luck from an RNG that is actually perfectly fair, while not noticing at all the subtle and behind-the-scenes ways that the computer is actually cheating. In fact, some games deliberately manipulate the RNG in the player's favour just to avoid the appearance of cheating. 2ff7e9595c
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