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Crusader Kings 3

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§ 21 Eki 2019, 21:48

Hayır, Henrik Fahraeus harita daha büyük olacak derken Tibet'e ve Afrika'nın da biraz daha güneylerine doğru genişlettiklerini belirtti.

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§ 22 Eki 2019, 12:34

steamden indirdim crusader king 2 yi ama açamıyorum  , bayadır oyun yüklemediğim için bir şey mi değişti , yoksa windows 10 da çalışmıyormudur

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§ 22 Eki 2019, 12:49

çalışıyor ya win10'da, başka bir sorun vardır.

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§ 22 Eki 2019, 13:24

Düz indirdim , herhangi bir hata da vermiyor , açılıyor diyor kalıyor öyle ...  tekrardan silip yükleyeyim bakalım

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§ 24 Eki 2019, 07:00

Şurada bazı ayrıntılar söylenmiş: https://forum.paradoxplaza.com/forum/index.php?threads/new-article-from-usgamer-expand-on-12-questions.1264686/page-2

Spoiler

 

1. Merchant Republics and Nomads are among the features that won't be available at launch

"The thing with CK2 is it's lived a very long time, and we've learned a lot of stuff over the years," Fåhreus says. "You know, which features were good, and that we're proud of, and were received well—which are usually the same thing. Pagan stuff and Christian stuff have been the best received, so our players are probably a bit Western-centric, to be honest. Whenever we stray and do India or China in some form, it's not that popular.

He continues, "There won't be nomad gameplay, for example. But of course, we also want to release a game that's a lot bigger than CK2 was on release. So we spent our efforts on depth rather than width, evolving and improving the core features of the game while still retaining focus on the most popular areas of gameplay. So it's improving what's already good rather than trying to improve the things that didn't work out so well."

Merchant Republics, which were part of Crusader Kings 2's The Republic expansion, have been left out of Crusader Kings 3 for launch. Fåhreus acknowledges they were "fairly popular, but kinda tricky because it's an entirely separate layer of gameplay. It doesn't really interact all that much with the feudal heart of the game."

Unlike the vanilla version of Crusader Kings 2, however, all feudal, tribal, and clan leaders (which is basically everyone except republics and theocracies) will be playable at launch regardless of their religion. Historically nomadic realms like the Cumans and Magyars will be playable, but will use tribal mechanics and not feature any nomad-specific mechanics. Paradox has no plans to make us buy "the Muslim expansion" or "the Pagan expansion" to unlock most of the map again.

"Whatever DLC we make, we're not gonna retread things we've already done," Fåhreus says. "That's the idea, anyway. We'll see."

2. The map is about four times larger than the one in Crusader Kings 2

In Crusader Kings 2, the county is the smallest unit of space represented on the map. They are divided into smaller baronies that only appear as pictures on the county screen. In Crusader Kings 3, each barony is a physical place you can see and march armies through on the map, adding a lot of tactical depth.

"It's basically the same number of counties, but fewer holdings," Fåhreus says. "The average is around three holdings per county. Obviously places like Byzantium and Île-de-France have a lot more. In some rich counties, there are six at least."

All the "relevant" game setup rules from Crusader Kings 2 will return in Crusader Kings 3. "Probably the only ones missing are the ones relating to certain expansion features that we cut," Fåhreus says. | Paradox Interactive

Some holdings can start the game empty, allowing you to build a castle, city, or temple there. But even empty holdings will always have an owner, so there will be no "up for grabs" areas to colonize like in Europa Universalis and Imperator: Rome.

In terms of overall size, the map is about four times as large as Crusader Kings 2's. It stretches from Ireland to India, including all of Tibet and Mongolia (but not China), and as far south as the Gold Coast in West Africa.

3. Year 867 will be there for viking fans

1066 will still be the main start date, and the game will still end in 1453. There will be a game rule to allow you to play beyond 1453, though. The year 867, added in Crusader Kings 2's The Old Gods DLC, will also be available for viking fans, but 769 from the Charlemagne expansion will not be. Paradox also wants to leave out the very late start dates.

"We're looking into exactly which other [start dates to include]," Fåhreus says, "but we don't want to do the later ones, at least, because it gives you such a short timeframe and they're not popular."

You will also not be able to pick specific dates after 1066 like you could in Crusader Kings 2, as Paradox has found this is very difficult to support and almost no one uses the feature.

4. You won't be able to play as a Baron, but you can be a Witch

Playing as the lowly lord of some small fort on a hillside is something Crusader Kings fans have asked about in the past, but Paradox doesn't feel like that would be very fun.

"You don't have to pay much attention to these barons and mayors and so on," Fåhreus explains. " We've tried to reduce their import, because they are frankly a little annoying and useless in [Crusader Kings 2]. So for example [when playing as a Christian], all temple holdings are now held by your Archbishop. They are sort of just 'church territory' to make all of that a little less unwieldy and more interesting as well. Your Archbishop is now a turbulent priest sometimes, and he's a very powerful character in your realm.

"You always have a revoke reason on minor baronies. Of course, if it's a church, the church is still there and will not be pleased, but if it's just a baron that you've assigned to some castle there's no real negative consequence for revoking. The idea with barons—the feudal barons—is basically to be a refrigerator for interesting characters."

Characters in Crusader Kings 3 can be heterosexual, homosexual, bisexual, or asexual. The way other characters react to this will be based primarily on their religion. | Paradox Interactive

Crusader Kings 3 does, however, have a Witch trait, and different religions have different views on Witchcraft. This is meant to represent more historical practices that were seen as Witchcraft, such as herbalism and fortune-telling. There will be some events related to it, but it isn't meant to imply that your character has actual, supernatural powers like some of the crazier events in Crusader Kings 2 did.

5. Dynamic Religions are one of the biggest changes in Crusader Kings 3

How religions are modeled is one of the biggest changes in Crusader Kings 3. While Crusader Kings 2 had a list of historical religions, each with a few variants called heresies that could appear to shake things up, the new system is entirely dynamic. Historical heresies like Catharism and Iconoclasm will still appear, but you can also design new religions and heresies to suit your needs from the ground up.

Every religion in Crusader Kings 3 is made up of Tenets, which are mechanical bonuses that apply to everyone following the religion, and Doctrines, which represent church views on things like homosexuality and women becoming priests. Should you choose to found a heresy, you can customize the Tenets and Doctrines of your new religion freely. It will cost a lot of Piety to do so, and the cost is higher the more you are departing from your former religion's beliefs.

"Although it's challenging to change, give it a century and you can create your religion just the way you want to play the game," Fåhreus says. "So if you want to have cannibal Christians or whatever..."

6. You can rule by fear, but still can't declare unjust wars

Crusader Kings 3 will let you rule with an iron fist, Fåhreus says.

"Characters actually have a Dread value, so you can sort of keep your vassals in line by fear," he explains. "And that's actually an alternative to being a benevolent ruler. You gain Dread by torturing important people, executing them, and so on. Fear is viable while you're alive, but when your heir takes over, he will inherit your bad opinion to some degree. But he will not be feared, so he will be in a pretty bad situation. That's the idea."

Your tyranny can only extend so far, though. Crusader Kings 3 brings forward the casus belli system from Paradox's other games: the idea that you need a valid reason to go to war and can't just attack anyone you want at any time. If you are a Christian who wants to fight another Christian, this will still require you to have a legal claim on their lands through blood, marriage, or fabrication—which basically means you had someone make up some fake papers saying their land is yours. Or when all else fails, you can try to ask the Pope.

In Crusader Kings 2, claim fabrication was largely random and could take ages. In Crusader Kings 3, fabricating a claim will actually fill up a progress bar—but you're not guaranteed to get a claim when it fills up. Fåhreus is only willing to say that it will present you with some kind of choice that gives you a bit more agency over your claims.

Repeated inbreeding will have stronger consequences than it did in Crusader Kings 2. It's even possible to develop hereditary deformities like the infamous "Habsburg chin" that plagued the notoriously incestuous Habsburg dynasty. | Paradox Interactive

Crusader Kings 2's Jade Dragon expansion added some ways to ignore this system and declare unjust wars if you were willing to live with the consequences. Currently, Crusader Kings 3 does not feature such a mechanic. "We are aware that [fabricating claims] is a bit of a pace-breaker for new players, and sort of strange how it works," Fåhreus says. "On the other hand, the thing we want with especially Christian realms is that they can't just attack each other any which way."

7. Crusader Kings 3 greatly expands on the previous game's excellent roleplaying mechanics

Lifestyles, a popular feature from Crusader Kings 2's excellent Way of Life expansion, are being folded into the base game of Crusader Kings 3 and greatly expanded. Each character will pick a lifestyle (War, Religion, Intrigue, etc), and each will have three RPG-like talent trees full of perks and unlockable traits you can progress down. For example, a religious character might become a Prophet, making it cheaper for them to start a new religion.

Crusader Kings 3 won't only feature new tools for roleplayers, but new incentives as well.

"Stress is a new system that encourages you to roleplay," Fåhreus says. "In [Crusader Kings 2] you didn't have to care about your own personality traits. So the idea in CK3 is that when you act against your character's personality, which you're still free to do, you gain Stress. So there's no 'Stressed' trait; it's a percentage, essentially. When you go up a Stress level, some negative things happen, so you have a little mental break. When it reaches the max, you probably go insane or something like that... your character will have serious problems."

So for example, if your character has the trait 'Cruel', but you try to be nice to everyone, you might have a little bit of an existential crisis.

8. Cadet Houses will add more depth to dynasties

In history, noble houses often broke up into multiple branches that didn't always work together. A notable example is the Yorks and the Lancasters who fought for control of England in the Wars of the Roses—both were branches of the House Plantagenet. This has been one of the most requested features for Crusader Kings fans for years, and Crusader Kings 3 is finally making it happen.

"We call them houses," Fåhresus says. "So you can have House Dunkeld of the dynasty Dunkeld, because it's the original house. Each house has words, which is just flavor. It also has a house head. There is one character per house who has certain powers over everybody in that house, [like] for example, legitimizing bastards. That kind of stuff. And I have that power even if they are not in my realm. There is also the dynasty head who has other types of powers over the entire dynasty."

So you can kind of think of Houses as vassals of the larger Dynasty. To use another Game of Thrones example, House Baratheon would be a House of the Targaryen dynasty, as distant relations of Aegon the Conqueror. Stop me if I'm getting too nerdy here.

Unless you start the game as one, playing as a cadet house will be "pretty rare", according to Fåhreus. It's mainly a feature meant for the AI to use, though a cadet house that gets more powerful than the original house can become the new leader of the dynasty. Dynastic civil wars will, sadly, not be in at launch.

The map in Crusader Kings 3 is four times as big as the one in Crusader Kings 2. | Paradox Interactive

9. You'll be able to turn your best fighters into Knights

'Knight' is now a minor title you can bestow on characters in your realm with high enough combat prowess. These characters will join your armies on the battlefield, and the number you can have at a time is based on things like your rank and how much Prestige you have accumulated.

"And they will be, as in history... they are killing machines," Fåhreus says. "Like, levies are nothing compared to them. So they actually do tremendous damage. If you have 20 knights fighting in an army, that's worth like 200 levies or something."

As for the rank and file, levies are now all one troop type of basic infantry, while men-at-arms are better-trained soldiers that fill out your armies.

"[Levies] are basically armed peasants," Fåhreus explains. "So they're the basic military unit. And then you hire men-at-arms, like your specific regiments of cavalry and crossbowmen and so on. And with them you have agency over the composition of your army. They give you various bonuses on certain types of terrain and even against the other types of troops."

Men-at-arms won't stand around on the map like Crusader Kings 2's retinues, but will appear ready to fight when you call your levies. All of your armies will also now appear at designated rally points after a certain amount of time rather than having to march from their home counties. It still takes about the same amount of time to assemble an army, but you won't have to micromanage dozens of tiny stacks.

10. Muslim Rulers in Crusader Kings 3 won't have to worry about Decadence anymore

In Crusader Kings 2, Muslim rulers always had to keep an eye on their Decadence—a measure of how far they had strayed from the teachings of Allah and into indulging worldly desires. This mechanic is not returning for Crusader Kings 3, but they will have some differences in how they play aside from the fact that their religious Tenets and Doctrines are different.

"So, feudal rulers, when you raise your levies, you get your levies, period. There's a number of troops they have to give you. It's a feudal contract," Fåhreus explains. "So Muslims have Clan government, not feudal. So it's like how it used to be for feudals in Crusader Kings 2: [the number of troops you get] is based on vassal opinion. They don't have Decadence, but they do have certain expectations. For example, your vassals expect to marry into your family, and we still have the concept of powerful vassals that want to be on the council. So it's all about vassal opinions for them."

To balance this, feudals should generally be weaker than Muslims with high vassal opinion but stronger than those with low vassal opinions across the board. Feudal rulers also have to manage vassal contracts (so for instance, a powerful vassal might demand a new contract to pay lower taxes), while Muslims and other clan-based societies do not.

11. You can now blackmail your enemies with their worst secrets

Intrigue in Crusader Kings 3 is greatly expanded from Crusader Kings 2, using a system of secrets, favors, and 'Hooks' to craft schemes. Basically, getting dirt on your enemies, vassals, and even liege can give you leverage over them that can shield you from their aggressions and force them to do your bidding.

Crusader Kings 3 uses a very complex DNA system that can realistically blend things like skin tone and facial features in much more nuanced ways than Crusader Kings 2. | Paradox Interactive

"There's now blackmail in the game," Fåhreus explains. "Characters have secrets. If you murdered someone, that might become a secret I can find out. And there are also secret traits. So if someone is a sexual deviant, and I know that, I can blackmail that person. So we call things like favors and blackmail and other things, like mental manipulation—other flavorful things—we're calling them 'Hooks' right now. And Hooks are something I can spend to get my way. And just by sitting on a Hook, they know that I know their secret. It means they won't attack me. So it's good to have these Hooks. And you want to spy on other characters to keep them in line, which is all about the intrigue gameplay we want to foster."

12. Almost all of the scripted events in Crusader Kings 3 are totally new

Almost all of the scripted events in Crusader Kings 3 are totally new. The content designers assured me not to worry, though, calling it "huge on release" and "the most massive game [Paradox Development Studio] has ever made" in terms of launch content. They are also focused on dynamic events being far more personalized to the culture, religion, location, and circumstances the player is in, as well as ongoing stories that can last for years.

Events will also no longer run on randomized timers, a concept that was called "mean time to happen" in Crusader Kings 2. Rather, almost all events should be triggered by something in the game happening, such as a neighboring county getting conquered or a child being born.

 

Bunun haricinde söyleşiyi yapan kişi şunları da sonradan söylemiş:

Spoiler

 

There will be five unique graphics sets for clothes at launch: Western (European), Middle Eastern, Sub-Saharan, Indian, and Steppe. Everyone else uses whatever is the closest match. In terms of physical appearance, the new DNA system can represent all ethnicities, so we probably won't see face packs again. No era-specific clothing at launch.
 

Clothing is partly based on rank. A Western Count and a Western Duke might wear a similar style clothing, but one wears linen and one wears silk and you will be able to see that difference.
 

No more static event pictures. Events will feature the actual character models posed against some kind of background, and they can have props like knives, crucifixes, etc. Currently they don't animate to actually interact like getting into a fight.
 

Tutorial is described as "Stellaris-like", and they've improved the ways the game can give you suggestions on what you want to be doing. More approachable, but not dumbed down.
 

Custom religions you found can have Holy Orders. Not ready to talk much about that.
 

The tech system is more tied to characters than it was in CK2, but not ready to talk about it yet.
 

Councilor jobs like Steward are now an "office" that is placed on the map instead of a person, so you don't have to re-assign it when the councilor dies. The office itself can even still keep working without a holder, just at a very reduced effectiveness.
 

The new Doctrines and Tenets are being used to represent more historically accurate versions of real heresies like Catharism. The AI will found these, and they are weighted to appear at the place and time they did historically. The AI will stick to founding historical heresies and won't abuse the system to create random weird ones. That's the player's job.
 

Zoroastrians can still have incest, naturally, and you can reform any religion to allow it now.
 

Historical events like the Mongol Invasion are in. Dynamic epidemics from Reaper's Due are not in, as they didn't feel that feature worked very well. No word on how the plague will be handled.
 

Characters still get sick and are treated by Court Physicians.
 

Provinces now have Development, which is like civilization value in Imperator. Tribes don't care about it but feudals get more taxes from it.
 

Revolt Risk has been replaced by Control, which is going to work a bit differently.
 

If your heir when you die is an old guy who has already invested all of his perks, you can respec his lifestyle tree once if it sucks.
 

Splendour is like your Dynasty XP. It's used to buy Legacies, which are kind of like national ideas in EU4 and stay with your dynasty forever. One of these lets you increase the chances of inheriting congenital traits, if you want to create a dynasty of stong genius ubermensch. It's not realistic but it is a playstyle they want to support.
 

Foreigners don't care about Dread, only your own vassals.
 

Fleets are now handled like CK1. You just pay money to turn into boats. Naval combat is a possibility in the future. Henrik thinks it would be cool, especially for the Mediterranean.
 

Vikings can still sail up rivers.
 

There is a big dragon hanging out in the Terra Incognita on the Eastern edge of the map and it looks like they've left plenty of room to add China in the future. They wouldn't say anything about it. No Chinese Emperor interactions at launch.
 

No plans for a CK3 to EU4 converter.
 

You only need to siege the fortified holdings to occupy an entire county. Castles are automatically fortified, but cities and churches are not unless you have built walls in them.
 

Factions are back. Peasants can now found factions. One example given was that Norwegian peasants living under a Danish king can found a self-rule faction, and Norwegian culture nobles will join them. Like a combination of a CK2 faction and a peasant revolt, very powerful.
 

Henrik is not interested in non-dynastic play (Holy Orders, etc). Playable mercenaries are a possibility, being landless and using your armies to make money. Adoption is also a potential mechanic. Neither one will be in at launch.
 

Much more events that deal with interpersonal drama and people important to the player, like family/friends/rivals.
 

Events can look back at how the relationship between two characters has developed over many years and generate content for them dynamically.
 

Poetry generator that will actually make your poetry better or worse based on character skill.
 

Double the number of content designers working on CK3 as CK2 had at its height.
 

Direct vassals will always matter. So the previous comment about Barons not being important doesn't necessarily apply if you're a Count.
 

No crazy fantasy events (immortality, Satanism, child of destiny) at launch. Undecided if they will be added later, but if they will, there will definitely be game rules to turn them off. CK3 should feel more historical compared to CK2. This was a goal.
 

There will be special mechanics for Crusades but they're not talking about that yet.
 

Playing pagans feels "significantly different" from CK2.
 

You can reform from tribal to feudal.
 

Control is more of a short-term thing and Development is more long-term. For example, Control in a province is reduced when it changes owners but recovers quickly.
 

Religions have degrees of relation. Abrahamic > Christian > Catholic.
 

Eastern Religions are still more tolerant of heresies.
 

Ecumenism: Catholics/Orthodox/Coptic don't treat each other as heresies for purposes of CBs and stuff. There are steps of tolerance. It's not just "True Faith, Heretic, or Heathen".
 

Converting foreign rulers with your chaplain will not be in at launch.
 

Investiture system and antipopes will not be in at launch.
 

When you found a new religion, some vassals and some provinces will convert. Based on things like opinion modifier and traits (Zealous/Cynical)
 

Terrain type has an effect on Development in provinces, but climate currently does not.

 

Spoiler

1) Stress system penalizes players for playing out of character. Some new traits have been added to bolster this. However, I think that although there are more total traits it will be harder to get traits.
2) Vassal contracts are individual. Stronger vassals can individually negotiate for better terms i.e. more independence
3) AI will only create historical heresies like Catharism. Only player can create random ones.
4) Peasants can be faction founders and members
5) Unfortunately, investiture and antipopes are out. This is a it disappointing
6) They refused to mention Byantium. Maybe there are some unique stuff that will be revealed.

 

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§ 24 Eki 2019, 08:30

Deus Vult yokmuş bilginize. Recist olduğundan eklemeyceklermiş.

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§ 24 Eki 2019, 08:46

O konuda sonra farklı bir açıklama yaptılar.

“I feel like this issue has been miscommunicated thus far. We have not specifically considered which terms are used in the game apart from making sense in the historical context. The team will decide how any text fits or does not fit into CK3 in a way that feels appropriate.”

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§ 24 Eki 2019, 09:58

Deus Vult yanına Allah-u Ekber de koysunlar işte lol.

okudum bütün yazıyı, makul genel olarak. decadence gitmesi iyi olmuş, ağız tadıyla bir müslüman oynayamadım oyunda. bıraktıkları şeyler genelde onsuz da yaşanabilir. cadet house olayını yıllardır istiyordum, gelmesi en iyi yenilik olmuş. olumlu gördüğüm genel olarak.

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§ 28 Eki 2019, 17:42

Traitlerin oyuna etki etmesi çok iyi olmuş ya. Görmek lazım tabi ama, Bilmemkim the cruel diye nam salan elemanla oynarken herkesle iyi geçinmeye çalışmak bozuyordu havayı.

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§ 28 Eki 2019, 18:06

eu4e kaymış. ck2nin en güzel özelliği olan levy sistemini de simpletonlar için yok etmişler.

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§ 31 Eki 2019, 16:03

Levy var yine. Tek fark hristiyanlarda asker sayısının ilişkiye göre değil sözleşmeye göre belirlenmesi.

"So, feudal rulers, when you raise your levies, you get your levies, period. There's a number of troops they have to give you. It's a feudal contract," Fåhreus explains. "So Muslims have Clan government, not feudal. So it's like how it used to be for feudals in Crusader Kings 2: [the number of troops you get] is based on vassal opinion. They don't have Decadence, but they do have certain expectations. For example, your vassals expect to marry into your family, and we still have the concept of powerful vassals that want to be on the council. So it's all about vassal opinions for them."

To balance this, feudals should generally be weaker than Muslims with high vassal opinion but stronger than those with low vassal opinions across the board. Feudal rulers also have to manage vassal contracts (so for instance, a powerful vassal might demand a new contract to pay lower taxes), while Muslims and other clan-based societies do not.

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§ 31 Eki 2019, 19:21

levy sistemi duruyor da, late inönü/menderes dönemi köy enstitüleri gibi içi oyulmuş sadece adı duruyor.

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§ 13 Kas 2019, 09:44

rome’dan sonra 2nin son halini tekrar bir oynayayım dedim 3ten önce de, bazı opinion modifierlarda saçmalamanın dibine vurmuşlar artık. bir de defensive pacts ve plagues bayağı ayarsız olmuş. 30 yılın 20sinde salgın var, kapıyı kapatırsan da oyun ananı ağlatıyor yani. ya traitlerin içine ediyor ya da hastalanıp öleceksin. hayır kapımı vatandaşa kapayınca neden kendi kapısını da kapatan adam opinion modifier yiyor? cüzzamlıyı kapıdan çevirince -20 yedi bütün ülke, şaka gibi, bir cüzzamlı yüzünden iç savaş çıkacak 8. yüzyılda.

yeni oyunda şöyle saçlamalar olmaz umarım, bazı açılardan geliştirirken bayağı da canına okumuşlar oyunun. paganlara savaş açtım diye papa bana karlı ittifak kuruyor lmao ne diyeyim. yeni oyuna taşımasınlar şunları.

çin’i de oyuna koyacaklarsa tam koysunlar, böyle uzaylılarla temas kuruyormuş gibi ui üzerinden garip bir sistem, hiç gerk yok.

40 yaşına gelmeden ölüyor herkes hastalıktan, çocuklar yönetiyor bütün diyarı.

kara veba 3-5 yılda bitti, bende basit bir tüberküloz o kadar sürüyor. o bitti çiçek geldi, o bitti tifo. dünya haritasında başka hasta yok neredeyse hey yarabbi.

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§ 13 Kas 2019, 10:34

defensive pacts, plague olayi hep dlc pompalama politikasi yuzunden gelen sacmaliklar. cin zaten ayari kacmis bir konsept degil dupe duz aptallik.

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§ 13 Kas 2019, 11:52

konsül de fitil etti, ayağım yere takılıp düşerken help me dedim diye dük free inheritance oylaması başlattı lmao. ulan öyle favor mı olurmuş. ben böyle saçmalık görmedim. bizans oyunları lafı hafif kalmış oyunun son haline.

tabii hepsi desteklediği için 4 tane favor vermem gerekti, ona rağmen kaybedip tekrar oylattırdım. neyse ki istanbul seçimi gibi olmadı topkek.

bir de ısrarla bizansta aileden kimseyi seçtiremiyorum artık, oynaması aşırı zorlaşmış. nuh deyip peygamber demiyorlar, 100 opinionlı adam bile adayımı desteklemiyor.

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§ 29 Kas 2019, 17:24

en çok hoşuma giden iki değişim dynasty-house ayrışması ve baronlukların her birinin prov haline gelmesi.

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§ 02 Ara 2019, 14:59

ck2 de monarchs journey leri yapiyor musunuz delikanlilar

toplayin puanlari , sapkasiz kalmayin

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§ 02 Ara 2019, 17:54

uğraşmadım ben ya, sarı çizmeli memet aga bilmemkaç çocuk yapsın görevleri filan yani bu oyunda bari mission yapmayalım.

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§ 03 Ara 2019, 18:35

Ck3 en az bir yıl alınmaz , DLC.fln beklenir diye korkuyorum

Ck2 görevlerine baktım, çocuk dogurtturma bişi değil ya,lustful kadınla evlenirsen kendiliğinden olur bence,

Welsh elemanda ekstra,claimli yahut topraklı İngilizlerle evlendirme şartı var 

Zor kısmı, oğlanlar 15 yaşına gelene dek  kadar hayatta kalmak

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§ 31 Ara 2019, 12:56

olumlu gördüklerim halen.

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§ 13 May 2020, 19:46

spacer.png

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§ 13 May 2020, 19:58

gel artık vicdansız

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§ 13 May 2020, 20:16

harita efsane olmuş. 👍

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§ 14 May 2020, 07:29

Oyuna fazla gelmez umarim. Gana'yi Myanmar'i entegre edecegiz diye Crusader Kingsligi gitmez umarim oyunun.

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