Monks and Mystics
The bells of the abbey summon monks to prayer while, a continent away, the faithful are summoned by a muezzin’s call. Religious practice imposes a schedule on the chaos of medieval life, and the routine adds harmony to a divided realm.
Routine and harmony. We can’t have that, can we?
The major feature of Monks and Mystics is the addition of Societies – secret and otherwise. Characters can join monastic orders, secret cults and Gnostic heresies. As the society gains members, it gains power and prestige for its leaders. Societies open new actions for characters and can lead to new event paths.
- Societies mechanics, to represent groups of like-minded characters who are working together for personal and mutual profit.:
- Societies can be public (automatic join) or secret (need to be offered membership from another member).
- Ranks: characters work their way up the ladder of societies, unlocking new abilities and triggering new event chains
- Monastic Order Societies: secular characters can join these orders as lay members / patrons and reach the highest ranks (though monks and priests are likely to advance more quickly). Order have expectations (Theology focus, perform Charity, help build new Temples, go on Pilgrimages, engage in prayer or meditation), but also special benefits, for instance the chance of losing many negative traits and gaining positive ones over time.
List of societies:
- 4th councillor jobs:
- Chancellor - Perform Statecraft: increases threat decay speed, and can fire events which improve relations with random vassals, neighbours, or liege.
- Marshal - Organize the Army: lowers the upkeep cost of retinue (or horde), and can fire events to train existing or find new commander
- Steward - Administer Realm: increases the speed of cultural conversion in realm provinces, and can fire events adding economic bonuses to any province.
- Spymaster - Sabotage: target province will suffer damage, gain unrest, and may even be made easier to siege.
- Court Chaplain - Hunt Heretics: hunts for members of secret societies.
- Artifacts and relics: commissioning swords from skilled smiths, buying fabulous Crown Jewels, hunting for Holy Artifacts.
- Cults: Gnostic heresies may flourish and its is rumored that the worship of Satan continues in the darkened fringes of the world
Quality of life changes:
- New decisions menu showing 6 decisions at once, rather than the old 4.
- Ability to mark a decision as important or not, which will trigger its alerts
- New tab My Plots, showing clearly who the target of each backed plot is
- Prisoner mass actions (release, ransom, or execute all)
- New buttons in Known Plots tab, to ask the plotter to end their plot, and ask to join to a plot
- Improved events now showing the targets of plot when invited to join, or option to keep a plot secret when a plotter tries and fails to kill your spymaster due to them discovering their plot.
- Treasury system to see a character’s items as physical objects, and allowing items to be inheritable and stealable. Some existing character modifiers from events will be converted into items, such as the +1 axe, the saint’s bones, or the trophy made from the skull of a rival.
- Adjustment of audio volume for all audio assets (ambient sound effects are lower in the background until zooming in, interface sound effects do not interrupt the music, ...)
- Ask the Council to consider a vote before actually voting on it, which allows it to be shown on the Council screen along with icons on each Councilor showing how they will vote.
- Crusader Kings II: Monks and Mystics announced!
- CK2 Dev Diary #33: Let's Talk About Sects
- CK2 DD#35: Who ordered these Monks?
- CK2 Dev Diary #31: Back to work
- CK2 Dev Diary #34: Facts about Artifacts, Real talk about Relics
- CK2 Dev Diary #32: Intriguing quality of life changes
- CK2 Dev Diary #30 - Audio Mix