Crusader Kings 2

Discussion in 'Strategy' started by Merketh, Jun 2, 2015.

  1. Merketh

    Merketh Guild Council Staff Member



    • Nomadic rule: Distinct from the tribal governments already in game, nomads need lots of space and resist the trappings of settlement
    • Clan politics: Rule a clan within a nomadic tribe, split clans that get too large, fight for dominance, and proclaim feuds and blood oaths
    • Muster Hordes: Raise vast armies of horsemen and archers, mobilizing your entire population to ride forth and conquer
    • Silk Road: This rich trade network can bring great wealth to whomever controls the cities along the route – but it’s especially ripe for pillaging.
    • Larger Map: The Central Asian plains have been expanded
    • Tributaries: New diplomatic relationship for nomad states forces defeated enemies to keep the Khan’s coffers filled.
    • Forts: build temporary fortifications to hold a province under your sway for just long enough for you to finish the war.
     
  2. Merketh

    Merketh Guild Council Staff Member

  3. Spiritraiser

    Spiritraiser Guild Member

    From their FB page:

    Enjoying your holidays so far? Set some time aside for Crusader Kings 2 and indulge in the latest expansion, Horse Lords, at a 50% discount if you use the coupon "PDX-HORSE-ADVENT" at checkout in the Paradox store!

    https://www.paradoxplaza.com/crusader-kings-ii-horse-lords
     
  4. Spiritraiser

    Spiritraiser Guild Member

     
    • Informative Informative x 1
  5. Spiritraiser

    Spiritraiser Guild Member

  6. Spiritraiser

    Spiritraiser Guild Member

    • Informative Informative x 1
  7. Merketh

    Merketh Guild Council Staff Member

  8. Merketh

    Merketh Guild Council Staff Member

  9. Spiritraiser

    Spiritraiser Guild Member

  10. Merketh

    Merketh Guild Council Staff Member