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A sequel was rumored for years to exist, but remained {{vaporware}} until August 2019, when [[https://store.steampowered.com/app/736820/Knights_of_Honor_II__Sovereign/ it was officially announced]] for a 2020 release.

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A sequel was rumored for years to exist, but remained {{vaporware}} until August 2019, when ''VideoGame/KnightsOfHonorIISovereign'' [[https://store.steampowered.com/app/736820/Knights_of_Honor_II__Sovereign/ it was officially announced]] for a 2020 release.


A sequel has been rumored for years to exist. The publishers even mentioned it officially at least once, but they were bought by another company and it appears to be {{vaporware}}.

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A sequel has been was rumored for years to exist. The publishers even mentioned exist, but remained {{vaporware}} until August 2019, when [[https://store.steampowered.com/app/736820/Knights_of_Honor_II__Sovereign/ it was officially at least once, but they were bought by another company and it appears to be {{vaporware}}.
announced]] for a 2020 release.


** Some buildings require so many prerequisites that there aren't too many provinces where they can potentially be built. Examples include the Cathedral and Merchants' Guild.

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** Some buildings require so many prerequisites that there aren't too many provinces where they can potentially be built. Examples include the Cathedral and Merchants' Guild. Worse still, provinces which can potentially build a Cathedral can also potentially build a Merchants' Guild, forcing you to choose which one to build, or leaving the town defenceless if you decide to build both.


* BeserkButton: Destroying the Papacy as a non-Catholic power will see the Catholic world's relations with said power nosedive.

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* BeserkButton: BerserkButton: Destroying the Papacy as a non-Catholic power will see the Catholic world's relations with said power nosedive.


* BeserkButton: Destroying the Papacy as a non-Catholic power will see the Catholic world's relations nosedive with said power.

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* BeserkButton: Destroying the Papacy as a non-Catholic power will see the Catholic world's relations nosedive with said power.power nosedive.

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*BeserkButton: Destroying the Papacy as a non-Catholic power will see the Catholic world's relations nosedive with said power.

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*MedievalStasis: No matter how much time has passed (along with generations of kings), technology will not advance beyond the level seen in the Late Middle Ages.


** Town garrisons can hold a maximum of 6 units, and every Marshal can command a maximum of 9 units and 4 siege units.

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** Town garrisons can hold a maximum of 6 units, and every Marshal can command a maximum of 9 units and 4 siege units. Each battle allows a maximum of 2 Marshals' armies for each side.


** The composition of rural areas in provinces and the distribution of provincial features change from game to game.

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** The composition of rural areas in provinces and the distribution of provincial features change from game to game. This means that for trade goods/buildings which require 2 or 3 features, the provinces which can potentially produce these items may be located far away from your starting location.


** Conquered provinces increases revolt risk due to "nostalgia". Unlike the first group, loyalist rebels may spawn even if the revolt risk is 0 or negative. Nostalgia will slowly decrease as long as the kingdom is not at war, while Clerics can be assigned to provinces to persuade the population to adopt the culture of their new kingdom.

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** Conquered provinces increases revolt risk due to "nostalgia". Unlike the first group, loyalist rebels may spawn even if the revolt risk is 0 or negative. Nostalgia will slowly decrease as long as the kingdom is not at war, while Clerics can be assigned to provinces to persuade convert the population to adopt the culture of their new kingdom.


* BoringButPractical: Making your King/ royal princes merchants means you don't have to worry about them being killed in battle like a marshal, caught as a spy in foreign courts [[note]]Serving as counter-espionage back home is safer and a fairly important job to boot[[/note]], or rebelled against by the population like a cleric. Sure, the actual scope of the benefit may vary, but it's easily the safest option.

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* BoringButPractical: Making your King/ royal princes merchants means you don't have to worry about them being killed in battle like a marshal, caught as a spy in foreign courts [[note]]Serving as counter-espionage back home is safer and a fairly important job to boot[[/note]], or rebelled against by the population like a cleric. cleric while doing religious conversion. [[note]]''Cultural'' conversion on the other hand is totally safe and arguably more important.[[/note]] Sure, the actual scope of the benefit may vary, but it's easily the safest option.


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*RandomNumberGod: Not as malicious as in other games, but some parts of the game are randomly generated.
**The composition of rural areas in provinces and the distribution of provincial features change from game to game.
**At the start of the game, your kingdom may be randomly at war. Your opponent(s) may be weak kingdoms, or continental powers.
**The number of provinces claimed via a royal marriage when a king dies is also random. However, the AI is more likely to accept a demand to cede one province than to cede several provinces.

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In the singleplayer campaign, the player can choose from nations across 3 different bookmarks, each roughly corresponding to a period in medieval history.


* OccupiersOutOfOurCountry: Comes in three flavors.
** [[TorchesAndPitchforks Your own provinces may rebel if the people are unhappy.]] When the revolt risk is 0 or negative, such rebels will not spawn.
** Conquered provinces and provinces with a different religion from yours increases revolt risk due to "nostalgia" and "different religion". Loyalist and religious rebels may spawn even if the revolt risk is 0 or negative. Nostalgia will slowly decrease as long as the kingdom is not at war, while Clerics can be assigned to provinces to persuade the population to adopt the culture of their new kingdom and/or to convert the population to the new official religion.

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* OccupiersOutOfOurCountry: Comes in three two flavors.
** [[TorchesAndPitchforks Your own provinces may rebel if the people are unhappy.]] E.g.: provinces with a different religion from yours increases revolt risk due to "different religion". As your Cleric is converting the population to the new official religion, the revolt risk will increase. When the revolt risk is 0 or negative, such rebels will not spawn.
** Conquered provinces and provinces with a different religion from yours increases revolt risk due to "nostalgia" and "different religion". Loyalist and religious "nostalgia". Unlike the first group, loyalist rebels may spawn even if the revolt risk is 0 or negative. Nostalgia will slowly decrease as long as the kingdom is not at war, while Clerics can be assigned to provinces to persuade the population to adopt the culture of their new kingdom and/or to convert the population to the new official religion.kingdom.

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*VagueAge: Only the King, the Catholic Pope, Orthodox Patriarchs, and royal babies age. Knights in general do not, unless they become a ruler. Even the King's age is given in adjectives, with "Venerable" one step before death.


* VestigalEmpire: Many kingdoms start as this in various bookmarks. Grabbing the required provinces and adopting the correct religion can re-create an empire.

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* VestigalEmpire: *VestigialEmpire: Many kingdoms start as this in various bookmarks. Grabbing the required provinces and adopting the correct religion can re-create an empire.

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