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CK3 Dev Diary #04 - Development & Buildings

Greetings!

This week's Dev Diary is all about your holdings on the map - Baronies and counties, what they do for you, and what you can do with them! As seen in the map DD, Baronies are now physically present on the map. A group of Baronies makes up a greater unit, called a County.

DD4CountyView.jpg


While certain things are still on a per-Barony level, such as buildings, two of the most important values you have to deal with are on a per-County basis - Development and Control!

Development is the measurement of technological advancement and general infrastructure in a County. Development directly increases taxes and levies you get out of the holdings, and it also unlocks some other special options. Development increases very slowly across the duration of the game, and radiates outwards from high-development Counties to those nearby. For example, Constantinople (aka the City of the World’s Desire), starts with a very high Development level. This will slowly spread outwards, reaching the most remote areas much slower than their Greek heartland. Naturally, there are other ways to increase your development, such as through the Steward’s ‘Increase Development’ task, although this is a fairly slow process, and usually only worth doing in certain Counties. Having terrain such as Farmland or Floodplains in your Counties make them ideal candidates for development, and when they have gotten some levels of development you can just sit back and enjoy, as it slowly spreads throughout the rest of your realm!

Control, on the other hand, directly represents the power you have over the County. This naturally decreases during sieges and by forcefully seizing territory, taking the place of the ‘new Administration’ modifiers from CK2. If you don’t pace yourself, and use your Marshal to increase Control in newly conquered territories, you might find yourself with a slew of useless land. This also increases the importance of keeping peasant rabble and similar nuisances out of your lands…

Each County also has an opinion of their holder, referred to as the ‘Popular Opinion’. This represents the sentiment of the local peasants, and tends to decrease if you’re not of their culture or faith, promoting the use of ‘local lords’, vassals of the local culture/faith, to handle such territory for you - as converting it will take quite some time. Unhappy Counties tend to cause problems down the line… more on this in another DD.

Now, on to the Holdings themselves! Each County will have a certain amount of slots available for Baronies, with some being constructed at the start, and others not. The three core types of holdings remain unchanged - Castles, Cities and Temples make up the majority of holdings on the map, each with their own main purpose. Castles provide levies and fortifications, cities provide taxes with a secondary focus on Development, and temples provide an even mix of taxes and levies with a secondary focus on increasing Control. This means that if you want a County to develop really fast, building many Cities might be the thing for you. If you want a resilient domain perhaps you’d prefer Castles, etc.

DD4Holding.jpg


Based on the terrain of the province, each Holding has access to a number of buildings. Regular buildings primarily focus on increasing taxes and levies, with some secondary effects such as increasing fortifications or increasing supply. These are usually straight upgrades, and are long-term investments that you should always consider, much like in our other games.

DD4Buildings.jpg


To spice things up, we've also introduced the concept of Duchy Capital Buildings. These buildings can only be built in the capital Barony of any De Jure Duchy, limiting their availability across the map. To build them and have them be active, you need to hold their associated Duchy title personally - this way you can’t simply hoard Counties in which you can build these special buildings, as just like in CK2 you will get severe penalties for holding too many Duchies personally. The buildings themselves are very expensive, but come in many flavors - allowing you to tailor your experience. The Military Academies track of buildings increases the effectiveness of your Knights and allows you to have more of them, establishing marches will make the entire Duchy more defensible, the Siege Workshops will increase the effectiveness of your trebuchets, and so on!

DD4DuchyCapitalBuildings.jpg


We also have the concepts of special buildings. These aim to represent historical buildings, both ancient and those built during the time period. Placed in predetermined baronies on the map, you have the usual suspects such as the Pyramids or Colosseum, along with more fringe or lesser-known constructions such as Offa’s Dyke or the Buddhas of Bamiyan. Some of these will be possible to construct during the course of the game, such as the Tower of London or the Alhambra. All of these constructions provide unique and interesting bonuses, with some of them being represented with 3D models on the map.

That’s it for this time! Stay tuned for the next DD, where we will tell you about the new scheme mechanics!
 
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This all sounds really good.
With my basic math, it seems like a "+0.5/month" farm upgrade will take 13 years to pay itself off. That seems about right. And it all seems simple enough so hopefully the AI will make good choices. And I REALLY like that development is a slow, passive process that you have to work towards. I really hope that war and plagues reduce development.

One thing I am hoping for is ways to change buildings/holdings from one to the other.
For example, maybe on the borderlands you build a lot of fortifications. But then after a few wars and maybe a good marraige / inheritance, it is now far away from your borders. You don't need that defensiveness there anymore and would like to change that castle into a city. Would that be possible?
 
This all sounds really good.
With my basic math, it seems like a "+0.5/month" farm upgrade will take 13 years to pay itself off. That seems about right. And it all seems simple enough so hopefully the AI will make good choices. And I REALLY like that development is a slow, passive process that you have to work towards. I really hope that war and plagues reduce development.

One thing I am hoping for is ways to change buildings/holdings from one to the other.
For example, maybe on the borderlands you build a lot of fortifications. But then after a few wars and maybe a good marraige / inheritance, it is now far away from your borders. You don't need that defensiveness there anymore and would like to change that castle into a city. Would that be possible?

I think it actually takes 44 years to pay off. 0.5/month is 6/year. 250/6 is 41; then you add the 3 year build time
I do agree being able to convert holdings (probably with the exception of county capitals) would be nice
 
One thing I am hoping for is ways to change buildings/holdings from one to the other.
For example, maybe on the borderlands you build a lot of fortifications. But then after a few wars and maybe a good marraige / inheritance, it is now far away from your borders. You don't need that defensiveness there anymore and would like to change that castle into a city. Would that be possible?
I like this idea. Maybe something like you can convert a holding from one type to another at half the cost of constructing a new holding, but it takes twice as long as constructing a new holding and there is a hefty cool-down timer to stop it from being over-used. Also maybe have a small risk of rebellion attached to a holding conversion that would disinherit or un-land someone upon completion (ex. the baron who owns castle A rebels when you try to convert it into a town, as this would leave him without any lands).
 
We also have the concepts of special buildings. These aim to represent historical buildings, both ancient and those built during the time period. Placed in predetermined baronies on the map, you have the usual suspects such as the Pyramids or Colosseum, along with more fringe or lesser-known constructions such as Offa’s Dyke or the Buddhas of Bamiyan. Some of these will be possible to construct during the course of the game, such as the Tower of London or the Alhambra. All of these constructions provide unique and interesting bonuses, with some of them being represented with 3D models on the map.

So... any chance, now, to have in Farum Brigantium, in Coruña, Galicia, at the Cape of Finisterre, be a restoreable structure?

https://gl.wikipedia.org/wiki/Torre_de_Hércules

This lighthouse, also known as "The Tower of Hercules" was an important structure during the first half of CK II timeframe, dating back to the 1st Century a.D. and working both as a lighthouse to protect the ships that navigated the "Coast of Death" (Cape of Finisterre) and as a fortress. Lack of funding and its use as a fortress during wars eventually led Farum Brigantium to become quite dilapidated across time, especially from the 12th Century onwards.
But it remained upright enough to be restored back in the 17th Century and put back into working condition, which it still is, being currently considered the oldest lighthouse stil at work.

I would find it mighty nice if it was possible to avoid the dilapidation of the building, in game, or even to restore it to its full glory and beyond.
 

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@rageair I have thought of another thing last night while playing... Building a temple holding should net you a huge amount of piety as a Catholic ruler as historical.

Also it would be cool of buildings needed to be kept maintained. That way you could donate to your local church to keep it running much like the way you donate to the templars etc in Ck2.

Your local earls would need to keep their cities and temples looking good. If they had sinful traits then they may not care causing thieves guilds to erupt and peasant unrest.

Could be a really cool dynamic.
 
@rageair I have thought of another thing last night while playing... Building a temple holding should net you a huge amount of piety as a Catholic ruler as historical.

Also it would be cool of buildings needed to be kept maintained. That way you could donate to your local church to keep it running much like the way you donate to the templars etc in Ck2.

Your local earls would need to keep their cities and temples looking good. If they had sinful traits then they may not care causing thieves guilds to erupt and peasant unrest.

Could be a really cool dynamic.

I know I’m quoting myself here and I don’t know if imperator pops system is like it but... just following upon my point of Earls in charge of their province. Just imagine how cool that would be to have dynamic situations in the the counties. I suppose I am in effect talking about a poverty kind of mechanic. Just like it takes culture a while to change over the years, the price of housing could change, standard of living could change which would affect taxation but it would take years to happen.

Maybe like the prospering mechanic but it would not suddenly stop when the town gets looted and could obviously go the other way and like before would be influenced by the Earls, Mayors etc.
 
Sounds nice, some good ideas from some mods taken there. I will be exciting to expand upon that I guess.

Question: Will the penalty of holding certain holding types for some characters still exist? It always pains my heart when I'm the Basileus and cannot control Constantinople myself.
Also: WIll buildings themselves be able to increase development (over time), or be able to increase the chance of it increasing?
 
Will "cities" start as villages (like we have seen on the map) and eventually grow into real and walled cities that we can see on the map? Especially since we're either going to start somewhere before the year 1000 or in 1066, and upon that point early medieval Europe was much smaller in scale in everything. Like castles shouldn't be in stone immediately, but start out as Motte and bailey fortifications. Which progresses to 'donjons' and eventually to real castles for which European lords (re)found inspiration for in the Middle East during the Crusades. I'm really just asking if we'll see progress reflected in the visual representation on the map and in the interaction screens with the baronies. Seeing evolution and change because of the investments we make really is quite fulfilling. Lastly, are we also going to be able to expand our castle holdings, by which I mean if we're also going to see houses and occupation around the walls of our castles since they had their own communities and cities also grew around fortified and secure centres of power.
 
That´s great, but I would change some things.

Agriculture is a MAYOR thing in this era, FARMS make the mayority of the economy in the era, thus they should bring more money, also levies ( food equals people), also farms should be limited by climate, terrain and technology. ( Nile farmland compared to a middle saharan farmland). Also the farmlands could provide food for troops.

Mines, lumbercamps and farms should be the base economy, greatly affected by climate, terrain and county development (roads, drenages, etc)
Cities would provide the craftmens to eleborate improved goods from its resources, blacksmiths, carpenters, bakers, tanners, they should provide a core bonus to the main production.

Example: Lumbercamp 0.50 gold ( forest zone +25%, development +25%) result: 0.75 gold in wood production
Lumbermill and carpenters guild, ( +25%, +25%,) Merchant guild and local craftment ( +25%, +25%,) from final production in wood related goods of 0.75, totalizing 1.5.