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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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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.

Maybe that could also be the starting point for a regional trade system. I know that CK is first and foremost a roleplaying game (at least you play as a certain person instead of a nation like in Europea Universalis), but it really would benefit from a real economic trade system instead of the simple "trade route" modifier which makes no sense. Now before anyone starts complaining because i mentioned Europa Universalis, it's just an example. In the case of CK it should be the trade republics who interact on the biggest scale and then there should be overlapping trade zones in Europe. The Champagne fairs are an example of this, but that is already a more ambitious form of trade (that maybe could be implemented in a viable way, with chronological limitations of course). At least it would make sense if there was trade between coastal zones and inland zones for fish and salt, .... and trade between forest rich zones (for buildings and ships) and marshy areas and of course there could be progressive changes in the game with the rise of the cities, (merchant)guilds, cloth industry in Flanders, wine from Burgundy (which the dukes of Burgundy had an interest in), ..... Another historical example is the import of grain from northern France and later also from Eastern Germany/eastern Europe to the Low Countries because of the demographical growth. Again I know CK is NOT Europa Universalis, but there are a lot of elements/ideas from that game which could be implemented in CK. Medieval Europe was much more complex and interconnected than some think and especially from about 1200 onwards there was already a significant system of trade present in feudal Europe. Hello there Silk roads => the book of Peter Frankopan is a good (non) academic starting point for (medieval)trade and how bigger trade zones were never just an interaction between player A and player B. Smaller trade systems overlap with each ochter and extend each other.
 
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I like the distinction between regular holding types and Duchy capital holdings, and the other features discussed sound cool. I know this is early, but the UI does look a little bit too large. Having to scroll down to see all available building types reminds me of having to scroll in many of Stellaris' menus, and I generally think it's a bad thing. I hope as development progresses that you find ways to make more efficient use of screen real estate.
 
The duchy buildings will all be constructed in a specific barony. For example, the buildings for the duchy of Essex will have to be constructed in London.

Perhaps 'moving county capital' option would be balanced if it warned you it would destroy the current duchy specific buildings.

Or for a more historical choice maybe you can choose to destroy them when you seize a duchy from another lord through siege?
 
Well, it could be a nice thing to add in CK3 to make it so that if the development is high enough the terrain would change.
Forest gets cleared for farmlands.
Even hills can be farmed.
Swamps can be drained to make farmlands.
Tundra, arctic, mountains, desert and steppe would be a bit difficult to turn into farmlands though.

Or maybe there could be a measurement for how much arable land there is in a province and the percentage of how much of the arable land is cultivated would depend on the development. Or the other way around, the more cultivated land there is the faster development increases and spreads.
 
Maybe that could also be the starting point for a regional trade system. I know that CK is first and foremost a roleplaying game (at least you play as a certain person instead of a nation like in Europea Universalis), ....

I completely agree with the previous speakers, so I think we should develop an economy without which it is impossible to claim the kingdom and to wage war. Real economy should finally come to CK3,
Imagine that in medieval Poland, the salt mine brought 1/3 of the income to the royal treasury, so at present CK2 EU4 only has an economic stump that has nothing to do with reality.
Real economy, trade does not exist without roads that need to be restored in CK3 both in statistics and on the province map.
Roads allow the exchange of goods and improve it (there are both costs and profits), the roads affect the speed of movement of the troops in the province and the possibility of providing supplies.
Roads can be expanded (HoI3 or Victoria 2), i.e. a given province may have road infrastructure from 0% to 100%, below 100% the army receives penalties for movement as the level of army supply decreases.
The basis of trade are commercial goods produced in the provinces as well as goods imported by the province. The first and most important commodity is food, produced by farms and harvested in the forest, hunted in the forest and caught in rivers, lakes and seas. Each province would have its own food production coefficient, which could be increased by adding new farms or modernizing them by, for example, building a water mill, wind mill or introducing new soil fertilization technologies.
How can a war be fought based on a supply factor that is not based on food, if the state has a shortage of food, how will it supply the army?
Next are luxury goods not required for survival but a pleasant life is salt, alcohol, spices, citruses and more ....
The next goods would be required for the production of weaponry: iron, copper, horses ...

As for the management of the province, you can set fixed limits not for the construction of farms or pastures but for the construction of villages that have a certain number of places where you can build a farm, pasture and special building such as a water mill.
What determined the property of the subject's king?
It was the amount of land that he owned, i.e. the villages, forests and mines from which he drew profits. So CK3 would give the opportunity to grant subjects not only titles, cities but entire villages or even mines.
 
Well, it could be a nice thing to add in CK3 to make it so that if the development is high enough the terrain would change.
Forest gets cleared for farmlands.
Even hills can be farmed.
Swamps can be drained to make farmlands.
Tundra, arctic, mountains, desert and steppe would be a bit difficult to turn into farmlands though.

Or maybe there could be a measurement for how much arable land there is in a province and the percentage of how much of the arable land is cultivated would depend on the development. Or the other way around, the more cultivated land there is the faster development increases and spreads.
Development do increase taxes and levy so changing terrain would maybe make development even more impactful which is maybe not needed. The risk is the whole map basically end up becoming farmland. Also the different terrain types seems to come with different advantages, like maybe forest allow you to improve your Archers while hills maybe give better Heavy infantry and so on which was basically how it worked in CK (the first one).
 
the Buddhas of Bamiyan

Glad the eastern side of the map will get some love. Really hoping for Nalanda University in northern India as it was the greatest center of learning in the world before being destroyed by the invading Muslims. Conspicuously absent from ck2. Then again I suppose the initial start date may end up being too late for its inclusion...
 
Greetings!

This week's Dev Diary is all about your holdings on the map...

We also have the concepts of special buildings. ...

@Devs
Could we then have a diary with a proper look at cultures and cultural settings across the entire map?
Beyond the building system pure basics above, I am interested to see if and how buildings, other constructables, are tied to specific GP mechanics with different cultures, and government types. In other words are we going to see just a generic building system (apart from few period sensitive historical buildings) across all the cultures - or entirely different building trees and progression mechanics.
 
Imperator may not be a perfect game, but CK3 could really benefit from importing some its provincial mechanics like pops, trade goods, etc.

CK3 may be about human relationships, but it would help the immersion a lot to have a living breathing world of peasants and commerce beyond the walls holding the nobility and their scheming.
I agree, trade is especially important when it comes to the history of Islam. The religion would not have spread as far as it did, or took root in the countries that it conquered, without trade. I also think more in depth trade & resource mechanics would make playing as West Africa more interesting.
 
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+ Will we have the ability to re-purpose holdings from one type to another, such as from castle to city, etc.? At least for the ones we have direct control over. Perhaps there should be a cost associated with such a decision, such as minus to popular opinion, control, tax and levies?

+ Do provinces have a limited number of building slots or are we allowed to build all the buildings available to them according to their respective terrains?

+ Is there a hard cap to province development?

+ Will there be attributes for provinces reflecting their strategic economic positions such as having a good harbour and on major trade routes, or controlling the only trade route through a mountain pass? And will trade routes make a return?
 
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