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CK3 Dev Diary #09 - Lifestyles

Greetings! Today we’ll be taking a look at a new and exciting feature in CK3 - the Lifestyle system!

Now, to start off, the lifestyles of CK3 have very little in common with those in CK2. The system has been changed and is vastly improved and much more interactive than CK2’s system. In fact, we have proper skill trees now, much like those you would find in an RPG. You will gather experience and unlock perks, which conveys all kinds of bonuses to your character! This allows you to tailor your character to your needs, immerse yourself in their story, and provides a lot of replayability, as it’s not only about what perks you get, but also when you get them.

There are five Lifestyle categories, with each category containing three full skill trees. You first choose the Lifestyle you want, and then you select a focus within it.

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The focuses convey immediate bonuses, much like they did in CK2 - you usually pick the Focus that provides the modifier you most need at the moment. For example, if you desperately need piety you can pick the Theology Focus, while if you have just conquered a large amount of land the Authority Focus might be more appropriate. You can pick any Focus within a Lifestyle to gain experience within it, the Focuses do not correspond to specific trees.

Each Focus also comes with its own unique set of events, connected to the theme of the Focus. If you have the Temptation focus selected you might get events about subtly manipulating your vassals and guests, finding out their secrets or gaining hooks, while if you have the Wealth focus selected it might see you levy extra taxes upon your peasants, among other things. More on this in the next weeks DD.

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After you’ve picked a Focus, you will start gaining experience and can start unlocking perks!

Now, characters will not usually live long enough to unlock every perk. You will have to choose which path to go down, and you will unlock a new perk every few years. Perks are unlocked by spending experience, which is gained both passively (symbolizing that your character dabbles in subjects pertaining to their lifestyle during their free time) and actively (through choices in Lifestyle events, etc).

Perks are wonderful things that unlock all manner of possibilities and opportunities. Going down the right paths will unlock special modifiers, decisions, casus bellis, and even schemes. Some perks will modify existing systems to work differently for your character - for example, going down the Avarice path makes Stress (more on this in a later DD) have some positive effects. There are perks that make your troops fight better, that make factions stay in line, or that fortify your health. Really, you’ll be spoilt for choice - and we’ll go into more detail on what each Lifestyle is capable of in the coming weeks!

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The final Perk in each tree always gives you a trait, which is very powerful (think the Master Seducer trait in CK2), nicely rounding them off. If you live long enough, you’ll see yourself accumulate a few of these.

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Can you guess the traits? 15 of these traits are tied to the Lifestyle trees, the remaining can be gained through special events and activities.

While you won’t start using Lifestyles and unlocking perks before you’re an adult, it really begins during childhood. Depending on the education you get, you will have an affinity for a certain Lifestyle - now this doesn’t mean that you’re stuck with that Lifestyle, of course, you can choose any lifestyle regardless of your education. The education ranks directly correspond to a percentage increase in experience gained, a rank one education will give a 10% bonus, and a rank four one a 40% bonus, and so on.

When a character becomes landed they will select a focus and unlock perks based on their age - the older they are, the more perks they will have unlocked. They will select an appropriate Lifestyle based on their education (making it even more important to manage your children’s education carefully), and perks based on their personality and traits. Do not worry though, if you’re not satisfied with the hand you’re dealt you can choose to reset all perks (within that Lifestyle) once per lifetime - though this will incur a massive amount of Stress (again, more on this in a later DD). Sometimes it’s worth playing the hand you’re dealt - perhaps going along with your lustful heir's seductive tendencies could open up a venue you hadn’t even considered?

In the next few weeks we’ll dive deeper into the various aspects of the Lifestyle system, so stay tuned!
 
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BTW, and I use every opportunity to say this: I'm not happy about the devs that are making HOI4 DLC's, they are not good devs, I wish you guys made HOI5, HOI4 is not good in general. People give positive rewievs to that game because they don't know any better, I spent enough time to realise how bad that game is.
Don't try to steal our devs! :D
 
Once you complete a tree, can you keep focusing on it to have the passive bonus? I'm imagining a system where you can't focus on a finished tree, but its passive bonus is incorporated into the last perk, effectively making it always on once the tree is finished.


Also, I think it was mentioned that immortality won't be there at release, but considering it might get in eventually, and mods will certainly want it too, and even without immortality it might be an interesting idea to consider: how about making each next tree (or each perk, seeing how you can switch without finishing) exponentially more expensive, so you can finish one relatively fast, two in an average lifetime, maybe three in an exceptionally long one, but to finish all 15 it would take the whole game or even more (so you can't collect every perk even with an immortal character).
 
Once you complete a tree, can you keep focusing on it to have the passive bonus? I'm imagining a system where you can't focus on a finished tree, but its passive bonus is incorporated into the last perk, effectively making it always on once the tree is finished.
There is 3 trees per focus which probably would take a characters whole Life to complete, if not longer so I don't lack of focus would be a big problem;)
 
Once you complete a tree, can you keep focusing on it to have the passive bonus? I'm imagining a system where you can't focus on a finished tree, but its passive bonus is incorporated into the last perk, effectively making it always on once the tree is finished.


Also, I think it was mentioned that immortality won't be there at release, but considering it might get in eventually, and mods will certainly want it too, and even without immortality it might be an interesting idea to consider: how about making each next tree (or each perk, seeing how you can switch without finishing) exponentially more expensive, so you can finish one relatively fast, two in an average lifetime, maybe three in an exceptionally long one, but to finish all 15 it would take the whole game or even more (so you can't collect every perk even with an immortal character).
Immortality is just an anti-CK thing. Hope it won't show up, mods excepted BTW.
 
There is 3 trees per focus which probably would take a characters whole Life to complete, if not longer so I don't lack of focus would be a big problem;)

I can see more of these lifestyle options after release. The screenshots actually remind me of HOI4 focus trees, instead of guiding your nation, it's the character instead. The HOI4 focus trees seem like a fixed set of options but it seems there is a lot more governing these options and what can spin off from them because of the trait system...I reckon this could be the games greatest feature at release.
 
Immortality is just an anti-CK thing. Hope it won't show up, mods excepted BTW.
Agreed. The supernatural events in CK2 was way too much. One thing is religion being represented, immortality and devil children and worse like we got late in the development was a mistake. Let mods take care of it!
 
What do the 'Ducal Conquest' and 'Force Vassalage' perks do? It sounds very much like they enable certain CBs. I hope they don't - why should the ability to demand someone to become your vassal be tied to some magical 'perk'? If there are CB warscore costs, maybe a reduction would be acceptable but I find it a bit weird anyways.
Perks should represent things one could realistically 'learn', not options that anyone should have.

Are there any conditions for some perks/trees (have X in some attribute, have a friend, duelled x people, killed x people, won a war)? That might help to prevent one from always choosing the same perks because regardless of how hard you try to balance, some will be objectively better. So for example if the 'Ducal Conquest' enables wars for duchy titles, it's pretty much a must have (except if you're hard-core role playing and don't think it's appropriate for some reason).
 
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Once you complete a tree, can you keep focusing on it to have the passive bonus? I'm imagining a system where you can't focus on a finished tree, but its passive bonus is incorporated into the last perk, effectively making it always on once the tree is finished.

Actually, focuses and trees seem to be entirely independent, as stated here:

You can pick any Focus within a Lifestyle to gain experience within it, the Focuses do not correspond to specific trees.

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There is 3 trees per focus

I think that, as per the above quote from the dd, there will be three trees per lifestyle, not per focus.
 
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What do the 'Ducal Conquest' and 'Force Vassalage' perks do? It sounds very much like they enable certain CBs. I hope they don't - why should the ability to demand someone to become your vassal be tied to some magical 'perk'? If there are CB warscore costs, maybe a reduction would be acceptable but I find it a bit weird anyways.
Perks should represent things one could realistically 'learn', not options that anyone should have.

Well spotted, and I echo your concern. Perks should be learnt individual skills. Forcing vassallage, or conquest a Duchy, are not skills. They'd be better placed as laws, or tech advances... I'd even (only just) accept them as ambitions or schemes. Everything else would feel just gamey, sounding so much as a "level up to have the super pawa ultimate gun".

I really hope they are not what it sounds...
 
I very much suspect they do enable CBs.
Oh, I overlooked that line, thank you. It seems very problematic to also enable decisions, cbs and schemes by perks, because I'm 100% certain that some of them are must have in the eyes of 90% of all players, leading you to pick the same perks with most characters. Please consider changing some of them to instead improve (i.e. higher plot power for x-type plots, less warscore for x cb, cheaper cost/slightly better effect for x decision.

Another thing to consider: In a 'classical' rpg, the player plays with one single character for a very long time (the whole game, and then maybe starts a new run). So unlocking a new action using a perks feels like a great progress. In ck however, characters come and die. With your first character, you will be happy about having unlocked the duchy level cb. It will feels like a great accomplishment, just like in a classical rpg. Then he dies. You think, well, I will just need to get that perk again with this one, fine. But after a few generations, it will only feel tedious, as it's always the same gameplay loop: Inherit some useless character, get perk x,y,z and then start getting the more situational ones. Loosing your ability to use certain cbs will be annoying at best, but I bet it might cause anger too ("What a stupid game, it does not make any sense at all! I want to use this cb now!"). In any case, considering that there is no real logical reason why you should not have this action to your disposal, it will not improve immersion.

TLDR: Restricting fundamental gameplay concepts with perks is something that players won't enjoy in the long term. Thus don't do it.
 
I think that, as per the above quote from the dd, there will be three trees per lifestyle, not per focus.
Yes thats basically what I ment. The xp is general for that Lifestyle and a focus don't lock you into a tree.

For the cb thing, well I can see why they do that, mostly to make the characters and focuses feel impactful and not just modifiers, unlike how it is in Imperator: Rome there a greek and roman HI is pretty much identical with some +% differences in certain areas. Now how useful these stuff actually is can't be told, but there clearly are other ways to get cbs than just picking the perks.

If you ask me I think it is a good idea, just modifiers would make Everything feel the same, like it mostly is in CK2 there traits and the characters themself feel like just modifiers. In CK3 characters will have stress gained based on actions that go against their traits, Lifestyles not being just 10% better at x but actually unlocks actions which you otherwise would not be able to, even technology will somehow be tied to characters. Yes for game that is focused on characters, I think it is a good thing that so much is tied directly to the characters and not other stuff, sure it may not be realistic but thats not the Point and not perhaps not what make the game fun or interesting. Overall I think each character in CK3 could feel remarkably different and influence how you play the game, which is a huge improvement over CK2 there the characters are basically the same except for x giving 25% more levies than y and that kind of stuff. Like playing as a great military leader will feel like you play as a great military leader, thats something I don't feel is the case in CK2.

So Im not against the talents unlock stuff, I actually like that direction because CK is about the characters and they should be what connects all the other mechanics, because by doing so each character is going to be like a unique experience:)
 
I hope the focuses and lifestyles are balanced well. Way of Life was a good effort and it's a must have, but some of the focuses are way too good compared to others. Particularly stewardship and martial. They others have their uses, but far less so. Sure, even best case there won't be perfect balance and some things will be better than others. But the choices shouldn't be as obvious as in CK2
 
The focuses convey immediate bonuses, much like they did in CK2 - you usually pick the Focus that provides the modifier you most need at the moment.
That's not how focuses are used in ck2. Well maybe to some extent but for the most part you follow a single step by step path through them, usually Theology > scholarship > business and then back to one of he ones which give health once you get a trait that lowers your health theology when stressed or hunting if frail.
Also can't say I am pleased to see the word exp in the tooltip. That is by far the worst RPG mechanic there is, I much prefer systems where you get good at things by actually doing those things.
 
Interesting dev diary

The only thing I would query is if it makes characters too one dimensional e.g. fantastic diplomat but terrible at the other 4 skills? It would be great if you could still have some solid all rounder characters as well as specialists in one skill

Hopefully education is changing, so that you can get people educated in more than one topic which would mean experience gain bonuses in more than one lifestyle.
 
(...) I think it was mentioned that immortality won't be there at release, but considering it might get in eventually, and mods will certainly want it too, and even without immortality it might be an interesting idea to consider: how about making each next tree (or each perk, seeing how you can switch without finishing) exponentially more expensive, so you can finish one relatively fast, two in an average lifetime, maybe three in an exceptionally long one, but to finish all 15 it would take the whole game or even more (so you can't collect every perk even with an immortal character).

Well, they did say it would take about 2 years on average to earn a perk. And there are 9 perks in each tree, so it would take on average 18 years to finish a single tree. And there are 3 tree's in each focus, so 54 years to finish one focus. And there are 5 focus', so 270 years to go through and earn every perk. Sounds about right for an Immortal character. That is a little over half the game time for a 1066 start.