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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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Looks great! I can't wait to learn more!

I really love how you guys implemented education into the lifestyle system.

Also, you made respecing perks lore-friendly. Well done!
 
Immortality is just an anti-CK thing. Hope it won't show up, mods excepted BTW.

I entirely agree with you about the fantasy and unrrealistic scenarios such as immortality in CK. They take away resources from the development and add only very marginally to the gameplay (and only to those interested in fantastic environments).
However, I believe such things could be governed by a game rule, much as we have already in CK2. In that way everybody will be happy.
 
I entirely agree with you about the fantasy and unrrealistic scenarios such as immortality in CK. They take away resources from the development and add only very marginally to the gameplay (and only to those interested in fantastic environments).
However, I believe such things could be governed by a game rule, much as we have already in CK2. In that way everybody will be happy.
I could see paradox dropping a supernatual dlc, but honestly once the conversion mods start rolling out im not sure there would be much point.

For actual Dlc they should probably focus on the governments cultures and mechanics outside of western europe, fleshing out the Byzantines the muslems and the nomads
 
Can traits affect learning experience when you chose a lifestyle? I think that would make sense in terms of role-play and this would encourage to chose for characters a focus fitting their personality.

For example a deceitful character could receive more experience if he choses an intrigue based lifestyle but less if he choses a diplomatic lifestyle. Same for "genetic" trait, quick and genius would give more experience for every focus while slow or imbecile would decrease it.
As such a naturally martial character (strong, brave...) would unlock martial perks faster than a weak craven, as it fits better to his natural aptitudes.
 
Can traits affect learning experience when you chose a lifestyle? I think that would make sense in terms of role-play and this would encourage to chose for characters a focus fitting their personality.

For example a deceitful character could receive more experience if he choses an intrigue based lifestyle but less if he choses a diplomatic lifestyle. Same for "genetic" trait, quick and genius would give more experience for every focus while slow or imbecile would decrease it.
As such a naturally martial character (strong, brave...) would unlock martial perks faster than a weak craven, as it fits better to his natural aptitudes.

This can be managed by the fact the character with appropriate traits would have better survivability and more adapted answers to the event associated with the lifestyle.
 
I entirely agree with you about the fantasy and unrrealistic scenarios such as immortality in CK. They take away resources from the development and add only very marginally to the gameplay (and only to those interested in fantastic environments).
However, I believe such things could be governed by a game rule, much as we have already in CK2. In that way everybody will be happy.

Locking them behind a game rule doesn't reduce the amount of dev time they spend on them.

Can traits affect learning experience when you chose a lifestyle? I think that would make sense in terms of role-play and this would encourage to chose for characters a focus fitting their personality.

For example a deceitful character could receive more experience if he choses an intrigue based lifestyle but less if he choses a diplomatic lifestyle. Same for "genetic" trait, quick and genius would give more experience for every focus while slow or imbecile would decrease it.
As such a naturally martial character (strong, brave...) would unlock martial perks faster than a weak craven, as it fits better to his natural aptitudes.

But surely deception is the cornerstone of diplomacy?
 
Hey everyone,
I have discussed with Rageair to bring you the following answers to your questions:

Are these going to interact with legacies at all? Can an Architect patriarch declare that all family members must study architecture, causing every new child to start with a free perk in the architecture tree, for instance?
There are legacies which gives the entire Dynasty a % boost in experience gain

Once you complete a tree, can you keep focusing on it to have the passive bonus?
You focus on Lifestyles, not trees. Anyway, you can always have any focus selected.

Can traits affect learning experience when you chose a lifestyle?
Some do, like the tiered Intelligence genetic traits.

We are also confirming there will be no Immortality in Crusader Kings III, as I saw the question floating here multiple times.
Thank you for your very valuable feedback in this thread! As always, we are listening.
 
Just like certain things like education grant bonuses to XP gain, some other should grant a malus.

Like slow or imbecile traits, to represent the fact that dim-witted obviously take more time to learn.
 
Obviously at launch, because stuff can Always change later and I very much doubt they have such fixed rules as something will never be added into the game.

Probably, but it can't hurt to ask. They might have made a blanket decision to make CK3 a more grounded experience than CK2 and as such forego the mythical/magical elements.
 
Thank you for your very valuable feedback in this thread! As always, we are listening.

Thanks for your feedback on our feedback.

My only concern regarding perks is that if too many can be picked along a character lifetime, lowering the impact of the reward of what should be a major event on the character's life, the acquiring of a new perk. Also lowers the individuality of each character. Hoarding perks should be avoided and too many perks available turn all characters very powerful. But I was not selected to the beta, so I am just guessing...
 
My only concern regarding perks is that if too many can be picked along a character lifetime, lowering the impact of the reward of what should be a major event on the character's life, the acquiring of a new perk. Also lowers the individuality of each character. Hoarding perks should be avoided and too many perks available turn all characters very powerful. But I was not selected to the beta, so I am just guessing...
With the cost and xp gain seen in the screenshots, it would take about 3 years to get one perk at normal xp gain and with +100% xp gain it would still take around a year and a half but this is probably super extreme, since education is at most +40%.

With 27 perks in the 3 Lifestyles per attribute field, it would take between 81 to like 40 years to get them all and by that Point the character would be 97 to 56 years old, so you may get alot of perks but not all of them by a longshot;)
 
With the cost and xp gain seen in the screenshots, it would take about 3 years to get one perk at normal xp gain and with +100% xp gain it would still take around a year and a half but this is probably super extreme, since education is at most +40%.

In my opinion sound like too many, by far, even without pilling up on the bonuses.
 
How many do you actually want to get inside one lifetime:)
I think one shouldn't be able to get more than one lifestyle trait (final perk), so either more than one tree shouldn't be achievable or "secondary" trees should be capped to avoid that last step, or newly achieved perk tree would remove previous lifestyle trait owned from another tree.
Keeping things unique and so meaningful.