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CK3 Dev Diary #1 - Dynasties & Houses

Greetings, and welcome to the first CK3 Feature Dev Diary!

As this is the first DD we want it to be extra juicy, and showcase something that we’re excited about - namely what we’re doing with Dynasties! Dynasties are immaterial yet fundamentally important things that make Crusader Kings what it is - your line must follow an unbroken line of members from your Dynasty; if your Dynasty ends, so does your game.

Now, the representation of Dynasties in CK2 was limited. A character belonged to a Dynasty, and that was that - you got a minor opinion boost with characters that were of the same one, and nothing more. In CK3, we really want to emphasize the power that Dynasties held, and their impact on the medieval world! We want you as the player to feel a bond with your Dynasty, and care for it. To achieve this, we’ve done a multitude of things!

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Firstly something that we know will especially please CK2 players, we’ve redefined what a Dynasty actually is - not a monolithic entity, but a collection of Houses. No longer will Dynasties have just one name, one Coat of Arms, and one identity - instead several Houses (aka Cadet Branches!) will be collected under the umbrella that is the Dynasty, working together (theoretically…) towards bringing renown upon the Dynasty!

So, what is a House?
Each Dynasty will have a Founding House (usually of the same name as the Dynasty), which is the first House of that Dynasty. As the game progresses, ruling Dynasty members that are distant by blood to the current House Head (more on this below) may choose to create a Cadet Branch - effectively creating a new House under the Dynasty. Creating a Cadet Branch makes the character creating it House Head (with the most powerful House Head becoming Dynast), and by extension free from the direct influence of their old House Head.

Making your own Cadet Branch requires quite a bit of prestige, that you do not stand to inherit your House Head’s titles, and that all of your Dynastic ancestors are dead (your father can’t be alive, for example). Cadet Branches/Houses come with a lot of flavor: their own names, Coat of Arms and Mottos, usually inspired by the location in which they are founded, and the founding character. For example, if a ruler of the Jimena Dynasty would create a Cadet Branch in southern France, they might be called the Toulouse-Jimenas, and so on.

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Now, what is a House Head or a Dynast?
Within a House there is always a leader, a House Head, that wields power over the rest of the members. A House Head has the power to legitimize bastards, call House members to war, and demand that they adhere to their Faith (refusal to convert will result in them creating a new Cadet Branch). The House Head also has inherent leverage on all House members born after they were made head, by virtue of getting a Hook on them (more on Hooks in another DD). They also gain passive prestige based upon the number of members in their House. House leadership follows the succession of the House Head, so that if you’re the leader of your House you will most likely keep that title on succession.

The Dynast, on the other hand, wields significantly more power than a House Head - with their power encompassing the members of all Houses of the entire Dynasty! The Dynast is always the most powerful House Head of a Dynasty, with leadership being updated on the death of the old Dynast. In addition to everything the House Head can do, the Dynast can also Disinherit/Restore Inheritance, Denounce/Forgive members of the Dynasty (which affects opinion in a major way), personally Claim titles held by Dynasty members, and make Dynasty members end wars they have against each other. All of these powers work against every member of the Dynasty, not just the House they’re a part of. The Dynast also gains prestige for every living member of the Dynasty. Being the Dynast is very powerful indeed, but you have to carefully weigh the powers against other benefits, as they cost Renown.

So what is Renown?
Renown is a resource accumulated by a Dynasty, and is used for several things. Firstly, all renown earned by a Dynasty counts towards its Level of Splendor. The Level of Splendor is the outward perception of the Dynasty, how well it is perceived in the eyes of the world, and affects the prestige you get on birth, the prestige when marrying into it, and the maximum long reign opinion you can get. Having a high level also makes it much easier to arrange marriages, especially with Dynasties below your level. Regardless of if Renown is spent or not, the Level of Splendor won’t decrease. The higher your Dynasty’s Level of Splendor, the more impressive its Coat of Arms frame will look. Peasant Dynasties will start at a negative Splendor level, which means that you’ll actually lose prestige for marrying them.

Renown itself is a spendable currency, representing the clout your Dynasty holds over itself. Its use is twofold; firstly it can be used for the most powerful Dynast interactions (getting claims, disinheriting, etc.) and secondly for unlocking Dynasty Legacies (more on this below).

The way you get Renown encourages you to mimic a ‘playstyle’ that was common in reality, but that wasn’t very practical in CK2 - spreading your Dynasty far and wide! You will gain renown for every ruler of your Dynasty that isn’t a subject under another member of your Dynasty. This is based on tier, which means that a King will give more Renown than a Duke, and so on. Marrying in such a way that your Dynasty ends up on the throne of a foreign realm is therefore useful for other reasons than to just murder them until you inherit their lands. Having your Dynasty spread out will give you more Renown, and thus a more powerful Dynasty overall. For example, if you’re playing as the King of England you will NOT gain renown from your landed vassal brother, but you WILL gain renown from your Dynastic cousin ruling a Duchy in the Holy Roman Empire. You will also gain renown from marrying away your dynasty to be spouses of powerful rulers, symbolizing your newfound influence in their realms. This gives you a reason to carefully plan the marriages of your kinsmen, even if you are not in need of an alliance!

So, what are Dynasty Legacies?
We all know that the playing field in Crusader Kings is a very volatile one, you might be Emperor of the World as one character, while being reduced to Count of Norfolk as the next. Dynasty Legacies offer some permanence in this otherwise very wild world, in the form of modifiers and unlocks that affect every member of your Dynasty. Essentially, by using Renown you get to shape what your Dynasty is known for. There’s a myriad of Legacies to choose from, all divided into tracks with an appropriately thematic name, such as ‘Kin’, ‘Guile’ or ‘Blood’. These aim to represent notions the world had (or has) about certain dynasties, i.e., that the Seljuks are warriors, the Abbasids lawmakers, the Habsburgs diplomats (and, ahem, prone to marrying their own kin), etc. Each Legacy track contains five unlocks, each costing a progressively higher amount of Renown to unlock.

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In this Dev Diary we will go into details on one of these tracks, “Blood” (which also happens to be my favorite). This track is designed for those of you who enjoy breeding traits into your family line, with the first few unlocks all focusing on increasing the chance of inheritance, emergence, and reinforcement of genetic traits (more on genetic traits in another DD). The last few unlocks will reduce the chance of negative traits appearing (essentially allowing for more.. ‘risky’ marriages), give you the chance to choose a genetic trait to be more common among your kin (i.e. beautiful, intelligent and strong… but also giant or dwarf. No matter how much I pleaded with art I couldn’t get a ‘Habsburg chin’ trait, though!), and finally rounding off with an increase to your Dynasty members Life Expectancy (which increases both their average age, and average fertility - this even means that women of your dynasty remain able to bear children for longer!).

Legacies take a long time to unlock, and you will have to work hard toward unlocking even one full track - though their power more than makes up for the wait. Legacies are chosen and unlocked by the Dynast, so make sure that you’re in control of your Dynasty.

That’s all for this time! We won’t spoil any more of the Legacy tracks for now, but rest assured that they all offer very interesting opportunities for you to shape your dynasty as you would like it! Next up we have a sneak preview of the map, stay tuned for the next DD.
 
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A House Head has the power to legitimize bastards
Can I ask my House Head to legitimize bastards? Or is this ability fully out of reach for those who aren't House Heads?
Dynast can /....../ personally Claim titles held by Dynasty members
Does that mean I can claim any title held by my fellow dynasty members? Say, if I'm the King of France, and my brother is the King of Aragon. I can just spend Renown, and get a claim on the Kingdom of Aragon? It seems a bit overpowered if true,
 
A Very Good dev diary even if I find the Dynasties Legacies affecting genetics should be done very, very carefully. I certainly would not think proper to have half (or even a quarter!) of my sons and daughters to turn up as giants...
 
Awesome!

This expansion of the Dynasty concept is very welcome. However I do hope that the team takes a look at Imperator and does not release a game dependent on mana least the backlash from the fans gets severe. While I can at times be angry with Paradox you are still my favorite game developer and in the long term I wish only success for you, and while I don't have a major problem with mana I know many people do.

But I do have a question, based on this part of the dev diary and I couldn't find that anyone has asked this specific question before.

The Dynast, on the other hand, wields significantly more power than a House Head - with their power encompassing the members of all Houses of the entire Dynasty! The Dynast is always the most powerful House Head of a Dynasty, with leadership being updated on the death of the old Dynast. In addition to everything the House Head can do, the Dynast can also Disinherit/Restore Inheritance, Denounce/Forgive members of the Dynasty (which affects opinion in a major way), personally Claim titles held by Dynasty members, and make Dynasty members end wars they have against each other. All of these powers work against every member of the Dynasty, not just the House they’re a part of. The Dynast also gains prestige for every living member of the Dynasty. Being the Dynast is very powerful indeed, but you have to carefully weigh the powers against other benefits, as they cost Renown.

I've marked the relevant parts.

The question I have is if the Dynast can use Renown to stop wars against themselves from fellow Dynasty members? It seems to me that Renown hoarding shouldn't, at least in my mind, be a way to effectively make yourself immune to all challenges from within your dynasty, or prevent the player, or AI, from challenging a Dynast in the field because the Dynast has the power to shut down the war if he/she should start to lose it. Or even worse, shut down wars started by the Dynast if it should go against them.

Maybe I am missing something important in how this will work, but these are my initial thoughts on this.
 
I consider this mana as family book and forbidden knowledge like "how to breed genius and how to recognise a good diet" and on the warrior path some book and martial art and for guile familial spy network and some more ninjutsu book. Simply put it's the accumulated knowledge/family secret of the dynasty and dynast is usually the strongest house usually it should be the player as they keep the highest title except during incident like aztec invasion get demoted to count while brother rule the HRE.
 
The question I have is if the Dynast can use Renown to stop wars against themselves from fellow Dynasty members? It seems to me that Renown hoarding shouldn't, at least in my mind, be a way to effectively make yourself immune to all challenges from within your dynasty, or prevent the player, or AI, from challenging a Dynast in the field because the Dynast has the power to shut down the war if he/she should start to lose it. Or even worse, shut down wars started by the Dynast if it should go against them.

Renown hoarding only works against your own family, it doesn't protect you from outsiders. And the counter to renown hoarding, as it is for any other currency, is opportunity cost. If a different family head makes themselves powerful and all you do is hoard renown then when your character dies they become Dynast instead of your heir.

Why save 1000 renown to protect yourself when you can spend 100 renown for a sweet alliance, 500 renown for a legacy of decent lawmakers and still have 400 renown to legitimise a bastard (just in case). [all numbers make believe]
 
Since we can create cadet branches without game over, can we choose which child to be played after the current character died (so not necessarily the current heir)? It will be interesting for roleplay purposes... :D

A non-ironman game rule for this would be awesome. And not weird since we had this for specific situations in Holy Fury.

...reminds of a modern-day French politician woman actually :D

:D
 
Renown hoarding only works against your own family, it doesn't protect you from outsiders. And the counter to renown hoarding, as it is for any other currency, is opportunity cost. If a different family head makes themselves powerful and all you do is hoard renown then when your character dies they become Dynast instead of your heir.

Why save 1000 renown to protect yourself when you can spend 100 renown for a sweet alliance, 500 renown for a legacy of decent lawmakers and still have 400 renown to legitimise a bastard (just in case). [all numbers make believe]

If I know that Renown hoarding can always protect me from outsiders then I know that ensuring all my lands are held by my dynasty will make me essentially proof against internal revolts. So that you can use misrule fairly commonly and essentially have a failsafe against internal revolts. The problem with your reasoning is that a Dynast will, according to what I can read, have power over the whole Dynasty and not just his own House. Hence with Renown you should be able to smack down pretty much any challengers to that Dynast position.

Why spend all my Renown when I can keep it enough, bring misrule and tyranny to the realm. And then use Renown to gut a massive uprising against me because I've placed Dynasty members in key duchies, Dynasty members that with Renown I can control like puppets?
 
Judging by Imperator: yes.

As long as you have a font file that contains the said characters (just normal .ttf/.otf files, no need for a converter like in older games), they would render.
Let us hope so. If there's going to be unicode support, I hope the devs are going to make use of it and not omit any special characters in foreign given names/last names/location names like they did in hoi4.
 
gold? not really. the thing about gold is that yeah, you can buy things, but you cant just click on something you wish to upgrade and then have it happen instantly. you use cash to begin building something, and then over time, the upgrades are added.

one of the things that many paradox fans hate about mana systems, is that theyre an arbitrary resource that you use to instantly upgrade stuff with little logic or merit to it. for example, in eu4 you need to use military points to force march. why? what is military points? why does force marching cost it? the explanation is right there in the name. Points. mana systems are essentially arbitrary points used to establish a system with little logic to it, and they instantly offer bonuses when used, thus reducing the game play down to nothing more than numbers.

as a reddit user named Nosferati put it:
"Mana is often a lazy solution in games because it decreases strategic choice, reduces decisions to simply "How much mana does this give/cost?" and is immersion breaking. Because it over simplifies things and reduces the game to simply collecting points."

the way gold differs in regards to this, is that its essentially the opposite of that. gold is strategic. to use an example how mana was poorly used in CK2 at one point. for a long time, tribals could sacrifice 500 prestige or so to instatly summon a pretty large amount of event spawned troops. and they could do that pretty much forever depending on how much prestige they have. as long as the war goes on, these guys will not despawn and you can add more and more forever. its as Gamey a Mana system as it comes.

in comparison, if you want to win a war, but you need to hire mercs to do it, you need to factor in how much gold you have. do you have enough to hire the best merc company? and if so for how long? sometimes you have to settle for second best, or just hire a pretty bad company for the simple reason that you dont have enough cash to hire and/or keep them in service. sometimes you gamble the mercs on one single decisive battle because the moment that battle ends, your cash runs out and you have to disband the mercs or they turn on you. theres a lot of factors here, which means that money isnt just an instant win buttom. it also helps that pretty much the entire game is based around it, and thus there isnt anything Arbitrary about it. you need to hire mercs? use money. bribe someone? use money. need better armor? use money. want to upgrade youre castle or cities/churches? use money. and so on an so on.

as for tech points? yeah thats a mana system. the tech is locked off completely until youve gotten x number of arbitrary points to spend on an upgrade that might be just away from completion on its own, or not begun at all, all instant with the push of a button.

Some purchases are instant, others are not.
Just buying someone's opinion up is instant - and makes little sense, considering the size of boost you can get.
You can buy votes on the council up, just for money - and those votes stick around for several months.
You can spend money to *instantly* go up a rank - I managed to go count to king overnight in one game because I could afford two duchies and controlled 50%+1 province in Brittany. (Literally - pause, buy duchy1, buy duchy2, buy kingdom). Surely that doesn't make any sense.
And
"Money is often a lazy solution in games because it decreases strategic choice, reducing decisions to simply "How much money does this give/cost?" and is immersion breaking. Because it over simplifies things and reduces the game to simply collecting money" After all, we could be tracking the resources necessary rather than just abstracting them away.

Not having to obtain stone, wood, metal and so on, and just being able to throw money at it is arbitrary enough.

And you have to measure things in points *somehow* if you're going to interact with them in a meaningful fashion that isn't just "you must have *this* stat to interact with the game mechanics".
 
Now I'm really looking forward towards Rurikid gameplay, where all principalities are actually independent, but Rurikid Dynast can still unite their forces against Pechenegs/Mongols/some other external threat.

Waaaaaay better than CKII tributaries emulation
 
I love the new focus on family dynasties that they are planning. However I have issue with the fact that your dynasty members won't get renown if under a family member. Now I agree with this for the most part but I do think it should be mitigated or accounted for in certain aspects. If a person reforms the roman empire, (that is if they don't outright change the governing system for the byzantines) their family will get less renown than if they were a bunch of independent kings. So maybe this should be accounted for in the form of extra renown for certain titles or just giving a small bonus scaled towards having a massive amount of your family landed period.
 
How does this dysnasty legacies system work with different start dates? Will every dynasty start at 0 at every start date, or will dynasties start with already selected legacies in later start dates? CK2's playability at any start date is much better than other Paradox games because of the lack of progression systems. I hope this system doesn't detract from that.

This system also incentivises starting only at the earliest date, so you can unlock more things, which is the opposite of what I think you'd want to do.

Doesn't sound that good, to be honest.