• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

CK3 Dev Diary #12 - The Stewardship Lifestyle

Hello everyone!

Welcome to another dev diary about another wonderful Lifestyle and its associated Perks!


This week I'm speaking to all you budding entrepreneurs and fiduciary financiers. No, this is not about another long-requested game that ends with the number 3, but the Stewardship Lifestyle!

Stewardship covers all things gold, and all things relating to the development and management of your realm. The three focuses you can choose between are:
Stewardship focuses.PNG

[Wealth Focus - Monthly Income: +10%]
[Domain Focus - Stewardship: +3]
[Duty Focus - Stewardship: +1, Courtier and Guest opinion: +20]



Wealth - grants a flat bonus to income, for when you need that slight gold-making edge.

Domain - increases your Stewardship, with the various internal bonuses that grants.

Duty - gives a small increase to Stewardship, and a large increase to Courtier and Guest opinions. It can be very helpful when it comes to keeping those closest to you loyal.

Keep in mind that all values are subject to change as development continues!

The goal of the associated perk trees are to offer new ways of emphasising these areas - your income, your development, and internal people management (the “HR branch”).


Stewardship Lifestyle Traits.png


Avaricious

Avaricious is the course of gold, naturally enough, and it provides a number of new potential sources of income.

golden obligations.PNG

[Golden Obligations - You can Demand Payment for Hooks]

Golden Obligations lets you demand money in exchange for Hooks, rather than the usual demand of enforcing your will in some matter. Considering a Dynasty Head gains Hooks on all Dynasty Members, I am personally very fond of levying the “family tax” when I want to build something ostentatious.

If your Hooks don’t provide enough gold, you can dig a little deeper for it:
It is my domain.PNG

[It is MY Domain - Can use the Extort Subjects Decision]

Extort Subjects lets you demand money from your vassals, holdings, courtiers, etc., although while the money might seem free in the short term, there are usually tradeoffs that need to be made, depending on exactly how you’re extorting it…

When using the Decision, you'll be offered a specific opportunity - targeting a specific Powerful Vassal, for example - and get to make a decision about how hard you want to lean on them. Sometimes you only need a little extra gold, after all.

Lastly, if you don’t feel good about taking money while offering little in exchange, you can sell “titles” piecemeal instead.
At any cost.PNG

[At Any Cost - You can use the Sell Titles Decision]

Note that the Sell Titles decision does not involve selling your Landed Titles, but small meaningless knighthoods and honoraries instead. The cost is typically Prestige, or the dilution of the concept of nobility at all. How much you make depends on the gullibility of your subjects, or to what degree they find ways of turning the situation to their advantage or not...

So with these perks, you'll have a lot of options when you need that extra pile of gold to pay for something.

There are also more passive sources of income as well, for the feinschmecker who prefers to have their existing wealth work for them.
Heregeld.PNG

[Heregeld - Vassal Tax Contribution: +5%]

Detailed Ledgers.PNG

[Detailed Ledgers - Republican Ruler Opinion: +20, Republican Tax Contribution: +10%]


And what’s this? The powerful getting richer by keeping their realm at war? What kind of silly fantasy world is it we’ve invented for this game?
War profiteer.PNG

[War Profiteer - Monthly Income while at War: +25%]


Speaking of keeping your realm at war, money can buy you a lot of things, but only Dread can buy you an eager and willing army.
Fearful Troops.JPG

[Fearful Troops - Men-at-Arms Maintenance per Dread: -0.5%]

Oh, wait! I guess that gold can also buy you an eager and willing army. We’re gonna talk about Mercenaries in a future dev diary at some point.

If, after all that, you’re still not getting enough money, you can have the Avaricious trait. It’ll keep you going until you suffocate under the weight of your wealth, by providing you with a small boost to Stewardship, and a sound, direct boost to your monthly gold income.


Architect

But maybe it’s not all about dying with the biggest pile of money? Maybe it’s about leaving an imprint on the world? That might not be as crazy as it sounds. But what would that ever be?

The biggest buildings, of course! Let’s see what the Architect tree has on offer.

To start with, there’s a few perks to improve your ability to build things, naturally enough:
Cutting Cornerstones.PNG

[Cutting Cornerstones - Building Construction Gold Cost: -10%, Building Construction Piety Cost: -10%, Building Construction Prestige Cost: -10%, Holding Construction Gold Cost: -10%, Holding Construction Piety Cost: -10%, Holding Construction Prestige Cost: -10%]

Professional Workforce.PNG

[Professional Workforce - Building Construction Time: -30%, Holding Construction Time: -30%]

This way you can build your realm up fast, and on the cheap, no matter what kind of constructions you’re looking for.

You can also find improvements to the growth rate of Development in your capital:
Centralization NEW.JPG

[Centralization - Development Growth in Realm Capital: +0.2/month]

I’m getting wistful here. Once you’ve been a game developer for a while, any kind of “Development Growth” bonus is something you dream of every day.

Now, if you enjoy building, but your pesky Holding Limit is holding you back… Well, there’s a Perk to help you out!
Divided Attention.PNG

[Divided Attention - Domain Limit: +2]

It’ll leave you with EVEN MORE LOCATIONS TO BUILD IN!

If you have this many titles, though, you might end up with a lot of uppity peasants under your control, and they might even get dissatisfied. Unbelievable, I know (considering everything you do for them, such as organise their money into neat stacks), but far more likely than you think. But don’t worry! Popularity can, in fact, be bought:
Popular Figurehead.PNG

[Popular Figurehead - Popular Opinion: +50]

Hopefully that will be enough to keep the peasants in line...

If the threats against you are external, rather than internal, there are organizational tools to help you deal with those, too. Never give in to those who want to take away what you’ve BUILT WITH YOUR OWN TWO hundred thousand peasant HANDS!
Defensive Measures.PNG

[Defensive Measures - Fort Level: +1, Garrison Size: +20%]

Organised muster rolls.PNG

[Organized Muster Rolls - Levy Reinforcement Rate: +100%]


What’s that you say? This dev diary has become too much about building things, and not enough about extracting wealth from things? Fine. Here, have a perk to help your Steward with that.
Tax Man.PNG

[Tax Man - Collect Taxes effectiveness: +25%]


All this adds up to Architect, a trait that is going to keep your realm constructing around the clock. Not only does it grant you a Stewardship bonus, but it further reduces the Building Construction time! Castles and towers will soon be sprouting across your realm like toadstools after the rain.



Administrator

Now, I wouldn’t begrudge the more nobility-and-obligation-minded among you if you have started to think that Stewardship doesn’t offer you anything. Making money is precisely why you have a Steward to assign work to, after all. But don’t be so quick to judge! No matter who you are, you are going to have annoying vassals (and possibly lieges) to deal with. And boy do we have a tree for you.

Likable.PNG

[Likable - Direct Vassal Opinion: +10, Liege Opinion: +20]

Positions of Power.PNG

[Positions of Power - Councillor Opinion: +20]

Toe the Line.JPG

[Toe the Line - Your Vassals are less likely to join Independence Factions]


These passive bonuses are going to be a godsend when it comes to keeping your realm together.

If you want something more active, you can improve your Chancellor’s efforts to foster good relations with your vassals:
Chains of Loyalty.PNG

[Chains of Loyalty - Domestic Affairs efficiency: +25%]

Sometimes, being viewed positively isn’t quite enough, and you have to employ harsh measures that may or may not be perceived as “unjust”, “vicious”, or “tyrannical”. Wouldn’t it be great if people didn’t get so hung up in the details, but focused more on the gifts you sent them afterwards?
Soon Forgiven.PNG

[Soon Forgiven - Monthly Tyranny: -0.05]

But what’s the point of having all these loyal vassals if they don’t do anything for you? Well, loyal vassals do a lot for you, actually. But what if they did a little extra?
Large Levies.PNG

[Large Levies - Vassal Levy contribution: +10%]

And those who are offered the highest respect and esteem should also contribute the most, should they not?
Honored to Serve.PNG

[Honored to Serve - Happy Powerful Vassal Tax contribution: +25%, Happy Powerful Vassal Levy contribution: +25%]

A “Happy Powerful Vassal” refers to a Powerful Vassal who sits on the Council. You will have a really hard time making them actually happy, trust me. The ungrateful curs.

So what if you don’t have a bunch of vassals? Maybe you’re not the top of the feudal heap, even though you clearly should be?
Meritocracy.PNG

[Meritocracy - You can use Claim Throne against your Liege]

A Scheme called “Claim Throne” can obviously only ever be risky, but you can employ it against your Liege to get a claim on the realm. It’s a lot easier to get put into power by a Claimant Faction than by generations of unpredictable inheritance, after all.

The Scheme itself is a Hostile Scheme that relies on Learning and Intrigue, and uses agents. The most powerful agents will be your Liege’s Council Members. You’re going to need a lot of powerful support to convincingly stake your claim, after all. Even though you are obviously the rightful ruler.


Lastly, at the end of the path waits the Administrator trait. It’s a slight mix of both worlds, improving your vassal’s opinions of you, while also slightly reducing build costs.

That’s all the new stuff for this week! I hope you’re all already drawing financial charts and editing your family history to make your claim sound somewhat legitimate. The Stewardship Lifestyle provides many paths to gold, stability and prosperity.



Notes on modding

Before I go, however, I want to highlight some parts of the moddability of this system. There were a series of questions following last week’s dev diary, and I should elaborate on those a little.

The structure and setup of the different perk trees is scriptable, which means that one can easily add things, move things around, set different requirements for each Perk, etc. And as someone asked, it’s also possible to make all Perks in a lifestyle form a single big tree, instead of three separate ones, and it is possible to have multiple "entry points" and "end points" for a single tree.

When it comes to what a modder will be able to make a Perk do… well, pretty much anything. Giving character modifiers, running specific effects, being used as a trigger for other things... If you can think of it, there's probably a way of making a perk do it. You can also make entirely new Lifestyles, if you have a good idea for one!

I can think of half a dozen different uses for this system to a modder, and it wouldn’t surprise me if they quickly find ways of using it that haven’t even occurred to us. So while you’re patiently and excitedly waiting to play the game, I’m equally excited to see what the inspired people of our modding community are going to get up to!


Next time we'll be looking at the Learning Lifestyle, and some associated things. We won't be going into detail about Religion just yet, but the Lifestyle still has a lot of cool stuff to it that I can't wait to share.

Until then!
 

Attachments

  • Golden aplomb.PNG
    Golden aplomb.PNG
    114,7 KB · Views: 1.442
  • 3Like
  • 2
  • 1Love
Reactions:
From a gameplay perspective, it makes sense to limit the number of people who can abduct others. I would say the same thing for claiming the throne, but a root-node perk isn't much of a limitation (and my main issue is that it's anti-synergistic with the rest of the tree).

By the way, how do the dynastic hooks work? Most perks have obvious consequences if you refuse to be blackmailed (eg if the hook is based on you killing the king, then refusing it means everyone learns you killed the king). What happens when you turn down your family head's demands?

Couldn't the lifestyles serve as an effective limit if kidnapping is very difficult in most cases without the relevant perks? That way, kidnapping minor characters as a king or emperor would still be possible, but more ambitious schemes would require one to invest into the kidnapping lifestyle, which makes sense no? Lifestyles should serve to emphasise certain forms of play IMO, rather than enabling or disabling them.
 
Couldn't the lifestyles serve as an effective limit if kidnapping is very difficult in most cases without the relevant perks? That way, kidnapping minor characters as a king or emperor would still be possible, but more ambitious schemes would require one to invest into the kidnapping lifestyle, which makes sense no? Lifestyles should serve to emphasise certain forms of play IMO, rather than enabling or disabling them.
It is Worth to discuss what should be perk locked and what could be open for everyone. Kidnapping a minor, landless character maybe could be possible but maybe not an emperor's son.
 
It is Worth to discuss what should be perk locked and what could be open for everyone. Kidnapping a minor, landless character maybe could be possible but maybe not an emperor's son.

I think anyone should be able to attempt to kidnap the son of the emperor; whether or not they are successful is another matter entirely however. If one wants to try and kidnap the son of the most powerful man in Europe, they are welcome to try, but the odds of success should be accordingly low (this would also add the potential for amusing emergent stories of successfully pulling off the most difficult kidnappings, potentially depicted via event chain). If one is an expert kidnapper however (i.e. they've invested significantly into the relevant tree) then it should be a much more viable possibility, if still difficult. I understand that this is now how it works for seduction, so I'm unsure why the devs would limit other mechanics like abduction so.
 
I think anyone should be able to attempt to kidnap the son of the emperor; whether or not they are successful is another matter entirely however. If one wants to try and kidnap the son of the most powerful man in Europe, they are welcome to try, but the odds of success should be accordingly low (this would also add the potential for amusing emergent stories of successfully pulling off the most difficult kidnappings, potentially depicted via event chain). If one is an expert kidnapper however (i.e. they've invested significantly into the relevant tree) then it should be a much more viable possibility, if still difficult. I understand that this is now how it works for seduction, so I'm unsure why the devs would limit other mechanics like abduction so.

Just so long as the Ruler whose son was kidnapped is able to properly punish the kidnapper, if caught, instead of being forced to sit on his hands, like that AI Emperor who had all five of his sons openly murdered by a count...
 
Will historical rulers pick perks that correspond with their ruling strategies IRL, for example, Richard the Lionheart would have a marshall focus while Frederick the Second might have seduction, learning, and stewardship.
 
Reduced construction time doesn't sound like it would be useful, since it's rarely the limiting factor for how fast you can build up a province in CK2. Maybe if there were some negative effect on the province for as long as the construction lasts?
 
Reduced construction time doesn't sound like it would be useful, since it's rarely the limiting factor for how fast you can build up a province in CK2. Maybe if there were some negative effect on the province for as long as the construction lasts?


maybe buildings take longer to build in ck3

which I would not mind, so ten percent time reduction could save you years of build time
 
I was just wondering that could a "perk pyramid" be better than a "perk tree". With perk tree, you are forced to pick certain perk even if you don't really need them or want them due to RP reasons. Also, adding more perks requires them to be tied to somewhere in the tree, which might be a bit difficult task sometimes. What if there was a perk pyramid instead, and perks would be given a tier (tier 1, tier 2, and tier 3). To get a higher tier perk, it needs to be supported first by 2 lower tier perks. You would unlock the lifestyle trait when you have a pyramid which has two tier 3 perks (so that the trait is "supported). Full pyramid would look like this:

Lifestyle: oooooooLoooooooo
oooooooooooooo/o\ooooooooo
Tier 3: oooooooo3oo3ooooooooooo
ooooooooooo\o/o\o/o\o/oooooooooooo
Tier 2: oooooo2oo2ooo2oooooooooooo
ooooooooo\o/o\o/o\o/o\o/ooooooooo
Tier 1: oooo1ooo1oo1ooo1oooooooo

(sorry for the formatting, could not figure better way to do this)

This system would make it easy to add more perks, as you could just determine the tier of the perk, and then assign it to the pool of that tier. With a larger pool of perks, you could build your character in a more desired way, as you can just ignore the perks you don't want, but still be able to get the lifestyle perk. Obviously, each focus would have their own perk pools like the trees are currently, though, I don't see a reason why some perks couldn't be in more than one focus pool if they seem fitting. As can be seen from the illustration, you could also take extra perks in a given focus if you would want, as five tier 1 perks would support four tier 2 perks, which would support three tier 3 three perks and so on.
(EDIT: fixed some conflicting terms and other mistakes)
 
Last edited:
Why did you change Demesne to Domain?
(This is an accusatory question)
I resent your accusation, good mister!

Can't wait for the Learning trees so I can finally have a reason to take it as education
But knowledge is its own reward :rolleyes:

I asked in another Thread, but got no answer:

Talking about guests: What about councilors, who are sent to another country for something like improving relations? Are they a guest at the court of this country? And btw, what's about carousing or attendig a coronation, if that's still a thing?
No, councillors won't be guests at courts they're working at. Wards that get sent to get an education will be, though.

If you have questions that have gone unanswered, I suggest checking out the monthly "ask the devs" sessions on the CK Discord!

Will working council jobs help you level up your skills faster?
It's a cool idea, but the answer is unfortunately no
 
I have a few questions about modding:

1. Can I mod in a new Lifestyle which can only be seen and used by characters with a specific culture/religion?
For example, only Slavs can see and use my Slav Superstar Lifestyle.

2. Can Experience be made so that it depends on certain stats? For example, Learning stat to directly influence how much Experience you gain. Also, Intrigue and Learning to directly influence Exp growth for the Intrigue lifestyles.

3. Can I make it so that certain perks are optional, and not required for the progression down the perk tree?

Thanks.
 
Is it technically possible to get the finishing perk in a Lifestyle with level 0 of the appropriate skill? Such as gaining Avaricious with zero stewardship?
 
1. Can I mod in a new Lifestyle which can only be seen and used by characters with a specific culture/religion?
For example, only Slavs can see and use my Slav Superstar Lifestyle.
Not at the moment, but this is a good suggestion for future modding support!

2. Can Experience be made so that it depends on certain stats? For example, Learning stat to directly influence how much Experience you gain. Also, Intrigue and Learning to directly influence Exp growth for the Intrigue lifestyles.
There's no easy way at the moment. Lifestyle experience gain is a modifier, and we have separate effects for adding lump sums of it, so it's possible to set something up, but not easy.

3. Can I make it so that certain perks are optional, and not required for the progression down the perk tree?
This should be doable, yes.

Is it technically possible to get the finishing perk in a Lifestyle with level 0 of the appropriate skill? Such as gaining Avaricious with zero stewardship?
Technically, yes :rolleyes:
 
Stewardships sounds pretty useful this time.
TBH I always felt it very useful in CK2 already.
What I felt lacking in importance, and I wish will get the same attention and development and grow in importance in the future DDs, are diplomacy and learning.


It's been already said, but I want to add my voice to those saying that the "Administrator" perk tree would be better suited in the Diplomacy Lifestyle.
As it is conceived right now, I totally agree!


The big problem I see with all the opinion modifiers is when you die and your heir takes over. No idea what the penalties will be for new rulers, but the loss of so many positive opinions looks like there could be massive uprisings, especially if you heir has a few bad traits.
True, but historically plausible and believable. It happened a lot.
 
Last edited:
Thanks for the answers Voffvoffhunden!

I only have one more question about modding...

Can I add in stat requirements for Perks?
For example, to make it so that I can take the first Perk only if I have at least 6 Stewardship. Or take the last Perk if I have minimum 20 in Stewardship?
 
I add my own question about modding: is it possible to mod a lifestyle either:
- only usable by the player and not by the AI, or
- only usable by a single, specific dynasty?

Thanx in advance!
 
Can I add in stat requirements for Perks?
For example, to make it so that I can take the first Perk only if I have at least 6 Stewardship. Or take the last Perk if I have minimum 20 in Stewardship?
Yes! Perks support triggers so you can limit when they are available to be selected.

I add my own question about modding: is it possible to mod a lifestyle either:
- only usable by the player and not by the AI
You cannot block it, but you can make it so that the AI never picks it.

- only usable by a single, specific dynasty?
No, unfortunately not.
 
Did you see my post about missing provinces? It's ok not to reply to it, I just wanted to know if you saw it so that you could at least consider then. :)
 
Why does the focuses give you +30 exp per month? Wouldn't it be simpler if they just gave you +1 exp per month and you divided all the exp requirements by 30?