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CK3 Dev Diary #15 - The Martial Lifestyle

Welcome back to the final installment of our breakdown of the different Lifestyles!

Your host today will be me, @Heptopus, just to spice things up a little, and I am here to guide you through Warfare. But, before I do, I want to remind you that armies and battles themselves are very different from CK2, so if you want a refresher, have a look at good ol’ Dev Diary 3.

Without further ado, let’s have a look at the Focuses!

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[Strategy - Martial: +3]
[Authority - Martial: +1, Control Growth: +0.3/month]
[Chivalry - Prowess: +3, Attraction: +10, Advantage: +5]


Strategy - Makes sense if you want to win, or even just wage, wars.

Authority - Perfect for when you want to keep your realm under absolute control and cement your rule.

Chivalry - The Code of Chivalry is good for lowering your chances to die on a battlefield, and heightening your chances to attract the people around you. Treating people with respect pays off, it turns out.

The trees themselves are very varied and offer some interesting bonuses. There’s also a couple of Schemes that I’m really excited to tell you about at the end!

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Strategist

This tree is, as one might expect, all about warfare. Some perks are fairly straightforward, such as improvements to your Men-at-Arms:

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[Parthian Tactics - Light Cavalry Toughness: +30%, Light Cavalry Pursuit: +30%, Heavy Cavalry Toughness: +30%, Heavy Cavalry Pursuit: +30%, Skirmisher Damage: +20%, Skirmisher Toughness: +20%]

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[Envelopment - Men-at-Arms Counter efficiency: +25%]

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[Hit and Run - Retreat Losses: -25%, Heavy Infantry Damage: +15%, Heavy Infantry Toughness: +15%, Pikeman Toughness: +30%, Archer Damage: +30%]


Mitigating retreat losses can be really useful if you are unlucky in a battle (and we all know it is ONLY down to bad luck), so that you can bounce back faster and show the enemy what you’re really made of.

strategy_organized_march.png

[Organized March - Movement Speed: +15%, Heavy Infantry Screen: +5, Pikeman Screen: +5, Archer Screen: +5, Skirmisher Screen: +5]

Whether you’re fleeing or attacking, this perk will make sure you do so in an organized manner. Useful when you want to hunt down the remnants of an enemy army, or protect the remnants of your own!

It’s also not the only perk that can speed up a conquest:
strategy_engineered_for_destruction.png

[Engineered for Destruction - Naval Speed: +25%, Siege Weapon effectiveness: +40%]

So now that you have the speed, and you have the siege weapons, what more could you possibly need for a successful offense? Well, if you’re more inclined to go for the drive-through approach (some people call it raiding), or if you often find yourself losing soldiers due to hunger, we have the solution for you!
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[Living Off the Land - Raid Speed: +25%, Supply Capacity: +200%]

And if that’s still not enough you can improve your army even further by making your MaAs bring shovels to the campaign:
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[Sappers - Heavy Infantry Siege Progress: +0.1, Pikeman Siege Progress: +0.1, Archer Siege Progress: +0.1, Skirmisher Siege Progress: +0.1]

With an army this good, it would be a waste to only wage wars when you absolutely had to, wouldn’t it? That’s why we’re making CBs easier to use than ever before:
strategy_bellum_justum.png

[Bellum Justum - Casus Belli Cost: -50%]

At the end of the tree we find the Strategist trait. It gives a boost in both Diplomacy and Martial, allows you to cross water freely, AND increases the number of dead soldiers your enemy suffers when facing you in battle. In other words, this tree will make you unstoppable on the battlefield and rightfully feared across the land!


Overseer

If you want to focus on your own realm more, and make sure it’s completely under your control, then this is the tree for you. To start it off we have some perks that will give you more stable ground to stand on, such as:
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[Strict Organization - Increase Control in County Progress Gain: +20%]

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[Serve the Crown - Control Growth: +0.3/month]


And if you’re going for real stability you can tighten your grip on the population of a county so hard that you squeeze out benefits in the form of both gold and levies!
overseer_absolute_control.png

[Absolute Control - Enables Absolute Control for Counties]

Absolute Control means that all of the counties you have full control over will give you 10% more taxes and levies as long as you maintain your iron grip on the populace.

overseer_hard_rule.png

[Hard Rule - Siege Progress against Revolts: +50%, Independence and Liberty Faction Discontent: -50]

And when vassals, or peasants, try to turn against you… Well, let’s just say that you will make it harder for them to succeed.

But what if the threat isn’t coming from within your own realm, but from outside it? Don’t worry, we’ve got your back:
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[A Man’s Home/A Woman’s Home - Controlled Territory Defender Advantage: +5]

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[Enduring Hardships - Fort Level: +1, Enemy Occupations do not lower Control]

overseer_prepared_conscription.png

[Prepared Conscription - Army Maintenance: -15%, Friendly Territory Levy Reinforcement rate: +100%]


If you need an extra push to push out an insistent enemy, you can always trade gold for swords:
overseer_soldiers_of_lesser_fortune.png

[Soldiers of Lesser Fortune - Mercenary Hire Cost: -30%]

And, to top it all off, we have the trait Overseer. It grants you a boost in Martial, Stewardship, and Control Growth Factor, so the hold you have over your realm will be cemented for decades to come!


Gallant

Romance, prowess, and bravery… ah, the marks of a true charmer! This is the tree for those of you who want to focus on the more “elegant” side of warfare, while still giving your war efforts a boost:
gallant_chivalric_dominance.png

[Chivalric Dominance - Knight Effectiveness: +100%]

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[Stalwart Leader - Prowess: +4, Reduces the risk of Commanding Armies]

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[Kingsguard - Number of Knights: +4]


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[Never back Down - Friendly Fatal Casualties: -20%, Advantage: +5]


When you tire of fighting and it’s time to negotiate for peace you will be more persuasive than ever:
gallant_peacemaker.png

[Peacemaker - Peace Acceptance: +10]

gallant_promising_prospects.png

[Promising Prospects - Marriage Acceptance for yourself: +50, Marriage Acceptance for your Extended Family: +25]


For friendlier times your gallant behavior attracts suitors for both you and your family, suddenly making those ridiculously good alliances possible!

Even your own spouse isn’t immune to your charms:
gallant_loyalty_and_respect.png

[Loyalty and Respect - Spouse Opinion: +50, Skills from Spouse Council task: +25%]

Of course, love is not always found in an arranged marriage, and the rumors about your gallant behavior aren’t limited to just your own court. If your dearly beloved needs to be charmed, or if you just can’t wait for permission to marry them, you can get some help along the way:
gallant_courtship.png

[Courtship - Romance Scheme Power: +30%, Elope Scheme Power: +30%, Romance Scheme Success Chance: +30%, Elope Scheme Success Chance: +30%]

I think this is the first time we mention these schemes? They’re a real treat!

The Romance Scheme finally lets you enter a chivalric romance with a character, seducing them in a court-approved manner. Just imagine a knight pining after his lady, his heart full of longing, neither of them acknowledging the smoldering feelings between them... Now that can be you! If you succeed in this scheme, and resist the temptations of the flesh (at least in public), you and your beloved become Soulmates, a more powerful version of the Lover relationship.

And if you cannot bear to be apart, even though her liege will never approve of a marriage between you, do not fear! I bring you: Elope, marriage without any pesky relatives or lieges involved. However, in contrast to marriage, your partner actually has to like you for the union to work out, so you still have some work ahead of you. And make sure you're not caught...
elope_scheme.png


This tree culminates in the Gallant trait. It affords you extra monthly Prestige, as well as some Attraction Opinion, and of course a healthy boost to both Martial and Prowess. With all this helping you along, neither foe nor maiden will stand a chance!


So… that’s it. Both for Martial and for our series of dev diaries focusing on Lifestyles; we made it through. I hope you’ve found something you’re looking forward to exploring and playing around with, and that you’re as excited as I am to see what kind of characters you will create with this!

Next week we'll delve into interface, tooltips, and the tutorial, so keep your eyes peeled!
 

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What I'm wondering with eloping in addition to seducing is if we can finally get a CB out of it, or at least a reason to hang, quarter and draw the perpetrator in the town's square.

Count Foolhardy has seduced my third wife in a row, after the two previous ones ended up on the gallows for infidelity? I'd like not just to marry #4, but also have Count Foolhardy join his conquests. And if it's a foreigner, it's time to lay waste to their realm.
If elope really does allow you to get a wife/husband without their lords approval it would need some hefty penalties

Im thinking giving a Cb to reclaim the eloped eharacter, and a piety/temple vassel hit
 
If elope really does allow you to get a wife/husband without their lords approval it would need some hefty penalties

Im thinking giving a Cb to reclaim the eloped eharacter, and a piety/temple vassel hit
Why? In CK2 you can murder and such and nobody get a CB on you. You already need to make alot of investment in terms of time Before you even can elope someone so if you make its use too limited or too risky, it will simply not be something Worth going into when you can pick other Lifestyles and so.
 
i mean there should be a CB to avenge a murdered family memeber too
There need to be some sort of balancing in which the CB war would not be too punishing to lose to nor to cheap to be ignored which is not easy to get right. You want to have a risk with Discovery but you don't want to make stuff too risky either.
 
I see a few problems with martial lifestyle boosts:

Strategist: several perks affect the performance of generals in the field. It makes no sense that the ruler (who may sit in his capital) confers tactics boosts on all his generals far away. This is immersion-breaking and illogical.

Also: Why does "Hit and run" strenghten heavy infantry and pikemen - the most unlikely troops to take part in a hit&run mission?

I would have preferred to keep some tactics perks for certain cultures. The Parthian Viking or Anglo-Saxon is less credible.

A problem with the gallant lifestyle: the courtship perk comes at the end of the gallant lifestyle: it will take several years to get there. By then, the character should be married and have produced children. Who would wait and risk the elimination of one's dynasty and incur the unmarried ruler malus (if that still exists)
 
I see a few problems with martial lifestyle boosts:

Strategist: several perks affect the performance of generals in the field. It makes no sense that the ruler (who may sit in his capital) confers tactics boosts on all his generals far away. This is immersion-breaking and illogical.

Also: Why does "Hit and run" strenghten heavy infantry and pikemen - the most unlikely troops to take part in a hit&run mission?

I would have preferred to keep some tactics perks for certain cultures. The Parthian Viking or Anglo-Saxon is less credible.

A problem with the gallant lifestyle: the courtship perk comes at the end of the gallant lifestyle: it will take several years to get there. By then, the character should be married and have produced children. Who would wait and risk the elimination of one's dynasty and incur the unmarried ruler malus (if that still exists)
Most of them affect your soldiers, who you recruit, equip and train, even if you aren't personally commanding them in battle (especially with the use of men-at-arms and knights, who are essentially your retinue). Think of them as HOI4 doctrines.

And there is nothing wrong with a Viking or Anglo-Saxon teaching his men how to do a feigned retreat if they get cavalry (which is all the Parthian Tactics perks represents; Parthians themselves have been gone for centuries by the time CK starts). They weren't all idiot berserkers.

As for eloping, note that it is just a part of the perk that also gives Romance/soulmates, which don't require you to be married. I expect the intention is you have a chivalrous romance, and then eloping is an extra perk to turn that "soulmate" relationship into a marriage, should you and/or your soulmate find yourself suddenly single, e.g. due to an unfortunate exploding manure incident.
 
Most of them affect your soldiers, who you recruit, equip and train, even if you aren't personally commanding them in battle (especially with the use of men-at-arms and knights, who are essentially your retinue). Think of them as HOI4 doctrines..

But when your ruler dies, the soldiers suddenly forget their training... makes no sense.
 
But when your ruler dies, the soldiers suddenly forget their training... makes no sense.
Dude, you think I'm keeping Dad's old retainers around? They're all so lame, and listen to old fogey music. I'm so 1008, they're so 1000 and late. They can go off to the old folks' home.

I'm the king now; time to give my buddies the prime retinue jobs. Plus my buddy Phil has an awesome new training idea he heard about from a traveling minstrel, and he wants to overhaul how we train new recruits. It's going to be awesome.
 
I dont mean to be rude but the dev who posted this blog basically oversaw it for an hour or two and left without answering any questions. Can we have the dev who posted the other blogs back he interacted more.
 
Interesting decisions here. What will the penalties be if you get caught eloping? I agree that war is probably a bit much, so maybe a duel or potentially loosing lands/prestige/piety. Also, maybe there could be a trait that gives civilized characters the option to raid, perhaps at the cost of piety or an opinion penalty?
 
Love the addition of schemes for chivalrous courtship instead of just lecherous seduction
As long as the seducers don't get unlimited attempts on each target, which seems to have been the case when WOL first came out...
 
As long as the seducers don't get unlimited attempts on each target, which seems to have been the case when WOL first came out...
Seduction have critical failure which will not allow seduction of the character again.

Dude, you think I'm keeping Dad's old retainers around? They're all so lame, and listen to old fogey music. I'm so 1008, they're so 1000 and late. They can go off to the old folks' home.

I'm the king now; time to give my buddies the prime retinue jobs. Plus my buddy Phil has an awesome new training idea he heard about from a traveling minstrel, and he wants to overhaul how we train new recruits. It's going to be awesome.
The reforms of Philip II did not suddenly disappear when he was killed and Alexander took over.
 
Seduction have critical failure which will not allow seduction of the character again.

But only if the seducer Crit Fails. Unless that happens it's gonna be, Seduce?NoSeduce?NoSeduce?No, etceteraadfinitumadnauseum...

Until the Seducer either suceeds or Crit Fails. By definition, a Crit Fail-a Nat One in other games-is supposed to be extremely rare. So the Seducer's chance of success would still be WAY TOO HIGH, and bastard children will outnumber legitimate children by a factor of at least three to one...
 
Well we don't even know how long it take to even make a seduction attempt, it may like be like atleast 10 month between each attempt, which mean it may take years Before seducing anyone. Also we don't know if only critical failure will block seduction, there could be more blocks.

Like there could a cooldown against that character for each seduction attempt so you can't start a new one against the same character right away.
 
Would be intrested can there be enlope from woman to enemy heir and later get claim fot they titles. As you onlope you dont get alliance and also might piss off if you steal a family member but still legally your partner gets claims according to laws of inheritance and you can use them.
 
Interesting decisions here. What will the penalties be if you get caught eloping? I agree that war is probably a bit much, so maybe a duel or potentially loosing lands/prestige/piety. Also, maybe there could be a trait that gives civilized characters the option to raid, perhaps at the cost of piety or an opinion penalty?
Even if you successfully elope with your beloved their liege/spouse will have an imprisonment reason against you. The scheme being discovered before it has a chance to succeed will also give imprisonment reasons, and on top of that your lover relation will be exposed, and that brings with it another bunch of penalties... But you do it for love, so any price is worth it, right?!
 
Even if you successfully elope with your beloved their liege/spouse will have an imprisonment reason against you. The scheme being discovered before it has a chance to succeed will also give imprisonment reasons, and on top of that your lover relation will be exposed, and that brings with it another bunch of penalties... But you do it for love, so any price is worth it, right?!
Will the children from an elopment union be of the players dynasty?
 
You're on to something here...!
I'm glad to hear that. Initially, I thought Seducers would be given virtually unlimited chances, or at least until he/she hit the Crit Fail wall. But if you're also adding cooldowns, that would help immensely too.

I don't want CK3's Seduction System to be as bad as it was when WoL first came out...