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CK3 Dev Diary #2- The Medieval Map

Hello everyone!

I would like to take a moment to talk about the map of Crusader Kings 3, what the vision for the map is, and how it is different from Crusader Kings 2.

Let’s start with our ambitions. CK2 had several parts of the map that was outdated, and to be frank, a bit underdeveloped. When we started to update the map for CK3, we knew that we wanted to take a pass at everything, do additional research, and update the different areas accordingly. This goes for the entire De Jure title hierarchy, so there are several new kingdoms and duchies present. In terms of scope, the map will roughly match that of CK2. I know I will disappoint those of you hoping for China, but, sadly, it will not be on the map. We will however, have a few new additions: the entirety of Tibet will be present, unlike CK2 where the most eastern parts were excluded, and sub-Saharan Africa is also extended, where we’ve gone all the way to the Nigerian coast.

When setting the map visuals, province layout, rivers, and more, the focus has always been on clarity. The map should be easy to read and get information from. For example, you should be able to read most of the terrain simply by looking at the map, without the need to click on the province, or tooltip it, in order to find that out, while rivers should be easy to see and let you know if you will cross one when moving armies around.

We represent the map on three different zoom levels. When zoomed far out, the map will turn into an actual paper map, allowing for an easy overview and stylish screenshots. Zoom in a bit and you will have the 3D map, with the typical political overlay, great for interacting with your vassals and other realms. Zoom in even further and you’ll see the names of all the counties along with the terrain, as we strip away the realm colors. Perfect for moving armies around and knowing where to pick your battles, without the need to switch around to different map modes (but don’t worry, we still have several map modes for easily accessing different information).

One of the most notable changes is how we handle Baronies. In CK2, Counties were the smallest entity we had on the map, a province if you will, with several Baronies represented through the interface of the County view. In CK3, we took the next logical step and made Baronies into their own provinces. We have been able to create a map with much more granularity and better accuracy. Most Counties will normally consist of two to five Baronies, with some exceptions. The amount of provinces will be noticeable when waging war, as it offers a larger degree of movement for you armies (more on that in the future).

dd_02_baronies.png


To give you a good idea of the increased province density, here is a comparison of the British Islands in CK2 and CK3, being on the left and right side, respectively:

dd_02_ck2_ck3_comparison.png


Before you all go nuts about playable baronies: No. You cannot play as a Baron. The lowest playable rank will still be that of a Count. The emphasis will therefore be on the Counties rather than the individual Baronies. As such, Baronies exist with a few things in mind. For example, they can never leave a county. This means Counties stay the same over time, avoiding weird splits where a single barony goes independent or to another realm (reducing that hideous border-gore ever-so-slightly). The number of Baronies within a County is one factor that represents its wealth and how “good” it is. Another important factor is the terrain. A County with a lot of Desert will not be as beneficial as one with a lot of Farmlands for example.

Speaking of terrain, we have several different terrain types spread out across the map. Instead of having a single terrain spread out across large areas of the map, we differentiate between similar terrain types by separating them, such as Forest and Taiga, or Plains and Drylands. Not only does it make the map look and feel distinct in different parts of the world, they also have a different impact on gameplay.

dd_02_england.png


dd_02_maghreb.png


Then we have Impassable Terrain. These are far more frequent, and in many cases much larger, than you will be used to from CK2. We’ve essentially used these for any area that we consider uninhabited enough to warrant it not being part of an existing County. Some areas have plenty of smaller impassable provinces, such as the mountains surrounding Bohemia, while others have fewer and far larger pieces of inhospitable land, such as the deserts of Arabia and Syria. Impassable Terrain cannot be traversed by armies, often creating bottlenecks that you’ll have to pass through or perhaps even choose to go around, should it be heavily fortified.

dd_02_impassable.png


That’s it for now. I hope you enjoyed this early sneak peak of the map and I'll be sure to show more to you in the future!
 
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No. You can still inherit baronies from your own counties, but not from a county belonging to someone else. If such a situation would happen, it will be inherited by the county holder instead.

This actually sounds disappointing, sadly. Like @Danarca said it also means no playable republic made from city-states, assassin castles or holy orders?
 
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My concern with expanding the map: It will now be possible to sail from Finland to Nigeria.

This is so wrong. Trade between North Africa and Sub-Saharan Africa was made trough the desert, and for good reason! It was too risky to sail along the coast of West Africa, and only in the XV century was technology developed enough to allow such trade.

With the inclusion of the West African coast, it will now be possible to ship 30k armies between Ghana and Iceland *shivers*
 
You can still create new holding slots though...its been already stated that not all baronies are inhabited at the start date.

No, you can fill in existing holding slots (Baronies).
Since all baronies (holding slots) are now map entities which are thus unchangeable, you may be able to add a holding, but you cannot add holding slots.
 
My concern with expanding the map: It will now be possible to sail from Finland to Nigeria.

This is so wrong. Trade between North Africa and Sub-Saharan Africa was made trough the desert, and for good reason! It was too risky to sail along the coast of West Africa, and only in the XV century was technology developed enough to allow such trade.

With the inclusion of the West African coast, it will now be possible to ship 30k armies between Ghana and Iceland *shivers*
Even better: you don't even have to have ships anymore! You just pay money, so your isolated tribe in Eastern Europe that's never built a seagoing boat in their life can just hire some mercenary fleets to take you to Mali...

I do hope I'm mistaken, I really do.
 
I hope they're placeholder. The whole world looks kind of empty right now with the castles and cities having like no sprawl. It makes the otherwise beautiful map look like a weird rural abandoned wasteland.

Well, most of the planet was a rural abandoned wasteland back then.
If by abandoned wasteland you mean anything not heavily populated by people but unspoiled nature.
 
I hope they will let us choose where to place castles, cities, churches as for strategic options. EG: placing a key fortress at a choke point is a valid move for a grand strategy game :)
 
Wait, if baronies can't be individually inherited or be independent, how can things like like holy orders or coastal republican holdings be represented? They may not be in the game now, but this is such a fundamental restriction I cannot see it being changed by then.
I just really hope Venice won't be shown holding the entirety of say Albania, Morea, or Dalmatia because they can't solely control the coastal holdings, pretty coastal borders are gonna be ruined with these massive counties.

Barons being unplayable is understandable, but I don't see any reason why they can't be independent or controlled by others than the de jure count. It always made the game more interesting, and as someone mentioned the only issue was their lack of visibility, which is no longer an issue now since the baronies have their own provinces, so why?
How can border-gore be an argument in a game where these kind of borders are completely normal and historical?
 
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This looks interesting. I was hoping to see a bit more of the map though, but I'm guessing that we will soon. The map objects definitely need work though, like the trees and holdings. The borders look a little... egh as well. I think it's kind of silly that baronies can't be independent / outside their De Jure county. Because, historically, some cities or whatever might be under the control of another nation, but not the whole province. Does that make sense? Also, there were a bunch of independent cities all over the world. It would also represent the wackiness of the HRE a bit more. I do somewhat understand the decision though, I always found it incredibly stupid how I can't create (For example) India, because, oh, one city isn't under my control... If you guys do decide to have baronies be able to leave their county, then there should definitely be a system where split baronies in counties over time become part of the nation with the most baronies in the county. I hope I'm making a little bit of sense at least. Anyway, I really can't wait to see more of the map! Especially Africa.
 
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Well, most of the planet was a rural abandoned wasteland back then.
If by abandoned wasteland you mean anything not heavily populated by people but unspoiled nature.
You know what I mean. The holding models are microscopic specks that make the whole place look considerably empty than older maps. Even next to Imperator, which has a large map of its own.
 
I assumed that was the somewhat elongated Cairo province...
Seems more like the Pontic region to me, though I could be wrong!
 
OH! That's Anatolia!? YES.
No idea, to br honest. But it does seem like Mediterranean coast to me :)
My concern with expanding the map: It will now be possible to sail from Finland to Nigeria.

This is so wrong. Trade between North Africa and Sub-Saharan Africa was made trough the desert, and for good reason! It was too risky to sail along the coast of West Africa, and only in the XV century was technology developed enough to allow such trade.

With the inclusion of the West African coast, it will now be possible to ship 30k armies between Ghana and Iceland *shivers*
Are you sure it will be possible?

Having the West African coast doesn't necessarily mean it MUST be navigable, does it?
I think it has been said so many times on the CK2 forums that the devs must have learned about it that it was impossible to sail down around West Africa AND BACK before the introduction of new sailing technologies in mid 15th century.

You're right that it should not be possible. Beyond Cape Bojador there were strong constant currents and winds which disabled sailing north along the coast. The only possible direction was southwards.

But I would prefer to have good faith in the devs instead of automatic assumptions that everything will be wrong.
 
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I believe they're talking about this gorgeous picture below:

Absolutely amazed at the quality of work here so far. Very eager for the finished product! :)
Yup, this is what I meant!