• 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 #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 CK2 had several parts of the map that was outdated, and to be frank, a bit underdeveloped.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!
 
  • 6Like
  • 2
Reactions:
Can we see Byzantium or Constantinople please.
I don't think we'll see unique-looking cities at launch, but maybe, if they put Great Works back into the game, they could definitely add some unique "city formations" like Constantinople, Rome, Jerusalem, Baghdad, etc.
 
You are the hero we need.
We all need to understand - number of actual counties didn't raise that much from what they tell - and number of baronies is pretty much same. So to conquer Ireland you will still need to conquer all those castles (dunno about tribes) - even less since temples and cities will be autooccupied early in the game after occupation of counties castle(s). Sooo...dunno how it will play out, I think they entirely move the focus away from a warlike nature of a game to a more of role management
 
All this looks amazing!

The province density map isn't the county density map, isn't it?
It's the baronies density map if I understand right. (So provinces are now the baronies and not the counties)

Because it looks like there are roughly the same amount of counties in South-East England as before on the two screenshots of England.
There is Norfolk then Suffolk then Essex just as in CK2.

(I apologise for any English mistake, I'm French ^^)
 
I don't see the real issue why barons are unplayable. They weren't in CK2 and neither will they be in CK3

I don't see the real issue why Muslims are unplayable. They weren't in CK and neither will they be in CK2
 
Darn, I was hoping for a full-scale map, so we could easily jump to EU4.

...this has nothing to do with my vested interest in a Sunset Invasion.
 
If the higher province density makes local gameplay longer and thus more interesting really depends on how claims work. If you can get easy claims on entire counties conquest will be just as fast. But if you have to do it barony by barony more often then taking over a region will take longer.
 
Loving the new map, and I really don't mind that barons aren't playable, but them no longer being able to leave the county at any time is quite dissapointing, would have appreciated seing Counties change in size, and it hurts stuff like free cities, holy orders, church holdings ( those are already hurt by the lack of bishops as well).

Also, why are the Channel Islands apparently not even a barony?
 
They will do even less in CKIII, that's basically confirmed by devs already
Why would you make them even more meaningless? I don't understand the reasoning behind this. They have actual representation on the map now. This could have been their chance to become more important and an actual force. Now add the fact that they are inseperable from counties. It really boggles my mind why you would give them map space.
 
In CK3, we took the next logical step and made Baronies into their own provinces

So the prosperity system is gone? I mean, "max_settlements" of every Counties in CK3 will be static and unchangeable, and adding new empty holding slots (one of my favorite features in CK2) is no longer possible?
 
I like how the atomization of counties will allow for a more immersive warfare. I hope we see something uncrossable rivers (except for bridges) and impassable mountains throughout the entire map, not just England. Specially in rough countries that saw lot of warfare in this period, like Iberia and Anatolia.

Also, will it be possible to block choke points with castles of high enough level?
 
I really don't see what the point of having baronies represented as smaller administrative units is if there isn't the possibility of barons vassalage being with someone other than the owner of the county.

That seems like a MASSIVE step back from what is done within CK2 at the moment.

I can see the point of baronies always being associated with a specific county (rather than there being de jure drift or something at the county level), but not the point of this change to how baron vassalage is done.

When I (and I assume quite a few others) are hoping that CK3 will eventually enable better non-feudal gameplay than can currently be managed in CK2, this change looks like it is trying to make it impossible to even achieve the type of non-feudal gameplay that exists in CK2! Which is really really disappointing.
 
  • 1Like
Reactions:
I've got to say, while I'm liking the overall look of it, I do have one major gripe:

Baronies inseparable from counties (presumably hardcoded). This creates so many issues while solving ... exactly one (bordergore) that I really cannot see the benefit of locking baronies to being always subject to the same county. Not only is this ahistorical (the HRE has been mentioned), but it also creates issues with Holy Order baronies, Free Cities, and Merchant Republics (Venice) down the line. Yes, this could create a situation where a count has no vassals, but this has not been an issue in CK2 despite being able to lose all the baronies - reason being that a count could always declare a de-jure holding war on a baron that was vassal to his liege, and did, without interference. If anything, I'd be strongly in favor of this not becoming a hardcoded restriction, even if there are few to none current gameplay ways for a barony to leave the vassalage of the corresponding county.
 
  • 1Like
Reactions:
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.


They are still very much held by actual characters. We just put less emphasize on them.
Well good. I hated finding out I didn't control a barony in my demense and having to retract, retract retract, transfer, transfer to set it right and piss off the whole realm to do it, or go to war with all of Germany because they somehow held 2/3rds of one county of mine.

Anyway, what happens if a baron inherits a bigger title away from their barony? Do they abandon the barony title to the count or do the abdicate the barony to their heir when they move?

Also wondering if now that counties are no longer boxes that hold baronies and they're their own map entity if that means the capital (castle) no longer protects the other holdings?