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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 CK2 had several parts of the map that was outdated, and to be frank, a bit underdeveloped.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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I have a question, devs. Does CK3 still have a comprehensive de jure hierarchy where every counties is included in one of de jure duchies, every de jure duchies is included in one of de jure kingdoms, and every de jure kingdoms is included in one of de jure empires? I wish that CK3 would have independent de jure duchies or kingdoms which wouldn't have any de jure liege.:rolleyes:
 
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The map looks really great ! I am eager to learn more about how the de jure system will actually work in CK3, and also if players will be able to create custom duchies, kingdoms and empires at the release. :)
 
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
I understand that a barony is always de jure part of a county. But this is not clear to me: is not possible to wage war for single baronies like in CK2, in special circumstances like having a claim over a barony?
 
Can you tell us anything about the visual look of holdings on the map? It seems we’ve seen different types of castles. Do castles/cities/temples visually change as they’re upgraded, or do the different castles we’ve seen simply represent unplayable baronies vs county capital baronies?
We will have more details to share about this in the near future ;)
 
The former. You cannot transfer barony vassals out of a given county, and the county holder will always be that baron's liege.
May I also ask if the Baron's themselves are characters like how they worked in CK2, or do they work as a community or "building" - in an effort to reduce the overpopulation chances?
 
Also, I'm really relieved by the fact that the map isn't as bleak as I thought it would be on the first screenshots, the colors are there. Can we say that it looks as good as Imperator's one? :D
 
Please add much more provinces for Iraq/Persia!
 
Hang on,

In the previous games counties could become more valuable over time through shrewd leadership and focus on economic growth.

Limiting the number of baronies destroys that though doesn't it?

For example. Moray is as lush and ariable as any other part of the UK. It populated the way that it is due to where the Scottish crown eventually rested (Edinburgh) not any geographic flaw or value distinction.

I understand that Siberia will likely be a wasteland regardless of what a ruler does, but removing player interaction with the development of their demense is a big misstep for me unless this is now negligible and the game has more important economic factors yet to be introduced?
 
What about the overall map projection? It seems you still use a completely flat map, unlike the curved Imperator map. Have you made any changes to the projection then to reduce the weird twist in the CK2 map?
 
Hang on,

In the previous games counties could become more valuable over time through shrewd leadership and focus on economic growth.

Limiting the number of baronies destroys that though doesn't it?

For example. Moray is as lush and ariable as any other part of the UK. It populated the way that it is due to where the Scottish crown eventually rested (Edinburgh) not any geographic flaw or value distinction.

I understand that Siberia will likely be a wasteland regardless of what a ruler does, but removing player interaction with the development of their demense is a big misstep for me unless this is now negligible and the game has more important economic factors yet to be introduced?

Baronies now have development levels which you can see in one of the screenshots in the dev diary. That is likely where demesne improvement will come in.
 
Something I haven't seen people note, is that under this system, Holy Orders won't be able to get castles in your lands.

I really hope mods will enable barony-bordergore, and maybe even playable barons...
 
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But we can still inherit baronies from other counties and detach them as our direct vassals, right? Like it may happen in CK2 atm.
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.

May I also ask if the Baron's themselves are characters like how they worked in CK2, or do they work as a community or "building" - in an effort to reduce the overpopulation chances?
They are still very much held by actual characters. We just put less emphasize on them.
 
Is it going to be like the Imperator Rome map? I mean, globe-like?
In Crusader Kings III, the map will stay "flat" and won't develop as a "globe" as you dezoom.


  • Can I zoom in enough to display barony names on the maps?
  • Is there a political map mode for when I'm zoomed in to handle troop movements?
  • Does this use similar map modding tools to Imperator?
Barony names are shown as you zoom in, yes :)
We'll talk more about map modes in the future.


So, will we place our armies in individual baronies instead of counties? Isn't it going to be a bit too much micromanagment if we have to manually move the army to another barony after every siege?
More on that in a future DD ;)
 
Just my two cents about the baronies: its not a big deal for me but I dont like it. The Ck2 baronies, being absent on the map, felt quite unique, a bit like eu4 estates, and made perfect sense since barons arent playable. Now we have baronies on the map, so the baronies lost its uniqueness, but barons are still unplayable so it makes the whole setup a bit arbitrary.
Also, with the RD DLC you could create new holdings' slots. Now you cant. Again, not a big deal but its a pity that the mechanics are being put into thrash.
 
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Just my two cents about the baronies: its not a big deal for me but I dont like it. The Ck2 baronies, being absent on the map, felt quite unique, a bit like eu4 estates, and made perfect sense since barons arent playable. Now we have baronies on the map, so the baronies lost its uniqueness, but barons are still unplayable so it makes the whole setup a bit arbitrary.
Also, with the RD DLC you could create new holdings' slots. Now you cant. Again, not a big deal but its a pity that the mechanics are being put into thrash.

You can still create new holding slots though...its been already stated that not all baronies are inhabited at the start date.