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CK3 Dev Diary #31 - A Stressful Situation

Dev Diary #31 - A Stressful Situation
Hello everyone! I come to you today with the long-awaited Dev Diary on how Stress works in Crusader Kings III! While the system is relatively straightforward, it does have some rather far-reaching ramifications for how characters choose to behave, so let us dive right in!

Stress
Stress is a representation of a character’s mental well-being. As characters accumulate Stress, they will increase up their Stress Level, with each level causing increasing penalties to their health and fertility values. The penalties at Stress Level 1 are fairly minor, but the penalties at Stress Level 3 can lead your character to an early grave!

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[A screenshot showing the player character with nearly-maxed out Stress]

The primary way that characters gain Stress is when the demands of the realm force them to take actions which go against their nature. For example, a Compassionate character will gain Stress for executing prisoners in the dungeon, even if those prisoners were traitorous rebels or, ahem… inconveniently positioned in the line of succession.

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[A screenshot showing a Compassionate character gaining 42 Stress for executing a prisoner]

There are other sources of Stress too, though. Being locked up in the dungeon of another character will gradually increase Stress over time, as the isolation and neglect take their toll on your psyche. Other causes include overwork or the death of a loved one. Regardless of the source, once a character accumulates enough Stress to pass a certain threshold and gain a Stress Level, they will suffer from a Mental Break.

Mental Breaks

Mental Breaks are a special kind of event which occurs when Stress overwhelms a character and compels them to do something — anything — to gain relief. Exactly what type of Mental Break a character has depends heavily on their personality traits, and each one gives the character several options for dealing with the situation they have found themselves in.

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[A screenshot showing the player character suffering from overwhelming guilt and shame as part of a Mental Break]

Not all Mental Breaks are equal, and the severity of the Mental Break will depend on your Stress Level when the event occurs. A Level 1 Mental Break may cause a Wrathful character to yell at one of their vassals in front of the whole court, insulting them and wounding their pride… but a Tier 3 Mental Break may instead drive that same character to murder their chosen heir in a fit of rage!

In addition to differing by Stress Level, some Mental Breaks are influenced by the situation you find yourself in. As an example, characters who are locked up in a dungeon cell will suffering from completely different Mental Breaks (often of greater severity), some of which can radically change their personality.

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[A screenshot showing the player character swearing vengeance on their enemies from prison]

Regardless of what kind of Mental Break they suffer from, all Mental Breaks give the afflicted character the opportunity to lose a large amount of Stress. Many of these options will also grant the afflicted character a Coping Mechanism trait, which will help them relieve stress in the future and thus reduce the likelihood of having additional Mental Breaks.

Coping Mechanisms
Coping Mechanisms are traits that represent the long-term methods characters have developed to deal with the Stress of their life. Most of them impose some form of minor penalty on a character’s skills, but in exchange they will enhance the potency of all forms of stress loss.

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[A screenshot showing a selection of 4 Coping Mechanism traits: Rakish, Drunkard, Flagellant, and Comfort Eater]

In addition to the passive effects of each trait, each one also enables a unique Decision characters can take to indulge in their vice and relieve a portion of their accumulated stress.

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[A screenshot showing the Decision to visit a brothel and lose stress]

Regardless of the form it takes, all Coping Mechanisms are useful in one form or another. Having the ability to make Stressful decisions at-will is often more useful than a few extra points of Diplomacy or Stewardship, and each Coping Mechanism a character acquires makes it progressively easier for them to manage their Stress. It is expected that most rulers will acquire 1 or 2 Coping Mechanisms during their lifetime, though in some rare circumstances a character may end up with more.

Strategic Considerations
As developers, our goal with the Stress system is not to prohibit or punish players for taking certain actions, but rather to make them think twice about otherwise no-brainer decisions. Is it really worth it to execute that foreign claimant when doing so will give you 42 Stress? Maybe, but maybe not! That is a decision you will need to make when the time comes.

In this way, Stress also gives us another tool we can use to balance the various personality traits against each other. Some traits like Ambitious and Compassionate may have higher numerical bonuses, but they cause you to acquire Stress more frequently or in larger amounts. Others like Sadistic may make your vassals loathe you, but your character won’t be bothered by pesky concerns like morality when they have to do what needs to be done. Who knows... they might even enjoy it!

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[A screenshot showing showing the Skill and Stress differences between the Lazy and Diligent Personality Traits]

Regardless of what personality traits your character has, the optimal strategy with Stress is often not to avoid acquiring Stress at all costs, but rather to strategically acquire certain Coping Mechanisms and leverage them intelligently to keep your character’s Stress at ideal levels. Managing your character’s Stress well will ensure you are always able to take advantage of any opportunities that come your way, while behaving recklessly may leave you Stressed to the point of insanity during a crucial moment of your reign…

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[A screenshot showing a stressed ruler having their very own Nero moment]

Anyway, that is all I have for you this week. I hope this has given you some insight into how the Stress system works in Crusader Kings III, and that this has inspired everyone to think of new and creative ways to leverage the system to its full potential! Feel free to ask any questions you have in the comments, as I will be sticking around for a few hours to explain and elaborate on the Stress system.
 
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Don't get homosexual heirs? Scheming and imprisonment are your friend :p or learn from the shining example of Lord Randyll Tarly and promise to take them on a "hunting trip" if they do not join the clergy?
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Edward Longshanks approves this message.
 
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I really like this feature.
Finally you have an actual incentive to play with your character according to his traits.
 
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Are we not worried about abuse of the stress system? Oftentimes in CK2 that are situations where I want to accelerate the death of my current character in order to play as my current heir. It sounds like in CK3, I can just purposefully stress my character out to achieve my goal of switching to my heir. Are there any mechanisms in place to discourage abuse like this?
That does sound fine too me. Opinions may differ, but in my opinion being "gamey" is bad when it clearly goes against role playing and cannot be reconciled narratively, and if it makes the game more boring instead of more interesting. Giving your current character lots of stress before they die will probably cause a lot of trouble for your realm before they finally kick the bucket, and you'd have to somehow keep your realm together while this is happening. Sounds like fun to me! And then when your perfect desired heir takes over, they have the additional challenge of picking up the pieces their parent left behind. That's also interesting! Or things could even go wrong before that and someone else entirely inherits your line.

As a player you are often subtly encouraged to slowly and stably build your power and that is often more boring than things like this. In fact, your post motivated me to try this scenario out when I have the game.

This is what I am concerned with. If I am playing as a homosexual character, of which I do not have a choice in the matter as the game is currently designed, will I be punished for not doing homosexual things in certain events by gaining stress?
Yes obviously. If you're going to put homosexuality in the game, that's fine. But punishing a player for not having their character not perform homosexual acts is another thing altogether. It forces me down a gameplay path that I would rather not go. I want to build a medieval dynasty, not engage in someone's sexual pleasure fantasy.
Since we both agree that historical accuracy and realism is important, you have to agree that forcing a homosexual character to act against their inclination should cause them a lot of stress. Realism is very important.

You don't have to worry though, the devs have already assured us that not being heterosexual will not preclude you from having a dynasty. You do not need to be heterosexual to perform marriage or procreate (many to most historical noble marriages were only performed any way, considering they were formed for political concerns). So you can still let your characters "perform homosexual acts" without endangering your dynasty. A relief, right?

Not acting on your sexuality (i.e. being forcibly closeted) has negative consequences, including additional stress. But that is also the case for all other sorts of character traits that could compel a character to act in a certain way in certain circumstances. So I see no reason to view homosexuality differently. Do you?
 
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You never know - perhaps she's paid the brothel to disguise herself as one of the working girls.

Or alternatively brothels could, like in history, be able to get you almost anything you want... for a price.

Men visiting a brothel for men? Sure.
Women visiting a brothel for men or women? Extra scandalous if caught, but sure.

Visiting a brothel for a boy, a girl, a sheep? Not unheard of.

Well, I feel like any kind of infidelity should be its own thing, not lumped in with overeating.
 
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You bring up mental breaks in prison. (A "prison break", if you will.)
Will a character's stats affect how they accumulate stress while imprisoned? I'm thinking, for instance, a gregarious character should gain stress a lot quicker than a shy/introverted one.
(After spending so much time under quarantine lately, I've noticed that my life is basically the same as it was before, and haven't stressed about it.)
[Now that I think about it--if a person's held in the same cell as other prisoners, that could make it easier for gregarious characters and harder for shy/introverted ones; I love my friends, but the idea of being forced to be with them in a small cell 24/7 still sounds awful.]
 
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I thought the same, it's very mathematic... like "you have exactly this stress, at this rate, you will have a breakdown in 5 years". I think your suggestion is better, they could give messages like "you're stressed" and "you're very stressed and you may have a breakdown soon". Hidden values are better in this case.
I think this could be a game rule, as in "Show Stress Level" and "Abstract Stress" settings that you as a player can choose when starting a game. This should be simple to implement and gives power to the player based on their particular play style.
 
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Are people seriously thinking male prostitution didn't exist in Catholic lands? Of course it existed, just as of course it is much less documented when homosexuality was considered a major sin and male ascendency was the main justification for legitimacy.

And in more general term even today male prostitution is much less known (it is generally given the better term of "escort") because of the general view on women.
Gigolo is also often used to describe male prostitutes as well. They are generally not looked well apon.
 
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I thought of testing a trait that, mainly, makes "1" your minimum stress level; something like sensitive: this character is easily overwhelmed by the world. It would still have a noteworthy benefit ;)
Well I would rather prefer that someone with a strong willpower/psyche would for example have a -10% increase in stress per event, while a frail mind would have opposite +10% to stress per event.
However recovering from already accumulated stress is normal, so if a strong psyche have reached stress level 1 it wont recover quicker, it just took more to get there.
 
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A woman relieving herself of stress with disposable and possibly paid lovers is nothing particularly strange, it's just the wording of that event that is clearly written for a man's point of view and then applied to women too even though it comes off as weird in certain parts (a man on her lap? That's an odd mental image).

The stress system sounds great though!
I kind of like the mental image. She is a powerful woman, she can do as she pleases.
 
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Why does stress reduce fertility?

Psychological stress (as opposed to oxidative stress from ions and free radicals in your body) doesn't decrease biological fertility - it DOES appear to make you age faster by shortening telomeres faster, which in turn leads to genetic damage (aging is basically the macroscopic symptoms of your body falling apart at the microscopic level)... but the science behind how this happens exactly isnt yet rock-solid. And for the avoidance of doubt - genetic data in sex cells are separate from your body's own cells, so this doesnt (as far as we know today) apply to them.

I mean if I'm thinking about my job security all the time I might not be as keen to get into a relationship, but it wont make me any less capable of "delivering the goods".
But if I'm a king my "job" stability literally depends on me having a "strong and stable" realm, and a strong realm requires a dynasty to prevent a power vaccum. So if anything a stressed king would be more fertile as he'd be trying harder to impregnate any woman (of suitable class) and get a (traditionally) male kid out.

If anything I feel like stress should age your character faster - maybe decouple the aging graphics from the biological age, so you can be biologically 40 but look biologically 50 for someone who'se aged poorly (stressed people often get grey hair sooner, for example).
There is actual evidence that stress impacts fertility. Maybe not in a strictly biological way (as you describe it), but for men, high levels of stress has proven to affect impotency. and I believe there is similar evidence that stress can affect woman's ovulation.
 
So there are brothels in CKIII, that's nice. My question is:

Are characters going to be only a customers or there is a chance that they will work in such place?

After all from the history we know a bunch of rulers who liked to have such secondary job.
Careful what you wish for. You never know if there's a den of modders somewhere in the dark corners of the internet that might see it and try to explore it in gratuitous and brokenly English detail.
 
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A woman relieving herself of stress with disposable and possibly paid lovers is nothing particularly strange, it's just the wording of that event that is clearly written for a man's point of view and then applied to women too even though it comes off as weird in certain parts (a man on her lap? That's an odd mental image).

The stress system sounds great though!

That's the kind of thing that will take literally 5 minutes to fix, so I would assume it will be improved before release.
 
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Journaling sounds a bit too modern though, is there any precedent for rulers doing that in this period? I know of rulers who were poets, but I've never heard of them keeping a diary...
There are a few examples of journal/diaries from the medieval period, The Book of Margery of Kempe, the Paston letters for example. While these would be from the end of the time period, they did happen inside the games time frame, from earlier we have The Age of Bede, and even Julius Caesar famously wrote a journal. Being made of paper, most simply would not survive, and again, journal/diaries are not the sort of thing intended to share with others so no great care to preserve them would be made like other written works such as Biblical transcriptions.

While the materials to write were expensive, this would only really apply to people's whose social class is too low to be playable in the game, so the cost in this case is not prohibitive to make and keep a journal for personal use. The true expense was in making copies since each copy had to be hand transcribed, which a journalist would not encounter since, again these items were not intended, by and large, to be shared with others.
 
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