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CK3 Dev Diary #34 - It’s all about appearances

Hello, I’m Nils and I’m the lead character artist on Crusader Kings III. We’ve already touched briefly on a lot of the features of the portrait system but in this Dev Diary I’m going to dive deeper into the intricacies of the system. It might get a bit technical at points - so bear with me. I personally think all this stuff is very cool but I'm also a gigantic nerd when it comes to these things.

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There’s going to be a lot of text in this Dev Diary, but really, when it comes down to it, it’s mostly there as an excuse to show off the art!

Characters are generated dynamically in the game using a DNA system that defines their looks - everything from mouth shape to body height is stored in this DNA. A DNA is made up of a number of genes. Each gene defines a certain feature. Crusader Kings II already does something similar, but in CKIII we have more than 10 times the amount of genes for every character and a lot of added complexity. The system itself is very flexible and it was up to me how to set it up to get as much visual variation out of it as possible.

Our predecessor, CK2, by necessity builds up characters from a limited number of facial features. There are x amount of noses combined with x amount of mouths and x amount of eyes and so on to make up a face. While this works well and gives a good amount of variation it still has some inherent limitations. What we’ve done in CKIII is to have a much more granular approach where we use many parameters to control each feature. So, for example, instead of just picking a nose (you shouldn’t pick your nose kids) out of a selection of pre-defined noses we store values for nose protrusion, nose height, nose length, nose nostril height, nose nostril width, nose ridge profile, nose ridge angle, nose ridge width, nose size, nose tip angle, nose tip protrusion, nose tip width, nose ridge definition and nose tip definition. In other words; if you’re into noses, or any other facial feature, this is the game for you.

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Some of the many faces (and noses!) of Crusader Kings III
As you can imagine, this gives us quite detailed control over the facial features of characters. And they can vary greatly depending on many factors, which I will try to cover here. Let’s start with ethnicity.

Like we’ve shown in other Dev Diaries already, the CKIII map covers a vast area of the world from Ireland in the west to modern day Mongolia in the east and from Arctic Norway in the north to Sub-Saharan Africa in the south. This big area is populated by groups of different ethnicities which we represent in the game. Due to the way that the character generating system is set up, we can use the same base assets for all different ethnicities and just script in different average values for the facial feature parameters. As an example, west african characters have, on average, darker skin, fuller lips and differently shaped noses than their european or asian counterparts, but they still use the exact same base model. This is good news for inheritance, which is the next subject I will discuss.

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A selection of characters of different ethnicities
Due to the fact that all characters use the same base model, we can easily create blends between multiple DNAs. Each character stores two sets of genes that we call dominant and recessive, respectively. (Disclaimer: Please note that the dominant and recessive genes in our system do not work exactly like in real life. We’re still dealing with an approximation of genetics. We haven’t fully replicated real world genetics. Yet.) When a baby is born it will inherit two versions of each gene - both of which will come randomly from either parent. As mentioned one of these genes will end up being dominant and the other one recessive based on a chance value (dominant genes from the parents have a higher chance of being inherited as dominant genes for the baby). The appearance of the newborn character is decided entirely by its dominant gene set. But the recessive genes are still there as a representation of genes carried down the generations. So when this new character gets to make its own babies they will have a chance of inheriting a gene from their grandparents, even though that gene might not have been visible on their parent.

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Inheritance in action. Top row parents and bottom row their children. If you look closely you should be able to spot the inherited features.
I hope you guys are still awake for the continuation of this Dev Diary. What does all this genetics mumbo-jumbo mean for you as a player? It means that inheritance has a much bigger impact on the appearance of a character in CKIII than than it does in CK2. Characters of different ethnicities that get down for the hanky panky will make babies that look like a blend between both parents, with some genes from further back in the family tree thrown into the mix. Of course, there’s still a fair amount of randomness in the system so we won’t get identical siblings unless they are, you know, identical twins.

Now, while we’re on the subject, let’s talk briefly about children and aging. This is the other huge factor in defining the appearance of a character: his or her age. The 3D system that we use gives us the possibility to have seamless aging and there’s a ton of things that are set up to take advantage of this. A newborn child will obviously be very tiny compared to when it’s all grown up. It’s adult facial features will be there already from birth but they are very toned down during early childhood to get gradually more pronounced as the character ages. When a character approaches their 30’s and 40’s their skin will get more rugged, age lines and wrinkles will start appearing in the face, and their hair turns grey. Once they enter old age their body will start sagging, posture will deteriorate, their ears and nose will get bigger and the jaw protrudes as they lose their teeth.

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Chieftain Somatu of Kevrola, from age 0 to 99

In addition to genetics and age, lifestyle choices and changes also impact a character’s appearance. Body types vary greatly from alarmingly thin victims of starvation to truly impressive bulks of some high nobility gluttons. Different levels of muscularity and fitness are also represented and tied to the “prowess” value in the game.

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Examples of different body types


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Like, every Christmas Holiday, ever


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I got ripped in five seconds!

There are a number of traits and conditions, genetic or otherwise, that have visual impact on the character portrait. Some examples of non-genetic ones are pregnancy, wounds, scars, lost arms, blindness and disfigurement. And some notable examples of genetic conditions are dwarfism, gigantism, albinism and hunchback.

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Genetic traits

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Dragoman

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You know how some people have names that just feel “right” for them?



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“You should see the other guy”

We have already discussed clothes in previous Dev Diaries so I won’t go into great detail about them. But I would like to show something I don’t think we’ve shown before. That is the barbershop feature which allows you to change clothes, head wear and hairstyle for your character:

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Barbershop
Even though the vast majority of characters have randomly generated appearances, there are some notable exceptions. The detailed setup of the DNA system allows us to design quite specific appearances where we want to. There are some historical starting characters in the game whose looks were based on how they are described in historical sources. For example William the Conqueror and Harold Godwineson of England. Of course, medieval sources are not always... perfectly reliable and the portraiture from the time not the most accurate (to put it mildly!) so we did have to do some guesswork and use a lot of artistic license. There are also a whole bunch of developer characters with appearances that match their real life counterparts. They’re lurking around various courts in the game. If you want to find some, a pro tip is to browse through the characters in modern day Sweden…

It is perfectly possible to mod DNAs as well as adding new ones, so if you feel like adding your own likeness or a medieval Abraham Lincoln to the game it is fairly easy to do so.

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Historical characters from the “Fate of England” in the 1066 start date. Guess who is who!
And finally, to end this on a more gruesome note, the last thing I’d like to show you is some diseases. As you all know, the middle ages were a time of ravaging epidemics and quick unexpected death from disease. And the game reflects that in quite a graphical way.

And if you don’t enjoy being disgusted - don’t worry - we have an option to turn off the worst looking diseases and replace them with something less nightmare-inducing.

WARNING: The following spoiler tags contain images that some viewers might find disturbing. Viewer discretion is advised.

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Don’t say I didn’t warn you
 
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I'm fairly confident we'll see some deviation.
That wasn't exactly the question. I'm aware of the quoted text. Traits not seen in parents may get expressed due to recessive genes becoming dominant. But given that mutation is supposed to be rare (in game terms, I'd say about 1 gene per child if any) I still thought it prudent to ask, since it's not mentioned at all, and the "one randomly from either parent" is a general description of how the system would work 99.9% of the time even if mutation were there.
 
Well, I just read it and it says that all genes will come from your parents. So I guess no mutation will happen.
From the DD:

When a baby is born it will inherit TWO versions of EACH gene - both of which will come randomly from either parent.

A gene being just ONE trait of that character's genetic appearance (among other aspects too like character traits).

The appearance of the newborn character is decided entirely by its dominant gene set. But the recessive genes are still there as a representation of genes carried down the generations. So when this new character gets to make its own babies they will have a chance of inheriting a gene from their grandparents, even though that gene might not have been visible on their parent.


So what the Dev is saying here is that, by your first character's child, you are already inherited potentially 6 or more SETS of EACH genetic trait.
 
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So what the Dev is saying here is that, by your first character's child, you are already inherited potentially 6 or more SETS of EACH genetic trait.
I don't see what this has to do with my question. I'm not saying that we won't get any variability in looks and that mutation is a must-have, I am aware of the recessive genes. But if I'm reading the quoted text right, you may be confused on how it works, since there aren't 6 sets in your scenario. If all 4 of your grandparents are originally generated characters, then you can have one of 4 possible genes in a given position (where position is trait+parent), with up to 8 options for which gene will ultimately be dominant for a given trait. The parents' expressions may influence what genes become dominant when passed on, but without mutation the parents that aren't themselves parentless would only pass on whatever they get from the grandparents and so on.
 
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Randomised courtiers, mutations and recessive genes will probably mitigate that in the medium term, but it's not like this didn't happen historically, especially since almost all modern European nobles have their most recent common ancestor in William of Orange (just 300 years ago), while for the rest of Europe it's double that at 600 years.

It happened historically but very much after of the CK2 era. Unlike the 17th-19th century so did most royal children marry into more local families instead of foreign nobility. Ideally so will the lower nobility marry randomly generated courtiers with "local" genes often enough that then spread upwards so that we don't get a Victorian era situation where all European kings looks like they could be siblings.

Remember that even with a most recent common European ancestor 600 years ago so can Europeans still tend to look pretty different depending on where they are from!
 
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I recognize the 1066 that the first one is Hardråde, the second is Godwinson, and the third is William, but I don't recognize the other two. Are they Edward the Confessor and Godwin of Wessex?
 
Looks really awesome.

But what I wondered right from the start is how easily it is to mod in new character models, for example for fantasy mods.
Would be nice if in a future DD the process of creating a new character is detailed.

Edit: That includes new expressions for the existing model like pointy ears for elves and completely new characters like lizardmen etc.
 
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But what I wondered right from the start is how easily it is to mod in new characters, for example for fantasy mods.
This!
How moddable are the portraits, 3D avatars and the genetics.
Would it be possible, for the Elderkings Mod e.g. to implement Elves in the game or allow for a transformation into a werewolf?
 
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I recognize the 1066 that the first one is Hardråde, the second is Godwinson, and the third is William, but I don't recognize the other two. Are they Edward the Confessor and Godwin of Wessex?
From shots of the bookmarks that have been released elsewhere, the 5 highlighted rulers from the Fate of England bookmark are Harald Hardrada, Harold Godwinson, Svend Estridson, Malcolm Dunkeld, and William the Bastard in some order (the kings of Norway, England, Denmark and Scotland, plus the Duke of Normandy).

If anyone wants to be spoiled, here's a post with screenshots of the 1066 map showing the rulers and their (previous version) portraits.
 
That wasn't exactly the question. I'm aware of the quoted text. Traits not seen in parents may get expressed due to recessive genes becoming dominant. But given that mutation is supposed to be rare (in game terms, I'd say about 1 gene per child if any) I still thought it prudent to ask, since it's not mentioned at all, and the "one randomly from either parent" is a general description of how the system would work 99.9% of the time even if mutation were there.

I think I understood the question; the examples I pointed out were meant to be the answer. The quote was referencing the fact that, as far as I can tell, there are two primary ways a gene might be decided differently from a parent's: Either by inheriting a recessive gene from a grandparent, or by natural variance. Granted, it's mostly a theory; there's a no proof that the examples I showed didn't come from grandparents.

However, even Imperator, which has less robust genetics simulation, allows for variation. This is why I fully expect that what I'm seeing in the examples is an element of "chaos" in the genes. Here are a few examples I kept from a run I did a while back.

Exhibit A: The Brothers Onomarchid
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The noses are the most obvious point here: Notice that there are three of them, and no two noses look quite the same. Similarly, Athenodoros' mouth doesn't perfectly resemble that of either of his parents. As Prepelaos and Phanagora were first generation, they had no grandparent genes, so even if Imperator does do that, it wasn't coming into play here.

Exhibit B: The Royal Children
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Archippe's nose looks quite different from that of either parent. Additionally, Zopyris' jawline is more rectangular than that of either parent. Meanwhile Philoxena has a narrower jaw than either parent, though this could possibly be recessive genes from her grandmother at play (again, if Imperator did that; I'm not sure).

Exhibit C: Four Generations of Timolids
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Despite both parents having a rather prominent convex shape to their nose, Agiatis' curve is barely noticeable. Hediste's even less so. Their brother Pelopidas has a remarkably skinny nose, which neither parent shows. That skinniness persists to his grandson Agaios. Also, Pelopidas' daughter Murrhine has a rather vertically short nose, which isn't a trait either parent shows.

While I'm now seeing why noses might have been such a focus in this dev diary (they tend to stand out to me immediately as I'm comparing genes), they're not the only difference: Notice how thick Deidamia's lips are, despite having two parents and a slew of siblings with thin lips. I also note Polemon's very defined cheekbones, which isn't a trait seen anywhere in his line up to him. (Arguably Agaios, but he was old from the start, and old characters show more definition in their cheeks.)

All that to say... I'm fairly certain Imperator has mutations, and I fully expect that anything Imperator has along the lines of genetics, CK3 will have. It's not a guarantee, but I'd be willing to put money on it.
 
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...
All that to say... I'm fairly certain Imperator has mutations, and I fully expect that anything Imperator has along the lines of genetics, CK3 will have. It's not a guarantee, but I'd be willing to put money on it.
A lot of these examples are 2nd gen. If we assume CK3's system, then even 1st gen characters have recessive genes, with every character in the game having the same amount of genetic baggage. For 1G characters it's just entirely unknown to us what those recessive genes could be since they have no ancestors who express them. And Murrhine's nose looks a lot like Eurydike's to me, so that's again just a gene skipping a generation in expression, exactly like the part of the quote you highlighted in the last analysis. And if the genetic system is less robust, then it would actually require more mutation to cover for the lack of recessive inheritance. Basically, these examples are inconclusive in my opinion.

Edit: and that in itself highlights the fact that even if there is mutation, it may not be all that important with the amount of genes already lurking recessively in the population. I'm just trying to get a clear answer, but a "no" would be perfectly acceptable.
 
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Some examples of non-genetic ones are pregnancy, wounds, scars, lost arms, blindness and disfigurement.

*Lemarck has entered the chat*

Well, I think this puts all the nagging about the portraits to rest, then.

(Oh my god, hype!!!)

Yep, I wasn’t a fan of them at all at first but they’ve improved so much! I love it.
 
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A lot of these examples are 2nd gen. If we assume CK3's system, then even 1st gen characters have recessive genes, with every character in the game having the same amount of genetic baggage. For 1G characters it's just entirely unknown to us what those recessive genes could be since they have no ancestors who express them. And Murrhine's nose looks a lot like Eurydike's to me, so that's again just a gene skipping a generation in expression, exactly like the part of the quote you highlighted in the last analysis. And if the genetic system is less robust, then it would actually require more mutation to cover for the lack of recessive inheritance. Basically, these examples are inconclusive in my opinion.

Edit: and that in itself highlights the fact that even if there is mutation, it may not be all that important with the amount of genes already lurking recessively in the population. I'm just trying to get a clear answer, but a "no" would be perfectly acceptable.

Perhaps we're simply seeing things differently.

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To me, judging by the way the light hits each portrait, it's clear that Eurydike has a much narrower, sharper nose, while Murrhine's is softer and more bulbous. It looks quite similar to that of her mother, in my opinion.

Unfortunately, I can't provide a clear answer without further analysis. Even then, if we take your presumption that even characters generated by the game at the start of play are generated with recessive traits from parents (which I wasn't, in my analysis), there can be no clear answer without knowing how the actual portrait generation code works. Any variation in that instance could potentially be from an unseen recessive trait.

However what I can say is that if four generations of Imperator genes provide this much variation on recessive genes alone... Then for my part, the recessive traits do as fine a job of providing the illusion of mutation as needs doing. As long as every child doesn't look exactly like their parents, it's enough for my taste.
 
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Not that Eurydike, Eurydike Onomarchid who is Murrhine's paternal grandmother, hence my "skipping a generation" comment.

Oh that one. Hmmm...

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I suppose I can see the resemblance, though I still see the mother's nose more. It's difficult to say for sure. Definitely has her mother's inward curve, though.

(Unrelated, this over-analysis of Murrhine is making me realize she has a rather wide upper neck...)
 
Very nice system, good job!
Approximately how many different ethnicities are there?
 
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Also, since the "portraits" now show the character's entire body (and traits apply to more than just their faces), having the Attractive trait might make for more... pneumatic figures. That way we can all choose our spouses by using the correct criteria: not for stats or claims, but for their huge... tracts of land.
That would be unhistorical. Most of medieval Europe has culturaly conditioned smal chest fetish. No, realy.
 
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I'm curious how many generations back the DNA keeps track of? It's mentioned back to grandparents in the DD, but it also suggests that it goes back further. Obviously the more recent family traits are more likely to come into play, but let's say your family line is pretty homogenous going back 5 generations, but one member married someone of vastly different looks - whether hair color, skin tone, facial features, etc. - and although no children/grandchildren going down the line for 5+ generations inherited any of those features, is there the potential to eventually see something from that one person appear far down the line?

It seems from the DD that it only keeps 2 versions of each trait's gene, which I suppose means that the odds of what I'm asking actually happening would be rare as the chances of continually keeping the same regressive gene for multiple generations is minimal, but is it possible?
 
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