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CK3 Dev Diary #5 - Schemes, Secrets and Hooks

Greetings, dear would-be kings and queens!

I’m Voffvoffhunden (also known as Petter on the discord or even in private life), one of the game’s content designers. Most people probably haven’t seen me around a lot, since I’ve been working on CK3 in secret since the release of HoI4. It’s been a long journey, but it’s been fun to see the game develop and grow over time, and it’s even more fun now that we get to talk about it to all of you! Today, said talking will be about a handful of new features that together cover some of the most important parts of the Crusader Kings experience. So where better to start than with murder?

We’ve all been there. A united Scandinavia is within your grasp, if only it hadn’t been for your meddling siblings! In CK2, these kinds of problems were handled with the gentle application of the “Murder Plot”, as it was popularly called. That system has been expanded and replaced with our brand new Scheme system!

For Crusader Kings 3, we wanted a system that was slightly easier to predict while keeping it unreliable in its outcome, so that murder remains an… option, rather than a safe bet. We also wanted to reduce the number of agents that you need, to make it more valuable to focus on a few candidates close to the victim, rather than having to send messengers with bags of gold to every single courtier and vassal in the land.

All this is achieved through our new Scheme system, where you can use target a character with a Scheme in accordance with your plans, recruit Agents, build up your Scheme Success Chance, and finally achieve your goal. I’ll try to illustrate how it all works by referring to that most iconic of all Schemes: Murder.

ongoing murder scheme USABLE.PNG



By now, the progress bar might have caught your eye. Each month, a Scheme has a chance of progressing one step, with the odds determined by the Owner’s Scheme Power, and the Target’s Scheme Resistance. These two values are based on the relevant Skill (Intrigue in the case of Murder) but are also affected by Spymasters (in the case of Intrigue-type schemes), various modifiers, and of course - the Owner’s Agents. The closer a Murder Scheme’s Agents are to the Target (and the better their Intrigue), the more Scheme Power they add.

Once the Scheme has progressed 10 steps, it tries to execute. The chance of a successful outcome is determined by the Scheme’s Success Chance (which has a slightly different set of modifiers to Scheme Power), while its Secrecy is used to check whether you are discovered or not when you try to execute.

If you’ve gathered capable agents and you’re lucky enough to not get caught, that inheritance will be as good as yours!

As the Scheme's Owner, you are protected from discovery until you actually attempt to execute your scheme. This protection does not extend to your agents, however! And being discovered as a participant in a murder plot is rarely good for one’s reputation, or for one’s habit of seeing sunlight every day.

It is worth noting that when the existence of a Scheme is discovered in this way, its chance of success drops significantly, as the appointed victim makes every preparation possible to foil your plans.

On the other hand, perhaps you’re just not the murderous type? Thankfully the Scheme system is so flexible that it can be used for all manner of long-term interactions. On the opposite end of the spectrum, Seduction makes a return as a Scheme. Seduce does not use Agents in the way Murder does, and it’s not dangerous in the same way… unless your target happens to be married, that is. Achieving success - determined by things such as your skill at seduction, their sexual preference, and whether you get along whatsoever - can net you a new Lover.
I know where your minds are going at that thought, and yes - it’s a great way of acquiring Agents for your Murder Scheme!

Sway is another returning favourite that’s now a Scheme. Sway also doesn't use Agents but largely relies on your Diplomacy instead. It simply progresses towards its execution and then checks whether you successfully improve their opinion or not. Then it loops around and starts over, building up the target’s opinion of you until you stop it -- or commit some horrible diplomatic faux pas...

To add to the convenience, all characters can run one Hostile Scheme (such as murder) and one Personal Scheme (such as Seduction or Sway) at the same time. Unfortunately, you can only target a given character with a single scheme at a time, so you won’t be able to both murder and seduce the same person, just to see which one pays off sooner. You have to do one after the other.

Now, as I indicated earlier, trying to murder someone is usually illegal. (Fun fact: according to Paradox’s legal department this is also the case in real life.) However, if you’re not discovered when you do it, you’re off the hook, right? Not so! Let me introduce you to something that will change the way you nervously glance over your shoulder forever: Secrets!

hooks and secrets USABLE.PNG



Characters can acquire Secrets when they do something that is frowned upon or outright illegal. You want to keep your own Secrets close to your chest, while it can be of great benefit to uncover the Secrets of others. By sending your Spymaster to… well, spy, it’s possible to find out what is going on with your annoying vassals, your threatening neighbour, or even at your own court!

So what do you do when you discover a Secret? One possible course of action is to expose it for the world to see, of course! This will apply various effects depending on how serious the Secret is. Being the King’s secret lover will cause a scandal, being a Secret Deviant will leave you with the Deviant trait, while being exposed as a secret murderer is exactly the excuse your Liege has been waiting for to throw you in the dungeon. Not to mention those horrible Kinslaying penalties (“Hey, they’re my family, and I choose what to do with them, okay?”).

The other possible course of action ties into our new evolution of CK2’s Favors. This is now a generalised system called “Hooks”, which come in various flavours. Favors is one of these, while another might represent the loyalty that a House member owes to the House Head.

A Hook is used to force characters to do what you want them to, such as accepting marriage offers, changing your Feudal Contract, or forcing them to join your Scheme as an Agent…

forcing prince bishop to accept USABLE.png



There are Weak and Strong Hooks, where weak Hooks are used up once expended, while Strong Hooks only get a cooldown, ready to be used again later. The source of a Hook determines its strength, and the strongest Hooks come from Blackmailing someone over their most horrible secrets…

blackmail over incest USABLE.PNG



You might want to keep hold of a Hook once you have it, though, rather than spending it. Having a Hook on someone can prevent them from taking hostile actions towards you -- particularly useful when dealing with pesky vassals. Be warned, however. While having a strong Blackmail Hook on someone really gives you the upper hand, it will be lost if the Secret you are blackmailing over is exposed.

There are many types of Schemes, Secrets and Hooks in the game, and while it would be entirely possible to list them all, I think it would be way more fun for you to gradually discover them through future dev diaries or once the game is released.

Hopefully, it’s clear by now how everything I have talked about hangs together. Maybe you want to murder someone, so you need some Agents. However, no one wants to join, so you dig for Secrets that can be converted into Blackmail Hooks. Meanwhile, you’re running a Personal Scheme (such as Sway) to increase another potential Agent’s opinion of you, so that you can convince them that -- yes, their Liege really is that bad.

But what if everyone hates you (on account of all the murderin’) and you’re unable to find a single blackmail-worthy speck of dirt on anyone?

Well, in Crusader Kings 3 there might be something you can do about that…

Fabricate Hook teaser USABLE.PNG
 

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This is a system the AI partcipates in too, right? Like they'll try to uncover the player's secrets too and blackmail them? If so, assuming our intrigue is high enough, will we be able to bury our secrets deeper and/or kill them before they discover anything? Also how invested is the AI in keeping their secrets? It seems like a neat system but maybe less so if no one is ever doing anything because they want to but rather because someone has their hook(s) in them. Lastly, assuming you are blackmailing a character can they get a hook on you to remove your leverage (and vice versa)?
 
Now, as I indicated earlier, trying to murder someone is usually illegal. (Fun fact: according to Paradox’s legal department this is also the case in real life.)
Don't listen to them, they're just trying to stop your plot.
 
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Great DD! Admittedly I underuse plots in CK2 so I wasn’t specifically looking forward to this, but perhaps with the more flexible system I’ll be more likely to use them.

Lots of character portraits in this DD — they’re looking good. I think this might be our first look at a king hat (some people call them crowns I guess?). And a better view of the ducal band seen previously — I like all the jewels it has.

sorry, I just like hats. Back to schemes I guess :p
 
I think plotter should be discoverable before attempt has been done. This could be done through your agents being discovered. There should be a chance that your agent reveals your involvement with chance. Chance of revealing plotters involvement should increase with agents traits like craven, arbitrary or other.
 
Nice to see another revamp of ck2 systems (plotting and favours systems exactly) Good work!
So that's plotting against someone to kill him, what about trying to directly kill someone?
I'm on the feast and want to poison someone's wine or push him/her over the balcony? Or hire assassin to do it for you? Ofcourse with great risk.
Is it possible or are you just sticking only to mechanics known from ck2?
 
I agree that it's a cool concept, but it also causes a number of issues that we haven't found any good solutions to. I think it'll make a lot of sense when you see it in play, but we'll have to see once you no longer have to take my word for it!

Couldn't the agents get a weak Hook on you, with refusing the blackmail reveal a "weak" scandal? On one way they helped you but they don't really have much evidence on it, so they can try to get some leverage on you by threatening casting suspicion on your actions.
 
I would like to point this :

Voffvoffhunden said:
A Hook is used to force characters to do what you want them to, such as accepting marriage offers, changing your Feudal Contract, or forcing them to join your Scheme as an Agent…

Separate Feudal Contracts for each vassal confirmed????! Details! Details! :eek:
 
I’d like to see people falsely accused too.

Can a secret that is no longer applicable be used as a hook?

ie: a character used to be a devil worshipper but later left the group. Can the secret change from “is a devil worshipper” to “used to be a devil worshipper?”

Final question, can the exact date of effects be masked with a descriptive text?

ie: “until 17 March 1145” to “for some time” or “for a generation” etc?
 
I would like to point this :

Feudal Contracts Individualized by each vassal confirmed????! Details! Details! :eek:

There are "fixed capitals for duchies", "fixed baronies in county", so i really wouldn't have hope for that. After all "feudalgore" would be worst then "horrible bordergore" that developers doesn't want in their games.
 
There are "fixed capitals for duchies", "fixed baronies in county", so i really wouldn't have hope for that. After all "feudalgore" would be worst then "horrible bordergore" that developers doesn't want in their games.
There have been hints from the very beginning that some obligations can be individually negotiated
 
This is a system the AI partcipates in too, right?
The AI does use Secrets and Hooks, etc.

Don't listen to them, they're just trying to stop your plot.
Yeah, Legal is ALWAYS trying to stop my plots!

Can I capture agents and torture them to discover who is the plotter?
Not necessarily by torture, but capturing one does offer paths to discovering more of them...

sorry, I just like hats. Back to schemes I guess :p
Scheme to... Steal Hat??

Nice to see another revamp of ck2 systems (plotting and favours systems exactly) Good work!
So that's plotting against someone to kill him, what about trying to directly kill someone?
I'm on the feast and want to poison someone's wine or push him/her over the balcony? Or hire assassin to do it for you? Ofcourse with great risk.
Is it possible or are you just sticking only to mechanics known from ck2?
All manner of opportunities might present themselves while you're trying to murder someone! And even when you're not, for those spur-of-the-moment succession rearrangements.

Are secret traits possible?
Secret traits are indeed possible! (Sexuality isn't one of them, since it's no longer handled by the trait system)

Separate Feudal Contracts for each vassal confirmed????! Details! Details! :eek:
I can't quite make out what it is you're trying to highlight in your post. Guess my eyes aren't what they used to be :cool:

Can a secret that is no longer applicable be used as a hook?
No, but there exists some flexibility around certain secrets, for when they are valid etc. It's not always a constant state.

Final question, can the exact date of effects be masked with a descriptive text?

ie: “until 17 March 1145” to “for some time” or “for a generation” etc?
Ooooh, this one would be very controversial. Some players like the vagueness, and some players absolutely hate not knowing exact dates of durations...
 
Something completely different: In the first two pictures, the empty space under "Intrigue" and above the different tabs seems to be a tad too big to me. Maybe something could be put there? E.g. an overview over your scheming abilities. (The picture is nice though. :cool:)
 
Ooooh, this one would be very controversial. Some players like the vagueness, and some players absolutely hate not knowing exact dates of durations...

Don't you think this would make a great difficulty option in the menu? I for one would opt into something like this. More options are always better at tailoring a custom experience. If anything it adds to replayability. My favorite thing from CK2 recently has been Shattered World for MP sessions. I like even starts. Anyway just a thought.
 
So what I'm curious about, should you make a bastard that will inherit claims, do they come with a secret that you could possibly use to press those claims for titles with factions or schemes?