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CKIII Dev Diary #25 - Map Features and Map Modes

Greetings everyone!

Today I’m here to talk a bit about the map. Building on top of our early map related DD#2 (if you have yet to read it, you can do so here), I’ll expand that discussion by outlining additional features, new information, and how you interact with the map itself!

Terrain
Let’s start with the terrain, which has a significant impact on several parts of the game. Different terrain types allow for different buildings to be constructed. For example, farmland allows for superior economy buildings, while mountainous terrain unlocks rather impressive defensive structures. They also have an effect on development, making development change faster or slower over time. Expect it to be a massive undertaking of developing the Sahara, while developing the fertile fields of India will be a much easier task.

As for combat, one of the most noticeable effects is that of combat width. When you are fielding a much larger army than your opponent, you will favour a high combat width, so you’ll want to seek to engage the enemy in plains or drylands. On the other hand, fighting in rough terrain like mountains or wetlands will restrict the number of units that can simultaneously engage the enemy, allowing small armies with powerful Men-at-Arms to truly excel. Terrain also affects army movement speed, along with the usual defensive bonus you would expect in rough terrain types, which is gained in the form of increased Advantage at the start of a battle.

The terrain types we have available are the following:
Farmlands - Has access to many different and powerful buildings, allowing you to easily customize your holding the way you want to. Paired with high development speed, farmland provinces are highly desirable to hold in your domain.
Floodplains - Another desirable terrain type used in certain areas, such as along the Nile. Similar in power to farmlands, but with some minor differences.
Plains - One of the most common terrain types, plains exist almost everywhere and provide a wide range of building options.
Drylands - A variant of plains with slightly different buildings available.
Desert - While deserts doesn’t offer a whole lot in terms of taxes, supply limit or development, it does have access to levies and a unique building chain increasing your number of available Knights.
Oasis - These exist only in certain areas. The terrain has access to similar buildings as desert, but without the penalties in supply limit or development.
Steppe - Mostly used by tribals on the wide steppe, this is where Horse Archers reign supreme. The steppe starts with low development, and has a significant penalty in development growth.
Forest - Has lower combat width and supply limit, but offers great buildings for improving archers and skirmishers.
Taiga - A variant found in the very northern parts of the map, with slightly lower combat width and supply limit than forest.
Jungle - Mainly found in India and offers even less combat width and supply limit. It does, however, have access to a unique building chain for improving your Knights and heavy cavalry.
Hills - Hills offers a small Advantage bonus in combat, and has access to both fortifications and decent tax buildings.
Mountains - Has access to great fortifications and defensive buildings, making it a long and risky business to siege down holdings.
Desert Mountains - Similar to mountains, but for desert areas (obviously), with lower supply limit, development growth, as well as a bonus that allows defending armies to take less casualties when retreating.
Wetlands - While wetlands still allow for some decent buildings, it’s a terrain type you don’t want to fight battles in if you can avoid it. Especially if there’s a risk of being on the losing side...

25_01_wetlands.jpg


25_01_farmlands.jpg


Context Sensitive Selection
We want it to be easy to gain information directly from the map. Whenever you change map modes, or have something “selected”, we update the map accordingly and allow you to often interact with the map itself. Clicking on the map on any given realm, will open that ruler’s character view. This in turn allows you to see rulers he is at war with, his allies, or direct vassals. All of this is shown directly on the map and is selectable, though you do not have to rely on finding it on the map; we still show relations and everything in the interface as well.

25_02_ruler_selection.jpg


This applies to everything we show on the map. Regardless of your map mode, you can always click to select the “entity” you are looking at. If you have the faith map mode active, you can click on a faith to open the interface for it, as well as seeing where its holy sites are located.

Realm Map Mode
Your bread and butter map mode is what we simply call the Realm map mode.
When zoomed in you’ll encounter what we call the detail level, and will see the map for what it is. Terrain of individual baronies, rivers, and holding graphics are all clearly visible.

25_03_realm_1.jpg


Zoom out a bit and you’ll transition into the Realms layer, your typical political map mode. Realms are clearly highlighted with their colour, allowing you to easily see all independent realms at a glance, while still showing the coat of arms of your direct vassals, to allow for easy realm management.

25_04_realm_2.jpg


Zoom out further and you’ll enter the paper map. This is the place to go for a rather fancy overview of the world (or excellent screenshots)! Only independent realms are shown, without any vassal breakdowns. For now, I’ll just tease you with a partial picture, as we’ll show the entire thing in a later DD. And yes, we got the mandatory sea monsters!

25_05_realm_3.jpg


Other Map Modes
Our other map modes remain consistent in the information they show as you zoom in and out, and do not have the level dependency of Realms. If you have the faith map mode open, you are gonna want to see faiths regardless of your zoom level. You’ll still get the spectacular paper map when you zoom further out, but the information shown on the map will remain the same.

De Jure - As you’d expect, we have dedicated map modes for showing the De Jure areas of duchies, kingdoms, and empires.

Faiths - Allows you to easily see what faiths are spread out around the world.

Cultures - For that nifty culture overview.

Houses - Since it’s a game about characters and dynasties, we want it to be easy to see which house is governing the different realms.

Counties - Highlights individual counties in their respective colour.

Terrain - Shows all terrain types in different colours, for that quick and easy overview of the dominant terrain in any given area. Very useful if you have several Men-at-Arms options available with different terrain bonuses.

Governments - The map mode for viewing what kind of government rulers have.

Development - Gives you an overview of what the development level is across the map.

25_06_house_map_mode.jpg


That’s it for today! I’ll be back next week with another map related entry. Where I plan to simply show you, well, everything regarding the scope of the map and how different parts of the world looks!
 
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The maps are easy on the eyes. Btw it would be nice if each terrain types are associated with dynamic events? For example lower productivity in fertile lands due natural disasters would lower income for a few months or sandstorm would affect troops movement in the desert.
An example with Varendra region of Bengal :
200px-LocMap_Bangladesh_Rajshahi.png

This region is fertile and known for mango groves but often is prone to drought. Right in the east flows Jamuna(Brahmaputra) river and regions adjacent to it are prone to flood.
Entire eastern part of the Indian subcontinent annualy is affected by Nor'wester, an isolated thunderstorm with heavy wind which can take form of a tornado as well. It occurs in April-May and cause considerable damage to life and property.
So if the game will include this feature, it wont only make the game more challenging and fun but also more realistic.

"Jungle - Mainly found in India and offers even less combat width and supply limit. It does, however, have access to a unique building chain for improving your Knights and heavy cavalry."

I wish not all forest type in the Indian subcontinent are jungle. In Bangladesh area there are three distinct types of woodlands, the most common is "Moist Deciduous Forest", then there is the largest mangrove forest in southern Bengal and the evergreen jungles in the hill diistricts.
 
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I like the zoom functionality for the primary map mode but I would certainly still like to personally toggle between them manually too. Being locked into look at the terrain mode up close is no good for me as (if it follows the pattern of ckii) the terrain can be misleading as to what it looks like and I’m going to end up clicking on the province to find out anyways.

Basically I just want to be able to stay in political mode 24/7 if it’s an option. Although they all absolutely great!
 
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I really love the different kinds of terrain are now getting defined "roles" that make them all provide some benefit that ultimately shapes the play style of the characters holding them.

Having impenetrable mountain fortresses only really matter if there is some sort of zone of control around them though. Otherwise, the enemy will just walk right past them. I get that you cannot take over a county without taking the castles, but what is to stop an army from just bypassing the county and going for a non-mountain province?

I vaguely remember an earlier dev diary talking about a sort of "soft" zone of control, where if you don't conquer a path and just run your army behind a bunch of castles, they can't establish a supply line, run out of supplies, and start taking attrition. We'll see how it ends up playing out, but to me it does sound more promising than an EU4 style zone of control
 
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Please can I have an answer on if the map is technically expandeable to include all Asia and if the came could support that may be in a future espansion?
I am not asking if it will be expanded to Asia but if its technically possible!

It would be baffling if the map couldn't be replaced in mods. If it can't, it would be the first Paradox game in basically forever. It would mean all the AGoT and other mods won't be possible, no Elder Kings or The Winter King or any of the other spectacular mods that kept interest in CK2 high between DLC releases.

So if we assume Paradox won't issue this huge middle finger to their community (not to mention it would be shooting itself in the foot), we can assume it will be possible to replace the map in a mod. And if you replace the map with an extended one that covers more of the earth, you've effectively "extended" the map.

So basically, almost assuredly yes. And if the answer is no then "we can't have Asia" is honestly the least of the problem.
 
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May I ask which map projection you are using for this game?

It's not a modified Mercator or something like that; most 'off the shelf' map projections are heavily distorted to project the whole sphere into a flat plane. Since we only needed to show a portion of the world, we developed an entirely custom projection from a globe.
 
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It's not a modified Mercator or something like that; most 'off the shelf' map projections are heavily distorted to project the whole sphere into a flat plane. Since we only needed to show a portion of the world, we developed an entirely custom projection from a globe.

Paradox Projection in my atlas, when???
 
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Woah... This looks good! Outstanding. I have one or two questions though. Will wastelands be colored and regarded to as in Europa Universalis IV? What do I mean by that is "colored and regarded to as it is part of the realm around it", so that the big realm name-texts don't warp around weirdly.
 
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Don't worry. We have a de jure map mode for each tier; County, Duchy, Kingdom, and Empire. I probably didn't make that clear in my original post.

I've spotted that, but I was talking about this new map mode:
"Counties - Highlights individual counties in their respective colour."

What's the difference of this one to the De Jure County Map? If there is any difference, I'd like to see a Duchies map on the same idea!

Also, Are we not getting Diplomacy, Defensive Pacts and Epidemics map modes?
 
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Of course they are. Most of the steppe is in Russia (Rostov, Krasnodar oblast) and they grow crops there.

Quote from https://blog.oup.com/2013/04/environmental-history-russia-steppes/
"The steppes have few trees (in spite of attempts to plant them), low and unreliable supplies of water (my spring and summer in Rostov coincided with a serious drought), burning hot sun and winds in the summer, but very fertile soil that yielded bumper harvests in good years. "

It was only with the settling of the region, starting in the 18th century, that use was able to be made of the land. That was with far far more modern equipment close to a thousand years after the start of the game

The below puts it very well:
.... Let's not forget that they are well suited for pastoral agriculture (so it seems a bit unfair to me to consider it only under the perspective of Russian settlements - other people lived in the steppes, with a different way of life). Different agriculture types aren't represented in CK3 and development doesn't indicate the fertility of the soil, it's basically an abstraction of how many people can be supported by km². So while steppes aren't unhabitable, you still need a lot more steppe to support the same population that is supported by farmlands.

In other words, steppes support a nomadic or semi-nomadic lifestyle, which is CK3 will likely be represented by bigger realms with lower development for nomads (even if they use tribal mechanics)

I found the paper the guy talks about in your article, its a good read! https://www.gla.ac.uk/media/Media_209913_smxx.pdf
I was wrong about the base fertility of the soil in that region but as far as ck3 is concerned its pretty infertile
 
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Wouldn't it make more sense to have terrain, political, and paper maps be just different map buttons rather than zoom levels? Zoom transitions might sound fancy, but are needlessly constraining from a practical perspective.

This! I love the paper map and dislike the terrain map, and would enjoy seeing the former 99% of the time.
 
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Woah... This looks good! Outstanding. I have one or two questions though. Will wastelands be colored and regarded to as in Europa Universalis IV? What do I mean by that is "colored and regarded to as it is part of the realm around it", so that the big realm name-texts don't warp around weirdly.
You can see an example of that happening in the Iberia screenshot, upper right corner - so yes, this will be happening.
 
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I've spotted that, but I was talking about this new map mode:
"Counties - Highlights individual counties in their respective colour."

What's the difference of this one to the De Jure County Map? If there is any difference, I'd like to see a Duchies map on the same idea!

Also, Are we not getting Diplomacy, Defensive Pacts and Epidemics map modes?
You can see little symbols that mark a ruler's diplomatic relations in the DD screenshot (the alliance between the Jimena brothers and being at war with Muslim kingdom in the south). I dunno if this would count as the diplomatic map mode for you.

Def Pacts and Epidemics were said to be reworked IIRC. Probably no map modes yet.
 
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...the map is beutifull (though nowhere near imperor level), but I see that you still didnt manage to get the borders of Hungary (ot Transylvania if you like) right.
 
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The paper map is gorgeous, kudos to the artist.
 
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Loving the paper map as well!
 
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In previous Dev Diaries posts written by Devss were marked by different color, why was it removed?
Also "show only dev posts" button in upper right corner was removed?
Was it bad that we could know witch posts are written by devs? Why those changes were made in Dev Diaries?