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CKIII Dev Diary #28 - Art Focus

Hello my name is Joacim, Art Lead on Crusader Kings 3, I am positing here a developer diary written by Pontus, Art Director on Crusader Kings 3, currently on paternity leave. Our artists will reply to your questions in the comments!

Art Focus
Hey! Let’s talk about the art of Crusader Kings III!

My name is Pontus, Art Director on CK3. I’ve written this dev diary together with the art team, and if you promise to tell everyone this is the best dev diary so far, there will be some sweet wallpapers at the end of it. Cool?

Certainly, you’ve seen a lot of the art already, in various states of completion, with all our diaries and previews. Let’s start by talking about the way we’ve approached creating the graphics for the game!

The starting point for the art direction is, as it should be, the game design. If you recall Dev Diary #0, Henrik Fåhreus’ vision of the game has a big focus on characters and storytelling, as well as approachability and player freedom. Reinforcing that through the art has been the main goal.

To keep ourselves on-track, three key pillars guide the art department on CK3:

A ROLE-PLAYING EXPERIENCE - This pillar is represented by our goal to give life to the characters and their unfolding stories. An example of this would be the characters’ portraits, we did not want them small and static, they are now front and center, and show off their standing or lack thereof through clothing, as well as show how they feel about what is happening to them through body language.

DD28_king_01.jpg
DD28_king_02.jpg


A MEDIEVAL GAME - We made a great effort to keep a good level of historical accuracy in our designs. Our illustrations and icons are made to reflect the time period, just like the 3D art that populate the map. Of course, sometimes we had to try and find good compromises in the designs that would work for the entire timespan of the game.

Where possible, we based clothes on reconstructed sewing patterns from extant medieval clothing. For example, we recreated the "coronation tunic" of Roger II of Sicily, a well preserved garment from the 1130s (though it was actually made some time after the coronation).

DD28_tunic_comp.jpg


Another example would be a loading screen with some really well-painted sunflowers, but these did not exist in europe until the 16th century, which was spotted in time thanks to our Beta testers: so we sent it back to get the flowers repainted…

A ROUGH WORLD - Crusader Kings is not a game for all-ages, you live dangerously and people do terrible, terrible things to each other. This is reflected in the more somber palette and overall mood of the game.

Now, let’s talk about the different types of art you’ll have fun with in CK3:

CHARACTERS
I’m very excited about our new character portraits, and what we can do with them visually. They are varied and have lots of, well, character. Every day there’s a screenshot shared in the dev chat featuring someone they’ve encountered in-game, and we usually agree, yes, that person wears that hat better than most, or indeed, he looks just like the poster boy for the Deviant trait.

For me, the real test for the characters is if they make you feel, and It IS satisfying to throw especially smug-looking Rivals into your Dungeon, and you might feel a bit sorry for some harmless looking characters before you plot to have someone deliver poisonous snakes upon them.

I really want to stress the fantastic work our Lead Character Artist Nils Wadensten and the character team have done in bringing this new generation of portraits to our games, alongside our Engine team.

In fact, he’ll go into the character portraits a bit more in a future diary, hopefully he won’t show the first iterations of the wounds and diseases, some were a bit too much for a lot of people.. :)

For now, I’ll leave you with a sneak peek of Concept art and the final piece of Clothing as how it appears in the game.

DD28_steppe.jpg
DD28_african_pagan.jpg


ANIMATION
Making the characters move was quite a challenge since the movements need to be very discreet, and not call too much attention to themselves as that could become a distraction from the gameplay.

The posing and idle animations are there to help the immersion and storytelling. Keeping the Rough World pillar in mind, they should not be silly and slapstick - while CK has some wonderful dark humor, we play it straight. I do think the look on a character's face when he realises they are locked up together with a Cannibal is appropriately shocked though.

Generally the characters have a pose that reflects their personality or the situation they’re in.


EVENTS
Here is where the role-playing really kicks in. When an event pops up, we showcase the characters involved and how they feel about the current proceedings, set against a backdrop that really helps sell the setting. This means if you encounter the same event in another play-through, the visuals might be quite different due to the characters involved.

The backdrops have a detailed but hand-painted style that complements our stylized characters’ well. In fact, we have some for you as wallpapers without text, icons and characters obscuring them, enjoy.

When we create a new event background, we also do a hand-crafted lighting setup, which relights the portraits to fit the current scene:

DD28_events_01.jpg
DD28_events_02.jpg
DD28_events_03.jpg
DD28_events_04.jpg


ILLUSTRATIONS
Besides the events, there’s plenty of illustrations in CK3!

For the loading screens, we wanted someone who can do images full of mood and storytelling, in a rough, painterly style. We went straight for the top and asked Craig Mullins. Fortunately, he was up for it, and has provided some really exciting imagery.

They all are of course showcasing aspects of the Crusader Kings experience- from Templars in battle to babies in peril!

Besides the loading screens and event backgrounds, we have cool paintings for Decision categories, terrain types, holdings, army movements, legacies… heck, our Personality trait icons and Tenets are small illustrations - there is a lot to discover and keep you entertained and immersed!

DD28_hunt_text.jpg


The Holding Illustrations make for great wallpapers as well, so we included that in our art drop!

UNITS
Our units are really cool! We were very enthusiastic about these, and really added quite a bit of detail. Let us know if you spot the nails that stick the shield handle into the shield at the back.

The units’ appearance is based on culture - We have Western European, Byzantine, Middle-east / North Africa, Pagans, Indian and Turko-Mongol.

A unit has three visual tiers, becoming more armor-clad and sophisticated as it progresses. So it was important for us to make sure a Tier 2 Byzantine looks equally as tough as a Tier 2 Turko-Mongol for instance.

They have a lot of spark to them as we added a lot of different animations, they cheer when they win, bang their shields during sieges and we make use of red liquid particles when they land some nice hits.

Culture, Tiers and Coat-of-arms colors and emblems make the Units look appropriate and unique. Here’s some examples:

DD28_units.png



HOLDINGS
The Holdings were quite a challenge, they needed to be a certain size based on maximum zoom level and minimum Barony size. Since they are small they need to have strong, readable shapes without looking like toys.

Their appearances are influenced by the region they are found in, in this case Western European, Mediterranean, India and Middle-east.

Similar to Units, they have visual tiers, tied to the Holding’s Upgrade level. Temples and Cities have two tiers, whereas Castles and Walls have four tiers.

Of course, we have primitive huts as well, and a big bunch of unique buildings, some easier to recreate (Pyramids) than others (Charlemagne's Palace).

DD28_western_castles.png
DD28_mena_castles.png

DD28_special_01.png
DD28_special_02.png



MAP
There’s a rumor going around that some of you CK2 players rarely look at the terrain map. We didn’t want that for CK3, so we made our map to not only be moody and pretty to look at, but also more useful, so you’d have more reasons to go there.

CK is information heavy, so we try to make sure that everything in the terrain map serves a function, and is easy to see. Thus a cleaner look, to make sure the icons, borders, text and 3D models that sit on top of the land read well. At a glance, you should be able to see what terrain type a Barony has without consulting another map mode.

DD28_map_02.png
DD28_map_03.png
DD28_map_01.png


If you are into Political Map modes though, don’t worry, we’ve got you covered. You’ll notice it feels familiar.

It seems our Paper map has been received well, we’re glad you like lobsters too! Getting the right amount of sea-monsters without making it look cluttered wasn’t easy, but I think we managed in the end.

DD28_papermap.png


UI
A PDS game has a lot of UI. It is something made in close collaboration with UX and Game Design departments. It is constantly iterated upon and is one of the most challenging aspects of our games.
Visually we took inspiration from game design’s character focus pillar and pulled in visual influences from Roleplaying games. To make it approachable we tried to keep it clean, and give everything some breathing room.

DD28_Character_Screen.png
DD28_MAA.jpg


DD28_letter.jpg


We use a lot of illustrations in our UI’s to help immersion and flavor, and we have a cool system where some of the image types are context sensitive, so for instance your Sultan will not stand in front of a western European throne room if he is hanging out in the Middle-east, and if you are dealing with Catholicism in Religion View, well you’ll see churches and similar imagery.


Coats of Arms
Heraldry is essential to the medieval immersion of Crusader Kings, and so heralds will be excited to hear that we have totally overhauled the Coat of Arms system.

We started from scratch, poring over history books and contemporary armorials to ensure every detail is authentic. We designed accurate CoA for over a thousand titles and dynasties to complement a new scriptable random system that weights hundreds of unique elements based on culture, religion, and everything in between. We modeled minute differences across regions, so frequencies of designs and tinctures are different in Germany, France, and Spain. The amount of possible combinations? Millions.

We achieved our primary goal of making our feudal European heraldry as accurate as possible, but we didn't stop there—we wanted to go into extra depth for all regions. For example, the eastern hordes decorate the Great Steppe with their special tamgha emblems, while the Islamic world is fleshed out with immersive Saracenic heraldry (no more endless stars and crescents). Emergent cadet houses differentiate their new arms by quartering, and yes, England's coat of arms will change if William wins the Norman Invasion.

Here’s some examples of the heraldry system in action - firstly how England’s arms can react to gameplay, and secondly a selection of randomly-generated COA from around the world.

DD28_COA_1.png
DD28_COA_2.png


In summary:

The art team has worked very hard and it is a delight every day to see whatever new stuff is coming in. Making games is a group effort though, so we get invaluable help and feedback from the rest of the team: code, design, QA, sound, production all contribute as well.

Of course, seeing pictures in a dev diary is one thing, we can’t wait for you to get your hands on the full experience! As always, your feedback will help guide us as we continue to make content and improvements for CK3!

And for being good sports and reaching the end of the dev diary, here's links to some sweet wallpapers!
 

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Is there any chance of getting an example of Pagan Heraldry? It would be nice to see how their Heraldry has improved from the very limited choices in CK2.
 
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I take a slight issue with the "Caballero" unit.
For starters, there were actually 3 types of Caballeros:
-caballeros Villanos (Low-born Cavalry)
-caballeros Hidalgos (High-born Cavalry)
-Caballeros (Royal Knight)


There is virtually no difference between the Caballero Villano and the Caballero Hidalgo from the just regular light cavalry and knights, its literally just that but written in Castillian.
There is however a unique trait to the Caballero that differentiates it from the regular European Knight, and that is the fact that the Caballeros were a force under absolute control of the king and had no feudal ties, unlike in the rest of Europe where Knights were usually part of the nobility, and thus had some degree of autonomy.

However if this unit is what the Caballero is trying to represent, then i fail to understand why it should be considered light cavalry, since these were the best equiped knights in the peninsula, they equipped in typical Gothic fashion, with Mail Hauberks, nasal helmets (later great helmets), Kite shields, longswords made for horseback combat, (see: "Montante", literally Rider's sword), occasionally some throwing weapons such as javelins and Visigothic Throwing Axes.

It seems to me that this "Caballero" unit is not supposed to represent the actual Caballeros but instead a lighter, "skirmisher" cavalry type of unit, like for example the Jinetes, used more often in the earlier reconquista especially by Aragon (I believe they called them Genetes?).
If that is the case i would suggest renaming it to Jinete instead, although it would not be as representative of all of Iberia.
Since the Jinete came up, i believe it would also be worth mentioning the Almogavares, also a light skirmishing unit but this time an infantry unit used to fight in the mountainous, rugged and forested terrains of North Iberia where cavalry tactics proved less efficient. It would also probably be a more interesting unit for gameplay purposes, expecially since the Andalucians will most likely also have some light cavalry culture-specific unit, giving the northern catholics infantry instead would increase the diversity in Iberian warfare as well as making the Moors more effective in the plain south and the catholics in the rugged North, which would be good for balance,


Ideally, instead of all Iberians using the same special units, there could be some more specific divisions to add some diversity, the Aragonese were usually more keen on using hit and run tactics and light units, the two aformentioned units (Jinetes and Almogavares) would fit them very well. Castille was mostly keen on using heavy Cavalry, they were the ones first adapting the Caballeiro system and capitalizing on its effectiveness, so maybe the Caballero fits Castile (albeit a Heavy Cavalry unit).
For western Iberia i find it more tricky to find unique units that fit them, in theory, all of the aformentioned units were also used in the West, just not as commonly.
Analysing the type of warfare between the Kingdom of Portugal and the Kingdom of Castille in the 13th and 14th centuries we can find remarkable similarites between the combats of England vs France, with Castile usually fielding a much larger amount of Heavy Cavalry and Portugal relying mostly on spearmen formations, crossbowmen and capitalizing on defending favourable terrain and using field traps. In fact i can find a unit that would fit Portugal, that being the Besteiros do Conto (Conto Crossbowmen), a type of crossbowmen that answered only to the king (in a similar fashion to the Castillian Caballero) and each municipality was ordered to keep a small, elite contigent (the number depended on the the number of families living in the municipality) of crossbowmen, fully equiped and trainned for combat at all times, although this only traces back to the 14th century, so it only really applies in the late game).

Oh, there is also the issue that Caballero (and all 3 Caballero variation) are written in the castilian language, and they have different names in Catalan, Aragonese, Galician/Portuguese and Basque...

Just food for thought.
Good response! As a Spanish (Castillian) myself, I've always found weird that "Caballero" (the closest translation to English "Knight") was used to Light Cavalry. I'm with you, "Jinete" would be probably a better option. I've used "Caballero" because it was in CK2 and because in the previous Dev Diary it was seen that there was a "Caballero" invention, although I think it's not known if it will be light or heavy. It's true that light units and guerilla tactics have been common in the Iberian Peninsula throught the ages, but I don't think that a Heavy Cavalry unit would be a bad idea (as you exposed before). And yes, I hope that the new Iberian cultures (Aragonese and Asturleonese, if I recall correctly) are something more than just more Caballeros XD Catalans and Aragonese could have Almogavars (Light Infantry), as you said, and they could be different MaA in the Peninsula.
 
Good response! As a Spanish (Castillian) myself, I've always found weird that "Caballero" (the closest translation to English "Knight") was used to Light Cavalry. I'm with you, "Jinete" would be probably a better option. I've used "Caballero" because it was in CK2 and because in the previous Dev Diary it was seen that there was a "Caballero" invention, although I think it's not known if it will be light or heavy. It's true that light units and guerilla tactics have been common in the Iberian Peninsula throught the ages, but I don't think that a Heavy Cavalry unit would be a bad idea (as you exposed before). And yes, I hope that the new Iberian cultures (Aragonese and Asturleonese, if I recall correctly) are something more than just more Caballeros XD Catalans and Aragonese could have Almogavars (Light Infantry), as you said, and they could be different MaA in the Peninsula.

In portuguese, cavaleiro is a very context sensitive word. It can mean both horseman or knight depending on the context and there is no immediate common way of differentiating them. There are older words that could be used, of course, but in normal discourse if you ever talked about a cavaleiro people would only know what you mean by context. As in by saying a "cavaleiro medieval" (a medieval knight). It's funny how language works like that lol When talking about a group of mounted soldiers we usually use the group noun cavalaria.
 
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When we create a new event background, we also do a hand-crafted lighting setup, which relights the portraits to fit the current scene:

DD28_events_01.jpg
DD28_events_02.jpg
DD28_events_03.jpg
DD28_events_04.jpg

I like that the lighting changes with the background, it's a really nice touch.

But I think this could go further by having the front lighting be based on the type of interaction you are doing with the character. So if you are plotting the character would be only slightly lit up from the front to give a sorta in the shadows look, but if you are having honest and friendly meeting, the characters could have more front lighting to help lighten up the mood. The front lighting could even represent whether you would have shut the door/windows or found a tucked away place before for having your conversation or not. Now if you are outside this doesn't make as much sense, but for indoors scenes I think this could be one of those subtle things to get player in the mood of a given event (rather than always being a somber mood).
 
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"The pose and idle animation should not be silly and slapstick"

"Let's give the spymaster a dagger he is holding with two hands in front of him like Gollum and the one ring, oh yeah and the steward is constantly holding a bag of coins"

I get that those poses are easily identifiable that way, but I didn't see 'clarity over gritty and realistic aesthetics' as one of the three pillars.
Can't the spymaster just be someone who's face is half covered in shadow from the lightning and that's it? I feel that would keep the theme of it being the person only some people would know the true value in your court of intact. After all, in real life only a ruler's inner circle would know what noble or person went over the personal scheming and agents of said ruler, both because you also want to spy on your own court for traitors and heretics, and to protect the person with all your dirt from enemy agents.

Such a design change would make the above function just as (if not more) obvious, and move away from them lookong like a gollum esque guy or gal obsessed with their precious dagger.

The idea that the "spymaster" (a ficticious position, although I understand that it's an abstraction for "that one guy who always knows what others are thinking and who's mighty subtle about his plans") is always sneaky, treacherous or duplicitous is a bit goofy in itself.

The bag of coins, I can understand (it's what the treasurer does, after all; having people take care of the finances), but the dagger for the Spymaster... I'm not sold.

What if my Spymaster is a very useless powerful vassal who desperately wants a position in my court? Will he, Duke of Whatshisface, Intrigue 5, also caress a dagger, looking at the camera ominously? He's useless! He'll drop the dagger, trip over it and get stabbed! Someone take that dagger off him!

I'd like it if offices had attributes, yes (the spymaster could have a messenger dove, which would have been essential for sending messages without messengers reading them), but their attitude and facial expression should be determined by their stats and character.
 
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Can any dev tell us how character mixing will look in terms of children since they are now 3D? Will they be an amalgam of both parents, will it be possible to notice that spouse cheated on you if a kid looks super different, what happens when characters of two different races mix in terms of what their children look like? IE Mongols and Russians or Spaniards and West Africans? Do they take just one parents GFX culture like in previous game or are they actually somehow mixed?
 
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For reference, this was an actual CoA.
Look at how messy it is. 2 families with messy CoAs merged to make an ultra mess.

Boy its ugly.
Boy its awful.
But boy is it so bad its good.

I somehow doubt we will see anything this in game.

That CoA is from after CKIII's end date, as are most of these sort of egregiously bad over-quarterings. During the medieval era instant recognisability, especially in battle, was more important than the 'hey, check out my lineage' aspect (though that was important too).
 
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The idea that the "spymaster" (a ficticious position, although I understand that it's an abstraction for "that one guy who always knows what others are thinking and who's mighty subtle about his plans") is always sneaky, treacherous or duplicitous is a bit goofy in itself.

The bag of coins, I can understand (it's what the treasurer does, after all; having people take care of the finances), but the dagger for the Spymaster... I'm not sold.

What if my Spymaster is a very useless powerful vassal who desperately wants a position in my court? Will he, Duke of Whatshisface, Intrigue 5, also caress a dagger, looking at the camera ominously? He's useless! He'll drop the dagger, trip over it and get stabbed! Someone take that dagger off him!

I'd like it if offices had attributes, yes (the spymaster could have a messenger dove, which would have been essential for sending messages without messengers reading them), but their attitude and facial expression should be determined by their stats and character.
On the other hand, your "useless Spymaster" is a perfect case. You watch as he preens and poses with his little dagger.

He's saying, Look at me! I'm a dangerous Master of Spies! as the rest of your Court giggles behind his back...
 
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On the other hand, your "useless Spymaster" is a perfect case. You watch as he preens and poses with his little dagger.

He's saying, Look at me! I'm a dangerous Master of Spies! as the rest of your Court giggles behind his back...
The fools. They don't realize that he's a decoy while the pageboy who brings you snacks is the real spymaster.
 
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Can any dev tell us how character mixing will look in terms of children since they are now 3D? Will they be an amalgam of both parents, will it be possible to notice that spouse cheated on you if a kid looks super different, what happens when characters of two different races mix in terms of what their children look like? IE Mongols and Russians or Spaniards and West Africans? Do they take just one parents GFX culture like in previous game or are they actually somehow mixed?

I need the answer!!!!!
 
Can any dev tell us how character mixing will look in terms of children since they are now 3D? Will they be an amalgam of both parents, will it be possible to notice that spouse cheated on you if a kid looks super different, what happens when characters of two different races mix in terms of what their children look like? IE Mongols and Russians or Spaniards and West Africans? Do they take just one parents GFX culture like in previous game or are they actually somehow mixed?


I need the answer!!!!!

They mentioned in one of the first dev diaries that characters would have a genetic blend of their parents, so mixed race people will be better represented.
 
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UNITS
Our units are really cool! We were very enthusiastic about these, and really added quite a bit of detail. Let us know if you spot the nails that stick the shield handle into the shield at the back.
...
Culture, Tiers and Coat-of-arms colors and emblems make the Units look appropriate and unique. Here’s some examples:

View attachment 581771
My one piece of advice is the shield for the tier 1 (Western European) soldier is too small. It looks too much like a late-late medieval/renaissance style buckler. The round shields of the time would have had a diameter equal to the vertical diameter of the tier 2/3 kite shields. I am not as familiar with Arabic shield styles, but my guess is that their basic round shield would be larger as well. Those small bucklers were not designed for mass combat, but rather for 1 on 1 duels.

edit:
OK, so not sure why, but the image did not appear in the replay, but see the image of the solider tiers to see what I meant by the round shield being too small.
 
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I take a slight issue with the "Caballero" unit.
For starters, there were actually 3 types of Caballeros:
-caballeros Villanos (Low-born Cavalry)
-caballeros Hidalgos (High-born Cavalry)
-Caballeros (Royal Knight)


There is virtually no difference between the Caballero Villano and the Caballero Hidalgo from the just regular light cavalry and knights, its literally just that but written in Castillian.
There is however a unique trait to the Caballero that differentiates it from the regular European Knight, and that is the fact that the Caballeros were a force under absolute control of the king and had no feudal ties, unlike in the rest of Europe where Knights were usually part of the nobility, and thus had some degree of autonomy.

However if this unit is what the Caballero is trying to represent, then i fail to understand why it should be considered light cavalry, since these were the best equiped knights in the peninsula, they equipped in typical Gothic fashion, with Mail Hauberks, nasal helmets (later great helmets), Kite shields, longswords made for horseback combat, (see: "Montante", literally Rider's sword), occasionally some throwing weapons such as javelins and Visigothic Throwing Axes.

It seems to me that this "Caballero" unit is not supposed to represent the actual Caballeros but instead a lighter, "skirmisher" cavalry type of unit, like for example the Jinetes, used more often in the earlier reconquista especially by Aragon (I believe they called them Genetes?).
If that is the case i would suggest renaming it to Jinete instead, although it would not be as representative of all of Iberia.
Since the Jinete came up, i believe it would also be worth mentioning the Almogavares, also a light skirmishing unit but this time an infantry unit used to fight in the mountainous, rugged and forested terrains of North Iberia where cavalry tactics proved less efficient. It would also probably be a more interesting unit for gameplay purposes, expecially since the Andalucians will most likely also have some light cavalry culture-specific unit, giving the northern catholics infantry instead would increase the diversity in Iberian warfare as well as making the Moors more effective in the plain south and the catholics in the rugged North, which would be good for balance,


Ideally, instead of all Iberians using the same special units, there could be some more specific divisions to add some diversity, the Aragonese were usually more keen on using hit and run tactics and light units, the two aformentioned units (Jinetes and Almogavares) would fit them very well. Castille was mostly keen on using heavy Cavalry, they were the ones first adapting the Caballeiro system and capitalizing on its effectiveness, so maybe the Caballero fits Castile (albeit a Heavy Cavalry unit).
For western Iberia i find it more tricky to find unique units that fit them, in theory, all of the aformentioned units were also used in the West, just not as commonly.
Analysing the type of warfare between the Kingdom of Portugal and the Kingdom of Castille in the 13th and 14th centuries we can find remarkable similarites between the combats of England vs France, with Castile usually fielding a much larger amount of Heavy Cavalry and Portugal relying mostly on spearmen formations, crossbowmen and capitalizing on defending favourable terrain and using field traps. In fact i can find a unit that would fit Portugal, that being the Besteiros do Conto (Conto Crossbowmen), a type of crossbowmen that answered only to the king (in a similar fashion to the Castillian Caballero) and each municipality was ordered to keep a small, elite contigent (the number depended on the the number of families living in the municipality) of crossbowmen, fully equiped and trainned for combat at all times, although this only traces back to the 14th century, so it only really applies in the late game).

Oh, there is also the issue that Caballero (and all 3 Caballero variation) are written in the castilian language, and they have different names in Catalan, Aragonese, Galician/Portuguese and Basque...

Just food for thought.
Please, I beg you, give me some sources
(Me valen en español)
 
Iranian portraits and clothes, units and buildings should be different from Arabs
paradox please don't just use a torch for Zoroastrian CoA as you did in Ck2 :)
I'm Iranian and Zoroastrian myself I can help you devs if you want
 
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will the game engine be able to support non-humanoid characters? for all those fantasy mods. even if they aren't animated, will we be able to put a 3d model in their place or replace them with a 2d image?
 
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Iranian portraits and clothes, units and buildings should be different from Arabs
paradox please don't just use a torch for Zoroastrian CoA as you did in Ck2 :)
I'm Iranian and Zoroastrian myself I can help you devs if you want
I imagine that will probably be in a flavor DLC in the future. I'm pretty sure they will use generic middle eastern clothing and units at launch.
 
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Well that would be very nice but it's sad when they take care more for Eropue and Arabs than Iran.
I even made a threat about this but devs didn't reply.
and I have to admit that Iranians and Arabs have nothing in common than the religion that Islamic Republic government forces to us.
Iran has its unique cultures and religions but devs cares a little.
And one last wish if devs see this! please remove incest from Zoroastinism it's not real (a Zoroastrian player's wish)
:)
I mean, Europeans didn't really get any better, with Norse and Russians sharing the same clothing, and French, Germans, and English all use the same clothing. My point is most groups do not have it better, the developers are likely focusing on building the groundwork for the game and do not have the resources and time to give every culture group their own clothing and units at launch.
As for the incest, it is clearly exaggerated in CK, but I'm pretty sure there is historical precedent for it.
 
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I mean, Europeans didn't really get any better, with Norse and Russians sharing the same clothing, and French, Germans, and English all use the same clothing. My point is most groups do not have it better, the developers are likely focusing on building the groundwork for the game and do not have the resources and time to give every culture group their own clothing and units at launch.
As for the incest, it is clearly exaggerated in CK, but I'm pretty sure there is historical precedent for it.

Scholars of Iranian history believe Xwedodah was a thing for the most part, but the debate is the extent to which it is practiced - was it just limited to the elites, or was more widespread? Was it mainly ritual, or actually done in practice? My degree's in history, with a loose focus on the Middle East and East Asia, and my mentor, who was a specialist in Iranian history and Zoroastrian history, and who was Iranian himself and, though raised Muslim, had great sympathies towards and involvement with the local Zoroastrian community in the US, is staunchly on one side of the debate that it was not limited to just the elite classes and is far more widespread than one would think. I recall him almost having a rather pissed off tone when he emphatically emphasized to us that regardless of the debate, that the general scholarly consensus is that it was a thing (probably because it's so common for people to push back against the idea he was expecting it). In my history of Zoroastrianism class with him, I recall him going over some ancient and medieval Persian texts discussing a bit about Xwedodah, which was pretty interesting as I took that class around the time that the Zoroastrians were introduced in CK2.

It is of course no longer practiced among current-day adherents, and likely shifted from the close family consanguinity to cousin marriage in definition during the Crusader Kings period. Here's the relevant article on Encyclopedia Iranica (a great free online resource written by academics and specialists of Iranian history and culture for a somewhat general audience).
 
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