• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

Conclave Dev Diary #3 Homeschooling

Greetings!

Today we’re going into the details of some features from the expansion. Just like last week the team has cooperated in writing this diary. First out @The Witch-King and @markuso will give you the details on how we changed the life of children.

In Conclave, we have made a major rework in how young characters develop in terms of upbringing and education. Basically, non-adult characters now go through two phases, younger childhood (0-11) and adolescence (12-15), and for players who own Conclave, new childhood and adolescence events have replaced the old trait related events. Although these effects will primarily be felt when playing as a young ruler, other characters near children and adolescents will also occasionally be presented with various events affecting trait outcomes for the young ones, taking a part in their story and affecting how they develop.

From the age of six, all children will have an Educator. Just as before, you have the option of appointing a guardian to act as Educator for your child, but otherwise the Educator may be a parent, liege or regent. You can also choose a Childhood Focus to guide the direction of the child’s development (see below). Note that the Educator’s traits will now very rarely affect the child’s development - this is a major change to how it worked before. Also, a young character’s attributes now grow randomly with some genetic influence from the parents - but is no longer affected by the Guardian’s or Educator’s stats. The reasoning behind these changes is that a child’s everyday interactions are primarily with nannies and tutors, while the guardianship is more of an honorary function used for diplomacy.

1.jpg

Educating a child left, and choosing focus on the right.


Childhood Focuses
A Childhood Focus will impact the likelihood of certain trait outcomes and with the Heritage or Faith focuses also religion and culture assimilation.

Childhood Traits
The new traits that children receive are different from the regular adult traits. These new traits are defined more as childish personalities and tendencies, and each Childhood Trait has the possibility of maturing into one of several adult traits during adolescence. The Childhood Traits are gained through a set of new events in Conclave.


2.png

Childhood Trait: Curious


When a child reaches the respectable age of twelve they are considered an adolescent, this is the start of a new era, Education.

Education Focuses

Focuses are conveniently color coded to resemble their adult counterparts. Focuses cannot be changed once set and will guarantee that the character receives an education trait of that category on reaching adulthood. The tooltip for an Education Focus indicates which traits increase or decrease the chances for a higher level education outcome from that particular Focus. You may still select any Education Focus you want, but some children have more aptitude for war, for example, and will prosper more if you send them down that path.

The childhood and education focuses are set by the liege of an unlanded character and by the child itself if landed. As a liege you can ask a vassal to switch the childhood focus of a child in your care to heritage in order to change their culture and religion.

3.jpg

Diplomatic Education Focus

Now @Groogy will go deeper into a subject we touched upon in the last dev diary and tell you more about how councilors vote.

So today I am going to talk a little about the decision making behind the councillors when they vote on your council. First I will say that the system is fairly automatic except when it comes to voting for laws so you won’t get a thousand of pop-ups during your playthrough just because your liege want to check with you if it’s okay if he presses your claim to some county. In laws you can yourself decide if you want to vote with a “Fo sho” or “Aw hell naw” but when it comes to the everyday matters you choose a position to adopt which will set what kind of attitude you will have on matters. This also makes interaction with the AI on matters more transparent as they play with the same rules as the human and you will be able to easily see why they vote as they do by simply hovering over the voting reason icon in the voting window. The AI will act on the council based on their own agendas and pick positions that suits them.


4.jpg


There are five different positions that a councillor can adopt. Loyalist, Pragmatist, Glory Hound, Zealot and Malcontent. The Loyalist and Malcontent are the polar opposites of each other where the Loyalist will be loyal to the Crown and vote accordingly while the Malcontent will refuse anything their liege proposes. The Glory Hounds concern themselves with the greatness of the realm and wants their King to prove that their Kingdom is the greatest on the surface of the Earth while the Pragmatists are more concerned with stability and low risk. The Zealots main concern of course is that the holy scripture is followed and that the realm does not deviate from the will of God. But as you can see in the picture these various positions are not absolute and some can be swayed if given the right incentive….

5.jpg


@rageair now will present the changes we’ve made to laws and how ambitions have changed.

Greetings, loyal Lords and Ladies of the realm! I’d like to show you how we’ve redone the laws for the upcoming Conclave DLC. We’ve aimed to break down the formerly rather uninteresting laws in order to present you with more choices in how to run your realm. Many laws, i.e. Crown Authority, have been broken down into their constituent parts and in some cases completely reworked. Your council will also have varying opinions about these different laws, some might approve of you Centralizing the realm while others approve your right to revoke titles from Heretics, but it’s going to be a hard to find a council that’ll let you pass any law you want. This means that it’ll be more of a challenge to pass laws than it used to be, but hopefully it’ll also feel more interesting and useful to do so!

Inheritance

6.png


The Inheritance screen is mostly the same, except for the obvious facelift. This screenshot is of the Duke of Breizh in 1066 and as you can see it’s possible to see most of the succession laws without having half of them hidden in a scrolling list. We’ve also extended the pretender list to show more characters, which I find especially useful in elective realms. We had some spare room, so we decided to add in a flavorful image and text to represent the realm you’re ruling. There’s a lot of these to discover, so try mixing & matching laws, religions, cultures and capital locations to find some of the more exotic ones!

Realm Laws

realm.png


The Realm Laws tab contains most of the laws you’ll recognize from pre-Conclave. In this screenshot I’m playing as the nation I run in the Developer Multiplayer; Jardarus. As you can see I’ve not had much time to change my Realm Laws, although my main focus from now will be to outlaw out-of-realm inheritance which is one of the few Crown Laws still in the game (as indicated by the Crown next to the name).

It’s in this screen that you’ll be able to manage the new laws derived from the old Crown Authority laws, such as Controlled Realm Inheritance, Title Revocation and a new Administration law called ‘Late’ which enables the late-game succession forms (i.e. Primogeniture). You’ll also find old friends such as the Centralization and Viceroyalty laws, along with the new addition of Status of Women (which is harder to pass than Imperial government in many cases!). While the early steps of the Status of Women gradually open up job titles for landed women, female dynasty members and nuns, the later stages enable Absolute Cognatic (equal inheritance for men & women) as well as being able to use women as generals in your armies!

As Crown Authority is gone, most laws will be unlocked by a combination of Technology and Council approval.

Obligations
7.png


Obligations replace the old tax/levy laws. Obligations represent a balance in what a certain type of vassal has to provide you, their liege, with. The scale is a range of tax and min/max levy size, with each vassal type preferring one direction over the other (with the exception of Temple vassals, they want to stay in the center!). Vassals always provide you with tax and levies unless you’re at the very edge of the scale, so it’s mostly a matter of your personal preference. I myself like taxing the Bourgeoisie and getting my levies from the Gentry, although they tend to disagree with me...

Absolutism/Empowered Council

8.png


There’s two very different ways of ruling your realm - ruling together with your Council (to varying degrees) or with an Iron Fist as an Absolute Ruler. In the screenshot you can see the various Council Laws as they are set for the Holy Roman Empire at the start in 1066. The Holy Roman Empire has a fully empowered Council, which means that the Council gets a say in everything they do. Though if you start as a Muslim ruler at the same date, the situation looks different. They start with no Council Laws enabled, which means that they rule with an Iron Fist and get all the bonuses from doing such (i.e. being able to change laws at a whim, albeit with a longer cooldown), though this is obviously not appreciated by their vassals who will most likely start factions to increase the power the Council gets. Naturally, the most common thing to see is a healthy middle ground - a constant struggle between the Ruler and the Council.

This works differently for Tribal and Nomadic rulers, where Tribal rulers enable Council Laws by increasing Tribal Organization in order to Feudalize, and Nomads always have all of the Council Laws enabled.

Ambitions
For Conclave we’ve decided to remove most of the the largely insignificant old ambitions in favor of new ambitions with a bit more player agency and weight behind them. This means that you won’t be seeing any ‘Get Married for +5 prestige’ ambitions, but rather ambitions that actually alter the flow of gameplay in a significant way!

First off, the ‘Become King’ ambition has been changed slightly. Having the ambition now allows a slight chance of successfully fabricating a claim on a kingdom, and having it also reduces the cost of creating a new kingdom. Now on to the new ambitions!


Ask for Council Position

9.jpg


If you feel like having a say in how the business of the realm is run you can now take the ‘Become Councillor’ ambition, which replaces the old similar ambitions. With this ambition active you’re able to manually ask your liege for a position on the council. As you can see in the screenshot, it’s not always an easy thing to get on the council of your liege - but if you build up enough opinion and/or invite your liege to plenty of private feasts you might just sway the odds in your favor! Vassals with this ambition who have a favor on their liege tend to use it to guarantee themselves a spot on the council!

Ask for Land for an Unlanded Son

10.jpg


If you’ve got plenty of sons but too little land it might be a good idea to ask your benevolent liege for some more! With the ‘Gain Land for Unlanded Son’ ambition it’s possible to ask your liege to give land to a second or third son of yours, increasing the influence of your dynasty in the realm. This is a tall order for just anyone of low status to ask of their liege, but if you’re lucky and/or have friends in high places it might just work out!

Ask Liege for Title

11.jpg


If you’re really brave you might dare to ask your liege directly for land. Now this might not please your liege too much, but if you’re influential enough your liege might just cave to your demands! Just beware so that you’re not impressed by vague promises...

Build a War Chest

12.jpg


If you find yourself lacking money for that war you’d really like to wage, you can choose the ‘Build a War Chest’ ambition in order to prepare! When you choose this ambition your vassals will gain the ability to send you donations in order to fill the War Chest, though they often have ulterior motives for doing so. You might occasionally receive a donation offer from a vassal that you can choose to accept in exchange for a favor - a powerful alternative currency that’s been brought up in another Dev Diary. Though if you’ve got no patience for your vassals you can always choose to ‘Extort your Subjects’!

13.jpg


By choosing to do this morally dubious action you can raise vast amounts of money in a short amount of time, but at the cost of Tyranny and general opinion. You’ll be able to extort the pathetic peasants residing in your demesne provinces, the wealthy characters of your court and the greedy clergymen who do nothing but sit on their riches. You’ll effectively be sacrificing long-term gain for short-term gain, a choice that’ll be yours to make.

Finally, as promised in the last dev diary, @Servancour will present you with a new business opportunity!

Dynamic Mercenaries
Since we enjoyed the Dynamic Mercenaries mechanic added in Horse Lords, we decided to expand upon them further. With Conclave, lords and doges alike will be able to create a Mercenary Band of their own! Unlike nomads however, who sends off their sons to gain fame and prestige, these Mercenary Bands are assembled to increase the wealth of its creator. Whenever the band is hired by anyone else, you will gain a percentage of the band’s income.

14.jpg


Before you can create a band, you need to have an eligible courtier that has a military education available (you can also not already have a band under you service, since you are limited to a single one). The band itself is created through a targeted decision on the character you want to appoint as its captain. Though you’ll have to pay the new captain a small fee of 50 gold before he can get started.

15.jpg


The sizes of the created Mercenary Bands will vary depending on your own levy size. The band will look at your personal demesne and use a percentage of your levies to decide how large the band will be. Thus created bands will come in many different sizes and will be ranging from just a few hundreds all the way up to two or three thousands. Potentially though, they may end up with much more than that. The most common size will probably be in between the nomadic mercenaries and the smaller pre-existing Mercenary Companies. Even if you don’t create a band yourself, these will be good for filling in the gap in situations where you will want to have a few hundreds of additional soldiers to guarantee victory against a slightly weaker or equally strong opponent. Rather than paying a hefty sum for more soldiers than you’ll need.

Maintaining these mercenaries comes at a cost however, so you will not always want to have a band active. When you assemble a band, all of your demesne holding will be affected by the “Maintaining Mercenary Band” holding modifier. This will lower your levy sizes for as long as you control the band. You will be able to dismiss the band whenever you want though to remove the modifier, as long as they aren’t being hired by anyone else.

Finally, all mercenary captains will eventually grow more ambitious when granted the opportunity to lead troops of their own. They will start asking you for more troops to reinforce the band with and possibly even ask for more money! If grown too ambitious, they will even be able break away from your control. To prevent this, you will be able to replace the captain through a targeted decision with a suitable replacement. This will reset the ambitious level of the band and you will be free to continue to enjoy your extra income.

That’s it for today! We hope you’ve all enjoyed this dev diary and we’ll see you on the release a week from now.
 
Last edited:
  • 273
  • 68
  • 2
Reactions:
The quote only mentions the french form of burgher not Bourgeoisie as a word for a part of society and it really is immersion killing outside of France.
Nor is it known as a term generally used at the time nor later or in history books for this.
If you know a link telling me that it was used widely at the time or later, please post it.

Everyone knows what Royal refers to and it makes sense from a modern perspective as it is used for such and in english which the game is in, where Bourgeosie does not..

Well, the term Bourgeois dates to the 16th century, thus the given comparison with Viceroy, which is of similar "slightly too late" period. Bourgeois does not seem particularly any different from Burgess or Burgher, so perhaps I have no ear for what is clearly 19th century and what is clearly mediaeval, being misled by the uses of the term in Mediaeval French and Latin.The term is also the standard (in the phrase "mediaeval bourgeoisie" in historical literature that I have seen), so it is indeed used in history books. Perhaps not introductory level ones? A simple google books or scholar search shows many uses of it in English.

But I do wonder. Similar to the word "Primogeniture" or "Tribal" or "Matrilineal" or "Agnatic" or "Feudalism" there are 16th to 19th century Anglicisations of romance words from the period used in those languages where more historical words could be substituted. Feudalism actually is a 19th century word describing the world-order of mediaeval europe in long retrospect, something the mediaeval european world had no particular single word for, to my knowledge. (Many historians dispute the existence of a usefully specific concept of "feudalism" at all, so I would not be surprised if they lacked a word for the future's generalisation of their societies). I am not certain of what use arguments about dates are, given the date of importation has little import.

It seems the reasonable argument would be to argue "Bourgeoisie" feels too 19th century despite its pedigree, due to its later frequent use by Marxist theory. It seems unobjectionable to me, but perhaps to most people it sounds wrong, in which case I would be wrong about its appropriateness, as assuredly the word's feeling depends upon its perception by the audience rather than any inherent properties from origin or meaning.

Although to speak of words that feel a bit too 19th century or 20th century scientific myself: Matrilineal, in particular, seems to be much more jarring as a 20th century coined anthropological term.

Don't take stuff out of context. You as could as well argue with aztecs.
My sincerest apologies for missing your context, although I do not believe we have ever before met. As far as the Aztecs go, it seems unremarkable given that the game also has Croat rather than Hrvat, although I believe Aztecatl is a real term they used for themselves (with somewhat different meaning than Nahuatl). Is there something I am missing?
 
Last edited:
  • 3
  • 1
Reactions:
One obvious one is when you have powerful female vassals that expect influence on the council, but your laws don't allow you to appoint them. This won't happen unless you have vassals of other religions/cultures than your own.

So I could go ahead and fill up my council entirely with female characters and shove my law/action through this instance by using my spectacular seduction skills... right?
 
Last edited:
The childhood and education focuses are set by the liege of an unlanded character and by the child itself if landed. As a liege you can ask a vassal to switch the childhood focus of a child in your care to heritage in order to change their culture and religion.
How accepting will the AI be to someone saying no? Will they keep spamming the request until I say yes, or are they limited to one request? (A similar question exists for the seduction focus, where the events just keep repeating until the target gives in.)
 
  • 2
Reactions:
The Status of Women law is mostly there to allow player to customize their realms more. The AI won't really change it and councilors are mostly against the law (even women councilors might object).
Each step enables more council positions to be held by women and the higher ones enable some succession laws that might be banned by culture/religion.


When you talk about succession laws, I assume you're mainly referring to absolute cognatic succession. Would the highest level in Status of Women also permit enatic (or enatic-cognatic) succession or is that law going to stay mods-only?
 
  • 1
Reactions:
One obvious one is when you have powerful female vassals that expect influence on the council, but your laws don't allow you to appoint them. This won't happen unless you have vassals of other religions/cultures than your own.
This is a bit... surprising. Powerful female vassals will have a negative opinion if they don't get a council seat even when your laws don't allow it? That eliminates the one negative I assumed would result from increasing the status of women (increasing the number of vassals who will demand one of the limited number of council seats).
 
The Status of Women law is mostly there to allow player to customize their realms more. The AI won't really change it and councilors are mostly against the law (even women councilors might object).

I feel like rulers with only daughters and no close male relatives of their own dynasty should attempt to enable female inheritance if able.
 
  • 5
Reactions:
Never do that ! If nothing else you can make a vassal like you more by educating your kids, alternatively you can assign your bastard brother's bratling spawn to the Craven, Wroth, Glutton courtier that you keep around for just these sorts of assignments !

I always do that. It leads to a greater variety of characters instead of the same ones year after year and as I said makes the game more challenging - since I'm not using Education as a political tool for instance. So will there be a way for the AI to select the focus or a default focus you can go with or will the player be _required_ to choose.
 
How accepting will the AI be to someone saying no? Will they keep spamming the request until I say yes, or are they limited to one request? (A similar question exists for the seduction focus, where the events just keep repeating until the target gives in.)

The other way around is also interesting. How accepting will AI vassals be to agree to such requests?
 
Did I miss the below being explain in the Dev Dairies?

  • Introduce Infamy and Coalitions against aggressively expanding Realms.
  • Improve the alliance mechanic to make it a more intentional choice. (A royal marriage is now simply a non-aggression pact. Alliance is the second step, but still requires a marriage.)
  • Improve the diplomatic AI in order to contain “blobs” (with the help of the above Alliance and Coalition systems.)
  • Bring the military AI to a whole new level.
  • Make it harder to quickly win wars through one or two major engagements. (Hence, we reduced the bloodiness of battles overall, introduced “shattered retreats” and made armies reinforce in friendly territory.)
 
The Status of Women law is mostly there to allow player to customize their realms more. The AI won't really change it and councilors are mostly against the law (even women councilors might object).
Each step enables more council positions to be held by women and the higher ones enable some succession laws that might be banned by culture/religion.

That clarifies things, will be using it myself for my glorious Eosopoulou playthrough 23 :).

Now just need to mod in telepathy :XD:
 
Did I miss the below being explain in the Dev Dairies?

  • Introduce Infamy and Coalitions against aggressively expanding Realms.
  • Improve the alliance mechanic to make it a more intentional choice. (A royal marriage is now simply a non-aggression pact. Alliance is the second step, but still requires a marriage.)
  • Improve the diplomatic AI in order to contain “blobs” (with the help of the above Alliance and Coalition systems.)
  • Bring the military AI to a whole new level.
  • Make it harder to quickly win wars through one or two major engagements. (Hence, we reduced the bloodiness of battles overall, introduced “shattered retreats” and made armies reinforce in friendly territory.)
A lot are covered in the pre-announcement diaries.
 
Any info regarding moddability? @Groogy @Birken @The Witch-King

How will the new system behave if we add new education traits? Can we customise the set of traits assigned to each focus?
Is the transformation from childhood traits to adult traits event-driven?
Can we add new infancy and/or adolescence foci?
Is the ai reasoning for picking education foci exported to the objectives folder, like WoL foci are?
 
Each step enables more council positions to be held by women and the higher ones enable some succession laws that might be banned by culture/religion.

Ugh. Why? That's kind of the entire point of those cultures and religions. It adds flavor to the game and a different type of challenge. Now it's all just vanilla whatever.

Edit: I get that it adds an option for some religions and cultures where it otherwise shouldn't be possible, but the restrictions IMO add to the game rather than take away from it.
 
Last edited:
  • 6
  • 1
Reactions:
Ugh. Why? That's kind of the entire point of those cultures and religions. It adds flavor to the game and a different type of challenge. Now it's all just vanilla whatever.
Some cultures would prefer the law at different settings. Like he said, it will not be changed by the AI in most cases.
 
  • 1
Reactions:
Ugh. Why? That's kind of the entire point of those cultures and religions. It adds flavor to the game and a different type of challenge. Now it's all just vanilla whatever.

I would imagine that those certain cultures and religions now either start with more egalitarian gender laws or have an easier time "unlocking" them up to a point. As in a Basque realm has easier time enacting egalitarian laws than a French one.
 
There is a childhood focus (Thrift) that has a higher likelihood to lead to the Curious childhood trait, which in turn might mature into a Sympathy for [Religion] if that religion is present in the realm.

So, yes :)

Cool! Can you tell us what the childhood focus with the Roman temple icon is? It's colored like a learning focus -- classical education maybe? Curious about what it's called and what traits it leads to. :)
 
Very briefly:

1. Your method of combining author and therefore diary focuses into a larger, more comprehensive DD is working. Approved!
2. My Steam credit is ready!

--Khanwulf
 
Status
Not open for further replies.