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Crusader Kings 3 Dev Diary #50 - Poetry to my Ears

Crusader Kings 3 Dev Diary #50 - Poetry to my Ears​

Welcome, comrades, to the latest dev diary, and let’s all give an especially warm welcome to the poet trait! This venerable little piece of content is making a triumphant return from the annals of CK2 as part of the 1.3 free patch.

This ain’t just your CK2 poet trait, though, this is the all new poet trait: reworked stats, a character interaction, and (for which I am so very, very sorry) randomised poetry generation.

ag0OSLonNk6WsHbkYpRUfnj5pENtksF3VCe1gKqj0ufCj3K9r8Hd3Socvs0Ixjc0OKgJVMpD6JA9GDm1moMix4NG6y5MTs2Smh0J0jks1g-PdzUOBdnivh3jf5Iwk5wExPYhBaMn


Oh yeah, we’re doing this.

Writing a Poem​

First, a little detour into how poetry works. Every poem has a theme, and, at present, we have five themes to choose from:
  1. Romance - in which the poet expresses affection and desire for the subject.
  2. Legacy - in which the poet muses on the nature of death and power, and the subject’s impact on the world.
  3. Mourning - in which the poet discusses the death and lingering emotions left behind after the subject, or a relative of theirs, passes away.
  4. Strife - where the poet expounds on the necessity of seizing power, life, and opportunity when it appears, and on glories yet to be won.
  5. Incompetence - wherein the poet slams the subject for their weakness, incompetence, and method of eating asparagus.

v16SFREuLVjvYnq0rMrI4sMxbYpcJdh7F0-Cebt0HveUu91V6mlsMImgLsGpXKqG2aOQmhtl865uK5if1C7teqV3wyfsdYmfyLPkdKaTo9NWNooGKpl6PdRiuoM8W1QpByvu7DmM


Once we know the theme and subject (if any), we can feed that into custom localisation functions that randomise a couplet. At present, we have both intro and outro functions for each theme, as well as title generation, allowing us to generate ditties between two and four lines in length plus title, though I hope to expand on these in future.

Since these are just ordinary custom locs, they can be dropped into any event or event chain fairly easily, meaning we can auto-generate bad poetry anywhere in future.

Let’s have some examples. Here’s a love poem to the woman that Lord Elisedd ap Tewdwr never quite met:
Kocl7xWoncPloG33_qfFvhH4PnF9hnzY0SUIvmatCDvPopnszEqgLXqcMQbYnsa9gipCKWt_FxXEadCZ2YyU2shPDLAV3dlc5Ub0k034OFC0dMlgBtsMDno5gQRi6757MDD_qfWM


And another, as he ruminates on the problems of succession:
0eBBV5BM_cMKqLyCqQRFowOTlqz_W7ColX09Q1CRQVEQagzvRsKLzq-7JKuW7ZpIusw055ToQbssdi4oC-5ikTN6laNnuTtCC6Yf_J393vdrCz0FjJLQ_ynBt0Jf3J9m3OTlAiyw


And a third, where the lord laments the success of Prince Rhodri ap Merfyn in northern Wales:
swutZdgi9XHijMQqywuSIuXTIq4Qf0tJFe9VLX-wyAfkXLA6oqUcgO1Cl7Fk8le7GEaquLFU8RbQlXmcOkQt0f6FrQ3r6yqSt85wjd3DFiDKiq741BmjCCxOo3Qnpd1Y-DXlK-JJ


Use​

So, that’s all well and good (or, y’know, utterly horrible if you have any command of basic rhyming), but how do we actually use poems in-game? A few ways!

Firstly, we have the triumphant return of the V-completelyoriginal tortuous poetry interaction variant:
eUv8Mr79GthgJb_VAEbGMk9ABw0cWnIlPNnuxcaqBQa46NaTzXOBTqtNOGz53PYeeqFZ6MFn6uylHRzcjoxtW13UZBX12dorCbCnxwxkaJLu9LfpRHGbutiUHFcV6Cs6JS-g3kXI


Characters who are poets and elect to torture their prisoners will, frequently, spend hours declaiming their very worst poetry to them. As with any use of the torture interaction, this can cause a hideous amount of stress.

More than this, though, poets can also send poems to most characters within diplomatic range. In all instances, sending a poem costs a little prestige, but the effects available depend on the theme selected, and the themes available depend on who you’re writing to.

A romantic poem makes the subject like you, a poem about their legacy makes them like you and gives them a little piety, a poem about strife makes them like you and gives them a little prestige, and a poem about mourning makes them like you and gives them a little stress loss. Unless, of course, they dislike the poem and publicly mock you for it...

8d1P1mNWcKTqwz-3THzVX37KHmlz3TMqUUV0MWH0ggMhboji2o3hbcx83va4W4oZwolSQtOvBTPOWMDVWCFE3Z-pSpQoLMDNLNtxUGiXwyt99DIjfNq-kcsJDhoFHJ43SNsHxyfv


Some poems are quite flattering to receive, and may well be accepted without question:
wLEWk1UlrkHGFtic_G3qOdoGNUs57NwsKlOd3Kd-Fq7tGT0yV-mmgzQA90cROWPV5mWdrCljgMXQ7ab7rYcVE2dy5dK2kj2t5LtAip7gGXLLONtaAKo9qixUDldsC2V75P4a0G7f


Whilst others are… less polite.

qwlLx6xK_frI9Wlbxh2RjdWlk_XeVmyadTBtJ6DmBYFEfO7tZIxo35a1iRQsgrdjxLap8zcxUMzgUYKM3EwV-4Xc13O9V2gl428SY65O5lVebdFdt2XChgVe0QLqdYvrxFYhTPS7


And yes, these are all useable in MP.

Just for fun, let’s have a few out-of-context poems.

7Gl3NKTXOHmYSXg0sp9ouEUF2D-Gv2VJGxGCB9j9Y2XswJAJom2ruVm6qp9MDdwK6VLrmufmgDbpHLG3c6IyY3MkNoN2FpV8MbK5La6L1K1GAsDhOLgN02UiAOcb1OTcEaE1k25W

YSlOzkqxFYl9PpotmjNc_YTBssvyRRvN1YgxhJtJkzH3FGge6yJw-yBkf_5ib0zYlVOs3nxclEL58rr8bjCEG0T2oik6g65XcNfKmLH9JYo791XSC8A2THCBwvyhVNiWBidoqcO0

Yuuvl-h3gL8XxJ3mcnmZLNLrHKMC5SPNQ1wwcSgI7-yvGklYL5rFo6WuYFQ5g6GbWmEVbp9LEcozcI-x2XnPNb2i5e7qtZaUaOjt4FMsY1MEgfL41EVRBjWDCTrlyGa_9eYQsKwg

Bbdl2e3ccG1Lq9hvV0NqWUR_oa8Y52I4AvI_tK6VO_80YxUFXn2-FkBy1W2ghSGLInO3I51lI-nVoWA8uhnsidA5UMB_7wULfVqu3vDSGpvr4QxzUvjFncLT--FFPM0ySl-o7w2Z

4_wkmVxd545rh6M1hP7V1M0mCk24lS1Ip3IZwpSCe94uSPMhlAjtgzP2_r6VGQREhXR2IRVfIKQ1YlCuu-wUOfiVR6JNYel8Hlmt1t_8VJucuteKSSlyb4_r7KVPbm3YUYNGedM_

xbtg7UMcO7UH4qkUY18OuSp1uXagRw5uMex7TiP2AQuhom_VaGbZO9V6zra0PDMm4WuvUKsghcOi0F6x3nZHvhYvsabKzvZh1Q4Ztg87GwBpP7iFwXt0h4xh6IO-0Gai-2jmZdgS


To round off this DD, we'd like to give you a sneak peek at some of the upcoming fixes & changes in the 1.3 patch. These aren't the full patch notes! More will come in upcoming DDs.
###################
# Balance
###################
- Men-at-Arms, Special Troops and Mercenaries now have travel time and, like Levies, have a penalty to disband/re-raise during wars. Travel time is based on the distance to the realm capital. This should effectively stop being able to ‘teleport’ MaA across the map
- The renown cost of acquiring Dynasty Legacies has been overhauled. Instead a linear progression (1000, 2000, 3000… etc.) the cost is now dynamic. It should be much easier to unlock your first few Legacy perks, but significantly harder to unlock all Legacies in the game.
- All Dynasty Legacy perks have been rebalanced. Their effects should now be much more tangible and interesting.
- The Yearly Event pools have been restructured, and a lot of triggers loosened or removed outright. In practice this means that you’ll see more events when playing (roughly one random event from this pool every 4 years rather than every 5-6 years). This also means that some extremely rare events will now appear more frequently.
- The Infirm trait events have been moved from the Yearly pulse to the Health pulse. What this means is that all characters can now become infirm, not only rulers. It is also much more likely for elderly characters to actually get the trait.
- Grandchildren and Great-Grandchildren should no longer wander off, following the same rules as Children
- Married characters will no longer wander off if they are in a realm where they are subservient to the other part of the marriage, and their spouse is in the same court
- You can now Disinherit people outside your diplomatic range
- AI rulers who form an alliance in the middle of a war now wait 1 month before calling their new ally to arms.
- Feudalizing as a Tribe no longer requires all Tribal-Era innovations, now you only need 70% (9) of all Civic & Military Innovations
- You will no longer get stress from Parents or Siblings dying of old age when they're 65 or older (if they're friends or lovers you might still get stress, though)
... and many more [will be posted in future DDs]

###################
# Interface
###################
- Hovering over the unit plate of a friendly unit now shows its full path. Great for seeing where your allies are going
- Players now receive a warning when their enemy in a war forms a new alliance
- Updated the Current Situation widget with a fresh new coat of paint. It’s now darker with more muted colors, and some flavorful decor.
- Current Situation entries now only show ‘X’ to close when hovered
- Added a Current Situation item for hooks about to expire; it'll tell you when a hook expires in less than 3 months
- Added a message that lets the employer know if their councilors leave because of marriage or title inheritance
- Building a new holding will now in the Domain view say you're building the holding type (E.G., "Castle") rather than the name of the main building (E.G., "Motte")
- Ensured scheme success and secrecy modifiers show up as percentages in all cases
... and many more [will be posted in future DDs]

###################
# Game Content
###################
- All formerly inaccessible Religious Clothes/Headgear are now accessible in the Barbershop. You want to wear the Pope’s hat and Steppe Pagan robes? Go right ahead!
- Added a small interaction to pardon a subject’s crimes in exchange for opinion.
- A guardian might now get a hook on their ward, should they be of a greedy/deceitful persuasion
- You can now offer concubines and consorts to other characters!
- When Offering Vassalization to a feudal ruler, you may now offer a more lenient Contract to improve their chance of accepting.
- Added a narrative event for converting to a new Faith, as well as a notification for when your liege converts to a new Faith.
... and many more [will be posted in future DDs]

Well, that’s all from me for this week, but stay tuned for next week’s diary, where we’ll be getting into something a little less passive aggressive.
 
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###################
# Balance
###################
- You will no longer get stress from Parents or Siblings dying of old age when they're 65 or older (if they're friends or lovers you might still get stress, though)

What is the average character age from old-age-related death in the game? Age 65 seems like a high cutoff for a surprisingly young death during the medieval era. Something like age 50 would seem like a reasonable age for friends and relatives to no longer be surprised and shocked by the death of a loved one. (IE for stress to no longer trigger.)
 
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This all sound cool, but, hear me out: POETRY BATTLES

How it would word is if your character sends a less than pleasant poem to someone, that person can (instead of getting stress) attempt to respond with a poem of their own (which would depend if they have the poet trait and succeed or fail). If the succeed, you would receive their reply can could gain more stress, or attempt a response of your own. With every response the stress penalty would increase until someone losses, or get less stress if they yield (winner should also gain oppinion with their vassals on account of my liege is better than yours).
 
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What is the average character age from old-age-related death in the game? Age 65 seems like a high cutoff for a surprisingly young death during the medieval era. Something like age 50 would seem like a reasonable age for friends and relatives to no longer be surprised and shocked by the death of a loved one. (IE for stress to no longer trigger.)
This is a good point. Average old age deaths would be around 65 in the game as it currently stands. Dying "early" shouldn't mean dying right before 65 if that's considered the average. It should be at least around 10 years before that point. Consider today... according to Google, the average life expectancy in the US is about 78.5 years (overall, not based on differences between men and women). If someone dies at 70, would you say they died too early? Now, if they died at 65, you probably would say they died early. I think 50 is too low for this in game, but somewhere 55-59 seems reasonable. You'll always have some stress from death of a loved one no matter if they lived to 90, but it won't be as critical as if someone dies much too young. In the same way, if the death is expected for quite some time before they die, then the stress impact is significantly reduced. Dying of old age isn't going to be as stressful to family as someone dying in a sudden accident. Dying of a disease that's slowly killed the person over the course of years, such as cancer, isn't as stressful as a sudden death either. The exception being a young child, though even then the stress impact would be less if it's expected. It'll just still be very high.
 
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This is a good point. Average old age deaths would be around 65 in the game as it currently stands. Dying "early" shouldn't mean dying right before 65 if that's considered the average. It should be at least around 10 years before that point. Consider today... according to Google, the average life expectancy in the US is about 78.5 years (overall, not based on differences between men and women). If someone dies at 70, would you say they died too early? Now, if they died at 65, you probably would say they died early. I think 50 is too low for this in game, but somewhere 55-59 seems reasonable. You'll always have some stress from death of a loved one no matter if they lived to 90, but it won't be as critical as if someone dies much too young. In the same way, if the death is expected for quite some time before they die, then the stress impact is significantly reduced. Dying of old age isn't going to be as stressful to family as someone dying in a sudden accident. Dying of a disease that's slowly killed the person over the course of years, such as cancer, isn't as stressful as a sudden death either. The exception being a young child, though even then the stress impact would be less if it's expected. It'll just still be very high.
What is the average character age from old-age-related death in the game? Age 65 seems like a high cutoff for a surprisingly young death during the medieval era. Something like age 50 would seem like a reasonable age for friends and relatives to no longer be surprised and shocked by the death of a loved one. (IE for stress to no longer trigger.)
If we were in the Middle Ages, then I'd agree with you. But this is a game, where 65 isn't an age so uncommon to reach (probably it's a (good) design choice).
I don't like this change, as if one of my parents dies in his/her 70s, I'd be anyway sad/stressed. I think this is a quick fix for something somewhat larger, but that is.
 
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If someone dies at 70, would you say they died too early?

Yes, very much so. In my experience, families find a death in the early 70s very hard right now. The death of a loved one is always hard, but the consolation of "they lived a good, long life" is not something I've heard people express unless the deceased made it to 80. If they've had an extended illness, that's different, but then the stress is pre-loaded and experienced prior to as well as after the death.

I think capping the parent death grieve at 65 or under makes sense in game terms. Less sure about siblings as that seems to hit people hard at any age, but definitely harder when they young, so again the cap at age 65 makes sense here. I agree with the game keeping the grieve stress at any age for the death of a child, soulmate, or best friend. Less certain about lovers or regular friends, or about spouses unless they are also your lover or friend. In other words, over age 65, I'm thinking you should need 2 of lover, friend, spouse/concubine to get the grieve stress, whereas under age 65, and 1 of those would do.
 
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What about religious poetry / hymns?
Yes, i want such thing, too. I want to write a marching song (don't know if this is the right word in english) as a king, to give my army on the field a moral boost.
A lot of songs are writen in these days, which you can still listen in youtube.
 
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I thought the last dev diary deserves the smoke it got. It was a bad update both out of context with the repetitive data and in context of not having an update for sometime. Not sure I understand why people are upset with this one. I think people are conflating the frustration with no new DLC being announced and dev diaries. This diary had plenty of content. Some of the information was pretty interesting too like offering clemency for opinion bonuses.
 
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If we were in the Middle Ages, then I'd agree with you. But this is a game, where 65 isn't an age so uncommon to reach (probably it's a (good) design choice).
I don't like this change, as if one of my parents dies in his/her 70s, I'd be anyway sad/stressed. I think this is a quick fix for something somewhat larger, but that is.
Yes, sad or stressed. But stressed enough to die? That's the question here. If a parent loses a young child, that parent can become extremely sad or depressed or stressed and that can lead to death. If someone loses a parent when the child is still really young, the same effect occurs. If someone loses a family member or loved one who is 70+, you are sad, but you understand that this is a part of life and it's unlikely to lead to death. Certainly, there are people such as "soulmates" (those who were married for 50+ years, or whatever time period) who are unable to continue after their spouse dies, regardless of age or prior illness and that can be represented (you only have one soulmate, so this isn't going to lead to chain deaths). Elderly siblings and in some cases friends can sometimes be affected the same way and it may lead to death, but this would affect them and wouldn't lead to deaths of their children, for example. At least not in most cases - there are always people with mental/emotional difficulties who are unable to cope with death of anyone they are close to, but that doesn't need to be modeled, or at least it should be a very rare occurrence so it doesn't result in chain deaths. And this would be modeled in simply having someone who is already very stressed hitting the final mental break and getting the death option. I'm not saying that if the plague hit and you lost 5 of your children or other really close loved ones to it in a short time that you and other family members might not hit that mental breaking point.

The issue isn't "are you stressed/sad when someone you love dies?" It is "are you stressed/sad enough when someone you love dies that you will die either due to direct suicide or the unwillingness to continue living that will eventually wear away your life until you die 'naturally'?" And in most situations, the answer to question 2 is "no" other than where I've stated above. How many families lose a bunch of people just because one person dies? It just doesn't happen.
 
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Yes, sad or stressed. But stressed enough to die? That's the question here. If a parent loses a young child, that parent can become extremely sad or depressed or stressed and that can lead to death. If someone loses a parent when the child is still really young, the same effect occurs. If someone loses a family member or loved one who is 70+, you are sad, but you understand that this is a part of life and it's unlikely to lead to death. Certainly, there are people such as "soulmates" (those who were married for 50+ years, or whatever time period) who are unable to continue after their spouse dies, regardless of age or prior illness and that can be represented (you only have one soulmate, so this isn't going to lead to chain deaths). Elderly siblings and in some cases friends can sometimes be affected the same way and it may lead to death, but this would affect them and wouldn't lead to deaths of their children, for example. At least not in most cases - there are always people with mental/emotional difficulties who are unable to cope with death of anyone they are close to, but that doesn't need to be modeled, or at least it should be a very rare occurrence so it doesn't result in chain deaths. And this would be modeled in simply having someone who is already very stressed hitting the final mental break and getting the death option. I'm not saying that if the plague hit and you lost 5 of your children or other really close loved ones to it in a short time that you and other family members might not hit that mental breaking point.

The issue isn't "are you stressed/sad when someone you love dies?" It is "are you stressed/sad enough when someone you love dies that you will die either due to direct suicide or the unwillingness to continue living that will eventually wear away your life until you die 'naturally'?" And in most situations, the answer to question 2 is "no" other than where I've stated above. How many families lose a bunch of people just because one person dies? It just doesn't happen.
Then it should be sufficient to raise the stress needed to die/lower the chance dying whilst coping with stress.
 
- You will no longer get stress from Parents or Siblings dying of old age when they're 65 or older (if they're friends or lovers you might still get stress, though)
... and many more [will be posted in future DDs]

This is a good idea, but is there any chance that you can add more restrictions to prevent stress cascade? It can still happen even with siblings under the age of 65.

e.g. one sibling (age <65) has 3 of her children killed after peasant rebels complete a siege on her holding. This causes her to die either outright from hitting stress level 3 or from the stress debuffs to health. This stresses out all of her siblings and one of them dies. Then another dies, &c. Considering that a ruler in an unmodded game can have anywhere from 9-15 living children at a time, this is a real problem.
 
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Then it should be sufficient to raise the stress needed to die/lower the chance dying whilst coping with stress.
Agreed. I think I mentioned that earlier in the thread myself. The last couple posts were specifically related to another post pointing out that 65 seemed too old for medieval times to be the threshold for when someone dying is not as stressful to loved ones as a) I don't think many people hit 65 in medieval times, and b) the game tends to have 60-65 be the normal time to die of old age, so it's basically at the high end of the spectrum where it won't have much impact until later in the game when you are able to keep your family alive into older ages.
 
Just a quick question because i have not read every DD since playing the game in september and enjoying it very much : is an expected frame time for release known for 1.3?
 
Just a quick question because i have not read every DD since playing the game in september and enjoying it very much : is an expected frame time for release known for 1.3?
They said in Dev Diary #49 that the 1.3 patch will drop at the same time as the next DLC. We don't have a release date for the DLC yet, but they strongly hinted in the same Dev Diary that there'll be an announcement about the DLC (which may or may not include a release date) at Paradox Insider on March 13th.

If I had to guess, I'd guess we'll get the patch/DLC in April.
 
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- Grandchildren and Great-Grandchildren should no longer wander off, following the same rules as Children
YES this is great news!
- You can now Disinherit people outside your diplomatic range
this is also really good news! this+dynamic dynasty traits cost will make disinheriting random wandering relatives much easier
 
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That was old French, or maybe a northern Provençal dialect.


I'm not sure the wine varieties were the same before the 19th Century, when all European vine stems were killed by the Phylloxera pest.
We will never know the flavour of pre-Modern wines...
Tfw you f up and accidentally turn your wine batch into Champagne.
Champagne is literally a mistake (also makes generic wine bottles go "boom" ┬┴┬┴┤( ͡° ͜ʖ├┬┴┬┴).
 
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Honestly didn't know this was a feature in CKII, but good if it's back. Also excited about being able to pardon people in exchange for opinoon boosts/hooks.