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Crusader Kings 3 Dev Diary #94 - Anatomy of a Struggle

Welcome comrades, to a dev diary I’ve been champing at the bit to write for months! Today, we’re going to be talking about the new struggle feature - what it is, how we’ve used it, and how it all works.

The Basic Pitch​

A struggle is a long-form conflict (generally not just a war, though they likely include them) covering a particular chunk of the map. They have different phases, each of which have different variant gameplay rules (e.g., “holy wars are disabled”, “characters of different religions may marry without”, or “Jerusalem can’t declare or be declared war on”).

Phases progress between each other by way of catalysts, specific gameplay actions (“declare war on an involved character”, “two involved characters become soulmates”, etc.) that accrue points towards a future phase. When enough points are accrued, the phase changes to the new one.

Struggles can be resolved, permanently affecting their area in some way, through dramatic and difficult ending decisions.

They are assumed to last at least a couple of centuries: a conqueror carving out a new realm from the ruins of an old giant wouldn’t be a struggle by itself, but if it includes dramatic aftershocks that last for generations, then it just might be.

Philosophy​

So why are we introducing this mechanic attached to a flavour pack? Well, simply put, we didn’t think we could do the historical realities of Iberia justice without something like this.

The changing moods and temperaments of the peninsula over different decades, the way particular activities fluctuated between oddly permissive (by the standards of much of the rest of the world) and intensely strict, the role of notable characters and their policies in shaping the shifting tides of public opinion whether intentionally or not…

Medieval Iberia is just such a fascinating smorgasbord of mercurial special rules that we had to create a system that would allow us to model them, one that guided roleplay whilst giving it consequences, and provided default end goals for players other than just conquering all of Hispania.

Though Iberia badly needed such a thing, it would have been a waste to create a system tailored for only Iberia. Complex and shifting local circumstances and long-form conflicts that don’t always take the form of actively-prosecuted warfare are things seen in many parts of the world, and a setting-agnostic system that catered to the peninsula but could be easily repurposed elsewhere seemed like a very worthwhile project to spend time on.

So let’s get into how it works!

Involvement​

Struggles are, first and foremost, local things. Local to large areas (Iberia, for instance, is a decently sized little peninsula), but still local. The most basic thing that defines them, then, is the struggle region - a predefined group of titles that the rules of the struggle apply within.

For FoI’s struggle, we’ve used the ol’ reliable world_europe_west_iberia region that’s been in the title since launch, but any region or combination of regions can be defined in the appropriate parameter. At the moment, these are static and only take regions, but we’re considering other options (e.g., titles, regions selected as part of the starting effect, etc.) for the future.

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Cultures and faiths are regarded as either involved or not. This defines whether a specific culture or faith is seen as being a part of the “in-group” for the region, even when members of that in-group may occasionally (or frequently) be very hostile to each other. For the Iberian Struggle, for instance, a Castilian and an Andalusian both understand the changing nature of the peninsula instinctively in a way that an Anglo-Saxon would struggle to acclimate to.

Cultures become involved either on first starting a struggle, manually via script, or automatically when a certain percentage of their total counties are within the struggle region (the number is set per struggle, currently at 80% for the Iberian Struggle).

Hybrids and divergent cultures automatically become involved if they convert at least one county within the region on creation.

Neither cultures nor faiths lose their involvement automatically. Once they’re in, they’re in permanently, unless manually removed via script. For Fate of Iberia, this is necessary to keep the ruling class of al-Andalus, predominantly culturally insular families of Arabs or Berbers, involved, but it’s generally there to prevent wonky behaviour with struggles incorporating cultures and faiths from beyond their region who don’t actually have county within it.

A simpler example would be a hypothetical Anglo-Norman struggle for after the Conquest. We’d probably want to set Norman up as an involved culture, and wouldn’t want them to immediately become uninvolved because there are no Norman counties in the British Isles.

But Characters Tho?​

Within the region, characters are defined by their personal involvement: the degree to which they’re considered part of the ongoing medley of social and cultural fluctuations that define an active struggle, and so how other characters (and counties) treat them. There are three levels to involvement:
  • Involved
  • Interloper
  • Uninvolved

Involved characters are those who are wholeheartedly engaged in the unique power dynamics of the struggle, and seen as insiders within the region. They may differ wildly from other involved characters, but involved characters are generally considered to appreciate the minutiae that make a struggle play differently from the rest of the world. Both their culture and faith must be flagged as being involved in the struggle, and either their capital is located within the struggle region or, if they’re unlanded, they’re physically there.

Interlopers are active within a struggle’s region but don’t quite grasp exactly how or why people from the region act the way they do. They generally don’t benefit from variant struggle rules as much as involved characters, but also aren’t as heavily restricted by them. Either their culture, their faith, or both are not flagged as being involved in the struggle, but their capital (or physical location if landless) is located within the region.

Uninvolved characters are outsiders and outlanders. Their concerns are remote to the struggle region, and even if they’re originally from that region, their isolation from it makes them lose touch with its subtleties and current events. Regardless of culture or faith, if their capital is located outside of the struggle region (or if they’re landless and physically not there), a character is considered uninvolved in that struggle. Uninvolved characters are generally expected to take penalties for holding counties within a struggle region, encouraging them to either delegate to vassals with a better level of involvement, or else getting more involved themselves.

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Phases​

Alright, so we know how a struggle covers an area, and how people are divided up into categories within that area. What do these categories and this area actually do?

For that, we need to look to phases.

Each phase reflects a sort of mood or temperament within a struggle region specific to that struggle, the outcome of many prior actions leading to a shifting tide of general opinion about what is and isn’t acceptable. Maybe some things that were taboo become mainstream for a time, and things otherwise considered acceptable are baulked at by even very conservative characters.

Though we’ll talk about how exactly you transition between phases a bit more in a moment, it’s worth noting that each phase has at least one (and usually more) future phase predefined for it, a phase that actions take in the course of play will gradually move the region’s “mood” towards.

Within the Iberian Struggle, phases are on a loosely even cycle: though there’s some lateral movement and backtracking possible, they mostly move evenly in a circle. This is purely a design choice, and more esoteric flows are entirely scriptable.

Manifesting the Mood​

The actual effects of each phase can be split into three broad categories - parameters, character modifiers, and county modifiers. These are then further split by the involvement of different characters.

Parameters work similarly to doctrine parameters in faiths, or tradition parameters for cultures. They’re special rules, entirely defined within script (and so fully moddable) that can be referred to elsewhere in script to unlock unique content, provide special exemptions, or block off specific actions.

For example: in one phase, involved characters might be able to intermarry between faiths, in another, interlopers might receive cheaper holy wars whilst involved characters have them blocked entirely, and in both uninvolved characters may be blocked from culture converting involved cultures.

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As with other breeds of parameter, struggle parameters are identified purely by their exact spelling and can thus be reused simply by duplicating them, either within a struggle or in other struggles, making them very versatile rules.

Character modifiers can be applied directly to involved or interloper characters. This generally chiefly affects involved characters, making some things easier and others harder, but we also use it to let interlopers occasionally have an easier time of bending or breaking local rules. Though these are our current guidelines, since these are all entirely scriptable, they can be changed according to the tonal needs of any given struggle.

Uninvolved characters do not have a character modifier slot - we don’t want characters in India getting negative modifiers for not being involved or interlopers in a struggle in Iberia!

Finally, we have county modifiers. These are applied to any county in the struggle region according to the direct holder of each county and their involvement; they generally have situational variables depending on phase for involved characters, mild to moderate debuffs for interlopers, and moderate to heavy debuffs for uninvolved characters.

Catalysts​

Transitioning from a phase to any of its future phases requires the activation of catalysts: notable events, gameplay actions, and consequences to existing mechanics that drive the current phase towards a specific future phase.

Catalysts themselves can be anything. A war being declared, a type of character being seduced, a certain type of scheme failing, and so on. They’re set inside a phase’s future phase block, and, as with other elements of struggles, are entirely scriptable. Virtually any effect block in the entire title can be made into a catalyst with a bit of thought.

Whenever a catalyst is activated, meaning that the thing that sets them happens, the current phase gains points towards the future phase that that catalyst was tied to (for instance, a notable interfaith marriage might help an uncertainty-focused phase gain points towards a tolerance-focused phase). Catalysts themselves are repeatable and the points they give vary with the difficulty of the catalyst in question - two notable characters becoming soulmates might well be worth more points than a notable character being executed, for instance.

Points for put into simple tallies: when one tally for a future phase is met, that future phase becomes the new current phase, though there’s a grace period of a month before the actual switch.

On the off chance that all of the dozens or hundreds of characters involved in a struggle are being incomprehensibly boring, we should note the existence of one special catalyst: the passage of time. Every phase has a default future phase, and receives a single point per year towards that phase’s tally, representing the natural trend of public discourse towards particular conclusions. This can (and essentially always will) be overridden or exacerbated by more dramatic catalysts being activated, but even in very calm struggle, change is always coming.

Ending Decisions​

A core part of the identity of struggles is that they’re not things that can be solved just by painting the map - after all, if they were, then the Iberian Struggle would’ve ended in its first decade when Musa ibn Nusayr had essentially subjugated the entire peninsula.

We wanted to provide more difficult and interesting goals for ending a struggle than just conquering the whole struggle region. After all, it really doesn’t matter if you’ve conquered everyone if that hasn’t dealt with the underlying societal causes besetting a struggle locale.

Ending decisions are our solution to this, being major, demanding decisions with consequences for the entire struggle region when taken and usually pretty intricate requirements.

In order for a struggle to be endable through the usual flow, at least one phase must have an ending decision defined, though they can be ended manually through script also. The Iberian Struggle has three ending decisions, each tied (both mechanically and thematically) to a different phase).

The Iberian Struggle​

To finish up, let’s take a look at the new Iberian Struggle’s design (though I’ll put an obligatory reminder that this stuff isn’t final and that we generally continue to adjust things as we balance and playtest).

The Iberian Struggle’s phases are Opportunity, Hostility, Compromise, and Conciliation. Opportunity can lead to either Hostility or Conciliation, depending on how the peninsula’s leaders treat each other, whilst both Hostility and Conciliation respectively build or degrade towards Compromise, which in turn decays into Opportunity, starting the cycle again.

In Opportunity, Iberia is approaching a stage of uncertainty after notable spikes (hostile or friendly) in prior relations between faiths and cultures have abated. Struggle modifiers and parameters make war easier and cheaper, changing cultures and faiths easier and cheaper, but also unlock interfaith marriages and block off holy wars. Friendly interrelations between disparate characters activate catalysts guiding it towards Conciliation, whilst violent ones do the same for Hostility.

For Hostility, aggressive actors have brought tensions to a simmering fever pitch, and even the slightest differences may be cause for aggressive persecution. The phase’s effects make wars cheaper and more brutal for all involved, reduce economic and technological progress, and increase the capacity of many characters for hostile schemes. Violence can’t persist forever though, and either efforts at building bridges or simple exhaustion will eventually bring even the most violent Hostility phase towards Compromise.

Standing opposite Hostility is Conciliation, where pragmatic politicking builds bridges between even very disparate realms. Characters in this phase aren’t really tolerant by the modern meaning of the word, but many of the harsher biases of their time are temporarily dropped or ignored in the name of expediency. Wars become more expensive and truces longer, but there’s opportunity to unite against outsiders intervening in Iberian matters, and ruling over more multicultural and multifaith realms becomes easier and more beneficial.

Periods of interreliance like this don’t generally last. Granted privileges decay, ignored biases relapse, and power-hungry nobles tear down bridges for short-term gain. Even the most wholeheartedly supported Conciliation phase decays towards Compromise eventually.

Finally, Compromise. In this phase, Iberia has reached a point of equilibrium. Wars are less likely and most costly, but economic investment and other forms of passive stability are easier and better, whilst interfaith marriages flourish. The exhausted pragmatism of Compromise isn’t permanent, and will someday give rise to the cynical dynamism of Opportunity. The cycle begins anew.

Naturally we’ve peppered all of this with phase-specific events, decisions, interactions, the odd CB, and so on. Most phases also add variant unlocking criteria to existing pieces of content, adjusting the circumstances under which things like the Claim Throne scheme or Found Holy Order decision can be used - most commonly temporarily extending them to characters who’d usually not have access.

Say you don’t want to move on from a phase, though. Maybe you think Hostility’s the place for you, or you’d prefer a more permanent Conciliation, and want to break the endless cycle of social transmutation - well, unless you wanted permanent Opportunity, you’re in luck, because we’ve got ending decisions for Hostility, Compromise, and Conciliation.

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Hostility’s ending decision is Dominance, reflecting the final ascension of one of Iberia’s warring states to a position of not just military dominance, but social and spiritual hegemony.

This gives your house an incredibly powerful modifier, making county and faith conversion within Iberia markedly faster, improving relations with those who share your faith or culture but markedly worsening them with other involved cultures or faiths, and making Holy Wars and Conquests cheaper and easier to access. It requires holding several important duchies, having a monocultural, monofaith primary kingdom, and being the only major player independent ruler in Iberia.

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Conciliation’s ending decision is Détente, making temporary accommodations into more permanent ones.

Involved cultures gain a huge amount of cultural acceptance with each other, a house modifier that improves the opinion of different faiths and cultures, and several signature mechanics of the Conciliation phase become permanent for involved culture characters within Iberia: namely, interfaith marriage and disabled holy wars. Additionally, Iberian characters may join defensive wars for targets within Iberia against any aggressor from outside of Iberia.

It requires a certain level of fame, being allied to every other independent involved Iberian ruler, and completely controlling an Iberian kingdom without controlling more than a certain fraction of Iberian territory.

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Compromise’s ending decision is Status Quo. Where Dominance is enforcing will and Détente finding accommodation, Status Quo is accepting that times have changed, that attempts to unite the peninsula are futile, and that its peoples and realms should go their separate ways and leave their neighbours be.

Status Quo balkanises Iberia, transferring duchies to connected kingdoms if appropriate and making every kingdom within Iberia its own de jure empire whilst permanently destroying Hispania. Ruling houses across the former struggle region gain a modifier for two centuries making them better at fighting in lands of their own cultural heritage, whilst the capital counties of all independent rulers become strongholds for the next century. Some CBs within Iberia become more expensive.

The requirements for Status Quo are a bit byzantine, essentially because it functions as the opt out decision if Dominance or Détente prove too difficult to work towards. If Iberia can’t be subjugated or coerced into cooperation then, in extremis, it can always be destroyed.

Future Use​

The Iberian Struggle is our first go at a struggle system, and it’s one we’re fairly pleased with. That said, we’ve certainly taken note of how the feature seems to have caught the popular imagination over the last week or so, and we’re very interested to hear your thoughts now that there’s a bit more information available. Needless to say, modders will be able to utilise this mechanic and share their creations from the release of 1.6 onwards.

So, are there parts of the system you’d like to see refined and made more flexible? What are the struggles you’d like to see made in future? What’s your jankiest idea for hope for how to use the struggle system?

As ever, I’ll be around in the thread for the next hour or so to answer your queries.
 
It's not at the moment, but it certainly could be. Personally I think the timeframe there is a little short for it, but it would depend on implementation.

How about a longer term struggle for England/Britain that starts with the Norsemen and ends with the Normans?
 
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Struggle seems to me the most innovative thing PDS has done for a very long time: kudos! On the supposition that it's positioned as a standard mechanic, it offers many new content opportunities for both PDS and modders.

For example: "small" Struggles could be included within free updates or "easy" mods, while "large" ones could be released as content DLCs at whim. This seems a logical progression. Why? Because, while most Struggles will be of interest only to particular segments; it's balanced in development cost terms by not having to worry about testing new mechanics; only having to balance the newly drafted content.

For example, I'd primarily be interested in Iberia, Britons v Danes, Angevins v Capetians, Normans v Saxons (if the latter is feasible length-wise - not letting ourselves be distracted by William I's choice of a quick and ruthless "Domination"-type path!). But I certainly could be tempted toward say a partly-internal ERE feudalism v imperial "centralize/decentralize system of government" Struggle (eg the creation of the theme system being a significant episode); while not so interested in say a Crusaders v Marches/Baltic Pagans one - despite the latter starting with Charlemagne and continuing through almost the entire period. ;)
 
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How about a longer term struggle for England/Britain that starts with the Norsemen and ends with the Normans?
Harald Hardrada *is* often considered the last Viking claimant to England, although the post-Hastings attacks by Sweyn (1070) and the planned attack by Cnut IV of Denmark (1085/6) may also count here.
 
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Portugal separated from Hispania, like it was historically?
No it wasn't?
The Kingdom of Hispania was the Visigothic kingdom, which encompassed all of the peninsula.

just King of Hispania/Spain
The Kingdom of Hispania is not the Kingdom of Spain.

The Kingdom of Hispania predates the game's timeframe, and the Kingdom of Spain lays outside of the timeframe.

The Empire of Hispania is an alt-history imperial formable.
 
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Great DD. I can't wait to play around the struggle feature.
 
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Can you finally remove the muwalladi thing please now that you can simulate the Andalusian behaviour without the need to split the Sunni Muslims

please please please
We're more likely to see *more* variant faiths sharing heads of faith rather than less to be honest.

Now we can get more regional variants and hopefully have them all play nicely with each other.
 
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Have they given any info anywhere yet how that will work (shared heads of faith) or just stated it will be a thing?
It's mentioned as a thing in one of the press releases - and we haven't been corrected on it when it was brought up.

But I don't think we've seen anything beyond "it's happening" yet. Hopefully @Wokeg is planning for it to be a dev diary, or part of one? Possibly alongside what Mozarabic will have as doctrines and tenets. :p
 
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On paper, very well thought out mechanic that seems to be a brilliant add-on to the game and solely more than worth the price of admission for the flavour pack.

Fortunately the game seems to deviate further and further from mindlessly painting the map, fully contextualizing wars and this is a solid step in the right direction. Together with this new design I would turn simple map painting impossible, softly forcing huge polities to brake under their own weight after some decades or a generation of full power using other more subtle mechanics than partition.

As far as future struggles, I believe the map could be all split into many different regions, each one with its own kind of struggle. Think about mission trees for each country in EU4 and establish a parallel with regions here. Hopefully, Paradox will continue developing new struggles over each free patch and paid add-on as the area to cover is huge. Modding capabilities are also a big plus too.

All in all, it seems the designers are to be heartily congratulated for the mechanic their minds conjured!
 
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How about a longer term struggle for England/Britain that starts with the Norsemen and ends with the Normans?
If the struggle mechanic is limited so that it can only do before or after William the Conqueror instead of including the invasion and extending beyond it, then it makes more sense to do after.

You have the English kings from William through to Henry III fighting with the French throne over their continental possessions. In particular the Angevin kings like Richard the Lionheart owned more of France than the French king at the time.

Following this you have Edward I and his campaign of subjugating Wales and Scotland, sowing the seeds for political discourse between England and Scotland for the next 500 years.

Then Finally you've got Edward III beginning the Hundred Years War with France, arguably the definitive conflict of the medieval period, which takes us all the way up to 1453.

In reality though the British Isles are probably one of few regions on the map that would be appropriate to have a struggle which runs from 867 all the way to 1453.
 
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@Wokeg This all looks amazing; what an excellent read, I truly can't wait to see this in action.

I know I'm late to the party but I'd like to throw my hat in the ring and advocate for dynamic struggles borne out of disruption to the status quo.

e.g
- northmen pushing into central europe
- heresy in a region has become more widespread than expected (>20% cathar in french region)
- could be tied into the above point but when reforming an unreformed religion there should be a struggle between those stuck in the old way vs the new. This could divide the empire into two (or more) conflicting empires.

the reason i feel there should be dynamic struggles alongside the scripted ones is that whilst it won't have much/any beautiful scripted flavour it would make playing in regions that don't have a lot of interesting things happening (such as Persia/Indian region) feel unique in each playthrough depending on how you roleplay it.

perhaps you have brought zoroastrianism back from its downward trajectory, a dynamic struggle between islamic and zoroastrians would ensue.

anyway I can't wait to see what you guys and gals come up with; much love from australia.
I like the idea of smaller scale dynamic struggles that can be triggered by events and player actions alongside the larger, scripted, and more detailed regional struggles.
 
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A simpler example would be a hypothetical Anglo-Norman struggle for after the Conquest. We’d probably want to set Norman up as an involved culture, and wouldn’t want them to immediately become uninvolved because there are no Norman counties in the British Isles.
A quick heads-up on something you probably already know (or not!) as evidence of the massive ethnic cleansing following the Conquest. Take a look at the original document that (utterly wrongly!!!) has been described by moderns as Magna Carta. This is the 1215 Runnymede peace treaty, i.e. one and a half centuries post-Conquest. There are many named individuals in it (IIRC well over 30): either as signatories or objects of complaint, or otherwise material for mention. There are names from many parts of Europe. These predominantly appear to be French names, but not just Normans (or, at least, obviously holding their primary power bases in parts other than Normandy). There are also names (French or otherwise) whose power bases obviously are in Scotland, Ireland, and Italy. But there is not a single English forename. Not a trace of an Aethelred, an Edgar, an Aelfred, or anything else starting with anything traceable to an Anglo-Saxon name! ;)

Further, the document naturally focuses on grievances and about (allegedly) restoring (or sometimes creating!) specific feudal rights: narrowly scoping most of these to the rights of "free men" in the realm (which often meant much more than just England). Only rarely does it mention "men" by itself. English men are (conspicuous;y!) not mentioned. Again contrary to modern popular belief, to believe "free men" includes English men is a category mistake. Because the English were serfs and thus by definition unfree, being legally bound to land belonging to the local (non-English) free men. The only exceptions to that being those that (literally) escaped peonage and made it as far as sanctuary in either the Church (low ranks only) or the very few royal chartered towns (such as London). "Free men" thus essentially is shorthand for Normans, foreigners, and clerks / churchmen (most of whom were Normans or foreigners anyway).

My source of the original text is the appendix to Dan Jones' book "In the Reign of King John: A Year in the Life of Plantagenet England" (available in hardback or e-book), which focuses on the background to 1215: a political / economic / cultural analysis of England in that "snapshot" year. It's also the book that brought home to me how the gradual expansion of the "forests", meaning the Crown land / Royal demesnes carved out by royal decree at whim since the Conquest (thus not just by John!), had systemically wrecked the English economy (circa half of the land whether arable or not being owned directly by the monarch and turned over to bailiffs aka "foresters" to manage either inefficiently, corruptly, or not at all) to the point that revolution became objectively necessary. [EU4 Crown Land enthusiasts take note! ;)]

[Whence Magna Carta, then? In the third "issue" (1217), the second to be promulgated not by John but by his son's regent William Marshal, the already edited document was split in two. About 40% of it was removed, expanded and placed into a separate primarily economic document titled the Charter of the Forest. The balance was miscellaneous but remained larger in length, so for convenience of reference / differentiation became known simply as the Great(er) Charter! Oddly, three Articles (1, 9, and 29) of the 37 articles in the 1297 promulgation remain good law in England (the other 34 Articles having been purged periodically over the last two centuries): these can be read in modern translation here. They're substantially different to the original, but you can sense the flavor! Note the original 1297 text (appended to the translation) is Latin, whereas iirc its 1215 peace-treaty ancestor was written in Norman French - my point being that neither law was accessible even to those few serfs (meaning the English) able to read. :)]

Separately: it could be argued that any cultural Struggle based on the Conquest could easily extend until such "decision" points as when the Norman overlords finally took up English as a language to use among themselves; and as a language of statute; etc. In combination, such constraints might imply resolution only at the end of the Angevin period: after the loss of all the monarch's and nobility's mainland Angevin possessions (French becoming superfluous). I give you the Wars of the Roses. ;)

Any errors in the above are, of course, my errors only.

HTH
 
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Some specific struggle concepts:

Gaelic Ireland and the English/Normans/other invader (possibly and probably the Norse given how Ireland is the first start date) - with alternating phases of Submission and Rebellion, and possibly of hybrid cultures switching sides due to Gaelicisation.

The Wars of the Guelphs and Ghibellines - people have already mentioned the Investiture Controversy, but the conflicts and divisions between the two factions continued for centuries after the Papacy and the Emperor had resolved the issue. It would be interesting to explore a struggle that began as one between the Emperor and the Papacy, then into one between two dynasties, until it was effectively between two prototypes of modern political parties. Instead of cultures being involved, families and realms are assigned sides depending on whether a ruler or dynasty head has a Guelph or Ghubelline trait, which is passed down to children unless they are reeducated by someone from the other side. A causal decision made at the beginning of the struggle will have consequences for many generations until it either ends with one sides final victory or burns out with no clear winner.

The Mandate of Heaven - well, you haven't announced China yet, but if/when you do, "the phases" of the Struggle system could be used to represent the board cycles of Chinese dynastic history, Stability, Stagnation, Corruption, Rebellion, Chaos - Stability is when all is well, Stagnation is when a certain inertia sets in, Corruption is when a Dynasty becomes perceived as having become tyrannical and Rebellion is when a great civil war becomes inevitable. Chaos is a sort of temporary fail state, where no Emperor exists, but everyone has a cheap CB on everyone else. With the main difference being that the "ending decisions" merely reset the clock. Have you overthrown the old Dynasty and built a new one? Congratulations, you have returned to the Stability phase, or possibly even the Stagnation or Corruption phase, depending on the nature and morality of the new dynasty. Has the Empire collapsed in warring states? Welcome back to the Chaos phase.

The Northern Crusades - probably an obvious choice, but the complexity of the Northern Crusades really isn't represented by the current Crusade system, in particular how the Teutonic Knights were fighting pretty much entirely Christian enemies by the end of it. It would also be nice, given how the Teutonic Knights are themselves unplayable and will very, very rarely become an independent state like they were in the game as it stands - to make a Struggle that encourages the HRE (AI or player) to hand over territories it would otherwise be blobbing into to the Teutonic Order States, which could have various interesting interactions with playable characters.

The Frankokratia/Latinokratia - the conflict between the Eastern Roman Greeks and the Italian and Frankish Crusader States set up after the Fourth Crusade. A bit too late game, and bit specific a scenario perhaps, but it certainly scans as a candidate.

Some concepts for dynamic struggles, that can occur anywhere on the map under certain conditions and would potentially spice up mid to late game content after a player has built a strong realm:

Independence War - instead of being a simple faction rebellion amongst many, under some conditions an Independence War could trigger a generic Independence struggle that continues even after the original revolt is crushed.

Church and State - the increasing conflict between church and state is a recurring theme of medieval history, especially of the late Middle Ages. Under certain circumstances a realms secular rulers might find themselves in a protracted struggle against the influence of the Church.

Dynastic Struggle - claimants come and claimants go, once you've mastered the game you can usually either defeat or break up rival claimant factions easily enough - but what if this time, the division in your society goes beyond one war and one claimant? What if the everyone in the realm is offered the chance to take sides, and like in the Guelphs and Ghibellines idea above, this decision becomes an inheritable trait. Your realm gets split 50-50 between vassals and dynasties that have chosen x or y character; they hate each other now, almost as much as they'd hate people with a different culture or religion. In some phases of the struggle they won't even marry, in others they can try to make peace again. It doesn't even have to be about a claimant as such, the struggle could pick one of the vassals in your realm who is a "Powerful Vassal" and decide their dynasty is now your dynasties rivals, and will be until the Struggle ends.

Crown and Estates - a conflict between the King and their Court and their more independent minded vassals, ending in either absolutism, parliamentary government or some manner of compromise.
 
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The system itself seems to be quite complicated for me in theory, so I'm waiting to see what it looks like in practice. And as for the events to which I would see him, there is the issue of fights for the heritage of Carolingians on the starting date 872. It is quite rare to see that new monarchies of Germany and France arise in Western Europe, and the descendants of Charlemagne do not rebuild the power of their great ancestor or create a place For the new nations, therefore, such a system, which in its own way forces them to choose a certain path for history, seems to be a good solution for the Franks. Such an event could be focused on all the countries under the control of the Carolingian dynasty, making the Carolingian subjects, in the absence of their expansion, have an ever worse relationship with their suzerain, and the most powerful vassals would enjoy the special Casus Belli, or if a worthy successor to Charlemagne were found, this one would receive bonuses to accelerate its expansion and to recreate the Frankish Empire as a single domain linking the empires of France, Italy and Germany. I sincerely apologize in case of linguistic mistakes;)
 
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Crusader Kings 3 Dev Diary #94 - Anatomy of a Struggle

Welcome comrades, to a dev diary I’ve been champing at the bit to write for months! Today, we’re going to be talking about the new struggle feature - what it is, how we’ve used it, and how it all works.

The Basic Pitch​

A struggle is a long-form conflict (generally not just a war, though they likely include them) covering a particular chunk of the map. They have different phases, each of which have different variant gameplay rules (e.g., “holy wars are disabled”, “characters of different religions may marry without”, or “Jerusalem can’t declare or be declared war on”).

Phases progress between each other by way of catalysts, specific gameplay actions (“declare war on an involved character”, “two involved characters become soulmates”, etc.) that accrue points towards a future phase. When enough points are accrued, the phase changes to the new one.

Struggles can be resolved, permanently affecting their area in some way, through dramatic and difficult ending decisions.

They are assumed to last at least a couple of centuries: a conqueror carving out a new realm from the ruins of an old giant wouldn’t be a struggle by itself, but if it includes dramatic aftershocks that last for generations, then it just might be.

Philosophy​

So why are we introducing this mechanic attached to a flavour pack? Well, simply put, we didn’t think we could do the historical realities of Iberia justice without something like this.

The changing moods and temperaments of the peninsula over different decades, the way particular activities fluctuated between oddly permissive (by the standards of much of the rest of the world) and intensely strict, the role of notable characters and their policies in shaping the shifting tides of public opinion whether intentionally or not…

Medieval Iberia is just such a fascinating smorgasbord of mercurial special rules that we had to create a system that would allow us to model them, one that guided roleplay whilst giving it consequences, and provided default end goals for players other than just conquering all of Hispania.

Though Iberia badly needed such a thing, it would have been a waste to create a system tailored for only Iberia. Complex and shifting local circumstances and long-form conflicts that don’t always take the form of actively-prosecuted warfare are things seen in many parts of the world, and a setting-agnostic system that catered to the peninsula but could be easily repurposed elsewhere seemed like a very worthwhile project to spend time on.

So let’s get into how it works!

Involvement​

Struggles are, first and foremost, local things. Local to large areas (Iberia, for instance, is a decently sized little peninsula), but still local. The most basic thing that defines them, then, is the struggle region - a predefined group of titles that the rules of the struggle apply within.

For FoI’s struggle, we’ve used the ol’ reliable world_europe_west_iberia region that’s been in the title since launch, but any region or combination of regions can be defined in the appropriate parameter. At the moment, these are static and only take regions, but we’re considering other options (e.g., titles, regions selected as part of the starting effect, etc.) for the future.

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Cultures and faiths are regarded as either involved or not. This defines whether a specific culture or faith is seen as being a part of the “in-group” for the region, even when members of that in-group may occasionally (or frequently) be very hostile to each other. For the Iberian Struggle, for instance, a Castilian and an Andalusian both understand the changing nature of the peninsula instinctively in a way that an Anglo-Saxon would struggle to acclimate to.

Cultures become involved either on first starting a struggle, manually via script, or automatically when a certain percentage of their total counties are within the struggle region (the number is set per struggle, currently at 80% for the Iberian Struggle).

Hybrids and divergent cultures automatically become involved if they convert at least one county within the region on creation.

Neither cultures nor faiths lose their involvement automatically. Once they’re in, they’re in permanently, unless manually removed via script. For Fate of Iberia, this is necessary to keep the ruling class of al-Andalus, predominantly culturally insular families of Arabs or Berbers, involved, but it’s generally there to prevent wonky behaviour with struggles incorporating cultures and faiths from beyond their region who don’t actually have county within it.

A simpler example would be a hypothetical Anglo-Norman struggle for after the Conquest. We’d probably want to set Norman up as an involved culture, and wouldn’t want them to immediately become uninvolved because there are no Norman counties in the British Isles.

But Characters Tho?​

Within the region, characters are defined by their personal involvement: the degree to which they’re considered part of the ongoing medley of social and cultural fluctuations that define an active struggle, and so how other characters (and counties) treat them. There are three levels to involvement:
  • Involved
  • Interloper
  • Uninvolved

Involved characters are those who are wholeheartedly engaged in the unique power dynamics of the struggle, and seen as insiders within the region. They may differ wildly from other involved characters, but involved characters are generally considered to appreciate the minutiae that make a struggle play differently from the rest of the world. Both their culture and faith must be flagged as being involved in the struggle, and either their capital is located within the struggle region or, if they’re unlanded, they’re physically there.

Interlopers are active within a struggle’s region but don’t quite grasp exactly how or why people from the region act the way they do. They generally don’t benefit from variant struggle rules as much as involved characters, but also aren’t as heavily restricted by them. Either their culture, their faith, or both are not flagged as being involved in the struggle, but their capital (or physical location if landless) is located within the region.

Uninvolved characters are outsiders and outlanders. Their concerns are remote to the struggle region, and even if they’re originally from that region, their isolation from it makes them lose touch with its subtleties and current events. Regardless of culture or faith, if their capital is located outside of the struggle region (or if they’re landless and physically not there), a character is considered uninvolved in that struggle. Uninvolved characters are generally expected to take penalties for holding counties within a struggle region, encouraging them to either delegate to vassals with a better level of involvement, or else getting more involved themselves.

View attachment 832625

Phases​

Alright, so we know how a struggle covers an area, and how people are divided up into categories within that area. What do these categories and this area actually do?

For that, we need to look to phases.

Each phase reflects a sort of mood or temperament within a struggle region specific to that struggle, the outcome of many prior actions leading to a shifting tide of general opinion about what is and isn’t acceptable. Maybe some things that were taboo become mainstream for a time, and things otherwise considered acceptable are baulked at by even very conservative characters.

Though we’ll talk about how exactly you transition between phases a bit more in a moment, it’s worth noting that each phase has at least one (and usually more) future phase predefined for it, a phase that actions take in the course of play will gradually move the region’s “mood” towards.

Within the Iberian Struggle, phases are on a loosely even cycle: though there’s some lateral movement and backtracking possible, they mostly move evenly in a circle. This is purely a design choice, and more esoteric flows are entirely scriptable.

Manifesting the Mood​

The actual effects of each phase can be split into three broad categories - parameters, character modifiers, and county modifiers. These are then further split by the involvement of different characters.

Parameters work similarly to doctrine parameters in faiths, or tradition parameters for cultures. They’re special rules, entirely defined within script (and so fully moddable) that can be referred to elsewhere in script to unlock unique content, provide special exemptions, or block off specific actions.

For example: in one phase, involved characters might be able to intermarry between faiths, in another, interlopers might receive cheaper holy wars whilst involved characters have them blocked entirely, and in both uninvolved characters may be blocked from culture converting involved cultures.

View attachment 832626

As with other breeds of parameter, struggle parameters are identified purely by their exact spelling and can thus be reused simply by duplicating them, either within a struggle or in other struggles, making them very versatile rules.

Character modifiers can be applied directly to involved or interloper characters. This generally chiefly affects involved characters, making some things easier and others harder, but we also use it to let interlopers occasionally have an easier time of bending or breaking local rules. Though these are our current guidelines, since these are all entirely scriptable, they can be changed according to the tonal needs of any given struggle.

Uninvolved characters do not have a character modifier slot - we don’t want characters in India getting negative modifiers for not being involved or interlopers in a struggle in Iberia!

Finally, we have county modifiers. These are applied to any county in the struggle region according to the direct holder of each county and their involvement; they generally have situational variables depending on phase for involved characters, mild to moderate debuffs for interlopers, and moderate to heavy debuffs for uninvolved characters.

Catalysts​

Transitioning from a phase to any of its future phases requires the activation of catalysts: notable events, gameplay actions, and consequences to existing mechanics that drive the current phase towards a specific future phase.

Catalysts themselves can be anything. A war being declared, a type of character being seduced, a certain type of scheme failing, and so on. They’re set inside a phase’s future phase block, and, as with other elements of struggles, are entirely scriptable. Virtually any effect block in the entire title can be made into a catalyst with a bit of thought.

Whenever a catalyst is activated, meaning that the thing that sets them happens, the current phase gains points towards the future phase that that catalyst was tied to (for instance, a notable interfaith marriage might help an uncertainty-focused phase gain points towards a tolerance-focused phase). Catalysts themselves are repeatable and the points they give vary with the difficulty of the catalyst in question - two notable characters becoming soulmates might well be worth more points than a notable character being executed, for instance.

Points for put into simple tallies: when one tally for a future phase is met, that future phase becomes the new current phase, though there’s a grace period of a month before the actual switch.

On the off chance that all of the dozens or hundreds of characters involved in a struggle are being incomprehensibly boring, we should note the existence of one special catalyst: the passage of time. Every phase has a default future phase, and receives a single point per year towards that phase’s tally, representing the natural trend of public discourse towards particular conclusions. This can (and essentially always will) be overridden or exacerbated by more dramatic catalysts being activated, but even in very calm struggle, change is always coming.

Ending Decisions​

A core part of the identity of struggles is that they’re not things that can be solved just by painting the map - after all, if they were, then the Iberian Struggle would’ve ended in its first decade when Musa ibn Nusayr had essentially subjugated the entire peninsula.

We wanted to provide more difficult and interesting goals for ending a struggle than just conquering the whole struggle region. After all, it really doesn’t matter if you’ve conquered everyone if that hasn’t dealt with the underlying societal causes besetting a struggle locale.

Ending decisions are our solution to this, being major, demanding decisions with consequences for the entire struggle region when taken and usually pretty intricate requirements.

In order for a struggle to be endable through the usual flow, at least one phase must have an ending decision defined, though they can be ended manually through script also. The Iberian Struggle has three ending decisions, each tied (both mechanically and thematically) to a different phase).

The Iberian Struggle​

To finish up, let’s take a look at the new Iberian Struggle’s design (though I’ll put an obligatory reminder that this stuff isn’t final and that we generally continue to adjust things as we balance and playtest).

The Iberian Struggle’s phases are Opportunity, Hostility, Compromise, and Conciliation. Opportunity can lead to either Hostility or Conciliation, depending on how the peninsula’s leaders treat each other, whilst both Hostility and Conciliation respectively build or degrade towards Compromise, which in turn decays into Opportunity, starting the cycle again.

In Opportunity, Iberia is approaching a stage of uncertainty after notable spikes (hostile or friendly) in prior relations between faiths and cultures have abated. Struggle modifiers and parameters make war easier and cheaper, changing cultures and faiths easier and cheaper, but also unlock interfaith marriages and block off holy wars. Friendly interrelations between disparate characters activate catalysts guiding it towards Conciliation, whilst violent ones do the same for Hostility.

For Hostility, aggressive actors have brought tensions to a simmering fever pitch, and even the slightest differences may be cause for aggressive persecution. The phase’s effects make wars cheaper and more brutal for all involved, reduce economic and technological progress, and increase the capacity of many characters for hostile schemes. Violence can’t persist forever though, and either efforts at building bridges or simple exhaustion will eventually bring even the most violent Hostility phase towards Compromise.

Standing opposite Hostility is Conciliation, where pragmatic politicking builds bridges between even very disparate realms. Characters in this phase aren’t really tolerant by the modern meaning of the word, but many of the harsher biases of their time are temporarily dropped or ignored in the name of expediency. Wars become more expensive and truces longer, but there’s opportunity to unite against outsiders intervening in Iberian matters, and ruling over more multicultural and multifaith realms becomes easier and more beneficial.

Periods of interreliance like this don’t generally last. Granted privileges decay, ignored biases relapse, and power-hungry nobles tear down bridges for short-term gain. Even the most wholeheartedly supported Conciliation phase decays towards Compromise eventually.

Finally, Compromise. In this phase, Iberia has reached a point of equilibrium. Wars are less likely and most costly, but economic investment and other forms of passive stability are easier and better, whilst interfaith marriages flourish. The exhausted pragmatism of Compromise isn’t permanent, and will someday give rise to the cynical dynamism of Opportunity. The cycle begins anew.

Naturally we’ve peppered all of this with phase-specific events, decisions, interactions, the odd CB, and so on. Most phases also add variant unlocking criteria to existing pieces of content, adjusting the circumstances under which things like the Claim Throne scheme or Found Holy Order decision can be used - most commonly temporarily extending them to characters who’d usually not have access.

Say you don’t want to move on from a phase, though. Maybe you think Hostility’s the place for you, or you’d prefer a more permanent Conciliation, and want to break the endless cycle of social transmutation - well, unless you wanted permanent Opportunity, you’re in luck, because we’ve got ending decisions for Hostility, Compromise, and Conciliation.

View attachment 832627

Hostility’s ending decision is Dominance, reflecting the final ascension of one of Iberia’s warring states to a position of not just military dominance, but social and spiritual hegemony.

This gives your house an incredibly powerful modifier, making county and faith conversion within Iberia markedly faster, improving relations with those who share your faith or culture but markedly worsening them with other involved cultures or faiths, and making Holy Wars and Conquests cheaper and easier to access. It requires holding several important duchies, having a monocultural, monofaith primary kingdom, and being the only major player independent ruler in Iberia.

View attachment 832628

Conciliation’s ending decision is Détente, making temporary accommodations into more permanent ones.

Involved cultures gain a huge amount of cultural acceptance with each other, a house modifier that improves the opinion of different faiths and cultures, and several signature mechanics of the Conciliation phase become permanent for involved culture characters within Iberia: namely, interfaith marriage and disabled holy wars. Additionally, Iberian characters may join defensive wars for targets within Iberia against any aggressor from outside of Iberia.

It requires a certain level of fame, being allied to every other independent involved Iberian ruler, and completely controlling an Iberian kingdom without controlling more than a certain fraction of Iberian territory.

View attachment 832629

Compromise’s ending decision is Status Quo. Where Dominance is enforcing will and Détente finding accommodation, Status Quo is accepting that times have changed, that attempts to unite the peninsula are futile, and that its peoples and realms should go their separate ways and leave their neighbours be.

Status Quo balkanises Iberia, transferring duchies to connected kingdoms if appropriate and making every kingdom within Iberia its own de jure empire whilst permanently destroying Hispania. Ruling houses across the former struggle region gain a modifier for two centuries making them better at fighting in lands of their own cultural heritage, whilst the capital counties of all independent rulers become strongholds for the next century. Some CBs within Iberia become more expensive.

The requirements for Status Quo are a bit byzantine, essentially because it functions as the opt out decision if Dominance or Détente prove too difficult to work towards. If Iberia can’t be subjugated or coerced into cooperation then, in extremis, it can always be destroyed.

Future Use​

The Iberian Struggle is our first go at a struggle system, and it’s one we’re fairly pleased with. That said, we’ve certainly taken note of how the feature seems to have caught the popular imagination over the last week or so, and we’re very interested to hear your thoughts now that there’s a bit more information available. Needless to say, modders will be able to utilise this mechanic and share their creations from the release of 1.6 onwards.

So, are there parts of the system you’d like to see refined and made more flexible? What are the struggles you’d like to see made in future? What’s your jankiest idea for hope for how to use the struggle system?

As ever, I’ll be around in the thread for the next hour or so to answer your queries.
a struggle system in finland would be nice. the dynamic powers of the norse, finnish tribes and other opportunistic conquerors
Finns could unify, or norse take finland, or estonians take finland ?
 
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Hot take: give every empire its own internal struggle. With Expansion, Competition, Prosperity, Decline phases.
Agreed but it would need to be handled carefully. I would love more challenge to an empire because at that point the game becomes too easy/map painty and more instability for empires for the challenge is desirable (and fairly historical, ruling a large empire with a diverse population especially before all the advanced communications we have now should be challenging but rewarding when you do it right!)
 
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The system itself seems to be quite complicated for me in theory, so I'm waiting to see what it looks like in practice. And as for the events to which I would see him, there is the issue of fights for the heritage of Carolingians on the starting date 872. It is quite rare to see that new monarchies of Germany and France arise in Western Europe, and the descendants of Charlemagne do not rebuild the power of their great ancestor or create a place For the new nations, therefore, such a system, which in its own way forces them to choose a certain path for history, seems to be a good solution for the Franks. Such an event could be focused on all the countries under the control of the Carolingian dynasty, making the Carolingian subjects, in the absence of their expansion, have an ever worse relationship with their suzerain, and the most powerful vassals would enjoy the special Casus Belli, or if a worthy successor to Charlemagne were found, this one would receive bonuses to accelerate its expansion and to recreate the Frankish Empire as a single domain linking the empires of France, Italy and Germany. I sincerely apologize in case of linguistic mistakes;)
I agree that it's quite difficult to visualise without seeing examples, but I'm sure we will see much more over the coming weeks.
 
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This seems interesting and fun if implemented in a good way :) Is the idea in the future that players will be able to create struggles and/or that they can show up naturally due to for example the player taking over large amount of an empire from another culture and/or faith?

I could see the system be used in some way of having feuds between dynasties if the relationship of the dynasty heads ever get too bad leading to negative opinion between members of the two dynasties. If I'm part of dynasty X I can see the consequences being it harder to sway someone from dynasty Y, marry them, making it harder to invite someone from dynasty Y to my plots but also whether I'm from dynasty X or a uninvolved dynasty it's easier to invite someone from dynasty X in a plot against a member from dynasty Y. The dynasty heads could also be permanent rivals. The end goals could be something like eliminating the other dynasty giving me a certain amount of splendor and prestige or to "bury the hatchet" giving both dynasties splendor and prestige but also maybe faith if both are from the same religion.
 
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