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Dev Diary #109 - Floor Plan for the Future

Greetings!

A long time in the making, this diary is dedicated to plans, and what we have in store for CK3. From more present matters to musings and thoughts ranging into the far future. Crusader Kings is a unique game series, and one that has been close to my heart for a long time - the focus on characters as the driving force, emergent narratives, and player freedom make it truly stand out.

Ever since I took the reins of the project I’ve continued to follow the original vision, which some of you might remember from the very first Dev Diary: Character Focus, Player Freedom and Progression, Player Stories, and Approachability. As you can see, the points correspond fairly well with my initial sentiment, and I do not intend to deviate too far from these points - that said there are always things we can do better or differently within them, and I think that we could do even more to, for example, improve the cohesion of player stories or the sense of progression. I am a firm believer in that everything in the game should help you in making stories (while not necessarily being explicitly connected).

Internally we’ve always worked with the premise “Live the life of a Medieval Ruler”, which means that we want the game to be uniquely true to how life was during the period. We want to attribute more than just ‘death, suffering, and war’ to the era we portray. Highlighting things that you might not see elsewhere, such as family, or the challenges of rulership, is important to us. Going forward this will remain a priority, though it is important to note that we do exaggerate and romanticize a lot - it is a game after all!

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This all leads me to the next point; what are we doing?

As a project, we aspire to have a cadence of roughly four releases per year, not including post-release support in the form of patches or hotfixes. During this year we’ve released Royal Court, Fate of Iberia, Friends & Foes, and as mentioned previously we’re aiming to have a free update out before the year is over. We want to have a steady stream of new content, while also maintaining the game by acting on feedback. For next year, our ambition is to have somewhere around four updates (barring unforeseen circumstances).

Going even further (long-term) we have the ambition to shorten our cycles, so we can get more content and updates out. The project is (by Paradox Development Studio standards) still young, and has a long future ahead of it. There’s so much to do, and so many ideas still to explore. Though as I mentioned this is an ambition and not a promise - it might be complicated to get everything in place, but rest assured that we’re always evaluating what we can do to achieve this.

Of course, we’re also watching initiatives that other studios are driving, such as the Stellaris Custodian Initiative, with interest. While we’re not organized in a way where we could adopt a similar structure today, it’s something that’s worth investigating - again, this is a long-term thing, and it’s very possible that we would find another setup that works better for Crusader Kings.

For next year we want to do something similar to Royal Edition again, an Expansion Pass with a bundle of intriguing content. One drawback of the Royal Edition was the fact that the main beat, the Major Expansion, came later in the cycle. For the next one, we want to either start off the cycle with the Major Expansion, or make it obvious what the theme is going to be from the start. This should make it much clearer what you’re actually getting in the package as a whole. We’re also exploring what formats and formulas of expansions could make up a future Expansion Pass, as the ‘1 Expansion, 2 Flavor Pack’ formula is not set in stone.

In addition to this, we also aim to do experiments now and then. For this year, the experiment was Friends & Foes; a smaller content format that was born out of the minds of the team. We’re looking into a few different experiments for the future, which I can unfortunately not share right now. Though something we can share is that we’re looking into more community involvement.

But what are we doing? What’s the next Expansion about?

As I’ve mentioned before, it’s too early to reveal the theme. However, the next Expansion is leaning towards the roleplaying side of the game. Without revealing too much we’re focusing in large parts on reinforcing the connection between map and character. The theme is not one that has been the subject of an expansion in previous iterations of CK - to make things extra clear; we’re not doing trade, imperial/byzantine mechanics, nomads, or similar this time.

That said, I know that many of you are also hungry for more systemic expansions, and that’s understandable! Of course, the next Expansion isn’t devoid of systemic changes or mechanics just because it’s leaning heavily towards roleplaying. CK, like all GSGs, requires systemic content to remain true to what they are. There will be plenty of systems, both as part of the Expansion and the free update that comes along with it. For Flavor Packs we’re also going to aim to have systemic content as part of the formula - Fate of Iberia proved that a combination of flavor (events, clothes, illustrations, etc.) and a central systemic feature (the struggle) served to elevate the experience as a whole.

As of now, we have a team of designers that is unlike anything we’ve had before - it’s not only a large team, but they’re also highly skilled and competent. This, in part, is why we’ve chosen to do an Expansion focusing on the roleplaying side of things, and it’s also the reason why we had the capacity to do the Friends & Foes experiment.

My aspiration is to shift focus towards more systems-heavy expansions after the next one, and we’re gearing up the team to be able to do just that. I’m of the opinion that there must be balance, and as we’ll have had two roleplay-focused expansions in a row, by then it’ll be time for the scales to shift towards the systemic side. We’ve expanded our team of programmers significantly, so the future looks bright for those of you that crave new and exciting systemic content…

Looking toward the future, what will we be doing over the coming years?

Now, there are a lot of areas that I want to explore in the future! Please note that anything I write or list here is not in any way chronological, and they’re not explicit promises. Great ideas come along at any moment, from any direction, and we want to stay flexible with our plans.

The current formats of Major Expansions, Flavor Packs, and Event Packs I believe let us cover every style of content we want to do, and we intend to keep these formats (while maybe tweaking the formulas a little bit here and there!).

Flavor Themes
Starting off with Flavor Packs; the regional focus is great and allows us to deep-dive into the history of a particular area - but as fun as it is to hit the books on a specific region, it’s possible that we’ll also be looking into non-regional Flavor Pack variants. Anything can be possible as long as there’s a central system where flavor can be woven in. That said, at least the next Flavor pack is likely to remain regional in nature.

A long-term goal is to revitalize and create diverse and varied gameplay throughout the map. Something we want to do is to explore regions outside of Europe, as both of our Flavor Packs so far have been within the region. We want to show how much fascinating history and intriguing gameplay can be found around the world. Examples with a lot of surprisingly deep history include regions such as Tibet, Persia, the Caucasus, and North Africa, to name only a few.

Of course, in due time we also want to explore regions within Europe that are very popular for players, some examples including Britain, France, and the West/East Slavic lands. It’s likely that we’ll alternate a bit, especially if someone on the team is extra passionate about a theme. Also one final thing; a lot of you are asking for a Byzantine Flavor Pack, but I know for a fact that the scope of a Flavor Pack wouldn’t sate your ravenous hunger for East Roman content… when we eventually get to them, it’d more than likely be as the part of a Major Expansion!

As for non-regional, there are some ideas floating around; further exploring governments such as the Tribal Government, or building flavorful systems around for example Epidemics (which is a system that would, foundationally, be free if/when we make it), etc. A benefit that this format would have is that we’d be able to make systems that don’t fit the larger theme of a Major Expansion, but that we still feel would be great for the game.

Just to reiterate; don’t take anything I say here as a statement that we’re doing one of these themes right now!

Ambitions for Expansions
There are already years worth of ideas for what we could do for Expansions. I’ll go through a handful of the areas I’d like to explore in the future, focusing on some of the topics commonly seen around the community. Note that these are not necessarily standalone Expansion themes, some might be combined, others divided. While there are some themes that I think are more important than others, there’s really no saying what we’ll look at first or in what order.
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Trade & Merchant Republics is something I hear a lot about - and it’s something that I really want to get to in time. However, I found the CK2 implementation in The Republic to be incredibly lackluster; in a game with thousands of interesting starts, it added only a handful more, and it didn’t actually have that much to do with trade. For CK3 my vision would be different - medieval rulers didn’t trade, per se, and noble rulers didn’t regularly barter resources with each other, so while that’s not a thing I’d want, there are a lot of interactions that could be added around trade and the people who did the trading. A system for CK3 would be character-driven, and there’s definitely an opportunity for new playstyles that aren’t as limited as the ones in CK2…

Imperial Mechanics, especially in relation to the Byzantine Empire, is another common topic. Empires are generally not very exciting, essentially having the same mechanics as a king does. I believe that there’s an opportunity not only for emperors, but to be part of an empire. In many cases, such as in Byzantium, the Abbasids, or even the HRE, being a part of the empire should be as interesting as ruling it. There are many ways of going about this, but ideally, I’d want to get a lot of differences in there - no two empires were ever really the same, after all.

Laws were another system that was lackluster at best in CK2. While they allowed a degree of customization and mechanical impact, the implementation was static and fairly uninspired. Conceptually laws were a huge part of being a ruler and being part of a realm, and while we do have vassal contracts (which I’d like to revise at some point, too) there’s room for more. For CK3, a law system would be deeply driven by characters, rather than confined to a static setup. Dynamism and evolution would be two keywords for the vision here.

Religion in CK3 took a great step up from previous iterations, but there’s always more we can do. There are a plethora of ideas floating around, and as religion was such a common part of everyone’s lives by this point in history, it’s hardly surprising. It’s hard to nail down exactly what I’d like to do here as there’s just so much, but CK3 is uniquely suited to simulate all the drama that happened between everyone involved within the sphere of faith, be they Pope, Grandmaster, or simply an influential ruler. There’s also a lot of potential around crusades, and all the happenings before, during, and after them. I’d also really like to get faith to play a larger part in the everyday lives of rulers, as it’s much too easy to ignore as it stands.

Nomads are just one part of the whole; the Steppe. This region is unique, and we’ve never done it real justice. In CK2 every ruler on the Steppe was a Genghis-in-the-making, with little focus beyond war. In reality, the Steppe was like an ocean - and the nomads were the only ones who had mastered it. I’d like to make the Steppe as a region stand out with mechanics of its own, and I’d like a large part of nomadic life to be about moving, focusing on the dynamism of the place and the people within.

The Late Game is another area that I’m very interested in expanding, as the game currently plays very similar across the entire timeline. Sure, there are some differences, primarily in how easy it is to rule, and how much you’re able to claim in wars, but the differences could be more fundamental. This is one of those topics where there are a million things we could do, but an ambition I have is that the game should stay interesting for longer than is currently the average play session (around 200 years or so). Looking at Eras and their effects on the game is one venue, so is taking a look at holdings, economy, and other fundamental components of the game.

I think it’s quite obvious that I eventually want to Expand the Map, to include the rest of the Old World. If we’d do it all at once or in segments is still up in the air, but regardless of what approach we take, it’s imperative that the area feels different to play in from the western half. While it’s obvious that the area would require a lot of unique art, I’d also want it to work differently from a mechanical standpoint - governments, faiths, etc. It’s an ambitious goal, but one I wish to tackle eventually.

Floorplan.png

An incredibly rough floor plan for the future.

General Areas
Of course, there are also areas of the game that I want to revisit, rework, rebalance, or expand in general - it’s not all about expansions or flavor, existing systems, and core loops must be revisited now and then to keep the game in a good state. Of course, this would be done in free updates, either free-standing or as part of a bigger release. Here are some of the things that I’d like to get to within a reasonable timeline, some more important than others. This is not an exhaustive list.

Alliances
are too binary as they stand, while it’s true that it’s easy to understand how they work, it also results in a lot of unwanted busywork when you have to fight in wars you’ve no interest in (or you have to take a big prestige hit…) - at the same time, it’s much too easy to get a lot of allies that, at a moments notice, are ready to drop everything in order to help in your wars. I’d like to see a pact-based system where you have to negotiate more, without making it annoying to find and get the alliances you need. You should, for example, never be fooled into a marriage hoping to get an offensive alliance, where it turns out you simply can’t. Exactly how/what we’d do is still in the works, but it’s high up on my list.

Clans do not feel unique enough, while they have some mechanics that simulate the sphere’s tendency for spectacular rises & falls, there’s more we can do to show the differences from Feudal. I’d like to explore what made Clan realms so different historically and draw upon that for a more flavorful set of differing mechanics. I definitely also want to make the Clan, as in the group of people, matter more in the government bearing its namesake.

Warfare is not and never will be a primary focus for CK3, that said it’s not as character-driven as it could be, outside of commander advantage and the occasional great knight. There’s also a real problem with delivering content (usually in the form of events) during times of war, as the player more often than not gets interrupted by something appearing in the middle of the screen while maneuvering units. I’d eventually like for us to be able to deliver content in a way that doesn’t interrupt warfare, and use that system to highlight characters and heroic acts (Battle of Agincourt, anyone?). I’d also like to rework the major annoyances of warfare, such as supply.

Modifier Stacking is becoming an issue in some places, especially for Men-at-Arms modifiers (primarily from buildings) and Building Cost Reduction modifiers. While some issues can be solved by tweaking numbers (we’ve for example reduced prestige sources in the past) others require a redesign/revisit of the underlying problem. For example, I’d like to take a long, hard look at MaA modifiers, seeing as the player can very easily destroy AI armies with little work. I’d like to not only rebalance the sources of MaA boons but potentially also create new options for fun management.

AI is an enigmatic beast, with aspects that are incredibly diverse. One of them is warfare AI, where Crusades stand out as an area in need of improvement - on one hand, historical crusades were incredibly disorganized, but on the other, we don’t want the player to feel like they’re hopeless endeavors. No matter what we decide to do, we’ll have to strike a balance - if the AI played perfectly optimally, crusades would steamroll everything, and I don’t want that. There are of course other aspects of the AI where I want to see improvements, such as the marriage AI, but we’ve at least made some good strides with the economical AI over the last few updates, so that’s not a priority. We eventually want personalities to shine through every aspect of the AI, and we have some plans for that, which will likely come in steps.

Community & History
As I touched upon earlier, we’d like to invite you in the community to take part in some of the things we’re doing in the not-too-distant future - my guess would be within Q1 of next year (though still TBD). Without spoiling too much it’d have something to do with the content we’ll be making…

While not directly related to the game, an (at least if you ask me) incredibly cool initiative that we’ll be driving is to have more collaborations with historical media - this goes hand-in-hand with what I mentioned early on in this diary, regarding us wanting to show how medieval life actually was! This means that you’ll be seeing even more podcasts, videos, etc., about themes close to the game. Who knows, we might even get historians or professors to be guests or consult for our upcoming content.

For those of you playing on console there will be a post later this week, answering some of the questions you have.

That’s it for now! I invite you all to discuss what you see here - share your thoughts about the themes, ideas for what you’d like to see, suggestions on how things could be done, and so on!
 
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I am a little confused by the direction CK3 intends on taking. It sounds like Trade and warfare aren’t priorities in a Grand Strategy game? I understand that CK3 is character driven game but the draw foe me is playing as the actual ruler in a Strategy game. Emphasis on the strategy. If the intention is to make CK3 less and less like CK2, EU4 or IR, then that’s a bit disappointing, I am sad to say. I have argued time and again on forums test CK3 just needs time to develop the Grand Strategy systems that CK2 had but it kind of looks like that may not be true. I hope I am just misunderstanding the floor plan and dev diary.
Based on the red crosses, unfortunately enough people here seem to just love CK3 Sims.
 
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This is a truly excellent post. I like pretty much everything I read in it. Honestly I was a bit concerned about the state of the game after I was underwhelmed by the Royal Court and especially the latest 'friends and foes' pack. But after reading this I really feel the developers have their thumb right on the pulse of what this game needs. If they keep true to what they have written here, maintain a steady stream of content with high quality then Crusader Kings III will probably become the best game that Paradox has ever released by far.

My only concern is the various annoyances/design flaws that have existed since the game first launched. Each time we get a new DLC it seems that there are just some features that don't quite work the way they should (ex. The Struggle for Iberia having overly arbitrary requirements to end in certain circumstances, cities ignoring gender preference of their culture/religion etc) This would be addressed by a custodian style team that I do acknowledge was brought up as a possibility.

Overall I am very pleased not only by what I have read the developers are thinking but I am especially pleased with this transparent style of communication. I feel very optimistic about the future of this game after reading this post. I look forward to seeing what the developers have planned next.
 
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Trade & Merchant Republics ..... I found the CK2 implementation in The Republic to be incredibly lackluster;.... A system for CK3 would be character-driven, and there’s definitely an opportunity for new playstyles that aren’t as limited as the ones in CK2…

Laws were another system that was lackluster at best in CK2. While they allowed a degree of customization and mechanical impact, the implementation was static and fairly uninspired.......... For CK3, a law system would be deeply driven by characters, rather than confined to a static setup. Dynamism and evolution would be two keywords for the vision here.
This is exactly how I feel at the current Religion and Culture systems. To quote some of these key words, both of these mechanics allow a wide degree of customization with a deeply mechanical impact on how you play the game, but its implementation is completely static. You tick this and that, remove and add stuff, provide a basic grammar for its localization... and that's it, 95% of your realm now follows a new unheard of religion with wildly different implications on their daily life and understanding of the cosmos. No schisms... no in-realm pushback, no interactions, no character driven events.
I could pretty much say the same for the culture system, although not as bad it follows the same pattern.

It's great to know that your main goal seems to fall on the side of RPG and character driven gameplay, for which I'm 200% on. I can only hope that spirit eventually permeates the aformentioned systems too.

EDIT: where Nomads are concerned I like where you're headed ¨I’d like to make the Steppe as a region stand out with mechanics of its own, and I’d like a large part of nomadic life to be about moving, focusing on the dynamism of the place and the people within¨ , and so, for inspiration purposes, a reading suggestion; Walls: A History of Civilization in Blood and brick, by David Frye
 
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People love warfare in strategy games and combat in Paradox's strategy games has always been lacking. Generally due to a lack of interactivity and realism and over-simplification/abstraction. There is a lot of room for improvement and I think it would be a mistake to deprioritize it. If you look at Medieval battles and sieges you will quickly see there are all kinds of possibilities.
 
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Warfare is not and never will be a primary focus for CK3, that said it’s not as character-driven as it could be, outside of commander advantage and the occasional great knight. There’s also a real problem with delivering content (usually in the form of events) during times of war, as the player more often than not gets interrupted by something appearing in the middle of the screen while maneuvering units.
Warfare is a place where I have a lot of ideas, too bad most of those have been deemed: "good ideas, just not for Crusader Kings 3". I will keep lobbying for my ideas!
Automated Warfare - add to PC !
It will help.
For some who are not interested in warfare(maneuvering units) at all, or do not like it, or completely role-playing.
(Please see thread in forum - "Automated Warfare - add to PC")
 
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However, the next Expansion is leaning towards the roleplaying side of the game. Without revealing too much we’re focusing in large parts on reinforcing the connection between map and character.

Fascinating. Let the speculation begin! I'm all for adding to the roleplay aspects of the game. Court Life expansion, I'm hoping. I'm particularly hoping for some more involved aspects in court family dynamics and courtier courtship as opposed to arrange marriage and click - I think there could be more back and forth. We have childhood events, why not adulthood family events? Helping your future ruler(s) to be get out of scandals, forbidden loves, dowry negotiations, or setting them up with useful future contacts. Royal Court was a step in the right direction, but the relationship events felt random rather than relevant, which the memory system will hopefully help address. It is weird because I rarely hold hunts and feasts, yet those (and group courtship dances) could add so much story and narrative. It always seems so expensive to hold hunts/feasts.

So. Map and Character. Behavior tied to location? That could be interesting. Courts of chivalry, courts of intrigue, mismanaged lands, war-torn lands, coastal trade or mountainous domain, all affecting narratives. Memory of what happened with an added location marker.

My aspiration is to shift focus towards more systems-heavy expansions after the next one, and we’re gearing up the team to be able to do just that. I’m of the opinion that there must be balance, and as we’ll have had two roleplay-focused expansions in a row, by then it’ll be time for the scales to shift towards the systemic side. We’ve expanded our team of programmers significantly, so the future looks bright for those of you that crave new and exciting systemic content…

Sounds good.

Starting off with Flavor Packs; the regional focus is great and allows us to deep-dive into the history of a particular area - but as fun as it is to hit the books on a specific region, it’s possible that we’ll also be looking into non-regional Flavor Pack variants. Anything can be possible as long as there’s a central system where flavor can be woven in. That said, at least the next Flavor pack is likely to remain regional in nature.

All-in for the non-regional Flavor Packs. I really liked the things introduced in Iberia, but I kept wishing I could do things like that in other places. At the same time, the immersion in history of the time is a great thing to experience.

A long-term goal is to revitalize and create diverse and varied gameplay throughout the map. Something we want to do is to explore regions outside of Europe, as both of our Flavor Packs so far have been within the region. We want to show how much fascinating history and intriguing gameplay can be found around the world. Examples with a lot of surprisingly deep history include regions such as Tibet, Persia, the Caucasus, and North Africa, to name only a few.

Yay!

As for non-regional, there are some ideas floating around; further exploring governments such as the Tribal Government, or building flavorful systems around for example Epidemics (which is a system that would, foundationally, be free if/when we make it), etc. A benefit that this format would have is that we’d be able to make systems that don’t fit the larger theme of a Major Expansion, but that we still feel would be great for the game.

Really looking forward to it!

For CK3 my vision would be different - medieval rulers didn’t trade, per se, and noble rulers didn’t regularly barter resources with each other, so while that’s not a thing I’d want, there are a lot of interactions that could be added around trade and the people who did the trading. A system for CK3 would be character-driven, and there’s definitely an opportunity for new playstyles that aren’t as limited as the ones in CK2…

Sounds very interesting and headed in the right direction! Do I support this merchant or that merchant? He speaks of some strange place called India .... what effects will this trade have on my lands and on my neighbors? Better increase the guards on those shipments to protect them from the savages next door ...

Imperial Mechanics, especially in relation to the Byzantine Empire, is another common topic. Empires are generally not very exciting, essentially having the same mechanics as a king does. I believe that there’s an opportunity not only for emperors, but to be part of an empire. In many cases, such as in Byzantium, the Abbasids, or even the HRE, being a part of the empire should be as interesting as ruling it. There are many ways of going about this, but ideally, I’d want to get a lot of differences in there - no two empires were ever really the same, after all.

There's been discussion lately of how Dukes and Counts fit in the picture, and after some light research I realized how much importance is placed on Fealty to the King, no matter your rank. Having ways to influence things for a greater cause (crusades are an example) would be different. So far everyone is pretty much just interested in consolidating their domain and taking out their neighbors. What if there were other, collaborative, things to support? Which vice versa would give reasons to support your vassals, such as making someone a powerful Duke on a border, a March as it were. That's map and character right there.

Laws were another system that was lackluster at best in CK2. While they allowed a degree of customization and mechanical impact, the implementation was static and fairly uninspired. Conceptually laws were a huge part of being a ruler and being part of a realm, and while we do have vassal contracts (which I’d like to revise at some point, too) there’s room for more. For CK3, a law system would be deeply driven by characters, rather than confined to a static setup. Dynamism and evolution would be two keywords for the vision here.

That makes a lot of sense, I hadn't thought of that. Transparency of what laws affect you and/or your neighbors might be hard on the graphical user interface though.

Religion in CK3 took a great step up from previous iterations, but there’s always more we can do. There are a plethora of ideas floating around, and as religion was such a common part of everyone’s lives by this point in history, it’s hardly surprising. It’s hard to nail down exactly what I’d like to do here as there’s just so much, but CK3 is uniquely suited to simulate all the drama that happened between everyone involved within the sphere of faith, be they Pope, Grandmaster, or simply an influential ruler. There’s also a lot of potential around crusades, and all the happenings before, during, and after them. I’d also really like to get faith to play a larger part in the everyday lives of rulers, as it’s much too easy to ignore as it stands.

Yay!

Nomads are just one part of the whole; the Steppe. This region is unique, and we’ve never done it real justice. In CK2 every ruler on the Steppe was a Genghis-in-the-making, with little focus beyond war. In reality, the Steppe was like an ocean - and the nomads were the only ones who had mastered it. I’d like to make the Steppe as a region stand out with mechanics of its own, and I’d like a large part of nomadic life to be about moving, focusing on the dynamism of the place and the people within.

I hope we see the effects of displaced populations from war for the nomads. That's one thing I noticed from some light research on the Cumans. They were driven out, so they attacked their neighbors for new land, until there was nowhere left for them to be. Having war in a region cause cascading effects on neighbors would be interesting.

The Late Game is another area that I’m very interested in expanding, as the game currently plays very similar across the entire timeline. Sure, there are some differences, primarily in how easy it is to rule, and how much you’re able to claim in wars, but the differences could be more fundamental. This is one of those topics where there are a million things we could do, but an ambition I have is that the game should stay interesting for longer than is currently the average play session (around 200 years or so). Looking at Eras and their effects on the game is one venue, so is taking a look at holdings, economy, and other fundamental components of the game.

Not going from count to emperor in a single character's lifetime would be a great start. Eras are kind of represented by the shifts in technology. I guess you mean more mechanical changes, much like Ibera existed in different 'Situations'? There would probably need to be large regions tied to Eras, since what was happening in Europe was often very different than other parts of the world.

I think it’s quite obvious that I eventually want to Expand the Map, to include the rest of the Old World. If we’d do it all at once or in segments is still up in the air, but regardless of what approach we take, it’s imperative that the area feels different to play in from the western half. While it’s obvious that the area would require a lot of unique art, I’d also want it to work differently from a mechanical standpoint - governments, faiths, etc. It’s an ambitious goal, but one I wish to tackle eventually.

Honestly I could wait on that.

Alliances are too binary as they stand, while it’s true that it’s easy to understand how they work, it also results in a lot of unwanted busywork when you have to fight in wars you’ve no interest in (or you have to take a big prestige hit…) - at the same time, it’s much too easy to get a lot of allies that, at a moments notice, are ready to drop everything in order to help in your wars. I’d like to see a pact-based system where you have to negotiate more, without making it annoying to find and get the alliances you need. You should, for example, never be fooled into a marriage hoping to get an offensive alliance, where it turns out you simply can’t. Exactly how/what we’d do is still in the works, but it’s high up on my list.

That already has the caveat of being pulled into their wars, so I think it is balanced. First few times I allied everyone / strongest people I could. Then I learned my lesson. Then I focused on allying those that were actually near me and relevant to my local conflicts or made sense as a marriage alliance of our houses for future joint ownership of land. Maybe introduce more of a regional factor in what alliances the AI is willing to accept will help mitigate some of the issues you are describing.

Warfare is not and never will be a primary focus for CK3, that said it’s not as character-driven as it could be, outside of commander advantage and the occasional great knight. There’s also a real problem with delivering content (usually in the form of events) during times of war, as the player more often than not gets interrupted by something appearing in the middle of the screen while maneuvering units. I’d eventually like for us to be able to deliver content in a way that doesn’t interrupt warfare, and use that system to highlight characters and heroic acts (Battle of Agincourt, anyone?). I’d also like to rework the major annoyances of warfare, such as supply.

A while back, I forget which release, maybe Royal Court, I remember a modder that was devastated to find the code stripped that allowed him to insert events in battles relevant to knights and commanders, etc. I think the interruptions don't bother some people - if you make it toggable in setup (can events interrupt your battles?) might be a good compromise.

What is wrong with supply?

As I touched upon earlier, we’d like to invite you in the community to take part in some of the things we’re doing in the not-too-distant future - my guess would be within Q1 of next year (though still TBD). Without spoiling too much it’d have something to do with the content we’ll be making…

While not directly related to the game, an (at least if you ask me) incredibly cool initiative that we’ll be driving is to have more collaborations with historical media - this goes hand-in-hand with what I mentioned early on in this diary, regarding us wanting to show how medieval life actually was! This means that you’ll be seeing even more podcasts, videos, etc., about themes close to the game. Who knows, we might even get historians or professors to be guests or consult for our upcoming content.

For those of you playing on console there will be a post later this week, answering some of the questions you have.

That’s it for now! I invite you all to discuss what you see here - share your thoughts about the themes, ideas for what you’d like to see, suggestions on how things could be done, and so on!

Hmm. So I started playing HOI4 this year, and one of the things that really surprised me was how often I looked up a historical figure because the problems facing him were so interesting, to see how he handled it. Corruption! Economic woes! Rebellions generals! Church causing problems! Political factions! It was like this unexpected mini-game in 1939 leading up to the great war. They didn't have to add a ton of historical notes - by replicating the regional problems, the history became interesting. Might be something to explore.

Thank you for the great Dev Diary!
 
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I am very excited about more character driven developments and role play possibilities.

I am also a big fan of religious history, and though most of my knowledge is about Christianity, I know enough about Islam to know that they could get more flavor added to them as well.

I really like how Mozarabic and Era Zaharrak have unique ways their Faiths can change and I love the Council of Toledo.

One of the things I have thought would be interesting is if there were ways to gradually change Faiths or have changing faith be more interesting. I also sometimes wonder what it would be like if the reformation happened earlier, and with your desire for a more interesting late game that might be an interesting event. I am surely not the only person who thinks that the head of faith being caught in a sinful scandal shouldn't cause more interesting events to trigger. I for one would love to sponsor an antipope if the current one in game is my rival or otherwise unworthy.
 
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Appreciate the time taken to write this and the structure of the vision for the game. While I may have differing opinions about the initial expansion (and potentially the next one), a lot of what's described here seems like it would greatly improve CK3 and that is very promising as someone who's only been able to find enough interest for 90 odd hours.

However, I don't see any stated intention to modify how rulers and vassals interact. I would love for things as simplistic as CK2 councils to impact how are characters operate in their realm, to more interesting things like vassals supply poorly conscripted levels in wars (or flipping their allegiance, especially in civil wars), vassals interacting with the player in meaningful ways beyond inviting us to feasts, and playing chess, maybe changes/expansions of vassal contracts so that this becomes an area that vassals and players can interact more meaningfully.
 
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Warfare is a place where I have a lot of ideas, too bad most of those have been deemed: "good ideas, just not for Crusader Kings 3". I will keep lobbying for my ideas!
At the very least, splitting levies back up into infantry and other unit types and adding options to build different armies through buildings would be nice. I know mercenaries work differently in CK3, but being able to add vassal mercenary units with defined strengths and troop counts would also be nice. It was a great system for representing standing armies and guard units (Particularly Byzantine tagmata), and absolutely essential for mods.
 
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The disconnect between character relationships and events and what's happening on the map is my biggest disappointment with CK3 right now, so hearing that the next expansion intends to reinforce the connection between the map and character has me looking forward to learning more about it. Royal Court was, I'm afraid, a terrible disappointment to me, as the extensive 3D modelling work didn't provide gameplay enjoyment commensurate with the dev team work involved. I'm hoping the next expansion has more of a focus on fun gameplay and less emphasis on trying to look pretty.
 
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somehow, i really think the system from vic 3 with fronts and no direct control would fit very well in CK3.

its only some brainstorming and i know i will get enough respectful disagreements and i understand but i think it could work good in CK3. do i take my best general that is hated by my court or my idiot cousin who would give me his tapestry for the honor of leading the army?

also, a system where the risk of a breakaway revolt is bigger if i put all my troops to the front and keep none at home. A way to solve the old paradox doomstack problem.. send all your troops away and the ai thinks "free real estate" plus a stronger supply limit system, not HOi style but something.. i cant feed all my troops on one front.. so i have not all my troops there.
But where have you ever heard of a modern style front in dark age to medieval warfare?
 
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I will say that if there is a Byzantine DLC, try not to add too much LARP content. Legions, praetorians, and the old provinces were gone. A restoration of the empire by Byzantium would be fundamentally Greek. What you'd probably see are exarchates or katepanates in regions like Egypt, Africa, and Italy. Restoring the empire would mostly involve expanding these systems to historical Roman lands. Katepanates weren't limited to territories that were far removed from Constantinople - Bulgaria, Macedonia, Armenia, and Antioch were all under katepanates at one time or another. They were essentially very large civil-military provinces akin to army commands, that brought together governorates and the forces stationed in them.
 
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This was a good dev diary and it’s great to have some transparency and expectation for the future. I cannot even begin to state how little interest I have in expanding the map UNTIL what exists has been addressed. If in five years time we have flavor for India, Persia, North Africa, Tibet, Steppe, Central Europe, Slavs etc AND have updates to core mechanics like trade, nomads, clans and empire mechanics then by all means let’s go to China. But we don’t need a half baked map expansion like Rajas of India when there is some much depth to give the already gigantic world that exists.
 
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This post was a good step in the right direction - acknowledging the issues and the areas that need work is good and now we wait and see if PDX will actually deliver'

Moving away from the regional flavour packs, acknowledging the glacial development, issues with the late game and the need for expansion of systems and mechanics all good to see
 
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Greetings!

A long time in the making, this diary is dedicated to plans, and what we have in store for CK3. From more present matters to musings and thoughts ranging into the far future. Crusader Kings is a unique game series, and one that has been close to my heart for a long time - the focus on characters as the driving force, emergent narratives, and player freedom make it truly stand out.

Ever since I took the reins of the project I’ve continued to follow the original vision, which some of you might remember from the very first Dev Diary: Character Focus, Player Freedom and Progression, Player Stories, and Approachability. As you can see, the points correspond fairly well with my initial sentiment, and I do not intend to deviate too far from these points - that said there are always things we can do better or differently within them, and I think that we could do even more to, for example, improve the cohesion of player stories or the sense of progression. I am a firm believer in that everything in the game should help you in making stories (while not necessarily being explicitly connected).

Internally we’ve always worked with the premise “Live the life of a Medieval Ruler”, which means that we want the game to be uniquely true to how life was during the period. We want to attribute more than just ‘death, suffering, and war’ to the era we portray. Highlighting things that you might not see elsewhere, such as family, or the challenges of rulership, is important to us. Going forward this will remain a priority, though it is important to note that we do exaggerate and romanticize a lot - it is a game after all!

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This all leads me to the next point; what are we doing?

As a project, we aspire to have a cadence of roughly four releases per year, not including post-release support in the form of patches or hotfixes. During this year we’ve released Royal Court, Fate of Iberia, Friends & Foes, and as mentioned previously we’re aiming to have a free update out before the year is over. We want to have a steady stream of new content, while also maintaining the game by acting on feedback. For next year, our ambition is to have somewhere around four updates (barring unforeseen circumstances).

Going even further (long-term) we have the ambition to shorten our cycles, so we can get more content and updates out. The project is (by Paradox Development Studio standards) still young, and has a long future ahead of it. There’s so much to do, and so many ideas still to explore. Though as I mentioned this is an ambition and not a promise - it might be complicated to get everything in place, but rest assured that we’re always evaluating what we can do to achieve this.

Of course, we’re also watching initiatives that other studios are driving, such as the Stellaris Custodian Initiative, with interest. While we’re not organized in a way where we could adopt a similar structure today, it’s something that’s worth investigating - again, this is a long-term thing, and it’s very possible that we would find another setup that works better for Crusader Kings.

For next year we want to do something similar to Royal Edition again, an Expansion Pass with a bundle of intriguing content. One drawback of the Royal Edition was the fact that the main beat, the Major Expansion, came later in the cycle. For the next one, we want to either start off the cycle with the Major Expansion, or make it obvious what the theme is going to be from the start. This should make it much clearer what you’re actually getting in the package as a whole. We’re also exploring what formats and formulas of expansions could make up a future Expansion Pass, as the ‘1 Expansion, 2 Flavor Pack’ formula is not set in stone.

In addition to this, we also aim to do experiments now and then. For this year, the experiment was Friends & Foes; a smaller content format that was born out of the minds of the team. We’re looking into a few different experiments for the future, which I can unfortunately not share right now. Though something we can share is that we’re looking into more community involvement.

But what are we doing? What’s the next Expansion about?

As I’ve mentioned before, it’s too early to reveal the theme. However, the next Expansion is leaning towards the roleplaying side of the game. Without revealing too much we’re focusing in large parts on reinforcing the connection between map and character. The theme is not one that has been the subject of an expansion in previous iterations of CK - to make things extra clear; we’re not doing trade, imperial/byzantine mechanics, nomads, or similar this time.

That said, I know that many of you are also hungry for more systemic expansions, and that’s understandable! Of course, the next Expansion isn’t devoid of systemic changes or mechanics just because it’s leaning heavily towards roleplaying. CK, like all GSGs, requires systemic content to remain true to what they are. There will be plenty of systems, both as part of the Expansion and the free update that comes along with it. For Flavor Packs we’re also going to aim to have systemic content as part of the formula - Fate of Iberia proved that a combination of flavor (events, clothes, illustrations, etc.) and a central systemic feature (the struggle) served to elevate the experience as a whole.

As of now, we have a team of designers that is unlike anything we’ve had before - it’s not only a large team, but they’re also highly skilled and competent. This, in part, is why we’ve chosen to do an Expansion focusing on the roleplaying side of things, and it’s also the reason why we had the capacity to do the Friends & Foes experiment.

My aspiration is to shift focus towards more systems-heavy expansions after the next one, and we’re gearing up the team to be able to do just that. I’m of the opinion that there must be balance, and as we’ll have had two roleplay-focused expansions in a row, by then it’ll be time for the scales to shift towards the systemic side. We’ve expanded our team of programmers significantly, so the future looks bright for those of you that crave new and exciting systemic content…

Looking toward the future, what will we be doing over the coming years?

Now, there are a lot of areas that I want to explore in the future! Please note that anything I write or list here is not in any way chronological, and they’re not explicit promises. Great ideas come along at any moment, from any direction, and we want to stay flexible with our plans.

The current formats of Major Expansions, Flavor Packs, and Event Packs I believe let us cover every style of content we want to do, and we intend to keep these formats (while maybe tweaking the formulas a little bit here and there!).

Flavor Themes
Starting off with Flavor Packs; the regional focus is great and allows us to deep-dive into the history of a particular area - but as fun as it is to hit the books on a specific region, it’s possible that we’ll also be looking into non-regional Flavor Pack variants. Anything can be possible as long as there’s a central system where flavor can be woven in. That said, at least the next Flavor pack is likely to remain regional in nature.

A long-term goal is to revitalize and create diverse and varied gameplay throughout the map. Something we want to do is to explore regions outside of Europe, as both of our Flavor Packs so far have been within the region. We want to show how much fascinating history and intriguing gameplay can be found around the world. Examples with a lot of surprisingly deep history include regions such as Tibet, Persia, the Caucasus, and North Africa, to name only a few.

Of course, in due time we also want to explore regions within Europe that are very popular for players, some examples including Britain, France, and the West/East Slavic lands. It’s likely that we’ll alternate a bit, especially if someone on the team is extra passionate about a theme. Also one final thing; a lot of you are asking for a Byzantine Flavor Pack, but I know for a fact that the scope of a Flavor Pack wouldn’t sate your ravenous hunger for East Roman content… when we eventually get to them, it’d more than likely be as the part of a Major Expansion!

As for non-regional, there are some ideas floating around; further exploring governments such as the Tribal Government, or building flavorful systems around for example Epidemics (which is a system that would, foundationally, be free if/when we make it), etc. A benefit that this format would have is that we’d be able to make systems that don’t fit the larger theme of a Major Expansion, but that we still feel would be great for the game.

Just to reiterate; don’t take anything I say here as a statement that we’re doing one of these themes right now!

Ambitions for Expansions
There are already years worth of ideas for what we could do for Expansions. I’ll go through a handful of the areas I’d like to explore in the future, focusing on some of the topics commonly seen around the community. Note that these are not necessarily standalone Expansion themes, some might be combined, others divided. While there are some themes that I think are more important than others, there’s really no saying what we’ll look at first or in what order.
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Trade & Merchant Republics is something I hear a lot about - and it’s something that I really want to get to in time. However, I found the CK2 implementation in The Republic to be incredibly lackluster; in a game with thousands of interesting starts, it added only a handful more, and it didn’t actually have that much to do with trade. For CK3 my vision would be different - medieval rulers didn’t trade, per se, and noble rulers didn’t regularly barter resources with each other, so while that’s not a thing I’d want, there are a lot of interactions that could be added around trade and the people who did the trading. A system for CK3 would be character-driven, and there’s definitely an opportunity for new playstyles that aren’t as limited as the ones in CK2…

Imperial Mechanics, especially in relation to the Byzantine Empire, is another common topic. Empires are generally not very exciting, essentially having the same mechanics as a king does. I believe that there’s an opportunity not only for emperors, but to be part of an empire. In many cases, such as in Byzantium, the Abbasids, or even the HRE, being a part of the empire should be as interesting as ruling it. There are many ways of going about this, but ideally, I’d want to get a lot of differences in there - no two empires were ever really the same, after all.

Laws were another system that was lackluster at best in CK2. While they allowed a degree of customization and mechanical impact, the implementation was static and fairly uninspired. Conceptually laws were a huge part of being a ruler and being part of a realm, and while we do have vassal contracts (which I’d like to revise at some point, too) there’s room for more. For CK3, a law system would be deeply driven by characters, rather than confined to a static setup. Dynamism and evolution would be two keywords for the vision here.

Religion in CK3 took a great step up from previous iterations, but there’s always more we can do. There are a plethora of ideas floating around, and as religion was such a common part of everyone’s lives by this point in history, it’s hardly surprising. It’s hard to nail down exactly what I’d like to do here as there’s just so much, but CK3 is uniquely suited to simulate all the drama that happened between everyone involved within the sphere of faith, be they Pope, Grandmaster, or simply an influential ruler. There’s also a lot of potential around crusades, and all the happenings before, during, and after them. I’d also really like to get faith to play a larger part in the everyday lives of rulers, as it’s much too easy to ignore as it stands.

Nomads are just one part of the whole; the Steppe. This region is unique, and we’ve never done it real justice. In CK2 every ruler on the Steppe was a Genghis-in-the-making, with little focus beyond war. In reality, the Steppe was like an ocean - and the nomads were the only ones who had mastered it. I’d like to make the Steppe as a region stand out with mechanics of its own, and I’d like a large part of nomadic life to be about moving, focusing on the dynamism of the place and the people within.

The Late Game is another area that I’m very interested in expanding, as the game currently plays very similar across the entire timeline. Sure, there are some differences, primarily in how easy it is to rule, and how much you’re able to claim in wars, but the differences could be more fundamental. This is one of those topics where there are a million things we could do, but an ambition I have is that the game should stay interesting for longer than is currently the average play session (around 200 years or so). Looking at Eras and their effects on the game is one venue, so is taking a look at holdings, economy, and other fundamental components of the game.

I think it’s quite obvious that I eventually want to Expand the Map, to include the rest of the Old World. If we’d do it all at once or in segments is still up in the air, but regardless of what approach we take, it’s imperative that the area feels different to play in from the western half. While it’s obvious that the area would require a lot of unique art, I’d also want it to work differently from a mechanical standpoint - governments, faiths, etc. It’s an ambitious goal, but one I wish to tackle eventually.

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An incredibly rough floor plan for the future.

General Areas
Of course, there are also areas of the game that I want to revisit, rework, rebalance, or expand in general - it’s not all about expansions or flavor, existing systems, and core loops must be revisited now and then to keep the game in a good state. Of course, this would be done in free updates, either free-standing or as part of a bigger release. Here are some of the things that I’d like to get to within a reasonable timeline, some more important than others. This is not an exhaustive list.

Alliances
are too binary as they stand, while it’s true that it’s easy to understand how they work, it also results in a lot of unwanted busywork when you have to fight in wars you’ve no interest in (or you have to take a big prestige hit…) - at the same time, it’s much too easy to get a lot of allies that, at a moments notice, are ready to drop everything in order to help in your wars. I’d like to see a pact-based system where you have to negotiate more, without making it annoying to find and get the alliances you need. You should, for example, never be fooled into a marriage hoping to get an offensive alliance, where it turns out you simply can’t. Exactly how/what we’d do is still in the works, but it’s high up on my list.

Clans do not feel unique enough, while they have some mechanics that simulate the sphere’s tendency for spectacular rises & falls, there’s more we can do to show the differences from Feudal. I’d like to explore what made Clan realms so different historically and draw upon that for a more flavorful set of differing mechanics. I definitely also want to make the Clan, as in the group of people, matter more in the government bearing its namesake.

Warfare is not and never will be a primary focus for CK3, that said it’s not as character-driven as it could be, outside of commander advantage and the occasional great knight. There’s also a real problem with delivering content (usually in the form of events) during times of war, as the player more often than not gets interrupted by something appearing in the middle of the screen while maneuvering units. I’d eventually like for us to be able to deliver content in a way that doesn’t interrupt warfare, and use that system to highlight characters and heroic acts (Battle of Agincourt, anyone?). I’d also like to rework the major annoyances of warfare, such as supply.

Modifier Stacking is becoming an issue in some places, especially for Men-at-Arms modifiers (primarily from buildings) and Building Cost Reduction modifiers. While some issues can be solved by tweaking numbers (we’ve for example reduced prestige sources in the past) others require a redesign/revisit of the underlying problem. For example, I’d like to take a long, hard look at MaA modifiers, seeing as the player can very easily destroy AI armies with little work. I’d like to not only rebalance the sources of MaA boons but potentially also create new options for fun management.

AI is an enigmatic beast, with aspects that are incredibly diverse. One of them is warfare AI, where Crusades stand out as an area in need of improvement - on one hand, historical crusades were incredibly disorganized, but on the other, we don’t want the player to feel like they’re hopeless endeavors. No matter what we decide to do, we’ll have to strike a balance - if the AI played perfectly optimally, crusades would steamroll everything, and I don’t want that. There are of course other aspects of the AI where I want to see improvements, such as the marriage AI, but we’ve at least made some good strides with the economical AI over the last few updates, so that’s not a priority. We eventually want personalities to shine through every aspect of the AI, and we have some plans for that, which will likely come in steps.

Community & History
As I touched upon earlier, we’d like to invite you in the community to take part in some of the things we’re doing in the not-too-distant future - my guess would be within Q1 of next year (though still TBD). Without spoiling too much it’d have something to do with the content we’ll be making…

While not directly related to the game, an (at least if you ask me) incredibly cool initiative that we’ll be driving is to have more collaborations with historical media - this goes hand-in-hand with what I mentioned early on in this diary, regarding us wanting to show how medieval life actually was! This means that you’ll be seeing even more podcasts, videos, etc., about themes close to the game. Who knows, we might even get historians or professors to be guests or consult for our upcoming content.

For those of you playing on console there will be a post later this week, answering some of the questions you have.

That’s it for now! I invite you all to discuss what you see here - share your thoughts about the themes, ideas for what you’d like to see, suggestions on how things could be done, and so on!
Hi @rageair,

Do you have any plans for quality of life improvements as well? For example, message settings for the game is, by far, the most upvoted improvement in the suggestions subforum. :)
 
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Yeah, but how do you stop it from turning out like the Canaries, and having the Americans sail over and raid Europe?
What's this about Canaries?

Perhaps the Americans could have more Tribal-era innovations, in addition to them being different, so it would take them longer to access the later ages?
 
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