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Dev Diary #112 - Year in Review

Greetings!

The wintery season is upon us, and soon most of us will be joining our friends & family (or friends & foes?) for the holidays - this is an excellent time to reflect on the year that has gone by, and look at all that we’ve done. I also wish to leave you with a small teaser of things to come (nothing major though, as mentioned before that communication will begin sometime in Q1 next year!)

Early in the year, we released Royal Court, the first major expansion for CK3. With kings squabbling over who has the grandest court, impressive artifacts being crafted and displayed, court position holders scheming, and cultures diverging, hybridizing, and shifting - to name only a few things that were in the update - it’s safe to say that the game got a shakeup with lots of new things to do. We also drew a lot of good learnings from it, both from the process (which was undoubtedly troubled, seeing the state of the world at the time) and the reception. Good lessons that we’ll bring with us in the future.

The Fate of Iberia followed and breathed new life into the Iberian peninsula. With content such as bonds of friendship stronger than iron, titles changing hands over a game of chess, and the revival of lost faiths (if you’re observant enough…) The Struggle, a central mechanical core surrounded by flavor, struck a balance that was enjoyed by many - a winning formula that we’re more than likely to follow in the future.

Friends & Foes was an experiment that played to the strengths of the game - by adding dramatic content, and proved how it’s always a nice thing to have more of it! Not only did it seem to be an appreciated format, but it was very motivating for us to make. For more news on this, stay tuned early next year…

And to round the year off we released the Robe update, which focused on adding graphical variety and fixing issues. It revamped the bookmark screen, added a full set of art for tenets, and made custom rulers saveable, in addition to balance and AI fixes. We will always strive to make sure the game is in a good, healthy state.

---

Now, some of you know the above already, and want to see something new! As we won’t be back with Dev Diaries for a while (they’ll start back up sometime in January) I want to leave you with something that can be discussed for a while. We’ve seen a lot of discussions regarding Nicknames, or rather the lack of them, and have taken your feedback to heart!

In an upcoming update, we’ll be adding in a new system for gaining nicknames passively, not too unlike the system in CK2, but vastly improved (in CK2, it was just a highly obfuscated system with little-to-no fanfare at all). These nicknames can be earned at any point during the game, and will reflect your character’s status as well as they can. They can be bad or good, with most (if not all) being overwritable by more prestigious nicknames should you do something extraordinary (such as uniting the Spanish Thrones, or Uniting Africa, etc). Gaining a nickname comes with a small boon or penalty to prestige and opinion, just enough to make it matter.

nickname_event_1.png

A positive nickname, celebrated by a good friend.

nickname_event_2.png

A negative nickname, gained while in prison, with the news delivered by someone who’s not exactly a fan of yours.

This system focuses on nicknames that aren’t particularly active, it won’t give you ‘the Conqueror’ for example. It will, however, pick one of 200+ appropriate passive nicknames. These are in part existing nicknames in the database that didn’t exist outside of historical characters (‘the Fat’, ‘the Poet’, ‘the Brave’, ‘the Tyrant’, etc.), nicknames adopted from CK2 (‘the Zealot’, ‘the Lucky’, ‘the Resilient’, ‘the Strange’, etc.), historical nicknames that were never used before (‘the Desired’, ‘the Idle’, ‘the Wrathful’, ‘Longsword’, etc.), and community suggestions (‘the Navigator’, ‘the Berserker’, etc.). All of these nicknames have triggers so that they only appear where logical, for example; you can only gain ‘the Tyrant’ if you have a certain amount of tyranny opinion, and you can only gain ‘the Fat’ if your character is of the heavier persuasion. A lot of these also take your prestige or piety levels into account, so having a high prestige level can ‘protect’ you from gaining poor nicknames. There’s also a game rule that controls the frequency.
nickname_snapshot.png

Some examples of nicknames you can get through this system.

We aspire to keep most nicknames in line with history, or what would be plausible. That said, feel free to suggest more nicknames! Who knows, perhaps you’ll suggest something that’ll make it in… just remember that they shouldn’t be too ‘active’, so no ‘the Conqueror’ or ‘the Destroyer’.

To make nicknames a bit more… spicy than they are, we’ve also added a small new feature that allows you to see what a nickname actually means! Charles the Bald, for example, wasn’t without hair but rather without a suitable crown for most of his life. By hovering over nicknames, you can now see an explanation.
nickname_reason_charles.png

Charles wasn’t so bald after all, and now you know why.

nickname_description_2.png

Quite self-explanatory, but still informative.

Finally, a word from our community manager Pariah about a QnA session we will be having with some of the devs on our Discord server:

"As the holiday season approaches, we will also be holding a QnA session where you can feel free to ask any burning questions or just anything on your mind about the game. While we can’t give away any company secrets or tell you exactly what we are working on next, it will be a chance to sit down and discuss things with members from most if not all disciplines of the game!

The QnA session will be taking place on our Discord server on Tuesday December 13 from 16:00 - 18:00 CET, which is a terrific place to help supplement these Forums. The Discord is filled with tons of your fellow Crusader Kings community and always a good place to find knowledge and conversation. If you are not already part of our terrific Discord family and would like to get in ahead of the QnA, you can find a link HERE!"


That’s it for this year - we’ll see you in 2023! Have a God Jul and a Gott Nytt År as we say here in the frigid north!
 
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as little as legally possible
"As little as legally possible" is, in fact, nothing.

This dev diary, all by itself, is more communication than you have any statutory right to.
 
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@Wokeg, thank you for your response.

I can only speak for myself. I am on the more critical camp for this game. I have followed CK3 development since before release and I keep waiting for a good reason to jump in and pick up the title.

What is really stopping me from doing so is that even I can see that the core features, those shipped with CK3 on release, have a very thin facade. Using CK2 as a base, I can see that much of what came with CK3 at launch works just enough for the casual player to suspend their disbelief that the simulation is indeed working. But any deeper inspection shows a whole lot of holes.

So, here I have sat for 2 years hoping that the team would double down on their vision and really beef up the things that CK3 had at launch as part of free updates, while adding content and new systems as part of DLCs

But what I see is that the focus is indeed on new content and systems, but that the original CK3 core systems are instead treated as working as designed, needing sporadic, unfocused, bug fixing effort.

Even I am getting tired of mentioning Stellaris here, but how can I not?

What would really sell me on CK3 again is knowing that, in 2023, the team is planning on adding depth to the systems CK3 shipped with.

Some great examples of what I would have LOVED to have heard before you all go on a deserved holiday:

"2023 will be the year of the Crusades. We are taking the core system and spending a dedicated effort on fleshing it out and ironing out the kinks. Expect a beefy free patch dealing with this topic sometime next year ;)"

"One of our focused efforts for a major patch next year will be rebalancing character interactions. We'll make many passes to make sure that the existing interactions are happening in a logical way and that events and decisions make sense across our world map."

"After many updates and new content, we understand that our mana economy has become quite inconsistent. What one gold, one prestige or one point of opinion mean in-world in CK3 varies wildly between events, decisions and other interactions. The CK3 team is looking on doing a full balance pass to bring consistency back into the CK3 economy and make sure that buying a treat in an event does't cost as much as one tenth of building a fortification for a holding."


tl;dr: The base game systems of CK3 deserve focused dedication, because what was shipped is not OK. By all mean work on new content and DLCs, but please stop treating that the base game just needs bug fixing and not some serious love and attention.
 
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"As little as legally possible" is, in fact, nothing.

This dev diary, all by itself, is more communication than you have any statutory right to.
I think a lot of folks are choosing to act like he was targeting particular people, rather than the fact he was making a statement about the industry at large, and how those problems create micro problems.

Life is complex, folks need to stop acting like complex problems have simple solutions.
 
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I think a lot of folks are choosing to act like he was targeting particular people, rather than the fact he was making a statement about the industry at large, and how those problems create micro problems.

Life is complex, folks need to stop acting like complex problems have simple solutions.
He made a statement at large then explained why it also justified him treating individual devs poorly.

I know. I saved it to make sure I would remember how bad it was compared to how people would sanitize it into a perfectly reasonable thing instead of the rant it was.
 
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@Wokeg, thank you for your response.

I can only speak for myself. I am on the more critical camp for this game. I have followed CK3 development since before release and I keep waiting for a good reason to jump in and pick up the title.

What is really stopping me from doing so is that even I can see that the core features, those shipped with CK3 on release, have a very thin facade. Using CK2 as a base, I can see that much of what came with CK3 at launch works just enough for the casual player to suspend their disbelief that the simulation is indeed working. But any deeper inspection shows a whole lot of holes.

So, here I have sat for 2 years hoping that the team would double down on their vision and really beef up the things that CK3 had at launch as part of free updates, while adding content and new systems as part of DLCs

But what I see is that the focus is indeed on new content and systems, but that the original CK3 core systems are instead treated as working as designed, needing sporadic, unfocused, bug fixing effort.

Even I am getting tired of mentioning Stellaris here, but how can I not?

What would really sell me on CK3 again is knowing that, in 2023, the team is planning on adding depth to the systems CK3 shipped with.

Some great examples of what I would have LOVED to have heard before you all go on a deserved holiday:

"2023 will be the year of the Crusades. We are taking the core system and spending a dedicated effort on fleshing it out and ironing out the kinks. Expect a beefy free patch dealing with this topic sometime next year ;)"

"One of our focused efforts for a major patch next year will be rebalancing character interactions. We'll make many passes to make sure that the existing interactions are happening in a logical way and that events and decisions make sense across our world map."

"After many updates and new content, we understand that our mana economy has become quite inconsistent. What one gold, one prestige or one point of opinion mean in-world in CK3 varies wildly between events, decisions and other interactions. The CK3 team is looking on doing a full balance pass to bring consistency back into the CK3 economy and make sure that buying a treat in an event does't cost as much as one tenth of building a fortification for a holding."


tl;dr: The base game systems of CK3 deserve focused dedication, because what was shipped is not OK. By all mean work on new content and DLCs, but please stop treating that the base game just needs bug fixing and not some serious love and attention.
Wow, I came here today to basically say this, but someone already did!

I've been frustrated by the state of the game for awhile. The previous game had a lot of fun mechanics that seem to be absent now and it's struggling to retain my interest, and you basically perfectly explained why that is!
 
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I know I've remarked on this before, but I think a fairly significant part of the excessively grumpy behavior noted by Wokeg is essentially the product of Imperator paranoia. Because of what happened with Imperator, it seems to me that a very small but very vocal group of us now tend to extrapolate any perceived slowdown, content drought, lack of communication, etc. as a sign that the game in question is "another Imperator" and start freaking out that its going to have its development shut down.

I'm not trying to say that what happened with Imperator wasn't bad or that people don't have a right to feel burned, but the (again, very small but vocal) group of people who seem to be using it as a license for an endless tide of whining, anger, and smug doomposting almost makes me wish that they would just ban mentioning it outside of its own forum at this point.
 
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Some other historical (medieval) nicknames I’ve seen while perusing my copy of Morby’s ‘Dynasties of the World’ (purchase inspired by CK3!), with a focus on those rulers which may be lesser known:

Armenian kings

- Smbat I the Martyr
- Ashot II the Iron
- Ashot III the Merciful

English kings

- Edgar the Peaceful
- Edmund Ironside
-
Harold I, Harefoot

Scottish kings

- William the Lion

Kings of Gwynedd

- Merfyn the Freckled
- Hywel I, the Good

French kings

- Louis V, the Sluggard
- Louis X, the Stubborn

Rulers of Anjou

- Fulk I, the Red
- Geoffrey I, Graymantle
- Fulk IV, the Surly

Rulers of Aquitaine

- William IX, the Troubadour

Rulers of Brittany

- Alan I, Wrybeard
-
Conan I, the Crooked

Rulers of Normandy


- William I, Longsword
- Richard I, the Fearless
- Robert I, the Magnificent

Rulers of Flanders

- Baldwin I, Iron Arm

Rulers of Luxembourg


- John the Blind

Rulers of Hainault

- Arnulf the Unfortunate

Rulers of Burgundy

- Philip the Bold
-
John the Fearless
- Charles the Rash
- Philip the Handsome


Kingdom of Naples and Sicily

- Robert the Wise
- William I the Bad
- Alfonso I the Magnanimous
- James the Just
- Frederick III the Simple
- Martin II the Humane

Rulers of Savoy


- Humbert I, Whitehands
- Edward the Liberal
- Aymon the Pacific
- Philibert I, the Hunter
- Charles I, the Warrior

Spanish kingdoms

- Alfonso II, the Chaste
- Alfonso IV, the Monk
- Vermudo II, the Gouty
- Sancho III, the Desired
- Alfonso X, the Learned
- Sancho IV, the Fierce
- Peter the Cruel
- Henry III, the Sickly
- Henry IV, the Impotent
- Garcia II, the Tremulous
- Alfonso I, the Battler
- Alfonso IV, the Benign
- Peter IV, the Ceremonious

 
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I would like to suggest gold related nicknames such as “the Miser”, “The bankrupt”, “the hoarder”, or the debter”
I could definitely see "The Bankrupt" or "The Debtor" being tied to spending a certain percentage of your reign in debt or dying with debt over a certain very high mutiple of your annual income (like 5x annual income or something like that).
 
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I have a nickname mod (https://mods.paradoxplaza.com/mods/24733/Any) with a nickname-giving interaction which can be used to give a (more or less) appropriate nickname for most characters (including the players themselves).
There are several options in the mod to find the nickname you like the most.
One of them is "an interesting moment of her/his life" which gives nicknames based on character modifiers, flags and variables.

Few examples:
"converted_by_forced_conversion_interaction" flag >> the Apostate
"broke_truce" modifier >> the Oathbreaker
"stress_frozen_grief" modifier >> the Mourner
"pilgrimage_completely_lost_modifier" modifier >> the Lost
"feast_bad_reaction_to_food" modifier >> the Colicky
"studying_corpses_modifier" modifier >> the Anatomist
"intrigue_poison_experimentation_modifier" >> the Poisoner
"crown/tribal_authority_cooldown" variable >> the Lawgiver
"chronic_headaches_modifier" modifier >> the Headachy
"fp1_yearly_0071_troll_victory_bear_modifier" >> the Troll Slayer
"pigeon_thief" modifier >> the Pigeon Thief
"disease_immunity_bubonic_plague" modifier while not having the Plague >> the Plague Survivor
"local animal - lion" variable (gained by hunting) >> the Lion Hunter
"outer_monologue_modifier" modifier >> the Boring
"lumberjack_modifier" modifier >> the Woodcutter
"signature weapon - axe" flag + high prowess >> the Axe Master

well, enough...
Maybe the same method can be used to gain more "active" nicknames.
 
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In my opinion it was a major & direct contributor in the slow drying up of dev activity here over the last year and a half or so.
Yeah, it's sad this needs to be said.
This is an optional room in your workplace enviroment. Why would you choose to spend your working time here if it's just insults and discouragement you're facing.
I'm certain plenty of people that work retail would love if the customer engagement part was optional... (at least from all the retail worker stories i heard)

I for one am looking forward to the bigger and smaller things you guys will bring us over the next years. :)
 
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Yeah, it's sad this needs to be said.
This is an optional room in your workplace enviroment. Why would you choose to spend your working time here if it's just insults and discouragement you're facing.
I'm certain plenty of people that work retail would love if the customer engagement part was optional... (at least from all the retail worker stories i heard)

I for one am looking forward to the bigger and smaller things you guys will bring us over the next years. :)
The worst part? This is not their work environment.

Oh, sure, for some of the staff this is. Community managers, for example, and a couple of folks who respond in the bug/tech support forums.

But outside of dropping a DD, I don’t think any of them regularly come here during their work hours.

That’s the part that really chaps the crack of my ass; they don’t get paid to deal with this nonsense. It’s like asking someone to come by the store off hours and let the customers rant at them.

Using CK2 as a base, I can see that much of what came with CK3 at launch works just enough for the casual player to suspend their disbelief that the simulation is indeed working. But any deeper inspection shows a whole lot of holes.

[…]

"After many updates and new content, we understand that our mana economy has become quite inconsistent.

Ah, yes, “casuals” and “mana”.

I’m mad at myself for having even the barest hint of the shape of the past forum conversations this use of language implies.

tl;dr: The base game systems of CK3 deserve focused dedication, because what was shipped is not OK. By all mean work on new content and DLCs, but please stop treating that the base game just needs bug fixing and not some serious love and attention.
What was shipped was okay. It was a solid base game. I played at least half as many hours in CK3’s base game as I did all of CK2.

Perhaps I liked it because I actually played it, which your post suggests you have not done.
 
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I just caught up with the thread and it's a little depressing and I don't even have skin in the game for whether people like the game.

I too have criticisms for the game but I try to make them more pointed and specific and try to also remind myself of what works well in the game (and a lot of things do, otherwise why am I playing it still and engaging on the forums?). It's important to take a step back and write thought out responses that are a little more developed and less knee jerk reactions and throw a few positive comments in as well. Criticism is best received in honest, good faith efforts that show an understanding of both what works well and what doesn't work well in the whole piece.

It is also important to be precise with language. Words like "depth" and "casual" are thrown around for critique of any game and they carry so much baggage that they are effectively meaningless on their own because they don't say a specific thing. On the surface level depth can be taken as a synonym for complexity, which is not always a good thing. Hence why it's important to be precise. What is lacking "depth"? why is that a lack of "depth" and not removing tedium? Why would more "depth" make the game fun?

Maybe this post is a little off topic but I wanted to say this and to add that I am happy to see continued progress on the game and am glad to get these little previews of features that people are working hard on. Thank you.

Also, and I might get flak for this, Friends and Foes was great. It wasn't as flashy as the other DLC but the way it reinforced base game relations and roleplaying was the addition to the game I didn't know I needed.
 
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What would really sell me on CK3 again is knowing that, in 2023, the team is planning on adding depth to the systems CK3 shipped with.

Some great examples of what I would have LOVED to have heard before you all go on a deserved holiday:

"2023 will be the year of the Crusades. We are taking the core system and spending a dedicated effort on fleshing it out and ironing out the kinks. Expect a beefy free patch dealing with this topic sometime next year ;)"

"One of our focused efforts for a major patch next year will be rebalancing character interactions. We'll make many passes to make sure that the existing interactions are happening in a logical way and that events and decisions make sense across our world map."

"After many updates and new content, we understand that our mana economy has become quite inconsistent. What one gold, one prestige or one point of opinion mean in-world in CK3 varies wildly between events, decisions and other interactions. The CK3 team is looking on doing a full balance pass to bring consistency back into the CK3 economy and make sure that buying a treat in an event does't cost as much as one tenth of building a fortification for a holding."
This, this, 100% this, this is the kind of communication we've been asking for.

Nicknames are nice but they're cosmetic. We're starving for red meat because of the drought of flavor and content compared to other releases. Since launch we've got the culture overhaul (fantastic), the throne room (meh), the Iberian conflict (great, but I wish that system were actually used elsewhere), and Friends & Foes (meh).

Tell us that you're working on fixing Crusades (crusades being broken since launch in a game called Crusader Kings ain't great). Tell us that you're working on beyond "connecting characters to the map." That means nothing. Tell us mechanical goals, tell us flavor goals, tell us direction, just tell us SOMETHING substantive and I guarantee the mood will shift. We were given a huge amount of potential directions in the roadmap but they can't tell us what direction they're working in now besides "connection to the map" and nicknames.

"In 2023, we're going to be working towards connecting the character better to the map. For starters, one major mechanic that we're developing is X. And flavor-wise, we're working on Y. Additionally, we're looking at introducing Z mechanic in the free patch. None of this is set in stone and all is subject to change, but this is what we're doing."

It doesn't need to be specific. It doesn't need to be set in stone. But we need effective communication. It was promised communication would be better after the DLC price increase debacle, but instead it feels like we just get more vagueries.
 
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When this diary was posted, I grabbed my thesaurus and started making nickname lists. A few hours later, I had hundreds of glorious words, had aggravated my shoulder injury again, and still barely scratched the surface. :/ Typing all those nicknames out here would do me further injury, but I did figure out a few things which I will try to summarize.

1. Assuming you haven’t done this already, can you set up groups of synonyms, so that if a living character already has, say, ‘the Rambunctious’ as his/her nickname, the next character to earn such a nickname gets one of the others: Boisterous, Obstreperous, Rowdy, or the like?

2. If possible, can you build in a preference for alliterative nicknames, so we get Richard the Reckless and Helen the Hasty, instead of the other way around?

3. If the player character has earned a nickname from a particular synonym-group, can you give us a choice between 2 or 3 of the remaining untaken ones? Often the synonyms the thesaurus suggests have different connotations, and giving the player a choice would allow us to pick the most appropriate one of those available. (Pitiless/Ruthless/Merciless substitute well, but ‘the Loquacious’ /the Long-Winded /the Chatterer/Babbler can signify slightly different personalities—the long-winded person might be dull-witted and self-satisfied, while the chatterer might be both cheery and humble.

4. Some words inspire nickname-generation. ‘The ______ Killer’ could lead to Fly/Mouse/Gnat-Killer as well as Boar/Giant/Snake, etc. Similar words include the likes of ___Eater, ____ Bitten/Biter, _____Breaker, _____Maker, ____Tongued /Toothed /Sighted /Hearted /Thewed /Fisted /Haired /Witted /Brained —-the possibilities may not be endless, but they’re beyond my ability to type here (already in pain from this). In case I’m not making sense: Dung-Eater, Flesh/Corpse Eater, Onion Eater, Mustache Eater, are all colorful nicknames, as are Flea Bitten/Biter; Storm-, Fort- or Oath-Breaker; Doom-, Rain-, Riddle- or Trouble-Maker, etc.

For what it’s worth, I find multisyllabic words make great nicknames by themselves: the Lackadaisical, Pugnacious, Cantankerous, Acrimonious, Clairvoyant, Vociferous—these all would help bring characters alive. (However, names like The Gloater are also worthy of inclusion!)

A few more mix’n’match compound nicknames thrown in as examples: Bog Rat, Nit Picker, Bone Crusher, Cat Footed, Plague Bringer.

Not to mention ‘the _______ (Rose/Thorn/Bear/Rat etc.) of (location)’.

That doesn’t begin to cover the possibilities, but I hope it’s helpful all the same.

Edit: minor corrections
 
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Some other historical (medieval) nicknames I’ve seen while perusing my copy of Morby’s ‘Dynasties of the World’ (purchase inspired by CK3!), with a focus on those rulers which may be lesser known:

[snip]
That reminds me, wikipedia has a page with all of the nicknames: https://en.wikipedia.org/wiki/List_of_monarchs_by_nickname

So if the Paradox team wants a lot more nicknames to grab, we've got them covered.
 
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I guess I’ll jump on the nickname bandwagon. Some of these posts are really good!

Slightly different context, but this discussion reminded me a bit of the Comanche Chief Cuerno Verde “Green Horn” who was named by the Spaniards - they even named a mountain after him. Greenhorn referred to his battle headdress which was painted green and he was apparently terrifying in battle and the Spanish made a point to steer clear of his territory.

Now that we have artifacts, maybe some of those could drift into nicknames. Or maybe one is known for a creature he has slain or a legendary warrior of his culture. Harald the Bear. Erik the Visigoth.
 
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This, this, 100% this, this is the kind of communication we've been asking for.

Nicknames are nice but they're cosmetic. We're starving for red meat because of the drought of flavor and content compared to other releases. Since launch we've got the culture overhaul (fantastic), the throne room (meh), the Iberian conflict (great, but I wish that system were actually used elsewhere), and Friends & Foes (meh).

Tell us that you're working on fixing Crusades (crusades being broken since launch in a game called Crusader Kings ain't great). Tell us that you're working on beyond "connecting characters to the map." That means nothing. Tell us mechanical goals, tell us flavor goals, tell us direction, just tell us SOMETHING substantive and I guarantee the mood will shift. We were given a huge amount of potential directions in the roadmap but they can't tell us what direction they're working in now besides "connection to the map" and nicknames.

"In 2023, we're going to be working towards connecting the character better to the map. For starters, one major mechanic that we're developing is X. And flavor-wise, we're working on Y. Additionally, we're looking at introducing Z mechanic in the free patch. None of this is set in stone and all is subject to change, but this is what we're doing."

It doesn't need to be specific. It doesn't need to be set in stone. But we need effective communication. It was promised communication would be better after the DLC price increase debacle, but instead it feels like we just get more vagueries.

Indeed, but sadly this is how most tech companies communicate, for whatever reason. They vaguely tease minor things and say nothing about anything major until it's already done and too late for consumer feedback to affect the product in any major way for it's launch. It's quite irritating. They expect you just stay excited forever off hopes and dreams and never lose faith or get annoyed at their silence. I've seen it for decades in the tech business.
 
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Indeed, but sadly this is how most tech companies communicate, for whatever reason. They vaguely tease minor things and say nothing about anything major until it's already done and too late for consumer feedback to affect the product in any major way for it's launch. It's quite irritating. They expect you just stay excited forever off hopes and dreams and never lose faith or get annoyed at their silence. I've seen it for decades in the tech business.
They have told you when they plan on giving information. It is most likely part due to poor behavior by fans.

Not only that, but CK3 does not have an open development process. It is not an early access or crowd funded game where devs may offer backer involvement as part of what you pay for.

The unsolicited feedback you would give would probably not influence design decisions already made. It is not as valuable or as helpful as you likely think is.

No one is expecting you to “stay excited”. The success of the game does not need you to stay stoked for it every day.
 
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I just a heresy outbreak that my character started?

Some changes to the pope’s mechanics would be nice. I don’t think the pope should hate a character’s guts just because you own land that is de jure part of the papal states. In the game, the Pope hates Louis the younger because Louis’s vassal holds land that is de jure part of the Papal States. In real life, the pope was actually pretty chill with Louis. Also, a character shouldn’t be able to request excommunication of a character they are at war with, except maybe if it is a tyranny war. Mercenaries for the pope should cost him more since he gets a cut of all temple holdings that have him as a religious head. If the pope or religious head wants a holy site in a character’s realm, the current owner of the holding should get a learning challenge option in the royal court event.

For fate of Iberia, Jews should only be able to ask duke or king for sanctuary, and the county given must be a county the duke or king holds personally.
 
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