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Dev Diary #115 - Monumental Foundations

Hello and welcome to this dev diary where we will be looking into some new map visuals that’ll be added in the future. As the team grows, we’ve had the opportunity for our new artists to warm up by sprucing up the map a little. Among the things we’ll show off today, chief is the Canterbury Cathedral and its evolution over time: made by our new Environment artist Joel, who’s written about his process and the research involved.

Building a Monument – Canterbury Cathedral​

The Original Church - Tier 1​

When creating the first tier of the Canterbury Cathedral, which references the Anglo-Saxon church extant in the 867 & 1066 start dates, it was important to acknowledge the lack of available visual reference material. Historically speaking, the Anglo-Saxon church was burnt down in 1067, but we do have some conceptual renditions and blueprints of the estimated building layout to work from, courtesy of the archeologists (our heroes).

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Sometimes luck strikes and blueprints or estimated ones can be found.

From this, I created a fairly basic interpretation of the church that serves well as the first/starting stage for the Canterbury Cathedral. Additional geometry, like pillars and an external house, was added to the building to create a more compelling in-game silhouette.

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The original Anglo-Saxon church - Tier 1

The Norman Cathedral - Tier 2​

After the first fire, a second church was built in its place, distinctively making use of the Romanesque style. As we move forward in history, more references become available, and fortunately the church foundations are described as rather similar to the church of today. The more significant differences to modern Canterbury Cathedral are, for example, the front and main towers: they are still Romanesque.

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Canterbury Cathedral - Tier 2

Romanesque and Gothic
If this happens to be your first time coming across these terms, some explaining might be in order. Romanesque and Gothic are two styles of architecture which defined buildings and churches throughout the Medieval era. Romanesque, the older of the two, emerged sometime around the year 1000 and lasted until around 1150. It’s a style arising from and defined by Germanic, Byzantine and old Roman influences, favoring circular Roman arches and a more solid-looking facade compared to later churches.

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Romanesque Abbaye de Lessay

From the Romanesque emerged the Gothic in the 12th-13th centuries. In Gothic architecture, Roman arches find themselves replaced by Gothic ones; we also see elaborate ribbed vaults, towering flying buttresses, and church interiors brightened by large stained glass windows.

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Chartres Gothic Cathedral

Modeling
I technically started with the third tier of the structure of the Canterbury Cathedral, rather than the second tier. Because we work with modular pieces and texture atlases, I find it easier to work from the complete cathedral, then remove any additional geometry. It also meant that the last tier would have most of the same layout as the modern cathedral, minus some of the later additions.

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Modular pieces used for building the Cathedral

With the modular pieces ready, it was then just a question of assembling the cathedral.


The Gothic Cathedral - Tier 3​

We could see in the final version of the Cathedral that a lot of areas had been raised since the time of the second, so I simply made minor tweaks to the height of some walls and roofs, while preserving the original UV. The back of the cathedral had also been extended and rebuilt, with the addition of two new structures. The south-west tower was rebuilt, but not the north-west tower as of yet: that happened later historically.


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The cathedral with the towers in the front. The main tower however was a new construction past CK3’s timeline.

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Canterbury Cathedral - Tier 3

The third tier takes on a Gothic style, with flying buttresses along the length of the cathedral, and it also puts a golden angel on the pinnacle of the main tower.


Basing and Decal
In order for us to be certain that our holdings will be placed correctly on the map, we extend the ‘basement’ of the mesh into the ground to accommodate for the map’s height differences.
This ensures we have no areas free flying in the air. Usually this is a bigger issue for holdings than monuments, as monuments have a single specific place on the map where they exist.

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Decal texture in Substance Painter

We also create decals that show a more interesting ground variation around the structure. In my case, I painted out some roads to give life to the area. Some color variation to the grass to better blend in with the rest of the map, and darker areas where the cathedral would be located. The decal plane is on average twice the size of our building.

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Anglo-Saxon church , Romanesque Cathedral, Gothic Cathedral T1 - T2 - T3

After all the buildings were done and I was happy with the progression from tier 1 to tier 2 and tier 3, I could finalize the UV’s. We use two UV maps to layout the textures: one is for the ambient occlusion that we bake in, and the other for the texture atlas. The texture atlas lets us reuse textures to save on performance. I did the baking in marmoset with a low poly to low poly set up. Normally you have a high poly to bake down to the low poly mesh, but I was only after the ambient occlusion.

Bonus Bridge Update​

A new set of cultural stone bridges will be added over the world, replacing some of the old wooden bridges and overall making it a bit clearer where the safer river crossings are. We will be adding a total of four standard bridge types, for Western Europe, the Mediterranean, the Middle East, and Indian regions.


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These bridges have been based on historical examples sampled from these regions. The Western and Mediterranean bridges are based on arched bridges from Europe, with the appropriate local flairs. The Middle Eastern bridge is based upon Sassanid designs like the Marnan and Kohneh bridge, among others, and are mostly found in the regions around modern Iran and Iraq. The Indian bridges take their inspiration from the Athernala bridge in eastern India.
 
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That was my hope too. You probably still get some sudden shifts but not as many.
I'm trying to recall if there are any bridges between counties though because that suddenly becomes not quite as nice in how you decide the model. And of course, the more complicated it is, the easier it is for there to be bugs.

I guess they'd just tie each bridge to a specific county - even if it bridged two counties - and follow that one. Like garden fences.
 
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There was a whole thread with people complaining about no dev diary last week (hey, I get it, I too was disappointed and want to know where the game is heading). The devs said filler dev diaries had been poorly received by the CK community in the past, hence why they were wary of doing any. Posters said filler dev diaries are fine, actually, just give us something. And of course, most early responses to this thread are people complaining that this dev diary doesn't have more information.

I'm really glad I don't work on this game right now, is what I'm saying.

I hope they ignore the whingers and carry on with "more, but smaller" dev diaries.
 
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Speaking of bridges will we be able to build or demolish them in the near future to get some strategic advantages?

Could be combined with trading too once we get there
 
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Is this what the next major DLC is going to be? Monuments?

Also, how will bridges on borders work? It would be pretty jarring if upon conquering some Italian region as England say, if all the bridge designs suddenly changed over night. But equally, it would be weird if I conquered a place early on and kept it for 500 years of gameplay, if their bridge-building style didn't change to become closer to mine at all.

Likely tied to geographical region which is a static feature of the game. If this is the case it won't change with culture which will look good artistically in game.

Most players don't notice, but most holding art styles (IE continental European, Mediterranean, etc.) have different textures depending on what geographical region they are in so "static" bridges would fit. As an example, Normans culturally converting a county in Sicily will have their holdings be continental European but in a nice warm "Mediterranean" texture that matches with the normal Mediterranean holdings in the region. Similarly Mediterranean holdings outside of the Mediterranean region adopt different textures (see Vlach counties for example).
 
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Likely tied to geographical region which is a static feature of the game. If this is the case it won't change with culture which will look good artistically in game.

Most players don't notice, but most holding art styles (IE continental European, Mediterranean, etc.) have different textures depending on what geographical region they are in so "static" bridges would fit. As an example, Normans culturally converting a county in Sicily will have their holdings be continental European but in a nice warm "Mediterranean" texture that matches with the normal Mediterranean holdings in the region. Similarly Mediterranean holdings outside of the Mediterranean region adopt different textures (see Vlach counties for example).

Bridges are currently for the foreseeable future basing their look on their geographical regions.

The ability to build them and change them over time are interesting, though we'd probably want to make that a proper system if we expand further on bridges in the future. Currently they play a part of geographic features that might need to be part of planning army movements, and the ability to build or destroy them would be a larger kind of action/system needed.

But monumental bridges that were mentioned earlier in the thread is a good idea, I'll keep that in mind.
 
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Thanks for the clarification! Reading now my post, the part "will look artistically good in game" was meant to support that I thought static bridges will look consistent with how other holding art is implemented, not that dynamic bridges changing with culture will be good.
 
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Is this what the next major DLC is going to be? Monuments?

Also, how will bridges on borders work? It would be pretty jarring if upon conquering some Italian region as England say, if all the bridge designs suddenly changed over night. But equally, it would be weird if I conquered a place early on and kept it for 500 years of gameplay, if their bridge-building style didn't change to become closer to mine at all.
I think conquerers of other cultures would happily keep the existing bridges when the conflict is over. Destroying a bridge and crippling a transport route just to build a new bridge in their own style seems like a waste of time and resources... not that I'm an expert.
 
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OMG, bridges!!!
 
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I once again stand by my guess that the Xpac is going to be about building projects which will be outside of a holding, regional and prominent on the map.
 
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There was a whole thread with people complaining about no dev diary last week (hey, I get it, I too was disappointed and want to know where the game is heading). The devs said filler dev diaries had been poorly received by the CK community in the past, hence why they were wary of doing any. Posters said filler dev diaries are fine, actually, just give us something. And of course, most early responses to this thread are people complaining that this dev diary doesn't have more information.

I'm really glad I don't work on this game right now, is what I'm saying.
I really like this dev diary. The issue in that thread wasn't just the lack of a dev diary last week, it was the lack of really meaty substantive dev diaries at all since September. That's why people are complaining about lack of information and direction, not because of this diary itself. Again, it's timing; if this diary came out after a substantive one that announced something or showed off a mechanic, I can guarantee people would be less negative.

As it stands though, it seems like the overall mood about this is pretty positive! That's good! I really appreciate at least being able to get SOMETHING that shows something new in the game. I hope we get more DDs soon.
 
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I really like this dev diary. The issue in that thread wasn't just the lack of a dev diary last week, it was the lack of really meaty substantive dev diaries at all since September. That's why people are complaining about lack of information and direction, not because of this diary itself. Again, it's timing; if this diary came out after a substantive one that announced something or showed off a mechanic, I can guarantee people would be less negative.

As it stands though, it seems like the overall mood about this is pretty positive! That's good! I really appreciate at least being able to get SOMETHING that shows something new in the game. I hope we get more DDs soon.

Tbh I thought the "roadmap" and the community choice event pack dev dairies were quite substantial.
 
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Is this what the next major DLC is going to be? Monuments?

Also, how will bridges on borders work? It would be pretty jarring if upon conquering some Italian region as England say, if all the bridge designs suddenly changed over night. But equally, it would be weird if I conquered a place early on and kept it for 500 years of gameplay, if their bridge-building style didn't change to become closer to mine at all.

I think it will be tied to culture as you can choose your buildings "types" when you merge with another one.
 
Great job on the Cantenrbury Cathedral!

Holy Sophia is still cuter tho.
 
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Tbh I thought the "roadmap" and the community choice event pack dev dairies were quite substantial.
I liked the roadmap too, but I guess I have a different interpretation of "substantive." I really liked the ideas thrown around there! But that's just what they were, making a list of potential ideas for areas for expansion, a LOT of ideas, but so many ideas and such a cursory exploration of each one without much in terms of workshopping actual mechanics and content, etc, that it feels more like an intellectual exercise than anything else. Like, I consider something "substantive" if it's real and related to gameplay mechanics or substantial graphical addition, not theoretical "this is where we might go." My issue with the roadmap was that it has so many ideas it's impossible to tell the direction of those ideas.

But this DD is good! It shows off some nice graphical improvements. I'd like more of this.
 
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Guys, you know I'm fairly critical of the direction the game seems to be taking, but for this, I really only have one thing to say.
And?
Absolutely agree. There were no gameplay updates for a very long time. And once again, apparently, there will be nothing to refresh the gameplay.
 
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Absolutely agree. There were no gameplay updates for a very long time. And once again, apparently, there will be nothing to refresh the gameplay.
The recent DDs are just teasers, they usually save up the gameplay updates to be revealed closer to the release date
 
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I love me some bridges, hope Trajan's Bridge or maybe even Constantine's Bridge(The one on the Danube) show up as reconstructible ones if you guys ever decide on going with that route of bridges being a thing you actively build instead of simple map aesthetics to signify river passes (wouldn't mind it either way).
What's next, we gonna see a road system like imperator's perhaps, or maybe just a predefined road map to reflect an area being more and more developed?
 
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The recent DDs are just teasers, they usually save up the gameplay updates to be revealed closer to the release date
when? why does it takes so long? i understand that they dont want to rush but if they are going to release the dlc in q1 they shoud have strated showing some content i think
 
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There was a whole thread with people complaining about no dev diary last week (hey, I get it, I too was disappointed and want to know where the game is heading). The devs said filler dev diaries had been poorly received by the CK community in the past, hence why they were wary of doing any. Posters said filler dev diaries are fine, actually, just give us something. And of course, most early responses to this thread are people complaining that this dev diary doesn't have more information.

I'm really glad I don't work on this game right now, is what I'm saying.
I feel like people are not disappointed that it's a 'filler' dev diary but are instead disappointed that we still barely have information on the upcoming expansion. Reminder, that the last expansion came out more than year ago already. The content draught has been pretty heavy, people just want... more 'concrete' news, I would say.

As an example, let's say Paradox made a dev diary talking about the broad ideas of what the next expansion was going to be and then after that, proceeded to do nothing but 'filler' dev diaries. I would be perfectly fine with that and even super hyped, but at the moment I don't really feel invested because I still have no idea if the upcoming expansion will be something I would want or not.
 
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