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Dev Diary #119 - Tours and Travel

Dev Diary #119 – Tours and Travel


Hello! My name is Chad and this is my premiere here on the forums. We’re really excited to kick off a series of dev diaries showing off all the work we have put into Tours and Tournaments. To briefly reiterate a bit of what was covered in @rageair ’s last dev diary, the Tours & Tournaments Expansion will provide a comprehensive rework of the Activity system. Not only have we reworked Feasts, Hunts, and Pilgrimages, but we have added brand spanking new Grand Activities: Tours (also in this dev diary), Tournaments, and Grand Weddings! Along with this rework comes the new Travel System (which I’ll be talking about in more detail today) and the long-awaited Regencies feature–both free additions. You can expect to hear more about all these additions in subsequent dev diaries!

Please note the standard disclaimer that all images are of things currently in development and are subject to change before release.

Travel​


As we said in last week’s dev diary, we want to reinforce the connection between the character and the map. And what’s the best way to do that? Travel.

Every character in the game now has a bonafide Location. With the new Travel Mechanic in place, every character travels to activities that aren’t held in their current location (including the AI). Whenever you plan a Grand Tournament or accept an invitation to your vassal’s Feast, you now also have decisions to make about how you get there. Will you be daring and choose a dangerous route or play it safe? Who will you hire as your Caravan Master to ensure the journey goes smoothly?

The Basics: Speed, Safety, Danger​

Every Travel Plan has two basic stats: Speed and Safety. Speed is represented by a percentage, where 100% is standard (roughly similar to army movement speed). To no one’s surprise, this affects how fast a character moves from province to province. Safety is a value ranging from 1 to 100 and counteracts Danger.

You can expect to encounter a dazzling array of situations as you travel across the map. Perhaps you will encounter a hermit living among the wilderness…

Travel_1_Event_Hermit.png

[Image: Event where you encounter a hermit]

Or perhaps you’ll meet someone from a different culture who can speak your native tongue…
Travel_2_Event_Culture.png

[Image: Event where you encounter someone from faraway who can speak your native language]

Or maybe you will even chance upon a knight-errant and convince them to join your entourage?
Travel_3_Event_Knight_Errant.png

[Image: Event where you encounter a knight-errant]

Danger lurks in every corner of the map. Every province has a Danger score based on a variety of factors like terrain, county control, owner, et cetera. Traveling through the mountains might expose you to treacherous cliffs, while sailing the seas presents its own, unique hazards, for example.

Travel_4_Event_Danger_Mountains.png

[Image: Event where one of your entourage members falls from a cliff in mountainous terrain]

Travel_5_Event_Danger_Sea.png

[Image: Event where you encounter a squall destroys your sails while traveling at sea]

There are also several dynamic factors that affect how dangerous provinces are. For example, Holdings decrease Danger while any army activity (sieges, battle, raiding) greatly increase danger. While there is always a possibility of encountering Danger, a well-prepared traveler who invests in their Safety will encounter dangerous events far less frequently.

So how do I prepare to set out on the open road? Glad you asked, let’s take a look at the brand new Travel Planner.

Travel_6_Planner.png

[Image: Example of planning to travel for a Pilgrimage]

Caravan Master​

Along with the Travel System, we introduce the Caravan Master as a new Court Position. The Caravan Master is the face of your journey and handles all the banal, practical aspects to traveling. Hiring a skilled character will increase both your Speed and Safety while providing some passive bonuses to Army Movement Speed, Supply Limit, and Court Grandeur.

Travel_7_Caravan_Master.png

[Image: Selection window for choosing a Caravan Master court position]

Travel Options​

Every time you set out on a journey, you have the chance to pick 2 Travel Options. These additional features provide a range of possible bonuses when added to your travel.

Travel_8_Options.png

[Image: Selection screen for choosing Travel Options]

Most Travel Options have an associated cost for the benefits they provide. Hiring Experienced Sea Captains will add a salty sea dog to your Entourage, thus making your journey across open water safer. Some are unlocked by Buildings in your domain or your character’s Traits. To illustrate, if you have built Stables or Camelries up to level 4 or higher, you can unlock the Superior Mounts Travel Option and get a nice boost to Speed. It costs nothing, of course, since you own the Stables already.

Travel_9_Options_Mounts.png

[Image: Superior Mounts Travel Option]

Another example is the Train Knights Travel Option, which is unlocked by having Military Academies built in your domain. When selected, 3 of your least-skilled Knights are added to your Entourage. It increases your Safety and there is a chance for each Knight to increase their skills along the journey.

Travel_10_Options_Train_Knights.png

[Image: Train Knights Travel Option]

While it’s not required to select Travel Options (especially for short journeys), they can prove quite useful when setting out on a longer journey, such as a Pilgrimage. This is also a way to affect which characters join your Entourage, the group of characters who travel at your side. Some characters, such as your Court Physician and Bodyguard, will automatically join your Entourage if you employ those Court Positions. Otherwise, your Entourage is primarily composed of characters relevant to the Activity to which you are traveling. Your Knights will join you for Tournaments, for example.

Custom Route Editor​

When planning a journey, you will always be presented with the shortest path towards your destination. But perhaps you really don’t want to travel through your Rival’s lands or maybe you’ve always wanted to see the splendor of Rome? Well fear not, for we have included a Custom Route Editor!

Travel_11_Custom_Route_Editor.png

[Image: Example of adding waypoints to a journey via the Custom Route Editor]

We allow you to customize your route by adding waypoints along your path. If employed cunningly, you may be able to avoid assassins hired by your Nemesis or gaze up at Caesar’s Needle from the hallowed streets of Rome.

Additional Notes​

Since Travel inevitably touches nearly every aspect of the game, I figured I’d spend some time here at the end attempting to answer a few questions that are sure to arise.

The focus for this expansion has been to create a Travel System that will specifically work for getting characters to and from Activities. With that said, we’ve endeavored to make this system as flexible as possible for future work and iterations–which is why it’s a free feature. The Travel Mechanic has also been integrated into smaller activities such as Meet Peers, Grand Blot, and Grand Rite. We are currently working on integrating the mechanic into more game systems.

Some Schemes are still completable while you or your Target is traveling. For example, you can still sway a character or attempt to learn their language while either of you are traveling. You cannot, however, attempt to seduce someone who is not in your location. (The power of letters only goes so far…) These Schemes will be frozen until both characters are no longer traveling.

I know you’re all eager for things like trade routes–so are we! That won’t be coming in this expansion, but it is something we have our eye on for the future.

Tours​

Hello hello hello, I am Meka66 and it has been a while since I was last able to write a dev diary, way back in my Hearts of Iron days. Today I'm here to talk to you about Grand Tours!

What is a tour? Well, more broadly a Grand Tour is your opportunity to use the travel system to hold royal visits across your realm; bringing you closer to your direct vassals and giving you the opportunity to get closer to sub-realms usually in your periphery, yielding powerful rewards to help you manage your unruly subjects; both noble and lowborn.
placeholder-art.png

The art in this screen is placeholder until we get our more complete gorgeous art.

Primarily, you will be visiting vassals, choosing from one of three things to do on your visit: Tour the Grounds, Attend a Dinner, or Attend a Cultural Festival. Each of these will yield different rewards both for the realm you're visiting and for yourself personally. Let's start with Tour the Grounds.
route-planning.png

Here you can plan your route around your kingdom

Stops​

Tour the Grounds​

tour-arrival.png

Arrival at a Tour of the Grounds, the layout of this window is still being worked on.

When Touring the Grounds of your vassal's holding, you're having a look around at daily life in your vassal's capital; visiting the village, hanging around their holding, and exploring their hunting grounds. Overall this results in a boost in Control in counties within your vassal's realm, since it is difficult to ignore the authority of the King when he's right on your doorstep.
vassal-control.png

One of many opportunities to raise control in your vassal's holdings

You'll also have opportunities to boost your prestige and renown, by flexing your hunting skills on your dear vassals.
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An opportunity here to show off your hunting skills

Hosted Dinner​

dinner-arrival.png

Arriving at a dinner

Next up we have the Hosted Dinner. The dinner is much like a feast, but far more intimate. The dinner will give you opportunities to not only share some time with your vassal and form friendships and gain hooks, but it is also an opportunity to interfere with their court; offering their courtiers a better life in the capital, becoming the guardian for your vassal's heir, and discovering secrets at your vassal's court.
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One of many opportunities you have to make friends, learn secrets, and gain hooks.

Cultural Festival​

culture-festival.png

Arriving at a Cultural Festival in Sweden. A true oxymoron if ever there was one.

Lastly we have my personal favorite, the Cultural Festival. A realm is typically made up of all sorts of people belonging to different faiths and cultures, and what better way to demonstrate the magnanimousness of your rule than to experience the strange traditions of your subjects? If you're a highly diverse realm like Khazaria or a stranger in a strange land like a Norman invader, this is an excellent opportunity to get some powerful bonuses to cultural acceptance.
cultural-acceptance.png

Spreading cultural acceptance around your realm by showing your subjects you embrace their traditions. Here we have the Emperor visiting a Bulgarian nativity play.

But no culture is a monolith of course, and Cultural Festivals can still yield powerful rewards even if you're visiting a county of your own culture. Showing your respect for the customs of folks outside of the capital will result in potent popular opinion gains, allowing you to bring your unruly subjects in line.
culture-festival-rewards.png

Same-culture festivals still yield powerful rewards.

The Tour Planner​

Your tour consists of several stops across your realm, with one of the above activities taking place at each location. Here we have our beloved Byzantine Emperor planning a tour of his realm; having dinners with his powerful vassals, touring the grounds of his distant subjects, and observing the local culture of his Armenian and Bulgarian subjects.
byzantine-route.png

A roundabout route of the Byzantine Empire

A Travelling Court​

But visiting nobles isn't the only thing you're doing on your tour, of course. You are traveling with your court! On your journey, you'll get a chance to meet with your lowliest of subjects, and what you do with them exactly is up to you! You may encounter drunkards muttering of rebellion in a tavern, or be accosted by highwaymen on the road. While most travel events are just about things that happen on your journey, a tour travel event is an opportunity to remind the commoners that their liege is ever present.

To this effect, we have several Intents. Intents in Tours determine what exactly it is you hope to do with commoners while on the road; do you want to show charity, assert your authority, or just drink and visit brothels on your merry way across your realm?
intent-selection.png

Here we have the intent selection screen, which can be changed at any time before or during your tour!

We'll start with the more stone-faced intents: Altruism and Justice.

The Altruism intent is inspired much by the concept of both charity and the Royal Touch; the belief that Kings had the power to heal the sick just with their touch. On an Altruistic route across your realm, you will show your piousness and generosity to your realm; giving piety, popular opinion, and stress loss with the right traits (compassionate, zealous, etc).
altruistic-opportunity.png

An altruistic opportunity to show you are not disgusted by your subjects… or not

Justice is your chance to remind commoners that the crown is ever-present, and you can show justice, whatever it may mean to you. This can include judging local trials, meeting with peasant leaders, and sending in your men to clear out bandits. Justice results in stress loss for the appropriate traits, and some chances to fill your dungeon and increase control along your route.
crowns-justice.png

A chance to bring the Crown's justice to the countryside

Lustful characters can also benefit from the Lechery intent, giving them the opportunity to seek out new paramours on the road and pay visits to local brothels to reduce their stress and find new lovers. If you're a player who enjoys lustful content, this intent is for you; otherwise, the lechery intent is entirely opt-in. What you want to get out of your tour is up to you!
violet-woods.png

This intent can be particularly useful if your spouse is unable to give you an heir

Lastly we have the Relax intent, which is the default. In this intent, you just want to use your time on the road to visit taverns and take it easy on your tour, giving you large gains in stress reduction.
sin-den.png

There are all manner of ways to reduce stress on your Tour.

Tour Type​

But there is more! What primarily motivates your tour is determined by your Tour Type, of which we have three: Majesty, Taxation, and Intimidation. These options will determine what exactly it is you demand from your vassals when you stop by for a visit, is it just to show how much of a great ruler you are? Or is it to extract taxes? To strike fear into your unruly subjects?

A Majesty Tour is all about vassal opinion and prestige. During your visits, you will show your grace and magnificence to all.
majesty.png


A Taxation Tour is all about finding those little loopholes and oversights your vassals have been taking advantage of and tying them up, and taking what is rightfully yours. You may cause some upset, but it's all worth it to fill the treasury, right?
taxation.png


Intimidation Tours are all about showing how much your vassals should fear you. You'll get chances to do all manner of things to unsettle your subject. Direct confrontation can be a powerful tool, and can even motivate some vassals to leave their hostile factions against you.
intimidation.png


Which Tour type are you most interested in trying first? We would love to hear your thoughts!

Each time you perform an action which corresponds with your selected tour type, it will increase this tour success bar here. The rewards you get at the end of your tour will scale and change depending on just how successful you've been in achieving your goals, and if done right, it can be a powerful tool for strengthening and stabilizing your realm.
majesty-success.png

Here we have the Majesty success bar

Tours are a big investment in both time and money, but they also yield powerful and long lasting rewards; everything from cultural acceptance to control to dread to prestige, a tour is an all-encompassing realm management tool, taking your court on the road and bringing the presence of the crown wherever it is needed.

That's all for now, we'll be around to answer questions as always. See you next week where we'll talk about some of the smaller-but-broader systemic changes we've made to vassals, buildings, men-at-arms, and more!
 
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I really hope that the travel system can be expanded to cover itinerant monarchies. The HRE in particular was noted for having the sovereign travel about

Itinerant courts are such a glaring omission that my theory is it is being kept for the eventual "imperial mechanics" DLC, which will cover HRE-inspired itinerant mechanics, Byzantine-inspired mechanics and some others - and maybe even a papacy/college of cardinals rework.
 
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Either the net benefit of tours and tournaments is positive which means people will press the button every X years to farm buffs or money, making a already easy game even more easy. Or no one will do them because there is no reason to do so just like holding court.
Or the excluded middle happens: Sometimes they'll be the best way out of your current mess, and sometimes they won't.
 
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And another thing, as a vassal on my liege's council, if my liege goes off on T&T, can I accompany them?
Only unlanded courtiers and guests will be able to come along on the Tour. Vassals participate by being visited. In fact, part of planning your Tour is deciding just how big your entourage should be! Larger entourages are more expensive, but grant you larger prestige bonuses.
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This tooltip is being worked on, mind you.

We decided it would be mechanically weird if you were both accompanying your liege on Tour and being visited, plus it would require an extra pool of events for being an attendee of a tour but not the liege or the stop host, so we decided to just focus on the experience of touring and being visited.
 
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Only unlanded courtiers and guests will be able to come along on the Tour. Vassals participate by being visited

That's a shame, I was hoping to accompany/be accompanied by another player in multiplayer.

How does a player-led tour visiting a player vassal work (EDIT: in multiplayer)?
 
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That's a shame, I was hoping to accompany/be accompanied by another player in multiplayer.

How does a player-led tour visiting a player vassal work (EDIT: in multiplayer)?
Most Tour events are bilateral; meaning that either the liege or the vassal will get an event, and then the other party will get an opportunity to respond. Take the "An Early Pledge" event included in the diary as an example. If you take advantage of your vassal's gullible heir, your vassal can step in and prevent the hook in exchange for some other consequence.

Many of the precise activities in the Cultural Festival are decided by the vassal beforehand, and to use another example from the diary, the "Precarious Prey" event offers the vassal an opportunity to either help their liege or steal their liege's glory, should their liege fail to make the shot. Lots of back and forth for a lot of these Tour events.
 
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Not sure if these have been asked before, but...
  • Can we break off our travels to go home early? Or will we be 'locked in' during our travels? For example when a war breaks out?
  • How does the travel system interact with leading armies? Can characters who are travelling still lead armies? Can we still just raise an army on the other side of our realm and lead the armies instantly? Or will we have to travel to our army or raise or army at the location we are currently at?
  • Will we able to start wars while travelling?
  • I know this is asking for a lot and I won't expect you to rush this, but will the travel system (in time) be implemented for thinks like seducing, eloping and sending off wards as well? I feel like that would greatly improve immersiveness, though it might be tricky to implement.
  • Could this system be used to introduce quests? I would love to go looking for artefacts myself, as an adventurer.
 
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Activities have been opt-in content since the game was released, I did not think saying that we won't directly force you to do Tours would be controversial.

I get that if you were to make it mandatory it would suck, but it's honestly really weird - especially for "Hold Court" that you can completely ignore it, even thought it's one of the responsibilites of the ruler.

Wouldn't it be possible to have requirement of having at least one tour once you take over as a ruler to avoid negative consequences? Something similar to Coronation Event in CK2? Same with Holding Court to have at the very least once every 20 years.
 
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I get that if you were to make it mandatory it would suck, but it's honestly really weird - especially for "Hold Court" that you can completely ignore it, even thought it's one of the responsibilites of the ruler.

Wouldn't it be possible to have requirement of having at least one tour once you take over as a ruler to avoid negative consequences? Something similar to Coronation Event in CK2? Same with Holding Court to have at the very least once every 20 years.
Why would it suck? War is mandatory as it can be forced on you. Marriage is also mandatory. So why would it suck for touring being mandatory to manage vassal relations (with DLC)? That mandatory stuff is called playing the game.
 
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Why would it suck? War is mandatory as it can be forced on you. Marriage is also mandatory. So why would it suck for touring being mandatory to manage vassal relations (with DLC)? That mandatory stuff is called playing the game.

It's more of a "buy this dlc to have content forced on you" aspect that would suck.
 
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Nope, Tours are entirely opt-in content, though you will miss out on bonuses from not doing them :)
Why does this post have 38 "respectfully disagree"?
People complained so much about "hold court" to be with a minor level of compulsion + being an additional event source, i would have expected a more enthusiastic response to the player deliberately having to choose to engage with this mechanic.

EDIT: This is a genuine question. I do not understand this amount of disagreement. What's the reasoning? Have i missed something? More disagree reactions on this post do not help clear up my confusion.
 
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Thats the exact same problem like holding court which has already been mentioned several times. Either the net benefit of tours and tournaments is positive which means people will press the button every X years to farm buffs or money, making a already easy game even more easy. Or no one will do them because there is no reason to do so just like holding court.

As @Aart said, the DLC must come both with the hammer (Tours) and a nail (deteriorating relations). That way the mechanics are actually tied into the game.
Take Reapers Due as example. You don't opt-in into plagues.

This was my initial reaction but, having thought a bit more about it, I think it’s incorrect.

With the exception of “Hold Court” (which I’ll come to in a minute), CK3 activities aren’t generally inherently “positive net benefit” or “negative net benefit”. If they were, you’d be absolutely right. They’d be buttons you pressed as often as possible (in the case of the former) or have to be forced by the game to press (in the case of the latter).

Instead, activities are situationally positive or negative. Take an activity that’s already in the game - holding a feast for example. It essentially exchanges gold for stress relief and some vassal opinion bonuses. If you’ve got 1000g in the bank, have high stress levels and a bunch of pissy vassals, spending that money is obviously a huge net positive. However, if you’re sat on zero stress, your vassals are happy but you’re trying to save up your meagre income for a war or a building, then spending money to hold a feast is a net negative benefit because you’re wasting money on stuff you don’t need.

Tours appear to work on the same basis. If you’re in a situation where you’ve got the money and a need for the benefits they can provide, then you’d choose to to do them in that situation - whereas if you’re in a situation where you lack the money and/or have no need of the benefits they provide, you wouldn’t hold a tour.

In that regard they’re completely different from the “Hold Court” activity. “Hold Court” doesn’t give you a set of known benefits in exchange for a known payment/downside - it gives you a random set of benefits and downsides. For that reason - unlike yours and other activities - there’s never a situation in which “Click Hold Court” is the solution (which is why “Hold Court”, would benefit from something that forces the player to use it occasionally).
 
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To all the folks who wish for it to be mandatory: there’s already been one person that’s piped up and said they are interested, and I would guess there are more. Making any system mandatory means forcing others to play a certain new way in order for you to have a challenge.

I’m not really a big fan of that. Folks should be able to play how they want. I’d personally like more game rules and other ways to tweak difficulty, but if that’s not worth dev time, I’d rather they focus on making an optional, but useful and fun, tool. If you want it to be mandatory, that’s what mods are great for. :cool:
I mean, what’s the point of buying the dlc if it shouldn’t be mandatory? I agree with having the option to play without.
However, I would create a game rule to remove penalties for not touring and increase penalties for touring as optional rules.

I would have at least some penalties for not touring as a default to make the feature that we all paid for make some actual impact outside of “hey MORE modifiers to add to the collection”.

It should also tie into the Royal court to make vassal interaction much more immersive and necessary. Create smaller ducal courts that you actually visit on your travels. If you make us travel to courts for years, might as well make use of the court feature right? For those without that dlc, they can still have the event screens.

What I’m saying is that this game should always try to connect features wherever possible, so that we get the most usage out of them as possible. A button for bonuses and events every X years is not engaging. If those buttons are a tool in your arsenal to manage your realm, that you have to strategize and plan to press is much more engaging, because then you WANT to hold/visit courts.

I wish the game made you feel more like the person in charge, but with hungry vassal-wolves that try to take that away, outside of succession/schemes/factions (which are great systems that do have mutual challenges between ruler and vassals). As presented now, the courts and tours are extremely one-sided beneficial to the ruler/player. There is so much potential for it to be even more engaging, and I think that should come from the devs, not modders.
 
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Tours appear to work on the same basis. If you’re in a situation where you’ve got the money and a need for the benefits they can provide, then you’d choose to to do them in that situation - whereas if you’re in a situation where you lack the money and/or have no need of the benefits they provide, you wouldn’t hold a tour.
So the net benefit is positive and people will press it for buffs/money, meaning this mechanic will making earning money more easy.
A buff dispenser.
 
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Only unlanded courtiers and guests will be able to come along on the Tour. Vassals participate by being visited. In fact, part of planning your Tour is deciding just how big your entourage should be! Larger entourages are more expensive, but grant you larger prestige bonuses.
View attachment 956984
This tooltip is being worked on, mind you.

We decided it would be mechanically weird if you were both accompanying your liege on Tour and being visited, plus it would require an extra pool of events for being an attendee of a tour but not the liege or the stop host, so we decided to just focus on the experience of touring and being visited.
That's a shame but I see the point.
Thanks for the reply, I'm really looking forward to T&T sounds like it's gonna be a good mod :)
 
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Because Grand Tour is behind the DLC paywall? Though the travel system itself is in the free update, like the cultural rework and Struggle system. The specific application of this system, the grand activities like the Grand Tour is probably behind the paywall. Isn't what you proposed a way to force players to buy the DLC? So suddenly greedy is not bad? I'm pretty sure what you proposed is more predatory than the infamous event pack because at least the event pack was not designed in a way that the base game would force you to buy it.

I don't know what you're trying to accuse me of.
I love playing CK3, but once you're Emperor I lose motivation to keep playing. because the challenge is missing. This is the only reason I wrote.
I didn't know the Grand Tours were behind the paywall. If so, then of course I understand the decision.
But that doesn't change my opinion that you could bring complexity into the vassal management with the tour mechanics.
 
The incentive to Tour is that Tours are rewarding and fun, and the rewards can help you out in various circumstances. I don't believe it is good or necessary to arbitrarily punish the player for not participating in Tours, players should participate in an activity because the activity is fun to do.

Much like how Hunts and Feasts and Pilgrimages are all optional, whether or not you need to tour will depend on your circumstances. A Tour will likely be pretty vital if you've just ascended to the throne, getting those unruly vassals in line and out of factions against you.
This is a very good point, difficult succession are often lacking ways to handle the general discontent. Right now you just press pause and frenetically marry everyone with everyone to get alliances or bribe you entire treasury out. Now you would instead plan a Great Tour to manage the succession, for a cost relatively similar, but way more entertaining! So for this particular case, it seems very handy and we'll thought.

However as the balance is right now, once you passed the critical cap of succession crisis, your reign is a pretty leisurely stroll for the next 40 years, so you might never have to ever press that button.
Others activities indeed are optional but they are an handy way to lose stress, so they're not *that* optional.

This said, if i want to be fully honest, i sometimes hold feast and hunts because I want the occasion to get friends, farm those hunter/feast traits, and get prestige. Thus these grand tours would perfectly replace those events with a lot of fun !

So these events will certainly fully blend with our actual gameplay, but will not answer the general problem of kingdoms and empires getting too much stability from their own weight. That's a kind of worrying subject because Grand Tours were a very important part of great realms for politics and keeping such a large empire together, and right now great realms are just a "look at your ruler becoming obese " experience.
 
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I don't know what you're trying to accuse me of.
I love playing CK3, but once you're Emperor I lose motivation to keep playing. because the challenge is missing. This is the only reason I wrote.
I didn't know the Grand Tours were behind the paywall. If so, then of course I understand the decision.
But that doesn't change my opinion that you could bring complexity into the vassal management with the tour mechanics.
Easy solution. Put the deteriorating vassal opinion behind the paywall too.
 
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