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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.
hunting-skills.png

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.
hook-opportunity.png

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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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.
I dislike that the Royal Court is so passive. If we are going to connect characters to the map, then visiting a court of your liege/vassals should mean something.

I just said it too, but now is the moment to make a smaller ducal court. These two systems are logically made to be used together. Make me actually visit something, and make petitioning your liege important.

We can have far more court events, now that they are limited by tours and traveling. Instead of only being able to hold 3-4 hold court events, holding court should start a “grand tour” for your willing vassals. You’d say as the king: “I summon my vassals for petitioning” And they can decline or accept, and plan their tour to come see you. THAT is what I would envision for a vassal to liege tour, and would make holding court much more interesting than clicking trough a few random events every 5 years + the odd court event that you almost forget, because the notification is so small.

Instead of catering to the complainers that find the feature too “role-playing”, Embrace that you gave us this feature, and make it more interesting. Build upon it, challenge us. Be bolder.
 
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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.

I don’t really get what you mean. I don’t understand in what way it’s a “buff dispenser”.

So long as there’s a cost/downside to using it, it’s not a buff dispenser, but rather a strategic choice to exchange one thing for another - just like holding a feast, taking a particular lifestyle, building a building or any other thing you do in-game.
 
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I don’t really get what you mean. I don’t understand in what way it’s a “buff dispenser”.

So long as there’s a cost/downside to using it, its not a buff dispenser, but rather a strategic choice to exchange one thing for another - just like holding a feast, taking a particular lifestyle, building a building or any other thing you do in-game.
If downside>benefit no one will use it.
If benefit>downside people will press the button and end up with more buffs/money than without the DLC leading to power creep and making the easy game more easy. (See the jewish loan + expell)

To really integrate new features there must also be new problems.
 
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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).
There's also the situation where you hold court just for something to do while waiting 30 years for Empire of the North to pop. Some times it's really just a case of doing something other than starting yet another war. And T&T will soak up a lot more of the 30 year wait than RC will.

Plus I like the random positive/negative consequences of holding court. Most of RC is benign but the occasional chance for something negative to happen or the occasional chance to get a free war against a title is worth doing. Plus you invariably end up displeasing someone while pleasing someone else. Same with feasts, and hunts, it's not all about benefits.

I feel like a lot of people that only do the things that give them an exact benefit in CK3 would have missed out on all the fun, interesting, yet non progressive events in MMOs like WoW and GW. I spent 1000s of hours flying the length of Azaroth just to take part in a 30 minute event that gave me nothing more than a novelty item, or 1000s of hours the other way just to take a screenshot near a interesting geographical feature, because otherwise even a huge MMO becomes boringly repetitive.
 
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If downside>benefit no one will use it.
If benefit>downside people will press the button and end up with more buffs/money than without the DLC leading to power creep and making the easy game more easy.

That would be true if an activity was always “downside>benefit” or “benefit>downside” (for instance an activity that simply exchanged 1g for 100g or vice versa) but that doesn’t seem to be true of tours.

But whether a tour is “downside>benefit” or “benefit>downside” will depend on the players situation.

Take a taxation tour for examples. As far as I can tell, the the downsides are:

a) Upfront payment of gold
b) Opinion malus from vassals

and the benefits are:

c) sum of gold greater than the initial outlay at (a).

Without (b), you’d be absolutely right - it’d be a net positive “buff dispenser” that you’d click as often as possible. It’d be a silly mechanic that would make the game easier.

But the inclusion of (b) makes it positive or negative based on situation. If you’re a new ruler trying to stave off rebellion, or you’re trying to sway a particular character for whatever reason, then pissing off those vassals in exchange for a bit of gold is a net negative action in that situation

Same with relaxation tours. If you’re trying to avoid a mental break and have plenty of cash, they’ll be a net positive. But if you’re relatively stress free and/or are struggling for money, it’d be a net negative.
 
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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.
Here’s hoping, and understood that this may require tweaks to game balance as it stands! Anecdotal of course, but in my current playthrough, every succession I have had has gone all too smoothly, despite me never using the sway scheme (I have a house rule against using that or the fabricate claim task). Right now I have no need of tours to handle my vassals / boost my coffers, and I suppose I’m concerned that, if I tour, vassal rebellions might become even less of a threat than they are currently. I’d love there to be some increased risk of unruly vassals undermining my authority if I don’t embark on a tour - it doesn’t have to be mandatory in the strict sense of the term, but speaking for myself I’d like to be strongly incentivised to consider using this particular tool to combat the threat of dissension. As I’ve said before, I think it would be particularly fantastic for both roleplaying and strategy if geographical distance was taken into consideration, i.e. remote vassals being more likely to challenge the liege’s authority or withhold taxes, thereby creating new challenges with respect to ruling larger realms. I sadly suspect this is not the case this time around (with regard to taxes, I note that taxation tours simply give you ‘bonus’ gold rather than actually enabling you to collect gold which is being withheld from you) but would be great if this could be somehow considered in the future.

If game difficulty as it stands is not tweaked with the update, my fear is that it will in fact be harder to roleplay - a desire to tour because it’s fun (because, e.g., it provides something to do / more content) is not as immersive to me as, e.g., a desire to tour as a reaction to the world around me, in order to head off potent threats to my realm which would otherwise pose a greater difficulty than they do currently, with the fun emerging naturally from dealing with that challenge. Ultimately, to the extent possible, I want to feel like a Medieval ruler, not a person playing a computer game.

Don’t get me wrong - I am very much looking forward to the update (and have been since last week’s announcement), and of course all my concerns above may be dealt with by tweaks to balance, the way vassals work etc. I just wanted to try and articulate my thoughts on this further because I think these new mechanics have so much potential!
 
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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.
The realm should not want to be stable, and you should want to do activities/tours, because they are a tool to combat this AND they are fun. I love cake, but after two slices, I don’t need more cake. Our dopamine receptors only need so much fun. If the tours/courts/events/activities can be used to creatively solve problems, now THAT gives you the real dopamine shot, because you have to WORK for it. Adding 100 fun (and yes, they’re surely fun, good job) mechanics, will mean nothing if they’re only fun for fun’s sake.

I think the dev team should take a look at psychology to understand why something is fun, and why something stays fun. What you are describing is a purely hedonistic way of playing. That gets stale. There is always a reason behind wanting fun. You are filling a need. Be it for interaction with others or making life less mundane, wanting to smile, building experiences.

This translates to gaming mechanics too. A cookie clicker is very fun too, until the novelty wears off, and you never touch that repetitive addictive thing again, and question your life decisions. Do you see what I mean? Saying someone should do something, because it’s “fun” is not a reason. If that is the design philosophy, then I think a more structural rethink is in order.
 
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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.

I think this is the key point - tours added as an extra realm management option without corresponding maluses for not touring will still be great fun, situationally useful, and overall a fantastic addition that I can't wait to try out!

However, it also seems to me that there is an opportunity here to kill two birds with one stone, and use the new mechanics to start to address the critical issue that even with the tools that we have right now stabilising the realm is a pretty straightforward matter, and currently the game does not penalise endless expansion nearly enough to make the game interesting or challenging after a certain point.

As far as I can see, combining a new and worthwhile mechanic that makes realm management easier with a comparable counter-mechanic that makes realm management harder the larger you get isn't making tours compulsory, as feasts/bribes/lower crown authority/more lenient contracts etc will presumably remain as alternatives depending on situation, but instead might both increase the game's realism, as larger realms should be harder to manage, and significantly extend the period in which the game is compelling to play.
 
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I dislike that the Royal Court is so passive. If we are going to connect characters to the map, then visiting a court of your liege/vassals should mean something.

I just said it too, but now is the moment to make a smaller ducal court. These two systems are logically made to be used together. Make me actually visit something, and make petitioning your liege important.

We can have far more court events, now that they are limited by tours and traveling. Instead of only being able to hold 3-4 hold court events, holding court should start a “grand tour” for your willing vassals. You’d say as the king: “I summon my vassals for petitioning” And they can decline or accept, and plan their tour to come see you. THAT is what I would envision for a vassal to liege tour, and would make holding court much more interesting than clicking trough a few random events every 5 years + the odd court event that you almost forget, because the notification is so small.

Instead of catering to the complainers that find the feature too “role-playing”, Embrace that you gave us this feature, and make it more interesting. Build upon it, challenge us. Be bolder.
Thanks for the explaination.
That makes sense. Tying RC and T&T together more would certainly have been cool.

Some people said that Tours not being mandatory to keep vassals in check is a missed opportunity, but i think the devs didn't want to balance the game differently whether or not you own T&T. I assume it'd be really hard to make them mandatory if you have it and not necessary if you don't. They'd do double the balancing work whenever they touch vassal management for every future release, too.
 
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That would be true if an activity was always “downside>benefit” or “benefit>downside” (for instance an activity that simply exchanged 1g for 100g or vice versa) but that doesn’t seem to be true of tours.

But whether a tour is “downside>benefit” or “benefit>downside” will depend on the players situation.

Take a taxation tour for examples. As far as I can tell, the the downsides are:

a) Upfront payment of gold
b) Opinion malus from vassals

and the benefits are:

c) sum of gold greater than the initial outlay at (a).

Without (b), you’d be absolutely right - it’d be a net positive “buff dispenser” that you’d click as often as possible. It’d be a silly mechanic that would make the game easier.

But the inclusion of (b) makes it positive or negative based on situation. If you’re a new ruler trying to stave off rebellion, or you’re trying to sway a particular character for whatever reason, then pissing off those vassals in exchange for a bit of gold is a net negative action in that situation

Same with relaxation tours. If you’re trying to avoid a mental break and have plenty of cash, they’ll be a net positive. But if you’re relatively stress free and/or are struggling for money, it’d be a net negative.
(b) does not matter.
What you describe is pure power creep. You get more tools to solve existing problems. People will usetours when its better than other tools and completely ignore it when its not like holding court, resulting in an overall easier game or at worst another useless feature no one will use.
 
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Thanks for the explaination.
That makes sense. Tying RC and T&T together more would certainly have been cool.

Some people said that Tours not being mandatory to keep vassals in check is a missed opportunity, but i think the devs didn't want to balance the game differently whether or not you own T&T. I assume it'd be really hard to make them mandatory if you have it and not necessary if you don't. They'd do double the balancing work whenever they touch vassal management for every future release, too.
The game will still be balanced differently based on dlc ownership, only that now its either very easy (base game) or super easy (dlc with more things that give you buffs and no additional challenges).
 
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There's also the situation where you hold court just for something to do while waiting 30 years for Empire of the North to pop. Some times it's really just a case of doing something other than starting yet another war. And T&T will soak up a lot more of the 30 year wait than RC will.

Plus I like the random positive/negative consequences of holding court. Most of RC is benign but the occasional chance for something negative to happen or the occasional chance to get a free war against a title is worth doing. Plus you invariably end up displeasing someone while pleasing someone else. Same with feasts, and hunts, it's not all about benefits.

I feel like a lot of people that only do the things that give them an exact benefit in CK3 would have missed out on all the fun, interesting, yet non progressive events in MMOs like WoW and GW. I spent 1000s of hours flying the length of Azaroth just to take part in a 30 minute event that gave me nothing more than a novelty item, or 1000s of hours the other way just to take a screenshot near a interesting geographical feature, because otherwise even a huge MMO becomes boringly repetitive.
I think that side of things comes down to personal preference.

As you say “Hold Court” essentially throws curveballs (of varying degrees) into your game. Personally, I’d prefer the game to throw those curveballs at me at random inopportune moments and me have to deal with them rather than me having to deliberately seek them out myself. That’s why I’d like there to be some mechanism that forces me to hold court every so often.

That’s just me though.
 
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(b) does not matter.
What you describe is pure power creep. You get more tools to solve existing problems. People will usetours when its better than other tools and completely ignore it when its not like holding court, resulting in an overall easier game or at worst another useless feature no one will use.

I don’t understand why you think (b) doesn’t matter.
 
The realm should not want to be stable, and you should want to do activities/tours, because they are a tool to combat this AND they are fun. I love cake, but after two slices, I don’t need more cake. Our dopamine receptors only need so much fun. If the tours/courts/events/activities can be used to creatively solve problems, now THAT gives you the real dopamine shot, because you have to WORK for it.
I think this is the key point - tours added as an extra realm management option without corresponding maluses
I have not at any point in this thread claimed that we are not touching game balance surrounding realm stability and vassal opinion. Obviously when there are new mechanics or tools introduced to the game, balance has to be adjusted to accommodate and we have whole internal processes dedicated to exactly this; playing the game, running overnight AI games, etc.

All I have said is that I'm not going to force you to go on Tours. That literally just means I'm not going to make a random event that makes everyone hate you. It doesn't mean there won't be incentive to go on Tours or that we won't touch realm stability balance.
 
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It's more of a "buy this dlc to have content forced on you" aspect that would suck.
I don't understand this point of view. For example, Reapers Due for CK2 brought epidemics that basically had no positives for the characters, they brought a lot of negatives, risk of death or even game over. The player had to fight those negatives, monitor the spread of the disease, build hospitals, sacrifice infected people, sometimes even his own family... Everyone who played the game with this DLC had this content forced on them. If someone didn't want to have that content, they didn't have to play this DLC. But the content itself was complex, balanced, and presented new challenges. The point is to bring content that I will have to do, but that will also be fun to do (holding court is not, tours look like they could be).

This is not a criticism of TaT, on the contrary, the mechanics presented in this DD are very interesting (I see travel as the basis for future trade routes and nomads) and I'm very excited for new content. But many players find the game very easy, and adding new challenges at least as a game rule compatible with achievements would definitely be a plus (I understand that if tours would be mandatory, they would have to cost less gold).
 
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I don’t understand why you think (b) doesn’t matter.
Because you put your diplomat on improving court opinion, send gifts and useless artifacts to powerful vassals, give a few of them a court position if needed, marry your kids for alliances, sway your spymaster, and maybe put out a few fires here and there for five years, and you’re good to go for 60 years of stability.

Succession is pretty interesting, owning an absurdly massive multicultural realm is trivial. That should not be the case, but is now. An opinion malus means nothing if I can even mitigate -100 with increasing bonuses from fame, devotion, gold, dynasty, court position, levies, cultural aspects, technology, scheming, etc, etc.

You can even have rivals whose family you’ve decimated at +100 opinion with a good diplomatic focus. Adding a tour on top of that without increasing the difficulty of keeping a large realm, is just another bandaid on a non-existent wound. A beautiful and fun bandaid with dinosaurs and space wizards mind you!
 
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Because you put your diplomat on improving court opinion, send gifts and useless artifacts to powerful vassals, give a few of them a court position if needed, marry your kids for alliances, sway your spymaster, and maybe put out a few fires here and there for five years, and you’re good to go for 60 years of stability.

Succession is pretty interesting, owning an absurdly massive multicultural realm is trivial. That should not be the case, but is now. An opinion malus means nothing if I can even mitigate -100 with increasing bonuses from fame, devotion, gold, dynasty, court position, levies, cultural aspects, technology, scheming, etc, etc.

You can even have rivals whose family you’ve decimated at +100 opinion with a good diplomatic focus. Adding a tour on top of that without increasing the difficulty of keeping a large realm, is just another bandaid on a non-existent wound. A beautiful and fun bandaid with dinosaurs and space wizards mind you!

I agree that CK3 is too easy. I’d like to see harder difficulty setting and/or game rules that make it harder.

But that’s a separate point from “do tours make the game easier”.

It’s perfectly possible to believe that CK3 is too easy and also believe that tours won’t make it easier.
 
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I have not at any point in this thread claimed that we are not touching game balance surrounding realm stability and vassal opinion. Obviously when there are new mechanics or tools introduced to the game, balance has to be adjusted to accommodate and we have whole internal processes dedicated to exactly this; playing the game, running overnight AI games, etc.

All I have said is that I'm not going to force you to go on Tours. That literally just means I'm not going to make a random event that makes everyone hate you. It doesn't mean there won't be incentive to go on Tours or that we won't touch realm stability balance.
I like this answer

When you think about it even stuff like declaring war, having a council, holding court etc are never mandatory but instead you either have inconvenience of not using those mechanics or you don't reap the rewards (which come with certain risks)

EDIT: @Meka66 why wouldn't your vassals that are either powerful, friends, allies, arrogant etc lose some opinion if you don't visit them? Maybe not all the time but an occasional event where they invite you and you have to decide to visit them or ignore them?
 
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