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Dev Diary #120 - Systemic Refinements

Greetings!

Today, we’ll take a look at some of the smaller but numerous changes we’ve made to various systems, as well as some of the more notable quality-of-life changes. We want the game to stay challenging and immersive, especially now that we’re providing a host of new tools to deal with, for example, Vassal dissatisfaction - but we also want to tackle older balance issues, while weaving new solutions into upcoming changes! Of course, this includes us looking at a lot of community feedback from previous rounds of balancing (such as when we updated how the AI built Buildings in the Friends & Foes update).

In this Diary, we will delve into Vassal Stances, Men-at-Arms Stationing, Domain Limit Rebalancing, the Building Slot Revamp, Rebalanced & New Buildings, the Improved Personality Tooltip, Rich Presence, Destroying Artifacts/Aniconism, and Improvements to the Current Situation. Grab a beverage of your choice and get comfortable, this is going to be a long one!

There’s a lot to get to (and this isn’t everything that’ll be in the update - just a generous sample!), so without further ado:

Vassal Stances​

A common dilemma historically for CK has been Opinion inflation - after a while, your Vassals will like you so much by default that you won’t have internal problems anymore. It’s also very common that you’ll end up in a situation where all of your Vassals either hate you or love you - there’s very little nuance outside of having the odd rival. For this reason, we’ve introduced the concept of Vassal Stances.

Every Vassal has a Stance that affects what they like or dislike, and the Stance they choose is dependent on their personality (and a few outside factors like Cultural ethos or Innovations). Depending on the constellation of Stances in your realm, you might have to consider what to do or not do much more seriously than before.
1-vassal-stance-summary.png

[Image - Vassal Stance summary in the Realm Tab]

The Vassal Stances are Courtly, Parochial, Glory Hound, Zealot, Minority, and Minor Landholder. Note that they are not political groups, but rather a common outlook on things - a shared view on how a realm should be governed. For example, while all Parochial Vassals will gain an Opinion boost whenever you build or upgrade a Holding and lose Opinion every time you declare a non-trivial war (when you attack someone that has 80%+ of your Military strength) - it doesn’t mean that they like each other any better, just that they like the same things in a Liege.
2-temples.png

[Image - Parochials and Zealots like when you build or upgrade Temples]


Every Stance also prefers one specific Heir, and if that heir succeeds you, they’ll get an Opinion boost… but you’ll also get an Opinion penalty with every Vassal who preferred someone else.
3-preferred-unpreffered.png

[Image - Preferred/unpreferred opinions]


Stances prefer Heirs based on a variety of reasons, but most often they either want a Liege similar to them - or one that they believe would serve their interests. They will naturally trend away from children and Heirs of non-preferred genders, unless they don’t like any of the alternatives.
4-heir-preferred.png

[Image - Fortunately, the oldest son is preferred by three Stances]


It is possible to see what Stance a character has directly in the character window. If it’s your Vassal, it’ll show an icon next to their Opinion; if the character is not your Vassal, you can still see their Stance by looking at the expanded personality tooltip (more on this later).
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[Image - Vassal stances in the character view]


The different Vassal Stances are as follows:
  • Courtly
    • Courtly Vassals believe in nobility and tradition, and wish to preserve existing hierarchies. Social or compassionate Vassals often adopt this Stance.
    • Courtly Vassals like when their Liege:
      • Gives them Court Positions
      • Creates new Titles
      • Invites them to Feasts
    • Courtly Vassals dislike when their Liege:
      • Gives Titles to Lowborn characters
      • Disinherits non-disputed Heirs
    • They prefer social and compassionate Heirs with a high Diplomacy skill
  • Parochial
    • Parochial Vassals want stability, decentralization, and peace, and for the realm to stay out of outside affairs. Honorable or reserved Vassals often adopt this Stance
    • Parochial Vassals like when their Liege
      • Constructs or upgrades Holdings
      • Makes them Guardians of Close Family
      • Uses the Domestic Affairs council task
    • Parochial Vassals dislike when their Liege:
      • Has High Crown Authority
      • Declares non-trivial Wars (Attacks someone with 80%+ of their military strength)
    • They prefer honorable and rational Heirs with a high Stewardship skill
  • Glory Hound
    • Glory Hound Vassals care about standing and Prestige, and showing the world the strength of the realm they're part of. Bold or uncompassionate Vassals often adopt this Stance
    • Glory Hound Vassals like when their Liege:
      • Has any Partition succession law
      • Achieves Victory in offensive Wars
      • Invites them to Hunts
    • Glory Hound Vassals dislike when their Liege:
      • Has high Crown Authority
      • Signs Defeat or White Peace in Wars
    • They prefer bold and brave Heirs with high Martial skill
  • Zealot
    • Zealot Vassals are focused on matters of the Faith, and are swayed by pious actions. Zealous or vengeful Vassals often adopt this Stance, as do the Clergy
    • Zealot Vassals like when their Liege:
      • Constructs or upgrades Temples
      • Succeeds with the Learn Language scheme
      • Has Virtuous Traits
      • Goes on Pilgrimages
    • Zealot Vassals dislike when their Liege:
      • Asks the Head of Faith for Gold
      • Has Sinful Traits
    • They prefer zealous and virtuous Heirs with a high Learning skill
  • Minority
    • Minority Vassals feel that their Faith or Culture is marginalized by their Liege. Vassals of Hostile Faiths or Cultures with less than 30% acceptance often adopt this Stance
    • Minority Vassals like when their Liege
      • Uses the Promote Cultural Acceptance task (as they will often change Stance when above 30% Cultural Acceptance)
    • Minority Vassals dislike when their Liege
      • Converts the Faith or Culture of a County
      • Has high Crown Authority
    • They prefer honorable and compassionate Heirs, preferably of another Faith or Culture than their current Liege
  • Minor Landowner
    • Minor Landowner Vassals wish for freedom and low taxes. All Baron-tier rulers will adopt this Stance
      • Minor Landowner Vassals like when their Liege:
        • Has low Crown Authority
      • Minor Landowner Vassals dislike when their Liege
      • Revokes Baronies
      • Has high Crown Authority
    • They prefer generous and compassionate Heirs

There’s also some nuance in how these Stances are affected by various systems in the game - Crown Authority, for example: Courtly Vassals care less about high Crown Authority, but are also less pleased than other Vassals with low Crown Authority. Glory Hounds and Courtly Stances care a lot about Court Grandeur, and so on. It’s very likely that we’ll add more things that the Stances like or dislike in the future.

When landing a new Vassal, there’s a preview telling you which Stance they’ll take, adding an extra layer of consideration to your choices.
6-stance-adoption.png

[Image - Landing a lowborn character will upset Courtly Vassals (based on amount of titles given), you can also see that they’ll adopt the Zealot Stance]


In addition, we’ve replaced almost all instances of Vassal Opinion with new Stance Opinions, which should make choices much more interesting. We’ve also replaced quite a few instances of other Opinion types that more often than not were equivalent to ‘general Opinion’, for example, a lot of same-faith Opinion has been replaced with Zealot Vassal Opinion.

Many Personality traits have been updated to have positive and negative Vassal Stance Opinions as well, to make certain strong traits a bit weaker, and some weak traits stronger (within reason). You will also see Opinion with Vassal Stances feature in new content!
7-patient.png

[Image - Patient now specifically pleases two Stances, rather than every Vassal]

Men-at-Arms Stationing​

Another thing we’ve wanted to solve for some time now is Men-at-Arms modifier stacking - Buildings used to give global bonuses to various MaA types, which would either be very underwhelming (the bonuses are quite low individually) or extremely overpowered (Building barracks everywhere and having nothing but Heavy Infantry MaA would let you defeat anything and anyone). For this reason, we’ve introduced Men-at-Arms Stationing.

You can now station your MaA regiments in Domain Holdings, which gives them bonuses. Each Holding can have one stationed MaA regiment, so you’ll have to choose wisely which regiments you station where. Stationing is entirely optional, and in case of conquest or inheritance you will not lose your units - they’ll simply become unstationed.

There are a lot of Buildings that give bonuses, both generic and to specific types - this means that you might have a Holding that is especially good at boosting Pikemen or Archers, for example. With time and effort, you’ll be able to specialize Holdings to well and truly boost a specific type of MaA, making your units the envy of the world - more on this later in the Dev Diary.
8-maa-bonus-building.png

[Image - Example of a Building with a MaA bonus]


To station a unit, you go to them in the Military interface, where you’ll find a station button (there’s also a new Current Situation item that takes you there - along with a new tutorial explaining in detail how to station them).
9-unstationed.png

[Image - Unstationed MaA regiment]


When stationing, you can see exactly what bonuses you would get from stationing them in a specific Holding, making your choice easy. It also shows where other regiments are already stationed by coloring the province blue.
10-stationing-mapmode.png

[Image - Stationing mapmode]


After you’ve stationed a unit you can see where they’re stationed in their card, along with the bonuses and a breakdown of sources. You can re-station a unit at any time, except when it’s raised, you’re at war, or the Holding is besieged or occupied.
11-stationed.png

[Image - A stationed regiment]


You can also see from the province interface whether a unit is stationed there, along with a handy button to go to them, should the Holding be yours.
12-stationing-provinceview.png

[Image - Stationing in the province view]


All of this feeds directly into the following two sections:

Domain Limit Rebalance & Building Slot Revamp​

After the big economical AI update that came in the Friends & Foes update, one point of feedback that came up frequently was that it felt like rulers had too few vassals left - this is obviously an issue in a game about personal relationships. We don’t want to limit the AI in arbitrary ways, so we took a look at the game and one of the things we found was that Domain Limits, on average, were very high, even for mediocre rulers. Most of the ‘problematic’ Domain Limits we found to be coming from Innovations, which gave a total of 4 Domain limits over the course of the game. Stacking Stewardship was also a bit too good compared to any other skill.

Because of this, we’ve removed two instances of Domain Limit increase from Innovations (you now get +1 Domain Limit in the Tribal era, and +1 in late medieval), and we’ve increased how many points of Stewardship you need for +1 Domain Limit to 6 from 5… BUT!
13-updated-innovation.png

[Image - One of the Innovations that have been changed]


We know that a lot of players enjoy the ‘gardening’ aspect of having a large Domain, and we didn’t want to just lower the Domain Limit and make the game less fun for those players - instead we’ve opted for a different solution, where each Holding grows in power and ‘gardening potential’ with time as Innovations are unlocked. As an added benefit this makes the Building/economical game feel different between the early and late eras.
14-no-slot-innovation.png

[Image - A fresh 867 starting County Capital Holding, with a Culture that hasn’t unlocked any +Building Slot Innovations]


For those of you who still want to have a higher/lower Domain Limit, we’ve added a game rule where you can modify all rulers in the world by +3/+2/+1 or -1/-2/-3 Domain Limit, should you desire.
15-domain-limit.png

[Image - The new Domain Limit game rule]


Holdings currently have 3-4 Building Slots in the live version of the game. We’ve lowered the base limits by -2 - which means that, without any Innovations, a primary Holding has 2 Building Slots, and a secondary Holding 1. Innovations can increase this limit by +4, making the maximum amount of Buildings in the same Holding 6 - two more than the previous maximum.
16-lategame-holding.png

[Image - A late-game Holding with 6 Building Slots, a duchy Building Slot, and a special Building Slot, quite spectacular]


These changes should, while keeping Domains a tad smaller than before, increase the potential for ‘gardening’ - as now you can improve and specialize your Holdings over time. Instead of locking in your Building choices within the first few years of each game, you will now make choices throughout the entire duration - and there are even Buildings that don’t unlock until later eras. Building Slots are kept on a per-Culture basis, but a Holding can never lose any Building Slots they’ve gained, should the Culture change.

Of course, just increasing the number of Building Slots isn’t very fun if there’s nothing interesting to build, which leads us to…

New Buildings & Building Balance​

Firstly, we took a look at Buildings from a holistic perspective - while it’s fun to build, you easily hit a point where it becomes trivial to build whatever you want because of how much gold income you have. For this reason, we’ve revamped the cost progression of all Buildings - there are still Buildings that are cheap, expensive, and so on, but overall costs will go up significantly in the mid to late game. While it might look like individual economic Buildings might not repay their cost on paper, the truth is that there are so many sources of compounding income in the game - from development, lifestyles, traits, and other Buildings adding on tax % multipliers - that they always do, especially with smart planning. Costs at the start of the game (the first two Building levels) are still static, so the early buildup phase isn’t disturbed too much, but later on, the curve will start going up markedly - making your choices more meaningful and adding additional layers of risk to managing your gold.
17-cost-difference.png

[Image - Example cost difference between level one and level five Farms & Fields]


Secondly, we’ve revamped a lot of Buildings - especially Military Buildings - to be more interesting and worthwhile to build. We want there to be a reason to deliberate your choice of Buildings, and not always go for the best economic Buildings in every Holding you own. Military Buildings now make use of the new MaA Stationing bonuses, they have effects on Travel Danger, and almost always have secondary and tertiary bonuses unlocked for later Building levels. We’ve also lowered/removed several sources of Levy % boosts (such as from skill and council jobs) to make levies from Buildings more important, and as overall MaA damage is going to be much higher, Levy Reinforcement Rate is also going to be more important than before. There are way too many changes to go over, so here are two examples:
18-military-buildings-updated.png

[Image - Updated versions of level 1, 3, and 5 of two older Military Buildings]


We’ve also made an effort to normalize the different Buildings so that going for Heavy Infantry Buildings/bonuses isn’t a no-brainer choice.

Older economic/fortification Buildings are mostly the same, with some notable exceptions/changes - all fortification Buildings now give Travel Danger reduction and some MaA bonuses depending on their type, and most combat-oriented bonuses have been replaced on economic Buildings.
19-building-updates.png

[Image - Hunting Grounds no longer give cavalry bonuses, and Fortifications give small MaA stationing bonuses]


Practically all Duchy Buildings have been updated to account for the new modifiers, providing a further specialized boost to MaA should you choose a line such as Jousting Grounds. Many of them also tie in with various Activities and with Travel.
20-crown-smithies.png

[Image - Crown Smithies (formerly known as Blacksmiths) now provide several new bonuses]


As there are now many more Building slots to fill, we want there to be plenty to choose from! We’ve added 10 new Building lines, some generally available and some in specific terrains, that allow you to specialize your Holdings to your heart's content. Here we’ll present a random Building level for each, along with a short explanation of their uses. First up, the generally available ones!

The Stables line of Buildings replace the Hunting Grounds in boosting light and heavy cavalry. They also have an added tactical benefit of making your armies slightly faster - allowing you to more easily counter an enemy army in terrain favorable to you. In addition to this, Stables make your travels faster, and also unlock the ‘Superior Mounts’ Travel Option at Building level 4+.
21-stables.png

[Image - Stables, Building lvl 4]


Blacksmiths are the jack-of-all-trades MaA-boosting Building, being one of very few Building lines that boost any unit type stationed in the Holding. Blacksmiths are also an ‘economy compounding’ line, granting a tax % boost to the Holding. This line also focuses on Levy Reinforcement Rate, which as mentioned before is more important now. At Building level 5+, Blacksmiths also boost Artifact quality (which is extra relevant now, as we’ve replaced the limitation on the Commission Artifact decision to only produce Common items with a flat -20 quality decrease - blacksmiths can help offset this). To avoid confusion, the Duchy Building line has been renamed ‘Crown Smithies’.
22-blacksmiths.png

[Image - Blacksmiths, Building lvl 5]


Depending on where in the world you are, the regional ‘hardy warriors’ were famed for either having stalwart infantry (example; Scotland, Tibet, Southern India) or merciless cavalry (example; Spain, Anatolia, the Steppe). Hilly and Mountainous terrain now allow you to construct one of two Building lines, depending on the geographical region, to represent the fact that warriors from there are exceptionally hardy. Tribal rulers can also construct these lines.

Hillside Grazing lands are a military-economy hybrid Building that boosts all kinds of cavalry, making it perfect to combine with the Stables or Camelry line of Buildings (and the Horse Herds one if located in the Steppe). You can also use this to improve the economy of an otherwise rather poor terrain type.
23-hillside-grazing.png

[Image - Hillside Grazing, Building lvl 5]


Warrior Lodges are a pure Military Building line, giving a lot of levies and bonuses to all kinds of infantry. Combining this line with Blacksmiths and either Barracks or Military Camps can make for fearsome soldiers - especially since stationing regiments here will give them the Pursuit statistic, if they didn’t already have it.
24-warrior-lodges.png

[Image - Warrior Lodges, Building lvl 5]


The next Building line is regional in nature - limited to India, for Cultures with the Wootz Steel Innovation, and only in coastal/riverside Holdings at that. Representing a fantastic technique of forging, the Wind Furnaces are incredibly powerful. Not only is it a military/economy hybrid line, but it boosts any type of MaA stationed there with the highest possible Building bonus we’re willing to hand out. The rarity of this Building line makes Holdings that can construct them well-worth fighting over. Oh, and they also boost Artifact quality of Weapon and Armor inspirations!
25-wind-furnace.png

[Image - Wind Furnaces, Building lvl 5]


For the Steppe, there’s a unique Building line that, you guessed it, boosts cavalry. It is possible to combine this Building with others, making Steppe rulers truly fearsome. With enough of these built, steppe armies will ride (and raid) along the steppe at blazing speeds. Tribal rulers can also construct this line.
26-horse-herds.png

[Image - Horse Herds, Building lvl 8 - note the Genghis Khan quote in the description]


Next up, we have four late-game Buildings. These are unlocked by Innovations in the High Medieval Era, which allows us to make them stand out and be more powerful than a Building you can construct in 867. These Buildings allow you to massively specialize your provinces, or unlock new ways to utilize your MaA. They’re well worth saving a slot (or two) for.

Firstly we have the Workshops Building line, unlocked by the Advanced Bowmaking Innovation. This line has an income bonus similar to a standard economy line, but can be constructed in any terrain. It also boosts siege weapons, and will eventually reduce the cost of archers and skirmishers. It also adds a flat siege value to any unit stationed there, making it good not only for stationing siege weapons but also units of low-quality MaA.
27-workshops.png

[Image - Workshops, Building lvl 4]


The following three Building lines are very powerful because of their compounding effect on the local economy. They all have different criteria for being built, based on geographical region and terrain. There are a few holdings in the world that can build two or even three of these - keep an eye out for those, as they have the potential of being incredibly good Capitals. For example, Dumiyat in Egypt.
28-building-lines.png

[Image - Dumiyat can build all three Building lines]


First out we have Windmills... Which are unlocked by the Windmills Innovation! They are the most powerful economy and development Building in the game and are common throughout places such as Europe and India - commonly built on flatlands or coasts.
29-windmills.png

[Image - Windmills, Building lvl 1]


Watermills are a bit less powerful, but still well worth it. They, too, are unlocked by the Windmills Innovation. Commonly built in hills, mountains, forests, or next to rivers, they make further construction in the Holding easier, while boosting the economy of the entire County.
30-watermills.png

[Image - Watermills, Building lvl 3]


The Caravanserai, while the weakest at boosting Development, have a whole host of interesting effects. They are unlocked by the Guilds Innovation. Reducing the cost of mercenaries and MaA alongside bonuses to Artifact quality and defensibility, they fill a different niche while still being extremely strong economically. They are commonly built in deserts or drylands.
31-caravanserai.png

[Image - Caravanserai, Building lvl 4]


Finally, here’s an example of what you can achieve in the late-game if you tailor your economy well. This regiment of Heavy Cavalry costs 3,4k gold to recruit, and these are their stats after spending roughly 20k gold on Buildings in their stationed holding - hardly a trivial amount, and one that took a lot of careful planning to achieve.
32-lategame-heavycav.png

[Image - Late-game Heavy Cavalry stationed in a near-perfect Holding]

We hope that these updated and new Buildings will breathe some fresh life into the management part of the game, and we look forward to seeing just how you will specialize your Holdings!

Improved Personality Tooltip​

As you saw in one of the earlier screenshots we've also given the AI personality tooltip an overhaul so that it is now much more informative: each line can be looked at and gives an explanation of how the AI will act in a bit more detail.
  • Character Personality: How they are likely to act based on their character traits.
  • Economical Archetype: Only for rulers, how they are likely to spend their money, reflects the changes from Friends & Foes in how the AI will build up or save.
  • Vassal Stance: Only for Vassal rulers, what Vassal Stance they are in.

33-personality-tooltip.png

[Image - Personality Tooltip]


The character personality tooltip specifically now gives a bit more of an explanation as to what being an Evil Blackguard actually means for how this character is likely to act:
34-blackguard.png

[Image - Evil Blackguard personality]


Here are a few more examples of different personalities that will now be explained a bit more:
35-paragon.png

[Image - Fearless Paragon personality]


36-thinker.png

[Image - Compassionate Thinker personality]


And an example of how the economical archetype tooltip looks:
37-cautious.png

[Image - Cautious economical archetype]

Rich Presence​

A smaller but fun change that is also coming is that we've enabled "Rich Presence" in Steam. This means that when you or your friends are playing the game, you’ll be able to see a little flavor in your Steam friends list, indicating what specifically they are doing in the game. Are they on a Grand Tour across the realm visiting their vassals? Maybe they are scheming to make a new friend? Or maybe they've just murdered their brother and are known as a dishonorable Kinslayer!

Generally we made the flavor text prioritize temporary ongoing actions first before falling back to interesting things about your character and realm before going on to describe the more mundane.
We've made sure that any flavor which could reveal your more nefarious actions in progress are not shown if you are in a multiplayer game, so no need to worry about your murder schemes being exposed to your friends in multiplayer.

Of course, there is also an option to disable this information entirely and simply display that you are playing Crusader Kings III, as before.

Here are a few examples of the flavor text we've added, and we’d love to see some suggestions from you too!
38-rich-presence.png

[Image - Rich Presence examples]

Destroy Artifact / Aniconism​

A much-requested feature will make it into the next update - if you’re fighting (and winning) in a lot of Tournaments you will inevitably end up with a pile of prizes and no room to show them! Or you might be in a lot of wars looting Artifacts from sieges that you’ll never use. Sometimes it’d be nice to simply break down an Artifact for its monetary value - and now you can do so with the Destroy Artifact button.
39-destroy-artifact.png

[Image - Destroying a common Artifact]


Any ruler can destroy Common and Masterwork Artifacts, as they create a lot of clutter. When doing so, you’ll get an amount of gold that is a little bit less than half of what it’d cost to commission such an Artifact in the first place.

To destroy Famed and Illustrious Artifacts you have to follow a Faith with the Aniconism tenet. Aniconists like Qarmatians (which didn’t have this tenet before) and Iconoclasts gain piety when destroying artifacts, and an especially strong boost to piety if they destroy religious relics of any Faith. This puts an interesting and immersive spin on an otherwise quite uninteresting tenet!
40-destroy-aniconist.png

[Image - Destroying an illustrious artifact as an Aniconist]


41-aniconism-updated.png

[Image - New Aniconism tenet effects]

Current Situation Improvements​

A tool that everyone uses, both new players and veterans, is the Current Situation widget - a handy collection of information, both pressing and not, that helps you decide what to do. Until now, this interface has not been as informative as it could be - with entries lacking information, and visual recognizability being quite low. We’ve made an effort to remedy that and make each and every entry as visually distinct and informative-at-a-glance as possible.
42-current-situation-updated.png

[Image - Example of a game-start Current Situation list]


As you can see, we’ve added icons to all entries, which relate to the category they fall under. All Alliance situations will use the Alliance flag icon, for example. Where possible we’re adding information directly into the entries: for example, anything regarding marriage will state their relation to you, age, and place in your line of succession. Potential inheritances will state whether or not the title is within your realm, making you instantly aware if it’s something you should care about or not. The list goes on and on and on.

Potential Wars will now show whether or not the potential target is much weaker (green), roughly the same strength (gray), or much stronger (red).
43-war-situations.png

[Image - War situations]


Alliances have been expanded to include everyone you can form an alliance with (previously it only showed close family) and it’s been split in two - those who would accept and those who can be convinced. It also shows how strong they are, and if they are within your realm or not.
44-alliance-situations.png

[Image - Alliance situations]


Here you can see that the opinion of the realm priest is shown directly in the entry. There’s also a new situation for when the Pope would grant you a claim on a relevant Duchy+ title (neighboring Duchy, or any Kingdom).
45-various-situations.png

[Image - Various situations]


In fact, there are so many changes to the Current Situation list that it’ll be easier to show the update notes in full:
  • Added a 'You can ask the Pope for Claims' Current Situation item, showing you any Duchies+ that you could get a Claim on
  • Excluded Barons from the 'Powerful Vassal demands Council Position' Current Situation as you legitimately don't have to care that much for them
  • Excluded parents, grandparents, and great-grandparents from the 'Family can Marry' Current Situation as marrying away your widowed mother isn't something we want to motivate the player to do
  • Expanded the 'Child needs Guardian' Current Situation to include valid grandchildren and great-grandchildren
  • Expanded the 'Low County Control' Current Situation to trigger when control is at or below 90 Control, and it now shows the Control level directly in the entry
  • Made the Current Situation widget slightly wider and fixed multiple instances of buttons that you weren't clickable everywhere
  • The 'Call Ally', 'Call House Member' and 'Call Dynasty Member' Current Situation entries will now state their Tier and Troop Count directly in the entry
  • The 'Declare War' Current Situation will now show the amount of troops your potential target has
  • The 'Demand Payment' Current Situation now states how much gold they have compared to the amount you demand, so you know before clicking
  • The 'Family can Marry' Current Situation has been updated to show what place in the line of succession they hold, to avoid you doing unfavorable marriages
  • The 'Few Knights' Current Situation now states how many knights you have, and what's your maximum
  • The 'Hire Court Physician' Current Situation is now marked as dangerous/high prio, as being without one is indeed quite dangerous
  • The 'In Line of Succession for Title' Current Situation Item will now only appear for titles outside your realm, as it would in 90% of cases mainly show titles you were about to inherit from newly-created Vassals
  • The 'In line for Title' Current Situation now states if the title is inside or outside your realm, so you can better plan your nefarious murder schemes
  • The 'Negotiate Alliance' Current Situation description now explains that allied Vassals can't join factions if the ally is within your realm, or how many troops you'd get if the ally is outside your realm
  • The 'Negotiate Alliance' Current Situation now states if the target is inside or outside your realm, so you can make a better call at a glance if they'll be able to join your wars or not
  • The 'Negotiate Alliance' Current Situation now states the potential targets relation to you (son, brother, etc) and their Military strength
  • The 'Not Endorsed by Realm Priest' Current Situation now opens the Sway interaction, as that's what you want 99% of the times you click it
  • The 'Not Endorsed by Realm Priest' Current Situation now shows the Opinion your Realm Priest has of you
  • The 'Powerful Vassal demands Council Position' Current Situation now shows the Opinion the Vassal has of you in the entry, so you can easily avoid assigning positions to already-happy Vassals if you want
  • The 'Prisoner can be Ransomed' Current Situation now shows if they have enough gold to pay their ransom directly in the entry
  • The 'Propose Alliance' Current Situation has been expanded to include more valid targets for alliances, such as anyone married to one of your extended family members
  • The 'Realm will Lose Land if Vassal Inherits Title' Current Situation will now state exactly which title would cause the damage, along with its tier
  • The 'Wrong Holding Type' Current Situation will now state in the entry what type of Holding they are
  • Added a Current Situation for when one of your first three Heirs are imprisoned so that you can easily pay their Ransoms
  • Added a Current Situation for when you can Pay Ransom for one of your Vassals and gain a Hook on them
  • Added a Current Situation item for Pardoning Criminals
  • Added icons and updated texts for most Current Situations
  • Most Current Situation entries that has to do with titles will now state the tier and show an icon of the tier Crown to aid in identification

We were going to write about some more things… but at this moment the document we’re working with is almost 50 pages long, so we’ll save some of the other QoL changes for another Dev Diary further down the line!

Having covered Vassal Stances, Men-at-Arms Stationing, Domain Limit Rebalancing, the Building Slot Revamp, Rebalanced & New Buildings, the Improved Personality Tooltip, Rich Presence, Destroying Artifacts/Aniconism, and Improvements to the Current Situation - that's it for now! Next week we’ll delve into the Activity system, and take a look at some of the reworked activities in detail. Until then!
 
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The holy site bonus is nice if your religion enables it. The walls are better than duchy buildings, especially because you technically don’t need to hold the duchy to use them. But Constantinople is “the second Rome”. Its position as a choke point for Black Sea trade made it rich and the walls made it hard to conquer. The same number of other buildings as every other Greek county does it disservice. You can apply this same logic to every other highly developed county.
 
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Are there any plans for to overall the artifact system completely? I like that buildings can now increase the quality of artifacts but randomization of artifacts is annoying, i would like to be able to choose what the artisan makes
 
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Amazing DD. Love everything in it. Looking forward to trying it out when it releases.

Just to voice a small concern With the MaA. That stacked cavalry unit looked amazingly delicious, But dont all those bonuses invalidate terrain modifiers. Most of these modifiers are flat and with getting huge buffs like this it feels like terrain is even more of a non factor. Just curious if this is something that is looked at already.
 
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my first thoughts are: Just Wow

the only negative thing i see as a problem is that levies become even less usable, because MaA get even stronger

And the other thing, that catch my eye:
Holdings currently have 3-4 Building Slots in the live version of the game. We’ve lowered the base limits by -2 - which means that, without any Innovations, a primary Holding has 2 Building Slots, and a secondary Holding 1. Innovations can increase this limit by +4, making the maximum amount of Buildings in the same Holding 6 - two more than the previous maximum.
View attachment 959345
[Image - A late-game Holding with 6 Building Slots, a duchy Building Slot, and a special Building Slot, quite spectacular]
6 Slots is Not that impressive :D =>at a non modded Ironman game i have 7 + duchy building
(only at the main holding when i use the "Elevate the Kingdom of Mann & the Isles" decision)

;) will this decision adjusted or did we get 9 holdings?
and with +3 Domain modifier we get 12 o_O ?

1679418157780.png


Else: i like many of the things i see, and I am curious what else is coming

and I hope that also the "deny request artifact opinion" will be corrected (-60 is way too much)
 
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First, let me say this makes me so happy!

Something that worries me is how DLC will be accounted for in these features.

For example, court grandeur affects vassal stance, but court grandeur is locked behind Royal Court.

In cases like these, please add a baseline value in the base game. For example, in Court Grandeur, please move this value to the base game with some very simple rules on how the value is calculated. And then in order to affect this value and interact with this feature, the DLC is required. So for a base game player, Court Grandeur is just a value, but if you are a DLC owner it is a feature with gameplay attached.

In this way you can balance against baseline values that are true for both the base game and DLCs without removing the value proposition of the DLC itself, which is to add gameplay.
 
Just out of curiousity; are the stances also going to have an effect on dread? Dread is currently extremely overpowered- it's super easy to gain- and once you have enough it doesn't really matter what opinion vassals have- they will be too scared to oppose you. Can stances alleviate this?
AI boldness already affects resistance to dread. This is why brave vassals are very hard or even impossible to terrify even with max dread.

I do agree though that dread needs some fleshing out. It's harder to gain but I wish it had more "negative" effects or drawbacks. IIRC there's already a marriage acceptance penalty. But I think it should have slightly less impact on murder plots. I.E. your vassals and court might be to terrified to confront you directly (I.E. join a faction) but they'll turn to murder/assassination instead. You should still be able to get away with it, but you'd want an extremely loyal, skilled spymaster to keep you safe from any plots while you rule your vassals with an iron fist.

EDIT: Granted, the AI should be more willing to murder the player, period. I've had very little dread or no dread, -100 opinion with all vassals (including my spymaster) due to extreme tyranny, and died of old age instead of a dagger in the back which doesn't seem right. Friends and Foes did make rivalries much more common though, and it's almost always only ever rivals who actually start a murder plot.
 
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For example, in Court Grandeur, please move this value to the base game with some very simple rules on how the value is calculated.
I would expect the very simple rule to be "No RC = no modifiers, positive or negative, from court grandeur".
 
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Yeah, this will be a bit of a micro hell with early inheritance laws.
exactly! early game is a game of musical chairs when it comes to where your own lands are, and if you have a bad run of a character dying every 10 years or so for awhile? screw that! one more maddening thing to micro on top of stuff like buildings (which the devs just admited they still have 0 plans to fix!)
 
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While it's good that you tackle the problem, the underlying issue is that levies as army simply suck. There's no kinder word for how bad they are: expensive, useless, and aside from a few instances mostly unhistoric. Ingame they're peasants and poor people outfitted with crude and improvised weapons, they shouldn't be more than a last resort in an emergency.

Please, for the love of everything that is historic and holy, redesign that aspect of warfare, so that MaA remain the professional core, while you have levies as a reliable semi-professional army that can profit from cultural traditions, better equipment and the realm's army model.
I would like to second such changes in the military system. While the game tells us that levies are various sellswords, lesser landowners and a core of conscripted peasants, I think it would be useful to distinguish between the late medieval professional, "retinue-based" armies, that the MaA are most likely intended to represent VS a sort of Yeoman semi-professional seasonal army VS a ragtag force of peasant militias formed to defend the country in a time of serious need.

Medieval military organization is not a topic I know a lot about, but I do think that the difference between noble retainers/retinues, Yeomen/Pronoiarioi/Timariots, and peasant levies must be made more clear, as right now, the latter two are lumped in and the former is somewhat too limited and small in the late game.

This could be part of a military expansion patch, accompanying a military-themed DLC possibly, where there is the introduction of seasonal campaigns in early and mid-game warfare particularly. Developing a model of armies for one's realms could also be part of that patch/DLC.
 
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Wow, I am amazed by this dev diary. These changes are 10/10 for me, especially the ones for the buildings. I am so happy we are getting so many mechanics focused additions to this game. Don't get me wrong, this should be a role-playing game first and foremost. But without solid game mechanics it's much less fun to roleplay and this is a great leap forward. Thank you so much for this Paradox, cant wait for this to come out!
 
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I may have missed this, but does stationing MAA only affect their stats or also the position from which they are raised instead of all of them being raised from the capital.
I'd really like it if it is the latter as that would allow us to fight wars far from our homeland without either waiting a year for our MAA to arrive or having to move the capital.
 
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Stationing MAAs is a significant nerf to army. Now instead of even buffs you get few buffed MAAs and baseline rest. Also it'll be an isssue if amount of MAAs will be growing faster than amount of holdings where you can station them. This will reduce importance of standing army and increase cost-efficiency of mercs. Also considering base stats of Heavy Cav and buffs from buildings, one unit of HC can potentially be stronger than 2 or 3 other unbuffed MAAs, which will only support the effectivness of full HC armies.
And it's an unnecessary micromanagement. More painful from need to reassign MAAs upon screwed inheritance or lost war. Though if you play flawlessly, you only need to station MAA once.

Major concern: currently majority of dukes and counts start with 3-5 domain limit and similar MAA limit in 867. Considering reduction of building slots to 2 and economy buildings having higher priority (you need money to support MAAs in the first place), this stationing will be pretty much useless in the beginning of the game, at least until you'll unlock 3rd slot. And Tribal rulers on the contrary will be even stronger than before; looking at Norse and Steppe here.
As I understand, we can station one MAA in a single county, but it would make sense if we're able to station 2 or 3 in our capital. Or may be add station capacity to some buildings, this way at least we can justify to afford one military county for buffs instead of just boosting economy to hire mercs.
Oh, and increasing amount of knights and their effectiveness will be prevalent in early game.

Stewardship will remain adamant as the King of lifestyles, especially considering scaling of building construction cost. Plus, new activities can be very expensive as been shown in previous DD.

While reading this DD, I expected increase of held duchy limit, or at least reduction of opinion penalty, yet no info about that.

'Destroy artifact' feature is most needed since Royal Court came out. Hopefully, the system of manual artifact upgrades will be implemented with addition of Blacksmiths building. Currently, upgrades happen automatically, and we can't even choose which ones to upgrade or merge. These events are rare and constantly pick wrong artifacts.

New buildings seem intresting, especially with development growth, but scaling construction cost seems unreasonably high, hopefully it depends on treasury size rather than realm size or title.
Can't wait to see new landmarks and mines placement, beelining for Mali is getting old.

P.S. Hopefully, someday feature for integrating existing holy sites into your faith will be added.
 
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Hello devs, thanks for the very detailed update !

-Any approximate dates this update should be pushed ?

-Any plans to remove full screen notifications for naming kids ? Wouldn't it be preferable for event's to show up at the top like when you are being raided ? I've failed many battles because of theses notifications that seems to happen more often in times of war...

-Any plans to have a "remove all notifications button" from the bottom right ?

-Any plans to have the "hire mercenaries' tool tip notification fixed ? It only and always appears when I can't afford them.

-Any plans to show if a nation have access to a Holy Order they can hire ? It's not fun to go in a war 4k vs 1k, and a sudden unexpected free 12k troops just spawns.

-Any plan to fix UI for Court arthefacts ; To access the arthefacts tab it's all the way to the top left of the screen, the to open the arthefacts inventory, it's all the way to the bottom right of the screen. I'm certain this could be done easier.


Keep up the good work !

LeGrandMister
 
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It will take almost a century to get your money back on that investment. Do you have any idea how many realm priests I now have to banish to pay for all the necessary upgrades?
Didn’t they patch out that exploit? That all money that the realm priest has is given to then new guy so that you can’t get all the temple gold so easily as imprisoning then banishing your realm priest?
 
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Didn’t they patch out that exploit? That all money that the realm priest has is given to then new guy so that you can’t get all the temple gold so easily as imprisoning then banishing your realm priest?

Well... I don't want to attract the unwanted attention from some overzealous dev here, and it's not as easy as before, but let's just say that there are still some ways to get a sweet screen like this, vanilla, current version:

banish_rp.png


Also, it's not an exploit. It just doesn't give you the tyranny that such an action would incur in history, just robbing the church and branding a bishop invested by the pope a criminal and banishing him.
 
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