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Dev Diary #129 – Post Release Update Extra Content

This Dev Diary will talk about some of the extra content coming with our next post-release update, 1.9.1! The update will of course also include a ton of fixes and tweaks, as we’ve been monitoring all the ways you’ve been playing with the big 1.9.0 update and the Tours and Tournaments DLC.

Points of Interest​

Hi everyone! I am Daan, also known as Joror, and I am a programmer on the CK3 team.

It is I, le Joror​

First off a little background info about me so we’re no longer strangers: I have worked at Paradox for over five years, and in a couple of different roles. First in our online department (DevOps) as a software engineer and Developer Relations specialist, then as a Clausewitz Engine programmer and tech lead, and finally I have been working in the CK3 team as a programmer!
Before joining Paradox I also dabbled in making mods and modding tools for Paradox games - which has helped me a lot in understanding how the games work from the outside, before moving to the inside.
I am Dutch, like cats, fancy beers, the occasional Goth party, game-jamming, and in general games of all varieties!

Resurrecting Darlings​

Making games is hard - it is a space where ideas are easy, but time is short, and success is measured by a graspable but fickle thing called ‘fun’.
So when developing, we design, build, evaluate, and cut. Many ideas fall by the wayside during each of those steps, including some personal darlings. Often not because the ideas are bad, but because there is not enough time, or they would be too risky, or… one of many other reasons.

Luckily, we also bake various ways into our process that give us space for personal agency and creativity! And one such way is PDT - Personal Development Time.
This is dedicated time in our busy schedule where every developer can work on improving their skills in an area of their choice. And (after checking with leads) we can also work towards adding ‘darling’ features or ‘pet peeve’ fixes that can make it into the game.

The “Points of Interest” travel system is such a feature! It’s also the reason why it is in a post-release update. Of course, it is not just a one person effort. Lovely icons and GUI elements were added by a crafty Artist, code was reviewed by discerning Programmers, the user experience checked for consistency and purpose by a UX Designer, its rewards evaluated for balance by a Game Designer, the end product tested by perceptive QA, while being supported by a whole range of other disciplines that make the work environment organized and smooth.

A Travel Carrot: Points of Interest​

While working on Tours and Tournaments, one of the main systems I was involved in was the Travel system. For a little dev-insight, this is what route planning looked like early on in the process:

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A screenshot of an early state of development of travel route planning, with different colors and icons.

We added Danger as one of the main ‘friction’ mechanics of travel, where players get to make planning decisions and have reasons to change their route. But Danger is mostly a ‘Stick’ - a punishment if you will - and it would be nice to have a ‘Carrot’ as well - a positive reason to change your route!

Enter: Points of Interest - a small system that rewards you for visiting interesting places.
These points of interest will give a reward the first time you visit them during your lifetime. The same also applies to your entourage, so bringing people along will also help them improve.
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An adjusted travel plan which travels through Pisa, a province that contains a Point of Interest.

Types and Rewards​


These Points of Interest are not static locations - but grabbed from the living world of CK3.

All Special Buildings (if they are built) give a Point of Interest based on their type, and give different rewards depending on the Special Building type:

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Visiting the Pyramids is something to boast about.

Special building type rewards:

  • Walls and Forts: +100 Martial Lifestyle Experience
  • A part of a multi-province defensive structure (Hadrian’s Wall, etc): +25 Martial Lifestyle Experience
  • Universities & Places of Learning: +100 Lifestyle Experience in your currently selected Lifestyle
  • Religious Sites & Buildings: +100 Learning Lifestyle Experience, and +100 Piety if they are of your Faith
  • Palaces and Political Buildings: +100 Diplomacy Lifestyle Experience
  • Ancient Wonders & Natural Wonders: +100 Stewardship Lifestyle Experience, and +150 Prestige
  • Economic Buildings (mines, ports): +100 Stewardship Lifestyle Experience

Visiting Capitals of independent Kingdoms and Empires also gives Lifestyle experience, based on their Court Type (if you have the Royal Court DLC) or Diplomacy Lifestyle experience when they do not have a Court Type. Empire Capitals are more rare, and give +300 lifestyle experience points, where Kingdom rank Capitals give +100 points. The capital Points of Interest are updated monthly, so sometimes your information might be slightly out of date.

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The Byzantine Empire has an Intrigue Court - and will give Intrigue Lifestyle Experience when visited

Giving out these Lifestyle rewards is very narratively fitting for expanding the horizons of your character, but also substitutes nicely for the normal Lifestyle events you are not getting while traveling.

Some locations can also trigger a “Great City” sight-seeing event chain, which is actually hooking in a PDT project of another CK3 developer, TrinTragula!

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When you visit, you get a message and the Point of Interest is marked as visited. To seek similar rewards, you will have to visit different places in the future!

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A point of interest has been visited, and the rewards given.

Once you have picked up the Traveler Trait, you also start getting a bit of experience towards the different tracks within that Trait. (Martial and Economic building Points of Interest give Seasoned track experience, where the rest give Wanderer track experience.)

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Getting ‘Seasoned’ travel track experience.

To conclude, here is a snapshot of the Points of Interest that exist in 1066:
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A zoomed out map showing Points of Interest in 1066

To note, this system is part of the Free Update - so no specific DLC required.
Happy sight-seeing in Update 1.9.1.0~!





What’s the Harm?​

Welcome comrades, to the Wokeg section of the DD! I’m afraid I don’t have anything quite as meaty for you as Joror. Instead of lovely new player carrots, we’ll be talking about the oldest and wackiest of all sticks with which to whack the player: death.

Something we’ve generally been a bit reluctant to do in CK3 is to just kill you. Luck plays a decent roll in the events you get and guiding your own luck is an element of many core mechanics, but we’ve been really reticent to have you just… die unexpectedly.

This was a stylistic design choice. It doesn’t really feel great when a random event pops and just kills you mid-run with no set-up or warning — it can be impactful every now and then, especially if it happens at a narratively dramatic time, but it’s just such a quit moment for so many people, and in wanting to provide an experience that felt fair, we over-corrected somewhat and scrubbed a vital element of friction from much of the title.

Whether you’re building your realm, planning marriage alliances, or carefully organizing your succession, these little shake-ups are needed to keep you course-correcting. They’re the firm, unexpected kick to the back of the knee that keeps you guessing and makes you react on the fly.

Not just that, of course, because random death and dismemberment were absolutely staple features of the medieval world too: you might be struck down by a virulent camp disease whilst marching, you might fall from the window of a tall tower, you might die in a house fire, you might be thrown from your horse whilst riding, you might be playing too roughly with another child, you might be old and just fall down the stairs, the list goes on. Paupers, kings, and clergy alike all have to walk the danse macabre eventually, and not everyone gets to go from the traditional big three of honorable combat, succumbing to wasting disease, or expiring from the ravages of age. Sometimes you just die.

The challenge we set ourselves, then, was adding in more ways for death to happen unpredictably without making for an irritatingly frustrating experience. Enter, the harm event.

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Harm events are out to do one of two things: if you’re unlucky, they want to kill you, and if you’re lucky, they want to render you incapable. There generally isn’t a direct gameplay benefit to surviving them, and there’s always a stress cost. Their odds are generally pretty harshly against you, though depending on the event, high skill levels might give you a much better chance of success, and some traits will let you trade stress for negating a specific harm event entirely.

With these, there’s a whole variety of new ways to unexpectedly expire or be reduced to a bed-ridden shell! Fun stuff, y’love to see it. I did also say, though, that we were trying to avoid frustrating rocks-fall-PC-dies situations, and that’s still true. To avoid that, almost all harm events are partnered with a foreboding event — something that fires first and alerts you that hey, you are now eligible to… [spins tombola] … unexpectedly choke to death!

Rather than spring immediate death/incapability on you out of the blue, we alert you that you are now at risk of it. It can now just happen, at any time. In fact, just getting a foreboding event gives you a 50% chance of getting the follow-up harm event within the next 4-8 years, though you’re also eligible to fire it forever after.

For example, here’s a foreboding event:

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And its follow-up harm event:

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The goal is to warn you that a new type of random harm is on the table, so that the notion is playing around at the back of your mind. Maybe it’ll come to nothing, maybe you’ll forget about it, maybe you’ve got just a few short years left to live. Do you want to make rapid preparations for succession? What if it never happens at all? What if you just pushed to do things a little bit faster so the realm’ll be ready for your heir? What if it happens sooner than expected? Lots of little questions to ask yourself. Or, if you’re one of the coworkers testing or playing on internal builds since we added these, lots of questions to menacingly direct to me when I’m making tea, demanding to know when they can stop being worried about impending doom. WAD, I whisper back to them, WAD.

There’s sixteen new harm-foreboding pairs for becoming incapable (well, fifteen pairs and one triplet: becoming incapable due to the march of time vs. your declining health sees your mind weaken, your body start to fade a little, then you risk becoming incapable), twelve new harm-foreboding pairs for dying unexpectedly, and six new events for dying/becoming incapable whilst on campaign.

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Those last six aren’t paired with a foreboding event. Like I said, almost all harm events are, and the exceptions to this are the ones that fire for army commanders. Warfare could kill you quickly and unexpectedly without you ever donning your armor, and history is replete with examples of even fairly hale and hearty warriors succumbing to sudden unexpected disease, poor luck, or taxing environmental conditions, from John Lackland to Richard the Lionheart to Frederick Barbarossa.

Instead, opting to put yourself in charge of an army is your warning that you’re in a dangerous, taxing position, where poor luck might cost you dearly at any moment. High health will protect you from many of the potential ravages of campaigning (with the amount needed going up more the more you age), but the best way to stave off the risk of death outside of battle is to campaign in terrain you have the correct commander trait for.

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Maybe you’re not too big a fan of this change - perhaps you prefer a more predictable world, or you want to have the occasional sudden death but mostly skate on by just fine. For you, we have the Safe & Illusion of Safety settings for the new Random Harm game rule, so you don’t have to deal with this stuff if you don’t want to.

Maybe, though, you’ve been waiting for something like this. Maybe you want more uncertainty in the world, or for life to be just that little bit more mean-spirited than most. For you, we’ve got the Tragic setting, making harm events much more likely generally. If you’d prefer that the tallest blade of grass be the first under the scythe, then we’ve also got the Spiteful setting, which specifically weights up the likelihood for harm events to target proportionally better or more interesting characters. And if you want both, welp, Tragically Spiteful, the single edgiest game rule we’ve added to date, has got you covered.

As long as you’ve got harm events set to anything but Safe, they do run on a cooldown. Players can’t be subject to a harm event more than once every fifty years, and the AI not more than once every thirty per house. These cooldowns help to reduce frustration whilst keeping the threat present, and mean that even playing on Tragically Spiteful, you can still thrive and survive. Just, with the occasional setback.

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… and that’s it from me! Hope you like the harm events, I tried to cover a variety of types from historic references and common causes of death or severe injury either still present in the modern day or mitigated only in the last few centuries, and I’m very happy to be able to resurrect this particular darling for 1.9.1. Have fun with the update!
 
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If you make it out of childhood, reaching your 60s isn't unexpected at that period. Most of the life expectancy at birth issues are related to infant/child mortality.
Yes, I know. But the devs specifically have made it so Child mortality isn't that high in this game, because they didn't want 20 dead kids taking up game resources. So, mortality has to come in somewhere.
 
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So, if these new events give warnings about your impending demise then doesn't that make the "Know-You're-Going-To-Die" perk from Learning Lifestyle superflous?

Also, these events seem to focus on old age, but what about the first few years after birth? It's currently quite rare for a child to die.

As for another potential downside of travelling, perhaps it should induce Stress when passing dangerous locales? Or just simply have some traits be more vulnerable for homesickness, such as Lazy or Content?
 
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Aanything about rebalancing the gains in Gold and Prestige/Piety with 1.9.1. so that the game feels less of an easy walkthough to a gigantic empire within three generations?
 
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Thank you, @Joror for the answer!
So when this content should be dropped? I really would like to test these mechanics but I wanted to start new campain in this week. New patch 1.9.1 will be compatible with save from 1.9.0.4?
 
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Will there be any adjustments to the health stat? Even if you don't have any health bonuses or increases, on average you're going to make it to your 60's or 70's and it all gets very repetitive with 95% of your rulers getting to their 60's, even without min maxing of try harding.
Nothing planned AFAIK - the hope is to provide some more lateral ways to die now & in future first, but depending on player response here, might be something we can look into in future.
Sweet. Could that mean that there are potential travels and adventures in the future with the travel system? Like the ones for the lodges and hermetic societies. Or travelling inside your realm as a Task. Like visiting a newly founded city or temple?

Also I really hope for more Stress traits. That would be really neat as I think it would be a fun addition in the future.
:) We've made the system, and we definitely intend to use it for future things. Honestly, that applies generally - though we're not shy of new systems where needed, one thing we're trying to get better at atm is re-using old systems and diversifying old content if we can. Fingers crossed.
What does the setting Illusion of Safety do?
Quarters the likelihood whilst keeping them enabled.
As for the harm events... I'm not sure I get it? Being told in advance is nice I guess, but overall it doesn't seem really interesting as we can't really do anything about it? It could be quite cool for Paranoid characters I suppose, as that would play right into the trait (tho it's still only a straight-up malus so....)
It doesn't seem to make the game more challenging or interesting, it's just you roll a bad event and you get screwed? That and after a while (like 20 years) after you've seen them all they'd be really repetitive lol

But we'll see, maybe they are interesting while playing
^^' I do hope they work out interestingly for most folks, though of course YMMV and some players'll likely love 'em, some players'll likely hate 'em. I do think they make the game more challenging, and the interest we're trying for here is less presenting you with an overt interesting choice ("would you like this buff at this cost or that lesser variant for free?") and more diversifying the interesting situations you get put in without frustrating you (e.g., you planned for Prince A to inherit, but he died whilst sieging and now Princess B is your main heir).

Focusing on longer term consequences rather than shorter term consequences also let us shoot for more variety with these events, and, if they prove decently popular, means we can diversify them very rapidly, which'd be nice. More short-term player death is something I'm very passionate about and which I'd love to do more of in future.
To those who haven't checked the files. There's already an "on action" set-up for harm events. The odds of it happening both increases with age and decreases with health.
Observant! Hehe, yes, this is the de-cut version with most of them re-added.
I really hope you get the balance right at the default setting though, it's too trivial for players to have all their characters die of old age but the AI can already struggle a bit in that area. I appreciate that you are adding a far more lenient system for the AI.
I tweaked 'em as best I could and the AI seemed to do alright - the biggest stumbling block is when they die whilst leading an army sometimes now, and honestly it's kinda rad. Blobby empires collapsing into succession crises at inopportune times without doing it constantly just feels very medieval to me.
I'll try the harm events. I'm not so sure on those. The screenshots made it look like you could at least avoid death by taking the middle option, so I'll have to see how it plays out. I would like it if the AI also had their head of the dynasty subject to the same 50% in addition to the 30% for the tree. It could make for some interesting ability to take advantage of situations....a little carrot to add to that stick. Either way, thank you very much for making it so it can be toggled in different levels, customization is top!
You can indeed! That said, the middle option is generally trait-specific, so you won't always have it, and which traits vary pretty dramatically. The two that recur a lot are stubborn and whole of body, but otherwise, I tried to give many traits a time to shine and a time to get absolutely merc'd by a relevant harm event.
This all sounds fantastic but I'm more excited about the "harms" its giving me great CK2 vibes.

If at all possible could you look into making some of these events into a way of being maimed rather than incapable? I miss seeing more one armed/eyed/legged rulers and vassals.

I know this is just PDT but at least keep it in mind for the future? :D
thanks regardless this all looks great!
If they prove popular (which I'm hopefuly for — we've had a lot of clamour for this type of content this year, so fingers crossed) I would love to do more death events, more incapability events, and absolutely add in maiming events. We'll see how they hold up after folks get their mitts on 'em.
I like the increased dangers of the world, they make the regency system much more important. In my first T&T run I went for two hundred years or something and never entered into an entrenched regency.
^^' This is the system that was supposed to be in to make entrenched regencies more prominent, so, as the designer on regencies, I'm happy to be bringing it back.
This is great. I love every bit of this. But just one thing.
I PRAY with every ounce of my being that this doesn't delay RICE much longer. I NEED that mod for the campaign I am waiting for and I NEED to play that campaign or at least get significantly into it before going on holidays on the 10th of june.
PLEASE GODS OF CK3 MODDING! HEAR MY PRAYER! *\(-_-)/*
Love Cybrxkhan, excellent human, but torturing them brings me great joy, so here we are.
For the harm events, what is the event weight based on? Age, lifestyle, activity, etc.? In a normal game, would it be 50/50 or 95/5? Are the good events outweighing the bad?
Depends on the event! Generally, weighting for these isn't too mutable outside of game rules. There's a few that're weighted up/down 25% or 50% if you have certain traits (specific to the event), but the detail is more in the triggers, so I put time into having the events take account of circumstances but not necessarily weight based on circumstances, if that makes sense.

The lucky-unlucky remark in the DD (which I think is what you're referring to with good vs. bad?) was more just a turn of speech. ^^ To me, they're all good events, and they all kill you, or break you. The only ones that you might get some buff from are the two reactive harm events, where surviving them intact makes you a bit better off.
do you think itd be possible to add a player only rule to these harm events? the ai, uh, kinda doesnt need more help dying constantly, no offense

maybe something like player only, player+dynasty, and unrestricted. obviously thats more time and work spent on the feature, im not asking like i expect you to flip a switch about it, more suggesting it as something to consider down the line, if you have the time and are willing
:) There's a separate game rule for that too: they can target everyone, just the AI, or just players.
Could you add a rule that includes the harm events but not the foreboding events? So that they're more sudden instead of being telegraphed years in advance.
Hmmm, shouldn't actually be too difficult. Not doable in time for 1.9.1, I'm afraid, but I'll make a note of it and it might be something we can add in future if there's some demand for it.
So will assassination makes the victim incapable?
Alas, nothing on that yet - the tranch of harm events I didn't get sorted even for this were further reactive harm events. There's two reactives atm, one for becoming incapable due to age & one for becoming incapable due to battle, but I had a bunch of others planned and I'd love to add them in future.
I LOVE harm event! Exactly what I‘ve been calling for since forever! Can‘t wait to be struck by tragedy.
Two questions: The fifty years cooldown seems a bit… predictable. Couldn‘t we have a cooldown with a hidden normal distribution which ranges from 10 to 70 years but has 45-50 as its mean and only goes to the extremes very rarely?
Also does the AI cooldown apply to AI characters of the players house as well? As in when the PC dies of random harm, can their relatives still die of random harm 31 years later? Do these cooldowns stack or do they rule each other out? Are they indepentent of one another? Or is there no cooldowns at all for AI characters of the players house? This feels like an adequate tradeoff for the player themselves having a longer cooldown than the AI, which I view with great suspicion in and of itself….
I have many questions, but I‘m absolutely HYPED about this addition to the game! The point of interests seem great too. Thanks again for the DD:)

EDIT: Essentially what I‘m asking is: Does the difference of how the cooldown is handled for the player vs the AI give an edge to the player or the AI? I‘m praying that it‘s harsher on the player, as the AI deperately needs any advantage that it can get.
50 years might be something we can tweak in future. As this is, by default, an opt-out feature, I tried to balance for something that's harsh when it happens but doesn't too often. Getting death in, but cutting back on the frustration for most people. Of course, I may uhh... slightly have underestimated the masochistic streak in some of you fine folks, so if that holds up, it's changeable.

FWIW, there is a bit of uncertainty there. The cooldown is actually set on the foreboding event, not the harm event. If two characters get a foreboding event and one pops a directly spawned harm event before the other, then the other is still eligible to get their follow-up harm event. Basically this means there's a bit of overlap so that unlucky families can still have multiple relatives succumb to the whims of fate. Reactive harm events (age, battle) also aren't on a cooldown, and neither are the martial ones. So, you can still get yourself harmed from circumstances.

The cooldowns are separate - the AI can be hit when you're on cooldown and you can be hit when the AI is on cooldown.
the Harm events are wonderfully written, at least the ones shown in that dev diary.

On the mechanic itself, I have one criticism: having the result always be either death, incapable or stress seems pretty boring to me. There are a lot more possible negative consequences that could spice up the game: a vassal/liege getting a hook on you, death of a close person, losing one of your titles, downgrading a building in your domain, etc... I wish the harm events had a bit more variety. Both for immersion (it would make sense that more consequences can happen from bad luck than just the three current ones), for replayability and for spicing up the gameplay.
Thanks for the kind words! The mechanical effects were also a bit of an experiment. For the time we had, the choice was basically to do events with more varied mechanical effects but way less of them, or to try for variety and sacrifice extra mechanical flavour. Generally, we opt for the former, but given the fan requests here were mostly centred on wanting more ways to die, more uncertainty, more shorter lifespans, I decided to give focusing on variety more of a go.

This was also partially in response to having made the first couple of reactive harm events, looking at the time it took me, looking at the list of concepts I had and doing some evaluation. I'm a bit trepidatious to see how it turns out in practice, but since we were experimenting anyway with changing around some of our design principles, I gave it a go. :) If they prove popular enough that I can get time greenlit to add more, more complicated mechanical effects aren't off the table for the future.
* Could you miss a Foreboding event because it fires when you weren't yet playing that character?
* I sure hope the fix to stop making tournaments such bloodbaths is forthcoming. It's really hampered my enjoyment of the expansion.
You could indeed! Might be something we change in future, but I opted to leave it in for the moment.

I didn't implement that fix but I'm 80% sure I heard someone talking about it earlier, so I think it's in for 1.9.1.
 
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I think you should be required to stop and spend a week at a point of interest in order to collect the bonus it offers. Otherwise it makes no sense if you are just passing by.
 
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Fantastic work devs! Between the new travel mechanic and the increasingly dangerous world, I don't think I could be more pleased with the recent changes you all have made. I'm also sure a lot of people appreciate your having made the changes optional.

So will assassination makes the victim incapable?
I am hoping that a failed assassination attempt could land you as incapable or simply wounded in some cases. For characters not enjoying a rude health, this could lead to death. I remember the devil child in CK2 would sometimes do this to you to speed up the succession process. If the assassin really wants the character dead, they can try again to kill the character but otherwise having an incapable ruler might lead to some interesting times either for the player or ai.

Edit: Looks like this question has already been answered.
On the mechanic itself, I have one criticism: having the result always be either death, incapable or stress seems pretty boring to me.
You raise a good point but for now I'm extraordinarily satisfied that the devs are adding more hostile events to the game. Maybe down the road they could add more events that kill portions or the entirety of your family, ones that see your character get wounded, and so on.
 
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Nice, very nice.

Hopefully one day we will also get some siege-events, like in CK1, 'the once more unto the breach, my friends'. It was an event which would give you the castle immediately, but there was a chance you died or got wounded.

breach.jpg
 
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Yes, I know. But the devs specifically have made it so Child mortality isn't that high in this game, because they didn't want 20 dead kids taking up game resources. So, mortality has to come in somewhere.
Not really.
Because the child mortality is *already covered* by having less births. It's already taken into account, so it doesn't have to be handled by killing the characters who've already passed that filter.
 
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Did you consider triggering a foreboding event that was just a false positive? Warning me of impending doom that never occurs? I read the dev diary, but I do not recall any mention of it.
 
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Nice, very nice.

Hopefully one day we will also get some siege-events, like in CK1, 'the once more unto the breach, my friends'. It was an event which would give you the castle immediately, but there was a chance you died or got wounded.
Also an experiment there too: these are our first events that occur specifically whilst/because you're commanding an army (not counting some raid events). We've historically been really cautious about pranging events at the player when they're in an army (largely though not entirely because they cover the map when you're interacting with it in the most detail), and if these are well received, I would really, really, really like to do more with warfare events. As ever, no promises, but man I'd be incredibly up for siege/battle/camping content.
Did you consider triggering a foreboding event that was just a false positive? Warning me of impending doom that never occurs? I read the dev diary, but I do not recall any mention of it.
Sort of implicit to the design! Getting a foreboding event gives you a 50% chance of getting the follow-up within 4-8 years, but also just makes you valid for the follow-up. That means no foreboding event is strictly a false positive, but they can absolutely happen without the follow-up doom occurring. ^^' I got a nervous ping Friday from someone who had three forebodings but no dooms yet and was getting just a little bit concerned about how long their luck would hold, which is exactly the type of foreboding I wanted to induce.
 
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I have another addition. It is really great to go in a city to get some bonus from university or cathedral, but maybe i am wrong but you could add a sliglht higher percentage of risk for a character to go in a city rather a plain. Like 2% of risks instead of 1%, so you will have a reward to make a stop to this city and its university, but an accident could happen in the city.
 
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I really hope there is a harm event for a Swedish king/noble eating too many semlor at a feast/other celebration. As well as other potential culture specific harm events
 
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My personal opinion about other types of harm events: One of the things I did NOT like about CK2 were the random events that just do things like deduct gold or destroy buildings without any way to do anything about it. Did they make the game more unpredictable? Yes. But I don't think they made the game more interesting. They were just kind of frustrating.

Dying or becoming incapable is special because it leads to interesting situations, like having to consider contingencies when planning your succession or your marriages or regencies. Losing gold or buildings does generally not lead to interesting situations, at least not in CK. Losing gold is either irrelevant (when you can afford it) or randomly delays your plans (when you were saving for something big). And losing buildings is basically just losing gold and the time needed to reconstruct.

So, in my personal opinion: I would prefer it if most harm events would stay in the realm of death, incapability, disease, maiming or wounds.
 
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Getting a foreboding event gives you a 50% chance of getting the follow-up within 4-8 years, but also just makes you valid for the follow-up. That means no foreboding event is strictly a false positive, but they can absolutely happen without the follow-up doom occurring.
I wonder if the foreboding event ties-in or replaces the 'bad omen' event that happens sometimes when trying to assassinate someone.
 
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Harm events are for me a glorious addition.

In CK3 majority of problems arise at the succession, and the natural inflation of bonuses often make late reign rather easy. Furthermore, a long reign offers convenient years for planning risky moves and wars with a stable realm and few factions. Thus, the more long reigns we have, the more snowbally the run become.
Hence making sudden and unplanned death serve a triple purpose :
- Balance out the multiple bonuses that can be reaped through the years, so the exceptional long reigns with super-human rulers will still be things happening, but more scarce and thus more legendary. Also, more succession brings more turmoils and more friction for the player, without making it unfun at all.
- Bring more depth to your character, as now you will be more careful. Taking that learning health path will no longer preserve me of anything until i'm 70.
- Provide an essential ingredient of chaos and unpredictability, so every reign will be less railroaded : Yes, you can bring that character to super-human status, but *maybe* his promising future will stop suddenly and unpredictably.

Of course, i don't expect these to change completely the game and kill everyone constantly, but this is something i like very much !
 
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Would you be willing to take a look at the 'Incapable' Trait? At the -1000 Fertility to precise.
Two thoughts: if when you say "if you’re lucky, they want to render you incapable", this makes sense from a non-player perspective, but from a player's perspective, Incapable is a fate worse than death, since as a player, it means you can't do anything and have to wait for death to eventually claim you. I am all for more death occurring in the game, but as a player, I am always going to avoid gaining Incapable if at all possible.

I would agree with Spaninq that incapable would often be a worse state than death. And on the screenshots it looks like child rulers are especially likely to get incapable instead of death. To have your character slug though possibly decades of entrenched regency just so some Rando can inherit seems kinda frustrating. (To say nothing of the fact that said Rando may not even be of your dynasty and 40 years regency then game over sounds horrible.)

So I would suggest setting the Fertility on 'Incapable' to -99 instead. (-100 means afaik that you can still have offspring with countering modifiers and -99 let's people unfamiliar with modifier stacking know that there is in fact a chance.)
 
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I really hope there is a harm event for a Swedish king/noble eating too many semlor at a feast/other celebration. As well as other potential culture specific harm events
If you’re not already playing with the aforementioned RICE, I strongly recommend it, along with VIET. I don’t think the pre-T&T version had regional culinary death-events, but I don’t know about the forthcoming update. You could always ask! :)
 
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