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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.
image15.png

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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I would also love to know this! I see the devs haven’t engaged with questions about release, I presume no solid date is set. However, can we get a rough estimate as in this week or next? My four day weekend starts on Thursday night and I’d love to know if it’s a save I’ll have to scrap immediately or not…

Also, Ruisuki, given it’s a jump to 1.9.1, it most likely is not save game compatible.

Do we have a release date/when to expect this update? I've been avoiding playing CK3 until the bug fixes roll in.

I was also curious about release date and delaying my next campaign to be sure that I have current version. Silly me, firstly I thought it's already here (like 1.9.0.3 and 1.9.0.4) and opened steam to download patch '^^

On the other side, I'm not so sure that this content will drop this week. Mayby next week or even one next more. Anyways, considering that will be already June and summer PDX break coming, I assume that will be last major change before that break.
 
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Very great addition.

Thus, i would like that "great cities" really look great. I am a little dissapointed that big cities like Constantinople have the same size on the map than small cities.

Would it be possible to have these "great cities" on a bigger scale on the map ?
game needs metropolises. COW2 mod has good implementation of the idea.
 
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Now that I think about it, multiple-activities-per-trip might be something for the team to work on. There's no real reason why a monarch would be arbitrarily prevented from, say, hunting wolves, while on Grand Tour.
 
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Sorry Paradox & @Portable Grump , but this point of interest map in 1066 is a bad joke in my opinion. There are NO POINTS OF INTEREST in the entire territory, which is modern day Germany, seriously?! France is also very much an "empty wasteland" on your map, while Britain, Spain and northern Italy are full of ancient buildings/points of interest... There are many former Roman cities in the territory of Germany, too, f.e.:

Roman cities.jpg


Trier (Augusta Treverorum) even used to be the capital at some point of the late Roman Empire and left many representative buildings (Porta Nigra, Imperial Baths, Trier Cathedral).

Worms, the city which was famous for hosting many Imperial Diets (Reichstag) throughout the Middle Ages, the first being mentioned in 764 AD.

Apart from ancient Roman buildings, which survived throughout the Middle Age there is much more, which would qualify for a point of interest, like the Aachen Cathedral built in 805 AD, which is one of the oldest cathedrals in Europe. Charlemagne was burried there in 814. The Aachen cathedral served as coronation place for most German kings and emperors during the Middle Age. In the eastern part of modern day Germany Magdeburg used to be the center of Ottonic rule and also center of the German east colonization, making the city very much a point of interest. Nürnberg (Nuremberg) also needs to be mentioned as a trade hot spot and production place of the best armors in the HRE in the high and late Middle Age (Nuremberg plate armors were famous).
It's just a tiny ad-hoc selection, though, there are much much more notable medieval places in Germany.

Please do some serious research Paradox, before implementing the point of interest system with huge unhistoric "empty wastelands" like France or Germany, which both have got plenty of historic sight seeing places even in the early start date in 867 of CK3.
 
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Please do some serious research Paradox, before implementing the point of interest system with huge unhistoric "empty wastelands" like France or Germany, which both have got plenty of historic sight seeing places even in the early start date in 867 of CK3.

So the way the point of interest system works it uses special buildings that exist in the game :)
That means that modern Germany (and indeed Africa and other places) will see more points of interests appear as the game progresses and universities and cathedrals are constructed even if they do not exist at start in 867.

While we have not added any new special buildings in this update itself we do tend to do so often (last time was in the Tours and Tournaments release update) so over time the system should get more interesting things to visit across the world. I also hope to add more of the more arbitrary "Grand City" type points to it to trigger sight seeing events (this only exists for Baghdad and Rome for now but should be extendable to a great number of places).

I can understand that it is disappointing to not see specific things added here yet (travelling around the medieval world to see its sights is something that excites me greatly personally) but think it would have been a bit sad to hold back on releasing the system itself to the public just to research and add even more points - when there is a pretty good selection already. The fact that new points will pop up during the campaign also means your heirs might not visit the same places as your starting character's which I also think is a nice touch personally :)

If you have suggestions for places you think we should add as special buildings or points of interest in general I would urge you to post them in the suggestions forum, as we are sure to add more over time in the future and any that are already suggested and adequately argued for could be a good place to start if we look to improve on a certain region.
 
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Harm events is an amazing addition to the game! Right now it is too easy to get omnipotent character and bringing a little bit of chaos is very welcome. Definitly going to try Tragically Spiteful option.
 
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Can I suggest Hill of Tara as a point of Interest for Ireland? Massive symbolic importance in Irish kingship given it was the centre of power for the Uí Néill High-kings, and although it was probably unhabited by the games time frame, its role in the perogatives of the High-King such as the Feis Teamhrach was maintained. Indeed, the promised deliverer king, Aed Engach was prophesised in the 11th century text Baile in Scáil to driving the invaders from Ireland, rebuild Tara and straight its crooked rath.

Also, though not quite as big as Offa's Dyke, the Black Pig's Dyke would have been an impressive set of earthworks visible along much of the South Border of Ulster at this time.

And has any consideration been given to added ancient Roman Roads to the game? They could boost stewardship as well as travel speed. Might give me an excuse to advocate for the Irish Sligthe:
 

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This looks good! Although i tend to play where I hop around once a character dies, It allows me to see what the AI will do the realm i created for them etc, Still the point of interest looks amazing and so do the other events!
 
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This does not make sense to me. Universities should gnly give Learning Lifestyle Experience, because the medieval university curriculum was about Latin composition, reading classical authors and contemporary theologians, and other academic pursuits. There were no courses in war studies or farm management and out of all the places a medieval person could visit, a university was probably about the worst possible place to learn about either because the average academic monk was less informed than the average noble about such matters.
Universities would have fairly extensive libraries, which would certainly contain books on most relevant topics, and clerics doubled as bureaucrats who wrote on them.

In particular, a lot of Roman works on military/agriculture/science/geography etc. were still considered the definitive texts in the medieval period (Vegetius's De re militari was an enormously popular work in medieval book collections, for example, and was widely quoted). Latin scholarship was more than just theology.

And of course, things like law and rhetoric were extensively taught, alongside theology, which have obvious applications to realm management/diplomacy/etc. For that matter, given the important role played by the Church in medieval society (not only as a religious force, but also as a major landholder in its own right), theology would have more application than you might think.

And of course, "universities" in-game include things like Al-Azhar in Cairo (indeed, non-European universities are basically the only ones already built in-game, and given the development requirements, likely the only ones that will exist for most of a normal playthrough).
 
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Very nice!

I'd love to see something similar to Curse of Jacques de Molay. Rare event idea: you execute your rival and he curses your dynasty, the curse gives you stress and increases chances for you and your heirs to get harm events in future.
 
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Very nice!

I'd love to see something similar to Curse of Jacques de Molay. Rare event idea: you execute your rival and he curses your dynasty, the curse gives you stress and increases chances for you and your heirs to get harm events in future.
I don’t think the curse happened and was a later addition to the story.

If a curse event was added in game, it would have to be programmed to only activate on the death of a holy man. Such as a religious head, an archbishop, a caliph or descendant of a caliph, or an order grandmaster.
 
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So the way the point of interest system works it uses special buildings that exist in the game :)
That means that modern Germany (and indeed Africa and other places) will see more points of interests appear as the game progresses and universities and cathedrals are constructed even if they do not exist at start in 867.

While we have not added any new special buildings in this update itself we do tend to do so often (last time was in the Tours and Tournaments release update) so over time the system should get more interesting things to visit across the world. I also hope to add more of the more arbitrary "Grand City" type points to it to trigger sight seeing events (this only exists for Baghdad and Rome for now but should be extendable to a great number of places).

I can understand that it is disappointing to not see specific things added here yet (travelling around the medieval world to see its sights is something that excites me greatly personally) but think it would have been a bit sad to hold back on releasing the system itself to the public just to research and add even more points - when there is a pretty good selection already. The fact that new points will pop up during the campaign also means your heirs might not visit the same places as your starting character's which I also think is a nice touch personally :)

If you have suggestions for places you think we should add as special buildings or points of interest in general I would urge you to post them in the suggestions forum, as we are sure to add more over time in the future and any that are already suggested and adequately argued for could be a good place to start if we look to improve on a certain region.
Sad Constantinople noices...

Would be great if "Great Cities" will be dynamic in a future update so it could show the rise and fall also of cities and empires?
 
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Love this, though, I would like to see you increase the mortality rate for kids. It wasnt normal in the 900s to have 12 kids, and for all 12 to survive to adulthood. It was normal for 3-6 to survive to adulthood, if you were lucky.
 
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Real life has a way of being anticlimactic, but this game is about creating narratives, and it's very unsatisfying when your 30 year old genius dies and not as a result of hybris or because of some deserved comeuppance. Let's hope the harm system is not too wild.

The point of interest stuff, marvelous.

Love this, though, I would like to see you increase the mortality rate for kids. It wasnt normal in the 900s to have 12 kids, and for all 12 to survive to adulthood. It was normal for 3-6 to survive to adulthood, if you were lucky.

I'd say the game gives you less children than you would historically (10 children were not that hard, especially for nobles who very often remairred, and usually remairred with much younger brides), to offset the fact that you don't lose that many children as the aprox. 50% you'd see survive (a little more for the nobles).

The death rates among the nobility and the general populace (not royalty) are often skewed because we usually know a lord or count had children because of mentions in monastery donations or last wills and testaments, especially early on.

These documetns tell you that Ugo Comes, filius Bernardi, and his brothers Raymond and Roger, and his sister Maria, left That Much Land to a monastery. But all the dead children are unmentioned.

So it could be that the death rate for nobles was higher, but we know the 50% rate from later Medieval documents, when there is much better documentation and archives are better preserved.
 
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How many kings did England or France have? Let's say 50 and accept 10 of 50 died randomly which is why i wrote almost. Besides, my whole point was i do not want to see randomly spawned events which rampage the game then i saw the 50 years coodown which is reasonable.
15/16 monarchs for England in the period 1066 to the end of the game.

I listed 4 of those that died of "random" causes - not counting the hunting accident of William II, with several deaths by illness on campaign or assorted illnesses, some of which were sudden and unexpected. I only mentioned the ones that come to mind when thinking about it, and not ones like Richard I getting gangrene after being shot in the shoulder with a crossbow bolt.

So it's upwards of a quarter (possibly up to half??) could be considered "random" depending how you want to define it. That's not "almost no" cases of it happening.
 
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