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Dev Diary #137 - Machinations of a Clan

Salutations!

It’s been a while since I last wrote a DD, so a quick (re)introduction might be in order. I’m Emil, aka “Servancour”, one of your resident CK3 game designers. I’ve been on the project since way before release, and tend to mostly focus a lot on game mechanics and systemic features. Which, in fact, brings me to why I’m here today. When we settled on Persia as the focus for our upcoming Flavor Pack, we soon came to realize that this would be an excellent opportunity to revisit the Clan Government and give it a much needed update.

Clans, as you currently know them, are very similar to Feudal. There are only two real points of difference between them. Opinion is a major factor in their obligations, meaning that a vassal’s opinion of their liege affects how much taxes and levies they will give to their liege. Secondly, they have access to and utilize vassal contracts, albeit in a slightly stripped down version, with less available options than their Feudal counterparts.

This begs the question; How can we make Clan Government stand out? We’ve already identified one aspect above, so our first action and problem to solve is this - How do (or should) Clans manage their vassals? Secondly, and perhaps much more important, is what does a Clan actually represent? What does the name mean for gameplay?

But I’m getting ahead of myself. Let’s start with the first question, shall we? And have a look at Clan obligations.



Tax Jurisdictions and Tax Collectors

While we knew we wanted to add something new to Clan obligations, we had to ask ourselves how we wanted to make it different. As with all things Crusader Kings, adding a new element that makes use of characters felt like a natural fit, to give obligations some personality if you will. Meet the Tax Collector.

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You’ll have access to a limited number of Tax Jurisdictions. To which you assign your Clan vassals as Taxpayers, allowing you to gain both taxes and levies from your subjects. A Jurisdiction requires a Tax Collector to function however. So before you can collect any taxes, you need to appoint one of your courtiers as a Tax Collector for each Jurisdiction.

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With Tax Collectors, you won’t manage the obligations of your vassals directly. Instead, you manage them through your Tax Collector. Similar to a Court Position, a Tax Collector uses their aptitude to set the obligations of the vassals assigned to them. Higher levels of aptitude means that you’ll get more taxes and levies. Aptitude is primarily based on their skills, with Learning being the more important one, but their opinion of you also plays a significant part. To maximize the use of your Tax Collectors, you’ll want to find and appoint a skilled character, and then put the sway scheme to good use in order to squeeze as much gold from your subjects as possible.

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While your Tax Collectors act as your intermediaries, you are still able to exact a certain degree of control of how they should manage your vassals. This is where Tax Decrees come into play. A Tax Decree is essentially how you want your vassals to be taxed, changing the obligations and providing an assortment of additional benefits.

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With the introduction of Tax Decrees, it made perfect sense to move over some aspects of vassal contracts to this new system instead. For example, this is where you’ll find Iqta, Ghazi, and Jizya to use as you see fit. While you won’t have to bother with decrees if you don’t want to, they do give you opportunities to min-max in different ways. Decrees change the obligations of your vassals, either increasing or reducing them, in exchange for other boons. Take Iqta as an example. Iqta is a great option if you find yourself with vassals who are slightly upset, just enough for you to start taking notice, and if you also finds yourself being at war frequently, as Iqta provides you with increased Men-at-Arms Damage based on the number of assigned vassals alongside an opinion bonus.

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One thing to consider is that the modifiers applied to the obligations occur on the level as set by your Tax Collector. Which makes Decrees more or less powerful depending on the Tax Collector in question. Again, looking at the effects of Iqta, -20% to both taxes and levies won’t be very noticeable if your Tax Collector has a terrible aptitude. This makes Iqta very rewarding for the price you pay, since the gained benefit is pretty good. If your Tax Collector is excellent on the other hand, you’ll feel the impact of those 20%.

That about sums it up for how Tax Jurisdictions, Collectors, and Decrees work. With obligations out of the way, let’s go back and answer our second question!



House Unity

As the name suggests, Clans should be all about the clan itself and its members. Something that we really don’t represent at the moment. Nor does it have any real impact on how you play the game. To solve this, and put a significantly larger emphasis on your House when you are playing as a Clan, we are introducing House Unity.

Unity represents the overall state of a House. Essentially the internal relationships between its members and the attitude they have towards each other. In many ways, Unity is the result of how you choose to interact with your fellow House members. We show everything regarding Unity in each Clans House view, allowing you to easily inspect your own Unity, and the Unity of other Houses.

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We measure Unity on a scale between 0 and 200, divided up into five distinct ranges, or levels. Each level comes with a set of impactful rules and trade offs that may have a noticeable impact on how you play the game. By default, most Houses start in the middle. Essentially a “neutral” level. From there, they’ll be able to actively increase or decrease their Unity.

The levels are as following, listed from lowest to highest level of Unity:
  • Antagonistic
  • Competitive
  • Impassive
  • Friendly
  • Harmonious

Thematically, having a high level of Unity means that you’ll enjoy internal stability and have House members that (generally speaking) adopt a friendly attitude towards each other. But you’ll pay for it with a reduced capability to wage wars as efficiently. CBs become more expensive to use, and you can no longer use the Invasion CB. A low level of Unity provides you with the opposite. You’ll gain a great deal of military might, allowing you to more easily conquer large swathes of land, but pay the price of reduced internal stability. Depending on your playstyle, you might enjoy a particular direction more than the other. Regardless of your own preference, having either low or high levels of Unity is meant to be equally viable.

Instead of having me ramble about the effects of each level, here are some nifty screenshots showing you what they look like:

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Other than the passive effects, you also gain access to a set of unique decisions. Most of which are available only to the House Head, as they provide powerful boons for the entirety of a House. The primary currency for these decisions is Piety. Since most Clans belong to an Islamic faith, this felt like a natural fit. Besides, Piety is generally more difficult to get than Prestige, making you consider where and how to spend that hard earned Piety.

Some of these decisions make use of a completely new type of modifier; a modifier that scales on the number of landed House members. If you are like me, and like to utilize nepotism to the fullest, these modifiers can become incredibly powerful. Be mindful that the Piety cost will increase accordingly.

For all you modders out there, you can use scaling modifiers in every place you use regular modifiers. You simply feed it a value for how you want it to scale.

Let’s look at an example. If your House is Antagonistic, you can use the decision “Reinforce Army with Loyal Officers”:

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Last, but certainly not least, Unity directly affects the outcome of your succession. Each level has an impact on the outcome of how titles are inherited, and the succession changes automatically as your House’s Unity changes. They all maintain a variant of Partition, meaning that titles will always be split to some extent. When you are Antagonistic, all eligible children inherit equal shares. If you are Harmonious, the primary heir inherits the majority of the titles (at least two thirds). With varying degrees in-between. At worst, this means that you don’t have to deal with Confederate Partition, and at best, you have an easier time accessing a superior version of High Partition. The drawback? While you can try to get a single heir succession law, such as Primogeniture, it will be more difficult and expensive to do so.

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Now that we know what Unity does, let’s explore how it’s impacted by gameplay. As mentioned previously, Unity is all about the members of a House and how they interact. This will become apparent as you start interacting with your family members. A lot of existing interactions have been updated to also have an impact on your Unity in different ways. Whenever you are playing as Clan that is. Taking what we call “divisive” actions, such as Revoke Title or Imprison, against fellow House members will naturally reduce your House’s Unity. Meanwhile, “unifying” actions, such as Negotiate Alliance or Offer Ward, will increase Unity. Unity is therefore really a byproduct of how you and your fellow House members interact with each other.

With that said, the House Head enjoys a number of additional actions, giving them a greater degree of control in how they want to direct the Unity of their own House. The foremost of these is a decision in which the Head actively takes a stance and chooses a direction to steer their Unity. Then we also have two new interactions the Head can use on members of their House, both of which act as a double-edged sword and have some clear advantages and drawbacks.

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There are of course many more interactions, far too many to list all of them here, which will have an impact on your Unity. Worth mentioning is that the immediate impact of these interactions is fairly small, but they stack up over time, especially when you are not the only one within your House who will be using them.

Rest assured that you’ll have plenty to explore as you get your hands on the updated Clan Government later this year, which will be included with the free update launching alongside Legacy of Persia!
 
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While I'm really liking that Governments are starting to get addressed and made different (and coming through open updates), I'm getting eager to hear more about the unique Persian contents of the DLC. It is such a rich freaking region. With both ancient and very new cultures, technologies and upheavals!
The art is always fantastic, and a new throne room would be beautiful! The new cultural and religion options will be great I reckon. And I hope new interactions, events and uniquenesses really bring the flavor out of Persia (pun fully flipping intended)!

Makes me wish for a North Africa Flavor Pack next too. Which would funnily enough bridge Iberia and Persia more or less.
Damn, I hope CK3 keeps pumping content like EU4 for many years to come. There is much to explore.
 
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Tax Collectors can be enabled to be replaced automatically on death, so you won't have to manually assign one every time if you don't want to.

Can we get that as a toggle for individual court position?

An option for the automated distribution of position to only go to close family or house member only could also be nice.
 
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Initially I thought that tax collectors would be characters which tour around your lands and collect taxes for you.
 
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Will we also see with the dlc steps taken towards making the game historically accurate? For example the Tulunid family of Egypt that is shown here was of Turkic descent(probably Uyghur) so at the very least you can add Tulun, the father of Ahmad ibn Tulun and give Uyghur culture to him if not also to Ahmad himself.

There's been a general history pass in the region. I'm sure we didn't catch everything, but we made a lot of adjustments!
Ahmad is adjusted in legacy of Persia so he's ethnically Turkic, but culturally Egyptian.
 
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are juristictions just one duchy? or can you add multiple to one juristiction? would be cool to see a military juristiction type for byzantine themes eventually. also the iqta buff seems a bit low. maybe the iqta should give a man at arms regiment of the vassal's choice whos stats scale with vassal wealth and loyalty?
 
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These are interesting mechanics.

But will there be any analogue of a tax collector for the feudal system - in the end, there must be a person who checks that the feudal contract is fulfilled honestly and correctly.
+
In non-clan forms of government, personal relationships may not be so important, but still the idea of relationships within a dynasty is interesting in itself. Will non-clans have a system of internal relationships or something like that?
 
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Honestly, the "Steer House Unity" button should be purged entirely and banished to never be talked about again.
Instead, it should be replaced with new abilities to influence relationships of others, maybe even a rework of the opinion system, so you can actually influence the relationships that your house members have instead of the abstract concept of house harmony.
Isn't the game supposed to be about characters instead of abstract concepts? The button itself is really more EU4 style, though that one already does it better
 
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Honestly, the "Steer House Unity" button should be purged entirely and banished to never be talked about again.
Instead, it should be replaced with new abilities to influence relationships of others, maybe even a rework of the opinion system, so you can actually influence the relationships that your house members have instead of the abstract concept of house harmony.
Isn't the game supposed to be about characters instead of abstract concepts? The button itself is really more EU4 style, though that one already does it better
Did you see the following?
Taking what we call “divisive” actions, such as Revoke Title or Imprison, against fellow House members will naturally reduce your House’s Unity. Meanwhile, “unifying” actions, such as Negotiate Alliance or Offer Ward, will increase Unity. Unity is therefore really a byproduct of how you and your fellow House members interact with each other.
Accuse of Decadence/Extol Virtuousness (edit: these influence house opinion!)
There are of course many more interactions, far too many to list all of them here, which will have an impact on your Unity. Worth mentioning is that the immediate impact of these interactions is fairly small, but they stack up over time, especially when you are not the only one within your House who will be using them.
 
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Did you see the following?
I did, but the button's existence is a net negative to the character focus CK3 is supposed to have.

Also, these are still only things that remain between you and the other house members, not influencing the relations between the members.
That's what the forsaken button is supposed to do artificially, but it is frankly not very good game design and should be rethought
 
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In one of the pictures he has turkic characteristics,but by that time he was thoroughly islamicized so him being of uyghur culture would be false
His sons should definitely NOT be Uyghurs, and Tulun himself was born in Baghdad so I agree he should probably not be Uyghur but his father can be added, also he should probably not be Egyptian either.
 
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There's been a general history pass in the region. I'm sure we didn't catch everything, but we made a lot of adjustments!
Ahmad is adjusted in legacy of Persia so he's ethnically Turkic, but culturally Egyptian.
Will we also see some more starting wars, at least in this region? There are several wars that was going on around this time or a few years before/after Ahmad Tulun broke away from the Caliphate shortly after 868 so perhaps they can start with an independence war against the Caliphate instead of starting as already independent?
 
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Loving it!

I wanted to ask whether the Alans will also get a little flavour and maybe changed to the Iranian-Heritage culture-group (or at least get some of the new clothing items)?
I always found them very interesting as the last remnant of the Iranian Sarmatians and Scythians in the steppes, while also still being Iranian-pagan in the 867 start. They were supplying mercenaries to the Rus' and Hungary and created a fairly strong Caucasian kingdom during the game's period (their capital being attested in Chinese and Islamic sources). Also, it's just a single culture on the edge of Iran with a lot of ties to the pack's main focus, so I hope they get coverage.
 
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For taxes and levies, how does it work with a clan liege and feudal vassal, or vice-versa? Does the clan liege still collect from the feudal vassal as part of the tax jurisdiction? And how does a feudal liege interact with a clan vassal?
That was answered three posts above yours.
 
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This looks quite good. I'd really like it if the House Unity mechanic also applied to tribal governments, where it seems to me to be an even better fit (plus it would mean some of the more primitive regions that are currently Clans could become Tribes and still retain their... clannishness).
 
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Also, these are still only things that remain between you and the other house members, not influencing the relations between the members
Accused of Decadence
Fame Trait
Piety: -1.0/month
Stress Gain: +25%
House Opinion: -15
Hostile Scheme Success Chance: +10%
Scheme Secrecy: 00+10%
Opinion of Accused of Decadence Characters: +25

This character has been accused of decadence by their House Head. Whether the claims are true or not, their
reputation and credibility is significantly tarnished.
House opinion should influence the relations between house members.
 
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House opinion should influence the relations between house members.
Ok, I have overlooked that one, apologies.

However, my original argument remains.
The steering button still should not exist and be replaced with more varied options:
For example mediate schemes, that would allow you to actually mend relations - or it's counterpart - Incite schemes, who have the goal of specific slandering between two characters.
These would both integrate with the existing systems and be useful outside of the clan system(for example to make a matching easier by secretly causing your spawn and the intended marriage partner to get along before, help a friend get along better with the pope so that the old man doesn't do any gamer moments towards him while you and him are in a desperate war, break apart an hostile alliance by sowing distrust between it's members, etc.)-


Also, we kinda do need a better relationship system, the opinion inflation, the fact that you can't see your own characters opinion of others, etc. are examples of the system being in a dire need of a rework.
 
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For example mediate schemes, that would allow you to actually mend relations - or it's counterpart - Incite schemes, who have the goal of specific slandering between two characters.
These would both integrate with the existing systems and be useful outside of the clan system(for example to make a matching easier by secretly causing your spawn and the intended marriage partner to get along before, help a friend get along better with the pope so that the old man doesn't do any gamer moments towards him while you and him are in a desperate war, break apart an hostile alliance by sowing distrust between it's members, etc.)-
I too would love to have such capabilities in the game! I don’t have time atm to search the Suggestions forum, but I think there’s at least one on the subject, and probably more. Worth upvoting! —or making your own if you don’t find a close enough match.

If anyone has a link to such a suggestion, it’d be helpful to give us a link—thanks in advance if anyone does!
 
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