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Dev Diary #139 - The Art of Legacy of Persia

Hello and welcome to the Developer Diary focusing on 3D Art for Crusader Kings III: Legacy of Persia. I’m Lucas Ribeiro, the Art Lead for the project. Before we move on to looking at some of the amazing 3D artwork the team has created for the Flavor Pack, I would like to give an overview of our decision-making process.

When creating art for Legacy of Persia, we were looking for ways to represent the resurgence of the Iranian identity in the Iranian Intermezzo after two centuries of intermingling and struggling with the Arab and Turkic peoples. This meant we needed to give Persian characters their own new look and at the same time reinforce the visual identities of the Turks and Arabs.

We focused on 8th - 11th century references, basing our work on the art produced by Iranians that were inspired by Sassanian and-or Zoroastrian sources while at the same time not looking anachronistic. The clothes we see in Legacy of Persia should be as close as possible to what we might see a 10th century Samanid Amir wear.

To this end we created loads of new artifacts, buildings, military units, beards, hairstyles, clothes and of course HATS aimed mostly at the Iranian culture, while creating a few new key recognizable extra assets for the Turkic and Arab cultures.

Now, onto the art!




Environment Art


Stina Arvidsson Rådestig was our main 3D Environment Artist for the project, and she’ll give us some nice insights into the process of creating Monuments, Holdings and Artifacts for Legacy of Persia

We had the honor of researching the artifacts, ruined structures, natural wonders, and special monuments of ancient Persia and providing a list of candidates to serve as the basis for court artifacts and special buildings for this flavor pack. Given the rich history of this region, and the large body of interesting and beautiful monuments; geographical variety; and the surviving works of art from this time period, it was a very difficult task to narrow the list down to the ones we would want to make it into the game.

Our aim was to achieve variety - both from an aesthetic and game mechanical perspective - in order to create a balanced gameplay experience.


Court Artifacts

Court artifacts are amazing to work on, because they are based on real world historical artifacts - special items, works of art, or trinkets that have survived through the ages, impressing historians and laymen alike either with backstory, craftsmanship, or beauty. (Or, as in the case with the complaint letter to Ea-Nasir - just for being plain silly!). As 3D artists, apart from the technical constraints set by our game engine and triangle count, there are few things limiting our freedom to portray these beautiful and interesting artifacts as accurately as possible. We strive to do these items justice - while still keeping the assets practical and optimized - , so we make sure to gather a large body of verified references, including photographs, illustrations, and descriptive texts. We want the players to feel as if they are looking at the real thing - not just a bleak, filtered interpretation - that’s why our approach is to capture the form, the details, the ornamental patterns as accurately as possible, only omitting tiny details or making changes if necessary for practical reasons.

Typically, we sculpt ornamental detail in Zbrush using either curve brushes, traditional sculpting brushes, or modeling tools. Sometimes taking a node-based approach in Substance Designer, or using image-based techniques. Each method has its own pros and cons - sometimes we even combine multiple methods for one asset.



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[The image on the left shows a photograph of the Oxus Treasure Bracelet artifact. The middle and right images show the finalized 3D asset.]


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[Photograph of the Il-Khanid brass casket artifact]



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[Wireframe and final 3D asset]



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[A few other court artifacts that can be found throughout Persia: A Sassanian Sword, an Incense Burner Cat Sculpture, and an ancient drinking vessel.]



Special Buildings

Making the special buildings present an entirely different challenge compared to court artifacts. Monuments are very small, and they use a premade texture atlas. Each time a new flavor pack is made, the texture atlas is changed to better fit with the building materials, and color scheme of the region. Details are minimalistic - but it works really well in game! This atlas is made using a texture-making software called Substance Designer. The challenge is to create a symbolic representation of the real world counterpart - yet to stay true to historical references! Much like with court artifacts, we look closely at references to find the answer to questions like: What did the entrance gate of this castle really look like? Did this fortress have a moat? What is the plan layout of this temple? And from there, we work to exaggerate the most visually distinct parts, whereas more redundant, less noteable details may be toned down.
Another thing that we like to do is look for signs of old ruins and structures, and try to restore them in our models.

Take a look at the comparisons below, to see the differences between some real-world locations and our monuments:

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[Real-world Soltaniyeh Monument, and our interpretation of it in-game]


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[Current days Ark of Bukhara and our interpretation]

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[Ctesiphon ruins and our interpretation of what it might’ve looked like if restored.]

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[The texture atlas used when texturing all holding models and Special Buildings in Legacy of Persia.]


We like to take a modular approach whenever possible - this saves a lot of time! It means that we will make simple structures like a piece of a wall, a tower, a door, for example and model and texture them to completion, only to duplicate them later. Sometimes, we make use of symmetry and mirroring functions within my 3D software (usually Autodesk Maya), to model only a quarter of a model, and then instantly turn it into a whole model.



Holdings

Holdings are the fortresses, walls, temples, and cities of Crusader Kings III. Their visual design follows a specific formula and is usually based not on any one single existing building, but rather the general architectural style of the era.

Zoroastrian temples are especially unique as they have smoke billowing out of them to represent the holy fires they might’ve had going inside.

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Natural Wonders

We also had the chance to include a few unique natural wonders of the region. Such as the seasonally magenta Maharloo Lake, the breathtaking Rainbow Mountains and the sacred Mount Damavand, steeped in myth and legend.

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Character Art


Let’s look through some of the many new assets that the team has created to make this region even more flavorful, with Elena Zenko as the main character artist on the project

The first step of making character assets is to collect references and gather information of how these assets should look like. And it was an extremely tricky though fun part of the FP3.
Not that many historical depictions of how people dressed have survived until this day. That influenced us to be even more thorough in our attempt to be as accurate as possible. (Sharbush) Hats off to our Principal Character Artist Nils for helping out with research and concept work on these. It was definitely not easy to collect, contextualize and ascertain the validity and quality of our references.

As inspiration we were using different sources like The Book of Fixed Stars, and plenty of surviving murals from different parts of ancient Persia, that nowadays are Iran, Tajikistan, Syria, Uzbekistan, Kazakhstan, Turkmenistan, Afghanistan, and even China. Sometimes we had just written descriptions from Encyclopaedia Iranica. We used these many sources as evidence to some of the new assets that would otherwise look like they were straight out of high fantasy!

Let’s take a look at the new clothes:

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The images show the process of creating the asset from reference to concept to finished asset in the game. As a main reference we used wall paintings from one of the Ghaznavid palaces at Laškarī Bāzār in central Afghanistan. The men are wearing qabā, a mid calf-length coat that opens up in front with one side of the coat hanging on the chest. On the sleeves you can see ṭirāz in the form of armbands - those are Persian embroidery that are inscribed in the coat. One cool feature of the asset is many belts, and a humble artist cannot resist making them for the game. It brought some pain later on with testing animations, but we sacrifice ourselves for beautiful clothes.

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Another cool asset that is primarily based on kitāb suwar al-kawākib or The Book of Fixed Stars. The illustrations there are quite unique, and we had some moments of concern if these clothes existed in real life and how we recreate something like this in the game. Eventually, the temptation to make unique and sophisticated cloth was higher than common sense and time restriction, so we ended up making this. The asset contains the outer rich styled robe khaftān, that is made from silver or gold brocade or silk. The most interesting part of the asset is elaborately cut sleeves and the skirt decorated with ṭirāz that you may see present on the illustrations from The Book of Fixed Stars.

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This picture represents male and female cloth assets that are based on the real Seljuk robe of the 11-12th century. Another reference was a 10th century bowl with a Figure and Bird. Both of these assets have belts with ornamental discs that we’ve found present on the pictures of painted terracotta sarcophagus cover in the Monastery in Fondukistan.

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These pictures represent a female cloth asset based on stucco relief from the book Negar-e Zan that shows a, presumably, female attendant at the court of Kalhana. We also used a reference of the Seljuq Standing Figure that might depict a sultan or one of his vassals. Interestingly, female attendants at the court were supposed to wear men’s dress, which sometimes makes it hard to tell who is in the picture. As for the belt we returned back to The Book of Fixed Stars and found some interesting rectangular belt fittings that we sure added in our collection of Absolutely Historically Accurate belts.



Headgears

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It’s a small, flattened cap with a diadem and a bow that is based on our favorite Book of Fixed Stars. This time we spent a significant amount of time making concepts and contemplating if the headgear had a cap or if it was some sort of the strap holding the diadem and pushing the hair.

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Another asset that we made was a Seljuk stiff cap edged with fur, with a metal plate over the forehead. Turkic characters of duke rank will be seen wearing this very recognizable asset!

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And here are new Persian crowns that sometimes seem out of fantasy, though they are indeed based on late Sasanian coins and 7-8th century murals. The most common type of royal headgear we found from the period was the winged crown. Additionally, the shape of the wings on the male crown resembles hands that we found fascinating. The depiction of these wings was found on the wall paintings of the Afrasiab murals, a rare example of Sogdian art.

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Here is another set of the new Imperial crowns that were based on our beloved Book of Fixed Stars. You can see another version of the winged crown, though this time the wings are bigger as fits an imperial figure. A well-known fact - with the big power comes big wings (and strong neck).


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We thankfully still have many surviving patterns on fabrics from the time period. Common motifs were mythological Iranian creatures such as the Simurgh or the Huma. Pheasants and ducks were also very popular imagery.

Diving deep into the aesthetics of this twilight period in Iran was incredibly rewarding. We discovered beautiful imagery and pieces of craftsmanship that we were honored to interpret and combine into these 3D assets that gave Persia and its inhabitants their own unique look and feel.
 
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Hm, I "wonder" why. Maybe because as soon as you unpause the game is althistory?

You know 1066 is a start date right? You know this is a DLC about Persia right? You think it's a good idea that the DLC only covers the first start date because... CK3 is a game so anything that didn't happen in the specific years of 1066 or 867 can't be represented through mechanics in in the game???
Pivotally, the crusades weren't happening in 867 or 1066 and once you unpause the game it's just alt history. Thus the game should not have crusade mechanics, QED. :p
 
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Pivotally, the crusades weren't happening in 867 or 1066 and once you unpause the game it's just alt history. Thus the game should not have crusade mechanics, QED. :p
There's a difference between having a general mechanics for a versatile thing that can happen in many ways and region-specific time-specific flavour that is very likely to never fire.
 
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It's the amount of stuff between all three DLC a year. It's just pathetic, probably the most pathetic slow down i've ever seen. While CK3 struggles to implement its visions with each DLC, I experienced the huge reworks Imperator got for free, Stellaris gets at double pace with custodians, and that actually meaningfully change the gameplay and not events for HoI4.

I have owned enough paradox games and have been playing them for long enough that I'm pretty sure I can tell when their DLC are falling apart. Other than Vic3 I've never seen such a struggle outside of CK3.

I use to buy EVERY DLC no question asked, and was almost always satisfied. I haven't bought a CK3 DLC since being incredibly disappointed with what I got for the first batch of DLC preorder. I hang out and read all the DD's. They just don't excite me.

On the other hand I'm still hyped for Stellaris and HoI4 DLC. I still play ck2. I just don't play CK3 that much, problems since day 1 just always get in the way, and there's no content for a person like me.
Honestly, it is so strange that one of Paradox's largest title has such a small development pace. Mechanically, each of these updates and DLCs we have pale in comparison to the other mainline GSG titles.

Did all the budget go to creating art assets and never-ending brainstorming? Though, new court rooms and building sprawl are absent art additions (so the budget is going somewhere, but not there…).

I always hear about grand plans of wanting to implement mechanics right, but where is the evidence? We're still missing a lot of key mechanics from CK2, which are supposed to start coming next year (probably still at snail's pace though).

All that has been evident are tacked on separate gimmicky features; hold court is pointless; travelling is an another event generator; warfare is still busted; and there still are no proper government or economic mechanics. The new clans feature seems to be ill-thought out as well, but we'll see when it releases.

Each past event and flavor pack adds some new gimmick that is rarely updated or fixed, people are still complaining about feuds, struggles are a good idea executed poorly, the hostage system might as well not exist for all it does too.

I agree that I thought with Paradox having a bigger development team, bigger budget, and higher priced DLC that we would actually get more content for our buck. Seems the exact opposite is true, I do not know where or what all that is going to but it has not delivered favorable results at all.

Guess next year might be better, but I have said that in years past and have been disappointed as well...
 
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@chr0me All i can say is that I'm so happy to see a fan holding literally the same opinions as me of the problemed development of this game.

I agree with everything you said, and I'm still shocked how many others don't see it.
 
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We're still missing a lot of key mechanics from CK2, which are supposed to start coming next year (probably still at snail's pace though).
Oh, this is my "favourite" claim. Name non-DLC-locked or Old-Gods-locked mechanics from CK2 that CK3 lacks in any form (rather than has in a form you don't like: so, for instance, Favours wouldn't count because there are Hooks).
 
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Honestly, it is so strange that one of Paradox's largest title has such a small development pace. Mechanically, each of these updates and DLCs we have pale in comparison to the other mainline GSG titles (...).
Agree!
I became a little sceptic about future of CK3.I used to be a great optimist, but I'm not anymore. There is too much "this have great potencial" and too little "exploiting this great potential". Royal Court is such untapped potential. Court is a negative event generator that stands out from the rest of the game and can be ignored most of the time, not immersive but bugged. I don't believe it will be better now. Big ideas, even bigger possibilities, poorer implementation...
I also hate that the development of this game DLCs is left to the modders for finishing/polishing. This seems to have been taken into account when designing the DLC as far back as CK2. Well, the policy seems to be: "modders will add the rest". Game/DLC should be good without counting on unpaid modders work.
 
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@chr0me All i can say is that I'm so happy to see a fan holding literally the same opinions as me of the problemed development of this game.

I agree with everything you said, and I'm still shocked how many others don't see it.

I think more often than not you find other users not agreeing with you, not because they don't see the issues you see, but rather because you write posts about these issues that are such a hyperbole from reality.

Like yes, the game has a lot of issues. Yes, there are a lot of features that need to be revisited and adjusted. But to say the devs haven't revisited anything, haven't been trying to fix some things, and to say all DLC features are boring all are either untrue or a very subjective opinion.

I do feel you though, it is hard to be optimistic but not all is bad.
 
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Like yes, the game has a lot of issues. Yes, there are a lot of features that need to be revisited and adjusted
Yes. Plus, the devs know it, are working on it, and I personally don’t have a need to repeat the criticisms, which I see voiced quite frequently. I imagine it can be very demoralizing to post a dev diary highlighting new things you’re excited to show, and see ‘this dlc isn’t good enough!” and “you aren’t making enough dlcs!’

:p Reminds me of ‘the food here is terrible, and the portions are too small!’ :p

I enjoy the game, think it will improve over time, and hope that it also becomes fun for all who currently want to like it but can’t.
 
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Oh, this is my "favourite" claim. Name non-DLC-locked or Old-Gods-locked mechanics from CK2 that CK3 lacks in any form (rather than has in a form you don't like: so, for instance, Favours wouldn't count because there are Hooks).
"non-DLC-locked" seems an unreasonable qualifier, so I'll ignore that, but I wrote a (non-exhaustive) list of CK2 features that are not present in CK3 a couple of months ago in another thread. I'll repost it here:
Things CK2 had that CK3 does not have:
Unique Muslim characteristics like Open inheritance and Decadence
Controllable allies
College of Cardinals and Papal elections
More culture- and title-specific flavor events
Playable Merchant Republics, and all the various systems that entailed, including trading posts
Hindu caste system
Charlemagne and family story events
Nomads, and all the various systems that entailed
Silk Road with trading posts
Tributaries
The council system from Conclave, and a more comprehensive system of laws and passing laws
NAPs _and_ alliances, rather than just alliances
Creatable mercenary bands, and the ability to send children to train with mercenary bands (not just the Varangian Guard, which is on both games now)
A developed system for illnesses and their spread, including hospitals, going into seclusion, and various events
Societies, secret and normal, and lots of content related to them (events, artifacts, traits, abilities, decisions, modifiers, etc.)
China, with various boons and drawbacks resulting from interactions with China
Bloodlines (no, legacies are not the same thing)
Swaying and antagonizing as separate actions with a significant number of events that could give positive and negative effects for each one, highly dependent on circumstances, and not just as schemes among others like in CK3
Sainthood
Coronations
More succession systems (Open, Eldership...)
Aztec invasions, with events and their own culture and religion
More varied forms of adventurers
Viceroyalties
Prosperity system
Expanding the number of holdings in provinces
The ledger
MESSAGE SETTINGS!!!
Heretics and inquisition
Immortality event chain, and follow-up events
Silly events that weren't just silly, but had a real effect on gameplay: bears, cats, horses, and follow-up events

Fortunately the more controversial of these could often be toggled on or off. For example, I usually turned off secret religious cults. I know many people turned off immortality and silly events because they preferred a more realistic medieval simulator.




Things CK2 had that CK3 also has in a way, but the two do very differently:
CK2 plots tended to execute quickly or not depending on a variety of factors - in CK3 we kind of have the same system, but it's just a % for progress and plots can't be faster than 10 months.
Not everything was packed into the scheme system in CK2, so the resources of a great empire were actually sufficient try to seduce someone and sway someone else at the same time without needing to develop the requisite perks for an extra scheme slot. ;)
Religions/faiths - both games have them, but CK2 religions felt much more different and playing two different religions could feel like entirely different experiences. In CK3 they all feel very similar, despite the high level of customizability (yes, I know this is subjective).
Looting/raiding - I much preferred the CK2 system, though that is very much influenced by message settings. In CK2 you could set it so you were notified and the game paused when you were done looting a province. In CK3 you better be on top of things and be ready to pause yourself if need be. If you forget about it you may return to it a year later and find your merry band of raiders has been standing around doing nothing for a while, possibly draining you of funds and suffering attrition.
The hook system - CK2 had favors, CK3 has hooks. The hook system is much more developed and, I find, overall superior to CK2's.




Things CK3 has that CK2 didn't have:
The new cultural system - While it still largely lacks flavor IMO, I have to admit that this system with Traditions, Ethos, etc is brilliant, and much better than what CK2 had.
The throne room - I dislike many of the events, and I find the graphics to be a waste of resources, but I think amenities, splendor, court types, etc are great additions that give you a chance to customize your gameplay experience without taking anything away from it.
Writing - in CK2 the writing improved a lot toward later DLCs. In CK3 I find it's the other way around. When CK3 was first released I was impressed by the high level of writing in many events. As more and more events were released, the quality seemed to decrease, and often we just got a lot more puns, fart jokes, and the like. Sometimes it honestly feels like playing Runescape, where they try to make every event packed full of silly humor, as if it were a crime to write something without a pun or joke every few sentences. :) Now this suits the Runescape setting, but IMO it doesn't really suit the CK3 setting. Yes, this is also highly subjective. :)
Legacies and renown - A great way to make dynasties matter as well as offer actual game-technical effect. A great system.
A more developed system for congenital traits - Another great addition to the CK2 system of "Congenital traits have X% (usually 15%) chance of being inherited no matter what. This is the entirety of the system." It does lend itself to creating overpowered characters, but only with serious player effort, and this is more a matter of fine-tuning the values of numbers involved rather than an inherent flaw of the system.


--------------------

That's a big list, but it's not exhaustive. I can't remember every feature of neither CK2 nor CK3. :)

Now, we can argue which of these things we would want back, which ones were good or not, and so on. And we can argue about which game is better, or whose features we prefer. But to say that CK3 had pretty much everything CK2 had is to betray a lack of understanding of what really was in CK2 (or perhaps having just forgotten about it).




(The original post can be found here.)

EDIT: Had put a link to the wrong post in there. Ooops!
 
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As a player who didn’t play CK2 and thus has no nostalgia attachment to it, I am going to give my opinion on what I have heard from the developers on systems not ported over from CK2 to CK3. Some of content is just silly, like the sunset invasion or immortality quest. CK3 was meant to be more grounded. Some systems they weren’t too happy with, and thus want to design a new system that is an improvement. Other content not yet in CK3 are things that they think that they can improve but wasn’t possible to do in CK2.
 
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Splendid artwork and correct clothing for the Persians. The Chinese in the Tang Empire copied those exact type of clothing and they called it “Hufu” (foreigner western) clothing. It was the fashion to wear clothing from the Western Regions along with their traditional Round-collar robes. Here are examples
 

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Splendid artwork and correct clothing for the Persians. The Chinese in the Tang Empire copied those exact type of clothing and they called it “Hufu” (foreigner western) clothing. It was the fashion to wear clothing from the Western Regions along with their traditional Round-collar robes. Here are examples
Would've been awesome to see some of those for hybrid cultures no? :p
 
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"non-DLC-locked" seems an unreasonable qualifier, so I'll ignore that, but I wrote a (non-exhaustive) list of CK2 features that are not present in CK3 a couple of months ago in another thread. I'll repost it here:





(The original post can be found here.)


Fine list, thanks for sharing, had forgotten some of the things actually!

I would however point out two things:
Counting sunset invasion as something ck2 has, that ck3 doesnt (and thereby implying a lack of it) really isn't fair. I was there when it was release, and to say the reception was hostile would be an understatement - Even though it was pointed out that it was done on spare time, or something like that as far as I recall. No Sane developer would do something like that again after that. So if it's in any way "missing" from ck3, it might very well be the community's own fault. (I personally believe it's the right call). As such i can't really see how it's missing from the game.

Charlemagne start date and narrative events is tougher, BUT they've repeatedly stated that it won't be coming back, because it was too far removed from the core gameplay mechanics we have. This is probably subjective, but from what I can tell most people agreed. I personally disliked the narrative events at least.
In this case yes, it's something that ck2 has that ck3 hasn't but i'm really not sure that it's a bad thing - but in this case it's more subjective i guess.

Just pointing them both out because i dont really think they should be counted on par with things like conclave or missing the college of cardinals :)
 
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"non-DLC-locked" seems an unreasonable qualifier
It is a perfectly reasonable qualifier because this is a comparison of a game with more than ten years of continuous development with its sequel that, importantly, also has a DLC-based development model (even if details differ), and the qualifier's exclusion makes the comparison about as "fair" as comparing a three-year-old to a thirteen-year-old human. Would you evaluate DLC-less The Sims 3 compared to The Sims 2 with all DLCs? Of course not (I hope). Then how is it appropriate here?

(Also, "Bloodlines (no, legacies are not the same thing)" wouldn't pass the muster of my post - this is Favours vs. Hooks situation. But they are Holy Fury-locked anyway.)

As for non-aggression pacts and alliances, they repeatedly said that they deliberately changed the model, this is not "we were too lazy/time-constrained/… to develop NAPs".

Given this qualifier and the comment about NAPs above, the only things that remain are message settings (OK, yes), a couple of rarer succession types (but note that we were granted a number of title-specific succession laws instead) and maybe adventurer types (although, again…). Everything else you list is locked by a DLC (I was kinda surprised to learn Viceroyalties are Charlemagne, for instance, but apparently they are), and specifically by a DLC other than Old Gods. While I would love to have them implement message settings, concluding that CK3 is much smaller than vanilla CK2 on this basis alone is just wrong (it includes Old Gods DLC more-or-less fully and much of Conclave DLC, not to mention playability of all religions).
 
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Fine list, thanks for sharing, had forgotten some of the things actually!

I would however point out two things:
Counting sunset invasion as something ck2 has, that ck3 doesnt (and thereby implying a lack of it) really isn't fair. I was there when it was release, and to say the reception was hostile would be an understatement - Even though it was pointed out that it was done on spare time, or something like that as far as I recall. No Sane developer would do something like that again after that. So if it's in any way "missing" from ck3, it might very well be the community's own fault. (I personally believe it's the right call). As such i can't really see how it's missing from the game.

Charlemagne start date and narrative events is tougher, BUT they've repeatedly stated that it won't be coming back, because it was too far removed from the core gameplay mechanics we have. This is probably subjective, but from what I can tell most people agreed. I personally disliked the narrative events at least.
In this case yes, it's something that ck2 has that ck3 hasn't but i'm really not sure that it's a bad thing - but in this case it's more subjective i guess.

Just pointing them both out because i dont really think they should be counted on par with things like conclave or missing the college of cardinals :)
Well, that's two out of the thirty-one (I think) items I listed. What do you think about the rest? :)
 
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Well, that's two out of the thirty-one (I think) items I listed. What do you think about the rest? :)

Oh, thought it was implied that i'm more or less in agreement with the rest - there's alot in ck2 that's still not present in ck3 :)

If you wanna be specific, i might argue that one of the fundamental parts of the societies, atleast in regards to how I used them, is in the lifestyle trees now (read statboosts). And I honestly hope they generally rethink how they do societies, if they do them. But this might be another matter of personal preference.

One thing that personally gripes me, in regards to roleplay at least, is the way barony/county/duchy capitals work now - i really dislike that they're locked ( i know you can move county capital, but the extra building slot dosnt follow, so why is it Even a thing?) I sort of dislike the inherent determinism in the fact that duchy buildings are locked to a specific location - what if my powerbase in a specific duchy rose from somewhere else than the historical duchy capital?

Anyway: i agree that there's alot for the devs still to do, for us to have all the things we had in ck2, but I also think people are being very critical here.
I don't think ck2 ever had a dlc that built upon the mechanisms introduced in a former dlc (I might be forgetting something here, so anyone please correct me) and people saying there's no interconnection between the dlcs in ck3 apparantly forget that there really wasnt in ck2 either. And also, this dlc will indirectly add more stuff to spain as well (clan rework - i know its fre patch, but it was developed for this dlc), don't really see how it could be more interconnected than that.

That there's nothing for 1066 is of course a problem, and a bit of a dissapointment, but there we're plenty of those with ck2 as well...
 
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I don't think ck2 ever had a dlc that built upon the mechanisms introduced in a former dlc
I believe an attempt to do that was part of a problem with both Sons of Abraham (which added content to RoI-locked Sunni rulers) and Holy Fury (many interactions wth Old Gods, although this time they at least had the bright idea to let HF unlock Pagans, too); they've probably learned their lesson since.
 
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