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Dev Diary #143 - The Next Chapter

Greetings!

I’m @rageair, the Game Director for Crusader Kings III, and today I’m excited to present to you Chapter III - in this Dev Diary we’ll briefly go over the themes of each of the expansions that will make up the full package and take sneak a peek at their features!

Chapter III is definitely our most ambitious chapter yet, with a Core Expansion, Major Expansion, and an Event Pack (as well as an instant chapter unlock!) New ways of playing the game, and big, sweeping systems is the name of the game this year. Let's have a look, shall we!




Core Expansion - Legends of the Dead

Legends of the Dead is all about the map - specifically that which spreads throughout it! Core Expansions will, as mentioned in previous Dev Diaries, focus on broad systemic changes to the core gameplay loop, or high-impact systems that affect large parts of the game world. As this is our first Core Expansion, we wanted systems that were big and all-encompassing, affecting all rulers on the map in one way or another! With that said, here’s a high-level list of what you will see in the Expansion and its accompanying update:

Legends
Tales of your or your ancestors' epic deeds will travel across the map, spreading news of your glory across borders into foreign realms. Embellished tales of heroism or piety were a massive and common part of medieval life, and here we’re allowing you to write your own saga - quite literally! As your legend spreads, a book will be updated with your story - and events you get along the way may allow you to… alter certain aspects to suit you better, after all perhaps it was a dragon that your grandfather slew rather than a bear! The more your legend spreads across the map, and the more rulers that propagate it, the more famed it will become.

Plagues
Plagues are the second thing that spreads across the map, but unlike legends they are destructive and nefarious - with a promise to shake up the game! Deadly diseases can sweep across your lands, spawned by either random chance or the activity of armies, and they will destroy development and kill characters with a vengeance. All plagues are different, with varying effects - such as consumption ending the lives of elders with haste, measles shortening the lives of children, and Holy Fire (aka the Dancing Plague) making rulers… move erratically. Of course, there will be ways to combat and recover your lands from these terrible maladies!

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[Image - One of the ways plagues are visualized]

The Black Death
A looming threat that appears towards the later eras - there is no escape from the Black Death, no matter how much you prepare, the end is nigh!

Legitimacy
This is a new measurement of your right to rule and affects a whole host of other systems from factions, vassalization, and even title creation. Of course, this new value will heavily tie into both Legends and Plagues, but also a myriad of other systems. A legitimate ruler will have a much easier time running a realm… but some very tempting actions, such as unrightful title revocation, will decrease legitimacy - making it a precarious balancing act!


Major Expansion - Roads to Power

Climbing your way up from Count to Emperor is a challenge - but to claw your way up the treacherous political ladder of the Byzantine bureaucracy or claiming a new realm as a destitute Adventurer are more challenging yet! This Major Expansion introduces two brand new ways of playing the game, one focused on the Administrative governance of Eastern Rome, and the other on traveling the map in search of fame and fortune. These features have been oft-requested since the early days of Crusader Kings, and we thought it high time to do them - we're pulling out all the stops!

Imperial Administration
Take the reins of a powerful Noble Family within Byzantium and lobby for powerful governorships. Use your influence to improve your standing, improve your estate, and ultimately convince the other families that you should rule as emperor!

Adventurers
Set out across the world as a historical adventurer, one of your own making, or keep playing your beloved character after being unfortunately deposed from your lands! Travel to distant realms, take on contracts, gather friends, wealth, and fame - do mercenary work, or settle in new lands.

Everything Byzantium
I’m not exaggerating when I say that this expansion will be dripping with Byzantine flavor. From imperial fashion to new buildings, historical flavor, beautiful mosaics, and much more - the game will immerse you in the setting with a passion.

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[Image - Everyone likes grapes]


Event Pack - Wandering Nobles

Travel is a mechanic that really connects your characters to the map, and in this Event Pack we want to flesh the mechanic out with even more reasons to travel, and things that can happen on the road - new sights to see, new paths to take, and new stories to weave together into an immersive narrative!

Is it about the journey, or the destination? Your characters can decide for themselves as they engage with a new Traveler Lifestyle!

Instant Unlock - Couture of the Capets

The French were a fancy lot, and with this Instant Unlock you can admire their splendor during the high medieval period. As always we’ve put a lot of effort into research to make sure that the clothes are not only glorious, but as historical as we can make them!



That’s it for now! Next week we’ll begin posting Dev Diaries for Legends of the Dead, so keep your eyes out! Also, a reminder that Chapter III is available right now, and if you purchase it now you will immediately get access to the Couture of the Capets (as well as the expansions as soon as they are released, of course!)

We’re very excited to show off the work we’ve done, this really is the biggest chapter we’ve ever done! Until next time!
 
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Strange. I suppose that star icon is legitimacy, but where did the scales of power go? If it somehow got merged, we don't need a redesign because we already have 4 buttons.
Same star icon can be seen in legends window. I think icon at the bottom with crown and progress bar is for legitimacy
 
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I am not quite sure I would call it a support lifestyle per say, but it is definitely mixed between different skills, yes.
There's no Traveler education planned, as we already have the Traveler trait, which will give you an experience boost to the lifestyle (akin to what an education trait would do for the other lifestyles).
So, you're saying we'll skill the traveler lifestyle, even when we're on one of the current five lifestyle focuses? Or do you have to commit to it, like we do now?

But I must say, it sounds extremely interesting!
 
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So, you're saying we'll skill the traveler lifestyle, even when we're on one of the current five lifestyle focuses? Or do you have to commit to it, like we do now?

But I must say, it sounds extremely interesting!
Ah, no, you will have to commit to it, similar to other lifestyles.
What I meant is that it gives some bonuses for the skills as well, e.g. the Surveyor has a natural Stewardship element to it, the Wayfarer has some bonuses to Diplomacy, etc.
 
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Ah, no, you will have to commit to it, similar to other lifestyles.
What I meant is that it gives some bonuses for the skills as well, e.g. the Surveyor has a natural Stewardship element to it, the Wayfarer has some bonuses to Diplomacy, etc.
Did you increase speed of gaining experience?
 
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Did you increase speed of gaining experience as well?
No, we have not adjusted any lifestyle experience gain. In my mind, it's about giving the player more choices and ways of playing the game, but that doesn't mean you should be able to fill out more of them on a single character.
 
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Ah, no, you will have to commit to it, similar to other lifestyles.
What I meant is that it gives some bonuses for the skills as well, e.g. the Surveyor has a natural Stewardship element to it, the Wayfarer has some bonuses to Diplomacy, etc.
If I may ask the hypothetical, what made you decide in favor of a new lifestyle, as opposed to adding new perk trees for the existing ones? I'm interested in the thought process behind the design decision.

Again, thank you very much for taking your time!
 
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If I may ask the hypothetical, what made you decide in favor of a new lifestyle, as opposed to adding new perk trees for the existing ones? I'm interested in the thought process behind the design decision.

Again, thank you very much for taking your time!
Oh, that's a bit of a difficult question.
I think there's several aspects to it, but I guess the first reason was... I wanted to add something properly new and different rather than rethreading old ground. It's a simple fact that working within the different lifestyle trees, I probably would have felt more constrained in what could go into them. If it was within the Diplomacy tree, for example, I would have felt like a tree would have a lot of stuff associated directly with diplomacy. Similarly for all the other lifestyles, if I added trees to them.

And that brings up some other questions as well, what would the screen actually look with 4 trees in it, rather than 3? Would I add a new focus to every tree, and how different would they be? Could I think up 5 new trees (if I wanted 1 for each Lifestyle tree)? These are hypotheticals, because I never quite looked into it, but I doubt it'd be great, to be honest.

Whereas with an entirely new lifestyle tree, it enabled me to be more creative and free. It could be something entirely on its own, rather than limited by being put into other lifestyle trees, or within the space of just limited to one skill. And I think there's also something to be said about it being easier to sell, and opening new space for future endeavors.

If we were to keep putting things into the same trees over and over, it... isn't very scalable. Maybe I could get away with it once, but... 5 trees inside a lifestyle? 6? 7? It's just not doable long-term, I think.
 
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Oh, that's a bit of a difficult question.
I think there's several aspects to it, but I guess the first reason was... I wanted to add something properly new and different rather than rethreading old ground. It's a simple fact that working within the different lifestyle trees, I probably would have felt more constrained in what could go into them. If it was within the Diplomacy tree, for example, I would have felt like a tree would have a lot of stuff associated directly with diplomacy. Similarly for all the other lifestyles, if I added trees to them.

And that brings up some other questions as well, what would the screen actually look with 4 trees in it, rather than 3? Would I add a new focus to every tree, and how different would they be? Could I think up 5 new trees (if I wanted 1 for each Lifestyle tree)? These are hypotheticals, because I never quite looked into it, but I doubt it'd be great, to be honest.

Whereas with an entirely new lifestyle tree, it enabled me to be more creative and free. It could be something entirely on its own, rather than limited by being put into other lifestyle trees, or within the space of just limited to one skill. And I think there's also something to be said about it being easier to sell, and opening new space for future endeavors.

If we were to keep putting things into the same trees over and over, it... isn't very scalable. Maybe I could get away with it once, but... 5 trees inside a lifestyle? 6? 7? It's just not doable long-term, I think.
I'd probably have solved it with tabs inside the of the lifestyles, so that each perk tree has its own tab. With the added bonus that with the extra space for each tree, it could show more than just the perk point and its name, while relying on tooltips for the description.

That would probably scale a bit better in terms of UI, although you're right, it would lead to a slight imbalance, when you suddenly have lifestyles with more trees and some with less trees. I quite agree that the expectations connected to it could be a problem. A separate lifestyle not bound to a single skill liberates the design constraints. Very interesting, thank you for sharing your thoughts!
 
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No, we have not adjusted any lifestyle experience gain. In my mind, it's about giving the player more choices and ways of playing the game, but that doesn't mean you should be able to fill out more of them on a single character.
A good thing.
Lifestyles are great but quite powerful, increasing the number of perks potentially unlocked in a single lifetime would have an undesirable snowball effect.
 
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This Chapter looks great


Also I hope marrying lowborns as a King or Duke will cost a you siginifcant amount of legitimacy, and marrying a royal with strong claims gives you legitimacy.
 
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This Chapter looks great


Also I hope marrying lowborns as a King or Duke will cost a you siginifcant amount of legitimacy, and marrying a royal with strong claims gives you legitimacy.
I don't see any connection between my right to rule and marrying lowborn/noble. I would understand it if my and my lowborn spouse's children's right to rule was questioned. But mine? Because of marrying lowborn? It's ok for dukes and kings under me be angry because I didn't choose their families, but to have doubts about my 10000 year old imperial dynasty head's rights? No way.
 
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How many Holy Roman Emperors married the genius herculean daughter of a local peasant instead of daughter from a powerful dynasty irl?

This is just my opinion, but i think there should be more repercussions for marrying lowborns(the prestige hit is pretty negligible)
 
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This Chapter looks great


Also I hope marrying lowborns as a King or Duke will cost a you siginifcant amount of legitimacy, and marrying a royal with strong claims gives you legitimacy.
This could be interesting, in the sense that marrying a powerful neighbouring king of equivalent power would be rewarded more than marrying all your children to your vassals to prevent any factionalism.
That said, perhaps the values for accepting marriages have been adjusted, and vassals on the verge of revolt will now stop accepting marriages without a second thought?
 
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it can be argued there was a "quasi-feudalism" in the late Komnenian years
I prefer Kaldellis' understanding that terming pronoia - even the Palaiologoi inheritable version - as "quasi-feudalism" is about as accurate as calling a deer a "horse".
 
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How many Holy Roman Emperors married the genius herculean daughter of a local peasant instead of daughter from a powerful dynasty irl?

This is just my opinion, but i think there should be more repercussions for marrying lowborns(the prestige hit is pretty negligible)
Agree, as much as a count or duke should be able to marry whomever he wishes without (too) much reaction from his vassals, the more prestigious the title, the more the function takes precedence over the person: being the emperor of an empire stretching over half the known world is a heavy burden and the pomp and prestige of the function outweighs your desire to marry the person of your choice.
I would go even further and suggest that the choice of an emperor's wife should be a matter of state, a system in its own right where the dignitaries and powerful of this world would compete in influence and conspiracy to marry their candidate.

ah, and of course, an emperor has to organise a big, sumptuous wedding, otherwise he loses legitimacy. (although I believe grand weddings are a DLC-only activity, which is a shame, because it would be an interesting form of friction for large empires).
 
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I see legitimacy as my rights to rule. And I still don't see any reason to take away my rights to rule if I marry a lowborn. Prestige - yes, but not legitimacy.
Example with Holy Roman emperor doesn't explain it either.

"Hey, our emperor marries a commoner"
"What? He and his entire dynasty who ruled for 10000 years doesn't deserve the throne! Let's destroy our realm and become emperors ourselves!"
"Great idea!"
After a while, both of them were sent to mines.
"Hey, we became independent but who knew that neighboring ruler will conquer us and revoke our titles"
"Yeah... But we are AI, we don't have any regrets and don't think about consequences!"
(Sorry but I really don't like unreasonable revolts)
 
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I see legitimacy as my rights to rule. And I still don't see any reason to take away my rights to rule if I marry a lowborn. Prestige - yes, but not legitimacy.
Example with Holy Roman emperor doesn't explain it either.

"Hey, our emperor marries a commoner"
"What? He and his entire dynasty who ruled for 10000 years doesn't deserve the throne! Let's destroy our realm and become emperors ourselves!"
"Great idea!"
I don't know for all the kingdoms at this period, but in Middle Ages France, the person you married was a huge deal, as people loved to display their family trees, erect statues of their ancestors and declaim the strength of their blood. There are even records of cases where a nobleman or woman was disinherited on the pretext that his or her grandmother was in fact a commoner (and we're not talking about bastardy) - the real reason was political, of course, but that's the kind of argument that was used.
The fact that descent does not disqualify, but can call into question the right to rule - a right that is anyway secured by arms - is entirely within the realm of legitimacy.

So an example along the lines of "hey the emperor's grandmother was a commoner, let's support a truly worthy candidate for the throne instead" is precisely something plausible - because this descent makes him unworthy of his 1000years dynasty. The fact that this support for another candidate only takes the form of : faction -> civil war, is rather a problem with the game's faction/conspiracy system.
 
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You are talking about ancestors. But suggestion was about the ruler I play right now. I will be convinced if there are many examples of rulers deposed because of commoner spouses.
Well, there is absolutely no problem within the legitimacy system to apply penalties to the next heir.
 
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I know this might be a little off-topic, but thinking about things that might come to the game in the future, are you (as in the devs) considering adding Steam Deck support at some point? I figure it would be a fairly natural addition since there's already a console version of the game and the Steam Deck is very popular.
 
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