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Dev Diary #146 - It Started With a Cough...

Hello and welcome to the 146th Dev Diary for Crusader Kings III! I’m Matthew, the Code Owner on Legends of the Dead. From the highly anticipated Epidemics feature to the Black Death itself—and what happens after your land is ravaged and your family taken to the grave—today we’re going to be covering all things Death!

As stated in the Vision Dev Diary, we’ve wanted to include Epidemics for a long time now—doing them bigger and better than CK2 ever did.
Plagues should be an impactful part of the game, ranging from a mild illness in a localized area to the sweeping spread of diseases across continents. Not only should they cause death in their wake, but those who survive should have their trust in your rulership tested.

Every barony with a holding is susceptible to an outbreak of disease, and many factors can influence the chance of an outbreak:
  • The development of the county
  • Terrain of the province
  • Number of buildings
  • Specific buildings such as trade posts and markets
  • Cultural era
  • If there is a nearby epidemic already
  • Game rules

When an outbreak occurs, it will be one of three intensities: Minor, Major, and Apocalyptic.
The intensity impacts how much the disease can spread, how likely it is to spread to an uninfected province, and how long an infection in a province lasts.

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Each disease will leave the infected with a specific associated trait, and any character located in an infected province is at risk of getting sick.

All outbreaks will get a dynamic name. Some will be named after the culture of the area, while others will claim the name of the region’s ruler…since if they were truly a legitimate ruler, the Gods would not punish them with such disease, right?

Every ongoing epidemic can be seen on the map too, both as an effect in normal map modes or in its own dedicated map mode.

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If you zoom in closer then we hide the epidemic pulsing blood and instead show the desolate gray land now haunted by death…

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When there is an epidemic nearby or in your realm, you will be notified by the new HUD widget, which if you open (or switch to the map mode manually) will show you more info about ongoing epidemics.

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If you click an epidemic on the map, or from the list, then you’ll be able to see an overview of the epidemic for every province in your domain it has infected, as well as the vassals in your realm and other independent rulers.

This also shows you which provinces are at risk of being infected by the epidemic and what the chance of it spreading is.

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The chance of spreading to a neighboring province, as well as across two sea provinces, is influenced by many factors, such as how developed the provinces are, their buildings, cultural traditions, if they have immunity from prior infection, and more!

Speaking of province infection, you can see here that every province tracks how infected it is as a percentage. Different infection thresholds will cause different modifiers to be applied to the province and its holder.

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The maximum infection rate is reduced by Plague Resistance, which can be increased through various means.
You can preemptively increase it by constructing buildings that raise it, such as the new Hospices building chain or the Burial Site duchy building.

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You can also increase it by having your Court Physician work to Control Plagues using the new Court Position Tasks, or by taking the decisions to isolate in your capital or close the gates.

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Legends of the Dead also features three new illnesses that can take the form of Plagues. Measles, the Bloody Flux (Dysentery), and Holy Fire (Ergotism).
As mentioned before, Measles is especially deadly to children, lowering their health even more than everyone else’s. This uses two new modifiers we’ve added for child and elderly health respectively, most diseases are more deadly to the elderly by default.

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Of course it wouldn’t be one of my dev diaries if I didn’t also point out that all of these things are very moddable: you can create custom epidemics, change how they spread, outbreak, infect characters, even how their blood splatter looks on the map!

Both Plagues and Legends come with a handful of game rules for controlling how they play, as well as specific rules for the Black Death.

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Speaking of which, the Black Death holds a special place amongst the rest of the pantheon of epidemics, and as such, has some extra bells and whistles to go along with it.




The Black Death​

Hello all, @PDS_Noodle here to ask the old question: “ʟᴏʀᴅ, ᴡʜᴀᴛ ᴄᴀɴ ᴛʜᴇ ʜᴀʀᴠᴇsᴛ ʜᴏᴘᴇ ꜰᴏʀ, ɪꜰ ɴᴏᴛ ꜰᴏʀ ᴛʜᴇ ᴄᴀʀᴇ ᴏꜰ ᴛʜᴇ ʀᴇᴀᴘᴇʀ ᴍᴀɴ?”

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No history of the medieval world is complete without reference to the Black Death.

Killing up to half of Europe’s population over the course of seven years, the Bubonic Plague that swept across Europe, North Africa, and the Middle East in the 14th century altered the very fabric of society. Everyone - man, woman, adult, child, noble, pauper - found themselves at the mercy of the merciless pestilence. From the outset of development, we knew the Black Death had to be done proper justice.

This naturally involves a bit of a balancing act. On one hand, the Black Death should behave within the confines of the mechanics we’ve built, so that reaction to it is natural and swift. Presenting you, the player, with an unfamiliar new set of ways to deal with this unique event would be complicating matters for no real gain. After all, the plague itself is simply the scariest amongst a whole host of potential pandemics that could occur. On the other hand… It's the Black Death. Anyone should feel the fear of God and be reaching for their rosaries when they see that seeping dark mass wend its way on to their screen.

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As such, the tack we took involved a deeper look at how the plague rolled out across the land. Like any good movie monster, half the fear is in the anticipation of the reveal rather than the monster itself, after all. It’s one thing to be dealing with the plague, but consider instead the stormy horizon: first come the missives of death and devastation, then the bedraggled and petrified refugees staggering to your borders, and then all of a sudden your armpit begins to swell…

That is the frame of mind we want the player to be in when the plague erupts. When the scythe starts swinging there’s not a whole lot anyone can do, but the precious moments before that wicked blade reaps its harvest are the ones worth investigating.

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To move on from setting such an overly-elaborate scene, then, the actual mechanics of the Black Death follow the pattern laid out by other very large epidemics in-game. The notable difference is that - unless you’re incredibly unlucky (or have a truly massive empire, in which case I allow you no sympathy) and happen to have it take hold within your own realm - you’ll be getting fair warning of the coming storm.

As the panic mounts, you’ll be able to at very least begin to make provisions for protecting your realm, aided or hindered by a set of unique Black Death events that will give you opportunities to stock up some counties beforehand. These vary from calming panicking crowds right through to instructing your physician to dissect infected bodies to try and glean some meager information.

I won’t spoil those events any further here, but between them and the advanced warning a player can get, the Black Death becomes less strictly about waiting for the inevitable and more about a race against time. You will have to utilize all your options to the fullest to even withstand it, let alone escape relatively unscathed.

As with any Apocalyptic-level disease, the damage wrought by the plague can be mighty. More developed areas of your realm will suffer harder in comparison, and the sickness can wipe out entire branches of families. The issue with the Black Death in that case is its violent effects. Its modifiers are brutal, and its cocktail of lethality and infectiousness makes for the single greatest consistent threat to a realm in the entire game.

This is already getting rather lengthy, so I’ll leave it there. Hopefully you all have as much fun battling the Black Death as I did making it!




Funerals​

Of course, with Plague comes Death, and with that comes a time to mourn your lost friends and family:

And with all this desolation there also comes the opportunity to remember the dead. With Legends of the Dead, we're introducing a new type of Activity: Funerals.

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[Image: Decision to host a Funeral]

You can hold a Funeral for any deceased member of your family in the past 5 years, and a new specific intent "Mourn" is available as default, allowing you to lose some stress after going through the process of grief.

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[Image: Funeral planning]

The Activity Planner will suggest the best place in your realm to host a Funeral, prioritizing baronies with a temple, and high level temples within that; if you choose one of them you will get extra Piety as a reward.

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[Image: Selecting a place for your Funeral]

The different levels of the "Ceremonials" Activity Option also offer better final rewards for a higher gold cost, focused on Piety, Legitimacy and Stress loss.

The first phase of the Funeral is the Wake, the wait until the Burial, and it features all guests reminiscing about the life of the deceased, their memories together and their more characteristic traits. They may also interact with each other and even in these distressed times there will be someone waiting patiently just to get a hook… or increase the funeral numbers.

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The "Burial" phase has different descriptions and general flavor depending on your faith's tenets, and will reflect your religious traditions, not always being a burial per se.

All throughout the celebration, Active Pulse Actions (or APAs) will also inform you of what the other guests are doing meanwhile, bringing the activity to life (pun not intended).

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Funerals mainly reward your Piety and Legitimacy, as a moment to reflect on both the brevity of life and the legacy that we leave behind.




Disease Decals & How to Prevent Them​

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As part of this Core Expansion, we’ve also decided to implement more ways of showing the declining health of your ruler & their kin. Now, most of you might know the plague was already grotesquely displayed in the game prior to Legends of the Dead - and hopefully you’ll be excited to welcome two new diseases to the visual roster: Smallpox and Measles.


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[Image: Now might be a good time to remind the good player that this box can be un-ticked in the settings]

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And while we’ll mostly leave it up to you to figure out what to do with those diseases, as far as prevention and treatment is concerned, I think it’s safe to say you’ll definitely want to employ a court-physician. Fortunately, us from the character art team have been hard at work making that option as lucrative as possible - by adding some new sick physician clothes (along with a bunch of other new garments as well of course).




Achievements​

And last but not least we have the new achievements! As always, they are listed in order of difficulty.


Very Easy

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Legendary! - Complete a Legend

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You'll Never Take Me Alive! - Travel to a safe holding while your Capital is infected by a Epidemic


Easy

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Pay Respects - Host a Funeral for your Legend Protagonist

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Neverending Story - Complete your ancestor's Legend after their death


Medium

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Divine Right - Reach the maximum level of Legitimacy

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Canonized - Manage to make your Legend Protagonist a Saint

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Upward Mobility - Successfully claim your Liege's title while having a higher Legitimacy Level than them

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Local Legend - As a Count, complete a Mythical Legend


Hard

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Not Today - Contract, and recover from, the Bubonic Plague

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The Pharaoh Islands - As a Scottish character, complete a Legend claiming your descent from Ancient Egypt


Very Hard

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Can't Touch This - Have an infected Barony at the maximum Epidemic Resistance




Thank you all for reading! We hope you’re as excited as we are for the release of Legends of the Dead next Monday to kick off Chapter 3!
 
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Its more that the children would take up a lot of extra memory, if a dead character has any ties to another living character of importance or can be found in the UI such as title history etc then they cannot be deleted and removed from saves (what we call pruning).

If people gave birth to more kids and they died very young like in history then those kids would not be valid pruning candidates, so instead we reduce fertility in comparison but make them live longer.

The pruning of characters is already done on a task in parallel with other parts of the daily update so they aren't a big performance issue.

I'm a little curious now as to whether or not you've considered letting some of them fade as time goes on. Like 200 years after your intitial character's heir dies of oldage their portrait guess shadowed out and information is slowly lost on children and adults who never held land or had kids/ died young. Their potrait gets shadowed out slowly, birthdate and death dates get reduced to just years or even entirely forgotten.
There is no real reason that Haestein's son Ragnarr needs to remain entirely visible in 1444 if he drowns at the ago of 6 nearly 600 years prior, right?
 
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Hello! I have a fear that once some disease spreads through the conditional 10-15 counties near the coast, it will lower their level of development. then the next disease (of a different type) will happen and across the sea borders it will again come to the same 10-15 counties, which did not have time to accumulate development (in your words, this affects protection against diseases), did not have time to save money to build hospitals, and a new disease will devastate these lands even more. And when the third type of disease comes from across the sea along the coast, it will again easily pass through these lands and turn them into 1-1-1 lands (using the terminology from EU4)
and this weakening "defenselessness" will become a cycle and the county lands will fall into this trap with eternal diseases. This will be especially dangerous for the AI, because it does not know how to accumulate gold to build the right buildings.
I think development's influence on the disease spreading is the opposite of what you are thinking. From the development diary:

More developed areas of your realm will suffer harder in comparison

I think the idea is that more developed areas are hit more often and are hit harder because diseases are going to spread more in cities with a lot of people packed together than in sparse rural regions. So if my interpretation is right, an "eternal disease" wouldn't be likely because the previously hit areas that fail to recover will be less likely to have future diseases spread due to their low development.

Also they mentioned that areas can get immunity from prior infections further reducing the odds of "eternal disease" counties.
 
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I like what I hear, but one thing I have to grumble about is the hospices taking up a building slot.
I thought the approach in CK2 of having an additional separate thingy for hospitals was very neat and with building slots being as precious as they are I fear that hospices will very often lose out when compared to other buildings.
Especially it kind of defeats the reactive play of plagues: shouldn't I be able to establish hospitals in an emergency preparation without having to tear down my people's windmill?

I agree on that, a cap on places like hospices an other high development building should use another kind of mechanics, I don't thing lack of real estate should have been a problem back then for an emperor. While I agree there should be a tradeoff of some kind, losing a building slot is a bit too severe, especially early game in a capital. Unless of course a kingdom or empire capital could be given a couple of building slots to represent its administrative role.

The entire building system needs a redo. As it makes no sense for why a spectacularly wealthy Emperor would have to demolish the city walls, barracks or smithies just to build a hospice, instead of finding a suitable unused location to build a hospice to care for his subjetcs. It just feels tacky.

I cannot believe after several years of player complaints about stacking bonuses we now get... complaints about not being able to stack bonuses.

Yes obviously in reality building farmlands and walls doesn't prevent you from also building barracks in a castle. But this a video game. Limiting how many buildings you can build in a holding is a way to create choices with tradeoffs.
 
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Thx.

Then I hope that the requests for rebalancing the regent system and the meritocracy perk have been noticed. I wasn't the only one who said this.
Everything gets noticed.
 
hmm... who should I eat next?
I have 160 people in my palace retinue, but the event will give me either my relative or a close friend...
Is one of them obese? Asking for a hungry friend...
 
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The DLC looks truly amazing but once again the legitimacy is the weakest link

The funerals are said to grant legitimacy. Please tell me there are some checks around it and it doesn't apply to any funeral otherwise we'd be seeing cheesing deaths to ramp up on legitimacy.
 
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With the entire expansion getting wrapped up in its entirety in whole 3 dev diaries I can already see core expansions living up to the promise of being larger than flavor packs.

At least the new disease mechanic looks neat. Unlike the path of least resistance take on legitimacy.
 
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Looks great so far. I'm assuming at least a good portion of the epidemics mechanic will be in the free patch, I certainly hope the means to mitigate dying to the plagues will be included in that.
 
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Great dev diary, really looking forward to playing with these systems. I am curious what other plagues can get the apocalyptic status and if that’s tied to mortality, spread or both.

Also, I can't be the only one that read the title as a Mr. Brightside joke “It started out with a cough…”
 
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Did I rightly notice a new 4th county in Dobrudja? Until now they are 3 in the Duchy of Dobrudja. And Messembria county has a new shape.
 
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FINALLY MY PROPHECIES ARE COMING TO PASS.

A KEMETIC DLC!!!

Really glad to see the efforts put into that pre Apocalypic plague period. My fondest memories of CK2 are of waiting for the Black Death to find me, and stewing in the sickening dread.
 
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Daaaaaamn. I've never been more hyped for a CK3 DLC. And I've been at least mildly hyped for all of them, minus event packs. All of these mechanics look so fun to interact with, especially disease. I can't wait to see my massive late game dynasty getting absolutely obliterated by the Black Death ^_^
 
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Are there going to be any flavor differences between, let's say, Jewish, Christian and Muslim funerals?

Maybe different backgrounds, or special flavor text?
 
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Does the (text) of the funeral rites follow religious regulations (burial, cremation, sky burial, or even mummification)? Perhaps the Doctrines of the faith could be supplemented with a burial part.
 
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