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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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Will ergotism spread as other infectious diseases? After all, this is about the consumption of grain rich in mycotoxins, which seems to spread from one region to another where the same grain was consumed, but not from person to person.
 
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Last week's dev diary, maybe.
I don't know if he really missed so much with the last dev diary. Too many things about those mechanics are still unknown, and the dev diary just brought up a lot of questions that no one bothered to answer. And you've respectfully disagreed with every post where I asked for answers.

It said something about saints in this dev diary, is that getting more content with this DLC? Did I miss something?
The most important thing we know about sainthood from the previous dev diary is that you can only become a saint if you unlock the required dynasty perk in the new dynasty legacy (third in line), which is probably the dumbest implementation of sainthood I can imagine. It's incredibly gamey mechanics that have no believable explanation why. Oh, you were the epitome of virtue, you devoted your entire life to your faith, you were a religious icon that even the Pope looked up to, and the stories of your holy deeds are all over the world? Well, your dynasty should have invested more renown in legends, so no sainthood for you...
 
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From a roleplaying point of view, I would like to be able to hold funerals more often. I understand that's a question of balance, but it feels weird I cannot yet honour my late wife because my father died only a year ago.

If funerals have a cooldown time of 5 years and if funerals are available as an activity for 5 years after a character's death (the dev diary says: "You can hold a Funeral for any deceased member of your family in the past 5 years"), then in your example, you will not be locked out of holding a funeral for your wife.

Let's say that, in your example, your father died a year ago and you held a funeral half a year later. This means you have still 4.5 years on your cooldown timer. If your wife just died, you still have 5 years to hold a funeral for her, meaning there will be 6 months left after the cooldown is over.

But yeah, I still agree with the general point that a "soft cooldown" (with reduced "rewards" before the 5 years are over) would be much better, especially since I imagine that the new disease system will lead to death spikes and you will want to hold several funerals (or one big one!) in rather quick succession.

Will we see a plague doctor suit?

Since this keeps popping up every few pages in this thread, I just have to ask: where does the misconception that the plague doctor with the beak mask was a medieval thing come from? Oh wait, I just checked, 3 out of 4 black death-related youtube video thumbnails show the beak mask (probably all AI generated)... but is that's probably not the origin of the misconception but rather reinforcing it.
So what's the trajectory for this misconception? Did it come via the commedia dell'arte character? Or is the plague doctor a US thing during halloween or so? I was a huge middle age fan as a kid, but I cannot remember ever being exposed to the plague doctor costume in a medieval context.
 
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you know what we forget about witch it need have event funeral like resurrect the death or be ghost in your court if you have a strong noble died in battle can die as he a ghost this weird i never think like a demon
 
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If funerals have a cooldown time of 5 years and if funerals are available as an activity for 5 years after a character's death (the dev diary says: "You can hold a Funeral for any deceased member of your family in the past 5 years"), then in your example, you will not be locked out of holding a funeral for your wife.

Let's say that, in your example, your father died a year ago and you held a funeral half a year later. This means you have still 4.5 years on your cooldown timer. If your wife just died, you still have 5 years to hold a funeral for her, meaning there will be 6 months left after the cooldown is over.

Yes, I understand I'm not locked from holding a funeral for anyone who died during the cooldown. I just point to the fact that thing while has sense from the balance standpoint, feels weird with roleplaying after the cooldown drop
 
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i like it funeral but i hope have good place to modifie count and show where the location death of character and make investigation to find the killer

View attachment 1087099
Oooh, a "investigate murder intent" dependent on your learning and intrigue. That would be delightful.

"Oh and one other thing".
 
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I really hope you will add a "cannibalism" funerary tradition because otherwise it kinda defeats the point of the whole cannibalism tenet's description
This is true, just when I made the different funeral doctrines, I decided that it would be best to focus on representing the most broad funerary traditions from across the map. We don't actually have any faiths (to my knowledge) that use the ritual cannibalism tenet so it's only accessible via custom faiths and pagan reformation, so it was not considered a high priority. A unique funeral tradition would certainly add a lot of *ahem*- flavour- to the tenet though.
 
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They showed that. One of the new burial doctrine is mummification. Gives you gold and an artifact I believe.
Close! It costs gold and gives an artifact :)

I actually made a "mummy value" modifier which measures how good your corpse is for turning into a mummy haha. It checks a bunch of factors like how important you were, how much was spent at your funeral, etc and it affects the modifiers that the mummy yields and its rarity value.
 
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From a roleplaying point of view, I would like to be able to hold funerals more often. I understand that's a question of balance, but it feels weird I cannot yet honour my late wife because my father died only a year ago. Well, after I remarry and we have two children with the next one - that's the time!
Yeah there's a lot of factors to consider for stuff like this and roleplay certainly is a big one. At the same time though, funerals can give you some pretty potent rewards so there needed to be a balance between the desire to host funerals for anyone important to you, but also to not have funerals getting spammed across the map all the time and giving every player and AI bucketloads of rewards.

The retort to this would be to say well why not make funerals available all the time but lower the rewards? The main issue with that approach would be that then you'd be forced to spam the mechanic over and over in order to get rewards that are even vaguely worth it. So we decided on the balance of nice strong rewards at a reasonable frequency.

Funerals are modable and changing the cooldown is as trivial as opening the funeral file and changing a single number, so if you don't care as much about balance and really want to give all of your loved ones a proper sendoff, you are free to do it that way ;)
 
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Yeah there's a lot of factors to consider for stuff like this and roleplay certainly is a big one. At the same time though, funerals can give you some pretty potent rewards so there needed to be a balance between the desire to host funerals for anyone important to you, but also to not have funerals getting spammed across the map all the time and giving every player and AI bucketloads of rewards.

The retort to this would be to say well why not make funerals available all the time but lower the rewards? The main issue with that approach would be that then you'd be forced to spam the mechanic over and over in order to get rewards that are even vaguely worth it. So we decided on the balance of nice strong rewards at a reasonable frequency.

Funerals are modable and changing the cooldown is as trivial as opening the funeral file and changing a single number, so if you don't care as much about balance and really want to give all of your loved ones a proper sendoff, you are free to do it that way ;)

Have you considered (and decided against) making Funerals available "at all times (as long as somebody died)" but only give rewards every 5 years? Something like giving Gold as gift where it only gives benefits up to a certain point/every X years?
 
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Have you considered (and decided against) making Funerals available "at all times (as long as somebody died)" but only give rewards every 5 years? Something like giving Gold as gift where it only gives benefits up to a certain point/every X years?
I didn't consider that to be honest, and I think actually implementing it would be quite difficult and also this is an activity. It's not as simple as just pushing a button and burying a body; you gather guests, get a pool of random events each with their own rewards, and then finally at the end the body is committed in whatever way is typical for your religion.

The way I think of it (from a roleplay perspective) is your Funeral activity is a large royal event with lots of guests and feasting and ceremonials. Your loved ones would all get some form of implied funeral, but much like how not every dinner your character eats is a Feast, not every funeral is a capital F Funeral.
 
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Regarding this picture!

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The golden staff used for one of the Court Position tasks here is most likely a common misuse. The staff depicted is the Caduceus which is the staff of Hermes from Greek mythology and Mercury in Roman mythology. Hermes/Mercury is most commonly associated as the patron of thieves, merchants and messengers, and in modern days usually used in correlation with trade and commerce. The staff is however very often confused with the Rod of Asclepius. Asclepius is the Greek deity associated with healing and medicine, and the Rod of Asclepius is thus the correct staff to use in this setting (unless the Court Physician has a task to work with commerce of course).

The main visual difference between the two staffs are the snakes. The Caduceus, as depicted above, has two snakes. The Rod of Asclepius however only has one snake encircling the rod. The very similar looking staffs has led to a lot of confusion and misuse. Particularly after the U.S. Army Medical Corps in 1902 adopted the Caduceus as its insignia.

I'm an M.sc. student in Business so the Caduceus is an important symbol of my field, so I feel an obligation to my fellow practitioners to correct the misuse every time I come across it

Here is a comparison picture of the two staffs/rods:
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I didn't consider that to be honest, and I think actually implementing it would be quite difficult and also this is an activity. It's not as simple as just pushing a button and burying a body; you gather guests, get a pool of random events each with their own rewards, and then finally at the end the body is committed in whatever way is typical for your religion.

The way I think of it (from a roleplay perspective) is your Funeral activity is a large royal event with lots of guests and feasting and ceremonials. Your loved ones would all get some form of implied funeral, but much like how not every dinner your character eats is a Feast, not every funeral is a capital F Funeral.
What about the ability to host funerals for multiple members at once?
 
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I didn't consider that to be honest, and I think actually implementing it would be quite difficult and also this is an activity. It's not as simple as just pushing a button and burying a body; you gather guests, get a pool of random events each with their own rewards, and then finally at the end the body is committed in whatever way is typical for your religion.

The way I think of it (from a roleplay perspective) is your Funeral activity is a large royal event with lots of guests and feasting and ceremonials. Your loved ones would all get some form of implied funeral, but much like how not every dinner your character eats is a Feast, not every funeral is a capital F Funeral.
That makes sense
I hope the AI weighs in who's being buried in the calculation if they will attend and that the rewards are different for burying a well renown emperor Vs first born heir slain in the crusades vs titless 2nd cousin best friend who had a claim for a duchy
 
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