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Dev Diary #157 - Schemes & Stories

Welcome comrades! I’m Wokeg, and today we’ll be going over some of the upcoming changes to the scheme system, as well as some of the story content we’re adding for a few lucky landless adventurers this DLC.

My word count is going to be restricted in this Dev Diary because Community says that if I can’t edit myself down, they’ll edit it for me. Please send help.

[CM’s note: Woe, word-count limit be upon ye.]



Schemes

Alright, those of you who are paying attention will have likely seen the reworked schemes interface in several previous dev diaries — what have we done here, and why have we done it?

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[The new intrigue window, with a murder scheme spinning up]

Put simply, we felt the old scheme system was a bit too random. It’s difficult to conduct political machinations when the machinery by which you politic is more of a catapult than a crossbow. It’d rarely be practical to have a foe murdered on a strict timer (say, for war or a timely inheritance), but more than that, it was very… binary.

You could either almost definitely pull a scheme off, or it wasn’t even worth attempting, with a very small middle ground for maybe-worthwhile schemes. This wasn’t helped by most positive aspects of a scheme being strongly positively correlated, so if your chance of doing it at all isn’t high, then you’ll likely also be slow and lacking in secrecy.

Likewise, when on the receiving end of a scheme, you were generally either completely safe or utterly screwed, with no real room for manoeuvre or concern due to changing circumstances and enemies. If I’ve got good intrigue and my spymaster likes me, you ain’t murdering me.

What we wanted to do was to significantly widen the gap in the middle between “scheme’s done the second I start it” and “scheme isn’t even worth attempting”, making it easier to both murder and be murdered by allowing characters to invest resources other than intrigue and gold in their schemes, as well as making agents more individually meaningful. The idea has been to give you more precise tools and interactivity within schemes, without notably increasing the micro required to conduct a basic one.

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[An adventurer contract scheme]

Early on in development, we had actually intended for most of what adventurers do to be different varieties of schemes that would require vastly different characters as agents. This didn’t turn out quite how we’d hoped, so we iterated, and eventually pivoted away from it to the current contract model — a few scheme contracts are still scattered through adventurers, though, they’re just not the only thing they do.

Making Agents People

We wanted to get away from agents as faceless masses of people who hate a scheme’s target and little else. Most of the time, you don’t even know who’s in your scheme unless they’re a victim’s spymaster.

Instead, we wanted agents to be — generally — just a few people who you pick carefully, fitting the right characters to the right job. What we’ve done to accomplish this is reduce the number of agents you get down to a general max of around 5, and give them each a specific role in the scheme, their agent type.

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[The tooltip for an agent type, the Footpad, which makes schemes faster]

These roles all boost some aspect of the plot, so one might help it go faster, another helps keep it secret, and a third helps increase success chance. Different agent types have different requirements, so not every character is a good fit for every role, and different schemes have different agent types available.

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[The tooltip for an agent type, the Assassin, which increases a scheme’s maximum success chance]

At the start of a scheme, you choose which broad type of agents you want to focus on from a set of several packages, generally selecting between focusing on success chance, focusing on speed, focusing on secrecy, or going for a balanced mix. We initially trialled adding agents randomly over time from event options, letting the player select between two choices, but this proved frustrating and micro-intensive, so we moved away from it and towards the current system of pre-defined groups.

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[The new murder interaction window]

What we hoped to create here was a situation where you might have different specialities within your scheme based on who you could get to join it, as well as be able to configure the same scheme type in different ways for different purposes — “here’s my speed-focused murder scheme, we’re gonna get the job done and fast but it won’t be quiet”, that type of thing.

In order to humanise them a bit more, we’ve also added a smattering of agent-specific (rather than scheme-specific) events. These let them have interpersonal conflicts, learn on the job, or bond over common hatreds, as well as dole out rewards for selecting agents that work well together and punishments for doing things like putting two nemeses in the same plot and asking them to work closely together.

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[An agent event]

Lastly, we do still have an auto-invite agents button, so you don’t have to micro-manage agent adding if you don’t want to. The button won’t always grab the best person, and it won’t help you with bribes or anything, but if someone would be easy enough to murder, it’ll do the job.

Agent Acquisition

Agents can now come from a broader pool, too; this changes a bit per scheme, but notably you can often bring in your own courtiers and vassals to help you conduct illicit business abroad, making intrigue-focused realms better able to wage war from the shadows without depending entirely on their targets’ weaknesses.

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[Inviting an agent to a scheme, with many new bribes pictured — though not all]

In order to lure in better possible characters, we’ve added many new types of bribes besides hooks and gold: if you really, really, _really_ need someone dead, well, you can empty your treasury, expend your good word, maybe proffer land or use your scheme’s progress to sway them.

Anatomy of a Scheme

Other than agents, the other big change we’ve made is to scheme progression.

Under the old system, a scheme had a random chance to progress every X months. This could be very slow and ponderous, and meant that (barring event content interference) you could not murder someone in less than ten months, regardless of your own skill or how much people hated them. Your chance to succeed was also largely fixed outside of adding more agents. You plod through the progress bar chunks, then you execute the scheme.

Under the new system, your success chance starts out low (sometimes below 0%, especially for higher tier targets), and grows over time up to a maximum. Instead of having a progress bar with discrete chunks, your speed determines the interval of time it takes to gain a boost of success chance. Every time you complete one of these phases, you gain an advantage point: you can use these to help you recruit agents and a certain amount are required to execute a scheme.

This means that you:
  1. Start with a low chance to succeed (exactly how low mostly depending on the target).
  2. Grow your actual success chance by a certain amount every phase (exactly how much is mostly determined by your intrigue skill).
  3. Can increase your speed, giving you faster phases, by adding the right agents.
  4. Increase your maximum success, your scheme’s potential, by adding the right agents.
The general idea is that high intrigue will very much aid you in speedy, stealthy kills, but strong agent composition is needed to get to the finish line reliably. Scheme potential is tied extremely heavily to agents, having a base of only 30%, so you can’t do schemes by yourself reliably.

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[The tooltip for a scheme’s current success chance, showing how much has been gained over time]

TL;DR = there’s a bar for success chance that grows over time, you affect how the bar grows over time and to what level, and you decide when you want to risk an ending.

Secrecy

Since the new system makes schemes, on average, much shorter, we’ve also increased the frequency with which they’re detected. There’s a grace period of about six months, and then after that, a low chance to be detected monthly.

To help you make an informed choice about whether it’s worthwhile executing a scheme early, we’ve formalised the old system of segmented scheme discovery into a simple number that you can see in the interface, your scheme’s breaches. Every time your target gets a notification about your scheme, whether it be rumours of someone plotting to kill them or an agent rooted out or the actual scheme being exposed, that constitutes a breach.

When you hit the maximum number of breaches, your scheme is automatically destroyed.

Execution

Once you’re ready, you execute (most) schemes manually. If you’ve accrued excess advantages, you can use them to boost your scheme success even further here. After you execute, the scheme proceeds just like it used to.

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[Schemes may now be executed manually, as pictured]

This lets you make a meaningful choice on when to finalise your plans: is 60% success good enough if this dude is bearing down on me with an army? Can I simply murder a rival commander or troublesome spouse? How many breaches can we afford before discovery?

Likewise, we’ve done some magic behind the scenes to make the blocking of different types of murder a bit more consistent. The mechanics of this are a bit specific, but in short, rather than the prior system of determining which murder method was being used then looking to see if the victim had anything that might block it (which made balancing murder blocks virtually impossible), we roll two flat checks. One to see if they’ve got a one-use murder blocker (e.g., a dog throwing itself in front of the knife) — and then pick the highest from that list — and one vs. repeatable murder blockers (e.g., bodyguards), which takes a sum of all repeatable chances to a max of 75%.

Countermeasures, Odds, & Basic Schemes

Another thing about schemes as-is is that… you can’t really do much about them. You can replace your spymaster (if you didn’t hire the best one you could before unpausing on day 1), and you can set them to Disrupt Schemes (if you weren’t already just defaulting to that).

To complement a more varied scheme system with more tools to interact with it from the schemer’s side, we’ve added scheme countermeasures. These provide ways to proactively oppose hostile schemes, acting a little bit like council tasks. Their benefits are varied and excellent for buying time, but each also comes with severe drawbacks that mean you don’t want to have one toggled on for long without good reason.

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[The various countermeasure focuses]

If you suspect someone is plotting to murder you or seduce someone you don’t want seduced, countermeasures can give you a solid way to oppose them in the short to medium term at the cost of potential eventual instability.

All countermeasures come with different tiers, generally unlocked by religious tenets or cultural traditions, though sometimes traits help too. These generally lower the penalties and increase the effects, meaning that some cultures, faiths, and just people are better able to resist scheming than others.

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[A specific countermeasure, reducing opposing secrecy drastically for a significant cost]

Odds replace the old scheme chance prediction — they don’t give an exact value, because that’s very difficult to successfully build with the new mechanics, but they give a general idea of how likely a scheme is to succeed.

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[Sway, a basic scheme, still uses simple mechanics]

Basic schemes are what we’ve done with schemes that don’t have agents: they have a simple success chance prediction ala the old system, and one long phase after which they execute automatically. We actually did experiment with adding agents to all schemes initially (even sway and seduction), but this proved very unfit for purpose during play-testing, so we created basic schemes as a way to allow plotting without all the extra clicks of the new agents system.



Stories

Coming up this DLC, we’ve got some pre-scripted historical story content for four of our new landless adventurer characters. Unless I’m very much mistaken, this is CK’s first venture into this type of thing since Charlemagne aaaaallll the way back in CK2, and I’m sure some of you are curious as to why.

As people came over from the Legends of the Dead team to Roads to Power, we had a bit of a grey zone whilst they were onboarding to working on a different DLC.

We took a bit of a risk, and asked some of them to try making story content for our more famous landless adventurers — we had some really cool people lined up, and couldn’t easily represent why without giving them some bespoke mechanics (is it really Hassan Sabbah if you don’t found the assassins? Can you call Hereward Hereward if he never murders a Norman?). That just sorta ballooned into this experiment into narrative content.

As a result, we ended up with narrative content for four characters:
  • El Cid
  • Wallada bint al-Mustakfi
  • Hasan Sabbah
  • Hereward the Wake

The size of this content is unevenly distributed, because the people making it had drastically different amounts of time given. We initially assumed everyone would get a very small amount of time to make just a little bit, which is what happened for El Cid, but then we found a bit more time for the person covering Hasan Sabbah, two designers collaborated (one from a different game team offering some spare time) on Wallada, and Hereward just… absolutely swelled in scope, because the designer allocated was able to spend much more time on him than expected.

We didn’t prioritise who got the most story content based on anything at all, it just worked out that El Cid got a light touch whereas Hereward got a whole sub-system.

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[The new adventurer bookmark]

All story content is optional, so if you don’t want to engage in it, you don’t have to.

El Cid

As El Cid, you’ll go through a small chain representing his travails through Iberia after being exiled by his foolishly-misled lord, King Sancho the Strong of Castille. As you progress, you will get opportunities to demonstrate your loyalty or assert your independence.

If you remain steadfast and resolute even in exile, King Sancho will doubtless eventually welcome you back to the fold (assuming he lives…), though a more ambitious Rodrigo may set his eyes on the prize of Valencia in the south.

El Cid also starts with many of his historical friends and family, like Alvar Fanez & Martin Antolinez, as well as his uncle, nephew, and mother. Alas, in 1066, he is not yet married, though his future wife Jimena de Oviedo is yet available to romance and elope with from her brother’s court.

He begins as a Sword-for-Hire, and has plenty of work for him amidst the Iberian Struggle.

Wallada bint al-Mustakfi

Wallada is the last of the Umayyads in 1066, daughter of Caliph Muhammad of Andalusia, and inheritor of a great legacy and great wealth. Historically, she spent her life writing poetry, tutoring women at a school she founded, and generally causing consternation in her home city of Cordoba. She never married, nor did she have children, though she did take a broad variety of lovers, making her something of an eccentric by the standards of her time.

As an adventurer, her story content revolves around securing an adopted child, tactical use of seduction and romance, and writing and selling poetry in order to level up both her unique Violet Poet trait and the Double-Moon Tome (an artefact collating her works). She can also found a literary salon for the ages in a county of her choosing, once she has acquired suitably talented courtiers.

Wallada begins as a Scholar with ample starting gold and a decent prestige level. As she is quite old in 1066, her story may be inherited by her chosen successor and played for an additional generation.

Hasan Sabbah

Hasan Sabbah is not a particularly religious teenager in 1066. He is, however, about to become one — after a chance encounter with an Ismaili preacher, he finds himself radicalised and set on a path to found the deadly Hashashins, eventually becoming the legendary Old Man of the Mountain.

As an adventurer, his story content lets him fast-track the religious conversion of counties. By doing so, he will eventually be summoned to Egypt, convert once more to Nizarism, and then take on the fierce might of Seljuk Persia. With the people of the land behind him (or not, depending on how conversion goes), Hasan tries to lead a revolution against the Sunni Turks.

Eventually, he may found the Assassins, leaving them in a mountain fastness to defend all good Nizaris going forwards.

Hasan starts play as a Scholar, though given the nature of the work set out before him, he may not stay one for long.

Hereward the Wake

Hereward begins exiled to the continent, but unless there’s a player involved in the Conquest, he won’t stay that way for long.

The decisive win of William of Normandy puts a Norman yoke on English necks, and begins the elaborate mechanics of the Harrying of the North, where Hereward, William, Norman invaders, and Anglo-Saxon lords compete to pacify or incite the country’s populace to revolt against the new status quo. As he kills Normans and rallies the locals against their attacker, Hereward levels his unique trait, becoming a better and better guerrilla fighter in his native fenlands in the east of England.

Hereward begins play as a Freebooter, and history could hardly describe him as anything else.

Smaller Stories

We’ve also got a smattering of smaller pieces of story content available — Prince Suleyman Qutalmishoglu, another bookmark character, has a small introductory event where he chooses how to react to his exile in the mountains of Cilicia…

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… Basileus Basileos has an introductory event featuring the (early) murder of his predecessor and a tie-in to the Many Roads to Power comic…

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… and Siward Barn has a small chain forking off of Hereward’s content where you can go on to found the colony of New England in its natural, rightful, obvious place — the shores of the Black Sea.

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Right, and that about does it for our final dev diary before release. As ever, I’ll be around in the thread to answer questions for a couple of hours.
 
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With the new scheme mechanic, will young female characters be more reluctant to be seduced by much older, landless and not really politically relevant men?
 
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My plan with my first campaign with the new DLC was going to be forming New England so glad to see the devs are supporting such endeavors.
 
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This looks like excellent work and a valuable improvement to make scheming more engaging - looking forward to it in action!

The question I had in mind since I first saw this topic is still lingering: are there any plans to introduce some of the scheming for position we're seeing in admin realms with the Political Scheme category to other governments? Maybe just ways to undermine someone's relationship with the liege/another character, or their performance in a court/council position in hopes of getting them replaced? Other hostile schemes in general?

Feudal/clan/tribal courts feel full of murder and seduction and not much else, and I think that feeling is going to be more salient after RtP drops.
 
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When someone starts scheme against a landless adventurer, how would schemer know target's whereabouts? Did you model this somehow?

How does "Elope" scheme work? For example, can I elope with a princess? If yes then what happens after that?
Are there any pursuers, maybe implemented as "Search" or "Pursue fugitives" scheme?
 
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A bigger variety of hostile schemes would be great to have too. Rivalries and house feuds would be a whole lot more interesting. At the moment, all you can really do is murder and I don't feel like that fits with every character. House feuds always just end up having endless murder schemes against each other. Sure, you can kidnap but that's locked behind the schemer perk tree and I've never seen the AI use the kidnap scheme.

Is there any chance we'll see more hostile schemes added in the near future? I know the Byzantines will be able to raid estates and blind people but what about for everyone else?
 
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Since the personal schemes like Sway or seduce (and befriend or learn a language too I guess) are basic schemes, does that mean that there are no changes at all made to them? You just have to wait and click a few events like before or did you make some changes to them as well?
 
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Nice dev diary, I loved the flavor for specific adventurers.
1- Will this be moddable? Can any adventurer have unique content?
2- Any plans to give flavor to other adventurers in the future?
 
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ive worried about this since the screenshots first began trickling out, but i have to ask now how well the ai manages to keep up with the increased layers of complexity wrt schemes. like no offense lads bc i know ye are planning on addressing it eventually, but the ai struggles with really basic systems already. its a large part of why people feel the game is too easy - more complex and engaging systems are all well and good, but if the ai cant navigate them then its just another thing the player dominates at

i mean the ai cant even appoint a half-competant council. its not gonna be hard to assassinate the hre if he keeps appointing a 0 intrigue spymaster bc he doesnt know how to shuffle people around, for instance. can they really deal with any of this at all?
 
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I really like this change, and it will definitely affect a lot of things. so

Does the new system have any effect on feuds?

There is consideration in order to Friends & Foes,Add an extra hostile schemes?
 
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Some schemes imply that a character travels around the map (e.g. walling up the target at some basement secret room). Events like that existed in game before travelling system implementation. So, character actually doesnt move anywhere.
Can we hope it was reworked and linked with the new schemes and travelling?
 
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Does the new byzantine varagnian flavour interact somehow with norse, for example as they have the dynasty legacy to send sons to the guard?

Also will jewish cultures be edited so that the dead hebrew culture is parent culture for the other israelite cultures?
 
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It looks like Wallada Bint al-Mustakfi would be interesting to play with her unique poetry trait. Now if we could play as someone else and still play a part in her story, that'd be good too :)

 
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A few questions about Hereward the Wake and the Norman Conquest

1.) Does Hereward have his merry band of characters with him as part of his camp. The Gesta Herewardi describes a few that I hope were there. In particular I do hope that Turfrida who the gesta describes as “was already superior to the usual feminine weaknesses and regularly proved capable in every exigency which befell her celebrated husband.” who was working with Hereward when he did his exploit is his wife and soulmate. Seeing Hugo the Breton and his brother Wivhard, Winter the short but strong knight, and Wenoth and Ælfric giants of bravery and size, and the rest of his merry band of outlaws would be cool.

2.) How does the Harrying of the North work mechanically. Which pretty much was ethnic cleansing if not out right an attempt at genociding the english in the north considering that writers of the time describe as horrific slaughter. Orderic described the harrying as:
“His camps were scattered over a surface of one hundred miles ; numbers of the insurgents fell beneath his vengeful sword, he levelled their places of shelter to the ground, wasted their lands, and burnt their dwellings with all they contained. Never did William commit so much cruelty; to his lasting disgrace, he yielded to his worst impulse, and set no bounds to his fury, condemning the innocent and the guilty to a common fate. In the fulness of his wrath he ordered the corn and cattle, with the implements of husbandry and every sort of provisions, to be collected in heaps and set on fire till the whole was consumed, and thus destroyed at once all that could serve for the support of life in the whole country lying beyond the Humber.”
Thats just one writer and source but so many describe the slaughter and destruction. So curious how Mechanically this would be reflected.

3.) What happens if one of the claimant to the throne of England defeats William and takes the throne back for the Anglo-Saxons? In particular I am thinking of Edgar the Ætheling or the sons of Harold Godwinson?

4.) Speaking of Edgar will he be a landless claimant in the court of Malcom Canmore of Scotland?

5.) Anything for Eadric the Wild?

6.) Anything about the Silvicatici who supported Eadric and Hereward?

7.) Can you show off his unique trait?


Side note: if anyone wants to read the Gesta Herewardi. The University of Rochester has it online. :)
 
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the new schemes sytem looks so good nice work! also can adventures become agents in schemes and if we discover them can we palnt a double agent?
Alas, no. Playable scheme agents were one of our stretch goals for this DLC, but they were scrapped about midway through development in favour of iteration time. Never say never and all that, but they're a tad unlikely now.
Very intrigued by the new Scheme system.

Does this mean that many of the familiar murder events have been rewritten to accommodate the new system? Have any new event chains been added?
A good deal of re-writing to the outcome events, though no new chains I'm afraid.
Can we choose the method of murder (poisoned dish, angry peasants, robbery during travel, etc) ourselves?
We actually took specifically this out: you got a choice before but it was just selected randomly and there was never a reason to select anything other than "yes, whatever I just random rolled". The way it was set up was causing all kinds of fractal complexity down the line in how balancing saves and such went, so what we're hoping is that by taking out a redundant choice (and thus allowing us to simplify the script down markedly), it'll be much easier to add additional ways to die/avoid death in future.
Did the Jewish clothing fix get added? I was told that it *might*? Beyond that I absolutely *adore* the new scheme system, it's really everything I had hoped it would be! Will the story content still fire if you *don't* play as these characters, for example will Hassan still kill the Seljuk empire?
I'm not aware offhand about the fix, I'm afraid. I recall hearing some buzz behind me but last week was a bit of a busy one ^^'. Gotta get our final fixes in and send the build off for certification and such.

Story content does indeed fire if you don't play as them, though to varying degrees of success. El Cid's got a decent chance of going through his chain successfully, Hereward is basically screwed if he's an AI (which, also historical), and Hassan'll get some of the way through before generally knackering it on the end stretch.
Does El Cid have his Sword?
IIRC: no, because he doesn't have them yet by 1066.
All looks fantastic - great job team!

Wokeg, while we have your attention and given the new story content for Hereward, I wonder if the team had had chance yet to update the name of the barony of Arun, not too far from the heart of William I’s invasion…On the basis that other holdings are named after the relevant settlements, the barony of Arun in England should be renamed barony of Arundel. The Arun is the name given today to the river that runs through the town, which was actually usually known as the Arundel river (after the town) in Medieval times. Arundel is the name of the town itself as well as the castle, famous for its role in the opening stages of the war between King Stephen and Matilda.

Sources included at the link below:

https://forum.paradoxplaza.com/foru...-should-instead-be-barony-of-arundel.1586880/

Thanks again! :)
I'll look into it!
Will Suleyman Qutalmishoglu start as an adventurer instead of a Count now? If so, is anything changed in the "Turkish Eagle" achievement?
Per the DD, He's a bookmark character even. I think we broadened his achievement out to be doable by other chars as a result.
On the New England Content, will there be an option to reform "Gothia"?
There is not, sorry to say. Goths are one of those things that we umm and err on: they're fun, but they're also debatable and they open the floodgates for lots of other micro-cultures that'd potentially break the culture system (since it's really not designed to work with cultures that only occupy a county or two).
Hello, Wokeg!
I asked a few dev diaries ago about some possible landless adventurers that could be added to the game.
You kindly answered and said that, for some of the people in my list, you'd have a look at if they could be added.
Did any of the adventurers from the list made it to cut ? (first Fatimid, Munis Al-muzaffar, Last Qutid and etc)
If not, is there a chance they could be added in the future? (either as a landless adventurer or as a historical character)

Also in the case of Wallade, i remember that she had some nephews in Sevile. Could they inherit from her?
Damnation, I know I did add several, not sure if I've got a list to hand. I do remember your post picked up something vital though — we didn't have the final Fatimid caliph! CK2's history files (which we inherited) cut off on the last independent caliph, so we'd not added his child in 1178, who's still ruling as a vassal. :) They were too young to add as an adventurer, but we gave them a county in Egypt at start so they're playable. Bit of a challenge start, admittedly.
what no content for robert de crispin/ Rousseld de balioul? bit he event went on to create his own principality in anatolia, being one of the more straight forward examples of landless to landed examples, kind of sad they got left out
Aggh, I know, I know. This was actually the one I was going to do, but I wasn't able to find time for it, so he got left behind. :( I'm also unhappy about it.
Good afternoon,a great DD and can't wait to try all of this next week.However,i have a few questions:
1)How moddable the new scheme system will be?Can we add new schemes,schemes agents,modify the existing ones and so on?
2)How moddable the characters event chains mentionned at the end of the DD will be?Can we modify events of the existing ones,add entirely new chains for other characters,or are they mostly hardcoded like they were in CK2(if i remember correctly since it's a while i haven't played it)?
Thanks for any replies about this.
1. Fairly moddable, so new schemes, scheme agents, etc., all easily added.
2. They're structured story cycles, so eminently moddable. I believe some mods do already do things like this for specific characters.
Okay. I have to see the new schemes work out when the DLC comes out to have a proper picture.

And with the stories I hope that once in the future there will be ambitions of characters back sooner or later. As sometimes they seem rather unoriented currently (also a deeper relationship-mechanic would be nice).

But I am really looking forward to Roads to Power.
It would be nice to see ambitions back at some point. I think the caveat there is they'd need to work: CK2's ones, with the exception of a couple that had major mechanical effects, largely just lied to you. They didn't have a notable effect on AI weights and could (and would) be easily out-weighed by almost any other combination of factors, so they were really more of a roleplay aid than anything else.

Still, they were nice and I would love a better integrated version in CK3 some day.
With the new scheme mechanic, will young female characters more reluctant to be seduced by much older, landless and not really politically relevant men?
I think we've tuned this somewhat generally this DLC; should be something in the patch notes.
My plan with my first campaign with the new DLC was going to be forming New England so glad to see the devs are supporting such endeavors.
^^ Glad to hear it!
 
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Right, and that about does it for our final dev diary before release. As ever, I’ll be around in the thread to answer questions for a couple of hours.

I mean, I feel like a broken record here but.... were there any changes to reforming the Roman Empire as anyone other then the ERE? Not all of us like playing ERE while we are also interested in reforming the Empire. This has been asked countless times over the past few weeks and never gets answered that I've seen. Can we get an answer?
 
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Another great dev diary to capstone a good series of them, thank you Wokeg - and the entire team behind the diaries, and of course the dev/design work itself! I really like what you've done with the schemes and they look fun to play with. The story content for the adventurers makes it harder for me to pick who to play first, as I was originally thinking El Cid, but the Hereward content looks great.

It's a shame that adventurer agents have been cut, but I do hope you are able to revisit it at some point and tying it into contracts potentially in the future, as it'd be great for that kind of fantasy. Even though you've not added anything, would it be possible for modders to do anything with playable agents, or is it totally off the table for now?
 
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The last DevDiary before release, I'm excited!

Since it wasn't mentioned ever again, and since release is just around the corner, were the absurd stats of the Norman Conrois reduced to a more realistic value?

Are there any other of the old existing traditions, which got some form of update with regards to admin realm compatibility?
 
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