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Dev Diary #158 - Wandering Nobles

Hello there!

It’s been a while since I wrote one of these, so I figured I could give a short presentation of myself. I’m @Snow Crystal , one of the two Design Leads on CK3, and I have been around at Paradox on different projects since CK2’s Holy Fury (my first DLC). It’s my pleasure to present our last entry in Chapter 3, namely, the Wandering Nobles DLC.

Vision​

As we set out to create this piece of content, our primary goal was to see if we could spend more time with the traveling system from Tours & Tournament. It was a system that was generally well-liked internally and externally, and we knew we would most likely be used a fair bit by adventurers (though exactly how that game loop would turn out was unclear at the time). We wanted to continue experimenting with it and see if we could add more content to it in different ways.

Since I have seen some confusion about this, one thing to clarify is that the Wandering Nobles is not a Landless Adventurer DLC. It was made primarily for landed gameplay, and though much of it is also available to landless characters, they are not the pack's focus. In other words, this DLC will not have unique landless features, new contracts, or anything locked to the adventurer playstyle.

Even though I will not go into detail about events, a plethora of new events are spread throughout the different features that will be detailed here, as well as a slew of new travel events. In this event pack, we tied them all into things the player will choose to engage with, see activities, lifestyle, and travel, rather than having them appear seemingly at random.

Lifestyle​


Besides the traveling focus, what you can find in the pack is our first new lifestyle since the game's release. This avenue of content has remained almost untouched since the game was first released, except for adventurer-specific perks in Roads to Power, which we wanted to try and experiment with. It is set up like all other lifestyles in the game, with 27 perks split across 3 lifestyle trees, 3 focuses, 3 traits, and landless perk variants where needed.

One essential philosophy of the new lifestyle tree is that we wanted it to be a tree where you had to engage with it rather than having it simply engage with you. In other words, there are fewer passive bonuses, and most bonuses are gained by engaging in travel or activities. In that sense, we tried to go for impactful effects and bonuses from the perks, but at an opportunity and gold cost. We will talk at length about the lifestyle trees and perks next week, but I wanted to give you a small look at what it looks like.

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Activities​

In the DLC, we have included three activities, each associated with (and unlocked by) one of the new lifestyle trees. They are intended to be about the size of the University Visit we introduced in Wards & Wardens, giving landed rulers more opportunities to travel through your realm or abroad. Two of the new activities are set in your realm, whereas one takes you outside your borders.

When we created these new activities, one of our philosophies was that we wanted them to be deeply tied to each of the lifestyle trees, synergizing in different ways and playing into the strengths of the lifestyle tree. That way, investing in the lifestyle tree opens up an activity that lets you continue to build down that route.

The first activity we will examine is Inspection, where you can choose to travel to a specific part of your realm to ensure that it is well-run. You will be able to decide what parts of realm management you would like to focus on, and if you travel to a border county, you might even get vassalization acceptance from neighboring rulers or claims on their lands.

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Our second activity, the Monument Expedition, involves traveling to a distant city to see its sights. This allows you to visit specific places with Points of Interest, which you’d previously have to drop by as you pilgrimage elsewhere.

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The final activity, the Hike, is one where you can temporarily leave behind the stress of court life and seek the calm of nature. Shy characters, you poor souls who would desperately try to lose stress through feasts, I see you.

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Battle Points of Interest​

As a travel-focused pack, we wanted to include something new for the players to see as they traveled around the map. One I had wanted to include for a while was points of interest focused on battles. These new points of interest will come in two forms: dynamically created ones as particular battles happen on the map and historical ones set up from the start of the game.

For the historical ones, we have some that can be seen in all our bookmarks and others that can only be seen in later bookmarks, like two related to the fight over England in 1066.

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A Toast for Your Travels​

One minor addition to this patch is a new building and court position, primarily for Catholics but accessible by anyone with a new cultural tradition. The building can only be built in Catholic churches by default, but in any city for those who choose to get the cultural tradition. It is intentionally made to have a fair number of county-wide bonuses rather than holding specific ones and opening the new Court Brewmaster Court Position for whoever is in charge of the county.

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Until Next Time​

That was all for this week. I hope you enjoyed this first look at Wandering Nobles. We will look in-depth at the activities and lifestyle perks next week. Until then, I figured I’d show some of the new art we have in the DLC to tide you over.

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We have too many lifestyle traits now... Really hoping these careers, including Gallowsbait, Traveler and Pilgram, could be seperated from other traits.
 
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I also have a concern about trait inflation in a sense of this traits all taking space in trait bar; you can overflow it pretty quickly with congenial, commander and lifestyle traits.
 
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Minor thing but inspections should really grant legitimacy. You’re performing the roles of rulership and making yourself seen which should almost always give legitimacy
 
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I know this is a dev diary about an event pack which is at the end of this chapter, regardless I want to comment it here that after this release for the next chapter, I hope the development focus will shift towards adding and updating more mechanical parts of the game. I'm aware I'm in the minority compared to the rest of the player base who enjoys these events, I think they are overdone and plenty at this point.

Compared to the lack of focus on the core elements of the game. We need more of an enriched experience in warfare, trade and economy, religions, specifically catholicism, more government types, more realm and succession laws, more historical events such as invasions and dynamic events such as civil wars, and rebellions that happen more naturally. I hope the future focus is more set on these lacking parts of the game, and not focused yet again on event packs and roleplay focused gameplay.

I remember the floor tile that was shared a long time ago, and we barely got any updates on the certain mechanics that was addressed to be updated. This grand strategy game is 4 years old at this point and nowhere has the content and detailed strategic gameplay which CK2 had. I know that CK3 is a more generalized, less detailed grand strategy game, but it is still a historical strategy game that should focus more on it.
 
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This looks great, but (as several others have pointed out) breweries being a "Catholic thing" is absolutely bizarre. If it's just intended to represent beer production, that's far better represented being tied to cultures or culture groups (adding vineyards and distilleries as well would be really cool...), while if it just represents alcohol production more generally I don't see why that should be limited to Catholics, or really anyone at all (other than religions or cultures which don't consume alcohol),

Addendum: I do think it would be cool if there was some sort of bonus/modifier with Catholic Churches and breweries to respect the historical connections between the two, just not limiting breweries to Catholic churches.
 
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Will this mean stress is now easier to deal with?

Its my main worry reading this: the hike activity would thus mean you lose stress (without paying gold?) further removing the stress gameplay mechanic.

Rather than having to manage it, occasionally gaining bad traits you now have yet another 'remove stress' button. New features invalidating existing game mechanics is an occurring problem within CK3 and I fear the new activity may add to it.
 
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Could Burial Grounds for Legendary Figures, Conquerora and Saints that you had in a Game be also a place to visit? It would make sense on a certain level.
 
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It's a fair response, so we'll most likely change it before launch.

You have to put in a fair amount of lifestyle perk points before you get access to it, and it's not a set success chance on being able to get it, and you will only get it for neighboring rulers of one county at a time. So if this is your way of taking over land, I think you could do it a lot quicker with just warring.

You get it from the traveler trait, and the Wanderer trait path (10% for the trait, and 20% per level in the trait path, to a max of 50%).
View attachment 1205363View attachment 1205364


is there any change for seasoned experience gain

it is very hard to get to rank 2 right now
 
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Will this mean stress is now easier to deal with?

Its my main worry reading this: the hike activity would thus mean you lose stress (without paying gold?) further removing the stress gameplay mechanic.

Rather than having to manage it, occasionally gaining bad traits you now have yet another 'remove stress' button. New features invalidating existing game mechanics is an occurring problem within CK3 and I fear the new activity may add to it.
To a certain degree, it means it is somewhat easier to handle stress. But it also means you have invested several perk points into that specific lifestyle tree to handle stress, and that opportunity cost means you haven't invested those points somewhere else. In that sense, it is not like e.g. Feasts or Hunts, which are always open to you, which already handles stress most of the time.
 
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I know this is a dev diary about an event pack which is at the end of this chapter, regardless I want to comment it here that after this release for the next chapter, I hope the development focus will shift towards adding and updating more mechanical parts of the game. I'm aware I'm in the minority compared to the rest of the player base who enjoys these events, I think they are overdone and plenty at this point.

Compared to the lack of focus on the core elements of the game. We need more of an enriched experience in warfare, trade and economy, religions, specifically catholicism, more government types, more realm and succession laws, more historical events such as invasions and dynamic events such as civil wars, and rebellions that happen more naturally. I hope the future focus is more set on these lacking parts of the game, and not focused yet again on event packs and roleplay focused gameplay.

I remember the floor tile that was shared a long time ago, and we barely got any updates on the certain mechanics that was addressed to be updated. This grand strategy game is 4 years old at this point and nowhere has the content and detailed strategic gameplay which CK2 had. I know that CK3 is a more generalized, less detailed grand strategy game, but it is still a historical strategy game that should focus more on it.
I agree with you
 
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You have to put in a fair amount of lifestyle perk points before you get access to it, and it's not a set success chance on being able to get it, and you will only get it for neighboring rulers of one county at a time. So if this is your way of taking over land, I think you could do it a lot quicker with just warring.

It still adds together and makes everything even easier.

Can I ask, as you're a/the design lead, are you not concerned at all that every aspect of this game you're adding is making expansion more and more trivial?

I'm not trying to be negative or sarcastic, I appreciate the work you're doing. I would really just like to know whether this something you plan to address in the future with all the great ideas there are in the many threads about this (e.g. a mode with obfuscation, no basic claim fabrication, realistic challenges for ruling a large empire, less modifier stacking for positive opinion and MAA, more realistic punishments for behaviour like breaking betrothals, etc).
 
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I would like to share some considerations I have:

First I think the wanderer path should gain xp by travelling and not only get a monthly number like the lifestyle path because it isn't really a lifestyle but a specialization in some ways. About the dynamic battle site I think you should get something like the event where a mentor want to teach you and if you do it in a battle site you get a bonus for that trait. From the map shared I think south and east europe are empty compared to Iberia and Great Britain; I suggest adding Catania in Sicily, Assisi in central Italy, Fossa Carolina in Germany, something in Brittany, France is empty and even north Africa, Siwa oasis is an example. Idk in southern part of Africa how is the situation.
 
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I love that points of interest will be created for battles that happen in-game. Can I ask what will be the logic behind selecting a certain battle over others? Will it be size, how decisive it was for that particular war or something else?
 
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It still adds together and makes everything even easier.

Can I ask, as you're a/the design lead, are you not concerned at all that every aspect of this game you're adding is making expansion more and more trivial?

I'm not trying to be negative or sarcastic, I appreciate the work you're doing. I would really just like to know whether this something you plan to address in the future with all the great ideas there are in the many threads about this (e.g. a mode with obfuscation, no basic claim fabrication, realistic challenges for ruling a large empire, less modifier stacking for positive opinion and MAA, more realistic punishments for behaviour like breaking betrothals, etc).
Not quite the right thread for this, so I'd rather we didn't turn it into a long back and forth conversation derailing the thread, but I will try to answer as best I can.
I guess we can boil the question down to, do I think we need to take steps to make the game more strategically challenging in an immersive way, right? (Correct me if I am wrong here).

I think we do, but I do not feel like these specific changes are at odds with that idea, and I think it's a greater challenge than something that could have been tackled in an event pack.

For this event pack, we are adding activities and lifestyles, and both of them have both an opportunity cost and a gold cost attached to them. For example, you could choose to invest your perks into the Wayfarer tree and unlock the hiking activity so you do not end up super stressed, but in turn, if you are purely looking at expanding your realm, arguably those points could have been better spent in one of the martial trees to give you bonuses at war, or in the stewardship tree to gain more gold or the one to gain more opinion with your vassals. Or any other myriad options.

You can talk about additive features, where you have a new feature that is on top of what already exists in the game, and then you can talk about multiplying the options in a feature that already exists. In this case, we are mostly doing the latter. In that sense, I am not too worried about trivializing the game with this DLC. If there are numbers that are too powerful with the event pack, those can be tuned down to be in line with what already exists.

As for the greater balance of the game, that is something that will be an on-going challenge for a long time to come, I imagine. It is something we are positive about doing, and are trying to set aside time to do, where we can. But it's also challenging in a game with many moving elements.
 
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any chance of a ui adjustment to the traits section bundled with this bontent pack? was hoping wed see some kind of click to expand with rtp but no such luck. as is, i usually gotta rely on mods to be able to see my hastiluder trait experience

with more traits and more opportunities to gain traits in this latest dlc and every dlc prior, i feel like its pretty massively overdue, no offence
 
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I also have a concern about trait inflation in a sense of this traits all taking space in trait bar; you can overflow it pretty quickly with congenial, commander and lifestyle traits.
we really need a trait ui fix from pdx, its so annoying to always need a mod to see traits properly... and sometimes its outdated or doesnt match other mods. please PDX fix this very basic thing
 
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In contrast to what others are saying, I think it's fine that the Breweries are locked behind the tradition. You can't build them as a feudal lord since you don't control cities (unless you use my The King's Cities/Cities of Kings mod) or bishoprics, so it looks like it'll just be a fun little nod to some cultures who had a particular fondness for beer.

I feel, at least, a French/Italian/Spanish sommelier would be most appropriate, with how many monasteries were supported by their vineyards.
l2lknum9yb691.jpg
 
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