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Dev Diary #159 - Active Living

Hello there!

Last week, we got a glimpse of what we are adding to the Wandering Nobles DLC. Today, we are back to discuss the new Wandering lifestyle and the new activities it unlocks in more depth.

New Lifestyle​

As mentioned last week, it is set up like all the other lifestyles in the game, with 27 perks spread across 3 lifestyle trees, 3 new traits, and 3 attached focuses. Unlike our other lifestyles in the game, it is not connected to an education trait but to the Traveler trait. Now, you will gain a 10% monthly gain from the base Traveler trait and an additional 20% for every level in the Wanderer trait path.

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The way we see this lifestyle is that for some characters, it might be something to go for right away to use some of its bonuses. For many others, however, it would rather be a natural step after finishing a tree in another lifestyle and having had time to travel around to build up their Traveler trait.

Last week, we looked at the whole tree to see what it looked like for a landed character, whereas this time, I will show what it looks like for a landless character. The two rightmost trees have minor variations, whereas the Inspection tree had to be almost entirely recreated for the new play style.

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As we start looking through each perk, I will show variations of each perk, if any, and talk a bit about each. That said, it’s only natural to start with the first tree we made for the new lifestyle.

Wayfarer​


When explaining the fantasy of the tree to people, I often used my father as an example. This is not the person who goes out in the forest for the sake of going anywhere, but rather someone who enjoys the journey itself. They enjoy traveling, and exactly where they end up is less important.

Before we start, one last thing to say is a bit about lifestyle philosophy when we created these new lifestyle trees:
  • We wanted each tree's first perk (intro perk) to be generally suitable for anyone, so it is easy to dip into any of them and still feel like you get some kind of bonus worth taking. We believe it is easier to entice people to go further down the tree if they have invested some points.
  • Then, we have a midpoint where we unlock the activity, which we wanted to be a halfway-capstone trait—it is supposed to define the tree.
  • We also included one capstone perk right before the trait so you would feel it is worth finishing up the rest of the tree.
  • Every tree should have at least two themes that will synergize throughout the tree.
  • You should be active to gain the tree's bonuses. You engage with this lifestyle; the lifestyle does not engage with you.

So, with that in mind, what were the themes for the Wayfarer tree? We attached it to Fame (Prestige Experience) and Stress Loss. Attaching it to fame, rather than Prestige, enables us to give out some more sources without worrying about giving out an abundance of Prestige to the player. We also wanted to include a bit of a “friendly ruler traveling through their domain” kind of feel to it, so we have some perks trying to enable that fantasy.

Now, let’s have a look at the perks for Wayfarer.

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Well Prepared​

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This perk was supposed to give you a simple way to make traveling safer. If you want to travel around a fair bit, which is the point of this tree, we want it to be less costly and dangerous. We also included a supply boon because it fits the name of the perk.

Far and Wide​

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This is the first perk dipping into the fame synergy we wanted for the tree. By letting you travel around more safely (from the first perk) and now giving you a fame gain, you can start racking up fame while participating in activities or traveling to distant lands.

Just One More Hill​

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This is inspired by the two educational perks in the game: the Pedagogy perk in the Scholar (Learning) tree and the Groomed To Rule perk in the Family Hierarch (Diplomacy) tree. I wanted a way to enable the player to prepare their heir for the tree if they wanted to dip into it with their next character and give them a solid way to pass on the Traveler trait from one character to another.

As a fun little side note, the name is inspired by my father, who would always respond with a “Just one more hill and we’re home!” or “It’s just around the corner now!” whenever my sister or I would ask if we would be home soon when we were out walking as kids. Of course, that was a lie; it was not just one more hill or just around the corner.

Storyteller​

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The first capstone perk of the tree enables both the fame and the stress loss synergy. It gives you fame from hikes and random travel events (particularly danger-related ones), and the activity is intended to be a very effective way of removing Stress (similar to feasts).

Of the People​

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The first perk in this tree has two different variations, one playing into the friendly ruler fantasy and the other into the fame theme. In both cases, we wanted to inspire the character to move around often.

Local Hero​

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For the Wayfarer tree specifically, we made the perk of both lines leading up to the trait a bit of a capstone perk. In this case, the Local Hero one is intended to be a great boon for those grabbing all that fame, giving them a decent Diplomacy boost. It also gives you access to two new travel options, one of which provides you with another way to play into fame and stress loss:

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Travel Companion​

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This is just a simple perk that increases the opinion of everyone traveling with you at any given time and improves the Caravan Master aptitude of anyone currently serving that role for you.

The Home Away from Home​

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This is the capstone perk for stress loss. You can increase your stress while traveling and open up a new activity option: expanding the time spent on a hike. This should give you more options to lose stress or gain fame.

Wayfarer Trait​

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Finally, for Wayfarer, the trait tries to tie together the two synergies that we have played into throughout the tree. It gives you higher stress loss the more fame you have, as well as giving you the Prowess fame bonus. It does mean, at the end of the day, that how many boons you get from these last perks matter how much fame you have managed to scrounge together, but we felt that was fine and played into one of our philosophies from earlier; you have to (most likely) be active to get fame, which in turn will give you a good boon at the end here.



Voyager​

So, on to our second tree, the Voyager tree. If the Wayfarer tree was about the one who enjoyed the journey but didn’t care about the destination, then the Voyager tree is the opposite. They don’t care about their journey but about where they are going. When explaining their fantasy, I have often described them as the tourist tree.

The themes we have explored for this tree focus on Points of Interest and Languages. The points of interest theme was an obvious fit for it, whereas the language theme just happened as we played around with themes that might fit the tree. Of course, the tree isn’t limited to just those two things.

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Power at Home/Organized Camp​

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When we originally made the perk for landed gameplay, being able to handle your regent at home would help someone who would regularly travel abroad to see things. If the idea was that you should be able to travel to distant places, we didn’t want you to get punished too hard immediately.

That idea did not easily reflect into a landless variation, so we instead tried to dip more into our idea of having “something that is just generally good to dip into” for landless play, and that was an across-the-board boon to provisions and travel speed.

Mercenary Contacts​

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We wanted to give the Voyager an easy, cheap option to provide general boosts to their travels, but taking a travel option spot. This means you can travel far with fewer dangers, presumably, but you are giving up other opportunities. Due to the name, we attached a bonus to hiring regular mercenaries.

Journey Planner​

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Looking into opportunities to go to distant locations, we figured a boon to diplomatic range would be an exciting option. One thing to note is that it is not an easily obtainable modifier in many places in the game, giving another reason for dipping into the tree. Another thing to note is that the tree unlocks diplomatic range matters for the Monument Expedition activity, so increasing it slightly means you will have access to more locations for that activity if you so wish.

Finally There​

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We wanted to empower the player when they finally reach their destination in a journey, to play into the core idea of the tree. Initially, we simply gave the player a prestige and stress bonus every time they reached their destination in a journey.

However, this didn’t quite work when we looked at the tree for landless characters, as… Well… They could reach a destination every other day if they kept moving their camp about. Instead, we attached the same idea directly to Points of Interest, which synergizes surprisingly well with another perk further down the tree. We initially kept the original idea for landed gameplay, but after seeing the synergy and how much cleaner it looked, we changed it to be the same as the landless one.

Journey​

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The mid-way capstone perk of the tree, where you unlock the Monument Expedition. The activity was strong enough that we did not need to attach many other effects to this one. The first perk that plays into the language theme, making it slightly easier to learn new languages.

Souvenirs Aplenty​

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As part of this tree, we wanted to include at least one perk where you could effectively “bring home development,” but we wanted to ensure it couldn’t be stacked infinitely. In that sense, we figured it might be fun if you, as a, for example, slightly backward Scandinavian, traveled to Constantinople to see the sights and were inspired to improve your homeland.

This is another one that didn’t reflect well as a landless one. We tried different variations, some decreasing building costs for a period, etc. But in the end, none of them felt quite right, so we simplified it and reimagined it as a perk where going to new places would give a (non-stacking) opinion boon with your camp.

Gracious Host, Impeccable Guest​

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We imagined this perk as someone who has often been traveling to other cities and knows the etiquette and manners expected of you no matter where you are. Someone who can equally serve up an impressive feast for strangers on one side and attend one in an exotic court on the other.

This is the primary payoff perk for the language theme, as you get a neat bonus for all your court positions. It’s not grand or super impactful, but it can add up if you have a lot of active court positions.

Been There, Done That​

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This is the other perk I mentioned in the ‘Finally There’ perk. It increases almost all rewards you gain from Points of Interest by 30% (with a few exceptions, like events triggering or gaining traits). This is the absolute capstone perk of the tree, and it enables a playstyle mostly traveling around and seeing Points of Interest with Monument Expeditions and Pilgrimages while still racking up lifestyle experience points, a lot of prestige, and reducing stress.

Voyager Trait​

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Unlike its Wayfarer equivalent, we wanted this trait to play less into the synergies of the tree but more be a composite of the tree. It bumps up the diplomatic range gain even further and increases your travel speed, giving you access to even more points of interest previously out of range.



Inspector - Landed​

The final tree of the lifestyle is the Inspector tree, and as you might notice, we will split this into two different sections altogether, rather than simply showing the variations of the perks. This was the one tree that saw a significant rework for landless gameplay due to how the tree was initially structured for landed gameplay.

When we started making this tree, we wanted a tree that was very much built up around a managerial figure who would travel the realm regularly to make sure everything was up to scratch—the one who periodically shows up unannounced in a vassal’s domain to ensure they are doing their job correctly.

The themes for this tree are fuzzier, and it is more playing into a specific idea of having to travel to holdings around the realm to give them a temporary boon. You go somewhere, host an activity, or make a decision somewhere, and that place is improved for a while.

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Mustering​

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The first one is a simple boon as you travel through holdings of your realm, improving any Stationed Men-at-Arms there by about 5-10% for 15 years. In other words, consider preparing before going to war, making sure to do the rounds and inspire your men so they get that fighting boon.

Know Your Land, Know Your People​

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This is a mouthful but less impactful than it first seems. The parochial and minor landholder vassal bonuses should be negligible, and the importance lies in the marriage acceptance boon. It means that within your realm, you have a significantly higher chance of being able to grab any marriage you may wish, both for yourself and your extended family. Want to ally with a pesky vassal who keeps being an issue to your rule? This could push up the acceptance level enough to make it happen.

I understand that certain players will read this as marriage acceptance with close and extended family, and technically speaking, that would also be true as long as they are within the realm.

No Stone Unturned​

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As part of our work on this lifestyle tree, we wanted to give the player more active tools for gaining control and development, of which this perk is a key part. By hosting feasts, hunts, inspections, or other activities, you can now focus on where you want to improve something.

Need to hold a feast, and you recently had a popular revolt ruin the control in your domain? Now, you can handle both of those at once.

Travel Logs​

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We often noticed that many players ensured that they only traveled relatively safely, so the Seasoned Trait Track had little time to shine. As a ruler who was actively trying to make sure their realm was safe and well taken care of, it felt natural that you would be able to increase this trait track even if you didn’t directly experience the danger, simply because you were so directly working against it.

Inspection​

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The first capstone perk of the tree opens up the inspection activity. This should open up the fantasy of traveling around your realm more appropriately, as we will see later when discussing the activity. We also attached some tax bonuses,

Arbitration​

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This unlocks a new decision where you can stop a journey to manage the domain for a while. Effectively, you will trade some prestige and travel time to gain legitimacy and either remove corruption in that domain or gain a temporary modifier that will increase levy size, holding taxes, or development. This plays into the same logic as with ‘No Stone Unturned,’ where you can more directly manage one holding and take care of any issue it might have.

Charts & Itineraries​

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This unlocks a new decision: You can write a book about your travels somewhere. This is a leftover from when the tree was focused more on surveying the land rather than inspecting it when we focused more on mapping out your realm, etc. We like how the decision turned out, so we kept it as is, even if things around it have changed slightly.

Personal Touch​

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This is the proper capstone perk of this tree, binding together ‘No Stone Unturned,’ ‘Inspection,’ and ‘Arbitration’ in one, either giving you them for free or improving them. This should be a noticeable boon for those who want to simply do realm gardening and ensure their little realm runs smoothly.

Inspector Trait​

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With a similar logic to the Voyager trait, this is supposed to, at a glance, tell a player what kind of fantasy this tree is supposed to provide to you as a player. It’s about realm management and gardening and ensuring all the little bits and bobs work as they should.



Inspector - Landless​


As we approached making a landless variant of the Inspector tree, we asked ourselves if we could keep the same logic as we did for the landed tree. After all, it was a tree focused on improving your realm, which is hard to simulate with a character that does not hold land.

In the end, we decided to do away with the central theme of the tree and look for something that might work better for the landless playstyle instead. We landed (see what I did there?) on a theme around improving your understanding of a specific terrain. Simply put, you can become the master of a particular field or area.

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Finding Your Way​

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So, the very first perk of this tree is critical to setting up the rest of the tree. We unlock a new decision for you where you choose a designate a type of terrain that you would like to focus on:
  • Woodlands - Forests/Jungles/Taiga/Wetlands
  • Highlands - Mountains/Hills/Desert Mountains
  • Lowlands - Plains/Steppe/Farmlands/Floodplains
  • Drylands - Deserts/Drylands/Oasis
For many perks following this, you will then enable bonuses to the Designated Terrain.

Knowing the Land​

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As we looked at changing the “Knowing Your Land” perk, we still wanted to try and keep some of the same fantasy. But rather than knowing your land or its people, you know the terrain you specialize in and how you keep yourself alive as you travel through it. As a significant boon to the Gather Provisions decision, it is an even more helpful tool in getting extra provisions, particularly if you spend most of your time in your Designated Terrain.

Navigating the Wilds​

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We knew we wanted to put a battle bonus to this one. After all, as we started playing around with the idea of specializing in a terrain, one of our first ideas was to be a renowned bandit group holed up in a mountain pass. We want you to feel like when you are fighting in your terrain, you are truly in your element.

Earth’s Bounty​

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Replacing the Inspection trait wasn’t easy, as it was vital to the original tree. What we looked at was to continue the logic from the ‘Knowing the Land’ perk, where provisions are less of a problem as you travel through your Designated Terrain. Opening up the Quartermaster and Head Porter positions irrelevant to your buildings means you will always have effective ways of handling provisions.

Right-Hand Man​

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After making Earth’s Bounty, we felt we had a tiny sub-theme of Officers in the tree, so we thought we could play further into that with this trait. The Second officer is the most crucial position you can have as a landless character, and this is a way to ensure they are doing their utmost for you.

The second part of the perk was my experimentation to see if it would be interesting for the player to gain skill bonuses based on their current Camp Purpose, slightly inspired by other perks such as ‘Friendly Counsel’ in the Family Hierarch (Diplomacy) tree or ‘Learn on the Job’ in the Scholar (Learning) tree. As you might imagine, the exact skills will change depending on your camp purpose, such as Martial and Prowess for Swords-for-Hire or Learning and Stewardship for Scholars.

King of the Wilds​

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This is the capstone perk of this lifestyle, unlocking a decision to hyper-focus on a specific terrain from the ones in your Designated Terrain. For example, if you chose Highlands the first time, you can now select between Mountains, Hills, or Desert Mountains as your terrain to master.

The idea was that since you specialize in a particular terrain, you are likely to be often forced to take action outside of that terrain and then get 0 bonuses from this perk, so in turn, they should be extra strong when you finally get the chance to shine.



New Activities

As we started working on the DLC, we knew we wanted to add activities so the player could open up more travel options. We already have many options across base-game activities (see Hunts, Pilgrimages, and Feasts) and DLC-locked ones (see grand activities), but we wanted to make something symbolic of each tree.

In the end, though we had many different potential options, we ended up with three activities we wanted to go for:
  • Hikes for the Wayfarer tree, so you can travel just for the sake of traveling
  • Monument Expedition for the Voyager tree so that you can get to the points of interest you want to see
  • Inspection for the Inspector tree so you can improve the specific counties you want to improve

It was vital for us that each activity gave you more of what the lifestyle tree already gave you, but usually with minor tweaks or twists from the regular lifestyle. For example, the hike will give you stress loss and fame, but you might also get wise man trait XP.

Hikes​

Speaking of hikes, it is the first activity we will talk about.

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You can set out with your guards and up to 1 special companion to leave life at court for a short bit. If you bring a companion, the events will change slightly based on that, and you will have opportunities to build a bond with them. Or torment them if they aren’t built for hiking.

You will set out towards a location, usually quite remote from anything. As you reach the area, the activity will start, and you will take a short hike before you start the return journey back home. You will go through several events detailing your experience in the wilderness, some rarer than others.

Some examples:

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The “systemic” events of the activity—the start, mid-activity, and end events—don’t have options, but any randomized events in between those will. You will meet people, see sights, or experience nature's good and bad sides.

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Monument Expeditions​

The Monument Expedition is the only one of the three that lets you travel outside your borders, which felt fitting considering the lifestyle trees and how they have been set up. You can go to any barony in the world with a special building, so it’s not just for any point of interest, but it will let you visit most of them.

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When you arrive at the activity's location, you can choose one skill to focus your efforts on as you explore the local sights. The alternatives will be based on the building and its type, and then throughout the activity, you will have opportunities to increase or decrease the chance of getting skill boons.

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Most events related to the activity will either increase your chance of getting extra skill boons or give you options for good court position holders.

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Finally, at the end of your journey, you will gain a slight skill improvement, with the possibility of a second one based on how things turned out.

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Inspections​

Now then, to the final activity, Inspection. Similar to the hikes, this can only be done within your borders, giving you a few options based on where it is and what you want to do. One thing to note is that numbers might be higher than they should be in the following pictures (success chance and gold gain).

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As you arrive, you will have three options to choose from (the first one is only available in border counties). They are:
  • Claims/Vassalization Acceptance
  • Taxes/County Control/Development
  • Levies/Opinion/Popular Opinion

We made all the information easily accessible in the event, so you do not have to comb through menus to find it. In the picture, you can see that you have 325 levies from the county, 1.64 in taxes, 9 development, 10 popular opinion, and the local ruler has an opinion of 100 of you.

The option chosen will affect the rest of the inspection and how things will turn out, and this will be the goal of the inspection. Based on your options here, many events in the rest of their activity might act slightly differently. For example, an option that would increase the chances of success for someone aiming to increase Levies/Opinion/Popular Opinion might decrease the chance of success for someone aiming to increase Taxes/Control/Development.

Halfway through the activity, you will get a second option to specialize:

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Here, you get to choose even further. In this case, we decided on Taxes/County Control (which is invisible due to already being at a 100)/Development as our first option, and here, we get to choose between Taxes and Development to hyper-focus on. This lets us decide which will have the strongest effect in the case of a successful Inspection.

Throughout the inspection, you will encounter a fair number of events that give you opportunities to affect the county in some way. Most of these will have opportunities to increase or decrease the chance of success, which is at the heart of the activity.

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And if things work out, you will get the rewards you sought.

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Conclusion​

And that’s all for this time. Hopefully, you all enjoyed this glance at the new lifestyle and new activities. With winter soon upon us up here in the north, I figured I’d give you one last art piece to look at before I jump out. Look at it and freeze, like I do.

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Oh, and remember to leave any questions you might have about the DLC below, and I’ll happily answer them.
 

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Learn language Phase Length just 20 days faster with a perk? Just 20? On a scheme, which has 1 720 days long phase? Are you sure?

There's a similiar problem with one of the starting august tree perks too, just 20 days off sway, which is beyond minuscule
 
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With all the extra stress relieving perks have you thought about making stress more punishing? The Wayfarer tree feels a little overkill on stress especially since the first level isn't bad and can be pretty gamey for those using it to avoid partitioning. I modded the first stress level to add a health penalty and then slightly increased the health penalty for the upper levels as an example. It makes it way more vital to remove stress.
 
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Can you add more cultural traditions/religious tenets/dynasty legacies for this kind of playstyle? Even minor flavor would be very cool :D

(Yes, i just VERY loving any possibility to create more and more unique game-runs)
 
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Can you add more cultural traditions/religious tenets/dynasty legacies for this kind of playstyle? Even minor flavor would be very cool :D

(Yes, i just VERY loving any possibility to create more and more unique game-runs)
I hope nomad government gets special interactions with the traveling system (traits, perks, modifiers and events) when it rolls around.
 
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I hope nomad government gets special interactions with the traveling system (traits, perks, modifiers and events) when it rolls around.
Yes, sometimes it feels like game is very deep and cool, but always the same, i want to have different runs (for ex. build culture and religion so i should run a lot of hunts to have cool stuff) but a lot of tenets/traditions are very minor and don't add anything gamechanging in difference to "by the sword" and that kind of stuff
 
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I see that the new travel options don't have events, but do they provide triggers for people who want to add events to them? I'm specifically talking about the Tutoring travel option, but the others would be nice to have easy triggers as well.

I know that Admin not having Tours is not intentional, but I saw a mod recently that activated them which reported a lot of crashes. Is there an issue with getting them to work that has delayed the feature being released for admin?

Can we please get a way to spread legends as Adventurers? An event in inns, a travel option that is boosted by camp musicians and poets, etc?

With the Inspections, was there ever talk about connecting it with Legends of the Dead and responding to plagues? A plague breaking out in a holding is a great time for a leader to go and see what the current condition of things is, and to possibly reinforce local efforts. I am concerned, because we got the depth in RtP that was lacking in LoftD and it seems like very little effort is being made to make those features at all meaningful to new content. That seems a shame, since with minimal effort over patches and DLCs you can eventually provide content to make that DLC more worth it.

Is there any desire (I won't ask for plans) to revisit the available options in camps and estates?
  • For camps there are some slot buildings that get more slots than there are available upgrades. Will more options be added so that each type of camp purpose is able to fill out their buildings?
  • For estates, I was surprised that there wasn't more overlap with any other DLC in terms of bonuses. We have buildings that grant bonuses and discounts to feasts, so I was surprised there wasn't any options that granted bonuses to Grand Weddings, Tournaments, Tours, etc. Additionally, the granary option for the estate warehouse would be a great place to put a decision to distribute aid during a famine. I know some other paradox games are getting famines, so just something to think about...


Since this is the last DLC of year, how are you looking at the lessons from your releases in this chapter? What do you think you've hit the mark on, and what do you feel you missed an opportunity? What things surprised you? What lessons are being taken into next year, and what things are you putting behind you?

Overall it's been a great year to be a CK3 fan. Thanks!
 
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I like how these trees encourage you to actively interact with your realm like a real medieval lord would have to, as opposed to just sitting in your capital passively accumulating resources.
Also, as I've already said elsewhere, this seems like a nice passive buff to tall play and a subtle way to discourage having a realm so massive that you can't effectively oversee it.
That said, I do have the usual concerns about this making the already existing issue of out-of-control buff stacking and snowballing even worse, as well as concerns about being bombarded with the same handful of random events over and over again.
 
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Basically what it does is that it lets you bring an underage heir with you when visiting your own domain baronies to see how you deal with your subjects in person to have a chance to increase their stats (this will show up as a permanent stacking modifier on the character, so you will be able to see where those boosts came from even when they are later adult). There is also a maximum cap of how much they can learn this way and they can only learn once in the same barony.
an heir? So I can't bring all 7 of my underage heirs on a field trip?
 
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One point of confusion - the new tree does not seem interesting enough in terms of lore for the ruler (I can understand that he studies diplomatic sciences and tricks, but being such a high-ranking ruler, all sorts of campaigns and travels can be at most at the level of a hobby, and not a life's work)

It seems to me that for such NON-RULER branches, something in the form of a passive small accumulation of experience from travels and events is needed.

If we talk about realism - I really pay a lot of attention to my profession, but the events and path of my life force me to study and gain experience not only in the area of my work - I am forced to gain experience and draw conclusions about other areas of my life that happen to me.

As for travel ...
Example. I am a specialist who is forced to be based in the city (and I gain experience and grades in my profession) - sometimes I go hiking as part of my hobby, sometimes I walk and notice the beautiful buildings of my city and notice new stores and good restaurants. But these walks do not become my life's work, I get this knowledge about my city and the experience of hiking slowly, without crazy persistence.

It seems to me that the skill tree about travel is exactly what I just said. These are just secondary skills and knowledge that you get in the background of your life and work
 
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Would you look at that. Nothing but green positive modifiers with no drawbacks to counterbalance them.
Why am I not surprised?

The counterbalance is the opportunity cost to achieve these green positive modifiers, which requires you to forego gaining the green positive modifiers available from other Lifestyle trees. Adjustments to the challenge level of the game need to be done in a way that affects existing content, not just new content. If the Wandering tree isn't in line, power-wise, with the other Lifestyle trees, very few players will use it and the value of the DLC will be diminished in their eyes..

Also, raising the general challenge level is not something that's going to be offered in a DLC, unless its a DLC specifically aimed at hardcore fans and marketed specifically as raising the difficulty level. Casual gamers aren't going to be impressed if, in order to get new events and a new Lifestyle, they have to also accept an increased difficulty level. They're two different things that appeal to two different parts of the customer base.
 
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This looks like a really nice set of Lifestyles and Activities. I especially like the Inspector Lifestyle, because every time I read an early medieval history book I want my character to get out on the road like the rulers of those days.

Another way of making the game even easier than it was before. Nice.
I share the general consensus that the game is too easy and there are too many buffs, especially to Stress avoidance. I think some of the Perks here are too generous, e.g. the 15% off Mercenary Costs is a big giveaway.

However, I think that the way WN has been implemented mitigates that charge somewhat, because if you are living these Lifestyles you are necessarily not living the other ones, so the buffs are "either/or" not "both/and". Admittedly, there is a caveat to the caveat: the fact that you get Lifestyle Experience bonuses from both your Education traits and the Traveler trait is just a straight buff to every ruler in the game with WN enabled. But in principle I think the approach taken here is better than in most of the previous DLC. It's an alternative, not an addition.

And it also avoided adding yet another Resource (haters might say mana) that is tied to only one DLC. It ties into existing Resources like Fame and Provisions, which is a much better approach. I am just surprised it doesn't make more use of Legitimacy too.

There's an argument that if some people are saying you're making the game too easy and some people are saying...
These perks seem weak.
... then maybe you've got the balance right?!
and are always available too.
Only if you have T&T. Admittedly everyone should buy T&T, since it's clearly the best of the DLC, but it's hard when the other GSGs keep coming out with good content too....
I see that the new travel options don't have events, but do they provide triggers for people who want to add events to them? I'm specifically talking about the Tutoring travel option, but the others would be nice to have easy triggers as well.
Yes, these seem like something that the VIET and other events mods might well want to plug into.
  • For estates, I was surprised that there wasn't more overlap with any other DLC in terms of bonuses. We have buildings that grant bonuses and discounts to feasts, so I was surprised there wasn't any options that granted bonuses to Grand Weddings, Tournaments, Tours, etc.
Again, I suspect the issue here is that those are locked behind T&T. You'd have to balance the bonuses for players with all combinations of DLC, though IMHO the devs could and should try to balance across major DLC, since the multi-DLC model has been immensely profitable for the company.
 
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One point of confusion - the new tree does not seem interesting enough in terms of lore for the ruler (I can understand that he studies diplomatic sciences and tricks, but being such a high-ranking ruler, all sorts of campaigns and travels can be at most at the level of a hobby, and not a life's work)

It seems to me that for such NON-RULER branches, something in the form of a passive small accumulation of experience from travels and events is needed.

If we talk about realism - I really pay a lot of attention to my profession, but the events and path of my life force me to study and gain experience not only in the area of my work - I am forced to gain experience and draw conclusions about other areas of my life that happen to me.

As for travel ...
Example. I am a specialist who is forced to be based in the city (and I gain experience and grades in my profession) - sometimes I go hiking as part of my hobby, sometimes I walk and notice the beautiful buildings of my city and notice new stores and good restaurants. But these walks do not become my life's work, I get this knowledge about my city and the experience of hiking slowly, without crazy persistence.

It seems to me that the skill tree about travel is exactly what I just said. These are just secondary skills and knowledge that you get in the background of your life and work
Travel was absolutely central to the life of medieval rulers. Especially in the earlier periods, many of them didn't have permanent capital cities/towns in the way that we do today, but continually moved about between different estates. In addition, personal presence was a very powerful tool in an era where you swore oaths and owed loyalty to individual people, not abstractions like a constitution or the nation. The Inspector Lifestyle is (together with the Grand Tour) one of the few ways the game represents that and so in principle this DLC makes the game much more realistic, not less.

I agree that the Hike specifically is basically a hobby activity and doesn't fit so well. I'm honestly not sure that "going for a long walk" would really make sense to a medieval person as a leisure activity; either you were a peasant who walked everywhere or you thanked God that He had given you a horse/camel/chair-bearer to do the walking for you. IIRC hiking as a leisure activity is an invention of the Romantic movement and hiking in today's sense only really makes sense if you have well-maintained paths (this Smithsonian article called The Invention of Hiking is largely a paean to the pioneers who literally paved the way for the hobby). But Snow Crystal has described how this feature was a very personal contribution rooted in his family history, and many medievals would certainly get behind honouring your ancestors in your artwork, so I will I always think of him when I see this Activity.
 
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My worry is that farming perks is slowly becoming (even more) of a meta choice here. Looking at you, Voyager tree. Every character in the game can fairly swiftly get the full 50% monthly boost, and in the meanwhile you get: a rare Diplo Range increase, a surprisingly efficient passive Stress reliever (50 every ten points of interest, boostable, in a game where each patch adds more PoI), one admittedly terribad perk (which is solid if you're landless), a Merc reduction (which people seem wary of, so not bad), the best activity of the three (one stat point every third year, plus the events in the meanwhile), another terribad perk, but then you get a literal free exp perk, and the end trait is solid and gives you faster travel to grab even more exp.

There's one thing that really perked up my interest, though:
We often noticed that many players ensured that they only traveled relatively safely, so the Seasoned Trait Track had little time to shine. As a ruler who was actively trying to make sure their realm was safe and well taken care of, it felt natural that you would be able to increase this trait track even if you didn’t directly experience the danger, simply because you were so directly working against it.
This is very interesting because to me, danger almost never is a factor. There is but one genuinely nasty danger event (the one at sea where a bunch of people can drown), the camp fire is at times slightly dangerous, everything else is rote (trample the impromptu duelist, impress or defeat the bandits depending on your stats, do not attempt the risky landslide recovery, nature will provide for us, physician take care of the ill person, run away from the mob - at absolutely zero negatives or risks - if known witch, rescue the runaway person if it's relevant to you). Contracting a local plague because it appeared after travel start has presented more of a threat overall.
I think that relabeling them as 'Adversities' or even 'Complications' would be a better fit, given the overall design goal - still conveys the 'it would be better if you didn't' theme, but without alerting them to a threat that does not really exist.
 
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So if we are getting a whole new Travel Lifestyle and new Travel Activities, Travel Events,.... Can we at least fill in the gap for those Interactions/Actions/Events where the game still uses instant teleportation? Prisoners, Spouse, Councillor Jobs, Commanders, Probably others? You can make them immune to harm events but if you really went all in with the Travel then i don't understand why not just make it for all things that involve travel.
 
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Very interesting content. As usual, needs a serious rebalance effort, though...
 
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