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Dev Diary #161 - 2024 in Review

Note: You can watch today's dev diary here!

Greetings!

2024 is coming to a close, and with it the conclusion of Chapter III and everything we’ve done this year - we’ve hit some big-ticket milestones, including one I’ve been dreaming of since I started working on Crusader Kings way back in 2015! In fact, back in 2017-2018, when we were planning the features for the CK2 expansion Holy Fury, I had a design for a rudimentary ‘Adventurer’ mechanic that we ultimately decided not to go with because ‘it’d fit CK3 much better’! Interestingly enough, some elements of that design survived to this day, such as the concept of officers, mercenary work, and contracts on the map.

Some of the heavy-hitting features we’ve managed to tackle this year include having the Black Death (and other plagues) ravage the world, a bespoke and truly unique Administrative government for Byzantium, and, of course, the aforementioned Adventurers roaming the map in search of fame and glory. For Chapter III we’ve focused a lot on making the map more interesting; with disease and legends spreading bloody tendrils and beams of light over the world, estates and camps representing the seat of power of powerful families or ambitious travelers, contracts and issues denoting local opportunities and disruptions, and more reasons than ever to travel with new activities ranging from chariot races to local inspections. This focus on tying features to the map is something that we’ll definitely be bringing with us in the future!

We’ve also changed and improved how we gather and work with feedback from you in the community, making sure that we’re working on the right things in the right way going forward. We moved from small and aspirational Dev Diaries (LotD) to chunky and very ‘matter-of-fact’ and ‘this-is-what-the-feature-is’ diaries (RtP, WN) over the course of the year - this allowed us to collect as much useful feedback as we could from your discussions during a time where there was still time to make changes.

But the most important thing we’ve done this year is to lay the foundation for the future, as we’re not slowing down any time soon! We’re already working on what's to come next year, and while we won’t go into what it is yet, it’s going to be big.


Chapter III

Let's take a look at Chapter III, what it was, and which learnings we’re taking with us!

Legends of the Dead

Legends of the Dead and the accompanying update introduced a new system for spreading things on the map - deadly plagues that ravage development and family trees alike, and glorious legends to bolster your legitimacy and make sure your name is known across the world. We knew that you in the community had been asking for plagues for a long time, therefore we wanted to introduce them sooner rather than later - and it’d also introduce some very CK-appropriate challenge, as the perfect heir suddenly dying from an illness and leaving everything to the less talented younger brother makes for a good story. At large, we’ve hit the goal of making plagues feel immersive and dynamic, with names taken from the state of the map (Kaiser Heinrich’s Plague, French Boils, etc.) and varying levels of intensity - of course, it took a while to get the balancing right, but we now feel like they’re in a good spot (and of course, we’re always open for further feedback on this).

From the start, we knew that we wanted the plague feature to be free. We generally avoid having such features as part of feature sets of expansions to avoid a general feeling of pay-to-lose. That’s why we sat down and thought about what else could spread across the map. That's where we came up with legends—stories about an individual embellished throughout the ages, ultimately ending up as founding myths or even folklore.

During this development cycle, we had really inefficient communication. Dev Diaries presented the features in a much too embellished and flowery way, making them appear as something they weren’t. This meant that the feedback we got wasn’t really for the features that we were making, which made it difficult to apply. Most of the significant changes to the system came after the release, as the stage of development we were in during the Dev Diary phase didn’t allow for major pivots at the time.

Now, we know that Legends as a system is a divisive one, with most of you wanting to see changes to it for the legends to feel truly legendary. Without promising too much, the team who worked on the Legends feature has been gathering feedback and has proposed some improvements to enhance the immersion and player agency of the system. We’re currently looking into when we would be able to commit to doing it. For those of you who don’t already know, we develop several expansions in parallel, which means that our timelines are somewhat strict. So finding the right time to add something can take time, especially if that something needs to be done by very specific people (in this case, members of the LotD team). That said, the improvements will surely happen sometime next year!

Roads to Power

Contrary to LotD, our communication strategy for Roads to Power was to have the Dev Diaries earlier (allowing for harder pivots, if needed) and as I mentioned earlier make them more matter-of-fact, leaving no room for misunderstandings. This paid off in a major way - we were able to gauge what you thought about the features well ahead of them being fully finished, and were able to integrate a LOT of feedback immediately. Of course, you have to strike a fine balance as showing something too early also carries risk - you might get reactions such as ‘is this it?’ which in the worst case can deflate someone's excitement - you have to show things not too early, and not too late. This is the undoubted strategy we’ll be working with going forward!

Now, this expansion is by far the most well-received one we’ve made so far, and it can be explained in a simple way; we chose features that you had been asking for for a long time, going back way before CKIII was even released! We also chose complimentary features, so no matter who you are or what your preferred playstyle is, there was something for you - whether you enjoy creating stories of adventure on the open road or want to partake in the complex bureaucracy of Byzantium!

For the first time in the CK series we’re able to represent the administration of Byzantium, a landmark realm in any of our start dates, and the Middle Ages in general. The constant intrigue, political machinations, and jockeying for prestigious positions differentiate the Administrative government from all others in a way that hadn’t been explored until now. While we’ve done attempts to represent this form of governance in previous iterations of the game, they’ve come nowhere close to what we’ve achieved with RtP - and it feels great to finally be able to represent such an important and pivotal realm in an appropriate way. After all, the fall of Constantinople is the symbolic end of the Middle Ages, and Constantinople is the beating heart of the Empire itself…

Another first is having Adventurers roam the map in search of fame, gold, or revenge! Synergizing fantastically with the Travel system introduced last year, these characters, unburdened by land-holding, are free to go where they please, presuming they have the resources to do so… Whether you’re playing a displaced noble, a historical adventurer like El Cid, or an adventurer of your own making, you are sure to make a name for yourself in one way or another, be it by conquest, mercenary work, or kingmaking! One of my favorite aspects of this feature is that you can now create your own ruler-designed character without having to displace a real-life historical character, something that never sat right with me personally.

The advent of landless play, as an adventurer or noble family, opened up the game like never before - we were able to get rid of the most traditional of game-overs, losing your last title, and replace it with stories of vengeance and comeback. We were able to truly represent the governance of a state as complex as Byzantium, where most of the power didn’t come from enforcing a hereditary succession of land, but from political influence held by powerful families located in the Jewel of Cities herself. Not to say that this opens limitless possibilities for the future.

Wandering Nobles

Wandering Nobles also synergised heavily with the Travel system, giving (primarily) landed rulers many new reasons to leave their capitals and set out on the road! This is the first time we’ve released a new Lifestyle, but it’ll hopefully not be the last. It’s also a highly interactive Lifestyle, with each tree unlocking a new Activity for you to undertake - be it active de-stressing via Hikes, bolstering your Domain with Inspections, or increasing your skills by Exploring distant monuments.

An interesting tidbit from the development of this one is that, because of our parallel development setup that I mentioned earlier, we realised mid-development as the RtP Adventurer feature started taking form that we also wanted the Lifestyle to work for Adventurers, despite originally planning it only for landed rulers. This resulted in using the system for dynamically switching out Perk bonuses from RtP to make sure that we had interesting tie-ins that affected adventurer-specific mechanics also.

This had some fun emergent effects, the Monument Expeditions primary ‘gating mechanic’ is the fact that monuments become more and more distant (and thus you might not want to leave your realm for literally 10 years just go gain a skill point), but for adventurers it enabled a true ‘tourist’ playstyle, as they wander the world all the time anyway!

A learning from WN is that it’s generally better to focus on something visible and more instantly available rather than just collections of events - it’s both easier to see what you get, and enables new styles of play. It's very likely that future Event Packs will follow a similar setup.

Concluding and Retiring Chapter III

With the end of the year also comes the end of Chapter III, after which the contents will be folded into the collection bundle, and of course, the individual expansions will still be available standalone. If you still want to buy the chapter with its current discount, you should consider doing so soon!

The last date for purchasing Chapter III is January 9th!

But that’s not all, we’re also increasing the discount on the Collection Bundle from 10% to 20% on December 19th!



Content Creator Packs

This year, we’ve started a new program where we collaborate with modders to release Content Creator Packs, and for this year, we’ve had the opportunity to work with El Tyranos, the lead for the excellent Community Flavor Pack, in releasing two of them! Both North Africa and the Western Slavs have new looks and attires, both well-researched and beautiful. The latter we even decided to pair with a brand new Polish localization of the game (and a big thank you to you in the community for helping us find & fix issues with it, it’s never easy to localize into a new language!).

From our perspective these collaborations have gone fantastically, we get to work with talented modders - acknowledging their skills and the value they bring to the community, and the game gets more variety of content. It’s a win-win.

We will continue to collaborate with our excellent modding community to create even more content for the game, and we have some modders that we’re excited to be working with lined up for 2025 already! While we’re currently focusing on graphical assets, we are looking into if we could expand the scope to include other things in the future, too.

Legends of CKIII

One of the initiatives we launched during 2024 was the Legends of CKIII, where we highlighted a collection of characters both outside and inside of the game, making the game more approachable for new players while at the same time giving something new and interesting to existing players! We even found time to make some bespoke content for most of the characters, such as events pertaining to the marital dilemma that Matilda of Tuscany was in at the start of the game, or Vratislav of Bohemia’s conflict with his brother Jaromir.

We actually have a couple of new highlighted characters launching alongside this Dev Diary, though they will only be highlighted outside the game for now! It’s possible that we’ll make some bespoke content for the ones that don’t have any in the future, though…

See the characters HERE!

We're also giving away a ton of stuff left over from this year. Signed Displates, extra physical copies of the Many Roads to Power comic, and the Legends of CKIII mousepads. If you take the quiz here you have a chance to get one of these!



Coming in 2025

We’re currently hard at work on Chapter IV, and have been for quite some time. While it’s too early to give any specifics on the content, it’s safe to say that it’s likely going to be our biggest year yet! While the themes are already decided, we’re of course still interested in what you’d like to see in the game as anything you mention now can be accounted for in our future plans.

All of the expansions and features we’ve made in 2024 will allow us to do so much more going forward into 2025 and beyond. Our current philosophy is that we want to create expansions that build upon and synergise with what we’ve created previously, we want to have a logical progression of features that both make sense from a development standpoint, and match with what you are asking for!

We've seen a lot of discussions about merchants lately, now, we won't be implementing them next year, but we hear you - we have some things that we want to do first, things that will make the merchant experience stronger when it eventually comes out. In the most likely scenario a mercantile expansion will be planned for the following chapter, and this is because we're seeing the many engaging posts and conversations that you are having about this topic - as I mentioned earlier we're working in a parallel development setup which requires us to decide expansion themes very, very early. What will be in Chapter IV are all things that have been requested in the past! So keep discussing what you want to see for the future, it will help us form the content of upcoming chapters.

image-01.png

[Image - Automated Warfare feature coming next year, WIP screenshot]

Next year, we will also aim to have a free update sometime in the first quarter of the year (probably towards the end), which we’re stuffing with improvements, fixes, and quality-of-life features. We are, for example, looking into improving the Warfare AI in multiple ways (work on this is ongoing: we’ll see what the extent of the changes will be, so far they’re promising)! We’re also looking into improving interfaces like the Court Positions, and bringing over and improving the automated warfare feature that the console version of the game has - among many other things.

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[Image - Court Position overhaul - More compact, immersive, and useful with all positions having Tasks. Numbers are WIP and from a massive late-game empire so keep that in mind]



Outro

This year has been a fantastic one, and we couldn’t have done it without you in the community. We’ve released landmark features such as Plagues, the Administrative government, and Landless Adventurers - and we’re paving the way for a future that is unbelievably exciting! Truly, I see CKIII as a game with endless potential, and next year and the years beyond will see it grow to new heights, that I say with utmost confidence.

Once again I’ll invite you all to share your thoughts about the year and what you hope 2025 and beyond brings to the game. And do not worry, for even if what you wish for isn’t what we’re doing next, it might just be what we’re working on after that - you expressing your desires is what makes us able to plan for the future!

Now that’s it for this year! We’ll see you again in 2025 where we’ll be talking more about what the free update will bring. Until then, have a wonderful winter, fantastic holidays, and a very God Jul!
 
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I hope to see some interesting mobile Army mechanics similair to adventurers as a basis for Nomads, alongside that i'd love a War overhaul allowing us to occupy lands and then grab them as ours if we still occupy them as an option. alongside all that having the relevant unit represented in armies is also an interesting idea, similair to how horses and elephants are represented in eu4, we could see armies as blocks instead of singular dudes and they could face off in actuall battle like thigns

yes ik theres a mod for it but it feels samey with every army looking the same except in the armor the units wear, even the battles are singular animations and dont really do much to satiate my love for battles with battle lines
 
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Legends of the Dead
[...]
During this development cycle, we had really inefficient communication

To put it lightly.

Roads to Power
[...]
Of course, you have to strike a fine balance as showing something too early also carries risk - you might get reactions such as ‘is this it?’ which in the worst case can deflate someone's excitement - you have to show things not too early, and not too late.
I mean, I would definitely take the "deflating 'is that it?' and not buying" over "get hyped, buy and become disappointed", but I guess the entire company disagree here ;P.

Next year, we will also aim to have a free update sometime in the first quarter of the year (probably towards the end), which we’re stuffing with improvements, fixes, and quality-of-life features

Does that mean that we will not be getting any Dev Diaries till February? Maybe at least a tease from time to time?

Anyway speaking about updated interface for Court Position - any possibility to introduce upkeep for Council? Maybe an Upkeep related to the Aptitude of councillor - so poor stewards will get less gold per month, compared to amazing ones?

EDIT: Also any hope for rebalancing of the Stats and further balance of Lifestyles?
 
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I'm happy to see Legend of the dead is not abandonned and will have some improvement. I bought chapter 3 before LotD but will maybe not buy chapter 4 because of this dlc. (It was almost the DLC I was the most hyped but it was just disappointing)
 
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That's a good puzzler - what's something that would help merchant gameplay, but isn't merchant gameplay?

Are republics a good guess? They could build off of the admin government, and don't necessarily have to be released alongside merchants. Another option could be trade routes/goods and the Silk Road, but I honestly can't see those features coming out but not at the same time as merchant gameplay. Perhaps nomads, since they'd make the regions merchants often travel through more fleshed out? I suppose there's naval combat/mechanics too, but I'd bet against that one.
 
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To be honest, I love CKIII and the features this year were amazing. But somehow, I felt disappointed. For me, every great idea felt lacklustre in some way. I don’t have the feeling of being able to control and tell an interesting story with those tools. I would love it if the features were deeper, more impactful, and more personal—branching and controlled by the characters. I want events and stories to feel less repetitive and disconnected from the characters themselves. More dramatic, more impactful and complex events and stories would be amazing.

Also one thing I noticed that the events early tell a multichapter story.

I would prefer less deeper and more meaningful content. For example, fewer buildings that are super expensive, but each one acts as a complete game-changer, so each one matters.

I would also like to see more specialised dynasties with distinct traits and unique ways of playing the game. Additionally, the actions and experiences my character undertakes should have a bigger impact on their skills and traits.

Take accolades, for instance; they are a feature I rarely use because their impact is minimal and impersonal.
I also feel that most features from past DLCs, including this year’s, could benefit from an overhaul by the Custodian team.


Still, I’m excited for what’s coming!
 
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Plagues, landless play, and conquerors were all excellent additions for increased difficulty this year, thank you for that devs! My personal wishlist next year is more AI improvements and difficulty options, I hope others agree the game still feels a bit too easy. Please consider adding more difficulty settings and AI bonuses like conqueror!
 
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So in a mercantile DLC, I hope there could be:
  • Luxuries. Even if goods are not shown in game, I still hope at least, some special ones should be in game. They could be china, silk, ivory, amber, gemstone and some spices.
  • Minorities. To represent the various foreign merchants and the foreign clergies following them, a minority system is quite needed.
  • Piracy.
  • Slavery.
  • Italy flavor pack. Could be alongside a merchant republic expansion. After all half of Italy are republics in 1187.
And some other content I personally want:
  • A real ermine cloak. No one wears it even after I've researched it. Makes me feel silly. And I doubt if everyone around the world would invent ermine cloak or heraldry.
  • Offmap Kilwa and Greenland. Anyway, they were there, and we need to interact with them, through trade of course.
  • Horse content. Horses are quite important companions of generals. We have horse models and horse events, why can't we just combine them?
 
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I always felt that church life was very underdeveloped in CK II/III. Yes, there are many religions and rites and so on, but... I mean..the inner life of Christian religion. E.g. Pope, you do not really know he exists if you do not need the claim from him or if there is no upcoming crusade. You do not even know if he has died. It would be nice to have more events with him (also patriarchs). The church played a really important role in the states. I think there would be not only one church chaplain, but a church organisation/structure in your country (at least from kingdom level), consisting of different bishops/clerics like abbots, from which you would choose your court chaplain. So you would not be stuck with a randomly chosen foreign cleric in your kingdom! Or there would be rules by which you would choose chaplain from that organisation/structure or that it should be primate of country: patriarch/certain bishop like it was in Kingdom of Hungary. The structure of the Church in the country would be changeable and developable, so e.g. Christianisation would be a very interesting process. It would be interesting to be able to pick the seats of dioceses (something like the seats of parliaments in EU4, where investiture would also be complemented). There would be synods and councils: universal and local, which would create laws and give bonuses or bad effects. There would be monasteries and interaction with them. These clerics should also have some power to legitimise rule and support factions.

The university mechanic can also be deepened (+ it seems a bit unlogical that I, as a ruler, have to pay thousands of coins for my children to study at my university!)


After chapter III I think the game is a bit unbalanced. Byzantium and the Catholics tend to expand a lot and are usually only stopped by the Mongols.
 
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Thank you so much for enabling automatic armies in the upcoming year. It is a quality of life feature I'd like to see added since I've seen it in Imperator Rome.
 
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If I had to bet: Chapter IV will be about religion, with
  • one core expansion on the papacy, investiture, conflict between HRE and Pope
  • one major expansion for christianity/heresies and crusades
  • one religious event pack
This will then set up Chapter V for being about the economy, trade, and merchants.

But in terms about what I'd want for next year. The primary thing would be ways to make it more challenging and immersive, and make the AI characters feel more motivated and alive. This includes a Realist difficult level with obfuscation, less easily manipulated vassals, more logical alliances, realistic problems for owning lands for away from you, vassals that feel like they are looking for any opportunity to grow their power.
 
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I mean, I would definitely take the "deflating 'is that it?' and not buying" over "get hyped, buy and become disappointed", but I guess the entire company disagree here ;P.
We do agree; that's why we changed our approach for Roads to Power.

From an idealistic perspective, one of Paradox's strengths has always been transparency during the development cycle. Knowing exactly what you're going to get from a DLC makes it easier to decide, as a player, whether or not you're interested in the content.

From a cynical perspective, it works better for my sentiment KPIs if players who don't like a DLC don't buy it at all rather than buying it and leaving negative reviews/angry comments everywhere.
 
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One of the changes I’d like CK3 to see is increased difficulty in growing your realm and keeping it for both the player and AI. I dislike when how starting in 867 guarantees that by the endgame the karlings dominate the earth, or how in any start date everyone is extremely rich 150 years in, or how end game empires are sprawling intercontinental messes. The establishment of empires should be rare, landmark events in history. My point is that player and ai dynasties have a far too easy go of it as the game progresses, and the game can feel too easy even in the early game. I would also like to see having all members of your dynasty die be a far more common game over. Plagues helped some of this, but I feel that an update that has some feature that makes expansion harder and more of an achievement, and more things hampering your economy and its growth would be best for game balance going forward. Sorry for the ramble, I have just been pondering on this topic for a while.
 
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I would love a possibility to make some court positions and maybe even council positions hereditary. A tendency to make offices hereditary is well observed throughout history in conservative societies and for me it would be a nice way to decrease micromanagement.

An examples which first comes to mind are Carolings who became a hereditary Maior Domus at Merovingian court before overthrowing them or that one family in France which held a position of executioners. Possibility of making regent hereditary or at least an option for powerful regent to nominate his successor would also add to roleplay.
 
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First of all: The changes of this year were awesome. Next year I would like to see changes to feudal realms and especially Western Europe since I mostly play there.
 
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I would love to see expansions to internal and external politics and the army system.

For external policics, I think that having a treaty sysyem would be amazing, or more dynamic events that include neighboring nations. The treaties could be created in peace or as a result of war.

For internal politics, an expanded law system is my dream with noble factions having the option of being peaceful but insistant to outright rebellious, rules that allow the democritization of realm decisions in multiple ways, and noble groupings being more influential with them forming groups based on shared interests and mutual opinion, and each with a leader. These noble groups would create/support the new noble factions. Poweful nobles would instead be the group leaders and independent vassals that have the most power/support.

Inspiration for the new law and treaty systems could be drawn from the Stellaris union and vassal systems.

My hope for war is a sytem that improves acclaimed knight management (making it less tedious), and ways that change how armies act on the msp rather than simple, but important, changes in composition. One example is allowing skirmishing or hit-and-run armies that can disengage in the skirmish phase. Another is having different troops do different amounts of damage based on the current phase. The length of the skirmish phase would be determined by the generals and whether each army is benefitted or harmed by the skirmish phase. A quality of life improvement wouls be improving the ease of seeing enemy troop composition, specifically when multiple are stacked.
 
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