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Dev Diary #163 - Medieval Monuments & Arctic Attire

Hello everyone! We have an unusual dev diary today, in that it’s two dev diaries in one! PiGu, developer of Medieval Monuments, and Aj, developer of Arctic Attire both will give us a brief overview of the content they’re bringing to Crusader Kings III as well as the work that went into creating it.

Let’s dive right into it with Medieval Monuments.



Medieval Monuments

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Hello everyone!

I’m Pietro “PiGu” Cavalli, creator of the Medieval Arts mod, and today I have been granted the privilege to welcome you to this developer diary introducing the new Crusader Kings III Content Creator Pack: Medieval Monuments!

I’ve been playing Paradox games for years, but Medieval Arts was my first modding experience.
Developed in 2021 to represent the artistic and architectural achievements of the Middle Ages, it has grown and changed many times but it has always kept to its original mission. I have grown with it, learning several skills from scratch with help from the modding community, and falling particularly in love with 3D modeling, which has now become the core of the mod. Today Medieval Arts is an expanding collection of dozens of new monuments, all with their own unique art and flavor, backed by a wonderful and supportive community.

The Content Creator Pack

Before delving into details, I would like to take a moment to explain the vision behind Content Creator Packs. They are meant as a nice way to support modders financially and enhance their skills, while at the same time providing the game with a product of higher quality than a modder would realistically be able to produce on their own free time, that is able to blend seamlessly into the game, and that is maintained in the future directly by Paradox.

I was first approached this summer to pitch ideas and discuss the different shapes that an “architectural” cosmetic pack might take. While initially proposing a more regional focus, we ended up opting for a broader geographical scope, encompassing the whole map. I then spent a few weeks researching and thinning out options until reaching the final version of Medieval Monuments.
To be clear about expectations then, this Content Creator Pack includes 20 brand new special buildings, each with their own 3D model, art, flavorful descriptions and modifiers.

I feel so grateful to the people at Paradox Interactive for offering me this opportunity. I greatly enjoyed working with them, and I learned so much throughout the whole process. We had an honest and clear collaboration where my creative input was greatly respected, and guided when necessary to ensure a proper delivery to a community that has always been kind and supportive of my work.

I can’t wait to read what you think!

The Monuments

So, let’s have a look at some of the special buildings included in the pack! As previously mentioned there’s 20 of them, but I won’t spoil them all for you here, I’d like you to search the map and find where they are yourselves ; )

One of the most difficult steps of the creative process was deciding just which monuments to actually portray. The overall “size” of the pack had already been determined previously, so I had to pick 20 out of the entire architectural production of the Middle Ages, a task easier said than done. To help make the best choice, I decided to keep a few priorities in mind:

First of all I wanted the pack to represent the whole map, to make sure that wherever you may choose to play your next game, you’d always have at least one monument relatively close by. I’ve also tried to favor regions that are lacking unique map objects in the base game. This has granted me the opportunity to be very diverse in the styles, colors and shapes of the monuments, changing with the cultures and environments.
These range from the frigid lands of the ‘Rus, where you’ll be able to construct the Holy Wisdom of Novgorod, the oldest church in Russia proper and a magnificent example of its unique art, to the humid heat of the Bengal delta, where the great university of Somapura were piously carved.

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[The important church of the Holy Wisdom of Novgorod, one of the oldest in all of the Rus’ lands and inspired by the marvels of Constantinople, covered in winter snow]

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[Somapura has long been an important center of learning for India, attracting scholars to the fertile delta from afar]


Furthermore, another important distinction is temporal in nature. The Middle Ages lasted a thousand years, and even Crusader Kings’ more restricted time span still offers enormous variety in styles and functions and materials. Many monuments greatly changed throughout time, some were expanded, others torn down. I have tried to strike a balance between the centuries, favoring those buildings that belonged to the game’s era so that you may have a chance to build them yourself, but also adding some already constructed at the start, and whenever a monument changed form or function throughout time, I tried to represent a synthesis of its history, even if not always entirely faithful.
You’ll therefore find buildings varying greatly in period, such as the ancient Umayyad mosque of Damascus, one of the holiest sites for the Abrahamic faiths whose millenarian story has very few equals, or the more “late game” castle and royal residence of Visegrad, which holds a very special place in the history of Central Europe.

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[The Great Mosque of Damascus already has an incredibly fascinating history by CK3’s time]

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[With its strategic position yet unclaimed, constructing the fortress-palace of Visegrad is sure to give even the lowest of lords a great advantage]

In two select cases, because the architectural evolution was so profound, I chose to represent them as multiple tiers. The constructions of these buildings lasted decades, if not centuries, and you’ll be able to follow them with generations of your characters!
The complex of the Duomo of Florence begins as the modest basilica of Santa Reparata, but with proper time and investment can evolve, over four different tiers, to include the baptistery, the cathedral and finally the masterpiece of the Cupola, the famous dome that heralded the Renaissance and is still triumphant over Florence’s skyline.

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[The complex of the Duomo of Florence has gone from the small early Christian basilica of Santa Reparata to the colossal cathedral we see today, topped by a dome that has become symbol of the Renaissance]

Similarly, on the opposite side of the Alps, the lords and monks of Cluny will be able to expand their already considerable power base into the largest of the medieval churches, which unfortunately did not survive to our day.

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[The monastery of Cluny was a powerful instrument in the reform of the Church, and the construction of its new Romanesque abbey was a testament to their great wealth and prestige]

Finally, I also wanted the monuments to vary in their function and aspect. The study of medieval architecture, especially in the West, has long been focused on cathedrals due to their scale and disproportionate rate of survival, but the world of Crusader Kings III had far more and many great works.
For example, in Tunisia you will be able to see the basins of Kairouan, a monumental complex to guarantee water to the city no matter the climate, and in Barcelona you will be able to construct the Drassanes, industrial-scale shipyards that allowed the city’s rulers to expand their influence all over the Mediterranean.

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[The basins of Kairouan are an impressive feat of engineering that provided fresh water to the growing city]

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[The shipyards of Drassanes were fortified to keep out intruders and protect the secrets that allowed the kings of Barcelona to rule the Western Mediterranean]

Research and Realism


To conclude I would like to spend a few words on creative freedom and historical accuracy. Although of course no comprehensive academic survey of all these diverse monuments exists, I took the time to research each of them individually to the best of my abilities to follow the standards upheld by Paradox and the developers of Crusader Kings and guarantee proper realism in all the models included in the pack.
Sometimes I was lucky. When designing the Great Kyz Kala, an ancient fortified palatial complex in the oasis of Merv, Central Asia, I was able to draw from ancient representations and modern reconstructions, as well as of course from the ruins we see today, which allowed me to depict it with a fair degree of accuracy.

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[The Great Kyz Kala is today an impressive ruin, but it used to be a magnificent palace blending Arab and Persian architectural traditions]

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[The ruins of ancient Merv have long been excavated and studied, yielding important information that allowed me to reproduce the Kyz Kala in-game. Furthermore, this silver gilt dish from the State Hermitage Museum, Saint Petersburg, shows a raid to a palace that likely resembled greatly the original appearance of the palace.]

Other times I was less lucky, and I had to use my own judgement to fit the monument into the game. I understand this is by no means a perfect choice, but to properly represent cultures and regions with scattered records some compromises had to be struck, and I want to assure you they were all properly thought out. Such was the case for the Jokhang temple - the holiest site in Tibet - or some of the monuments in West Africa.

Appreciations

I would like to properly thank the kind people at Paradox Interactive for trusting me with this project. It was a wonderful experience that helped me improve my work considerably, and I have learned so much from it.

Finally, I want to take the opportunity to thank you all for the amazing support you have shown me and Medieval Arts through the years, and I’m so excited to share this chapter with you!

--Pietro





Arctic Attire

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Hey hey!

I’m Aj, the 3D artist behind the Shogunate mod - and now the official Arctic Attire DLC! After months of telling my mod dev teams that “I’m busy” and that “I can’t help with compatch”, I can finally reveal what I’ve been working on (and be able to go back to work on the already compatibility patched mods completely guilt-free).

Arctic Attire takes inspiration from the previous Content Creator Packs by El Tyrannos, but instead of adding just one aesthetic, it adds two aesthetics of slightly smaller scope.

The Sámi are the indigenous people of northern Scandinavia and Kola. The Sámi garments depicted in Arctic Attire are primarily inspired by clothing of the Kautokeino region as depicted in photographs from the late 1800s, but some pieces take inspiration from other regions and are informed by research of Sámi in the middle ages.
The Khanty are an indigenous people of Western Siberia living in Khanty-Mansi Autonomous Okrug-Yugra. Their traditional clothing is the primary inspiration for the Ugro-Permian set used across west Siberia.
Both peoples traditionally live a nomadic lifestyle, herding reindeer and hunting, and have historically been involved in fur trade.

I will now give a quick tour of the CCP and what is contained inside, with some commentary here and there.

The Khanty


The main male Khanty winter garment is the Malitsa - here are variants for men including belt accessories. These take advantage of the pattern system to vary between reindeer antler, silver, and gold. There is also a version without a belt, not shown here.

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[Khanty men's clothing - commoner and nobility. Also shows dynamic lowered hood gfx when hood headgear isn't worn.]

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[Khanty men’s clothing - commoner clothing, showcasing knife and belt details, and reference images - Estonian National Museum (Wikimedia Commons), German wood-engraving from 1895, Khanty belt from the British Museum]

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[Arctic armor posed with reference image from American Museum of Natural History]

Ugro-Permian armor is inspired by various Siberian armors, but primarily by Chukchi armor, since it seems to be quite representative of Siberian armor in general, and there wasn’t a lot of good period-appropriate reference material from Western Siberia. Plus, it’s a really cool design. Fun fact - the oldest lamellar in the world was found in Siberia, and it was made of bone. The practice of making bone armor in Siberia continued for a very long time after that, and bone armor will show up on Ugro-Permian commoners. The back shield design is also very old - Scythian armor employed this design as well.

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[Armor work-in-progress images.]

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[Khanty women's clothing]

The main female Khanty winter garment is the Panitsa, or Sakh. The winter Sakh is quite elaborate and is outfitted with a lot of internal and external straps and ties to allow for a more precise fit. I chose to model winter clothing over summer clothing because it's very visually distinct from surrounding clothing styles, and I thought it would fit great with the new adventurer playstyle.

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[Khanty women's clothing variant and headgear.]

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[Khanty women's clothing work-in-progress images.]

The Sámi


Most of the assets for Arctic Attire were made with cloth simulation in Marvelous Designer, then touched up in Blender, but hard-surface details like the knives or much of the armor were modelled entirely in Blender.

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[Sámi women's clothing and cloaks with reference images - hand-colored photograph from the Nordic Museum, and photo from Heimbeck c.1900]

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[Sámi men's clothing, work-in-progress sculpt and reference photograph by Marcus Selmer.]

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[Sámi clothing selection, showcasing the lukha, a work-in-progress sculpt next to finished clothing.]

Sámi commoners have a lot of color variety - they have a lot of undyed or only slightly dyed clothing, or clothing made from leather or fishskins - fish hide clothing was actually very widespread in the arctic for a long time, and was produced by a variety of cultures. In Sámi culture, it seems to have been an option for the lower classes, while reindeer fur was reserved for the rich. Unfortunately I didn’t have time to make a bespoke fish skin pattern, so I represented it with a grey-colored leather pattern instead.

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[Sámi commoner clothing and fish-skin clothes reference - from Norsk Folkemuseum, by G. Roche]

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[Posed Sámi travel coat with reference image.]

Sámi travel clothing - a big fur coat, based on some south and east Sámi beaskas.

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[Posed Sámi council portrait, showing a selection of different garments.]

It’s been a great time working on this Content Creator Pack with Paradox, and I hope everyone enjoys the new accessories.

That’s all from me for now. Back to modding, I guess!





That’s all we have for today! A huge thank you goes out to PiGu and Aj both for their work on putting this dev diary together.

Medieval Monuments and Arctic Attire both release on February 25th on Steam and Microsoft!
 
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This post is reserved for collecting responses from the content creator pack developers.


PiGu
Three questions:

Will some monuments or some of their stages have requirements to build? Like it wouldn't make much sense to be able to build the dome of Santa Maria del Fiore in the 11th century because people simply didn't have the ability, engineering and ingenuity to build such a marvel.

Were the Netherlands/Low Countries never considered for a wonder? The whole region doesn't have a single one right now. There's the Cloth Hall of Ypres, the Belfry of Bruges, the Koudenberg Castle/Palace...

Have the gold requirements and construction times for building monuments (base or in this pack) been changed/been adjusted? For example, building a cathedral in the Middle Ages was extremely expensive, and often took decades, if not centuries to complete.
Hi, great questions!
1. They follow similar requirements as those from the base game, so some are tied to cultural innovations from different eras, others to religion/holy sites etc
2. It was considered, but in the end did not make the cut. I tried to cover as much as possible, but I could only use 20 models and both France, Germany and Britain were close
3. They have the same cost (in gold and time) as the other monuments from the base game, so they feel like long and expensive projects to undertake for your characters but are not impossibly expensive to achieve.

Can you divulge which one(s) was/were considered for the Low Countries? Just curious.
Of course! I don't remember them all unfortunately, but the one that went the furthest was the Belfort of Bruges

Will the special buildings be available without the "Medieval Monuments" dlc?
They will not, the buildings are part of the pack too

is the umayyad mosque upgradeable to reflect the additional minerettes added in later centuries ?
I'd have loved to but time was a little strict, and in the end I preferred to do a single extrapolation of the history of the mosque instead

PiGu, would it be too much to hope for that the issue with buildings not being able to have multiple building icons for different stages has been fixed?

Like ideally the Santa Reparata should have a different icon than the Santa Maria del Fiore.

Do you know anything of this?
I'm not sure I can comment on this as anything more than a modder, but the monuments included in the pack only have one icon each, and as far as I know the icon is not linked to the tiers either, but the "type" itself. So to give you an example, the icon would not be that of Santa Reparata or the Baptistery, but of the whole complex of the Duomo in all its centuries.

Would be cool if you could do more of this stages in the future, after the dlc release as an update or more content creator packs, i also hope paradox does some effort to expand this type of upgrade to the rest of the game
I would certainly love to ;)

Will this break Medieval Arts mod or will it overwrite/fuse with the buildings the mod adds?
The changes are very compatibility-friendly, no worries
I can't speak for other mods of course but Medieval Arts will be patched up the moment the DLC is released

How do the Walls of York operate as currently there is a norse holy site there? Are they are a duchy building or do they replace the pagan hall somehow? It would be nice to see how they interact and their stats in that region.

Also, Vyšehrad is very cool. The terrain looks very different though to current CK3 so have the tiles been reworked? As much as i like Beroun - i always felt that Vyšehrad is currently in the wrong place (where Old Town Prague is) and Vyšehrad should be where Beroun is so you can effectively have the three iconic aspects making a three barony sprawled city. Im not saying this has been done - but it looks like some remodelling has gone on no?
Hi!
The holy site in York has been moved to the temple holding of the county (so still York but a different province) to make space for the Walls.
The Visegrad citadel is not the one in Bohemia however, it is the one in Hungary. I understand the name is common in Central and Eastern Europe, I probably should have explained it better ; )

How do you decide what bonuses to give the monuments? Do you make that call or does the dev team?
I'm curious because I've seen people expressing concerns that if the monument effects are too strong it might essentially lead to the pack becoming a "pay to win" DLC.
As has been mentioned above I chose the modifiers myself trying to keep them strictly in line with those already from the game, and they were then overseen and where necessary tweaked by the people at Paradox. I had the problem you're describing well in my mind when choosing the modifiers, and I really tried to avoid any excessive ones that might render the monuments overpowered, while still ensuring they were strong enough as to give an incentive to the player to actually construct them in game.



Aj
Will the unit on the map have the artwork of the sami warrior or will the look like generic tribal warrior?
No - I wanted to but I was advised to make it a stretch goal - and then I didn't have enough time to work on it due to some real life circumstances :confused:

Okay I will start by saying AJ obviously did his best in portraying these cultures without any ill intentions, so please do not take the following comment as a personal affront. I just wish for some clarity from Paradox to what they hold as the standard to represent these (for most lesser-known) cultures.

This seeming anachronism of the Sami clothes has some difficult implications. I have next to no knowledge of them, but if this is the equivalent of putting a 18th century business suit on a Saxon, idk if that meets the quality control standards of the rest of the game (though I think these assets look nice, and match the later reference material).

If this teaches people this indigenous group never changed and innovated over time, that seems problematic. Especially considering this will be published by a Swedish studio, and Sweden’s history of forced assimilation of the Sami and ongoing disputes makes a possibly inaccurate representation more sensitive than others. I understand the lack of sources makes it difficult/impossible to design, but extrapolating may bring more problems.

Then again, if this is the only way Sami are representable and they themselves are fine with it, I suppose it at least puts them in the spotlight. Though that repeats the quality control, where I feel that some consultation with Sami representatives would be appreciated (like how Firaxis recently consulted with the Shawnee to properly represent them in Civ VII).
- note that I do not want to assume this was not done, it is just not stated here -

I am not Sami, so I am not the right person to advocate for or be critical of this particular type of clothing. I just want to point out the particular sensitivities that are out of scope for a modder to address, but should be necessary to do as a company of this scale, and I therefore ultimately question if an outsourced dlc is the right way to present this speculative content of a historically and contemporarily repressed culture within the very country it is published from.

It would be nice to hear more about the approach and what was done to represent these people as respectfully as possible.
I understand the worry and I have spoken to some Sami who have expressed similar concerns after the initial announcement. There are several issues - there is a relative lack of information about Sami attire from the period (this is really the main thing), and that the little information there is isn't in English. If I were to ignore modern attire completely, I would have to do a great deal of extrapolation, and I would rather accurately represent Sámi culture than make stuff up myself. That being said, in hindsight there are some areas where I could have definitely done better when it comes to historicity.

Thats really unfortunate, hopefully a unit pack in the future, fingers crossed.
If I do another content creator pack, I might try to do clothing + units again, I think it would be doable if I don't split my attention between two aesthetics lol

I don’t think it is disrespectful per se, especially if primary sources are scarce. It seems that the sources have been based mainly on ethnoarchaeology and anthropology, creating plausible but not strictly accurate models.

I personally appreciate the good work that both PDX and several modders have recently done regarding the historical attrires, so unfortunately, I will not buy the Artic Attrire Pack. Don’t get me wrong, the models and textures are amazing and very beautiful but the lack of historicity is a problem for me.

However, the Medieval Monuments Pack does show that historical accuracy that I love in this kind of DLCs :)
I will note that the vanilla clothing is not very appropriate for Sami or Khanty, even with mods like EPE or CFP. And a lot of vanilla clothing, such as in India, or Africa, are also anachronistic for the same reasons.

I think the best of both worlds for historicity is getting the DLC and then waiting for the mods to be patched with it

Of course it is beyond your ability as it is a bug (or oversight) in the game. I just hope it gets fixed someday, or modders get the ability to have different icons for different stages.

Currently, I have to use a workaround to get it to work, but due to this the buildings are not linked in a single sequence but have to be replaced with the next one via an event.
I'm not sure what here is being interpreted as a bug - I think this is intentional and a way of keeping a reasonable 2D art scope

I want aj to get more content creator packs
Wow me too!
 
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Do you guys have plans for expanding the creator pack.
Examples: A mini flavor pack of a smaller region that will probably not get dlc in the future (Like the horn of Africa, or the balkans, etc)? Even if said flavor pack is more expansive. Or maybe a pack focused on music?

Are there plans to sell the creator pack's in a specific bundle? or be included in the yearly chapter bundles?
 
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I really love those new monuments. Hope to see the round city of Baghdad in the next monument pack.

PS. Will we eventually get more 3d throne rooms through future content creator packs??? Do you have any plans for it??
 
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Three questions:

Will some monuments or some of their stages have requirements to build? Like it wouldn't make much sense to be able to build the dome of Santa Maria del Fiore in the 11th century because people simply didn't have the ability, engineering and ingenuity to build such a marvel.

Were the Netherlands/Low Countries never considered for a wonder? The whole region doesn't have a single one right now. There's the Cloth Hall of Ypres, the Belfry of Bruges, the Koudenberg Castle/Palace, the Gravensteen or even the City Hall of Brussels which started constructed before the end date.

Have the gold requirements and construction times for building monuments (base or in this pack) been changed/been adjusted? For example, building a cathedral in the Middle Ages was extremely expensive, and often took decades, if not centuries to complete.
 
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Three questions:

Will some monuments or some of their stages have requirements to build? Like it wouldn't make much sense to be able to build the dome of Santa Maria del Fiore in the 11th century because people simply didn't have the ability, engineering and ingenuity to build such a marvel.

Were the Netherlands/Low Countries never considered for a wonder? The whole region doesn't have a single one right now. There's the Cloth Hall of Ypres, the Belfry of Bruges, the Koudenberg Castle/Palace...

Have the gold requirements and construction times for building monuments (base or in this pack) been changed/been adjusted? For example, building a cathedral in the Middle Ages was extremely expensive, and often took decades, if not centuries to complete.
Hi, great questions!
1. They follow similar requirements as those from the base game, so some are tied to cultural innovations from different eras, others to religion/holy sites etc
2. It was considered, but in the end did not make the cut. I tried to cover as much as possible, but I could only use 20 models and both France, Germany and Britain were close
3. They have the same cost (in gold and time) as the other monuments from the base game, so they feel like long and expensive projects to undertake for your characters but are not impossibly expensive to achieve.
 
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Hi, great questions!
1. They follow similar requirements as those from the base game, so some are tied to cultural innovations from different eras, others to religion/holy sites etc
2. It was considered, but in the end did not make the cut. I tried to cover as much as possible, but I could only use 20 models and both France, Germany and Britain were close
3. They have the same cost (in gold and time) as the other monuments from the base game, so they feel like long and expensive projects to undertake for your characters but are not impossibly expensive to achieve.
Can you divulge which one(s) was/were considered for the Low Countries? Just curious.
 
General complaint that's been repeated since time immemorial when it comes to monuments:
What's with the predeterminism?
Why can't other places build great fortified shipyards? Why are places of high learning restricted only to certain locations?
I'm all up for there being wonders with specific flavor text, but a lot of those buildings were more a matter of prestige and money rather than "Hohoo, only this specific place can build a cooler church!"
 
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Most of the clothing is anachronistic due to lack of earlier sources. Ultimately I preferred to make something accurate to the cultures than try to be inventive.
Okay I will start by saying AJ obviously did his best in portraying these cultures without any ill intentions, so please do not take the following comment as a personal affront. I just wish for some clarity from Paradox to what they hold as the standard to represent these (for most lesser-known) cultures.

This seeming anachronism of the Sami clothes has some difficult implications. I have next to no knowledge of them, but if this is the equivalent of putting a 18th century business suit on a Saxon, idk if that meets the quality control standards of the rest of the game (though I think these assets look nice, and match the later reference material).

If this teaches people this indigenous group never changed and innovated over time, that seems problematic. Especially considering this will be published by a Swedish studio, and Sweden’s history of forced assimilation of the Sami and ongoing disputes makes a possibly inaccurate representation more sensitive than others. I understand the lack of sources makes it difficult/impossible to design, but extrapolating may bring more problems.

Then again, if this is the only way Sami are representable and they themselves are fine with it, I suppose it at least puts them in the spotlight. Though that repeats the quality control, where I feel that some consultation with Sami representatives would be appreciated (like how Firaxis recently consulted with the Shawnee to properly represent them in Civ VII).
- note that I do not want to assume this was not done, it is just not stated here -

I am not Sami, so I am not the right person to advocate for or be critical of this particular type of clothing. I just want to point out the particular sensitivities that are out of scope for a modder to address, but should be necessary to do as a company of this scale, and I therefore ultimately question if an outsourced dlc is the right way to present this speculative content of a historically and contemporarily repressed culture within the very country it is published from.

It would be nice to hear more about the approach and what was done to represent these people as respectfully as possible.
 
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General complaint that's been repeated since time immemorial when it comes to monuments:
What's with the predeterminism?
Why can't other places build great fortified shipyards? Why are places of high learning restricted only to certain locations?
I'm all up for there being wonders with specific flavor text, but a lot of those buildings were more a matter of prestige and money rather than "Hohoo, only this specific place can build a cooler church!"
I'm sympathetic to what you're saying but I think these buildings scratch that 'make the game more historical' itch without too much railroading
 
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I'm sympathetic to what you're saying but I think these buildings scratch that 'make the game more historical' itch without too much railroading
I mean that's what I meant by flavor text, having these wonders be more easily buildable in their historical places and giving them flavor text, but making them exclusive as a principle is just silly because it just means that places that historically never had strong and rich realm don't get the opportunity to have special buildings there if such realm comes to exist there.
 
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Why can't other places build great fortified shipyards? Why are places of high learning restricted only to certain locations?
I'm all up for there being wonders with specific flavor text, but a lot of those buildings were more a matter of prestige and money rather than "Hohoo, only this specific place can build a cooler church!"
You can have dynamic special buildings in vanilla too. See: the Buildings you get from Legends.
 
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