• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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

1739888889247.png


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.

image-01.png

[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]

image-02.png

[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.

image-03.png

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

image-04.png

[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.

image-05.png

image-06.png

image-07.png

image-08.png

[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.

image-09.png

image-10.png

[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.

image-11.png

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

image-12.png

[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.

image-13.png

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

image-14.png

[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

1739888912545.png


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.

image-15.png

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

image-16.png

[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]

image-17.png

[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.

image-18.png

[Armor work-in-progress images.]

image-19.png

[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.

image-20.png

[Khanty women's clothing variant and headgear.]

image-21.png

[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.

image-22.png

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

image-23.png

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

image-24.png

[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.

image-25.png

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

image-26.png

[Posed Sámi travel coat with reference image.]

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

image-27.png

[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!
 
  • 66Like
  • 31Love
  • 7
  • 5
  • 2
Reactions:
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.
 
  • 9Like
  • 2Love
  • 1
Reactions:
I almost forgot!

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 the Santa Reparata should have a different icon than the Santa Maria del Fiore.
 
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 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 :)
 
  • 3
  • 2Like
  • 1Love
Reactions:
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.
I appreciate the reply and completely understand how this is too much for one person to undertake. You further mentioned some personal circumstances that reduced the possible scope. That is also very understandable. My concern with it is that it is a larger company that ultimately publishes this as paid content and not a mod. They could have undertaken the extra work to, per your example, ensure non-English sources were used for instance; or allocate extra resources to help when the scope turns out to be more than intended.

That the concern comes from Sami themselves, is also probably more important than my passing criticism, and this whole idea of how to tastefully approach representation goes beyond them or this mod as well.

So yeah, I’m still not sure that this was the best approach to represent the history of a culture that is apparently so difficult to research, while that is what is explicitly presented as the main topic of the dlc.

Still, I want to reiterate that this is not easy to do (It is probably impossible to do perfectly), and all the choices made are at least understandable. I just wish to open up the debate.
 
  • 5
Reactions:
I would love to see specific city models at some point (Costantinople style) as someone has pointed, monuments seem lonely :(

Buying both packs tho
 
  • 3Like
Reactions:
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
 
  • 4
  • 2Like
  • 1
Reactions:
Barcelona had kings?
Yes, at the time that Ramon Berenguer IV married the daughter of Alfonso I of Aragon, the two territories were united, although preserving their institutions, etc. I seem to remember that Alfonso II was the first king of Aragon who was also count of Barcelona.
 
Last edited:
  • 1
  • 1Like
Reactions:
I admit that I have mixed feelings about these cosmetic packages but even without knowing if I will buy the DLC or not, many thanks to the modders for the effort.

Regarding day 25. Apart from the DLC, will there also finally be a mini patch? Can we know what the basics will be?
 
  • 1Like
Reactions:
My concern with it is that it is a larger company that ultimately publishes this as paid content and not a mod. They could have undertaken the extra work to, per your example, ensure non-English sources were used for instance; or allocate extra resources to help when the scope turns out to be more than intended.
These are also my thoughts. I'm surprised that PDX decided to outsource this particular pack. If English sources are scarcely available they have the best access to non-English ones as a Swedish studio! Don’t get me wrong. I don’t blame AJ here. Or question his modeling skills as the garments look very good. I have doubts about PDX quality control standards. Where is the limit for accommodating ahistoricism?
 
Last edited:
  • 7
Reactions:
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.
 
  • 1
Reactions:
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.
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.
 
  • 1
Reactions: