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Dev Diary #70 - The Facts about Artifacts

Hello everyone! Shoes here, back to talk about what is genuinely my favorite feature of The Royal Court — Artifact generation! One of the goals we had for Artifacts in CK3 was to ensure that the artifacts your rulers acquire will feel truly distinct from another. No longer will you have a royal treasury filled with identical swords — now you will have a royal treasury filled with an assorted variety of different swords!

Artifact Features​

All Artifacts in the game can have a set of Features that determine both how they were created as well as what they were made from. For example, ‘Oak’, ‘Ash’, and ‘Pine’ are all features of the ‘Wood’ type, which is used to make wooden furniture, spear shafts, book covers, etc., while ‘Engraved’, ‘Filigreed’, and ‘Painted’ are ‘Decoration’-type features which skilled craftspeople can use to decorate artifacts to make them more suitable for royalty.

The main use of Features is to create immersive descriptions for the artifact. Whenever a new artifact is created (such as from an Inspiration), it will gain a set of appropriate Features based on various factors including culture, geography, craftsmanship quality, wealth of the capital city, and event decisions made during the creation process. These Features are then used by the artifact’s description to emphasize any distinctive characteristics that it has! Note that that these Features will not be represented in the 2D and 3D art of the Artifact, as we have far more varieties of Feature than we could reasonably produce art for.

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A screenshot containing 6 example Artifacts. NOTE:Under active development. Values and content subject to change.​

The thing I love about this system is not just that it will generate and display differences between two different axes your ruler commissions from a blacksmith — it is that those differences will be even more pronounced between Artifacts created in the different regions of the world. This means Artifacts that you loot from your defeated foes while on crusade or during overseas raids will be far more distinct from other Artifacts in your treasury, serving as a memento of the great distances you or your ancestors traveled on their journeys.

Of course, we have many types of Artifacts apart from weapons, and some of the material and craftsmanship differences become truly pronounced when you start looking at the type of Artifacts that are created explicitly for rulers to show off with! For example, a crown crafted in Afghanistan might feature pieces of its legendary lapis lazuli, while one made in the Baltic region could instead feature an impressive chunk of amber as a centerpiece. Different varieties of gemstones, cloth, lumber, shells, and animal horns… the range of possible combinations is truly vast!

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A screenshot containing 6 example Artifacts. NOTE:Under active development. Values and content subject to change.​

Artifact Modifiers​

As you probably noticed in the above screenshots, every Artifact has a set of character modifiers which are applied to their owner while they have them equipped. Unlike in CK2, there are no ‘slotless’ Artifacts, so in order to gain any benefit from owning an Artifact at all you must have it equipped in one of your personal slots (Weapon, Armor, Regalia, Crown, Trinket) or court slots (Lectern, Throne, Wall Hanging, etc.). By ensuring you can only have a set number of artifacts benefiting a character at once, it becomes much easier for us to balance Artifacts and avoid the massive bonuses characters could gain in CK2 by accumulating vast libraries of forgotten lore, new inventions, and piles of statues.

One guiding principle we used while designing these Artifact Modifiers is the “no overtly supernatural effects” rule that guided us during the base game’s development. For example, a masterfully-forged weapon granting Prowess is straightforward and sensible, as characters fight better with a good weapon in hand. That same weapon boosting Advantage or Army Gold Maintenance is maybe less obvious, but can still be explained by serving as a symbol of hope and inspiration for the soldiers in an army and boosting their morale. Something like No Penalty For Crossing Rivers is nonsensical for an Artifact weapon though — we are not giving rulers access to the equivalent of a fully-functional Staff of Moses! Modders, of course, can add whatever modifiers they wish to an Artifact.

Historical Artifacts and Trinkets​


Of course, not all Artifacts will be artisanal masterpieces! The important thing for Artifacts is that they are meaningful to their owner in some way — this meaning doesn’t need to be purely economic or functional!

Instead, some Artifacts may have great historical value despite a plain appearance, such as Charlemage’s Throne. Other Artifacts might only hold sentimental value, such as a good-luck charm or a locket given to you by a lover which reduces Stress. Finally, some Artifacts may instead be relics of a rather… dubious provenance, yet still useful for those who believe in their power (or at least claim to).

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Growing Pains​


Work on the Royal Court expansion is progressing, and it's looking better each day that passes. Now, we want to be upfront and say that it's going to take longer than many of us expect for the expansion to be released. There are many reasons for this; the expansion is very technically challenging and we're doing things we've never done before from the ground up. We want a Royal Court that looks as grand as the mechanics that support it.

We've also had the recent organizational changes that affect how we work, as many of you know we've split into three studios - and with change comes a period of adaptation. The team has grown significantly in recent times. A lot of time has been spent onboarding new members to the team, and we've onboarded more people than we ever have before. While it may have a negative short-term impact, it's definitely going to be a solid investment for the future of CK3, not only for the release of Royal Court, but also our future expansions, and beyond. Of course the extended period of working from home makes things take longer than expected. This is something we have touched on before due to how the working conditions have been recently.

Rest assured that we're still working as hard as we can and things are progressing nicely, and are aiming for a release later this year. We will of course have more exciting details to share in upcoming dev diaries.

For now we’ll leave you with this little extra teaser:
teaser.png
 
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Mostly older titles were known by the first line in the book itself. This is how we ended up with so many historical works being called "on architecture", etc. That's how the first sentence of the work begins.

The first lines of De Architectura are "Architecti est scientia pluribus disciplinis et variis eruditionibus ornata, cuius indicio probantur omnia, quae ab ceteris artibus perficiuntur opera. Ea nascitur ex fabrica et ratiocinatione. Fabrica est continuata ac trita usus meditatio, qua manibus perficitur e materia cuiuscumque generis opus est, ad propositum deformationis. Ratiocinatio autem est, quae res fabricatas sollertia ac ratione proportionis demonstrare atque explicare potest."

(or even "Quum divina tua mens et numen, imperator Caesar, imperio potiretur orbis terrarum, invictaque virtute, cunctis hostibus stratis, triumpho victoriaque tua cives gloriarentur, et gentes omnes subactae tuum spectarent nutum, populusque Romanus et senatus, liberatus timore, amplissimis tuis cogitationibus consiliisque gubernaretur, non audebam tantis occupationibus de architectura scripta et magnis cogitationibus explicata edere, metuens ne non apto tempore interpellans subirem tui animi offensionem." if we include the preface).

That clearly isn't an "incipit".

(Nota bene that the first word isn't even the same word:
De Architectura = "Concerning Architecture", "On Architecture".
Architecti est scientia... = "Architect's [subject] is a science...")
 
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I like that this version of the Artifact system feels more fleshed-out and less RPG-like than in the past. In CKII it almost felt like DIablo, trying to grind for rare weapons or other things.
 
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So questions:

1. Can unlanded characters use artifacts? And if so, will knights summoned through the military window occasionally show up with a weapon or armor?

2. Will there be a hostile scheme to try to steal an artifact through subterfuge?

3. Will the Commission Epic decision from the Diplomacy lifestyle create an artifact?

4. How many rulers in either start date begin with at least one artifact in their possession?
 
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Sorry to be that guy but I genuinely just want to be helpful (sorry if it was said earlier too) but there's some mistakes in the artifact descriptions:

King Svends dagger: a(n) electrum
Italian mace: you only use a comma with an and when it's at the end of a list
Maharaja's Diplomacy: (the) art of feasting
Ghaznavid crown: with () small pieces of lapis lazuli

sorry again, please don't think there's any judgement here. These dev diaries are great and I'm so very excited
 
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So let it be a limitation depending on the quality, an iron sword should be irreparable after 100 years without repair for example.
And that is where the antiquarian type position comes in, along with (presumably) an event when the "lifespan" of the item runs out.

Here's a thing though - an iron blade that's kept well oiled and is well cared for could well last over 100 years without "repair" - whatever that would entail. Even more so if it's carefully stored and not displayed. It might (and probably would) dull and darken, but it wouldn't be "irreperable" just due to age.
The reason most swords didn't survive is because they were used and became damaged, but if it's a ceremonial or display piece rather than a combat sword it wouldn't be subject to this damage.

On top of this, steel making was known in the 9th century (with assorted techniques involving adding and removing carbon through learned - but not fully understood at the time - methods), although the core of a blade might well be made from iron with the edges being steel, or the blade might be made from a number of different grades of iron and steel combined in various fashions.


Overall though, from what we've been given to understand, when the timer is up you repair it (paying money) or it breaks. Extra options might happen if you've got a competent antiquarian (minor title) in your court.
 
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Is there any way to upgrade artifacts after they are created? For example, if my first character creates a simply sword, if I use it long enough or through some kind of event or using the court artificer is there a possibility it can be upgraded to a fine sword? Then eventually up to Masterwork?

That really wouldn't make any sense, though. You don't just take a low quality sword and improve it to masterwork. You'd have to start from scratch for that. You might be able to hone the blade better to make it sharper or even potentially reforge a blade to some extent, but you're not going to do actual upgrades. That being said, I do feel that artifacts should gain in "strength" over the years/centuries if kept in relatively good condition. A brand new weapon might be impressive and might inspire troops, but probably doesn't provide a significant amount of grandeur/prestige/etc right away. But if it's been around for centuries, it may have become far more famous and therefore have a higher level of grandeur/prestige/etc. gain. You'd of course have to balance that mechanic properly if you were going to add it, though.

I love to see artifacts being introduced, but for some reason it bothers me that a weapon can reduce Stress Gain. I could imagine how a beautiful piece of artwork like a painting would reduce Stress Gain, or an inspirational religious text, or a well written book. A painting giving a bonus to Prowess seems as strange as a weapon giving a bonus to Stress Gain.

Yeah, this is just another example of how they are just randomly tossing modifiers on items. It seems like they want to have a specific modifier on a specific item and so they are trying to justify it by coming up with crazy stories that make little actual sense. Sure, you might lose stress by having a weapon that you practice with. But that's really an action you should be taking and not something a single specific weapon will provide. If they want to make it possible to blow of steam by practicing with a weapon, then it should be a decision you take and not an effect on a specific artifact. After all, you should be able to do the same practicing regardless of which sword you are holding.

I don't mind having to RP some of the abstraction away, but they are taking this to extreme levels of requiring that just to make sense of the decisions. I had hoped this was learned from the complaints about artifacts in CK2, but they are making the same bad choices here. Some modifiers simply don't belong on artifacts at all and some should only be found on specific artifacts where it makes at least some sense.

Consider these things:

+ Knight Effectiveness -- One weapon makes your knights fight better. Okay, so you say that this is because it inspires them? Sure, maybe. But why doesn't it inspire any other troops? You can probably make up some story to explain that, but you shouldn't have to.

+ Hostile Scheme Resistance -- A goblet prevents (reduces the chance of) someone from killing you? Really? Does it make noise or turn color if there is poison in your wine? Does it filter out poisons? Nothing makes any sense here.

- Army Gold Maintenance -- Supposedly your weapon inspires your troops to not want to be paid as much? I'd like to see any soldier who would take a pay cut just because you have a famous sword. Perhaps they might join your cause if you have something famous - "Hey, the king has Excalibur, let's join him because he's the rightful ruler", but not a reduction in maintenance costs.

+ Intrigue per Stress Level -- In what way will your level of stress improve your intrigue skill just because you have a specific weapon? I can be okay with intrigue gains such as plot success chance increases by having a dagger rather than a spear as it's something you could conceal and use to assassinate someone far more easily, but basing it on stress level? It doesn't make any real sense.

+ Controlled Territory Defender Advantage -- This has already been discussed a lot, but I have to side with the opinion that this make no sense. If it affected defender advantage (not based on controlled territory), then you could say that it inspires your troops to fight harder to protect your realm. But basing it on control really makes no sense.

I have a strong feeling that there are a lot of other poorly thought out artifact modifiers that we haven't seen yet. Please, Paradox, put modifiers on that don't require players to jump through mental hoops in order to find a way to make them make sense. A book can provide things that a weapon cannot. A weapon can provide thing that a book cannot. That is okay. You don't have to put modifiers on item types where it doesn't make any sense. Also, please make it so that newly forged items cannot provide modifiers that you'd only expect to see on ancient (old) historical artifacts that have some meaning to them. No matter how fancy that new masterwork sword is, it doesn't make sense that it can provide the same kinds of modifiers as a well-known and famous artifact. For example, maybe a newly forged weapon provides grandeur if it's fancy enough, but an old and famous weapon also provides prestige (or piety if related in some way to religion) because of the famous history behind it. That doesn't mean both couldn't offer both prestige and grandeur, but it's an example of how a newly made item shouldn't always have the same kinds of stats as something more historical/old/famous/etc.
 
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are we going to be able to get a new hostile intrigue? Theft of artifacts?
 
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I agree with you, I can however also make a valid point countering you where you say “The mere fact of being an artifact should mean that it should, to an extent be exceptional...” and regarding your sentence about, “Does the simple sword mean that we should be imagining that most of our characters don’t have swords”. In history, certainly to a large degree we see artifacts as exceptional objects, but another variable of being an artifact is who owned such artifact, making it considered an artifact. An example to illustrate this from fiction would be in Indiana Jones and The Last Crusade. The grails would all be considered artifacts, but the grail owned by Jesus of Nazareth would be the most important, even though it was lower quality and not made of precious materials, but just because of who owned it. Hopefully my wording makes sense :)
Such an artifact would still be exceptional, it's just that it'd be exceptional due to their history rather than their construction.
If the "simple sword" instead of a description of it's construction had a short story about how you got it and that's why it's special that'd be fine too. For instance like the Knife of the [terrain] from ck2 where your ruler could pick up a weapon from an enemy soldier during a battle in desperation. That'd be completely fine despite of ordinary quality (not even the ordinary high quality you'd expect of a knights/rulers weapon) because not all rulers would have a weapon they/their ancestors took during battle and used to kill their assailants.

Also as a side note, only the true grail in Indiana Jones would be an artifact in the ck3 game mechanical sense. The rest are just cups, there to hide which one is the true one and to serve as a test of worthiness. (assuming the painful death from drinking from the wrong cup is part of the test/the water/the place rather than because the other cups are magic murder cups).
 
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One guiding principle we used while designing these Artifact Modifiers is the “no overtly supernatural effects” rule that guided us during the base game’s development. For example, a masterfully-forged weapon granting Prowess is straightforward and sensible, as characters fight better with a good weapon in hand.
Except that up to +9 prowess when 9 prowess is already pretty good is absolutely supernatural, that is a weapon that can make the worst fighters in the world or even children pretty capable on the battlefield somehow. Weapon quality is simply not a huge factor in deciding the outcome of a fight, especially if everyone involved is either a nobleman or in a nobleman's retinue so will presumably not be using absolute shit equipment that instantly breaks. More expensive weapons aren't better weapons at this level, they're just more fancy.

TBH this DD and the one about inspiration have left me pretty disappointed in this expansion. When the expansion first was announced I thought we were going to see courts more or less as they actually functioned (i.e. as a place where kings or dukes waste their money on feasts and patronizing artists to gain prestige and impress their peers) which would've also solved the gameplay problem of "what to do with all my money?" by introducing a permanent money drain and could've made diplomacy more interesting. However, instead of taking actual history for inspiration it seems this expansion is based more on Dwarf Fortress and D&D and turning that inspiration into a new level of stat bloat. Nothing that we have seen about courts and artifacts so far makes any historical sense, nor does it seem to be creating a lot of interesting gameplay.
 
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- Army Gold Maintenance -- Supposedly your weapon inspires your troops to not want to be paid as much? I'd like to see any soldier who would take a pay cut just because you have a famous sword. Perhaps they might join your cause if you have something famous - "Hey, the king has Excalibur, let's join him because he's the rightful ruler", but not a reduction in maintenance costs.

A modifier that could make sense in that case would be: Increased chance to attract better knights.
That would be an interesting modifier, but from what i gathered...... that's an effect gradeur(?) has.
 
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