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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.

ArtifactExamplesItalian2.png

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!

ArtifactExamples2.png

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).

bones3.png


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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In Stellaris when they introduced the relic system, owning past DLCs would grant you acess to some relics. So I don't see why the content of a dlc couldn't interract with a previous dlc.

Court/artifact stuff could easily be part of the flavour packs - it'd just have to be a minor part of it.

"For those of you with Royal Court, this flavour pack also includes new options related to the culture of the Franks, including new tapestries and statues". Easy as that, and it encourages people to consider Royal Court.
I will be really happy if it turns out like that. The interplay between different systems is one of the most exciting things for me in the case of Paradox games. Thus, I really like when they manage to elegantly fit the core mechanisms in the free patch, as it helps with developing them further later. But if there is a Stellaris precedent case for cross-DLC content, then I'm slightly more optimistic.

EDIT: Ok, it's even better. Artefacts are a part of the free patch. All my fears are gone! :D
 
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Looks realy good, but I have a question about the replayability. Will we have an option to randomise the world like in ck2? Cause with only 2 starting date the progression is realy similar. The bizantium expend without any logic, the UK became viking and hispany became Muslim each time we don't have many variation. A randomise world can change this. So will we have access to this option?
 
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If scimitars end up in the game, just remember that it's steppe riders who popularized them in the middle east and they were not common until the later part of the period. Arabs used straight swords.
 
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So, does the time limit mean that artifacts will eventually decay? If so, will this be represented as penalties increasing over time, or the artifact disappearing after a certain time? Will we be able to find inspired people capable of preserving/repairing them?
It would be nice if we could have a "Master Smith" character in our court, who would maintain our artifacts and increase their durability.
Perhaps a minor title for certain unlanded characters?
I believe the answer to these questions have been teased in earlier dev diaries or talks, but there is a antiquarian position. If not... well then I just teased it :D

When you mention artifacts requiring court slots, what happens to court-slotted artifacts if you lose your court do to going back to a duchy or county level?
This was actually mentioned in a previous diary:
If a ruler is demoted to a lower rank (through war, election, or just sheer bad luck) their Royal Court and everything therein will either stay dormant until you regain your lost status, or follow the character who now rules in your stead.
 
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Going to sound like a weird nitpick, but the triangular/pentagonal gem in the center of the crown art looks really off to me.

Do we have crowns with gems like that? It looks a bit too fantasy and unfitting for my taste. Like the faceting and style seem a bit 'advanced' for the period we're working with.
”Work in progress”
 
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Very nice. But I have to ask; are any artifacts of the highest quality as they menace with spikes and display images of cheese or people cowering before vermin?
 
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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.

View attachment 750383
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!

View attachment 750384
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).

View attachment 750385

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:
View attachment 750386
Love it, but please add shadows to characters :)
 
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Going to sound like a weird nitpick, but the triangular/pentagonal gem in the center of the crown art looks really off to me.

Do we have crowns with gems like that? It looks a bit too fantasy and unfitting for my taste. Like the faceting and style seem a bit 'advanced' for the period we're working with.

They're not perfect triangles, but this Visigothic votive crown has some pretty close gems on it (at least on on the main body, a few of the pendant ones).
Corona_de_%2829049230050%29.jpg
 
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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. 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.
So, in other words, you absolutely do have overtly supernatural effects, but have chosen to hand-wave them away.

You can't honestly tell me that having a "simple sword" makes every army be better defenders in territory you control is a sensible, reasonable effect. It's clearly an absurd, magical effect that requires a suspension of disbelief.
 
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I think the books might feel more realistic, and a little more unique if it was named something more specific- perhaps "Maharaja Jayasimha's Guide to the Feast" or "Keeping Vassals Happy, by Maharaja Jayasimha" rather than the more generic name (Maharaja Jayasimha's About Diplomacy) it currently has.
I think there is some variation in how we name them in game, and we might well add more during development, but it is worth noting that book titles as we know them did not really come about until later :)
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.
(of course all of the above is true for the western book tradition - particulars may well vary between different times and places ;) )

Side note:
Your example of the Maharaja's book of feasts makes me think of this title...
 
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So, in other words, you absolutely do have overtly supernatural effects, but have chosen to hand-wave them away.

You can't honestly tell me that having a "simple sword" makes every army be better defenders in territory you control is a sensible, reasonable effect. It's clearly an absurd, magical effect that requires a suspension of disbelief.

Or, your soldiers think you truly have a magic sword, and it inspires them to fight more fiercly as they "feel it power and protection" or try to protect it.
 
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So, in other words, you absolutely do have overtly supernatural effects, but have chosen to hand-wave them away.

You can't honestly tell me that having a "simple sword" makes every army be better defenders in territory you control is a sensible, reasonable effect. It's clearly an absurd, magical effect that requires a suspension of disbelief.
From the quote you're responding to: "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."

It's intendend to be psychological. We can debate whether a famed blade can have such an impact on armies, but it's certainly not clearly magical.
I would add that it is also thematic. Medieval stories are full of mentions of special weapons, banners, etc belonging to heroes who would inspire their men and appear more fearful to their enemies. And in CK, the line between historicity and story-telling can be somewhat thin. We are regularly made aware that we are "writing" our histories through epics and systems such as fame and devotion. What matters is what is remembered of our characters, and their achievements.

My point here is that since CK is a game that tells stories, it requires suspension of disbelief no matter what. Because it's not a historical simulation.
 
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You can't honestly tell me that having a "simple sword" makes every army be better defenders in territory you control is a sensible, reasonable effect. It's clearly an absurd, magical effect that requires a suspension of disbelief.
The in-development examples are still being worked on, however I don't think it to be entirely unreasonable.

Maybe not for a simple sword, but in the case of a relic with cultural significance, the wielder of the sword may get more support from the local population, which can translate to local guides being more inclined in pointing out features of the local geography, which translates to a tactical advantage of the army in question.

"This weapon is the symbol of the rightful lord of this land, therefore the locals are more happy to give their support, which gives me a better understanding of where and how to pick the battle against these would-be invaders."

There are many ways to interpret it.
 
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