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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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Any chance of artifacts having history, or at least a "made by/first owner" like in CK2?
 
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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.

Explain how you could not perform exactly the same hand-waving for the example given of an unacceptably supernatural weapon, one which gives reduced river-crossing penalty?
 
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Like I said, hand-waving.
What kind of bonus would you consider not hand-waved, and still be meaningful for gameplay?
 
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Can we 'borrow' artifacts to certain characters, like an armor/sword to our marshal, jewelry to our spouse etc.? And no, I don't want to gift those precious pieces away for life, merely tie them to a position in my court.
 
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What kind of bonus would you consider not hand-waved, and still be meaningful for gameplay?

Yeah, you'd basically be limited to prestige, piety and and very small, very limited bonuses otherwise.
 
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Explain how you could not perform exactly the same hand-waving for the example given of an unacceptably supernatural weapon, one which gives reduced river-crossing penalty?
What's your goal here exactly? Do you want more pronounced effects? Less pronounced ones? Do you want the devs to publish a design style guide for every feature so you can see how honest they're being to their own rules, or are you just getting off on being tiresome and pedantic?
 
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What kind of bonus would you consider not hand-waved, and still be meaningful for gameplay?
For a sword: monthly prestige gain, extra prestige from battle, small prowess bonuses (a nice sword doesn't turn you into a master swordsman), grandeur, opinion bonus, morale boost when leading an army.

Alternatively, bite the bullet, admit that you need to have supernatural effects for a random "simple sword" to have meaningful gameplay effects, and call it a day.
 
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This is cool. Though, some questions:

1.) Will religious relics be held by the ruler or by the clergy, ie will they be at the churches and temples or in the court?
2.) When it comes to book books , are we going to get historical books and special characters, ie Chaucer writing the cantebury tales,
3.) @Trin Tragula is the Manasollasa one of the historical books? I want to ensure my king's elephants are properly taken care of and to have a recipe for Payasaam.
4.) in the teaser shot I see two thrones, but how would that work in a nation that has polygamy?
 
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It feels like you're pretty determined to not be on board with this approach. Do you have an idea of how you'd like it to work?
I would like artifacts to give limited mechanical bonuses, and primarily be items of prestige and grandeur. I don't think the game needs a bunch of additional combat modifiers, cost reducers, etc. - we saw in CK2 that that's a dangerous road to go down, as it leads to bloated stats. CK3 already suffers from this in some areas, with modifiers stacking to achieve things like free embarkation, etc.

My second choice would be to just lean in and say that artifacts are supernatural. That the medieval legends were true in this version of the world, and that swords really can be blessed or magical or whatever, and so can confer more abilities upon their wielder than a real-world sword could.

Saying that artifacts cannot have supernatural effects, and then giving them clearly supernatural effects anyway is the worst of both worlds. It makes the internal logic of the game world convoluted and arbitrary, detracts from RP, and does so for no gain.
 
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"aiming for a release later this year." BRUH.

I understand Dev times and the complications of such a DLC, but... maybe it's time to manage your time a bit better and get another team working on flavour packs/QoL updates. This is getting ridiculous we've had 4 "major" updates and one meh Flavour-DLC that basically killed the 867 start for non-Norse factions, (with no Chevo compat rules to fix that) since release. We have bugs that have been there since day 1, we barely get any QoL improvements (aside form when something insane like raiding for free happens, post dlc obv), you've gone completely silent on the CoA creator.

This is seriously disheartening.
 
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Are weapons equipable for all characters or only king rank characters? I see a spear in the possession of a duchess, and I love to play low rank characters (having the artifacts only being usable for kings and emperors seems like a miss for me :( )
 
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Explain how you could not perform exactly the same hand-waving for the example given of an unacceptably supernatural weapon, one which gives reduced river-crossing penalty?
Very simple.

"This is Excalibur, sword of the King of Logres. My men are inspired to fight harder and defend it and the wielder as it will only answer to a rightful king!" is an entirely reasonable psychological effect (although the value and details of the boost may need work). It too could lead to advantages in combat.

"This staff causes rivers to open up leaving dry land through which to march" would be clearly supernatural.

You could potentially have something that persuades the locals to point out the local fords, but that would achieve the goal in a different way, and wouldn't be an unacceptably supernatural item.
 
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Are weapons equipable for all characters or only king rank characters? I see a spear in the possession of a duchess, and I love to play low rank characters (having the artifacts only being usable for kings and emperors seems like a miss for me :( )
From what we had earlier anyone can get hold of artefacts, but only Kings and Emperors have court slots to display them in court, and only Kings and Emperors can employ inspired crafters.

How other ranks get hold of artefacts isn't yet clear.
 
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Good to have another CK2 feature back. Kinda wondering why we have to pay for it again though.

Only some of it.

Artifacts are a Free Feature, and available to everyone. This decision was made early in development for exactly the reasons you state — it allows us to continue adding new Artifacts and interactions with the Artifact system in future patches.

What is a Paid Feature are Inspirations, which serves as an important way to acquire Artifacts in The Royal Court (especially Court Artifacts). However, even without owning the DLC, we will have multiple ways to acquire Artifacts with the launch of the accompanying patch.
 
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